The Argoth Empire (everything you need to know)

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ARGOTH (The Nation)

Alignment: Chaotic Neutral
Capital: Dagin (32,000)
Notable Settlements: Barreldon (1,000), Brunderton (1,200), Eagle’s Watch (2,000), Farreldon (1,000), Grayhaven (6,000), Highdelve (4,500), Parabor (4,500), Port Ice (13,000), Restov (18,000), Silverhall (4,000), Stoneclimb (2,500), Tarsis (2,500), Winterbreak (6,000)
Ruler: King Regent Marek Surtova
Government: Hereditary Monarchy
Language: Common and Dwarvish
Religion: The 5 sided One (Abadar)
In the far northeastern reaches of Avistan (Continent), the land and its people become harsh and unforgiving. Winters are long and deadly here, forcing common folk to scratch out a meager existence farming the near frozen soil and fishing its rivers and lakes during an all too short spring and summer. All the while, the lords of the land plot in their keeps and strongholds, jealously eyeing their neighbors’ domains. This is the nation of Argoth.

The northern half of Argoth consists of the once independent nation of Issia. A stark landscape of sparsely vegetated, rugged hills, the region exhibits a uniformly poor quality of the soil that makes it nearly impossible to grow anything here. The people live primarily on fish from the Lake of Mists and Veils, a diet supplemented by food shipped up from Rostland or areas farther south. In centuries past, the people of Issia were infamous raiders, and their river-raiding craft were feared along the length of the Sellen. South of the Gronzi Forest lies Rostland, a vast rolling plain of fertile grasslands, dotted with farms and small villages, and serving as breadbasket of the north and homeland of the Aldori swordpact.

On the whole, Issians are a reclusive and enigmatic bunch. Each village has its own traditions dating back hundreds of years. Outsiders find themselves distrusted and shunned. Rumors of bloody rituals and human sacrifice remain unsubstantiated, but in the faraway cities of Restov and Dagin, people whisper that the true masters of Issia remain hidden beneath the waters of the Lake of Mists and Veils, emerging in the dead of night to strike terrible bargains with the villagers.

The people of Rostland are mainly farmers, craftsmen, and tradesmen. Most are outgoing, happy, and welcoming of strangers—as long as the strangers are willing to conform to the local customs, of which there are many. This apparent welcome is somewhat misleading, however, as the people of Rostland are obsessed with honor and personal standing and take offense at the slightest provocation. One wrong word is likely to find the offender in front of the local magistrate or facing a prospective duel. But if outsiders take the trouble to learn their customs, Rostlanders prove to be fast friends and staunch allies.

HISTORY

Argoth is a relatively young nation, having only existed since 4499 AR (After Reckoning). The history of Argoth before this time is the history of two often-warring nations, Issia and Rostland. The coming of Choral the Conqueror changed all this. After securing the defeat and surrender of the two nations, Choral christened his family House Rogarvia. Choral only ruled his new land for a decade before disappearing, leaving his descendants to rule, using the threat of the conqueror’s return and his fearsome dragon allies to maintain their power. The dragons seemingly disappeared after Argoth’s creation, but they returned once to lay siege to Skywatch, an observatory-fortress held by those still loyal to Rostland. The Rogarvians’ rule ended with the mysterious disappearance of every member of House Rogarvia in 4699 AR, leaving Argoth in a precarious political position.

Legend of Choral’s conquest

Folk tales and legends speak of Choral as arriving at Needle Lake, the current Lake Reykal, with a ragged band of soldiers and knights numbering just over three hundred. After his arrival he declared the creation of a new nation called Argoth that would encompass much of the land that was then Issia and Rostland. This declaration was almost completely ignored by both nations as neither perceived Choral as a threat. Rostland eventually had to deal with Choral when he began sending tax collectors from his settlement of Dagin to force the citizens to support his usurping government. They sent a small army to deal with the proud warlord. Rostland’s army seriously underestimated Choral’s cunning, and their army walked into an ambush. They were lured into a river canyon south of Dagin where Choral unleashed his secret allies, red dragons. Their flames devastated the Rostlandic army as it was trapped in the canyon with no way to escape. There were few survivors. After this the dragons rampaged across much of Rostland proper, forcing its leaders to surrender within days. Seeing the devastation Choral caused in Rostland, the Issian lords surrendered immediately, declaring themselves to be a part of his new aristocracy.

