Chordin
“If the Inferno contains any waste as inhospitable
as Chordin, I pray that it has the decency to harbor half
as pleasant a place as Chordin harbors in Harpsfell.”
– Jothan Blackkard, Gazetteer
Geography
Chordin occupies the northeastern reach of Ere, a land of
rocky badlands and frozen tundra. It borders The Ashed Lands
and Callen on its southern edge and is separated from Genmide
by the Addarack Mountains. To the north is the Jedda Syne
mountain range and the Orudai Glacier, both of which are technically
Chordini land.
Small
towns and farming enclaves are built against the southern
faces of buttes and plateaus to avoid the biting north wind.
A few outposts have cropped up in natural caves in the badlands,
and ruins of cities dating back as far as Saint’s Landing
exist in the mountains, or locked in the glacier’s grip.
In sheltered mountain valleys, farming, and life in general
is easier, so much of the population lives along the western
border.
History
Founded during Draconic Control as a central base of operations
for the draconic forces, the region of Chordin and the city
of Harpsfell also turned out to be the scene of the dragons’
downfall. It quickly joined the Vishnari Empire to gain badly
needed resources now that they were not tended by the dragon
nations.
During
the Hailene War, Chordin seceded from the Empire rather than
commit to war and risk annihilation by the hailene. Instead,
Harpsfell disguised its troops as mercenaries and sent them
to protect their fellows in that capacity. Still, many see
this as a cowardly move.
Chordin
thrived economically, while other nations struggled with revolution
and upheaval as the Empire crumbled during the age of tragedies,
thanks in part to their low number of casualties from the
war and the fact that they were independent from the Empire.
Culture
Chordinis tend to be fixated on wealth and comfort, even those
working the land are always on the look out for a way to earn
extra coin quickly. Social standing among Chordinis is a measure
of how many items for comfort and pleasure one has and how
many of those were imported. This trait has made the only
real city in Chordin, Harpsfell, a monument to excess.
Despite
their grasping nature, Chordinis harbor a deep appreciation
for the druids who make their lives possible and by extension,
the whole of nature as it is embodied by Sylph. Even non-religious
Chordinis or those dedicated to other faiths pay at least
lip service to the nature goddess.
Industry
All food produced in Chordin is consumed in Chordin. Major
exports include fur from the arctic creatures native to the
northern reaches, expertly reared and trained animals and
magic items.
The bulk
of Chordin’s national product, comes from the myriad
upscale inns, restaurants entertainment venues and gambling
houses in Harpsfell, Chordin’s capitol. Revenue generated
from visitors o the city pay for most of the necessities for
both the city and the outlying land.
Government
Chordin is governed from Harpsfell by a counsel of six Great
houses. The Houses maintain power by keeping monetary control
over the lands that make up Chordin and the means to work
these lands.
The fact
that Chordin is one of the few nations with a low number of
spirit beasts, there is always someone willing to pay.
The
Pact of First Frost
The land of Chordin, with its glaciers, badlands and bitter
cold is unable to maintain the basic sustenance needed to
run a nation. Luckily, long ago, the progenitors of Houses
Subter, Asmatra and Gurrai struck a deal with the druids
of the frozen wilds.
In
exchange for druidic magic to keep the cold at bay for three
seasons out of the year, and make the fallow earth bountiful,
Chordin and its houses were bound to codify into law many
of Sylph’s tenets in a pact that became known as the
Pact of First Frost:
1.
No animal can be legally killed or abused for sport.
2. All slaughter for food or trade goods must be done magically
and painlessly.
3. No lumber can be cut for construction.
4. Druids acting on the behest of Sylph cannot be barred
by city officials in the completion of their duties.
The Great
Houses of Chordin
The Great Houses of Chordin were originally a loose alliance
of families with warrior traditions, secret combat schools
and even renegade dragons who helped topple Draconic Control
in Chordin. When the new nation was formed (before Draconic
Control was officially ended on the rest of the continent),
the families the contributed most were given the honors of
the choicest land in the newly rebuilt city of Harpsfell.
During
this time, Subter, Gurrai and Asmatra forged the Pact of First
Frost. At the end of that age, two houses, called Jedda and
Amun were destroyed by infighting and assassination.
