Arafel, Kingdom of the Dead-King Organization in Aertrea | World Anvil
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Arafel, Kingdom of the Dead-King

Arafel The Iron Kingdom of the Sunborne East.   See also: Arafel, Pre-Asmodian Insurrection   Arafel is the last truly civilized (what civilized means can be debated elsewhere) nation remaining in the East (referring to the eastern half of the Northern Continent). It is cut off from the west by the Barrier Peaks and has few options by sea. The nation holds it own against encroaching tribes of humans, orcs, and other raiders with a strong military. The orcish legions of Arafel, its undead troops, noble heavy cavalry, hippogriff cavalry, and Duergar infantry are augmented by powerful necromancers, vampire assassins, and the Church of Asmodeus.   The majority of the population is human but there is a high level of half-elven blood (25% of the population) although actual elves are almost nonexistent. The Iraen Elves of the Cyr Bryer have not been on friendly terms with Arafelians for a long, long time. Modern Arafel has a high portion of orcs (20%) although they live mainly in the cities and in the Farholde region and serve in the military. Dwarves are a rarity, although Dwarven traders are not completely unknown in Ghastenhall. The nations relationship with orcs and Duergar make it an unpopular spot for most dwarves. Halfling rover bands were once common in Arafel, but the dangers of the journey have greatly diminished them. There are a handful of bands that brave the Barrier Peaks as part of their regular migration and a few bands that exist only within the borders of Arafel. Both dwarves and halflings make up less than 1% of the total population.   Arafel is largely self-sufficient given its isolation from trading partners. The Duergar of Zhaansen Kryr and a few friendlier tribes are the primary trade partners. Sea trade along the East coast is almost nonexistent. Arafel is blessed with excellent farmland and mountains containing mineral wealth.   Arafel is a monarchy that is heavily influenced by the Church of Asmodeus. After the fall of the previous monarchy, all citizens of Arafel were allowed to own land. Local farmers were gifted the lands they worked as part of attempts to grow acceptance of the new regime that was, a little different, then the previous. Most nobles had died in the war and their titles were slowly given out to deserving individuals, mostly merchants and larger landowners. These titles did not come with vast lands and wealth, but rather responsibility for local government including taxation. Competition for titles and offices is encouraged and a lax lord will find himself stripped of titles and influence quickly. There are undertones of cut throat politics and underhandedness but it's also a system that rewards the capable.   Since the Asmodean revolution, the lives of the common folk have improved some. They continue their age old ways of life, mostly agriculture. Yondalla is the most popular faith in Arafel. Most also pay some small homage to Asmodeus, as his faith is an important part of the rulership of the Kingdom and its protection. In general, religion is a touchy subject in Arafel and most consider its discussion in public to be unwise.   Arafel has a decent sized middle class made up of craftsmen and merchants. The isolation of the nation means very few goods from outside reach them, so they are very self sufficient. Goods from Arafel are well made and without adornment.   Historically, magical talents were not common in Arafel and those with them were viewed with suspicion. Now, those with such talents keep them hidden not because of the attitudes of their peers, but because they will be 'volunteered' to assist in the defense of the Kingdom. While some welcome the training and power of such positions, others hide their talents.   The human population of Arafel is in a very strange situation. Some of the oldest remember the Asmodean revolution. They don't remember quite the way that the history is told to them today. That the Markadian King and his Tyrian allies were rife with corruption and we losing a battle against the hordes of the great orc general Sakkorat Fireaxe. If the Asmodians of High Priest Kirkiess had not intervened and turned the Fireaxe to their side, the Kingdom would be lost and everyone would have died to orcish axes. Many in the higher circles of the Kingdom, Church of Asmodeus and the military know the truth. Even if someone were to want to object, circumstances as they are, only the Asmodeans keep the Kingdom standing. Some of the more inquisitive and educated citizens suspect some of what they are taught are lies, but few know the entire truth.   