Capital:
none
Population: 913,040 (82% human, 7% halfling, 6%
half-orc, 2% wood-elf, 2% Centaur)
Government: Feudal
Religions: Conorrian
Imports: Grain, livestock, trade goods
Exports: Metal, timber, amber
The Crusader States are a confusing patchwork of feudal
principalities, duchies, counties, baronies, septs, and
city-states. Born out of the fiery crusades to liberate the holy
city of Echoriath from the orcs and ogres a generation ago, these
states now struggle amongst themselves, and with their
considerably more powerful neighbors, to forge the region into a
true kingdom.
Prior to the Crusades, the land between the Lyodan river and
the Valesian Sea was known as Akasia. Once a part of the Conorrian
Empire known for its excellent food, fine weather and good black
soil, Akasia fell into ruin after the Mage Wars that left it a
haven for monsters, strange storms and dark cults. It is said that
the only thing more twisted than an Akasian tree is an Akasian
lie.
The land is now under the rule of foreigners, priests and
knights of western lands who settled here during and after the
Crusades. The local Akasians recognize that the rule of the
Crusaders is preferable to that of the orcs, but they chafe at it
nonetheless and scheme to rid their land of all foreign
domination. At the same time, larger neighbors such as Ianthe, the
Neldorean elves and the Empire itself cast acquisitive eyes at the
hundreds of small, squabbling lords of the Crusader States.
Magical Chaos
No history has ever captured all the fury and chaos of the Mage
Wars, but the Crusader States bear mute (and sometimes quite
noisy) testimony to their destruction. Here, the very fabric of
the world was rent, and magic, the blessing of Shorral, was torn
and damaged. Throughout the region there are places, invisible to
the naked eye, where magic does not have its intended
consequences. Instead, magic may be wildly unpredictable or
powerful. In still other places, magic does not function at all.
Most such regions are small, a few hundred yards at most. Some are
no more than a dozen paces. Still others move in unpredictable
patterns.
Some of the stable areas have attracted wizards or even whole
schools to come and study their effects, but most remain
uncharted, awaiting the unwary or unlucky.
Magical Beasts
The long ago mages also summoned armies of creatures from other
worlds to fight their battles. While most of these returned to
their fantastical homes when released by their summoners, many
stayed. In addition, the walls between the worlds were made thin
in Akasia, and many unlikely and dangerous beasts still slip
through to Theeurth from beyond. Each such monster seems to be
more fantastic or ferocious than the last. Many are mere animals,
though exotic and dangerous. But some have come purposefully and,
filled with an alien malice, seek to dominate humankind. They work
in secret below the Akasian hills, but they will not remain hidden
forever.
HISTORY
First known to the Conorrians as Transmilesia, the
region was settled by tribes of elves and humans who lived in
small, separate farming communities, or gathered in cities on the
coast. Transmilesia was among the first conquests of the growing
Conorrian Empire, and as the province of Akasia, remained at the
heart of the mighty Empire for thousands of years, its rich
harvests supporting a growing urban population.
All that changed with the advent of the Mage Wars, Conorria’s
terrible civil war in the eighteenth century. Akasia formed the
border between the regions of the east, loyal to the line of the
emperors and the regions of the west, split among half a dozen
factions and waging arcane war for the Phoenix throne. No region
suffered from that war as did Akasia. More than a million people
were displaced, and tens of thousands were killed by the sorcerous
plagues and summoned monsters that twisted the very land itself.
Akasia emerged from the Mage Wars as a no-man’s land between
the eastern and western empires. Strange beasts and magical
effects were more common than any of the remaining human
inhabitants. Nearly all the elven Akasians fled to the Neldorean
Wood, or perished in the service of one or another pretender to
the throne. Thus Akasia was a wilderness for more than two hundred
years before men began once again to settle there, and to
rediscover the horrors that had caused their ancestors to flee.
Akasia’s suffering was not over when Markimillien vanquished
all his foes and became the Emperor of the western, Miletian
Empire. It was again a battleground in 2282, this time in the war
between the Conorrians and the Darothic hordes.
In the winter of 2723, a vaste horde of orcs and allied
creatures descended on the lightly-defended western half of the
Conorrian Empire and routed its defenders, burning and looting
across the once-mighty realm. Only in the east was their power
thwarted. In the west, the legions fought on to defeat throughout
2724, managing to survive only in a few well-prepared fortresses
which the orcs and their ogre allies could not defeat. Yet even
these outposts would have been doomed after the passage of time,
if not for unlooked-for help from the west.
