Nevrast, Northernmost Province of the Empire

Nevrast is the northernmost province of the Kaelic Empire. It's southern border is split across 3 of the others, with Campolea to the south-west, Erbain directly south, and Halniir to the south-east. Nevrast's southern border is defined by the Dwemer Mountains, and her northern border is defined by the fields of the Dragonborn Clans. There are two regions of Nevrast, known locally as Nevrast Proper, and Eastern Nevrast.   The terrain of Nevrast is daunting to any who would consider invasion. It consists of many large valleys surrounded by high, forested hills and mountains. The Nevrast River runs through the deep forests of Nevrast Proper, on its way to where it meets with the Draconic River at the great Nevrast Sea.   There are 3 large Mountain Kingdoms of the Dwarves in this province: Frostdelve in the eastern mountains, Forgehills to the west, and Zekunder in the hills in central Nevrast Proper. There is also in Nevrast Proper the northern gates of Byjorheld, though most consider that city to be more in Erbain than Nevrast, if only because Byjorheld's southern gate sees considerably more traffic.   Though the Wars were hard-fought in this province, most of the devastation is now past. Indeed, of all the provinces this one appears at first glance to be the lightest touched, for it is here alone where one can find Dwarves ambling about above ground smiling and alone. Here one can find them as shopkeepers, wanders, adventurers, farmers and townsmen, cheerfully conducting business after their manner of old. Only as one travels through the hills and dales does one come across old ruined watchtowers, and the burned remnants of towns now overgrown with encroaching forest, is one reminded of past troubles.   Beyond these smaller reminders of the wars that are past, there are three great ruins in this region: the Ruins of Dwelvenwatch and the Underwatch Ruins were both large Human cities that were destroyed by the Dwarves, and have not been rebuilt in the years since. Wrecked and ruined, they are now the home of forest beasts and lawless men.   One ruin however, none living dare dwell near. Neither man nor beast will live within many miles of Haunt Ruin Tower, where the Wight Lord lurks in shadow. The Wight Lord is not known to be evil, but does not love neighbors, and he does not suffer fools. And only he decides who he considers a fool.   The Wight Lord is a Riddle-Master in his own right, and has a standing wager to any who would take him on in a game of riddles. The stakes are always the same: a boon from the Wight Lord against the challengers eternal servitude. Alone of all living beings who walk the Earth today, Morgon of Hed entered these dreaded ruins, and challenged the Wight Lord on his home ground, and returned alive to tell the tale. Morgan challenged the Wight Lord to a riddle game, staking his soul against the safety and security of the village of Hed. Morgan won, and by this feat was granted Mastery of the Black, the highest honor the College of Riddle-Masters can bestow.   To the north of Nevrast are what are known to the Imperials as the "Highlands Clanfolk." These are largely Dragonborn clans dwelling in the highlands, though there are other races dwelling up there as well, in their own Clans and holding their own lands. In these dark days little is known of the Clanfolk outside of Nevrast. They dwell in areas called the Northern Frontier, or the Draconic Frontier.   For indeed beyond these frontiers there are Dragons. Some are evil, but some less so. There is a relationship between Dragon and Dragonborn, and with some there is a Covenent, but the Dragonborn do not speak of this to outsiders.   The Arch-General of Nevrast rules this province with an iron fist. Each city is run by a General after the manner of a military encampment, and the counties are heavily patrolled not by sheriffs but by regular patrols of foot soldiers looking to keep the peace. This province is not governed by a civil power, it is occupied by a military power. And yet, the despots who control things here are not without some enlightenment. They rammed the peace treaty that was made with the Dwarves down the throats of nobles and townsmen of the province with enough force that none dared look crosswise at anyone who stood less than 4 feet from the ground. And this has proven well, for the Dwarves were re-integrated back into society as if they'd never left. And it is said that that the Arch-General has been conducting peace talks with his northern neighbors so he can concentrate all the better on his rivals to the south. None know how true these tales are, but it is true that there have been few raids on either side of the northern border these last few years.  

Cities of Nevrast

The cities of Nevrast, as was mentioned are ruled as if they are military districts. This is often reflected in their names: Timberwatch, Cayne's Watch, and so on. Each city of town is ruled by a General, who commands the local soldiers and citizens alike. Most cities have Commandants serving under the General who administer to the civilian population. These Commandants are equivalent in rank to Colonels, who administer the military side of each city.   Virgilswatch is the Capitol of Nevrast, which the Arch-General Virgil resides. Is occupies the central military district of Nevrast Proper. Other cities of note in this region include Timberwatch, Fort Hillrent, Julenswatch, and Cayne's Watch, but also the larger town of Lofthall can be found here, and is semi-indepent of the cities nearby with its own Commandant but no corresponding Colonel.   In Eastern Nevrast one can find the cities of Starwatch, Arden, Wardenhall and Marchhall. Here also the towns of Breachhall and Fastnesse can be located. The furthest northern point of all the Kaelic Empire is the tower of Dragonswatch, which was built long ago for the Empire to keep an eye out for the Dragons of Hammerstar Mountain. In these later days Arch-General Virgil has rebuilt this tower, and keeps it manned, even as he maintains the Southwall Keep, a mighty bulwark against any "encroachment" from Kallos Fairmantle of Erbain.  

Dragonborn Cities and Towns

Beyond the Empire, the Frontiers contain many Dragonborn communities greater and smaller. The largest are the cities of Koldruus, Hedonsar, Alikine, and Draamfarn. But there are also the towns of Udofarn, Aligrin, Dromtuum, Kros, and Hed. Hed is where the Dragonborn Morgon of Hed was born, though he long did not know this. But more of that tale may be told by the Riddle-Masters, elsewhere. For perhaps it is fitting that the life of the current Master of the College be a life that itself provides several riddles, and wise strictures that the College studies.  

The Hammerstar Mountain

The greatest mountain in all the known world, Hammerstar Mountain is lies far to the north of the Empire, within the Draconic Frontier. Little is known of that mountain for certain in the Empire generally, though the College is believed to have at least some knowledge of the area due to Morgon's near-legendary travels in the area. But at least this much is known generally: The Dragonborn clans of the North revere the mountain, and it features in many of their myths and legends. The mountain is massive: there are no known larger mountain in all the known world. And Here There Be Dragons. The Dragons of the Hammerstar are known to permit any who wish to approach the Mountain to do so. They do not always permit said travellers to leave.  

History of Nevrast

The province of Nevrast is named for the Nevrasen brothers, both Scions of Kael who first tamed this wilderness during the Empire's Glorious Age of Expansion.
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