Recent History of Arafel Following the Asmodean purges, the Asmodean high priest Adrastus Thorn began a long battle against the throne. A fallen priest of Tyr, he was returned to life by infernal powers of Hell. Through hard work and endless study, he became quite powerful. Eventually achieving lichdom. Over the course of a few decades he concocted his plan to take the throne from the Markadians and built up his power. He created the Agathium far away in the snow-covered peaks North of Arafel from which to plot. His plan began with the recruitment of allies and servants. Each group, he called a knot.   The most success of such was the ninth knots. The core of the group was Death Angel, infamous serial killer of Ghastenhall, Carlin (identified as the first Martyr of the Revolution), Sonja, a radicalized noblewomen, Kirkiess the Iron Prophet, a young priest of Asmodeus, Drummond the Black Fly (the vessel of the Tears of Achlys), Gutter Rat, infamous necromancy from the slums of Ghastenhall, and Modo, Prince of the Duergar. After breaking free from Brandescar, the country's most brutal prison, they were enlisted in Cardinal Thorn’s plot. They struck first at the Fortress at Balentyne opening the north to the ravages of the orcish hordes of Sakkarot Fire-Axe (also one of the knots) who plunged the Kingdom into war.   They struck next, on behalf of Thorn, at the Horn of Abaddon, deep within the Caer Bryr. They performed a long ritual to summon and make a deal with the demon Ventra-Kali, for a potent magical plague known as the Tears of Achlys. They were able to release this plague into the world for as a magical, semi-sentient disease from the deepest reaches of the Abyss, it targeted only followers of Tyr. This was no easy task, for the ninth knot had to defeat the Dragon Antharia Regina, destroy the traitorous 7th knot, and handle a failed alliance with the Iraenina tribes.   They failed to gain allies when treating with the ancient clan of vampires who secretly dwelt in Ghastenhall (later, they were able to do so from a position of strength). The plague spread throughout the nation, making it difficult to mount a proper defense against the orcs rampaging across the north.   The ninth knot next lead the assault on the Vale of Valterna, the most holy site of Tyr in all of Arafel. They extinguished the three flames, including a phoenix and the Angel Ara Marthra, The residents of the Vale were put to the sword, and its vaults were looted. The 9th knot grew in power, gaining two fierce bands of orcs, one of which was in training with Arcadian Legionnaire mercenaries and a flight of fiendish hippogriffs. With the Vale desecrated, Arafel lost a high percentage of its divine power and could not get the Tears of Achlys under control through divine intervention.   In the coming months, Sonja founded the Sisterhood of the Twilight Rose and turned the remains of a brothel into a widespread intelligence agency. Kirkiess, the Iron Prophet, rekindled the Church of Asmodeus with his Brotherhood of Burning Justice, lead by Marta, a corrupted Nun of Saint Cynthia-Celeste. Meanwhile, House Darius marshaled a huge force of knights and lead them towards the forces of the Fire Axe, which had razed the city of Daveryn. They are commanded by King Markadian V and General Vastenus Barca.   Thorn’s minions next turned their sights on the King himself. The 9th knot acquired the aid of the Great Wyrm Chargammon, by freeing his son from the Aerie of the Giant Eagles and by agreeing to slay his rival, Eiranmanthus. In return he would attack the capital drawing the king back to protect his daughter, Princess Belinda. However, the wily dragon Eiramanthus got the drop on the 9th knot and forced them into his own bargain. He and his allies (a planetar and Prince Belinda) engineered a counter ambush when Chargammon appeared over Matharyn. They did so and together, slew the great dragon. Eiramanthus betrayed the knot, warning the King who appeared through a gate. His counter ambush failed, as the Knot slew his forces and followed him back through the gate to the King's camp and slew him in a pitched battle. They were aided by the scheming devil, Dessiter, who had taken a liking (in a devilish way) to the group of agents.   Following the loss of the King, his great army was betrayed by another hidden agent of the Asmodean plot, General Vastenus Barca. The general led the army into the teeth of Sakkarot’s orc horde and was defeated in return for a promise of becoming the next King (he would be disappointed by future events).   