Unterland
The easternmost region
of the Bürach Empire,
Unterland is a warrior society
that seeks to broaden the
Empire’s reach and renew
its flagging momentum. Of
all the provinces, Unterland
holds a particular bitter
rivalry with their neighbour
across the Grey Spine, the
Ostoyan Empire.
History
Unterland began as its own citystate
long before the other provinces
had united under one banner.
Once a weak tribe of hunters living among the
marshlands, the Unter people had the misfortune
of being surrounded by hostile tribes. With their
best soldiers lost to countless skirmishes, the
Unterfolk raised their prayers and offerings the
heavens and begged for salvation. It was the god
Maligant who answered them.
Maligant proved to be a god of strategy and
intelligent warfare. Under his tutelage, the Unters
selected adapt generals to lead their troops. They
learned to forge strong alliances and dissolve
them when they were no longer useful. They also
learned to win with surgical precision instead of
relying on brute force, and to break the enemy’s
spirit as well as their armies.
Their greatest conflict was undoubtedly the
Etienne War, when the Vorkan tribe marched
across the border to try and take their lands.
However, the Vorkan made the mistake of invading
during the wet season. While the Vorkans camped
beside a river, the Unterfolk released the water
from their dam to flood the banks. More than half
the invaders drowned, and the rest were forced to
retreat. Thus, the Unterfolk won the Etienne war
without losing a single soldier.
Soon after, the allied Unter tribes consolidated
under one territory: Unterland. They founded
their capital of Olstenburg, where rose their most
important institution: The Academy of Swords,
where the citizenry could learn the military
sciences. Every able-bodied youth was sent
to the Academy for two years of training and
military service.
Thus, Unterland managed to grow a trained citizen
army that they could field at a moment’s notice.
Like the other provinces, Unterland joined under
one empire when Indorious I came into power.
They served a critical function: to defend the
nation and expand its borders. In battle, the
Unterfolk fielded their heavy cavalry, and infantry
composed of pikemen, swordsmen, crossbowmen.
When needed, they also employed their hunters to
wage guerrilla warfare in forested regions. Theirs
was a fighting force without compare.
However, there were some in Unterland who
refused to follow the Empire, seeing it as a form
of imprisonment. They left Unterland, crossing
the Grey Spine into a new land that they called
Ostoya. Their secession would plant the seeds of
bitter conflict.
The Unterfolk sage who joined in the assassination
of Emperor Leopold was named Dmitri Speir, a
retired general who formulated the plan and led
its execution. Once the deed was done, he wrote a
signed confession before committing suicide with
his own sword. The Hearthkeepers named him a
traitor, but defying their edict, Speir’s countrymen
buried him with full honours.
Economy
The Unterfolk are skilled hunters and trackers,
capable of living off of the wilds--a necessity
given the limited arable land in the province.
Their tracking skills have been sought for
mercenary work, even by foreign nations.
Raised by Maligant to be the most powerful of
warriors, the Unterfolk have made soldiering their
main profession. Such is their ability that even
common foot soldiers from Unterland make good
combat instructors in other provinces.
Notable Individuals
Lord General Vassily Roemer — The current
leader of Unterland, Lord General Roemer is a
staunch follower of the imperial government.
Selected for his loyalty, military record, and
bravery in battle, the wiser of the Unterfolk note
that he is not as capable as his predecessors at
recognising the threats within his own province—
specifically, the Cult of Tormach.
Instead, Lord General Roemer’s greatest concern
is winning the war against the Ostoyans, who
have long defied imperial rule, but he is distracted
by demands to hunt down and destroy the Beast
that has been plaguing the provinces.
Speaker Coran Schlei, Leader of the Cult
of Tormach — In Maligant’s absence, a new
deity of war, Tormach, has taken on the fallen
god’s followers. But Tormach is a daemon of
wrath and brutal force, a blunt weapon compared
to Maligant’s keen blade. His perpetual demand
for sacrificial bloodshed has kept Unterland at
war for years. Speaker Schiel dreams of putting
the entire province under his rule, but must
bide his time and curry favour with the imperial
government first. Many fear he will try to
undermine General Roemer’s command.
Other Locations of Interest
Lake Osea — According to legend, this body of
water first formed on the spot where Aurelia’s
first disciple struck the ground with her spear to
create a spring. The miraculous water gave life to
what once was barren land. Today, the sprawling
city of Altenheim sits at the edge of this lake.
When the goddess Aurelia fell to Earth, most of
her body was burned away by her descent. What
remained was her head, which fell into Lake Osea.
Today, her gigantic stone face rests at the bottom
of the sacred Lake, where it can barely be seen
through the murky waters.
According to legend, the water of Lake Osea was
once capable of healing diseases and injuries, but
no one would attempt to consume it now. The
Hearthkeepers have declared it holy ground and have
forbidden anyone from approaching the lake itself.
Gräff endam — Nestled within a plunging valley
sits a vast man-made dam. Spanning the breadth
of the valley, Gräffendam exists today as one of the
most impressive feats of engineering Etharis has
ever seen. The majority of the dam appears to be
carved from obsidian-black granite, yet how the
dam was initially constructed remains a mystery.
Prior to maintenance undertaken by the current
Bürach Empire, it is believed that Gräffendam was
built by the Grebenstein dwarves. However, only
a select few among the aristocracy know that the
dam predates even them.
