Aerdiaak - North Province
Beset by humanoid raids and political strife, Aerdiaak, under the iron fist of Herzog Varz Grenell, struggles to maintain order while relying increasingly on mercenaries and questionable alliances.
History
Until the ascension of Ivid V to the Malachite Throne, Aerdiaak, commonly called the North Province, enjoyed a quasi-independent status. This autonomy began during the Turmoil Between Crowns, when the regent appointed by Ivid I betrayed him and declared the province would govern itself. However, Ivid V forced the province back into line, making it a staunch, if somewhat reluctant, supporter of the Overking in Rauxes.
Aerdiaak has suffered continued raids from the humanoids of the Bone March, particularly from across the Teesar Torrent. A recent attempt by the Herzog Varz Grenell to suppress these raiders with a mercenary force ended in disaster in the hills above Belport. Now, the Herzog seeks imperial funding for a massive army to reclaim lost territory, potentially enlisting humanoid tribes to fight alongside his forces.
Politics and Society
The Herzog of Aerdiaak, Varz Grenell, is a cousin of the Overking and shares his cruelty, but lacks the madness that afflicts Ivid V. Grenell's court in Eastfair is infamous for its debauchery and wickedness, rivaling even that of Rauxes. As the head of the Church of Hextor in the north, he holds both secular and religious power, making him a formidable force in the Great Kingdom.
Despite his authority, Grenell faces significant challenges:
- Humanoid incursions from the Bone March continue to plague the province.
- Nyrond and Almor have captured Knurl, further weakening his position.
- Sea raids from the Rhizians (Cruski, Fruztii, and Schnai) threaten the province’s eastern coast.
- Political infighting within the Great Kingdom and the Overking’s instability create further internal strife.
Grenell has begun forging alliances with humanoid tribes, bringing large numbers of orcs and goblins under his banner. Some nobles see this as a necessary evil, while others fear it will only accelerate Aerdiaak’s decline.
Religion
While Oeridian gods dominate religious practice, those of northern heritage still honor Suel deities. The Church of Hextor holds official prominence, a status granted by Ivid I, though in practice, its influence is largely ceremonial. Other notable deities include:
- Procan, god of the sea, widely worshiped along the coast.
- Fharlanghn and Zilchus, favored by merchants and travelers.
- Berei, Zodal, and Beory, honored by peasants and farmers.
- Kurell, god of jealousy and thieves, particularly revered in Atirr, home of the notorious College of Endings and Beginnings, a powerful assassin’s guild known as the Black Shirts or Dark Blades.
Military
Aerdiaak relies heavily on mercenaries, though it maintains several notable standing units:
- The Army of the North – Comprising 35% heavy infantry, 55% light infantry, and 10% combined cavalry and archers, these troops favor longswords, daggers, and maces, wearing chainmail for increased mobility. They perform best on open terrain but struggle in forests and hills.
- The Rakersmen – Recruited from the Blemu Hills and the Rakers, these warriors specialize in mountain and hill combat, wielding short bows, slings, flails, maces, spears, and short swords while wearing a mix of studded leather and chainmail.
- The Imperial Highlanders – Masters of hill and woodland warfare, with 80% light infantry, 10% light cavalry, and 10% longbowmen. The longbowmen are particularly deadly, with their weapons capable of striking at extreme ranges. Additionally, 20% of the infantry are trained in crossbow use, a surprise tactic that often catches enemies off guard.
Grenell’s military command is largely hereditary, leading to issues with incompetence among officers. Despite this, the Imperial Highlanders maintain an excellent esprit de corps and unwavering loyalty to their unit. The Herzog’s increasing use of humanoid troops raises further concerns about the reliability and discipline of his forces.
Notable Locales
- The Isle of Cursed Souls – Located off the coast and linked to the mainland by the Causeway of Fiends, an ancient stone bridge imbued with dark magic. On nights when Celene is full, the bridge teems with fiends—demons and devils waging endless battle. Many believe the Ur-Flan created the Causeway, and it remains a forbidden place where dark artifacts can be crafted.
- Eastfair – The capital of Aerdiaak, home to two legendary festivals:
- The Spring Market Fair, attracting merchants from across the province and even the Thillonrian Peninsula.
- The Brewfest Great Fair, a week-long celebration renowned for its wild revelry and excess.
Conclusion
Aerdiaak, or North Province, stands at a precarious crossroads. Ruled by the cunning yet ruthless Varz Grenell, it is beset by threats on all sides—humanoids, Nyrond, sea raiders, and internal strife. As the province teeters between order and chaos, mercenaries, adventurers, and opportunists flock to its lands, eager to profit from its turmoil or fall to its dangers.
Proper Name: Viceroyalty of the North Province of the Great Kingdom of Aerdy
Ruler: Herzog Varz Grenell (human)
Government: Viceroyal appointment by Overking, owed fealty by various lesser nobles within the province
Major Settlements: Eastfair; Atirr, Bellport, Darnagal, Edgefield, Kaport Bay, King’s Justice, Luvern, Stringen
Resources: Foodstuffs, cloth, electrum, whale oil
Population: Human, Orc, Goblin, Halfling, Half-orc
Law: LE
Allies: Great Kingdom, Ahlissa (South Province), Rel Astra, Medegia, Sea Baronies (all political rivals)
Enemies: Nyrond, Almor, Ratik, Cruski (Ice Barbarians), Fruztii (Frost Barbarians), Schnai (Snow Barbarians), Bone March, Lordship of the Isles
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