Archendurn Kingdom Geographic Location in Channel Cities and World of Ærnth | World Anvil

Archendurn Kingdom

This large kingdom has a long history as one of the first to develop from the ruins of the ancient Ruglund Empire. And in fact, the residents of these lands where one of the first to rebel against the Ruglund Empire over 1,600 years ago. The present kingdom has a fairly-stable government, but minor squabbles do erupt every few years between the minor nobles. While this kingdom covers a huge area, much of this area is still wild, and thus is not settled by humans. But even then, the population is one of the largest of any kingdom west of the Grey Mountains.   OOG Note: a full map and details for the city of Archendurn, authored by me (Aaron Smalley) is available as a published pdf from Iron Crown Enterprises through DriveThruRPG.com at: https://www.drivethrurpg.com/product/16605/City-of-Archendurn   The Archendurn kingdom is set in a temperate climate with warm summers and cool winters that result in light snowfall. It is primarily a sparsely populated and heavily wooded semi-wilderness area. There are pockets of cleared farmland around the numerous villages that are spread throughout the kingdom. The largest of these is the city of Archendurn, which also serves as the primary trade and governmental center. It has a population of about 6,500 people living within the city walls, and another 14,800 living in the surrounding countryside (within two day’s walk) and a standing army of 500 soldiers. Most of these people live on farmsteads.  
Archendurn Kingdom Full map by Aaron Smalley
 

