[Harqual] Izmer on Kulan

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[Harqual] Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:15 am

Kingdom of Izmer: As part of the World of Kulan

PART ONE: HISTORY

Background
It was magic that had dominated the Kingdom of Izmer for thousands of years and only wizards had the right to rule. All others were consigned to a life of lower station. In the Royal City of Sumdall, the King ruled from the royal palace in conjunction with the Wizards’ Council. The standing royal army, known as the Crimson Guard, and their commander enforced the law of the wizards throughout the Kingdom.

But it was by the incredible might of the Royal Scepter and its ability to command gold dragons that the King and his ancestors forged a mighty kingdom in the aftermath of the Sword Imperium War (more often called the Mortals War outside of the Old Sword Lands and the Kingdom of Izmer). They had brought stability and prosperity to Izmer for many centuries but at the cost of the Balance.

A Kingdom’s Past

The Sword Imperium War
Wizards use to rule the Kingdom of Izmer. The entire Kingdom has been a place of great division and turmoil for centuries. Harqual is a continent divided along racial lines as well as by geography. This is because of the catastrophic event known as the Sword Imperium War, which occurred over a thousand years ago across Northern Harqual during the same time as the end of the Divinity War.

In Izmer, class rivalries among the humans grew into prejudice and warfare but there was a deeper cause. Magic is an integral part of the fabric of existence. Magic on Harqual actually functions in its own ecology known as the Balance. Much like the ecosystem of the real world, magic, if misused or abused has a very real repercussion on Kulan itself. In the time before the Sword Imperium War, there were two competing philosophies of magic. The clerics of the North Gods were actually more elven in their outlook than the Imperium clerics of the Sword Gods. They clerics of the North Gods followed the elven example of viewing magic as an integral natural force that should be protected and respected.

The ancient elves of the Verdalf Forest didn’t use magic the way traditional wizards do. They simply attuned themselves with the natural world so that magic flowed through them harmoniously. By achieving such a state the elves, and the human sect that mirrored them, were capable of powers and feats that rivaled that of the wizards and without such encumbrances as spell books and memorization of arcane incantations (i.e. sorcerers).

Of course, because of its personal and deeply spiritual nature, the Way, as it was known by it's human adherents was much slower and took much more time and effort to master than traditional wizardry. However, when wizardry began to surpass the Way in popularity, the clerics of the North Gods began to worry about the effect this would have on the natural world. They made dire predictions and enflamed the populace against the Imperium wizards who eventually suffered extended persecution in the lands south of the Ragik Peninsula. The Imperium wizards themselves might have been wiped out in this conflict of faith versus reason if they had not organized and united behind a powerful, evil wizard — Savrille.

Savrille, a follower of the Sword God known as Druaga, and his followers developed darker and more powerful Necromantic magic and delved into places and outer planes best not explored and made pacts and allegiances with dark and ancient evils. His obsession with overcoming the clerics of the North Gods and his dealings with evil beings from other planes slowly drove him mad. Soon his own followers realized that the forces they were calling upon to win them the war would ultimately destroy the Imperium itself. But Savrille could not be dissuaded. Savrille constantly experimented with twisting and enslaving the creations of nature and finally uncovered the secret to binding the wills of those very beings that embody magic and the Balance — dragons.

Using this secret he created the artifact known as the Rod of Savrille. He used its might to tip the scales to the wizards favor and to destroy the clerics of the North Gods. The dragons were the perfect weapon not because of the their sheer destructive power but because the clerics of the North Gods would not actively destroy the dragons for fear of fatally disrupting the Balance. They elected to surrender rather than be responsible for the destruction of the Balance, but, of course, Savrille began to slaughter them rather than accept their surrender.

As a final act before their destruction, the clerics of the North Gods called a terrible curse upon Savrille; he would not sleep in death but be forced to guard the evil artifact he had created until the one chosen by Fate would come to claim it. This chosen person would embody the Way and reunite the races of Izmer. Ridley Freeborn was destined to be this person. He destroyed the artifact and is now a semi-retired Knight of Izmer and many in Izmer and beyond consider him to be a hero.

