Capitol City: Yllmar (Enarrion) and Yvisk (Andanir)
King: Malin Tarmas III rules Enarrion, and he has appointed Arimas Gonn Darspad as the regent of Andanir.
Allies: Hyrkania, Sendral, Octzel, Naminthia, Belladas
Enemies: Hettanar, Golmadras, Naminthia, Crytea, Covarte
Enarrion and Andanir are linked sister nations, ruled by a feudal monarchy with a council of land owners and merchants as a presiding advisory council. The kingdom is divided in to eight duchies and forty counties. Power is divided between the king and his chosen regent in Andanir (once old Drai’in), as per ancient accords after the time of the Plague of Unarak.
Throughout Enarrion the chief deity of veneration is Naril, and many lesser gods of the Middle Kingdoms are revered, as well. Worship of Unarak is forbidden and punishable by execution. There is also a strong and ancient druid cult in both lands, dedicated to Zingar, Wolfon and Poltrietie. Throughout the land, ancient stone henges can be found where mysterious druidic rites are practiced. This cult is especially popular with the commoners, the lower class peasants who tend to believe in old Drai’inic and Hettanari ways.
Enarrion and Andanir are at the epicenter of a cultural clash-zone. The Middle North is where the cultures of the Middle Kingdoms and the cultures of the Northlands have long intersected, as well as those of the plainslanders (such as Covarte) and beyond. In the present era, Enarrion is strongly influenced by the cultural moors and beliefs of the Middle Kingdoms, most notably northern Hyrkania, and it even shares the language. There is still a strong, old influence from the days when the Nordamans and Hettanar conquered the region, however, and this shows most strongly amongst the commoners. There are entire villages and communities in the remote lands of Enarrion and Andanir that only speak the Northron Tongue, for example. Moreover, the older central culture of old Drai’in, the small kingdom of the old era that was annihilated in the Dark Ages when Unarak rose to power and created his vast army of undead, still persists amongst these rural countrymen, including the Drai’inic superstitions and fears. The druid cults of the region are all derived from this adherence to old Drai’in’s beliefs, for example.
The law in Enarrion is fairly strict when it comes to crime and punishment; theft of valuables from a nobleman can be punished by imprisonment or maiming, and murder is punishable by death. Weapons are not generally restricted in the land, as the persistent threat of orcs and other dangers, along with the legacy of Unarak’s Plague give every man cause to carry some weapon in defense.
Because of the unique problems posed by the rise of Unarak as a demiurge and the Plague of Undeath that was wrought upon the land eight hundred years ago, burial rites are rigidly enforced, and all bodies must be interred with “rituals of passage” to insure the dead pass peacefully in to the afterlife. Because of the cultural influence of the northerners, it is not generally accepted to use the Hyrkanian custom of cremation to remove the dead, and the northern burial customs are instead adhered to. That said, most tombs are carefully sealed and locked, and when possible (such as with Yllmar’s island necropolis) the dead are placed in areas where, even if they should rise again, it would be difficult for them to get out.
Yllmar was once an independent city state, founded long ago as a center of trade between the Middle Kingdoms and the North. Over many centuries it grew and expanded and at last became a province of the old Hyrkanian Empire. Amidst its expansion there could be found several emergent cultures, including the Covartans, the Silver Dwarves of Angharak, the Drai’inics and the Hettanar of the north, who were the southern tribelanders of Zarn. The Silver Dwarves warred with the orcs, who after a long war were united by the chaos lord Angharak. The silver dwarves were driven from their mountain homes and scattered in a diaspora across the world.
Prior to the era of the Long Night and the Dark Ages, Yllmar’s history was one of periodic invasion and succession. Drai’in became its own kingdom, the Hettanar were part of the Nordaman Empire for a time after being conquered during a period when the Nordaman even sacked and pillaged the Emerald City of Hyrkania’s capitol itself. Throughout all this Yllmar prospered.
During the Long Night a powerful necromancer arose named Unarak. His forces rose up in the east from the cruel kingdom of Starthias and swept across the continent. The conflict brutalized the Middle North, and Drai’in as a kingdom fell in to disarray. Hyrkania was no longer a united empire by this time, and no help was forthcoming. It was thanks to the brothers Enarrius and Andan that a reisstance was mounted, and the various tribes and cities were united under their banner. Yllmar, though sacked and pillaged by the undead horde, was eventually freed. When all was over with, Unarak was imprisoned, though his closest allies later sacrificed themselves to grant him a spiritual ascencion to godhood. His armies, however, fell after his physical form did, and the undead plague was driven from the land. The brothers united the western and eastern peoples and began to rebuild.
Over several centuries it became evident that the world was warming, and the polar ice caps of the world broke asunder and flooded the coastlands and low-lying regions of Lingusia. This was especially noticeable in Yllmar, where much of the land stretching from west to east to the great Amechain Basin was dikeland, below sea level. In a matter of years this land was engulfed in rising flood waters that eventually turned in to a never ending torrent, an expanding river delta that turned in to a greta lake and then a small sea. Amech, beneath the sea level, was flooded, creating the new Great Sea of Amech. In turn, land-locked cities such as Yllmar became beachfront property, and the old dike and swamp lands of the region were no more.