Meanwhile, Adrastus Thorn, leader of the conspiracy, was having his own difficulties. His infernal masters had lost faith in him, as he compromised his plans of domination to save the son of his deceased beloved. He was also overwhelmed by paranoia that his own agents would turn against him, isolating himself in his mountainous stronghold, the Agathium. He plotted to turn against his most successful agents, the 9th knot. They were warned by Dessiter, their infernal lawyer and in a self-fulfilling prophecy, they were forced to betray and destroy their former master.   The 9th knot stormed the Agathium, defeating the lich and his allies. In doing so, they acquired some of Adrastus’s allies including the tribe of giants under Queen Ellsif (after killing her husband the King) and the necromancer Grigori and his negative energy engine. They also formed a tenuous alliance with a powerful winter wight who guards the area outside of the Agathium for them. After tense negotiating with Naberius the Pit Fiend, who was Thorn's infernal patron, they took over the helm of thel conspiracy and Kirkiess was named High Priest of Asmodeus. They then recruited Thorn’s other allies including Sakkarot Fire Axe, Barnabus Thrane (Asmodean priest embedded deep within the Church of Tyr) and the returned Tiadora (hateful handmaiden devil).   The 9th knot brought Thorn’s plan to fruition. They augmented the mercenary army he had put together in the Kingdoms of the West with the famous Mercenary General Eisenmark. This sizable force was brought to Arafel to“rescue” the nation and a “savior” could ascend to the empty throne. Sparing the Fire axe and his elite troops, the orc horde was destroyed and Arafel, on the verge of collapse, rejoiced. A bit of forgery put Kirkiess as a distant relative of the King and he was quickly crowned. The new king formed an alliance with the old Barcan line and both sides benefitted. The King wed A’Adelia Barca and made her Queen. The church of Tyr was slowly brought low and the Church of Asmodeus reintroduced. The new church made great efforts to end the plague and win over the people. The northlands, empty of orcs, was conquered and the Watchwall rebuilt. Baroness Vanya of Veryn (a Barcan and Asmodean) took over the rebuilding of the City of Daveryn.   During these ensuing years the missing Princes Belinda was hidden by an ancient relic, the Veil of Tyr, which prevented her detection. She gathered allies from the people, surviving knights and Tyrians as well as allies from beyond the Kingdom, including a titan, a dragon, and a solar. Three years after the Asmodian taking of the crown, they attacked. People flocked to their banner as they camped on the ancient battlefield of Tamberlyn, for the love of the Markadian line and the Church of Tyr had not faded. The new regime had to act quickly, gathered its forces and meeting them there for one last battle for Arafel.   The 9th knot and their allies fought a pitched battle there, with the fate of the Kingdom in the balance. The Asmodeans made quick work of the Titan and moved onto the Prince’s camp but were intercepted by the great dragon Regina Agatha. The beast was ensorcelled into a mindless dance, but was actually rescued by a stray prismatic blast that allowed it to escape to another plane. An intense battle between the forces of Asmodeus and the Princess and her Solar ally followed. Keeping to the air, they gave the 9th knot all they could handle. In the end, Gutterrat slew the last heir of the Darian throne with a withering hand, ripping her heart from her chest. The forces of King Kirkeiss under the even hand of General Eisenmark soon had taken the battlefield.   Isolation in the East: Since the times of the Revolution, Arafel has become more and more isolated in the East. Over the course of the next three hundred years, all the surrounding nations have fallen to the tide of chaos. Human and orc tribes are the primary problem. At this time, only Arafel’s considerable magical and martial might keeps it safe. Its population has swelled as it has taken in refugees from the entire East. With no sea trading partners, the dangerous route across the Barrier Peaks is its only connection with other lands.   Two centuries ago, backed by the forces of Arafel, Prince Modo ousted his father from the throne of Zhaansen Kryr. While retaining his honorary title of General, Thane Modo is largely concerned with governing his small Underdark kingdom. There is mutual cooperation between the two, but tension can still run high. There are some Duergar who see the human leadership of Arafel as undeserving of Asmodeus’ blessing. Likewise, there are humans in Arafel who would see Zhaansen Kryr brought to heel as a subjugated state.   