Throughout the cities and towns of the formerly Conorrian
territories, from Luxur to Tirgonia, the clerics of the powerful
Conorrian church stirred their followers into a divine furor, a
lust to seek redemption in the driving forth of the unclean orcs
from the ancient Conorrian lands. A grand crusade was organized,
and the armies of the west arrived in ravaged Conorria in the
spring of 2745. The fractious coalition of churchmen and nobility
drove the orcs from a large swath of western Conorria, but never
reached its goal of entering the capital, which had been liberated
months earlier by Varantius II and his Rhanalorian allies.
Conorrian forces soon took charge of all the areas conquered in
2724, but stopped there, leaving the crusaders in possession of
Akasia. The religious coalition swiftly disintegrated, as each
prince, baron or abbot staked out his claim among the weird hills
and valleys long despised by two separate empires.
Major Population Centers
Pontezium - (Small City, population 43,450). Located on
the Lyodan river, some forty miles upstream from its mouth,
Pontezium is the largest of the Crusader cities. Built on a broad
cliff above a bend of the river, it is highly defensible,
practically an island. This ancient city held out against the orc
hordes for twenty-one years, despite constant sieges and several
massive assaults. Today it is the seat of Tristan the Bold, Duke
of Pontezium and cousin of the King of Lorraine. Tristan
encourages trade with all nations, and there are in the city
enclaves of Warlocks from Accolon as well as merchants from Har’akir
and the Valesian City-States.
Regaldros - (Small City, population 34,530). At the
northwest corner of the Gulf of Thyestes lies the port city of
Regaldros, near to both the Akasian hills and the troll-haunted
Firefall woods. Regaldros is known as the City of Shadows, because
some weird magic of the Mage Wars has freed the shadows of all
things in Regaldros. They move about on their own and interact as
if intelligent. Though extremely unsettling, this appears to be
harmless. It is the seat of Kellek, Knight-Commander of the
Blazing Dawn, a knightly sect dedicated to the god Erdhon.
Regaldros is also home to the Scholae Superiorum Umbrae, or
the Great University of Shadows, a secretive brotherhood of shadow
mages.
Laedrus - (Large Town, population 18,870). In the
northwestern Akasian hills lies the important walled mining town
of Laedrus. This remote town is home to several gold mines nearby.
It sits directly atop a great underground cavern complex known as
the Old City. In fact, at least two old cities lay below Laedrus.
The most recent was sunk below the surface during the Mage Wars,
while the older city collapsed into a great limestone cavern as a
result of natural causes centuries before. Some legends claim that
there are even older cities buried below.
IMPORTANT LOCAL SITES
The Akasian Hills - These rugged, partially wooded hills
dominate the central region of the Crusader States. Caves and
caverns dot the myriad hillsides and are home to all manner of
weird beast, as well as a few tribes of orcs who hid in the hills
when the Crusaders came. The most persistent legend of the Akasian
hills deals with the Fey Hunt, a terrible procession of dogs
driven on by a demon master. It is said that he who hears the
baying of these hounds will suffer a terrible fate, even if the
dogs do not tear him apart.
The Firefall Woods - Several hundred years ago, long
before the Mage Wars, these woods were known for unusual
occurrences. One of the best known was the night that fire rained
down from the sky, setting the forest ablaze. In the morning, the
trees had all been changed to fragile crystal. Though new trees
grew, and few of the crystallized trees remain, the night of
Firefall was believed to be the cause of many strange omens,
unnatural sounds and strange rumblings below the earth. Now, the
Firefall woods are home not only to some of the most bizarre and
unnatural creatures in Theeurth, it is home to a great green
dragon named Ymardalore, who treats the western woods as his own
fief.
The Solstice Tower - Said to be the home of a wizard who
opposed the Archmage (later emperor) Markimillien, this tower was
banished from the face of Theeurth. Only once a year does the
tower return to the lonely moor where it once sat, on the night of
the winter solstice, when the walls between the worlds are
thinnest. Those who have seen the tower describe eerie lights and
strange armored riders who issue forth from it into the world.
What other worlds the tower visits in its travels, none can say.
The Phantom Desert - One of the many strange results of
the Mage War, the Phantom Desert is a vast region of blowing sand
which moves from place to place around the Crusader States and
nearby realms. Each day at dawn the desert appears in a new place,
sometimes vanishing entirely for weeks or months at a time. It is
a harsh, waterless place peopled by fierce, nomadic beast-men, and
said to contain a lost graveyard of gods and titans. |