Kingdome of Lem
In the years following the Isolation of Azure (3630 2ER), the people of Lem became a vagabond clan ensnared by a curse cast by the cold heart of an icy hag deep within the Spine. Hunted by all others and considered enemies of Fortis, they lived on the fringes of civilization for centuries. This changed when a small band of heroes liberated them from the worst of the curse in 3846 2ER, providing them a home in the keep they claimed as their own. Although those heroes eventually moved on, Lem thrived into the lycanthrope kingdom it is today.
Government
Lem is a brutal feudal kingdom characterized by its harsh and unforgiving landscape, ruled by a hereditary monarch known as the Moonfang. This monarchy operates more like a collective of packs rather than resembling most human counterparts in traditional feudal systems. At any given time, the head of the Moonfang can be challenged to combat, though such challenges are rarely fought to the death, allowing for a relatively smooth transition of power among the ruling group. Surprisingly, these challenges occur infrequently; a deeply ingrained cultural respect exists for leaders who are not only wise but also seasoned from numerous battles. This reverence for experience helps maintain stability within the kingdom, ensuring that the most competent warriors lead the packs while fostering loyalty among the subjects.Defences
The Moonwall
The Moonwall, as it's known throughout Lem, isn't merely a wall; it's a towering defense line built to hug the jagged edge of the mountains that border the Ironwood. This massive wall, a testament to lycanthrope ingenuity and the harsh realities of their existence, serves as the kingdom's first line of defense. The Moonwall is not a single, uniform structure. It is a complex amalgamation of different sections built over centuries, reflecting the changing fortunes of Lem and the evolving threats they faced. The core of the Moonwall is a crumbling yet formidable stone wall, constructed by the forgotten civilization upon whose ruins Lem stands. These sections are immense, reaching heights of 40 feet and boasting a thickness of 20 feet, seamlessly integrated into the mountainside itself. Over time, Lem reinforced and expanded upon the ancient wall. They have used felled ironwood trunks to create palisades, sharpened to a frightening point, which snake along the mountain slopes where the stone wall ends. Watchtowers, manned by keen-eyed lycanthropes, punctuate the wall's length, offering a clear view of the deserts of Galda below. Morbid totems decorate the wall, where young warriors add their own upon reaching adulthood, acting as somber reminders of past conflicts. The skeletons of slain monstrous creatures hang from the palisades, serving as a stark warning to potential intruders. Trophy heads of defeated raiders or warriors from Fortis are affixed to pikes along the wall, their decaying remains amplifying the chilling atmosphere. Hidden behind the wall are large, skillfully disguised pits at various intervals. These "Lunar Pits" contain sharpened stakes and a potent, paralyzing toxin derived from a rare Ironwood fungus. Those who dare to breach the wall will fall prey to these gruesome traps.The Silent Watch
In the heart of the Kingdom of Lem, amidst the shadows of the Moonwall and the whispers of the Ironwood Forest, resides an elite order of guardians known as the Silent Watch. Unlike the common human guardsmen, the Silent Watch are an extension of Yrmidar's temples, their existence a testament to the werebear frost giant's belief in unity and balance. Clad in armor of polished silver and white, their garments adorned with subtle gold accents, the Silent Watch move with an eerie silence, their presence a stark contrast to the boisterous nature of their lycanthrope overlords. Their weapons of choice are not the crude cudgels of their lesser brethren, but finely crafted blades of silver, each imbued with a touch of Yrmidar's blessing. These guardians are not mere enforcers of petty laws; they are protectors of the realm, sworn to uphold the delicate balance between human and beast. They patrol the moonlit streets, their senses attuned to the slightest disturbance, their eyes scanning the shadows for any signs of unrest. They are not afraid to confront the lycanthropes, their silver blades a potent counter to the shifting forms, their unwavering resolve a reflection of Yrmidar's unwavering spirit. The Silent Watch are more than just warriors; they are diplomats, mediators, and guardians of the peace. They understand the lycanthrope psyche, their years of training allowing them to anticipate the shifts in mood, the rise of primal urges. They are the bridge between the human and lycanthrope worlds, their presence a constant reminder of the need for harmony, for balance, for the unity that Yrmidar so fervently championed. In a realm where the beast within constantly threatens to break free, the Silent Watch stand as a beacon of hope, a testament to the enduring power of Yrmidar's ideals. They are the guardians of Lem, the silent protectors, the embodiment of unity in a world forever teetering on the brink of chaos.Infrastructure
