Details about the Azure Kingdom


The following text is only a portion of the material available about the Azure Kingdom. There is additional information on the World of Kempin, notes on the Empire Standard, and information about three religions that will all eventually be available on this website.

_______________________________________________________

TOWNS OF THE AZURE KINGDOM

The following list includes most of the towns and cities of the Azure Kingdom that the characters know something about. There are of course additional towns and other gatherings of humanity that are not mentioned here, but may come up in the actual game.

CADOR - Once a small camp established to maintain a trade route to Whyx and the Feron-Jacobe Empire, today it has no contact with the populous of either region. They have grown from a small camp to a small town, and they now trade with the few isolated outposts of humankind that still exist in the Kingdom's icy core. There is some talk that Cador trades with the Ork barbarians of Gunderunk, but this is just a rumor.

DUMIT - A fortified township ruled over firmly by Lord Bradley Dumit, decended from a long line of Dumits. Very close to the Grasslands of Shronth and its roving clans, the town of Dumit must weather occasional raids from the people of the plains. The townspeople are part of a brave militia...and considered great warriors. The town is very self-sufficient.

GREENMARK - A beautiful city with a large waterfall and pool at its center. It was founded 40 years ago by a young ranger named Galen Green. He painted a green "X" on the stone cliff by the pool, and declared, "On this spot I shall make a home for all those who seek understanding of our world, and have the bravery to fight for it!" The town is known for its climbing schools, its fighting tournaments, and its experienced "adventurers."

STORMGATE - Deep within the mountains, this ancient city is basically a ruins. It lies on the border between the lands of men and the mystical lands of the storm giants. No news of Stormgate has been heard for years, but it is assumed that very few people, if any, actually live there. This is the location of the Storm Gates...magical gates created as part of the peace between men and giants. When the Gates are open, winter spills forth upon the land. When they are closed, the mountains thaw. Since the fall of the Azure Kingdom, the Gates have remained open, and winter has ruled for hundreds of years.

TUNIS - A back-water hiding place for criminals and fugitives, very few people know the actual location of Tunis. The town is very small, but its Council of the Knife led by Quincy the Quick has far reaching influence in criminal affairs. The people of this town are known to be very tight-lipped...and very dangerous. Galen Green, Phineous Thorn, and Lord Bradley Dumit have all offered extremely large rewards for whoever tells them the location of Tunis. So far, no thief of Tunis has been brave enough to risk Quincy's wrath and collect the reward.

_______________________________________________________

ADVENTURING GROUPS

The adventuring groups represented here are a selection from the many legends and tales that circulate regarding brave and bold heroes in the Azure Kingdom. Additional groups will likely be encountered during the actual game.

THE ADVENTURERS FIVE - Years ago this group was sent to Respite to save the kidnapped daughter of an elite family. "Princess Margot" had been spirited away by an half-elvish warriormage often referred to as the Red Jackal. The group never returned. Years later two members of the group did reappear, but they would never discuss with anyone what had happened to the other members of The Adventurers Five or to Princess Margot. These two members eventually joined the Madmen of Ridore.

MADMEN OF RIDORE - This group is led by Mad "Remy" Remington, who is reputed to be a fallen Paladin. The group's erratic behavior is responsible for a general misunderstanding as to whether they are do-gooding heroes or selfish thieves. They often seem to be on the wrong side of a fight, and have had several clashes with Thorn's Men. They make their headquarters in the Valley of Ridore just inside the Forest of Ancients. Two of their members are the only remaining survivors of "The Adventurers Five."

THORN'S MEN - Led by Sir Phineous Thorn, these are the pious members of the Order of the Rose. They believe in the code of chivalry, and are charged with "policing" the activities of other knightly orders. They tend to be fairly judgemental and have a reputation for being a bit snooty and mean about it. Thorn's Men is a specific squad among the local Order of the Rose, and are considered the Order's elite. (See "Sir Phneous Thorn" in the Supporting Cast section for an illustration of him.)

_______________________________________________________

SUPPORTING CAST

The following are some of the interesting people (both alive and dead) that the characters will meet or learn about during the actual game.

CAMEO - Powerful mage and advisor to King Senaca. No one knows what happened to Cameo after the death of his liege. Some say he sacrificed his own life attempting a dangerous spell that would bring King Senaca back to life.

LORD BRADLEY DUMIT - This lord rules over the fortified township of Dumit, as his family has for centuries. He is a fierce warrior, and a brilliant strategist. His township has single-handedly held back invading clans from the Grasslands of Shronth for over 500 years. Dumit's laws are forged into iron, and his punishments for criminals show absolutely no mercy. The law-abiding citizens of the Town of Dumit love Lord Dumit. (See illustration next to the town of "Dumit")

CAPTAIN FELD - A loyal warrior and Capt. of the Guard of Greenmark. Known as a "by the book" bureaucrat, Feld collects all manner of taxes in Greenmark to support the Guard and its efforts to protect the region around Greenmark. He is known as a fair man, with a reputation for being humorless.

