Capital: Damarrask
Population: 3,753,080 (88% human, 11% Skarn)
Government: Magocracy
Religions: The Gods of Woe
Imports: Livestock, produce, slaves
Exports: Magic items, pearls, salt, spices
Updated Through: 2806
On the southern shores of the Valesian Sea lies one of Vatheria’s
most powerful and dangerous nations. The Warlocks of Accolon are
known throughout the world for their powerful sorcery, their
aggressive navies and their cruelty. Accolon itself is often
called The Land of Living Rock, for the great animated stone
titans that guard its coasts and cities.
Accolon is a rich and mysterious land with an ancient heritage
and a magic-based society, ruled over by a cult of wizards and
sorcerers known as the Warlocks. Although Accolon has a
traditional aristocracy, few of whom are spellcasters, the true
power in Accolon lies with the cult of the Warlocks. Their
secretive covens decide the policy and laws of the land, and few
aristocrats would ever openly gainsay them. All the Warlocks of
Accolon are male. Females form a far more secretive cult, known as
the Witches, but almost nothing is known of the Witches of Accolon,
beyond rumors of their existence.
Accolon is an aggressive nation, seeking to dominate the
Valesian Sea region by war, trade, piracy and intimidation. It has
fought two recent wars with the Crusaders and the Valesian
city-states, and wages an ongoing low-level contest for control of
the Valesian Sea trade routes. Its purple-sailed trading ships are
welcome throughout the region for the trade in enchanted items,
but its black-hulled reavers are feared by all as the most
dangerous privateers afloat.
The Warlocks
From the spider-haunted city of Damarrask on the banks of the
River Mulgaunt, the Warlocks spread out across the face of
Vatheria seeking knowledge, power and trade. They usually travel
alone, or with few servants, but are typically well-prepared for
the hazards of the road. Although Accolon has few allies in the
world, the Warlocks are rarely barred from entering other lands,
because where they go, there also goes the trade in rare items
from across the known world and beyond. In most cases, the
Warlocks scrupulously avoid trouble, at least in public, but are
known to be the most prolific slavers in Vatheria.
The cult of the Warlock is bound up in Conorrian history, but
is far older, harkening back to the days of mighty Iridian before
its fall. It still preserves some small portions of that legacy,
building upon hints and shadowy descriptions found in ancient
scrolls or inscribed upon rare monoliths that survived the
flooding of ancient Iridian. Any rumor of an Iridian artifact or
ruin will surely attract the attention of the Warlocks, who claim
all such treasures as their own.
The Warlocks are recognizable by the tattoos they wear upon
their arms and chests, which are magical in nature and bond the
Warlock to his brothers in the cult. Servants of the Warlocks are
sometimes also tattooed to indicate their status and which Warlock
they serve.
The most famous of the Warlocks was the mighty Lucan Spidereyes,
who carved an empire in the Stoneheart mountains and created the
fabled Lucan’s Spiderstaff. The most famous living
Warlocks are Vardan, the one-eyed necromancer, and Epiphethes the
sybaritic diviner. Many believe that these two represent the
actual rulers of Accolon.
The Living Rock
Dozens of giant stone statues walk the deserts and coasts of
Accolon, repelling invaders and unwanted spies. These ancient
relics are controlled by methods known only to the Warlocks, and
seem almost to have an intelligence of their own. One of these
statues was said to have been bested by the Conorrian hero Tarsis,
who supposedly blinded it and tricked it into running over a
cliff.
The Spiders
Accolon is home to hundreds of spider species, from tiny mites
to monsters larger than a ox. It is common for Warlocks to keep
spiders as pets, experiments or as familiars. In some cases, they
are even steeds. Spiders are revered in Damarrask as
representatives of The Veiled One, handmaiden of Malbor, chief god
of Accolon. Because of this belief, the penalty for intentionally
killing a spider is enslavement by the temple of the Veiled One.
The Skarn
A centaur-like race, the Skarn have the lower bodies of large
scorpions and humanoid upper bodies. They are intelligent and are
considered full citizens of Accolon. Skarn lead solitary lives, or
live in small desert communities. Most Skarn are skilled hunters
and warriors. Some few are wizards or sorcerers, and these nearly
always specialize in Fire magic.
Skarn will only rarely be encountered outside of Accolon or
Farmuz, as they have little interest in politics and are
themselves solitary by nature. Those Skarn found in the cities
tend to be visitors, merchants come to sell rare desert plants, or
sorcerers seeking rare components from distant lands.
The Skarn brew a rare drink used only in religious ceremonies,
called Fireblood. This potent concoction allows Skarn
shaman to leave their bodies and contact the spirits of the unseen
world, resulting in prophetic visions and insight. Fireblood
has the same effect on some humans, but others run the risk of
blindness, madness or even death, so most Skarn will not sell it
at any price. Some few are less scrupulous, however.
HISTORY
The earliest histories of Accolon indicate that it was a part
of Iridian that survived the cataclysmic floods which signaled the
end of that arcane empire of prehistory. The earliest Conorrian
kingdoms regarded it as an important trading partner, and later,
as one of the first targets for conquest by their growing empire.