This is story of the past as it is told in Izmer.
Last edited by Knightfall on Sat Dec 03, 2011 8:46 pm, edited 1 time in total.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:15 am

The Dwarves
Towards the end of the Sword Imperium War the dwarven kingdoms near Izmer (and elsewhere) made a decision to seal themselves off from the human kingdoms of the surface world. A decision that cost the enemies of the Imperium dearly since they could have used the dwarves as allies. Those dwarves caught on the surface found themselves a people without a permanent home for hundreds of years. Though scattered at the outset the sundered dwarves, as they became known, did their best to reform along their ancient clan lines but being cut off from the source of their strength, their ancestral lands, they became largely a broken people. Some become mercenaries, others miners or artisans with stone and iron. But all of them were a people without a purpose.

Note: Only in the last 300+ years, have the dwarven kingdoms of Harqual allowed contact with the surface world. This has brought many of the sundered dwarves back into the clanhomes of the dwarves of the Kul Moren Mountains. However, many others found themselves unable to reunite spiritually with the dwarves of the mountains and instead either remained second-class citizens of Izmer or left for the lands of the Far South.

The Elves
The elves of Izmer were also affected profoundly by the Sword Imperium War. They blamed themselves, as the natural caretakers of magic in the world, for the chaos and destruction caused by the Imperium wizards in their blind lust for power. After the war ended all the elves agreed that they had become too human in outlook — tainted by human ideas of wizardry and the constant search for knowledge and power at all costs. But they were divided into two camps when it came time to respond to the aftermath of the war.

The majority of the elves believed that they should devote themselves to ensuring that the fabric of magic was protected from further damage so that such destruction would never happen again. They decided to keep a low profile and work secretly to achieve their aims. In the open they would act either neutral or as allies to the wizards of Izmer so they could keep an eye on them and secretly influence them towards using wizardry within the Tenets of the Balance.

But, another smaller group took a more extreme position. They blamed the humans and all things human for the destruction. They believed that the elves should return to their ancient ways and remove all human influences from their society. They advocated a course of total isolation from all humans. When they could not sway their brothers and sisters, these elves left Izmer to join build their own primeval communities hidden deep within the impenetrable Verdalf Forest, isolated from humanity.

Note: While both wizardry and sorcery continue to be used in Izmer, there is now, more than ever, a better understanding of using wizardry without upsetting the Balance, due to elven influence. However, sorcery has become more prevalent throughout Izmer’s society and only the more traditional human families refuse to test themselves against the strictures of the Way.

Royal Capital of Sumdall
After the Sword Imperium War, the wizards were completely preoccupied with rebuilding the Royal Capital of Sumdall. Much magical energy was expended in its reconstruction. The wizards of Izmer were vain, and each wizard tried to outdo the other with their towers and other constructions. They plundered the conquered peoples of their wealth and resources to make Sumdall the most glorious human city ever known (in their opinion) and left the other cities, kingdoms, and races to struggle through the times known as the Black Wars.

Note: Now, after the Dragon Conflict (see below for more details), Sumdall once again has needed to have many of its buildings rebuilt. However, Queen Savina has limited the gold available for rebuilding the many homes and towers of Izmer’s nobility and wizards, in order to use the Kingdom’s resources to help the impoverished of the Freeborn Caste (see Part Two under Izmer Society).

The Time of the Black Wars
Like everywhere else on Harqual, Izmer suffered during the time known as the Black Wars. However, those with privilege in Sumdall did not suffer at all. In fact, many of the former Imperium wizards paid mercenaries and warlords to ride into other lands beyond Izmer and steal powerful magical items from other arcane spellcasters and rob old tombs of the hidden treasures long forgotten from the time before the Sword Imperium War.