Lem's settlements rise from the remnants of an ancient, forgotten kingdom. Weathered stone buildings with intricate carvings form the foundation of lycanthrope homes. In many town centers, a "Hunters' Hollow" is a sizable pit displaying successful hunts and where offerings are made to the gods. The ground around it bears dark red stains, reflecting the bloody past of the kingdom. Settlements in Lem are protected by towering, jagged walls made from salvaged stone and sharpened timber, which encircle the villages. These walls feature rough gargoyle statues, serving as eerie reminders of Lem's nocturnal essence. People reside in large longhouses built from harvested ironwood trees in remote areas. These structures exhibit a rustic charm with towering central hearths and smoke vents that pierce the perpetual twilight. Thanks to the wood's unique properties, a single longhouse can endure for generations without requiring repair or upkeep after construction. Typically, entire communities coexist around three or four of these ironwood longhouses. Scattered throughout the woods, elevated platforms and watchtowers constructed from reclaimed stone and wood provide vantage points for hunting and surveillance, enabling citizens to watch for prey and potential threats.Points of interest
The Starry Spires:
Situated within the fortified keep, these towering Gothic cathedrals showcase intricate stained glass depicting Desna's celestial forms. Here, priests pray nightly under the open sky, seeking guidance and blessings during transformations. The spires also function as observatories where astronomers study the stars, believing Desna communicates messages through celestial patterns.Wandering Shrines:
Small, nomadic shrines are carried by wereravens who travel throughout the kingdom. These shrines typically feature a collection of silver stars as their symbol, representing the Cosmic Caravan's guiding light. Wereraven priests offer blessings and serve as messengers, informing the Moonfang of events across Lem.Ironwood Forrest:
The Ironwood Forest, a sprawling wilderness surrounding the Kingdom of Lem, is a place of twisted beauty and lurking danger. The sunlight filtered through the Ironwood trees creates a perpetual twilight within the forest. Bioluminescent fungi and phosphorescent mosses cast an otherworldly glow on the forest floor, offering glimpses of the gnarled roots and hidden perils. Prolonged exposure to the dim light of the Ironwood can induce a form of madness known as the Gloom, which manifests as paranoia, hallucinations, and a deep sense of despair. Yet still, people venture into the forest to see the Scattered Stones found throughout the woods. These ancient standing stones, some covered in cryptic symbols, are believed to be remnants of a forgotten civilization. Many claim they possess magical properties that can influence transformations and even have restorative abilities to cure diseases and remove curses.Demography and Population
In the kingdom of Lem, the society is primarily inhabited by lycanthropes, with werewolves making up the vast majority of the population. These shapeshifters are known for their exceptional strength, agility, and heightened senses, making them formidable. Their way of life is deeply intertwined with the lunar cycles, which influence their transformations and cultural practices.
In addition to the werewolves, smaller yet significant populations of other lycanthropic beings exist, such as werebears and wereravens. These unique individuals have carved out distinct roles and maintain influential positions of power within the realm, contributing to the political and social dynamics of the kingdom. While werebears are often associated with strength and protection, wereravens bring a more cunning and strategic approach to leadership.
Humans, the second largest demographic within Lem's borders, face a different reality. Despite their numerical strength, humans are frequently viewed as less powerful and sometimes even seen as disadvantaged when compared to their lycanthropic neighbors. This perception of inferiority permeates social interactions, leading to a hierarchical structure where lycanthropes predominantly lead in various aspects of governance and community affairs.
Interestingly, the majority of the lycanthropic citizens of Lem are natural-born, granting them substantial mastery over their bestial forms. Unlike those who may have been cursed or transformed into lycanthropes through other means, these individuals have an innate ability to control their transformations at will, allowing them to navigate both their human and animalistic natures easily. This natural harmony grants them a unique place within their society, solidifying their identities as both humans and powerful beasts and establishing a culture that celebrates their dual nature.