Arafel’s tradition of powerful heavy cavalry, longbow man, and Arcadian-influenced legions of infantry more than hold its own against most invaders and raiders. Further more its giant allies, hippogriff riders, and armies of undead (powered by the negative energy engine in the Agathium) make it even more powerful. Even so, its isolation and constant raiding from all sides are taking its toll.   While many in the west do not want to see this bastion of civilization fall in the East, many (especially the elves) do not want to aid a nation so invested in Asmodeus, with such a bloody history, or use of necromancy.   Things Noteworthy in Arafel:   The Northlands: Long a source of worry for Arafel, the mountainous regions north of Arafel are less noteworthy only because of the lands to the west are now just as dangerous and uncivilized. Arafel has a number of humanoid tribe “allies” in the north that they support to act as a buffer from even more war-like tribes north of them. Unsuited to most industry this area is largely neglected outside of its defensive importance. The Watchwall has held the north since the Asmodean revolution.   The Watchwall and Balentyne and North Heartlands: Heavily damaged when Sakkarot and the 9th knot brought an orc horde south, the Wall and its fortresses have been rebuilt and upgraded. The wall is largely defended by orc, half-orc, and undead troops. A focus on detection and disruption of enemy movement has made aggressive tribal raiding a very lethal endeavor for the attacker. A number of large flying undead add to the considerable defenses in this area. The North Heartland suffered the most during the war. The area has been repopulated with the thousands of refugees that have come into Arafel from other areas of the East. The area has returned to a highly productive agricultural. It's very different today, being a melting pot of peoples. Culturally it is much different then other farming areas of Arafel. Its rough around the edges, on the edge of a war zone, and is tolerant of orcish soldiers and battalions of skeletons and zombies.   Brandescar Prison/Brandescar Academy: Under the rule of House Barca and House Darius, this was Arafel’s most feared prison. The 9th knot commemorated their escape from the prison but turning into an elite training grounds for their agents and soldiers. Its students, teachers, and “curriculum” are highly varied and very dangerous.   The Heartlands: This large stretch of rolling hills has long been used for agriculture in Arafel. It’s crisscrossed by dirt roads leading to hundreds of small villages and local lords’ manors. The interior tends to be very tame. On the outskirts there are incidents of marauding monsters, predators, raiding tribesmen, and rarely, bandits. The Heartlands are also dotted with many small churches of Tyr. Some are still active, if greatly subdued. Some have been abandoned and stand vacant. Most others have been repurposed. A few have been dedicated to other deities, mostly Yondalla. A few more have become Churches of Asmodeus, but the practical farmers of the interior have little connection to the Lord of Hell. Others have become meeting halls, grain storage, or indoor markets.   Ghastenhall, City of: Always the most cosmopolitan of Arafel’s cities, Ghastenhall remains a great bustling city of traders and industry. The current Duke Hadrian, like his namesake, is man who wishes to be left alone. A second, more shadowy government, the ancient cult of vampires under Lord Gaius Vestromo are also a major factor. Minor crime and corruption are common, but the vampires prevent any major traditional thieves guild from having much of a foothold. The lack of trade has taken its toll on Ghastenhall. Many business have failed and hard times have come to many.   Matharyn, Capital City of: The capital of Arafel is a strange place. The traditional feudal government of Arafel and the powerful Church of Asmodeus intersect here. They govern a people who have not forgotten the long influence of Tyr and House Darius. Providing further complications, the remaining 9th knot leaders are not always the most stable leaders. The former stodgy and religious capital of Arafel must now coexist with orcish legions, infernal rites, and legions of animated zombies commanded by black robed necromancers.   