The lower classes of Izmer weren’t so lucky. Many a warlord rode up and down the Fire River taking everything and everyone they wanted. Farmers and ranchers lived in constant fear and many communities were forced to pay a stipend each year or have their eldest sons and daughters taken for the armies and pleasure of the warlord controlling the region. Sometimes more than one warlord would demand tribute and the poor community would lose both their stipend and their children.

The time of the Black Wars was not pleasant for the poor and downtrodden of Izmer. Many communities were wiped out or its citizens were forced to relocate after failing to successfully fight back against the warlords. Only three communities from that time period still stand and have grown into cities to rival Sumdall in numbers if not power — Alistia, Pretensa, and Vylend.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:16 am

The First Ogre War
Izmer's downtrodden rebuilt their homes the best they could with whatever they could hide from the wizards and warlords or from whatever was deemed useless. With the wizards preoccupied with building arcane towers and the other peoples decimated by the constant warlord raids, the populace was caught unaware and unprotected when the ogres and orcs began to pour down from the Kul Moren Mountains and out of the Great Expanse to start the beginning of the First Ogre War. The warlords refused to help the citizens of Izmer and, in fact, many of the worst of them joined in the pillaging of the ogres and their allies. Many others simply left the region or paid their way into Sumdall.

It was only when the ogre hordes began to actually impact trade that the wizards took action, drafting the displaced sundered dwarven population to combat this new enemy. The dwarves found new purpose and spirit as they organized into proper armies and brought the ogre armies and few remaining warlords to a standstill. The battles were hard fought with many casualties on all sides. However, after nearly a hundred years of conflict the wizards of Sumdall knew it was time to broker a peace lest the land fall apart from within due to lack of resources. Emissaries were sent to the ogre scions of the Kul Moren Mountains — dark promises were made and an agreement entered into by both sides.

As a result, the ogre scions ceased their onslaught in the lands of Izmer and the wizards of Sumdall, in turn, stopped waging magical war against them. In truth, the wizards of Sumdall did not foresee that the First Ogre War would soon end as they were preoccupied with their arcane pursuits. (In Izmer, the First Ogre War ended in 549 N.C. It continued on elsewhere on the continent until 551 N.C.)

The Second Ogre War
For one hundred and fifty years, an uneasy peace spread across the Lands of Harqual. During this time period, life continued on in Izmer much as it did before. The only change was the lack of dozens of warlords raiding the smaller communities of Izmer. Towns prospered and aligned with the lords and nobles of the cities near them and Izmer became a stable land in the chaos of the west.

None, except the wizards of Sumdall, were surprised when the ogre hordes once again renewed their onslaught in 701 N.C. The wizards of Sumdall had hoped that the ogre scions would remember the dark pacts made at the end of the First Ogre War, and they weren’t prepared for the second wave of inhuman attackers.

However, the mundane citizens of Izmer were ready as were the lords of the other three cities in the region. Many of the lords were powerful wizards or elementalists and lead the battles that soon swept across Izmer. They forced the desperate wizards of Sumdall to give over equal power in the region for helping to defend Sumdall from destruction. The Second Ogre War raged in the western lands until the end of 713 N.C. Yet, Izmer stood the test of time, beat back the hordes, and defended its citizens.

The Wizards’ Council was founded during this time and the land prospered under their rule. A true king was appointed and Izmer became a true Kingdom after years of conflict and uncertainty. However, those without the ability to learn wizardry were still treated as second-class citizens in the eyes of the council. Dwarves were treated with even less respect; they were thought to be worthless beyond the confines of the many mines of the Kingdom. It was a huge betrayal to a race that had stood tall for Izmer.

The Year of Dragons’ Death
In 724 N.C., when the old king is killed by assassin poison the child-princess Savina (his only heir), quickly discovers that the greatest threat the Kingdom has ever faced comes not from without but from within. An insane archmage named Profion sets into motion a dark plan to turn the Wizards’ Council against her rule. Thus, it is that the Council (influenced by Profion) orders the young queen to surrender her crown and the royal scepter.