Some humans can find a lycanthrope patron to mark them and pass on the curse. In this way, humans are viewed as ascending to more valuable members of society, even though the individual will not have the same control as a naturally born lycanthrope and is prone to rage during the full moon. Despite being considered an honor, this cursed existence is rarely bestowed, though often sought after.
Religion
Religion is complex in the Kingdom of Lem. The nation protects what most civilizations consider savage: lycanthropes.
Most citizens follow the Cosmic Caravan, though some favor one deity over another, such as Desna, which is particularly popular, and Tsukiyo, the Prince of the Moon. The gods Jukha and even Acavna, despite her death, are also frequently worshiped in the Kingdom.
However, beyond the Cosmic Caravan, the two most popular deities are Jezelda, the prideful first werewolf, and Yrmidar, the werebear frost giant of camaraderie. Their worshippers often clash and effectively influence the dynamics of the populace of the Kingdom of Lem.
Holidays
The Silver Moon Gathering is a night of raw, primal power, a celebration of the apex predator within Lem. Under each Full Moon's swollen, luminous orb, werewolves revel in their dominance. The Great Hunt is a brutal display of strength and savagery, where humans are relegated to the grim task of gutting and hauling the kills, forbidden from the Great Hunt. Lunar Communion is a sacred rite, a communion with the wild spirit, where lycanthropes, their forms shifting and rippling, offer guttural prayers to Tsukiyo, the Prince of the Moon, and Jezelda, the prideful first werewolf. Non-lycanthrope citizens are kept at bay, their presence tolerated only as silent witnesses to Lem's true power. The Cosmic Caravan is present, but under Jezelda's influence, the focus is on the individual's strength and the pack's dominance. Yrmidar's philosophy of camaraderie is largely ignored during this festival and is seen as a weakness by Jezelda's more zealous followers. The Red Moon Remembrance is a somber, blood-tinged affair- a night when the veil between worlds thins and the kingdom confronts its own mortality. The mourning rituals are visceral, filled with the keening wails of werewolves lamenting their losses, their howls echoing off the Moonwall, serving as a chilling reminder of the fragility of life. Humans are tasked with the grim duties of preparing the burial pyres and tending to the wounded, their presence underscoring the kingdom's vulnerability. The Binding of Rage represents a desperate attempt to contain the inner beast, a struggle against the primal fury that threatens to consume even the strongest lycanthrope. Humans, often seen as weaker than their lycanthrope counterparts, are used as anchors, their presence highlighting the need for control. The telling of the Hag's tales is recounted in graphic detail, often illustrating the frailty of the original humans who brought the hag's curse to Lem after the isolation of Azure. The Cosmic Caravan is perceived as a distant observer, its light dimmed by the encroaching shadow. During this festival, Yrmidar's followers strive to foster a sense of unity within the kingdom and to provide comfort to the grieving. Meanwhile, Jezelda's followers view this festival as a reminder of the necessity for strength and the dangers of weakness, especially in the face of the Hag's lingering curse.Trade & Transport
The Kingdom of Lem exists in a state of enforced isolation. The sudden disappearance of Azure, their primary trading partner, severed vital supply lines. This loss crippled their economy.
Arbane, a rich elven and sylvan nation, offers a potential market. However, Fortis controls the land routes. Travel through their territory is perilous. Lem's merchants face constant harassment and extortion. Coastal routes offer an alternative, but expose them to the predatory slavers of Galda. Darkhaven, a dhampir-ruled kingdom to the west, remains Lem's primary trading partner. Darkhaven itself does not participate in the slave trade. But its dark reputation and ruthless methods make transactions difficult. Trade negotiations are tense, and security is paramount.
Lem is forced to rely on itself. They cultivate internal industries and exploit local resources. This self-sufficiency comes at a cost. They lack access to outside innovation. This isolation hinders their progress. The kingdom struggles to adapt to a world that has shrunk around them.
"Behind the Moonwall, we howl defiance. While Jezelda guides our claws, the Ironwood guards our souls."
Founding Date
3846 2ER
Training Level
Semi-professional
Veterancy Level
Experienced
Government System
Tribalism
Economic System
Mixed economy
Related Species
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