Daveryn, City of: Destroyed during the Asmodean revolution, the cities rebuilding process was put in the capable hands of Baroness Venya of Varisa. Funding the project herself and given free reign, the city has prospered. But not as much as Baron Venya herself has prospered. She has her hand in every aspect of the city (from its highest administration to the lowliest pick pocket). At some point, her distant relative Lord Gaius Vestromo inducted her into the family tradition of vampirism. Baroness Venya has taken on several personae to continue her rule of the city. Every ten or so decades she will pass on her titles to her “granddaughter”. Daveryn is a true "Asmodean" city. It has "augmented" Arafelian Law with a sizable code of regulations. There is a strict hierarchy in every form of city government and religious life. Competition is cut throat. However there is enough to eat and crime (other than the official kind) is very low. Under Venya's rule, Daveryn has avoided the malaise and economic hardtimes of Ghastenhall and the depressed fatalism of Matharyn. Some of the best and the brightest come out of Daveryn.   Cyr Bryer: The large forest West of Arafel is ancient and holds many secrets. The group of Elves thought to reside in secret in the southern half of the forest have not been seen in hundreds of years. More than two thousands years ago they assisted the human settlers who moved east across the mountains into the region. The humans of the area lost contact with them not long after establishing Arafel. The Iraen (whom most humans assume are the elves of Cyr Bryer) do not enter the southern parts of the forest. They say they respect the elves wishes to be left alone and report those who do enter the woods don't always come back. Unwise or unaware raiders from the west seeking to enter Arafel from that direction don't return either.   The north of Cyr Bryer is home of various half-elven tribes known as the Iraen. Tensions between these druidic people and Arafel have always been tense and bloodshed is an occasional event. Despite the many dangers of the forest, raiding tribes of human and humanoids do make the journey through the forest to raid the farmlands of Arafel further East. Those who hit fast and retreat back into the forest find some success. Raiders who tarry to long or get greedy quickly become members of the ever-growing undead troops of Arafel.   Zhaansen-Kryr: This Duergar kingdom now dominates the small mountain range in the center of Arafel. Ruled by Thane Modo, they are heavily connected to Arafel economically and contribute to each other’s military well being. While the worship of Asmodeus dominates both nations, there is still considerable cultural tensions between them. Groups on both sides would like to see one conquer the other. Zhaansen Kryr is a place of tension.   Farholde: Farholde is a settlement in the far northwest corner of Arafel. Nestled in between the Cyr Bryr and the Northlands, it’s a rough and dangerous place. It’s the closest settlement to Iraen lands whom are frequent trade partners and ocassional raiders. During the Asmodean revolution it was all but destroyed by the predations of the 9th knot. It has slowly recovered and is again a prosperous settlement. It is also the semi-permanent home of one of the Arafelian Orc legions and a huge army of skeletons and zombies waiting to be commanded in defense of the nation. As such, it has a bit of a wild and unruly side. Its full of seedy taverns and brothels. Smugglers and outlaws find this is a place far from the questions and eyes of the Asmodeans.   Horn of Abaddon: This ancient site dedicated to the captured pestilence demon, Vetri Kali is now a secret base of the Church of Asmodeus. Located deep within the Northern Cyr Bryr its avoided by the Iraens.   Agathium: An ancient stronghold in northlands that was repurposed as a temple to Asmodeus by Adrastus Thorn. It contained an ancient devise that tapped into the negative energy plane and could provide considerable and potent magical energy. Its long been home to the reclusive and taciturn necromancy Grigori who has been studying the machine and how to harness its energy for centuries. The stronghold services as a refuge and workshop for Arafelian leadership. The lands surrounding it are hunted by a powerful winter wight.   Adarium: The traditional palace of Arafel was built by Markadian II. It suffered heavy damage when Chargammon attacked during the Asmodeus Revolution and was rebuilt to its present grandeur. It is said that the Adarium is home to many powerful infernal outsiders, golems, and undead, ready to be unleashed on attackers.   