Instead, the Queen sends her most trusted agent, an elf named Norda, on a suicide mission to find the ancient Rod of Savrille. Its ability to summon and enslave red dragons was hoped to allow the Queen to tip the balance of power back towards her and allow her to expose Profion's treasonous plans. However, Profion discovers her plan and sends his own henchman, a man named Damodar, after the rod.

Two rogues (Ridley Freeborn and "Snails") and a dwarf (Elwood Gutworthy) as well as a young arcanist (Marina Serafim of the city of Pretensa) fall in with Norda to help find the rod. The adventurers soon find themselves fighting against time and Damodar to retrieve the rod.

Meanwhile, Profion stopped at nothing to secure the royal scepter for himself, and his schemes plunged the city of Sumdall into a pitched battle over the streets of the Royal Capital, which was later called the Dragon Conflict. In the end, the adventurers retrieved and destroyed the rod, saved the Kingdom from oppression, Sumdall from destruction (sort of), and killed the archmage Profion and his evil henchman, Damodar.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:17 am

Cut and pasted for completeness...
Knightfall wrote:
Havard wrote:Interesting writeups! I couldnt tell, but are you planning on integrating the second movie (set 100 years after the first one) as well?

I think it would be interesting to work on a writeup of this world independently of Kulan, Mystara etc. That way we could all take it and adapt it to our own uses later.

-Havard
No, I have no plans to set the second movie in my world. This is due to the fact that not enough time has passed from the Dragon Conflict. The events of the 2nd movie would be at least 65+ years away from my current timeline.

And if you want to write up an Izmer world, I'd be interested in reading it.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:18 am

PART TWO: A CLOSER LOOK

The Royal Capital of Sumdall
The land known as Izmer has existed for over a thousand years. Once part of the Empire of Swords, Izmer was established in the aftermath of the Sword Imperium War and became a Kingdom near the end of the Second Ogre War. The Kingdom is an amazing example of stability and prosperity in an otherwise dangerous world. The Royal Capital of Sumdall is the center of the Kingdom of Izmer politically, economically, and magically. By far the largest city, although not the oldest in Izmer, Sumdall has become the most important commercial power in the Kingdom.

Sumdall (Metropolis): Conventional/Magical; AL Neutral Good, 100,000 gp limit, Assets 155,000,000 gp; Population 31,408; Mixed (Human 79%, Halfling (hairfoot) 9%, Elf (urban) 5%, Dwarf (sundered) 3%, Kitt 2%, Other 2%).
Authority Figure: Savina de Braose, Queen of Izmer (female human, Ari5/Wiz5/Sor5).
Important Characters: Ridley "Freeborn" Nascut-lliure (male human, Rog5/Ftr5/Sor5); Marina Serafim (female human, Wiz15).
Notes: There are numerous other powerful people and organizations in the city. Although many magic items are available in Sumdall, the School of Magic controls almost all of them. The school will not sell any magic item, only trade for an item of greater value or rarity.

Infrastructure
Sumdall’s buildings and towers are all well built and sturdy, but only the largest are built out of stone. Throughout the sprawling city, magically erected towers — created by members of the Wizards’ Council — defy the normal limitations of construction. Indeed magic has touched almost every portion of the city.

In ages past, an early Royal and Council edict provided Sumdall with an extensive sewer system. This has reduced the level of sickness far below that of other large city across Harqual. Such farseeing innovations have shown the practical benefits of magic in the lives of ordinary citizens.

A vast area of docks and warehouses covers the banks of the Fire River. Most of the city’s commercial interests and many of its famed taverns, including the renowned Many-Tiered Tavern, can be found near the river district as well.

In Sumdall, several buildings such as the Royal Palace and many wizard towers rise above the city’s skyline. The greatest of these towers, a 1,600-foot-tall juggernaut, belongs to the School of Magic. Within the city’s confines influential wizards have their own towers and palaces. The second highest tower in the city, standing at a magnificent 1,100 feet, once belonged to the archmage Profion.