In addition to the mystery of Gräffendam’s
origins, there is the mystery of the water
contained in its glacial reservoir. Called Aquanos,
the water has a variety of useful properties. In its
pure state, it remains at a temperature just above
freezing, and can only be heated or frozen using
magic. When used in place of other water it also
greatly increases the yield of farm crops and the
potency of potions. These properties have made
the aristocrats and landowners of Gräffendam
some of the wealthiest in the Empire. The upper
classes take their social status literally, residing
on the domed roof of the dam. Called Gildreath,
the aristocracy have constructed a perpetual
winter wonderland. Gildreath teems with villas
and evergreen gardens draped in magical lights.
The privileged few who dwell atop Gräffendam
spend their lives indulging in excess and frivolity.
The same cannot be said for the desperate masses
that live at the base of the dam.
The base of Gräffendam is a hive of crime and
poverty. When the rumours of plague came, the
aristocracy prevented entry to the upper dam by
all but the wealthiest. With nowhere else to turn,
the growing population of refugees established a
vast ghetto of rickety high-rises sloping up the
outer wall of the dam. Below these favelas lies
the river port of Ünterdam, which has fallen into
disrepair since the plague and reduced trade to a
near standstill. Due to the limited hours of daylight
from the shadow of the dam, the area of Ünterdam
and the favela are collectively called “The Shade”.
Shortly after Gräffendam was closed to the public,
the upper class struck a deal with the Ebon
Syndicate. The Syndicate would get a cut of the
shipping revenue and control over The Shade, so
long as they prevented intruders breaching the dam
walls and quashed civil unrest. With unchecked
authority over the base of the dam, the Syndicate
are free to conduct whatever business they wish.
Mt. Vengeance — The only active volcano in
the Bürach Empire, Mt. Vengeance was thought to
have been extinct for centuries before the Gods’
End. The energies caused by the war between the
gods seem to have ignited its fires once more.
That said, something else seems to be happening
deep in the bowels of the volcano. Powerful
magical energies ripple from the crater, and some
scholars of magic speculate that this is due to the
presence of an imperial artifact.
Since these rumours started, many adventurers
have tried to investigate the volcano. The few that
returned bore horrific burn wounds and tales of
creatures made of flame and shadow. As for the
artifact, if it is there, none have seen it yet.
Castle Martorius — Decades after the Gods’
End, an enormous palace of shining, opalescent
towers and silken banners appeared atop a
mountain overlooking Abendland.
The castle’s owner is the archmage Martorius. He
claimed that he had lived on this land before the
Bürach Empire even existed, but had spent the
intervening years traveling between dimensions in
pursuit of his magical research. Now, he assured
the Unterfolk, he had no interest but to observe
developments in the Empire as they unfold.
Indeed, the archmage’s castle is a wonder to
behold. Dignitaries that have visited it report that
there is no way to determine its true dimensions,
as it expands and adds rooms to itself as necessary.
Aerial servants cater to the guests, and a wide
variety of illusionary people and animals wander
through the halls as if they had a life of their own.
Given Martorius’ stature, the imperial
government decided to accommodate him.
In return, Martorius offered his counsel and
even aided the Hearthkeepers in keeping the
peace among the provinces. Yet for all this, no
one in the imperial court believes Martorius is
truly benevolent. The Hearthkeepers know his
servants have been making inquiries throughout
the provinces, searching high and low for the
emperor’s artifacts.
They have sent spies to infiltrate his palace, but
none have returned. What Martorius is really after
remains to be seen.
From the journals of Nadja Morten,
Imperious Consul;
Of the wizard Martorius, I can only say that he is at once
brilliant, capricious, and cruel.
Six moons ago, I was invited to a dinner party at his
palace high in the Rock Teeth mountains. With me at the
time was a group of visiting dignitaries from Fiergaard
and Hearthkeeper Bishop Villman Schild. Carriages
pulled by a team of albino griffins took us there. We
were provided a resplendent meal fit for a king’s entire
court, served by scandalously-dressed female djinn and
a fire elemental chef.
At the dinner’s end, over wine from an
extradimensional vineyard, Martorius decided to play a
game with us. Each would test the others’ wits by asking
the most difficult riddle we could think of.
We all did our best to impress our host. I told the one
about the map, which the good bishop himself answered
easily enough. The man was as clever as they say.
Then it was Martorius’s turn. He promised a reward
to the one who could answer his riddle. “I have no end
nor have I a beginning. Even as you enter me, you are
already leaving.”
Again, it was Bishop Schild who had the answer. “A
ring.” Martorius smiled at Schild as if he’d expected the
holy man would answer. “Very good.”
He then slid a silken pouch across the table to the
Bishop. The Hearthkeeper looked inside, turned the
colour of milk, then spoke no more for the rest of the
night.
On our way back to Altenheim, a shaking Bishop Schild
rode with me in my carriage. “A few hours before,”
he said, “I sent Varian Lore to steal into Martorius’s
castle.”
I gaped at him. “The adventurer Varian Lore? The one
who broke into the Rauland Vault?”
“The same. His mission was to find evidence that
Martorius was hunting the Imperial Artifacts. Our
dinner was to be his distraction. To help, I even gave
Lore a ring of invisibility.”
He opened up the pouch to show me that very same ring.
It still had Lore’s finger in it.
Comments