Haunted Farmhouse: This nondescript location is something of a shrine to the Asmodean revaluation. Not far from Ghastenhall it’s the location that the 9th knot used as a hideout when in the area. An animate skeleton farmer still plows the fields there. Its said that this is not the original undead farmer, but that rumor is difficult to confirm. Devote followers of Asmodeus sometimes visit it to pay homage to the heroes of the revolution.   Vale of Valterna, Vale of 999 Thorns: This was once one of the more important holy sites to Tyr in the entire continent. Conquered and desecrated by the 9th knot, it has been rededicated to Asmodeus. It has long been the domain of the handmaiden devil, Tiadora. This sadistic creature rules there with an iron fist, served by her 999 thorns, elite specialist loyal to Asmodeus and Tiadora more than to Arafel and its leaders. The 999 thorns had their beginning in a pilgrimage of children seeking the guidance of Tyr during the revolution. Few actually made it into the vale and most will never speak of what they witness there. These child pilgrims have been fanatical followers of Asmodeus every since. They serve as the basis for this elite unit of soldiers, spies, and assassins. The Vale of 999 Thorns also is the home to the Kingdoms hippogriff breeding and training program and to the Kingdoms largest and busiest summon circle.     Lair of Chargammon: A two-day journey by fast ship, the island lair of the dread (and dead) dragon Chargammon has both a land and a sea entrance. Since the dragon’s death its been used by several aquatic predators and others seeking an ocean hide out.   Eye of Vetri-Kali: This three faceted gem holds the soul of Vetri-Kali, a demon of pestilence, who created the Tears of Achlys, a deadly plague. Freed and than later destroyed by the 9th knot, its spirit rests in a gem set into the throne of Arafel. Once a year, the ritual making use of the three daggers of Vetri-Kali (all large +3 corrosive daggers) can unleash a magical plague to decimate one’s enemies. Marauding tribes are usually the targets of this curse.   Southwest border: The largely open ground south of Cyr Bryr is heavily patrolled. A large force could quickly move through and turn north into the heart of Arafel.   Crown of Arafel: Created by combining the crowns of the Darius and Barcan lines with the Iron Circlets of Adrastus Thorn (+2 INT, nondetection, disguise self), this is the symbol of leadership in present day Arafel.   Merc-Lord: A widely used term (often derogatory) to refer to those nobles who have their titles because their ancestor was a mercenary leader given titles following the Asmodean revolution. Implies that the titles were not earned and those baring them are some how lesser.   The Cathedral Inferni: This massive and intimidating cathedral dedicated to Asmodeus is a place of great importance within the capital of Daveryn.   Varyston Labor Camp: Located on the site of a large village who openly opposed the Asmodeans and King Kirkeiss and who served as a lesson to others, this prison labor camp is rightly feared.   Vexxor Onyx Mine: Named after a particularly cruel Demon encountered early in the career of the 9th Knot, this mine is vital for the onyx that Arafel uses to animate its dead legions.   King Kirkiess: After being in a vital part of the 9th Knot and seizing the throne, he severed as King and leader of Arafel for many decades. Eventually becoming bored with rulership, he and a select group of companions set out for unknown lands.   Queen A’Adelia Barca: The ancient ruler of Arafel, the Queen assumed the Throne when her husband, Kirkiess abdicated his position and journeyed elsewhere. This lich is a mighty sorceress and an even mightier politician. She is able to balance the influence and power of some very powerful individuals including Thane Modo, Sonja, and Tiadoro. She must also keep in check and direct the energies of some brilliant by crazed individuals like Gutterrat and Grigori. At the same time marshaling a defense of her nation against the chaos of a continent.   Thane Modo: This former Prince was personally recruited by Adrastus Thorn to solidify his elite 9th knot. After being an integral part of delivering the Arafel throne into the hands of Asmodeus, he continued to serve the state. Two centuries latter, he lead his Stonefinger brigade of elite Duergar warriors along with borrowed might of Arafel to take the throne from his father and become Thane of Zhaansen-Kryr.   The Chief Physician (Gutterrat): Long since having become a Lich, the “physician” services the nation in many ways. Something of a lose cannon, he spends most of his time on his own projects and research. He does instruct the nations’ many necromancers in his arts so that they can continue to lead hordes of undead into battle against their enemies.   