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Western Kingdoms
The region known as the Western Kingdoms is an ancient land steeped in history and legend. Colonized several millennia ago during the exodus from the Relic Lands, it was once a place of grand empires and powerful civilizations that were ultimately lost in a great war. This cataclysmic conflict saw the fall of many empires, leaving behind a landscape rich with ruins and remnants of the past.
Geographically, the Western Kingdoms is a small continent connected to the most westerly point of the Wastes by a narrow land bridge, and it lies to the north of the Midean Sea. To the south of the Midean Sea is the Dark Continent of Afar, while to the west stretches the vast expanse of the Midlantian Ocean, the mysterious Relic Lands, and the dragon-ruled Dragon Lands. The region boasts diverse geography, ranging from snow-capped mountains and vast open plains to ancient forests and much more. In the north, temperatures are colder, with snow and ice remaining year-round. Moving further south, the climate becomes temperate and pleasant, and at its most southern tip, it turns very warm and arid. The land is dotted with signs of previous human inhabitants in the form of ancient ruins, and even remnants of the Eldren civilization still exist.
Today, the Western Kingdoms consist of five large nations: Neustria, Ostland, Rividia, Tilia, and Weyland, along with several smaller nations. These nations have grown significantly over time, leaving only a few large tracts of untamed wilds behind. However, numerous smaller wilds still exist throughout the region, and where humanity abandons or neglects the land, these wilds often resurge, reclaiming their territory.
The Western Kingdoms, especially Neustria, have now entered an age of High Renaissance. This cultural and technological awakening has touched many aspects of life, bringing about significant advancements and improvements. The invention of the printing press, the development of firearms, modern sewage and plumbing systems, and intricate clockwork mechanisms have all contributed to this new era. Combined with the resurgence of Arcane magic, these advancements have led to the re-emergence of the fabled Charmwrights, skilled artisans who blend technology and magic to create wondrous devices.
Music, too, has evolved, becoming more complex with the development of new musical instruments and styles. The influence of spices from the far-off Dragon Empire has transformed culinary practices, with black pepper becoming particularly popular. Jade Tea, imported from the Dragon Empire, has become a favorite among the elite, and the spicy cuisine of the Wastes has found its way into the diets of many people.
The Western Kingdoms are well-connected by a network of good roads, patrolled for safety, and featuring toll bridges and ferries that facilitate greater movement and trade. The famous Caercasonne clockwork train to Garonelle has had a dramatic effect on the movement of goods and people, revolutionizing transportation and commerce in the region.
In response to diminishing resources, enterprising individuals have once again turned their eyes towards the Relic Lands as a potential solution. Neustria, in particular, has sponsored the Eastern Trading Company to establish a colony called Southshore in the Relic Lands, seeking to tap into the untold riches and opportunities that lie within.
In summary, the Western Kingdoms is an ancient and storied land with a rich history of colonization, war, and resurgence. It is a region of diverse geography, advanced technology, and cultural renaissance, with a strong connection to both its past and its future. As the nations of the Western Kingdoms continue to grow and evolve, they remain a testament to the enduring spirit and ingenuity of their inhabitants.
Details
Atsuko Tenabe is the eldest daughter and head of the Tenabe Merchant House.
She currently resides in Norgard.
The Tenabe are the largest Longdenglu Merchant House found in Albion and Ostland.
D&D 5e
Human, female, N, Fighter (Samurai) 9
A Dark Fantasy RPG System set in a medieval fantasy alternate earth.
The world is known as Yore and contains many lands.
- The Western Kingdoms
- The Dragon Lands
- The Relic Lands
- The Underealm
My System is available from here...
The Feywild Inn
The Feywild Inn is a mystical sanctuary located where the barrier between the Mortal Realm and the Fey Realm is often thin. This enchanting inn offers refuge to non-evil travelers, protected by potent wards that prevent anything Unseelie or evil from entering. Constructed in the elegant Ael design, this simple wooden structure has stood for centuries, providing comfort and safety to those who find it. The Inn Keeper, Elidath Simlan, a humble Ael man, has been the devoted proprietor for over 100 years.
The menu at the Feywild Inn features a variety of delightful meals:
Elven Stew: A hearty blend of root vegetables and tender game meat, slow-cooked to perfection.
Sylvan Salad: Fresh greens, forest berries, and nuts, drizzled with a light, tangy dressing.
Feywild Roast: Succulent roast venison served with a side of wild mushrooms and herbs.