Political Structure

  The Archendurn kingdom is a feudal monarchy. The Royal family rules over the City of Archendurn and two other small villages in the area. There are 8 other fiefdoms within the kingdom, with each ruled by a noble who in turn pays homage to the king and helps to defend the kingdom in times of need. The government is fairly stable, but occasional squabbles break out between the nobles over a variety of issues. For example there is strong animosity between Duke Borase Mholmarsen [Bor-as Vol-mar-sen] of Crystal Landing and Duke Mhadimir Canier [Vad-I-mihr Kan-er] of Clearwater regarding the road through the wilderness between their respective lands. The King insists that they should be patrolling this road, which stretches for over 150 miles through thick wilderness.   The area through which the road passes is known as the Dark Woods. Some say the name is due to the thick canopy that allows little light through to the ground beneath, others claim it is because the woods are home to vile and mysterious creatures. In fact, both are true. There are also bandits who will raid nearly any caravan or travelers who look like they have valuables. Many rumors abound about goblins or orcs attacking those passing through the area as well. Firbulg tribes also live within the Dark Woods.   At one point, the Firbulg were a part of the kingdom, shortly after the Ruglund Empire had pulled out of the area, but they did not take kindly to being ruled over by a king that was no match for one of their average warriors.   Other human fiefdoms have existed as well. For example, the ruins on Signal Top Hill were once a small keep that was used as the homestead of a noble who ruled both Beywater and Marshvale. However the great-great grandfather of the current Duke of Crystal Landing defeated him in battle. There was also a fortress in the wilderness between Crystal Landing and Clearwater, but this and the accompanying village was laid waste by the Firbulg when the ruling lord tried to force them to pay him homage. Rumors claim it has been taken over by bandits or thieves who prowl the road between Clearwater and Crystal Landing. A handful of other small ruined fortresses scattered throughout the wilderness have similar histories.   The Dukes of Crystal Landing and Clearwater are constantly squabbling over who should be patrolling the wilderness road between their lands and dealing with the frequent raids that occur there due to its remoteness.   The city of Argentum proper sits at almost the south-western corner of the kingdom, and stretches to the north and east quite a ways (the first map displayed shows the south-west portion, with each box on the hand-drawn map representing about 20 miles by 20 miles). The city sits on the banks of the Clearwater River where the Hoarsbey River dumps into it. The Clearwater is a major river, which is navigable by large riverboats resulting in Archendurn being a relatively important river port for the local lands.  
by Aaron Smalley
  About 40 miles south-southeast of Archendurn is the small farming village of Greenvale, with a population of about 300 people and another 1,800 living within a half-day’s walk. The king of Archendurn directly rules over the people of Greenvale. The primary surplus products of this small town are swine, cattle, and grains. It sits on the banks of the Green River.   Another 33 miles as the raven flies to the south is the village of Hoarsbey with a population of about 450. Another 2,900 people live within a day’s walk. The road between Greenvale and Hoarsbey is about 45 miles long as it winds through the hilly woodlands between them. The farms here produce similar surplus goods to Greenvale, as well as a fair number of vegetables (especially potatoes), fruit, natural fibers, and liquors. The banks of the fast flowing river that gives the town its name provide waterpower for a large gristmill that services the local farms as well as some of the farms in Greenvale.   From Hoarsbey two roads head off to the south and east for several days even on horseback. The villages of Marshvale and Beywater both lie about 100 miles as the raven flies down the east road, which forks and goes to each town at about the two-thirds point. The distance by road is about 85 miles to where the road splits under the shadow of Signal Top Hill. Then it is another 38 miles to Marshvale to the southeast and 34 miles to Beywater to the northeast of Signal Top Hill respectively. Duke Borase Mholmarsen of the Crystal Landing Duchy of the Archendurn Kingdom rules both of these villages as well as the village of Crystal Landing further to the east. Both villages supply the same types of agricultural surpluses as most of the other villages within the Archendurn Kingdom. Beywater is also famous for its cheeses and pipe weed (tobacco).   About 80 miles south of Hoarsbey is the village of Gledamhelen, which is part of the neighboring Gledlimhen Kingdom to the south near the coast of the Great Sea.   About 100 miles northeast of Archendurn is the small city of Libintat, which is the second largest population center in the Archendurn kingdom. It is ruled over by Duke Canster Marteleg, who is probably the most powerful of the kingdom’s nobles. The city has a population of about 2,000, with 7,300 in the surrounding countryside, and a standing army of 300 men. Most of Libintat’s agricultural surplus is shipped north to the large mining towns of Golsren-Dol and Golsren-Solandis where the soil is unable to meet the local demand for food. It also has several large smithies that produce very high quality metal items as well as smelting high grade metal ingots for shipment to other parts of the world.   The two roads that extend to the west and northwest lead to the villages of Vorlheis of the Bornheld kingdom (87 miles) and to Willow’s Ford of the Willowdale Freehold (110 miles away).   The lands of the Bornheld kingdom are open and lightly rolling grasslands and are perfect for the herding culture of the excellent horsemen that populate this kingdom. The lord of these lands is King Vladinov Henrich who rules with a fair but firm grip.   The Willowdale Freehold is as close to a democracy as can exist in a land surrounded by feudal monarchies. A Mayor who is elected by the residents of the lands once every five years runs it. The current mayor is Relgan Crolar. Willowdale’s primary trade surpluses include various wood and lumber products which they sell to the people of Bornheld, and diverse agricultural products, including apples, wheat, flax, and hemp. A small fishing trade has also developed based in the village of Willowdale by the marshy shores of Willow Lake.   Note that the population values shown below have the first value indicating the population of the city of village, while the second value (in partenthesis) indicates the population of the farmlands around the village, and the third value [inside of square brackets] indicates the number of troops or active militia that each area has available for defence.   Archendurn- Capital of the kingdom.
Trade Center, Cattle, Goats, Swine, Metal Products, Grains, Vegetables, Leather Goods
pop: 6,500 (14,800) [500]
Green Vale- Grains, Cattle, Swine, Vegetable
pop: 300 (1,800)
Hoarsbey- Grains, Cattle, Goats, Friut, Vegetables, Liquers, Potatoes
pop: 450 (2,900)   Libintat- Ruled by Duke Canster Marteleg.
Trade Center, Metal Products, Iron, Tin, Copper, Grains, Coal, Sulfur.
pop: 2,000 (7,300) [300]
Albereth- Lumber, Wood Products, Leather Goods, Rope, Grains.
pop: 500 (2,900)     Due east of Albereth are the lands of the Clearwater Duchy ruled over by Duke Mhadimir Canier. While the bulk of the Crystal Landing holdings of Duke Borase Mholmarsen sit to the south-east of Clearwater Lake, even though the villages of Marshvale and Beywater are shown on the south-east corner of the map above.
by Aaron Smalley
 