Death Angel of Ghastenhall: This powerful champion of Arafel never joined with the Church of Asmodeus, leading to frictions and suspicions. He eventually left Arafel to seek a new path.   Minister of Science and Magic: Sonja: One of the original 9th knot, she has served Arafel and Asmodeus in many capacities in the centuries since the revolution. At present, she is one of the three powerful women who rule the nation.   Baroness Vanya of Veryn: This ambitious noblewomen is a vampire and has ruled the city of Davelyn since rebuilding it four hundred years ago. She is a major rival of both Marta, High Priestess of Asmodeus, and the Queen. She is a patient and surgical leader who long ago became a vampire.   Tiadora: A sadistic handmaiden devil who serves Arafel (sort of) she commands her agents, the 999 Thorns from her home in the former Vale of Valterna. Thought to serve herself and the Hells more than Arafel, he loyalty is a constant worry to the other leaders in Arafel.   Lord Gaius Vestromo: This thousand year old vampire loves the city of Ghastenhall. He rules the nights and the underworld of his home city. He is an ally of the rulers of Arafel, although he is not particularly fond of the Queen or the Church of Asmodeus. In his own way, he is a protector of Arafel, its people, and their way of life. He is strangely attached to the people of Ghastenhall. He calls them cattle and "blood fodder" but there seems to be much more to this strange love than meets the eye.   Grigori Shirko: This powerful, but eccentric necromancer lives in the Agathium where he channels negative energy to enhance the undead troops of Arafel and to work on his own, unknown projects. While of questionable loyalty and sanity, he has proven himself invaluable to the Kingdom.   High Cardinal Marta: Much transformed since her early years as a nun of Cynthia-Celeste, the High Priestess of Asmodeus is a pillar of leadership and might in Arafel. It is unknown by what means Marta has extended her mortal life span, for she does not appear to be undead, but she also does not appeared to have aged at all. Unlike most leaders of Asmodeus who lead through fear and might, Marta has surrounded herself with extremely loyal followers who would die for her in an instant. Many call her a "living saint" but never in front of her. Her followers, which number most of the most powerful clergy of Asmodeus feel she should sit on the throne instead of the Queen.   Legate Sakkarot: The orc warlord and devote Asmodian, he has embraced undeath and become a powerful deathknight. He maintains a sizable force from his Fortress Fireaxe not far from the city of Farholde. Raiding tribesmen and orcs shake in fear at the sighting of his arrival on his undead dragon mount. The Fireaxe does not appear to have ambitions outside of his current role, at least not in this life. He famously told his aides "The next nation I carve out in blood will be in the Hells themselves".   Legate Shagoroth Nightmane: This ancient Orc legate commands three elite orc legions. He is largely responsible for the defense of Southwest Arafel. He is said to be a shriveled husk of a being who has forsaken weapons and armor. He leads from the front, mauling his enemies with his fists and superhuman strength. His troops are more afraid of him than any enemy.   Legate Bromm: A disgraced Arcadian legionnaire who were hired by Adrastus Thorn to train troops for him. When Thorn was defeated he worked for the 9th knot. He eventually retired from service and is highly regarded in Arafel. His tradition of Arcadian training and tactics live on in his human, orc, and undead legions that are the center of Arafelian defense. He moved on to other adventures…   High General Eisenmark: A famous mercenary general before coming to serve in Arafel, he continued to find success there. He eventual became a disciple of Asmodeus. In the intervening decades he has become a deathknight. Embracing both undead and living troops, his long life of study of military tactics, no fear of death, and centuries of experience have made him a commander to be truly feared. Eisenmark leads from the capital. He has a small but potent military force ready to reinforce Fireaxe in the northwest, the Watchwall in the North or Nightmane in the south. He can raise a much larger force in a few weeks.   Eiramanthus: This planar traveling Dragon has long laired in the area. He is an enemy of the state and has been a “thorn” in the side of the Asmodeans since their earliest days.   