Profion was regarded as the most powerful wizard in the Kingdom before he betrayed the Queen and was killed. As a member of the Wizards’ Council, he tried to topple the rule of the Queen from within. And while his plan failed, it did leave a dark stain on the city. His tower is said to contain magical research facilities, living quarters, and room for a small staff. Within its structure great storerooms and libraries still hold the dark magical devices and knowledge that Profion used to support his ongoing quest for power. It is now vacant and sealed from the city’s inhabitants by the order of the Queen. Only the foolhardy have dared to enter the Tower of Profion and all those that have entered haven’t been seen again.

The great multi-towered structure near the center of the city is the Royal Palace. It has been the seat of the Royal Family of Sumdall for many centuries. It is perhaps the most beautiful structure of its size in all of Izmer. Rumor has it that the luxury of its public rooms is outshone by the royal living quarters but no one knows for sure.

Somewhere within the Royal Palace lies the Staff of Izmer, the new symbol of Izmer’s Queen Savina. Only someone of royal blood can wield the staff but then again that’s what they said about the Royal Rod of Dragon Control, which Savina had destroyed after the Dragon Conflict over Sumdall 34 years ago. And while this new staff is indeed powerful, it was created within the strictures of the Way.

The School of Magic’s towers contain the greatest collection of magical items and relics in all of Izmer. There is hardly a magical tome or device that cannot be found somewhere within its vast libraries and storerooms.

At this school, the young apprentices receive their early training in wizardry or the Way. Selected from among the most gifted children of the populace, these apprentices lead sheltered lives full of study and work. Generations of wizards have been trained there and no person can learn to use magic within Izmer without passing through its arcane halls of learning.

Protected from the outside by magical barriers so numerous that no unwelcome individual may enter, the School of Magic is the safest place in Izmer. Although many have tried to find a way into the school, there is no proof that its magical defenses have ever been penetrated. Rumors abound that Ridley Freeborn, and his deceased friend Snails, once sneaked into the School of Magic but the Knight of Izmer denies that it ever happened.

The new ruling body of the Kingdom, Izmer’s Chamber, convenes in a grand building near the Royal Palace that used to be the seat of power for the old Wizards’ Council. There the appointed members of the Chamber sit in committee to advise the Queen on how best to rule Izmer. Magnificent decor frames the solemn proceedings that take place. It is this joint rule by the Queen and Izmer’s Chamber that has given hope to the people for change in their lives.

The land around Sumdall is dotted with smaller towns and villages. Small farms are everywhere, and the main roads are filled with commercial travelers carrying goods to and from the other cities of the Kingdom.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:19 am

The Other Cities
Two other cities are considered part of Izmer. Below is a look at each one in brief.

City of Alistia
Still to be Written.

City of Vylend
Still to be Written.

DM's Note: Pretensa is no longer a part of the Kingdom of Izmer. It suceded from the kingdom (with the queen's permission) along with its vassal communities in 752 N.C. This did not go over well with many of the noble families established in Pretensa. The succession was a movement by the people in Pretensa not the nobility. Thus, many of the noble families with holdings in Pretensa chose to abandoned those holdings. There is a new nobility in the newly formed Principality of Pretensa, which includes outcasts from Anoria and the noble families of the Dominion of Cauldron.
________________________________________________________________

This section will be completely homebrewed once I get around to it.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:19 am

Society of Izmer
Izmer society use to depend solely on class; if you weren’t a wizard of noble birth, you didn’t matter. After the Dragon Conflict, all that changed. Queen Savina has reformed Izmer’s decadent ruling body into a free system of government that is indeed in 'the best interest of the people'. Yes, there are still classes of society, called castes, but the difference between these castes has shrunk considerably.

The Aristocrat Caste
What defines someone as being noble, in Izmer, has changed a great deal in the last 34 years. Old titles were swept away as those wizards that sided with Profion were swept away. New titles have been granted to the righteous and the wealthy. Many brave, young adventurers are becoming the new nobility of Izmer by deed and by coin.