During
the Hailene War of Ascension, the family of famed elven tactician
Ollimast Silyion were accepted as a House as a reward for
their patriarch’s heroic defense of the city of Harpsfell.
A House
known as Mallion was crippled in the Ashing of the Green when
many of it’s ambitious holdings in the Great Green Expanse
were obliterated. By right of tradition more than actual power,
Mallion, now the House of the Ashed Lands, or Ashland continued
on until some 20 years ago when, in a night of confusion and
fire, most likely a betrayal within, destroyed the last of
the family.
A scant
five years later, House Subter and Deppin, vying to place
a weak, controllable House under their thumbs elevated the
merchant family Oralu to Great House status.
Below
is information on each of the current houses.
House
Subter
The original founders of the alliance against Draconic Control,
Subter is honored as the oldest of the houses. Many in the
family can trace their heritage back to the white dragon Kezzrin
who had served the matriarch of the family Wylinda Subtermalik
and later took human form to become her companion. While most
members of the house bloodline are human, more than a few
claim draconic blood.
Subter
controls most of the southern lands of Chordin and all the
roads, setting hefty tolls on the roads to Harpsfell and out
to the Orudai Glacier. Interestingly, they control very little
of the actual city of Harpsfell.
Subter’s
interaction with the other houses is one of constant paranoia.
The current head of the house, Elij Subter (Male human White
Dragon-sired Rogue 2/Aristocrat 3) is a man consumed by fear.
He has had much of the house trapped and has completely changed
his personal staff five times in the past three years.
More
than any other house, Subter, thanks in part to Elij and his
recent predecessors has an extensive spy network, not just
in Chordin, but out in the world at large. The current attitude
of the house is to never hire anyone for any job unless they
have been thoroughly checked out and approved by three different
proctors.
Subter’s
colors are white on purple, their crest is a snowflake held
between two talons.
House
Gurrai
Another of the original Houses, Gurrai has taken the Pact
it signed to heart and have given themselves over to service
of Sylph and reverence to nature as a whole. Known as the
Druid House, Gurrai actively grooms servants of the nature
goddess for her service.
Gurrai’s
holdings lay mostly in the southern lands not under Subter’s
control and in a number of foreign ventures, including fisheries
in Callen and lucrative husbandry businesses in Vini Tresolm
and Genmide.
True
to its name, the Druid House serves as a liaison between the
other Great Houses and the temple of Sylph. Currently headed
by Jodit Gurrai (Male half-elf Druid 10) and his wife Listin
(Female human Druid 4/Aristocrat 2), Gurrai has become much
trusted by the other houses, though the usual spies and informants
are to be expected.
Gurrai’s
colors are green on white, their crest is a green fir tree
upon a shield.
House
Oralu
The newest, but second richest of the Houses, Oralu was raised
into House status fifteen years ago in a plot by Subter and
Deppin to take advantage of the aging patriarch of the family,
Draidamon Oralu (Male human Combatant 2/ Inborn 6) to effectively
gain an extra vote in council.
They
did not count on Jorinara Oralu (Female human Bard 12/ Aristocrat
1), Draidamon’s daughter acting as his advisor and marshaling
her house’s new found power into a small empire. Today,
Oralu controls more than thirty percent of the city of Harpsfell’s
gambling halls, entertainment venues, inns, taverns, and private
adventuring companies. Adding in their partial interest in
Norry’s Spellcrafting and Magic Works, Oralu’s
wealth is second only to Subter.
Politically,
Oralu is just as strong a force, thanks to Jorinara’s
connections to the Bardic College of Harpsfell and the house’s
popularity with adventurers and its melting pot approach to
including other races (especially miare). There is said to
be a secret war being fought between Oralu and House Deppin
that has been escalating in recent years, with more than a
few secret deaths involved.
Oralu’s
colors are green and white on black. Their crest is an infinity
symbol made up of stars.
House
Deppin
Where Gurrai is called the Druid House, Deppin is a house
of science. Founded by an alliance of halflings and half-elves
during Draconic control, Deppin is a house of seclusion and
secrecy.