Naburus: This pit fiend has never set foot in Arafel, but it’s his guidance from his halls in Hell that handed the throne to the 9th knot. He continues to sponsor the Kingdom in many ways and is a powerful ally. The strength of the Asmodean faith in Arafel is a great resource for the infernal realms. They do not want to see this bastion of law (and evil) be overwhelmed by the chaotic forces around it.   House Barca: Taking over as the head of the House of Barca, Vastenus Barca’s grandsons has not done much to improve the position of his powerful family. While still extremely wealthy, the family has stagnated over the last few hundred years. The wide-ranging House Barca has become decadent, wasteful and even more corrupt then before. Whispers of certain family branches and individuals delving into forbidden arts have long circulated. A long standing history of questionable ethics initially allowed this House to adapt better to the new regime than other noble families. That said, their fortunes continue to slowly decline.   Knights of the Griffon: An ancient order of Knights, dominated by House Barca, they have never recovered from two defeats at Tamberlain Fields. These snobby noblemen are a formidable force of heavy cavalry but are difficult to motivate. They can be called back into service by General Eisenmark if needed, but his loath to do so because they are slow to answer the call and are largely insufferable. That said, several hundred experienced heavy cavalry can swing a battle.   Cedrick Malthus: The agent of Adrastus Thorn and later the 9th knot gathered the mercenary company that would be instrumental in the war ahead. He disappeared not long the war.   Tears of Achlys: These demonic and semi-intelligent plague was used to weaken Arafel prior to the revolution. Released from the Demon Vetra-Kali by the 9th knot, it killed many thousands before being contained. It is rumored that the disease, or a modified version of it, can still be unleashed upon the enemies of Arafel. Unknown to anyone in Arafel, this is not the first time the Tears of Achlys have ravaged parts of Aertrea. During the end of the Golden Age of Empires, this plague was a major component of the fall of civilizations on all three continents.   Veil of Tyr: This artifact of Tyr was captured at the Second Battle of Tamberlyn. It provides the wearer; if they worship Tyr, complete protection for divinations as well as other defensive effects. What happened to it after the battle is unclear. The Holy Church of the Three Divinities would greatly like it returned to the them.   Fields of Tamberlyn: The site of two great historic battles in Arafel, these muddy fields are noteworthy for the great spurs of rocks (The Lords) that thrust up from the otherwise flat ground. Several monuments mark where House Darius defeated House Barca and later where King Kirkiess defeated Belinda and the Army of the White Unicorn.   The Headhunters: Named after their deceased founder, Hekarath Headhunter, this group of elite orc, ogre, and giant barbarians, scouts, and berserkers are rightly feared throughout the continent. Their bloodthirsty charges have been known to rout armies before battles have even truly begun. This small army's location is currently unknown. They don't seem to be part of Fireaxes, Nightmane, or Eisenmark's forces. There are rumors that Arafelian leadership has them outside the nation's borders for some secret purpose.

Structure

Monarchy with shades of Theocracy. Lead by a number of undead or immortal creatures, so line of ascension is unknown. With the Deadking missing for a number of decades, his Queen rules with the help of Church of Asmodeus.

Public Agenda

Defense is the number one priority of Arafel. Constant incursions and raids long the north and west borders are a constant threat. The nation is always preparing to respond to periodic large scale invasions by human and orc tribes.

Assets

Considerable. Arafel has collected a great many of the peoples of the Eastern continent. While some have fled West, most have remained. The are enough people to farm its extensive farmlands and a good number of mines. There are also plenty of craftsmen. It also harbors the much of the continents spellcasters and heroes. Some work for the throne and some don't. A number of extensive libraries and art collections have been rescued from fallen nations and are kept in various place in Arafel. There is a priority place on developing arcane and divine (of all sorts) skill sets.
Type
Geopolitical, Kingdom
Demonym
Arefelian

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