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Sunndi, Country of

Sunndi is a fiercely independent land, once a fief under the Great Kingdom but now a proud member of the Iron League. Surrounded by natural defenses, it thrives through trade and agriculture while maintaining a vigilant military to guard against constant threats from Medegia, Ahlissa, and the monstrous denizens of the Vast Swamp.


History

Originally one of the fiefdoms granted by the Herzog of South Province to loyal retainers, Sunndi endured years of oppression under both the Herzog and the Overking of the Great Kingdom. The county rose in revolt in 447 CY, casting off Aerdian rule and later solidifying its independence by joining the Iron League in 455 CY. This defiance has endured for over a century, despite continual hostility from Ahlissa, Medegia, and the Sea Barons.

Geography and Defenses

Sunndi lies within a natural basin, bordered by the Hestmark Highlands to the east, the Glorioles to the north, and the Hollow Highlands to the west. Its southern border is defined by the Vast Swamp, a region teeming with dangerous creatures and the fanatical followers of the toad-god Wastri. While the swamp acts as a formidable natural barrier, its denizens pose a constant internal threat. The dense Rieuwood to the north further bolsters Sunndi’s defenses, providing shelter for its elven allies and ranger bands.

Politics and Society

Sunndi is a proud member of the Iron League, standing alongside Idee, Irongate, and Onnwal in opposition to Aerdian tyranny. The county maintains a thriving trade network, exporting agricultural goods to Idee overland and to the Lordship of the Isles by sea.

The county is ruled by Steward Valenta, a gray elf known for wisdom and fairness. She governs in the name of Sunndi’s people, fostering an equitable society where humans, elves, dwarves, and gnomes coexist in mutual respect. Sunndians are fiercely independent and progressive, though they harbor deep-seated enmity toward the amphibian folk of the Vast Swamp.

Religion

The faiths of the Suel pantheon dominate Sunndi, with the most revered site being the Gardens of Chellester, dedicated to Delleb. These tranquil gardens, located in the county’s east, are famed for their serenity—pilgrims believe that walking through the perfectly manicured paths can bring enlightenment to even the most difficult philosophical dilemmas.

Another sacred site is the Four Airs Tor, a mesa northwest of Pitchfield that is dedicated to the four Oeridian wind godsAtroa, Sotillion, Telchur, and Wenta. On the days when the seasonal winds shift, those present at the tor are believed to receive the blessings of the winds and seasons.

Military

Due to the persistent threats from all directions, Sunndi maintains a highly trained and ever-alert military. The Sunnd hillmen favor slings and morningstars, while those from the interior prefer crossbows and bardiches. The nobility fields the only heavy cavalry, and the county’s light and medium horse contingents are limited, relying on Idee for mounted support.

Sunndi’s military strength is bolstered by contingents of dwarves from the Glorioles, gnomes from the eastern hills, and elves from the Rieuwood. These forces are constantly engaged in skirmishes along the borders, ensuring that Sunndi remains vigilant against its foes.

Ongoing Threats

Despite its natural defenses, Sunndi faces constant danger from the Herzog’s legions in the north, the forces of Medegia in the east, and the Sea Barons who menace its coasts. The Vast Swamp to the south remains a haven for monstrous denizens and cultists of Wastri, requiring continued patrols and military action to keep their numbers in check. Yet, through sheer resilience and the strength of its people, Sunndi endures, a beacon of freedom in a land beset by tyranny.


Proper Name: County of Sunndi

Ruler: Steward Valenta (elf)

Government: Independent feudal monarchy with a gray-elf royal family governing numerous noble houses of humans and nonhumans; member of the Iron League

Major Settlements: Pitchfield; Newkeep

Resources: Electrum, platinum, gems (II, IV)

Population: Human, Elf, Dwarf, Gnome, Halfling

Law: NG

Allies: Idee, Irongate, Lordship of the Isles, Onnwal, Nyrond, Almor

Enemies: Great Kingdom, amphibious nonhumans of the Vast Swam



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