THOMAS FURFOOT - This middle-aged halfing runs the Inn of the Green Grape in Greenmark. He is kind, and is trusting to a fault.

GALEN GREEN - The founder and leader of Greenmark. A powerful ranger, but also a mystic of sorts. He has gotten more and more into the study of the magical and spiritual realms. He has basically let Capt. Feld take over the day-to-day leadership of Greenmark. Galen is occasionally seen flying about his lands on a hippogriph. (See illustration next to the town of "Greenmark.")

DUTTON HOBBS - The bard of the Keep of the Azure Ice...he is suspected to have died or left the region over 500 years ago when King Senaca died and the Kingdom fell. Many songs are sung of the wonders of his musical ability. He is known to bards across the World of Kempin as probably the best harpist and singer to ever perform. He has attained practically demi-god status among musical performers. Some say he never died, and still walks Kempin, playing in quiet bars and taverns where-ever men will listen and appreciate his skill.

THE HOODED MAGE - A wizard of some accomplishment, he masks his identity with a mask and hood. There are many rumors as to why he hides his identity (to avoid the law...he is from a well-known rich family...he is not actually human, etc), but no one is sure the true reason. He is known to protect the weak, and to have interceded on behalf of human-kind in several small wars in the Azure Kingdom. It is often whispered that he has made a large amount of money from his "alturistic" activities, and that he has a weakness for the finer things in life (fine wine, fine women, fine gold, etc.)

QUEEN JUDITH - Wife to King Senaca, it is said that she killed herself over 500 years ago after the mysterious death of her husband.

MERICK, QUEEN OF THE GOBLINS - Many descriptions of Merick are spoken of in hushed whispers by the men and women of the Azure Kingdom. To some she is an evil goblin sorceress, leading a dark army of goblin mauraders across the less populated areas of the Kingdom. To others, she is seen as a powerful goblin mystic who leads her goblin clans kindly, but with a firm hand. Regardless, all respect her power.

QUINCY THE QUICK - Little is known of Quincy, except for the fact he leads the Council of the Knife in the town of Tunis. It is known that he came from a very poor background, and worked his way up throught the ranks of the criminal world. (See illustration next to the town of "Tunis")

MAD "REMY" REMINGTON - Reputed to have once been a Paladin, he raised an army 10 years ago and laid siege to an evil mage's mountain keep. A year later the mage, Zelagorn, had lost…but at a terrible cost. Remington was now a fallen Paladin, and has been known for his erratic behavior ever since (thus the nickname). During that siege, Remy met Grim Thomas and Rotting Robert, and they formed the adventuring group the Madmen of Ridore.

KING SENACA - King of the Azure Kingdom, after his tragic and mysterious death, the Keep of the Azure Ice was abandoned and the Azure Kingdom fell. It is a well-known legend that King Senaca negotiated a peace between the men and giants, and established the Storm Gates. King Senaca would travel to the City of Stormgate twice a year. Once to open the Gates and begin the rule of winter, and once to close the gates and let summer reign. After his death, the Gates remained open, and winter has ruled for over 500 years.

SIR PHINEOUS THORN - A pompous and judgmental man, he is a fierce defender of all things good and lawful. He lead's an adventuring group called Thorn's Men and heads the local priory of the Order of the Rose. He takes very seriously his responsibility for "policing" other knights and knighthoods, and will not tolerate a straying knight.

VENDRA - An evil mage who once offered human blood to demons in return for power. He died centuries ago, and no person now knows (and no map shows) the location of his ancient and abandoned castle.

WAHLQUIST - After the war between Swaldune and the mainland a little over a hundred years ago, it came to the attention of the Council of 13 that the mage-kings of Swaldune were making deals with demons in order to reverse their defeat at the hands of Warlord Jestak. Wahlquist was an ancient and powerful mage (it is said he was a peer with Cameo) that was the head of the Council of 13, and a foremost expert on countering and destroying demons. He raised an army of mages and assaulted the island of Swaldune directly…cutting a violent swath across the countryside. The deal between the demons and The Souless Ones was disrupted, but Wahlquist died in the battle. His body was magically preserved and placed atop a huge pillar at the site of the battle on Swaldune, and to this very day Wahlquist's body "keeps watch" over the activities of the mage-kings. Wahlquist's Towers (his home) was located in the interior regions of the Azure Kingdom.