Of course, the Queen doesn’t give out noble titles to just anyone. And not every noble family is ensured a place on Izmer’s Chamber. One has to earn the honor of being noble. No amount of gold can buy an adventurer a title of nobility. Yes, it helps but it doesn’t guarantee anything unless the aristocratic want-to-be proves themselves worthy in the eye of the Queen.

This is one of Queen Savina’s greatest powers in the new government. Only someone of royal blood can give out a title of nobility and the Queen is stingy, especially when it comes to wizards and foreigners. She wishes to elevate the standard of living for her people not for a bunch of nobles imported in from other regions of Harqual.

Many rogues, sorcerers, warriors of all types and even a few non-humans have gained the status of being a noble in Izmer. Queen Savina has even allowed orcs and half-orcs to become nobles to better integrate them into Izmer’s society. It is true that anyone who proves his or her good intentions for the benefit of Izmer and its people may become a noble.

The Equidistants Caste
The Equidistants Caste refers to anyone born into a middle-income family, those that have the ability to take care of themselves and their loved ones. They hold down steady income and are well-respected members of the Izmer community.

The Equidistants are the moneylenders, bakers, barbers, blacksmiths and merchants of Izmer. Wandering traders are a new breed, slowly earning respect throughout Izmer for their ability to bring in new wealth and find new trade routes for the benefit of all of Izmer

The Freeborn Caste
The Freeborn, the name now given to all of Izmer’s lower caste members, was inspired by the nickname of Ridley Nascut-lliure. Freemen, serfs, and slaves alike were all given this new status due to Queen Savina’s political reforms. And while a former freeman or serf’s life hasn’t changed much beyond having a political voice, those that were former slaves have benefited greatly from becoming members of the Freeborn Caste.

Slavery is now outlawed in Izmer and anyone found secretly keeping slaves is either banished or executed, depending on how severe they treated their slaves.
Many Freeborn have worked hard enough to become part of the Equidistants Caste, but only a handful have earned the right to become members of the Aristocrat Caste.

The Nonhumans and Caste
Whatever an individual’s status within his or her own race, Izmer’s society usually grants him or her the same caste status. Admittedly there has been a bias against the nonhuman races in the past. It was also recognized that anyone who couldn’t use magic, no matter what social rank, was looked down upon.

A lot has changed in 34 years.

For the members of other races with no recognized social organization, such as the desert elves of the Great Expanse, the individual is judged on their individual merits. Certain prejudices still exist but most of this comes from the older, traditional families of the Aristocrat Caste. Equidistants and Freeborn Caste members do not hold grudges against nonhumans simply because those races once held the same lesser status as the rest of Izmer’s population.

Hairfoots & Fire River halfings, elves, dwarves, half-elves, kitts, and even half-orcs are common throughout the Kingdom of Izmer. Hairfoots and Fire River halflings are the most common having lived close to humans for centuries in the past. They are most common in rural areas but many hairfoots have taken to city life as well.

Elves are a race that receives a lot of prejudice but most of this is directed at the insular hunter elves of the Verdalf Forest. Many times since the ancient elves of Verdalf left Izmer behind the populace of the Kingdom has come under attack. The fact that these ancestors of the hunter elves refused to come to Izmer’s aid when asked is a sticking point for a lot of the Kingdom’s citizens. Those urban elves living amongst the other citizens of Izmer are looked upon more favorably, especially since the Queen has implemented the concepts of the Way. Elves are natural practitioners of the Way and many have become renown throughout the Kingdom. (Relations between the hunter elves and newly formed Principality of Pretensa are significantly better.)

Dwarves, in ages past, were considered little more than slaves to be worked to death in the mines of Izmer. Now that any race may aspire to improve their place amongst the castes of Izmer, dwarves are gaining high recognition as stout workers, especially as blacksmiths, sculptors, and stonemasons as well as weapon- and armorsmiths. This has allowed many dwarves to become members of the Equidistants Caste but a great deal more are members of the Freeborn Caste, still as miners, but with a better standard of living. One of the most notable dwarves in Izmer is Elwood Gutworthy, warrior and personal friend of Ridley Nascut-lliure. However, most consider him a poor role model for other dwarves.