Clearwater- Ruled by Duke Mhadimir Canier.
Grains, Cattle, Sheep, Wool, Cheese, Lumber, Wood Products, Vegetables.
pop: 800 (5,800) [200]
Randsled- Fish, Grains, Vegetables, Potatoes, Liquers
pop: 300 (2,600)  
Crystal Landing- Ruled by Duke Borase Mholmarsen.
Grains, Cattle, Swine, Fish, Fruit, Liquers, Geese, Chickens.
pop: 1,200 (5,700) [250]
Marshvale- Grains, Cattle, Swine, Goats, Vegetables, Chickens.
pop: 300 (1,600)
Beywater- Grains, Cattle, Goats, Vegetables, Cheese, Geese, Pipe Weed (tobacco).
pop: 150 (850)     Then to the north of Libintat are the fiefdoms of Golsren-Dol, Ruled by Count Haral Bulgar and Golsren-Solandis ruled by Count Kelsar Grant.
by Aaron Smalley
  Golsren-Dol- Ruled by Count Haral Bulgar.
Iron, Silver, Coper, Lead, Tin, Ceramics, Metal Products.
pop: 1,500 (1,200) [250]
Molinard- Grains, Cattle, Goats, Marble, Ceramics.
pop: 600 (1,400)   Golsren-Solandis- Count Kelsar Grant.
Iron, Copper, Gold, Silver, Tin, Metal Products, Horses.
pop: 1,300 (1,500) [250]
Plinath- Grains, Cattle, Potatoes, Vegetables, Horses.
pop: 300 (1,400)
Kilinard- Grains, Vegetables, Cattle, Goats, Geese.
pop: 400 (2,600)   The most sparcely populated area is the north-central part of hte kingdom, where Grey Haven is ruled over by Lord Borlen Hasrel.
by Aaron Smalley
  Grey Haven- Ruled by Lord Borlen Hasrel.
Wool, Sheep, Goats, Horses, Cheese, Glassware.
pop: 800 (3,100) [150]
Raven Landing- Cattle, Sheep, Wool, Swine, Chickens, Grains.
pop: 200 (1,700)
Rivers Ford- Vegetables, Cattle, Furs, Sheep, Wool.
pop: 250 (2,100)   The the furthest to the north-east the lands extend, the more sparce and spread out they become with the majorty being unpatrolled wilderness. These lands are often frouight with danger due to occasional raids from the Goblin Woods located even further to the east. This area (see map) is home to Red Isle, ruled over by Lady Arleneg Dolsal as mentioned above, with part of her holdings extending only a couple of miles down towards the northern coast of Clearwater Lake not shown on these maps. It is also home to the tiny feifdom of Coldhaven ruled by Count Remus Newsdorf.
by Aaron Smalley
  Red Isle- Ruled by Lady Arleneg Dolsal.
Wool, Cattle, Sheep, Goats, Vegetables, Furs, Leather Goods, Herbs.
pop: 800 (3,600) [150]   Coldhaven- Ruled by CountRemus Newsdorf.
Fish, Furs, Lumber, Wood Products, Wool, Gems, Herbs & Spices.
pop: 700 (4,400) [150]  

