Campaign World Info

Furyondy

Furyondy was founded as the viceroyalty of Ferrond around 100CY, vassal to the Empire of Aerdy. The capital was Dyvres.
In 254 King Thrommel founded the Kingdom of Furyondy, including seven great noble houses.
Current sovereign is King Belvor IV, born 531. He ruled since early age of 16 (547) following the death of his father Belvor III (who ruled 521-547).
Belvor IV is said to be strong, brave and just but prone to fits of impatience.
A feudal state, the King rules through the Noble’s Council (7 great houses), the Knightly Conclave (forum were Knights of the Hart are influential, but also powerful clergymen and guilds) and the Council of Four (King’s private council including Archbishop Chesmon and Archmage Karzalin). Ambassadors at court also play a key role in decision making (Veluna most notably).
An impending marriage in the works involve Prince Thrommel and the Infanta of Veluna, Princess Jolena, daughter of King (and Canon of the faith) Hazenio II.

Belvor IV’s first marriage in 551 was to Viscountess Roshelle of Dyvres (born 535), his one true love and greatest failing. Roshelle’s charms caused the rift between Belvor and Count Doriègue Loisson de Feuchin, and the eventual shame that befell the Kingdom because of it.
Queen Roshelle gave birth to Prince Thrommel III in 556 and was convicted of adultery in 559, sentenced to life in the royal dungeons. In less than a month, a group of renegade Knights broke into the dungeon and freed the Queen. Though her whereabouts are still unknown to this day, she was declared officially dead in 561.

In 565, under great pressure from the noble council and fear of only having a single royal heir, Belvor agreed to marry Lady Veldelle de Dervent, sister to the Duke of Dervent. Though politically a good marriage, Belvor was said to still love Queen Roshelle and rumors even suggest he felt he was betraying his holy vows.
Queen Veldelle gave birth to Princess Mylène in 567 and Princess Aelyne in 574. The Queen died soon after from childbirth complications.

Devastated by the loss of a second wife, Belvor took solace in the Church, vowing to devote the rest of his life to St-Roneus, much to the dismay of the noble council who wished him to remarry.

Domaine Royal De Fairvain
Chendl is a most magnificent city, strongly walled with wide canals, gardens, broad boulevards, elegant sculptures and ample public parks. Bridges of delicately carved white arches span the waterways; the palace is a majestic building of gold-veined white marble with a gleaming dome. Chendl has no slums, royal decree forbids anyone of low means to remain within city walls.
The noted bard and playwright Diambert De Loubens writes “Greyhawk may claim to be the Gem of the Flanaess, but I name Chendl to be the Diadem.”

Conté de Kalenstrin
Ruler: sa noble grace messire Armien Vanel de Kalenstrin, Conte de Caleport.
The count has few friends at court, viewed as uncompromising and somewhat lacking in social graces.

Conté de la Marche de Cristal
Ruler: sa noble grace messire Paulus Alnoncourt de Perne, Conte de Guérin.
The count is said to be overbearing and snobbish; he and his wife the Contesse Brunelle de Villard are quick to consider those of lesser station vulgar.

Duché de la Marche d’Or
Ruler: sa noble grace messire Lutère Charlery de Dervent, Duc de Gorsand.
The ‘Or’ does not refer to the metal but to the abundant wheat harvested in the county, considered the breadbasket for the Kingdom. The rich Duc Lutère, a grim faced unsmiling man with a very sharp mind, is considered an efficient pragmatist and tight fisted ruler, often staving off Belvor’s demands for more money. His wife, the younger Alistine, is not one to oppose her husband, but their sons Petronien and Timarne are more favorable to the King’s ways. Not well liked by other nobles, he is respected for his skill and coolness in argument. He is represented at the Noble Council by his scribe the talented Sire Télémmand Senigon du Rousset, an expert procrastinator who refuses to make decisions until matters have been discussed fully with his dour, pragmatic liege.

Conté de Cressieu (Nainbourg)
Ruler: sa noble grace messire Jermain Hillaire de Moissac, Conte de Cressieu et Nainbourg.
This rich county is another one blessed with fertile lands but also with a reputation for industry and inventiveness. Enclaves of Gnomes and Halflings are found in the county, Gnomes at the mines of Grinon, Halflings between Corrèze and Nainbourg. The Count’s influential wife Rédiane is a fervent defender of all causes holy. As for the Count, he advocates for less militaristic policies so prevalent in a nobility devoted to Saint Roneus, but lacks the charisma and will to be a true political force. He is in truth too pleasant and self-effacing a man to be a real power broker.

Duché de Caronne
Ruler: sa noble grace messire Bernal Tisseuil de Nouailles, Duc de Caronne et Barange.
The long narrow strip of territory borders many lands, Folkault (Highfolk), Veluna and Verbon, making it a bustling trading center for the Kingdom. The Duke is a self-indulgent hedonist whose lands lie hundreds of miles from potential war and strife. But he is no fool, understanding the demands of politics and maintaining good relations with other nobles. He has resisted demands to raise taxes at the King’s request, cleverly stating plausible excuses.