Real conquest
Choral actually arrived via crossing the Lake of Mists and Veils from Iobaria. He met with Lord Nikos Surtova of Issia, who immediately surrendered in the face of a large army in exchange for retaining their prestige and possessions. House Surtova became vassals to House Rogarvia. Only then did Choral turn his attention to Rostland and the Aldori Swordlords, who did fall in much the same way as the legends recount.

GOVERNMENT

House Rogarvia ruled Argoth for exactly 200 years, until the entire family vanished in mid-winter. No evidence was found to indicate why or how they disappeared. The country is currently ruled by King Marek Surtova of House Surtova, who claimed the throne on the 21st of Kuthona, 4699, due to his being of the line of Nikos Surtova and Myrna Rogarvia. At his side sits his sister, Natala Surtova, who reigns as an unofficial Queen, ostensibly only until the bachelor-King Marek Surtova marries—something which the populace has been hoping he will do.

The monarch lives in the Ruby Fortress, sitting on the Dragonscale Throne.They have only maintained this rule by allying with former enemies and using fear of the return of Rogarvia as a tool to unite Argoth and its seven noble families. Most of Issia supported the ascension, but Rostland has done so reluctantly. Still, some Houses, such as House Orlovsky, only acknowledge Marek as reigning Lord Regent and diplomatic relations are growing tense. Increasingly, it appears that Argoth is on the verge of collapsing back into two separate nations.

Today, seven great noble houses dominate Argoth’s political landscape. Most of these date back to before the arrival of the Conqueror, when they existed as powerful tribes of raiders and barbarians. Choral apportioned lands and titles to those lords willing to pledge fealty to him, reordering the houses into their modern forms.

NOBLE FAMILIES

Many of these families can trace their lineage to before Choral. Some were barbarians and raiders, elevated to nobility for pledging fealty to the Conqueror. Males lead the house, with the eldest son inheriting his father’s titles and estates. Other sons may receive something, but there is no law that requires this to be significant. Women can be regents for male heirs under 15 years old and often work behind the scenes to influence the lord. Noble families are relatively large, with most preferring to ensure at least two sons. Since Argoth’s founding, there have been a lot of marriages of alliance among the major houses.

The seven major houses are:

  • House Garess, motto: “Strong as the Mountains” Based in the eastern foothills of the Golushkin Mountains, House Garess has many strong ties to regional dwarvish clans.The valleys and lowlands of the Golushkin Mountains are the domain of House Garess, founded on both the defensibility of the mountain terrain and the mineral wealth the house has brought out of the peaks for generations. House Garess once had a profitable alliance with a clan of dwarves living in the Golushkin Mountains, serving as brokers of a sort for the ores, metals, and worked goods the Golushkin dwarves produced. Lord Howlan Garess even took Toval Golka, the son of the clan-chief of the dwarf hold, as his ward (some say more as a hostage than a guest in Grayhaven Castle). This proved fortunate for young Toval, as Grayhaven lost all contact with the dwarf hold of Golushkin during the same winter as the Vanishing. With his own son Bren lost inside the mountains, Lord Howlan, a widower with no other children, has named Toval his adoptive heir. This has earned the dwarf, now a skilled young warrior in his own right, few friends in Grayhaven. House Garess’s crest is a snow-capped mountain peak in gray against a dark blue field like the sky, with a silvery crescent moon in the upper right corner and a black hammer across the base of the peak, head toward the left. Its motto is “Strong as the Mountains.”
  • House Lebeda, motto: “Success Through Grace” This house controls much of the plains southwest of Lake Reykal, as well as much of the shipping interests on the lake itself. The Lebedas of Lake Reykal are known as the most “Rostlandic” of Argoth’s noble houses, having inherited a good deal of Taldan blood and tradition, including a fondness for sword fighting and an appreciation of the finer things. Their family seat of Silverhall is one of the grandest castles in Argoth, its spires rising above the shores of Lake Reykal. The Lebedas earn and maintain their fortune as merchants and brokers between the northern and southern reaches of Argoth, and control much of the shipping across the lake. Dame Sarrona Lebeda has ruled the house as regent since the death of her husband, but their son Lander is approaching his majority, when he will become lord of the house. His older sister Elanna spends a great deal of time representing their house in Dagin, and rumors claim the Lebedas are looking to arrange a marriage between her and Marek Surtova. Naturally, Natala Surtova hates the young and charming Elanna Lebeda with a passion. House Lebeda’s crest is a white swan, serenely sailing across a blue expanse, with the sun on the horizon behind it. Whether the sun is said to be rising or setting depends on the house’s fortunes, but the Lebedas’ sun appears ascendant at the moment. Its motto is “Success through Grace.”
  • House Lodovka, motto: “The Waters, Our Fields” Located on Acuben Isle and the central northern coast, House Lodovka has the strongest presence on the Lake of Mists and Veils, having never abandoned their traditional waterborne ways. Whereas House Surtova slowly changed their waterborne ways to focus on their lands and political affairs in Argoth, House Lodovka has remained strongly interested in maritime affairs. They have steadily grown their fleet of ships in the Lake of Mists and Veils and their influence along their lakeshore lands and the trade routes crossing the waters. House Lodovka claims comparatively little land in the northernmost areas of Argoth, and much of the land they hold is unsuitable for farming, but the house has many vessels hauling catches of fish and freshwater crabs from the Lake. Lord Kozek Lodovka is at heart a cunning old pirate with a love of the water, looking to do right by his house, his family, and his people. House Lodovka’s crest is a greenshelled crab climbing from the blue waters toward the gray band of shore surmounted by a gray tower-keep in the center, against a backdrop of black. Their house motto is “The Waters, Our Fields.”
  • House Medvyed, motto: “Endurance Overcomes All” The easternmost house, Medvyed claims much of the Gronzi Forest. They are a hardy folk who remain associated with the “Old Ways” of worshiping nature. The easternmost house, Medvyed claims lands nestled against the Icerime Peaks and the Gronzi Forest, and rules them from the fortress of Stoneclimb in the lower peaks. They are a hardy folk, raisers of mountain goats and sheep, hunters in the Gronzi Forest, and cultivators of what good land can be found on the edges of their harsh territory. The Medvyeds and their people hearken back to the “Old Ways” of worshiping nature in its myriad forms. Isolated forest and mountain shrines to the “Old Ways” are more common than temples of the 5 Sided One. Lord Gurev Medvyed loves to hunt, ride, and feast with his men, and dotes on his wife and children. House Medvyed’s crest is a black bear, rampant against a red field, with a spread of black antlers above the bear’s head. Its motto is “Endurance Overcomes All.”