Half-elves have a tough time fitting into Izmer’s culture as they are looked at as outsiders by both their elven and human families. Thus, most are members of the Freeborn Caste although a few renown half-elven bards and rangers could be considered members of the Equidistants Caste. The most notable half-elf in Izmer is Norda, the Queen's Warden. She is the Captain of the new city guard of Sumdall as well.

The small feline race known as Kitts tend to live anywhere halflings do and the Kingdom of Izmer is no exception to this rule. Kitts are always found living amongst or a stone’s throw away from hairfoots. They are common in the rural parts of the Kingdom and rare in the urban sprawls of Izmer’s three cities. (However, a medium-sized group of kitts do live in the urban sprawl of Sumdall.) Izmer’s population treats kitts fairly well, as the race is an affable sort. However, most merchants tend to watch their wares more closely when a kitt is nearby.

The last major racial group in the Kingdom of Izmer are the half-ogres. Half-ogres are quite common due to the treaty signed between the wizards of Izmer and the ogre scions to end the First Ogre War. As a result of that treaty, the ogres were allowed to do as they pleased with the citizens in outlying areas. This resulted in many half-ogre births. Also, the same was true during the time of the Second Ogre War but to a lesser extent. The resulting half-ogres weren’t treated any better than any other half-human race (sometimes worse) and most chose to settle in more remote rural areas of the kingdom. When Savina put forth her reforms, she included half-ogres in her decrees as well, in order to bring these unfortunate souls more into the mainstream populace of Izmer. The decision allowed half-ogres to travel throughout the kingdom with the same rights and obligations of any citizen of Izmer. However, half-ogres suffer from a lot of racial prejudice and are unwelcome in most rural areas. This has brought many into the urban sprawls of Izmer’s cities.

Many other races can be found living throughout Izmer including gnolls, orcs, half-orcs, hobgoblins, and a rare few desert elves and rakastas. Not all of these races are considered members of Izmer’s populace. Gnolls and orcs are more often raiders while a few hobgoblins and half-orcs have been known to live in one of the cities of the kingdom. Desert elves and rakastas don’t usually settle in Izmer, instead only being visiting traders or mercenaries looking to make a profit. Rockwood gnomes are rarely found this far north and are almost never citizens. A few rockwood gnomes are rumored to have been seen living as close as the Kingdom of Anoria and the Shackled City to the east, but then again, this is only a rumor.
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Re: Izmer on Kulan

Post by Knightfall » Sat Dec 03, 2011 3:22 am

Included for completeness...
Knightfall wrote:
BPIJonathan wrote:
Knightfall wrote:Izmer, as part of the Lands of Harqual, is only a kingdom not an empire.
Of course that in no way stops them from calling themselves the "Empire of Izmer" even still :-)
The arcanists of Izmer do have a tendency to see their land as an empire not a kingdom. However, it is an old idea that goes back to what I call, IMC, the Old Sword Imperium. Up until recently, the Empire of Swords still existed but it was a shell of its former (dark) glory. Izmer was one of the most southerly bastions of the empire at its height. (FYI... my version of Waterdeep is just south of of Sumdall.)

Izmer, now, is a land divided. Literally. The region known as Pretensa recently pulled away from the kingdom to form its own principality. This came about due to the influence of the PCs from my Shackled City campaign. (The mountains I've placed Cauldron in are just northeast of Pretensa.)

I took a crack at writing my own expanded version of a description for Izmer based on Dave Arneson's WotC articles. If you all want, I can post my version here as well. Or I can post it on my World of Kulan thread. Whichever.