Conté de Séverac (Libernin)
Ruler: sa noble grace dame Karène Séverac de Ravelle, Contesse de Séverac et Libernin.
The county is known for its seed oil, earning it the nickname of ‘Gold County’ for the vast fields of sunflowers that produce it. In contrast, social custom requires non-gentry to wear simple colors so as to not compete with the vivid styles of their superior nobles.
The cunning countess poses as an ingenuous socialite while possessing very sharp wit and insight. Highly self-confident and reluctant to ever admit she might be wrong, she stands steadfast in resisting demands for extra revenue from the crown, and is always weary of ambitious fellow nobles.

Conté de Willip
Ruler: sa noble grace messire Xantan Rivier de Butrain, Conte de Willip.
The county holds a vital strategic region, controlling travel through the Nyr Dyv. Trade to FauconGris (Greyhawk), Urnst and Nyrond transit through the rich port of Willip, making the city rival Chendl in size. The count is ambitious but plays a waiting game in the Noble Council, insisting on agreements between all the great nobles before advancing policies. He is also known for having many quirks, notably unusual conflating canonic and common laws in issues of crime and taxes. This often incurs delays in trials and adjudication.

The county’s title is disputed by his cousin Grégan. The count is working hard on slandering his cousin’s name and repute, accusing him of every misdeed possible, at the top of the list being a puppet of Iuz. Grégan is said to have taken refuge in nearby Admundfort to build alliances and moneys to stake his claim.

Map of Furyondy (click to enlarge)

Shield Lands

Located on the northern shores of the Nyr Dyv (great salt lake / inner sea)
Bordered West by the Kingdom of Furyondy, North by the Horned Lands, East by the Bandit Kingdoms and South-East by Urnst (County and Duchy Palatine)
The free city-state of Greyhawk is located on the southern shore of the Nyr Dyv

Ruled by His Most Honorable Noble Grace, Nasher Alagondar the 12th  Earl of Walworth, Lord of Admundfort, Knight Commander of the Shield Lands

2 cities: Admundfort – the capital- located on Walworth Isle, and Critwall on the Furyondy border
A dozen baronies

Languages spoken: mostly Nyrondese (English), nobles also speak Oerydian (French), few Northern Shieldlanders also speak Feruz (Nordic/German)

Religion: monotheistic, ‘God’ was known as Pholtus of the Blinding Light, now a schism in the church advocates for the advent of Pelor as Pholtus reborn; God works through his Divine Saints such as Saint Eleador (the Pious), Saint Roneus (the High One) and Saint Cuthbert (of the Cudgel)

Knights of the Shield: a military knightly order composed of a score of Lords and their retenues, led by Knight Commander Lorien Largos, Baron of Galrone, Devout Lord Protector and 7th Count of the Clericy of Mericor

History: when the northen bandit Kings became too powerful, the petty nobles of the north shores of the Nyr Dyv banded together in a mutual protection society. The sizable and easily protected isle of Walworth was chosen as its seat of power, its Earl to rule over the thus-created Shield Lands. A knightly order was soonafter formed to enforce this newfound security.

Recent History: the latest recent invasion from the Horned Society laid waste to the northern baronies and struck deep at the heart of Walworth Isle, claiming the late Earl Holmer. Battered and leaderless, inner rivalries within the Shieldlanders, both secular and ecclesiastic, made matters worse. The Shield Lands almost fell. The tide was nonetheless stemmed, the invaders pushed back. With many baronies devastated, much land to be reclaimed, much feuds and rivalries to be quenched and even Walworth recovering, there are countless opportunities for those adventurous enough to seize them. But a foreboding name has surfaced in rumors everywhere: the evil Demi-God Iuz may have been behind the invasion.

Southern Shield Lands
Northern Shield Lands
Walworth Isle
City of Admundfort

Human Languages
Nyrondese (English), Oerydian (French), Velondi (Spanish/Italian), Feruz (Nordic/German), Bisselic (Russian/Slavic), Suel (Latin), Sylvan (Gaelic), Baklunish (Arabic), Zindi (Hindi), Hepmoan (Zulu), Nippon (Japanese), Wu (Chinese) etc.

Non-Human Languages
Elvish, Dwarven, Gnomish, Halfling, Draconic, Goblin, Orc, etc.