From
their stone worked fortress of a mansion, Deppin controls
the mountainous north east of Chordin, working the land with
immense efficiency with new and experimental methods and machines.
The farms serve less as a source of income and more as a proving
ground for new inventors.
Deppin’s
real power comes from its sales of these creations up and
down the Emaru River and in Genmide, where the dwarves have
become very interested in steam works.
When
it comes to politics, Deppin is calculating and precise. Alliances
are never formed for any longer than it takes to accomplish
a goal and no more or less is expected from a given deal.
It does hold deep grudges, however, especially against House
Oralu for making the house and its current leader, the female
halfling Kilarhonsa Deppin (Female halfling Rogue 7/Alchemical
Warrior 3) look like fools.
Deppin’s
colors are grey on white. Their crest is a beaker in front
of a cog.
House
Asmatra
Another of the original houses from the age of draconic control,
Asmatra has fallen from grace in the intervening years. Unable
to successfully adapt with changing times, the House has missed
many opportunities to expand its share from beyond the western
farms it holds. Because of this, Asmatra remains a Greater
House only by grace of tradition and its part in the Pact
of First Frost.
Led by
Renna Asmatra (Female human Aristocrat 8) and her husband
Kairn (Male human Aristocrat 6/Fighter 1), the house still
tries very hard to remain active in house politics. Most recently,
Renna has embarked in attempts to bring inborns into the House
to increase its flexibility.
Asmatra’s
colors are yellow on white. Their crest is a sunburst behind
a tree.
House
Silyion
Founded by the elven tactician, Ollimast Silyion after the
Hailene War of Ascension, the House of the Elves has earned
a darker name; the House of Shades. It seems that the hero’s
blood has run thin and in their bids for wealth and power,
his descendants have turned to criminal and perhaps darker
endeavors.
Its is
an ill kept secret that the current Lord of the House, Silyion
vt Garfold (Elf Rogue /Darkstar Assassin 3) has connections
with the thieves’ guilds of a number of major cities,
Harpsfell not excluded and it is rumored that he spent some
of his teen years as an assassin. Like his predecessors, Garfold
uses these rumors to keep control of his house’s out
lying farms and merchants through sheer terror.
The other
houses are equally afraid of the House of Shades, as there
have been a number of occasions where unfortunate accidents
have befallen holdings of Houses that have betrayed Silyion.
The truth is that Silyion had nothing to do with these happenings,
but Garfold is happy to capitalize on them.
Silyion’s
colors are red and grey. Their crest is a bloody sword on
a field of black.
Organizations
and Individuals of Note
The
Temple of Sylph
Thanks to the provisions of the Pact of First Frost, the druids
hold an enormous amount of sway in Chordin. A loyal cleric
or druid of Sylph can expect all due respect from the citizenry
and little to no interference by local law enforcement into
their dealings unless they present a clear danger to the public
good.
Temples
to Sylph can be found in most localities and are carefully
kept both separate and better maintained than other temples.
The
Pandemian Church
Though not viewed with the awe and respect of Sylph’s
Druids, clerics of Pandemos are well liked in Harpsfell, where
parties and gambling are abundant. Pandemian clerics are viewed
as good luck charms and the savviest can make a good living
playing ‘pet priest’ to a wealthy reveler.
The
Bardic College of Harpsfell
Founded at the end of the Hailene War of Ascension, the Bardic
College has become a fixture of the community and a respected
institution the world over. Many of the greatest sages of
the age studied at the college and most of today’s Loremen
hail from there as well.
Today,
the College is run by Maximun Lighttouch (Male halfling Rogue
5/Bard 13), a halfling from Minde Forme, who has brought even
more prestige and success to the College though shrewd business
ventures that have tied the institution to the Academy of
the Arcane Arts in Te’ran and to the Library at Siram
Leggate in Minde Forme.
The real
secret to Maximun’s success with the college however,
lies with his underworld connections. In his 25 years as Archchancellor,
Maximun has surreptitiously added a thieves’ guild to
the normal workings of the Bardic College. Anyone with knowledge
of the criminal underworld of Harpsfell knows that the College
is a prime source of hirelings and fences.