Laws and Taxes

  All residents of the kingdom are taxed by their local lord at 15% of whatever they produce (farmers give up 15% of their crops and livestock each year, potters submit 15% of their wares, etc.). Of this, two thirds go to the local noble and the remainder to the king. In the case of Archendurn, Greenvale, and Hoarsbey, the entire 15% goes to the king. Trade caravans that pass through the kingdom are also taxed at 5% of their goods (or value thereof), as are ships passing up the Clearwater River into or past the city of Archendurn.   The laws of Archendurn are simple and fairly-effective. If a person kills someone without just cause, the killer may be imprisoned for a minimum of five years or executed by beheading. The sentence is determined according to the particulars of the individual crime. There is also usually some form of payment required to the family of the person murdered. Just cause is defined as self-defense, defending one's family, or one's possessions (resisting a robbery or burglary), or killing someone in a formal duel.   When it comes to theft, the first offence results in losing the index finger from the right hand, the second offence is losing the index finger from the left hand, third is loss of the right thumb, and fourth is loss of the left thumb. Needless to say, there are very few thieves within the kingdom. However, those that do ply their trade within the walls are very good at it. Disorderly conduct (tavern brawls, obnoxious drunkenness, etc.) is punishable by imprisonment in the castle dungeon for one day for the first offence, three days for the second, and a week for the third.   Wilderness   Due to the sparse population, much of the lands of the Archendurn Kingdom are woodlands, with the majority of the open lands being cultivated or pasture. As previously stated, the kingdom has a temperate climate with warm summers with occasional rainfall, mild spring and fall with moderate rainfall, and cool winters with light snowfall.   Since most of these woodlands are mature, they tend to have a thick canopy with thin undergrowth; except at the edges of clearings, in the early stages of recovery from forest fires, and along river banks and lakes, where the underbrush grows much thinker.   The few areas where the underbrush grows thick are dominated by various berry bushes (raspberries and the likes) and sumac. Poison Sumac with its whitish velvety berries (treat as being a minor poison that causes considerable skin irritation if not resisted) is common along riverbanks and other moist areas with thick underbrush.   Low wet areas (swamps, bogs, and such) tend to be dominated by Cedar, Tamarack, Hemlock, Willow, and Spruce trees, with occasional corkwood and a few other varieties of trees appearing.   Along riverbanks and lakes the dominant growth is poplar, black walnut, bitternut hickory, butternut, elm, sycamore, and silver maples.   Hilly and other drier or well-drained areas tend to be dominated by a variety of pines, birch, oaks, elms, maples, ash, beech, chestnut, and walnut. Dwarf sumac (having reddish velvety berries) and berry bushes, as well as various types of thorn bushes, are the dominant undergrowth.   Poison Ivy can also be found in both the wet and dry areas (see above notes) as well as a rare and dangerous plant called Bás Lóchrann (or “Death Lamp”) [Base Loke-ran]. This short and sprawling bush-like plant has extremely dark green leaves (almost black). During the day, the leaves heat up considerably due to the direct sunlight in the areas, away from larger canopy forming trees, in which it grows. However at night, this plant has flower-like buds, which open up from just beneath its thick leaf canopy (this usually occurs away from the plant edges) and give off an iridescent glow, attracting insects to the plant. These buds are coated with a fast acting poison that is easily absorbed through skin or insect exoskeletons, causing the insect or any other animal touching them to go into a convulsive state (it is a nerve poison). This usually results in nearly immediate death to the insects, and can sometimes even kill larger animals. Any character walking into the large growth more than two steps is likely to come into contact with the poison (see below for how to handle this situation).   This mechanism results in the soil under and immediately around the plant being constantly replenished with nutrients. The plant also tends to choke out any other plants next to it due to its extremely thick foliage. Despite the plant having an incredible growth, it is rare, due to the fact that the buds that produce seeds are rarely ever transported away from the parent bush. As most insects and animals that come into contact with it do not get very far away from the parent plant, it spreads to new areas relatively slowly. However, in areas where it is established, it can easily choke out other small and medium plants, often only leaving mature trees. These trees tend to grow to very advanced ages since the Bás Lóchrann’s presence protects the trees from any other threats other than weather, and indirectly provides them with nutrients. There have been occasions where people, who are unaware of the plant’s nature, have been drawn to it at night, thinking that it is a camp in the distance, with fatal consequences.   Fauna of the area includes the common animals of a temperate climate, such as black bears, deer, rabbits, various rodents, wolves, medium sized cats (bobcats, etc.), wild boar, and other common woodland creatures and insects. A few species of snakes are present but very few are poisonous. Species of birds present around the Archendurn Kingdom vary widely and can be found in large numbers, from ravens, owls, and hawks, to blue jays, robins, seagulls (near Clearwater Lake to the east and along the river banks), turkeys, grouse, pheasant, and many others.   Return to the World of Ærnth, Channel Cities or the Éipláh Continent.

Cover image: by Aaron Smalley

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