Great Kingdom of Aerdy
The Great Kingdom of Aerdy, once the most powerful empire in the Flanaess, has fallen into decay under the rule of the ruthless and often insane Overkings of House Naelax. Though Ivid V has reclaimed lost territories, internal strife, political intrigue, and dark cults threaten to tear the kingdom apart as his ambitions turn toward Almor and Nyrond.
History
The Kingdom of Aerdy was founded in -216 CY by Oeridian tribes fleeing the catastrophic wars in the West and became the Great Kingdom in 1 CY when the first Overking, Nasran of House Cranden, was crowned, and its borders reached the city of Greyhawk. At its greatest extent 220 years ago, the Great Kingdom stretched from the Sea Barons to Perrenland. Unlike some accounts, it never included Arn, Blackmoor, or the lands of the Rovers of the Barrens. At its height, the empire endured for an extra century, but over time, the once-great realm fell into decadence and decay, as its rulers grew more concerned with their own pleasures and power than the welfare of their people.
The ruling Celestial Houses shaped the history of the Great Kingdom. House Cranden, the original royal house, saw its rule end with Overqueen Yalranda in CY 75, who established the Court of Essence in Rauxes before her untimely death. With her passing, House Rax-Nyrond took the throne, marking the beginning of a slow decline. The first signs of weakness emerged in CY 254 when Furyondy, Veluna, Tenh, and Perrenland declared independence. This loss, followed by Nyrond’s breakaway in CY 356, revealed the crumbling power of the Overking.
By the time of Overking Portillan, even a planned military response to reclaim Nyrond was thwarted when northern barbarians attacked, forcing his armies to turn westward. Nyrond’s independence was secured, and soon after, The Pale and the Urnst States followed suit. House Rax’s decline was further cemented by weak rulers, such as Galren the Dull and Sonnend the Sot, who allowed regional princes to seize more autonomy. The eventual Turmoil Between Crowns erupted when House Naelax, led by Ivid I, violently seized power in 447 CY after wiping out House Rax.
Under Ivid I, civil war engulfed the kingdom as South Province, Onnwal, Irongate, Sunndi, and Idee formed the Iron League. Though Medegia, Almor, and the Sea Barons also attempted to break free, only Almor succeeded, thanks to Nyrond’s intervention. Ivid I, with support from House Darmen, secured his throne in CY 450, but his rule marked the beginning of the era of madness among Overkings.
Each successive ruler of House Naelax was either insane, possessed by fiends, or both. Ivid III created the Web, a secretive spy network that even his own agents could not fully control. Ivid IV, following his father’s brutal methods, imprisoned his 124 children, forcing them to compete for survival in a twisted succession game. Ivid V, who took the Malachite Throne in 554 CY, proved both mad and brilliant. Unlike his predecessors, he successfully reclaimed North Province and Medegia, and made strides in retaking the Bone March. His ambitions now turn toward Almor and Nyrond.
For the last twenty years, a cult known as Midnight Darkness has been assassinating non-evil figures, particularly priests of Pholtus and St. Cuthbert. Thought to be dedicated to Nerull, their influence is feared throughout the kingdom.
Politics and Society
The Great Kingdom’s nobility is dominated by the Celestial Houses, each vying for power:
- House Cranden – Formerly the royal house, now a moderating force based in Ahlissa and sympathetic to the Iron League.
- House Darmen – The wealthiest house, controlling vast lands from Ahlissa to North Province and leading the Royal Guild of Merchants.
- House Garasteth – A house of scholars and wizards, preserving Oeridian culture.
- House Naelax – The current royal house, known for vanity, cruelty, and infernal ties.
- House Rax-Nyrond – Extinct in Aerdy, but its cadet branch rules Nyrond.
- House Torquann – Dominates eastern coastal trade.
The Royal Guild of Merchants, backed by Zilchus’s clergy, wields significant power over trade and finance.
Religion
Despite its infamous reputation, the Great Kingdom remains cosmopolitan. Pholtus, Zilchus, and Beory are widely worshiped, though the Church of Hextor holds immense influence. The Censor of Medegia, a powerful advisor to the Overking, ensures Hextor’s faith remains preeminent.
Military
Notable military forces include:
- Overking’s Companion Guard – Ten elite companies of cavalry, archers, crossbowmen, and infantry.
- Overking’s Heavy Guard – Heavily armed cavalry and infantry.
- Demonic Knights of Doom – Mysterious, powerful warriors allegedly created by Xaene and Ivid.
- Church Armies – The Hextorian military is the largest, but Heironeous’s followers maintain a force as well.
- Imperial Marshals – Commanders of the Overking’s armies, each wielding powerful magic.
Humanoids are increasingly recruited into the army, despite objections from the nobility.
Notable Figures
- Ivid V (Overking) – Mad yet brilliant, obsessed with restoring the empire.
- Xaene the Accursed (Court Mage) – A powerful, exiled and reinstated wizard whose true motives remain unknown.
- Emasstus Carcosa (Sage-Patriarch of Pholtus) – Leader of the Secret League of Pholtus, resisting the kingdom’s corruption.
- The Censor of Medegia – The Overking’s chief religious enforcer and a high-ranking cleric of Hextor.
- Remaelak (Spymaster) – Struggles to control the chaotic Web of informants.
- The Herzog of South Province – Emboldened by recent successes, seeks to subdue the Iron League.
Rauxes – The Imperial Capital
Once the shining heart of the empire, Rauxes is now a decayed metropolis of crumbling grandeur and political intrigue. Though the Malachite Throne’s influence has waned, it remains the seat of power.
Current Events
The Great Kingdom is at a crossroads. Though Ivid V has reconquered lost territories, he now turns his gaze to Almor and Nyrond. Meanwhile, the Secret League of Pholtus and Midnight Darkness are locked in an undeclared war within the capital. With tensions mounting and ambitious nobles eyeing greater power, the future of the Great Kingdom remains uncertain.
Proper Name: The Great Kingdom of Aerdy
Ruler: Overking Ivid V (human)
Government: Feudal monarchy with various palatinate provinces, and assorted noble fiefdoms owing fealty
Major Settlements: Rauxes; Delaric, Dustbridge, Jalpa, Kalstrand, Loutharn, Torrich, Nulbish, Orred Ralsand, Rel Deven, Rinloru, Winetha
Resources: Foodstuffs, cloth, silver, gold, copper, gems (IV)
Population: Human, Halfling, Gnome, Elf, Dwarf, Orc
Law: LE
Allies: Ahlissa, Aerdiaak, Rel Astra, Medegia, Sea Baronies (all fiefdoms or palatinate states under nominal rule)
Enemies: Nyrond, Almor, Onnwal, Irongate, Idee, Sunndi, Lordship of the Isles, Bone March, Ratik, Cruski, Fruzti, Schnai
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