Religions

The 13 Gods of AERDY (the Great Suel Empire):

HEXTOR = War God, the conqueror/destroyer, Brother of Roneus (think Aries/Mars)
RONEUS = War God, the noble one, Brother of Hextor (think Athena)
NERULL = God of Death and Undeath (think Hades/Pluto)
WEE JAS = Goddess of Magic and Death (think Hecate)
BOCCOB = Goddess/God of Magic and Mysteries
ISTUS/ISTIA  and ALIA-ISTIA the STERN = Goddess of Fate (think the Fates/Norns/Muses meet Hera/Juno) Alia-Istia is mother of the Twin War Gods – and founders of Rauxes and the Empire - Hextor and Roneus, Holder of the Fates, Goddess of Culture, Motherhood, Law and the Home
DAMMARUS = Festivity and Messenger God (think Hermes/Mercury meet Bacchus)
MYHRISS = Goddess of Love and Beauty (think Aphrodite)
KORD = God of Trials, Strength and Athletics (think Heracles/Hercules)
PELOR = Sun God of Art and Healing (think Apollo)
EHLONNA = Moon Goddess of Horses and Virginity (think Artemis/Diana)
ERYTHNUL = Goddess/God of Malice and Envy (think Furies)
VECNA = God of Secrets – the first Lich

Other Gods/Faiths of the Realms:

OLD FAITH = Druidic faith
BEORY = Goddess of Nature (often incorporated in Old Faith above)
OBAD-HAI = God of Nature (often incorporated in Old Faith above)
FHARLANGHN = God of Travel and Horizons (often incorporated in Old Faith above)
RAO = God of Peace & Reason
ST-CUTHBERT = Saint who walked the earth, later said to be the son of Rao and elevated to the status of God
PHOLTUS = God of Light & Law
IUZ = Evil Living God, ruler of an Empire

Non-human Gods:

BAHAMUT = God of Good Dragons
TIAMAT = Goddess of Evil Dragons
CERELLON = God of High Elves (Art & Magic)
CARL GLITTERGOLD = God of Gnomes
GRUUMSH = God of Orcs
LOLTH = Goddess of Drows
MAGLUBIYET = God of Goblins
MORADIN = God of Dwarves
RILIFANE = God of Wood Elves
SEHANINE = Elven Moon Goddess
YONDALLA = Goddess of Halflings

The Calendar (Suel / Flanaess / Elven)

Needfest
1 – Nerius / Fireseek / Diamondice
2 - Myrius / Readying / Yellowillow                
3 – Hextius / Coldeven / Snowflowers
Growfest
4 - Elius  / Planting / Blossoms        
5 – Olidius / Flocktime / Violets
6 – Cobius / Wealsun / Berrytime
Richfest (+Shieldmeet 1/4 years)
7 – Pelius / Reaping / Goldfields
8 – Korius / Goodmonth / Sunflowers
9 – Reus / Harvester / Fruitfall
Brewfest
10 – Istus / Patchwall / Brightleaf
11 – Erius / Ready’Reat / Tinklingice
12 – Wejius / Sunsebb / Lacysnows

Each month is 28 days, each festival is 7 days except Richfest which is 8 days.
Shieldmeet is on leap years (every 4 years).
The year is thus 365(6) days.


Days of the (7-day) week

Starday                  work
Sunday                  work
Moonday              work
Godsday               worship
Waterday              work
Earthday               work
Freeday                 rest

The Moons (Luna & Celene)

Kalendae (Kalends) — day of the new moon.
Nonae (Nones) — day of the half moon.
Idūs (Ides) — day of the full moon.

Times of Day

- LAUDES: Morning Prayer just before sunrise (5-6am)
- PRIMA: First Hour (sunrise roughly 6am)
- TERTIA: Third Hour (roughly 9am)
- SEXTA: Sixth Hour (roughly 12am)
- NONA: Ninth Hour (roughly 3pm)
- VESPER: Evening Prayer just before sunset
(roughly 5-6pm)
- KOMPLET: Night Prayer just after sunset
- METTE: Religious service in the middle of the night (usually between midnight and 2am)


General History

Point of Reference
Our own late medieval European world. Some early renaissance advances/technologies have begun to appear.

Before mankind, the lands were populated by the elder races: Elves, Dwarves, Orcs, Goblins, Dragons etc.
As mankind evolved, the Suel race (think Caucassian) migrated and thrived in Western Oerik, a continent known as the Flanaess.
To the West, the Baklun race (think Arabic) evolved out of the fertile Araya (think Egypt), reaching the western borders of the Suel.
To the South-West, the Zindi race (think India) thrived and crept into the southern underbelly of the Flanaess, reaching its borders there.
To the South, the Hepmoan race (think Africa) evolved in thos tropical and sub-tropical lands.
To the far West lie the lands of Wu (think China) and Nippon (think Japan).

The great Suel Empire of Aerdy (think Rome) has emcompassed most of the Flanaess for the longest time. Having grown old and decadent, the Empire has lost control over large swathes of territory that have evolved over time into feudal states such as Furyondy, Veluna, Nyrond, Keoland, Bissel, etc.

Magic in the Flanaess comes from 3 major sources: Suel, Baklun and Elven. Dragon magic is also said to have a rich heritage, though its intricacies remain a mystery to most.

Technology has flowed from all the elder races. The Dwarves and Gnomes have made a particular rich contribution there.


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