The siege of Damarrask lasted for twelve years, and ended when the
armies of Luxur retreated home at the death of the Ran, Nemthosis
II. Thereafter, Accolon was an important part of the Conorrian
empire for more than six hundred years. It was a frequent
destination for ships from all over the Valesian Sea, and a common
site for the villas of Conorrian noble families.
During the Mage Wars, the Warlocks supported several of the
warring factions, but lent most of their support to the
boy-emperor Valerius. In recognition of their efforts, when the
Mage Wars were over, Valerius gave Accolon to the Warlocks to
govern in his name. The long-sought power had come to their hands
at last. When Valerius died, the Warlocks revolted and declared
Accolon to be their own kingdom.
In 2622, an Accolon fleet under the Warlock Galdus invaded the
Conorrian island province of Geshtai and deposed the governor,
installing his own daughter as monarch. Geshtai has remained an
Accolon puppet-state since that time. In more recent times,
Accolon has fought two wars. One, the failed invasion of the
Valesian city-states, ended in a terrible defeat for Accolon at
the hands of the Supreme Strategos, Minaros. The other, a naval
war against the Crusader knights, was more successful, forcing
them to accept Accolon’s dominance of the Valesian Sea trade
routes.
Currently, a new wave of Warlocks has spread across the face of
Vatheria, searching for something, though none will say what.
Meanwhile, there are rumors of a growing rift between factions
within the cult, factions led by Vardan and Epiphetes.
MAJOR POPULATION
CENTERS
Damarrask (Metropolis; population 132,000) Also known as
the City of Spiders, Damarrask is Accolon’s capital, a great
sprawling city in the desert that draws its life from the waters
of the Mulgaunt river. While the river is the lifeblood of the
city’s people, it is the roads which are the lifeblood of the
city itself. Damarrask sits astride the routes between the Empire
and the rich markets of the south and those between the Valesian
City States and the fabled lands of the east. Foreigners are a
common sight in the city, but at night are required to remain
outside the city walls.
Aggarha (Large city; population 61,000) Aggarha is the
largest Accolon trading port on the Valesian Sea and a vital port
of call for ships from a dozen nations. It also has one of the
largest shipyards in the known world, producing everything from
the dhows and cogs that ply the coasts to the great Accolon
galleys that are the terror of the seas. Aggarha was badly damaged
by a fire set by Valesian sailors in 7470, but has now largely
recovered.
Nuradeem (Small city, population 35,000) The principle
Accolon trading port of the Ymarian Sea, Nuradeem is a city rarely
seen by travelers from Vatheria. The Accolons jealously protect
their trade with the eastern realms and so have made it a crime
for foreigners even to enter the city. The penalty is to be sold
into slavery. This city of whitewashed brick houses is said to
have a pleasant climate and crystal-clear blue waters famous for
their pearl fisheries. The rumor among foreign traders is that the
master of the city, the mysterious Starspeaker, is actually a blue
dragon from the Sighing Sands.
Korrek (Large town; population 12,000) Korrek began as a
small fortress on the Valesian border, and a town has grown up
around it to serve the needs of the garrison. Over time, Korrek
has waxed in importance, until the many retired military families
and camp followers have nearly built a city in the desert. Korrek
is frequently the object of border raids by Valesian armies and so
its defenses have been added to almost continually. The heart of
the city is now an impressive citadel that sits atop a bluff above
the tiny Selintarran river. The garrison consists of almost a
thousand full-time troops and an unknown number of Warlocks.
IMPORTANT SITES
The Handmaiden’s Tower - The "tower" is
actually a connected web of buildings and spires in the heart of
Damarrask which forms the religious center of the nation. It is
here that the High Priestess of the Handmaiden resides. Enemies of
the Veiled One end up here.
The Gathering - Somewhere in the deserts of Accolon lie
the half-buried ruins of an Iridian city whose very name has been
forgotten. But in this ruin lies the secret heart of the Warlocks,
and it is to this place that they look for guidance, leadership
and orders. Powerful spells overlie the area, making it impossible
to locate by means of magic, and many vicious beasts prowl the
desert, assuring that no one discovers it by accident.
The Lake of Salt - In the depths of the Narran desert
lies a great, empty lake bed. The floor of this ancient and
inhospitable lake is made of hard salt, sometimes mined by the
desert tribes for trade. On rare occasions, perhaps once or twice
in a century, enough rain will fall in the nearby Altaia hills for
the runoff to fill the lake to a depth of a few feet. On those
rare occasions, a miraculous transformation takes place. Desert
flowers that have lain dormant for decades will bloom in a riot of
color. Some of these flowers are prized for their medicinal or
magical qualities. However, locals know that when the lake floods,
danger lurks, for then a monstrous beast rises from its slumbers
beneath the salt bed and seeks ravenously for prey. This beast,
the huwallak, is said to be completely invulnerable to
magic. Even the dragons of the Narran will not approach it. |