  • House Orlovsky, motto: “High Above” Northeastern Argoth is controlled by House Orlovsky, a family that traditionally seeks to remain above petty politics. From Eagle’s Watch on the slopes of Mt. Veshka, House Orlovsky seeks to remain above the conflicts in Argoth, both figuratively and literally. Unfortunately, the house’s role as a staunch ally of the Rogarvias has placed it in an awkward position under the current regime. Thus far, House Orlovsky has refused to acknowledge Marek Surtova as anything other than Lord Regent in the absence of King Urzen or a true Rogarvian heir, but it is becoming increasingly clear which way the political winds are shifting. Lord Poul Orlovsky will soon be forced to either declare for the man he considers a usurper and opportunist, or seek to overthrow him and claim the Dragonscale Throne for himself (or another he finds worthy). An alliance between Orlovsky, Garess, and Medvyed could divide the nation, and cut the Surtovas’ travel and supply routes between Port Ice and Dagin, but any such arrangement must be cultivated discreetly. House Orlovsky’s crest is a black eagle against a gold field, wings spread, feathers almost touching at the point of the base. Its motto is “High Above.”
  • House Rogarvia, motto: “With Sword and Flame” Until recently, House Rogarvia ruled Argoth. Their recent disappearance has thrown the nation into chaos. Looking to secure himself and his progeny as high a place in the new order as he could, Nikos Surtova offered the hand of his daughter, Myrna, in marriage to Choral, binding the house of the Conqueror with his own. Since Choral’s final victory in the Valley of Fire, House Rogarvia has ruled Argoth, until the recent mysterious disappearance. The house built the Ruby Fortress in the city of Dagin as its stronghold, and Urzen Rogarvia sat on the Dragonscale Throne up until 4699, when the entire family vanished overnight. The Rogarvias were well known as ruthless rulers, determined to hold Argoth together in the Conqueror’s name by whatever means necessary. Still, while their loss was not overly mourned, the stability they represented has been. Loyalists have continued to call for investigation into the Vanishing and make much of the fact that their rule lasted precisely 200 years, but it has become increasingly clear that House Rogarvia will not return soon, if ever. House Rogarvia’s crest is a two-headed red dragon, one head breathing flames, the other bearing an unsheathed sword, representing Choral’s legendary conquest, against a quartered field in white and gold. Its motto is “With Sword and Flame.”
  • House Surtova, motto: “Ours Is the Right” The most influential house, Surtova is also its oldest. They control Port Ice and much of northwestern Argoth. The most influential house in Argoth, House Surtova, is also the oldest, established in Issia centuries before Choral’s arrival. The Surtovas were infamous pirates and raiders in those early days, and with the Conquerer’s coming were able to parley captured wealth into lands and titles. What started out as a defensible fortress became Port Ice, a settlement that has been the seat of Surtova power for generations. Nikos Surtova’s alliance with Choral secured House Surtova’s place at the right hand of the ruling house, and allowed them to move quickly into place after the Vanishing. The Survotas established a “regency” in the absence of King Urzen, which has quickly become the de facto succession to the crown. King Marek Surtova sits upon the Dragonscale Throne, while his sister Natala Surtova reigns as unofficial “queen,” as her brother is as yet unmarried. Rumors say Natala enjoys her role (and her influence over her brother) far too much to embrace the idea of a proper sister-in-law. Still, there is considerable pressure for Marek to choose a bride and produce heirs for his new dynasty. The Surtova crest is a gray ship against a field of blue below and black above, the upper shield spangled with silver stars. Its motto is “Ours Is the Right.”
  • The Aldori Swordlords: Bandits from the River Kingdoms and Issia nearly spelled the end of the Taldan colony of Rostland in its early years. Sirian First’s reputation as a duelist drew the attention of a bandit chieftain, who offered the baron a wager: half his fortune against the bandit leader’s head, if he could best him in a duel. Baron First accepted, and lost. He paid his due and disappeared, too ashamed to show his face any longer, most assumed. Yet Sirian returned years later as Baron Aldori and, in a highly-publicized “rematch,” defeated his foe in seconds and reestablished his rule in Rostland. Baron Aldori then issued his own wager: 10,000 gold pieces to anyone able to best him in a duel of blades. Thousands flocked to Rostland to answer this challenge, and the “Sword Baron” defeated them all. He founded the Aldori school of sword fighting, and established the influence of the Aldori swordlords over Rostland for centuries. With the change in regime, many swordlords fled Argoth to other realms, such as the River Kingdom of Mivon. A few became sell-swords, prostituting the arts of the Aldori School for the coin needed to buy them food and shelter. The rest primarily settled in or near the free city of Restov.