Mystic Porridge: A wholesome blend of grains, sweetened with honey and topped with dried fruits.
To accompany these meals, the inn offers a selection of refreshing drinks:
Moonlit Mead: A sweet and aromatic mead made from wildflowers.
Elderberry Wine: A deep red wine with a hint of tart elderberry.
Elven Elixir: A sparkling herbal drink infused with magical essences.
Forest Brew: A strong and earthy ale brewed with natural spring water and forest herbs.
The Feywild Inn's combination of enchanting ambiance, delicious meals, and refreshing drinks makes it a cherished haven for weary travelers seeking respite from their journeys.
Elidor (El-eye-dor) – The most southerly of the kingdoms of Weyland. The Fey hold less sway here than anywhere else but they are still present. Wights can still be found and Drowned Ones gather in ancient pools. At its heart lies an ancient Eldren structure, a massive bridge that crosses the gorge above the river. Around it has grown a place of trade now called “Bridges Market” this sizeable town is the hub where most trade between Albion and the Western Kingdoms occurs. The treaty between Albion and The Western Kindoms ensures that this place is a haven for trade.
Although the Elidor has a deep gorge and the White River carving its way from Vale City in Albion down to the coast in South Western Elidor it is a place or mostly gentle rolling hills, meandering rivers and woodland. Farms dot the land with fields, orchards, livestock and fish pools. Along the banks of the White River which in turn sits at the bottom of a deep gorge is a vast swamp; here the roads run along causeways above the murky waters. In the swamp swarms of biting insects gather, marsh lights can be seen floating above the weed infested waters. Elidor is the warmest of the kingdoms of Albion however it still has frequent fog/mists. Road Wardens frequently patrol the highways and causeways protecting merchants and travellers.
There are no cities in Elidor; the King of Elidor frequently moves from manor to manor, his retinue travel with him, however around Hallows Night he will stay at Bridges Market where he resides for a full month. The King of Elidor, unlike most of his peers is an appointed position that is held for life. The suitable candidate travels to the heart of The Sellian Forest where he presents himself to the Seelie Queen, if found suitable and having completed the tasks set to him then he will return to become the new king. However if the candidate is found unsuitable then their life if forfeit and they will never be seen again. The last time anyone tried to circumvent the choosing of the king, Wights attacked the offending party and killed all involved with the plot.
The current King is Dorval Cuithlan, a middle aged man who was a merchant. He has a wife and 3 children all of whom are well regarded by the folk of Elidor. King Dorval is a skilled negotiator who ascended the throne some 10 years ago. He has adapted well to his position. Only once in 10 years has he needed to call the Seelie court to his aid to defend Elidor, the Wights that came killed all interlopers and added to their ranks which sent a stark reminder that Elidor is still a Fey Realm.
Niǎo yāo or Bird Demons are Birds that Demons have possessed and transformed.
The Lands of Yore campaign world is a rich and diverse realm filled with ancient history, vast landscapes, and countless adventures waiting to be discovered. This captivating world is composed of several distinct regions, each with its own unique characteristics and lore.
- Western Kingdoms
- The Dragon Lands
- The Relic Lands
- The New World
- The Wastes
- Lantia
- Afar - The Dark Continent
The Celestial Phenomena of Yore
The world of Yore is also notable for its three moons and its location within a nebula. These celestial phenomena have a profound influence on the world, affecting everything from the tides and weather patterns to the magic that permeates the land. The three moons, each with its own unique properties and cycles, are a source of wonder and mystery
Hoplites
The Hoplites of the Rividian Empire are the epitome of martial prowess and discipline, representing the pinnacle of what it means to be a warrior in this grand and storied civilization. These elite soldiers are meticulously trained from a young age, instilled with a deep understanding of strategy, tactics, and the art of war. However, their training goes beyond mere physical prowess; it encompasses the glorification of the warrior's spirit, an ethos that forges an unbreakable bond between members of a military unit.
The journey to become a Hoplite begins with rigorous physical and mental conditioning. Young recruits undergo years of training designed to hone their bodies into perfect instruments of war. They are taught to endure pain, resist fatigue, and push the limits of their endurance. The training regimen includes intense physical exercises, mock battles, and the study of various combat techniques. Recruits learn to wield a variety of weapons, from spears and swords to shields and bows, becoming masters of each.