After this long period of renewal, the city itself and its lands were revitalized by the new trade opportunities opened up. Yllmar became a sea port, and it’s old lower city, now engulfed in water, became the bay over which the new city grew up around. Trade became brisk with the scattered islands and the surviving cultures in the Amechian region, and the eastern kingdoms, of which Naminthia had become most prominent. The two founding heroes of the new land had since passed away, and the realm was now known in their honor, as Enarrion and Andanir. It became a tradition that the king would reside in Yllmar and rule western Enarrion, and his most trusted ally would be granted regency of the east, in the darker lands of Andanir.
Over the last five centuries, a few major events have happened of note:
· Several major orcish invasions have been mounted from the Angharak Mountains, which had been seized and retained under Andan’s reign in the east, along with the founding of the city of Tamilias. The orcs, unable to unite under a strong leader as of yet, have failed in these attempts to expel men and the returning dwarves to their lands.
· Covarte has developed as a sea kingdom as well, and now competes fiercely and sometimes with the use of military force against Enarrion.
· The Hettanar tribes have reunited on two occasions, and posed a threat as an invading force as recently as a decade ago. So far Enarrion and Andanir have repelled any concerted invasion attempts, although Hettanar raiders are a constant threat.
· Very recently, roaming groups of undead have appeared out of nowhere, and rumors of the rise of the cult of Unarak, now revered as a true god, have begun to emerge. This has led to a paranoid crackdown on any strange cults, and a fierce determination to destroy any undead in the land. The Silver Blades and the Walkers of Final Night have been looking for old barrows and ancient burial lands from the past, to unearth and excavate them that any undead within may be put down.
The Esoteric Order of Warenos
The venerable order of knowledge and magical teachings has stretched as far north as Enarrion, with a small estate and institute of learning on the outskirts of Yllmar. The Esoteric Order serves as both an institute of teaching for wizardry and a temple to the demiurge or magical lore. The elder magian of the order is Lord Quarios, a man of Naminthian descent, who has resided here for two decades. He is a member of the Order of Twelve, as well.
Knights of the Northern King
The venerable knights of the Northern King are a long-standing militant order that swears direct fealty to the standing king of Enarrion, a servitude that goes back to the founding of the kingdom after the Plague of Unarak eight centuries ago. The knights were one of several orders that grew out of that time, a band of men who stood fast against the tide of undead that overwhelmed the land. The knights are about one hundred strong, and spread through the forty counties of Enarrion. Their main headquarters in the Hall of the Northern King in Yllmar, and they have a private fortress located in Skymantle, where Darton Gonn Severus, highest member of the order presides over his men and protects the city in his duchy.
Templars of the Sun
The principle temple of the sun is located on the island of Sol’Dranir in the city of Atarios, which rests beneath the spire of the Star Mount. At the high peak of the Star Mount is the fabled ancient Tomb of the Sun Lord Naril, the ancient solar god that was once the patron of the old Empire. The Templars revere Naril, and seek to defend the lands of Enarrion and Andanir from evil. They are a sworn military order of paladins and clerics who carry on a variation of the Hyrkanian Solarian Knights from the era of the Empire, and both protect and maintain the Temple of the Sun on Star Mount as well as battling the forces of evil and chaos wherever they may find it. Their leader of the high lord Dalan Gonn Stromerik, ruler of the duchy of Sol’Dranir.
The Hand of Set
Working a three-way secret war between the rival Servants of the Shroud and the extremely secret and profane Servants of Unarak, the Hand of Set conspires to gain power through the dedication of the land’s highest agents. Unbeknownst to most, the Regent Armias Gonn Darspad of Andanir has been swayed to the belief that his aiding the Hand of Set will grant him the rulership and power he desires. His interest in the cult has let the port city of Yvisk where he rules turn in to a breeding ground of cult activity, and serpent men are rife in the region. The high priestess of the order in Yvisk is the half-serpent woman Ytharra Thane, a witch of the highest order. Her chief enforcer is the dreadful Tarnak Bloodfang, a setite vampire.
Servants of the Shroud
The mysterious cult of the umbral goddess Phaedra, the Servants of the Shroud work secretively to secure a strong following in Yllmar, and to undermine the throne. They are backed by the traitorous nobleman Kaligos Gonn Trestor, who seeks the throne for himself. The high priestess of the cult is the gorgon Silaernas.
Nightfire Thieve’s Guild
The oldest and largest thieve’s guild in Yllmar, named after the “nightfire” affect of the Northern Lights. Managed by the notorious thief Tarn Danaros and his gnome enforcer Trignaspar. The best thief in the city is the half elven woman lady Shar Trineste, the chief enforcer for the guild.
This is a society of rangers who specialize in hunting down the Orcs of Angharak. The leader of the Silver Blades is the silver elf Sydiratta Thyndalien, and her right-hand man is the reformist ashtarth Enarythen Mandyrkaz. The principle center of operation for the Silver Blades lies in the heart of the Shadowsfar Mountains, in Castle Remargas. The Silver Blades answer directly to the Regent of Andanir.
Walkers of Final Night
This is the cult of Death, a handful of members who are dedicated to hunting down the last undead from the Plague of Unarak. The High priest of the cult in Enarrion is the old templar Galtos Zern, who manages the Temple of the Nameless One at the southern end of the Greyfire Mountains.