Master
Trestrolm Norry
A native of Novrom, and the founder and proprietor of Norry’s
Spellcrafting and Magic Works, Master Norry (Male human Wizard
23) is the man credited with the economic revolution in the
spellcrafting trade. In fact, Norry has a hand in most of
the spellcrafting endeavors started in the last century an
a half.
His other
holdings include Norry Airships, South Coast Apothecaries,
Emaru River Steamships, and Black Dwarf Armory. Because of
his inventiveness and amazing business sense, Norry is one
of, if no the wealthiest people on Ere, including dragon kind.
Even
at the age of 180, Norry still makes regular visits to all
of his public holdings and spends much time researching new
spells and magic items, occasionally hiring adventurers to
retrieve rare reagents from the Tresolmi jungle or the Ashed
Lands.
Unbeknownst
to all but his closest friends and his adopted daughter Deirdre
(Human Inborn Caster 5), Norry’s success is do in part
to his allegiance to the Deyic temple, whose members provided
much material support to him in his early years. The goddess’s
reasons for this are unknown.
Major
Settlements
Harpsfell (Large City, 170,000)
The famed Bard City, Harpsfell is a rich and bustling city
built across six adjacent plateaus. Mystically strengthened
architecture permeates the high towers of the upscale buildings
and the wide bridges that connect the plateaus.
Harpsfell
is literally steeped in magic; even the most mundane tasks
are left to summoned beasts and mystical constructs, leaving
mercantile, inn keeping and entertainment as the jobs of choice.
The red light and gambling districts are lively here, with
many card houses and brothels belonging directly (or secretly)
to houses and even temples. Money, in the form of Chrodini
trifles is the universal language and someone willing to accept
it is never far away.
Order
is kept by the Infinity Guard, a security force under the
employ of House Oralu. The Guard enforces all of Harpsfell’s
laws with surprising evenness, though there is an understanding
between the Guard and the Bardic College.
From
the central bridges and spires of the city, viewers can catch
a glimpse of the Old City, a crumbling ruin built within the
natural shelter of the plateaus during Draconic Control. The
Old City had been the haven for the free peoples during that
era and was destroyed in the last battle against the dragons.
Now it is a silent hulk, picked clean by adventurers and laired
in by a handful of monsters.
Serridan
Valley (Hamlet 135)
A secluded township on the Genmide border, Serridan Valley
is an orphanage of sorts for inborn casters who have proven
too undisciplined to remain in their home villages. The town
exists as a number of small, but sturdily built stone long
houses built against the southern face of a cliff.
Experienced
inborns raise the next generation, honing their skills for
practical and safe everyday use. Magical items created by
budding inborns serves to fund the town and its defense (both
against outsiders and less experienced casters)
Locations
of Note
Orudai Glacier
Encompassing several hundred square miles, the Orudai Glacier
hides more than just Ere’s North Pole. No fewer than
four Dragon War era cities and several smaller settlements
have been found in the deep ice crevasses of the glacier.
In addition, the even more ancient ruins of Vaiakcuria, an
extensive and dangerous metropolis lies encased in an icy
tomb few adventurers will brave.
Rumors
also place a temple to a forgotten god called the Citadel
of Blackest Pitch lies somewhere in the far northern reaches
of the glacier.
Encounters
On the icy wastes of Chordin, the bitter cold and lack of
shelter in the badlands is the biggest danger would be adventurers
face. The barren landscape often gives way to deadfalls into
crevasses of jagged ice (treat as natural pit traps), and
the sheer faces of plateaus make climbing treacherous.
Herds
of elk eek out a meager existance here, often under the express
control of winter wolves and wargs who jealously guard their
food source. Dire bears and their larger cousins, ur-bears
(advanced, 20HD dire bears) along with wild cats make their
homes on the plateaus and predate the herds.
A race
of white furred trolls, referring to themselves as the Kular
live nomadic lives following those herds not controlled by
magical beasts. They capture and train frost worms as guards
and sometimes bring them to Harpsfell for sale.
Deep
in the Orudai Glacier, adventurers and historians have reported
seeing ghouls and specters, possibly the leftovers from the
mighty society that once stood there before Saint’s
Landing. Less substantial reports also place demons and vampires
in the glacier, but few believe these. |