ZELAGORN - A powerful mage who 10 years ago attempted to carve out a small kingdom for himself from the remains of the Azure Kingdom. His armies marched forth from his mountain keep and were highly successful for a time. Eventually a young Paladin named Remington raised an army and laid siege to Zelagorn's mountain keep. A year later, Zelagorn's keep fell, but the cost was great. Remington had fallen from his Paladin's code, and was dubbed Mad Remy by his men. It was during this siege that the Madmen of Ridore's three members met and joined forces. There are many versions of what actually happened to Zelagorn….

_______________________________________________________

SITES IN THE AZURE KINGDOM

These are just some of the sites that characters will be able to visit during the actual game.

CITY OF THE FORGE - Incredibly cold and inaccessable, this is the site where the Unifier's sword, Savior, was forged in the fires of creation. Perhaps this is just the stuff of legend, though!

GUNDERUNK - The lands that the Ork tribes claim as their own is referred to in the common tongue as "Gunderunk." Some say that the Orks are violent stupid monsters that are a plague upon the land. Others say that the Orks are primitive, but possess an interesting and sophisticated mystical philosophy all their own. The number of 1/2 Orks that have appeared lately suggest the latter, since most of these 1/2 Orks are not the result of rape. Everyone agrees that the Orks are fearsome warriors, and that humans living in the area of Gunderunk should be careful not to raise their ire.

KEEP OF THE AZURE ICE - A castle at the "top of the world," it is built of the native blue stone...and over a long period of abandonment has become covered with a thick coat of ice. In the light of the sun and the moon, the Keep glows with an unearthly blue aura. This was once the home and court of the last Azure King...Senaca, his wife Judith, his powerful mage and advisor Cameo, and the bard Dutton Hobbs. The Keep was finally abandoned to the ice over 500 years ago, upon the tragic and mysterious death of King Senaca himself. (See illustration of the Keep under "History of the Azure Kingdom.")

LUDWIG'S KNOLL - A large forested string of hills at the southern edges of the Azure Kingdom, this is the home of the Gnomes. They have much more contact with the Halflings of Whyx, than with the humans of the Azure Kingdom. When a gnome does wander out and become involved in human society, it is always with great impact. Their mechanical knowledge often improves (and complicates) the lives of the humans with which they settle. There are legends that some gnomes are capable of creating "technisms," which are "living" mechanical recreations of organic life-forms. It is said that Emperor Jestak rides a horse into battle that was crafted by gnomish hands with a skin of metal, and innards made of gears, wires, pistons, and springs.

THE PATH OF DEATH - A series of caverns long considered to be sacred to Ork barbarians. Though its location is not known to humans, it is said that if one accidentally wanders too close to the caverns, the Ork priests who guard the Path of Death will obliterate you and your travelling companions from the face of Kempin. The Orks bury their dead in these caverns.

ROSEHILL, THE ORDER OF THE ROSE - The "Castle on Rosehill" is the home and headquarters of the local priory of the Order of the Rose. They believe in the code of chivalry, and are charged with "policing" the activities of other knightly orders. They tend to be fairly judgemental and have a reputation for being a bit snooty and mean about it. "Thorn's Men" is an elite squad within the Order. The Castle itself is circled by a monsterous wall of red roses, the thorns of which are said to be 4 to 6 inches long.

THE VALLEY OF THE MISTS - Up in the thick ice and cold of the mountains is a steaming hot valley rich with tropical plants and flowers. This hidden and mysterious valley is the home of a place of learning called Viesland. Occasionally a monk from Viesland will be exiled from the order, and will wander among the cities of the Azure Kingdom. It is said that the exiled monks rarely speak, and when they do their words often come out in strings of confused riddles. Regardless, in open-handed combat, no one can challege a Monk of the Valley.

VENDRA'S CASTLE - A castle deep within the mountains where an evil mage once offered human blood to demons in return for power. When Vendra died, the castle was abandoned...and unvisited all these many years, its exact location is unknown. It appears on no maps.

WAHLQUIST'S TOWERS - A few crooked stone towers made up the home of this ancient and powerful mage. After his death, an apprentice named D'Aranor attempted to fill Wahlquist's shoes in the eyes of the people of the Azure Kingdom. He was not up to the task, and after several defeats at the hands of various mages of the dark arts and a rampaging ice wyrm, D'Aranor retired from public service. He began a School of Magic, and to this day most mages that work for good in the region at one time or another studied at Wahlquist's Towers.

_______________________________________________________

GEOGRAPHICAL FEATURES

These are only some of the geographical features that characters will encounter during the actual game.

