Dark Ages of Erinmoor
Barony of Erinmoor Campaign Details
Erinmoor is the northernmost outpost of human influence on the continent of Berel. Erinmoor was once a far flung province of the Berelian Empire before civil war 50 years prior brought down the Emperor and anarchy spread throughout the Empire. A parallel to our own world would be the end of Roman rule in Britain. An area previously under the protection of a great empire is forced to now defend itself from onslaughts of outsiders. In ancient Britain these outside invaders were the Welsh, Irish, Angles, Saxons, and Danes. In Erinmoor they are barbarian tribes, hobgoblins, giants, demon worshipping lich kings and worse.
Ruled by Baron Otho Magnus from the coastal city of Tol Celonath, the Baron and his family members form the top of a feudal pyramid which maintains a tenuous rule of the settlements along the River Erin north to Wyleth at the foot of the Frostguard Mountains. The Baron and his family are members of the ethnic Berelian group.
Erinmoor is dominated by the humans who live along the banks of the Erin River. These humans are made up of two distinct ethnic groups. The nobility, social, and economic elite are made up mainly of ethnic Berelians. Berelians in Erinmoor are descended from the imperial conquerors who colonized this area 400 years prior. While their control was long maintained by the presence of Imperial legionnaires, the removal of the Imperial soldiers find the remnant Berelian nobles holding tenuously to power over the more numerous skaldi peasntry. Berelians make up roughly 20% of the population.
The non-Berelian population of Erinmoor is known collectively as skaldi. The ethnic skaldi were divided among hundreds of clans and family groups when the Berelians colonized the area. Slowly subjugated, most ethnic skaldi have lived peaceful lives as farmers, herders, loggers, miners, and towns people under the relatively benign rule of the Berelian elite. Two notable exceptions are the rough Lakemen of Lake Erin, and the Hill Men. The Lakemen live on the edge of the law as traders, smugglers, hunters and fishermen. Lakemen live on their boats, in stilted longhouse villages in the marshes of Lake Erin, or in Mucktown, the only town containing a sizeable portion of Lakemen. The Hill Men live in the barren and trackless hills on the borders of the Jun Wastes. Completely uncivilized and never conquered by the Berelians, the Hillmen tribes are reclusive, xenophobic barbarians.
Dwarves can be found in small numbers throughout Erinmoor. The largest dwarven settlement in the area is Karak Dur in the eastern Frostguard Mountains. The last bastion of a once great dwarven nation, Karak Dur is a fortress city which protects dwarven mines in the surrounding region.
Elves are rare in Erinmoor, and most hail from the elven city of Las Hathol in the Leafblade woods.
Halflings recently settled along the River Red in southern Erinmoor. Refugees from the civil wars to the south, they manage their own affairs while swearing fealty to Baron Magnus.
Half-elves are very rare in Erinmoor, as well as the the rest of Berel.
Tol Celonath – Situated at the mouth of the River Erin, Tol Celonath is built on the ruins of an ancient elven city. The original city was flooded by a shift in the course of the River Erin. The largest city of the Erinmoors area, it is also the seat of Baron Magnus’ power. Population approx 10,000, this population can double during festivals or time of siege as landholders and serfs from surrounding farms swell into the city.
Dol Annon – Dol Annon is a fortress built upon the ruins of another elven city. Standing where the River Erin rumbles through the last highlands before entering the slow farmlands down to the sea, Dol Ammon is the historical bastion against the wilder north of Erinmooor. Population Approx 2000 with 1000 being soldiers.
Mucktown – Mucktown is a town built on trade across Lake Erin with goods coming down from the Frostguard Mountains. Most of the citizens live on the shore behind a palisaded town, while a few Lakemen reside in stilted longhouses on the lake itself. Mucktown has a large population of retired or semi-retired adventurers, many who have gained wealth while plundering the nearby Barrows, or as smugglers and mercenaries. Population approx 600
Dinan – Dinan is a village of mixed dwarf and human population. Co-ruled by the Barony and the dwarves of Karak Dur, it serves as a shipment point for goods moving south across Lake Erin, and a homebase for prospectors, miners, and adventurers brave enough to enter the Frostguard Mountains. Population approx 300
Wyleth – Wyleth is the northernmost human settlement in Erinmoor. Populated by hardy and stubborn pioneers, adventurers, and outcasts from lands farther south, Wyleth is only nominally ruled by the Barony. Population approx 200
Leafblade Woods – The Leafblade woods are the home of most of Erinmoor’s elven population. Non-elven humanoids are not allowed to enter the woods, except in the sliver of forest on the western side of the River Lea. This area is ceded to the humans by treaty with the elves for timber harvesting and hunting.
Jun Wastes – Stark, barren, cold northern wastelands which hold the ruins of the ancient magical city of Nuria. Legend holds that ancient Nuria was a garden city ruled by wizards and the surrounding wastes a lush and fertile plain. The ruins of Nuria are a massive graveyard haunted by creatures from other planes and the pits of hell. The black river Nur drains the wastes without providing nourishment to the thirsty and dead lands which surround it.
Frostguard Mountains – Forming the northern frontier of Erinmoor, the Frostguard Mountains hold back the snows and glaciers of the frozen wastes beyond. Once the home of numerous dwarven settlements, the Frostguards are now populated by goblinoids, giants, dragons, and worse. One exception is the beautiful and fey-touched river valley of Silvermere. Home of Erinmoor’s Druidic Order, the Grand Druid and his followers protect this pristine valley from intruders, both monstrous and human alike.
Blackshadow Forest – The Blackshadow Forest is an ancient and dark wood which lies brooding on the western borders of Erinmoor. Untouched by woodsmen or hunters, the Blackshadow is known to be haunted and cursed. Somewhere deep within this black wood is a clearing containing the ruined tower of Morlond. Once the home of a powerful and insane elven Wizard, the tower is rumored to be guarded by magical constructs and monstrous slaves. The untouched treasures and artifacts of 500 years of adventuring and study are said to await the bold robbers who penetrate it’s walls.
The Pit – A gigantic open crack in the ground, the Pit is a jagged scar left by a reputedly magical earthquake triggered deep beneath the Frostguard Mountains. The 2000’ deep and 30 mile long canyon created by the quake exposed a bewildering warren of tunnels, chambers, and caverns. Initially the Pit was the site of a tremendous gold rush as human and dwarven prospectors raced in to mine the veins of precious metals and gemstones now exposed to the sky. Soon however, goblinoids and horrors of the deep begin to pour forth from the open tunnels, hunting the miners and eventually driving them from the Pit. Only the bravest and most foolhardy now enter the canyon in search of the treasures said to be lying in plain sight.
Mines of Azril – Once the westernmost city of the Frostguard dwarves, this city was the first to fall during the genocidal Orc Wars which almost drove the Frostguard dwarves to extinction. Ruled by a succession of humanoid chiefs and kings for the last 500 years, Azril remains both a nightmare of despair and a dream of revenge for most dwarves in the north.
Nulbilnarg – A fortress city of the hobgoblin Blackened Head tribe, and the center of a flourishing slave trade with lands farther west.