My regional map: http://walktheroad.wikispaces.com/file/ ... Region.jpg
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Seven Rivers Region

Post by Knightfall » Sat Dec 03, 2011 5:00 am

Short Description
While the Verdalf Forest is one of the dominant features of this region, the Hills of Antius also important this region. I was going to call it the River Plains Region, but the River Plains extend farther north and west than this map shows. The map used to be called the Verdalf Forest Region, but I felt it needed to be changed to better reflect more than the major forest in the region. Once I counted up the number of rivers on the map, the name just came to me.

The main political powers on this map are Antius, the Kingdom of Izmer, the Principality of Shaule, and the Principality of Pretensa. Antius is a city-state full of thieves. Izmer, Shaule, and parts of Pretensa all used to be part of the Empire of Swords, but broke away from the Old Sword Imperium when it began to disintegrate from within near the end of the Mortals War. Pretensa used to be a part of the Kingdom of Izmer, but it went through a succession from that kingdom a few years ago. Antius was never officially part of the Empire of Swords, although it paid lip service to the Sword Emperors and paid tribute.

Izmer and Shaule have remained allies, for the most part, as they have to often work together against the denizens of Antius and the expansionist policies of the Eversinki Suzerainty (not shown on this map) to the Northwest. Izmer's other ally in this region is the island land known as the Hawkgard Holds, which acts as a buffer between the denizens of the Wyrmgard Holds and Eversink. However, since the denizens of Hawkgard Island have aligned themselves closer to Eversink, relations have been strained.

Link to Map Being Relocated.

Seven Rivers Region
Description needs to be rewritten.
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Re: [Harqual] Izmer on Kulan

Post by Knightfall » Tue Sep 23, 2014 9:13 pm

Note: I've updated my descriptions a bit.

I also have a DOC file version of this material, which has more updates including name changes for the D&D Movie characters to make them less generic. Their first names are all still the same, but I've given them new last names. I already did this for the queen, but now I've done it for Elwood, Marina, Norda, and Ridley. Here are their full names, titles, and class levels.

• Elwood “Gutworthy” Oakenshield (CG male sundered dwarf, Ftr9)
• Marina Serafim, Royal Arcanist of Sumdall and Head Mistress of the Magic School of Izmer (LG female human, Wiz15)
• Norda Astrauckas, the Queen's Warden and Captain of the City Guard of Sumdall (NG female elf, Ftr13)
• Ridley “Freeborn” Nascut-lliure, Knight of Izmer (NG male human, Rog5/Ftr5/Sor5)
• Savina de Braose, Queen of Izmer, The Mithral Monarch of the Way (LN female human, Ari5/Wiz5/Sor5)

Elwood's last name is clan name as given on the PC sheet created for him by WotC when the movie first came out. Marina and Norda's last names come from a web site called Behind the Name, which I use a lot. Ridley's last name is a construct using the Bing Translator. "Nascut-lliure" means Born-free in Catalan.

The characters are all 34 years older than they were depicted in the movie, and I don't visualize them as the actors. Instead, through my use of Google-Fu, I have found production images of the characters likenesses that seem less campy to me. Regardless, as of 758 N.C., Marina is 57, Norda is 268, and Ridley is 59. I haven't worked out ages for the other NPCs yet, but Savina will likely be a few years younger than Marina.
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Re: [Harqual] Izmer on Kulan

Post by Knightfall » Wed Sep 24, 2014 8:18 am

Adventures for Izmer
I haven't selected very many adventures for Izmer yet, but I'm going to mine DUNGEON Magazine for more scenarios that fit the feel of the kingdom. The Free PDFs that were created to support the first D&D movie will be useful, but they need to be expanded. I'm only including the two listed below. "Servant of Decay" is linked to the second D&D movie, but I'm going to set it in my version of Izmer, regardless. I'm also considering changing my mind about incorporating the characters from the second movie into my version.

"Damodar's Refuge" [Free PDF] (will be made a lot tougher with an updated background)
"Savrille's Crypt" [Free PDF] [Return to the Crypt of Savrille] (will be made a lot tougher with an updated background)
"Servant of Decay" [Free DUNGEON Magazine PDF]
"Urban Decay" [DUNGEON Magazine #138]
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