Yet, what truly sets the Hoplites apart is their deep-rooted sense of camaraderie and honor. From the very beginning, they are taught that their strength lies not in individual prowess, but in the unity and cooperation of their unit. This philosophy is ingrained in them through countless drills and exercises that emphasize teamwork and coordinated action. The Hoplites develop an unbreakable bond with their comrades, understanding that their lives depend on each other in the heat of battle.
The ethos of the Hoplite is also shaped by a profound respect for the warrior's spirit. This includes a commitment to honor, loyalty, and the pursuit of excellence in all things. Hoplites are taught to carry themselves with dignity and to act with integrity, both on and off the battlefield. Their training includes lessons in philosophy, ethics, and leadership, ensuring that they are not only formidable warriors but also wise and just leaders.
In combat, the Hoplites of the Rividian Empire are a fearsome sight to behold. They fight in tightly-knit units, using coordinated tactics to overwhelm their enemies. The cornerstone of their combat strategy is the phalanx formation, a dense grouping of soldiers with overlapping shields and outward-pointing spears. This formation provides both offensive and defensive capabilities, allowing the Hoplites to advance steadily while protecting themselves from enemy attacks.
The discipline and coordination required to maintain the phalanx are immense, but the Hoplites excel in this regard. Each soldier understands their role within the formation, moving with precision and responding instantly to commands. This cohesion allows the Hoplites to adapt quickly to changing battlefield conditions, exploiting weaknesses in the enemy's lines and maintaining their own impenetrable defense.
The Hoplites' reputation extends far beyond the borders of the Rividian Empire. Their exploits and victories are the stuff of legend, inspiring both awe and fear in those who hear of their deeds. They have faced countless adversaries, from rival empires to barbarian hordes, and emerged victorious time and again. Their success is a testament to their rigorous training, unwavering dedication, and the unbreakable bonds that unite them.
In addition to their combat prowess, the Hoplites are also revered for their contributions to the cultural and intellectual life of the Rividian Empire. Many Hoplites go on to become respected scholars, statesmen, and leaders, bringing their discipline, honor, and wisdom to all aspects of society. Their legacy is one of excellence and service, embodying the highest ideals of their civilization.
D&D 5E
The Gael family can trace its heritage back to before "The Breaking" when Weyland was divided by the great cliff that separates north and south.
They have always stood as guardians and server numerous nobles as Knight Captains, Battle Masters and Generals.
The Black Willow Assassin's
The Black Willow Assassins are a shadowy and formidable presence, notorious throughout the land of Longdenglu. Their reputation as ruthless enforcers, cunning information brokers, and deadly killers precedes them wherever they go. Feared and despised by many, these assassins have become synonymous with terror and mystery, their very name evoking images of silent, lethal figures lurking in the shadows.
The origins of the Black Willow Assassins can be traced back to the Dao Empire, where they first emerged as a clandestine group serving the empire's elite. Their services were invaluable, ranging from eliminating political rivals to gathering sensitive information and enforcing the will of their masters. Over time, their expertise and effectiveness earned them a fearsome reputation, and their services became highly sought after by those in power.
Their expansion beyond the Dao Empire saw the Black Willow Assassins infiltrate other regions, including the Western Kingdoms. Their lethal skills and unwavering dedication to their craft made them prized assets, even in territories far removed from their origins. The Western Kingdoms, known for their own complex political landscape and frequent power struggles, found the Black Willow Assassins to be indispensable tools in their intrigues and conflicts.
The Black Willow Assassins operate with a level of precision and efficiency that borders on the supernatural. Each member undergoes rigorous training, honing their skills in stealth, combat, and espionage. Their methods are varied and adaptable, allowing them to carry out missions that range from high-profile assassinations to subtle manipulations and covert surveillance. Their ability to blend into their surroundings and strike without warning has made them a formidable force, capable of instilling fear in the hearts of even the most powerful individuals.
As secret police, the Black Willow Assassins are tasked with maintaining order and loyalty within their respective domains. They operate in the shadows, rooting out dissent and rebellion before it can take hold. Their presence is a constant reminder of the consequences of defiance, and their methods ensure that any threat to the established order is swiftly and ruthlessly dealt with. Those who cross the Black Willow Assassins often disappear without a trace, their fates serving as a chilling warning to others.
In their role as information brokers, the Black Willow Assassins possess an unparalleled network of spies and informants. This network allows them to gather intelligence on a scale that few can match, providing their clients with valuable insights into the plans and movements of their rivals. The information they acquire is not only used to further their own missions but is also sold to the highest bidder, making them influential players in the world of espionage and intrigue.