THE BLUE MOUNTAINS - The blue mountains are unique, in that most of the rock that makes up these towering peaks has a strange blue cast to it. Long ago it was discovered that the blue rock has a natural resistance to magic…and the building began! The blue rock is shipped around the world (at great cost) so that powerful lords can build their castles and towers from rock that can't be easily affected by their enemy's mages. To properly build with the stone, most lords also contract with the Black Dwarves to have a building crew respond and oversee the construction, something at which the Black Dwarves excel.

DARK WOODS TUNKERAK - Home to a variety of bandit groups, these woods are a refuge for those criminals that are running from the law. The Knights of the Rose, due to the location of their priory at Rosehill are in constant conflict with these bandit gangs. It is said that the woods are also home to an ancient evil…and a mysterious bandit cult that worships this dark power.

FOREST OF THE ANCIENTS - A large unbroken forest in the Blue Mountains, it has quite the reputation as a dangerous and deadly place to visit. Simply standing on its fringes, one is caught up in the heavily charged magical atmosphere that exists within the forest.

THE FOREST GREEN - This forest is under the protection of Galen Green (see town of "Greenmark"), and is home to a variety of exotic and protected creatures. Galen Green severely punishes anyone who endangers this forest preserve. Deep intrusions into this forest are discouraged, but those that risk it come back with wondrous and fanciful stories of unicorns, hippogriffs, fairies, and trees that walk and talk.

_______________________________________________________

NEIGHBORING LANDS

THE BLACK DWARVES - A rather cheerful sort of Dwarf, they are known for the dark color of their skin, and in all appearances are the same color as Drow. They love building walls, towers, castles, buildings, and bridges from the native blue stone of this region. They are not that skilled at tunneling nor all that beholden to gems and gold, unlike the more traditional Dwarves that live far to the south. These dwarves live mostly in the western portion of the Blue Mountains, much closer to the Feron-Jacobe Empire than they are to the Azure Kingdom. They avoid at all costs contact or involvement with the Giants that live towards the center of this mountain range. Most human residents of the Azure Kingdom look upon the Black Dwarves with a fair amount of respect and wonder.

THE CITY-STATE OF CORNWALSH - This city lies to the north of the Azure Kingdom, and is a very closed and inbred society by all accounts. It has resisted all efforts to engage in fair and proper trade, and prefers to isolate itself. It has resisted all efforts to raid it by the riders of the Grasslands of Shronth, but it is not considered a true military power. In truth the nature of the society, religion, and way of life of those inside this walled city-state is virtually unknown to outsiders. Visitors are not welcome. Most human residents of the Azure Kingdom speak of Cornwalsh in hushed whispers, and with a certain amount of fear.

THE GRASSLANDS OF SHRONTH - These rolling grassland hills and plains are home to vast nomadic horse-clans. They are known for their amazing riding skills and their cleverness in battle. Their society is a complex series of clan-debts…and various clans struggle constantly for dominance. Both Emperor Jestak and his wizard advisor Vavasha were born and raised in the Grasslands, and only later traveled to the lands that now make up the Feron-Jacobe Empire. The Iron Clan has ruled the Grasslands of Shronth for many years now, and is occasionally responsible for raids into the lands of the Azure Kingdom. Most human residents of the Azure Kingdom look down upon the people of Shronth as violent barbarians.

LORNKI - To the north-east of the Azure Kingdom, separated by an arm of the Blue Mountains, lies the isolated grassland nation of Lornki. It is populated mostly by farmers, a few fisherman, and a secretive ruling priesthood. Gilgamesh is the aging ruler and High Priest. The ruling priesthood and the common people are plagued by the evil activities of the devil-priests of Tai-Fon, a mysterious and mystical city hidden within the fringes of the Blue Mountains. Most human residents of the Azure Kingdom are intrigued by the mystery and mysticism of Lornki, but have a great fear of the devil-priests of Tai-Fon.

WHYX - This hilly woodland home of the Halflings lies on the coast to the South. Infrequently Halflings will make their way to the north into the Azure Kingdom, but only the most adventurous Halflings! The Lord Sheriff of Whyx is Marcus, "The Small but Powerful." To a certain degree the technical knowledge of the Gnomes of Ludwig's Knoll has been shared with the halflings of Whyx…and many technisms wander the forested hills of Whyx. Most human residents of the Azure Kingdom see Halflings as curious (but sometimes annoying) "little brothers," while gnomes are often met with at least a little friendly caution.

_______________________________________________________


...THE LAST WORD

Please remember that the material provided above is a STARTING POINT. There will be more legends, more NPCs, more information that will become apparent to the characters as the adventure continues. There is no need to do any memorization or studying! Just read through the material so that you will be at least a little familiar with it.