The lethal effectiveness of the Black Willow Assassins has made them both respected and reviled. Their services come at a high price, and those who employ them do so with the understanding that they are dealing with some of the most dangerous individuals in existence. The assassins' loyalty is unwavering, but it is also pragmatic; they serve those who can provide the greatest benefit to their order and their long-term goals.
Despite their fearsome reputation, the Black Willow Assassins are bound by a strict code of conduct. This code governs their actions and ensures that their missions are carried out with a degree of honor and professionalism. While their methods may be brutal, they are also precise and calculated, reflecting the disciplined nature of their training and their commitment to their craft.
The presence of the Black Willow Assassins in the Western Kingdoms has added a new layer of complexity to the political landscape. Their involvement in the region's intrigues and conflicts has shifted the balance of power, with many factions vying for their favor or seeking to eliminate them as a threat. The assassins' ability to operate with impunity and their unmatched skills make them both a valuable ally and a formidable adversary.
In summary, the Black Willow Assassins are a legendary and feared force, originating from the Dao Empire and spreading their influence throughout Longdenglu and the Western Kingdoms. As secret police, information brokers, and killers, they have earned a reputation for their lethal effectiveness and unwavering dedication to their missions. Their presence is a constant reminder of the shadows that lurk beneath the surface of political power, and their skills ensure that they remain both respected and reviled by those who seek their services or cross their path.
Contents
Non Player Characters
The Keeper is the God of Knowledge and Lore.
D&D 5e
Domain: Knowledge
"Lurking in the shadows just out of sight, under the bed at night or turning a corner and getting a fright. The Crawling Terror haunts you at night".
The Crawaling Terror is truly the stuff of nightmares typically appreaing as a writhing mass of tentacles and teeth of even a gaping maw filled with countrless rows of fangs.
The God of Monsters unlike the Mother of Monsters is unwittingly workshipped by anyone that has fears or phobias.
This otherworldy entity is metamorphic and can change its size or appearance to suit it's needs.
Fueled by fears and phobias when a devout believe embraces the Crawling Terror it promises power and seeks to corrupt.
Its long term goal is to devour everything. Entire villages have vanished over night only debris remains.
It's priest are zealots and extremely dangerous as they will create cults and prepare them for the coming of their god, only to be devoured.
Tam was born on a remote farm in Flauros a days travel from Marivel.
His mother died in child birth so he was raised by his Father, Aunt and Uncle on the 'Harper' Farm.
Tam joined his local militia at 15 and proved to be a competant soldier and excellent leader.
Joining the Weyland Army he quickly rose through the ranks to Captain.
Tam has seen much conflict over the years having fought in several wars with both the Nuestrians and the Ost.
He has fought against the Headhunters in the frozen lands of Solas.
His last assignment was hunting down bandits in Flauros.
He has currently taken an extended leave of absense.
https://1drv.ms/b/s!Ap6b-AYHlTWTgfgtq5W-jQ5APmC7kA?e=W1TR5i
The Blood Queen appears to be a High Ael female dressed in blood red swirling robes. Her face is adorned by and scarlet and golden mask.
Her beauty is said to be truly terrible to behold and causes those that see her face to drop dead from awe.
The leader of the Seelie Council.
She can be cruel and terrible and is all but a tyrant, ruling with an iron fist.
She takes an avatar so can exist in the Mortal Realm.
D&D 5E
Domains: Order and Peace
Legacy RPG
Alignment: Evil
Aspect: Light
The Craven King is the self-appointed ruler of the Underealm.
The Craven King appears to be a tall gaunt human male, adorned in tattered grey robes and a tarnished crown.
His long-fingered hands are grubby with broken nails, his skin is parchment-like and translucent. His rheumy eyes burn with greed and avarice.
The Craven King is one of the most powerful of the Gods and resides in the Grand Palace in the City in the Underealm.
D&D 5E: Domain Forge and Grave
Legacy RPG: Alignment: Evil, Aspect: Dark
Camile DeWitrin
D&D 5e
Human (Neustrian), female, Fighter (Duellist) 15
Dread Pirate Kaliban or the Scourge of the Midean Sea.
Kaliban is an Undying and belongs to a sub-race what is known as a Scarecrow.
D&D 5e
Human (scarecrow), male, CE, Rogue (Swashbuckler) 17