RELIGION

Abadar (pronounced AH-bah-dar), alternatively known as the Five Sided One, is the only deity worshiped on the continent of Antivan. The Five Sided One is the God of Earth, Wind, Water, Fire and Spirit. He is usually depicted as having fives faces. Religion is a daily part of life for the vast majority of Argoth; The Five Sided One is known to exist and his power is made manifestly obvious through the work of their Clerics and Paladins. Even though many people in Argoth have never have seen an overt display of magical might, clerics can heal sicknesses and injury with a touch and bid plants grow more fruitful with a wave of their hand.

Temples to The Five Sided One can be found in virtually every city and town, sometimes to the multitude of different domains, but usually to a specific cause. Temple complexes also dot the countryside, existing to shepherd the more rural areas. This is not to say Argoth is dominated by religion or that travelers will find temples and clerics at every turn, it is merely to point out that your average Argoth citizen is either religious or at the very least aware of The Five Sided One’s power. Many travelers between cities will merely pass small shrines along the roads or perhaps in the wilderness.

By the same token, anyone with half a brain fears the religious sect belonging to the Fist of Heaven. The Fist of Heaven has sprung into Argoth too many times in the past for the common folk not to have a healthy fear of their might. Their are temples and shrines dedicated to the Fist of Heaven, hidden from sight in the more civilized lands but open to all in the darker corners of the world. They lie in sepulchers and crypts of the grand cities of the West, the dark forests and deep caves of the world, and the Dark Kingdoms of the Far North. From these dark places, people of many races cry praises, perform dark rituals, and give horrific tributes to their beliefs. Most of the followers of the Fist of Heaven do not give such visceral or carnal praise of course, but merely give praise to the Holy Spirit of the Five Sided One and ignore all other dogma that don’t align with their own tenuous code of the holy spirit.

Several common religious views exist, and players will generally fall into one of these categories based on personal upbringing, experience, or teaching

  • Involved: The Five Sided one takes a close interest in the affairs of mortals and they should be feared and respected at all times. More advanced versions of this view cite the direct power of The Five Sided One receive from prayer and devotion, but this debate is at the level of theological studies.
  • Aloof: The Five Sided One is too powerful and too involved in cosmic matters, The Five Sided One couldn’t give a single thought for the comings and going of a single mortal. More advanced versions of this theory fall to one side or another of the following debate: either there are so many mortals that among the vast population one’s actions are meaningless, or that The Five Sided One is so great and glorious that it is arrogant beyond belief to suppose The Five Sided One care for the actions of a single mortal.
  • Apathetic: Who cares? The afterlife is so vast and varied that this life and the next are merely separate stages of existence. One’s actions in this life may influence the next or they may not. Does one follow The Five Sided One? The area? The profession? One’s personal proclivities? Advanced versions of this theory are often based on complex planar studies as well as reincarnation theory.

Earth
This face of earth is the manifestation of the world in all its aspects. The face that grows things, plants and animals: it also represents weather, volcanoes, earthquakes, flood, and many other powerful natural forces. This face is also makers of monsters. The priests are a vigorous sect who insist that everyone, worship this face, for without the earth all creatures on the face of the world could not exist.
Lesser sects of this attribute would represent only one aspect of the earth. One might be a sect of earthquakes, one a sect of stony mountains, one a sect of caves and caverns. Agriculture, Animals, Nature and Vegetation can also be considered lesser aspects of the Earth attribute.

The priests of this aspect good terms with Druids and the priests of Agriculture, Animals, Fertility, Life-Death-Rebirth Cycle, Nature, Seasons, Sky/Weather and Vegetation.

Fire
The face of fire in all its aspects,the spark of civilization, the cleanser of sickness and evil, the terrifying natural force, the special gift of the 5 sided one to man, the principal force behind some sorts of magic.

The priesthood is devoted to celebrating fire and honoring the aspect of this most useful gift. They make burnt sacrifices to the face of fire and learn as much as they can of fire magic.

The Fist of Heaven
The Fists of Heaven is an extremist religious group conveyed to convert the lost souls of Argoth to the holy spirit and the One Face of God. They are the only specialized religious/military soldiers in all of Ativan. Members of the Fists of Heaven are generally hybrid orcs, but any devout follower can attain significant rank among them. Included in them is another elite group, the Ghost-Faced Orog, each member carries a specialized crafted weapon bonded in dark magic that provides them with strength and speed allowing them to better blend in with the shadows.

The weapons are activated by touching a drop of the user’s blood to it while wearing it, but the granted attributes come at the cost of the user’s life. Within a matter of days, the life of the user is leeched away by use of the weapon. While the user can drain life from another with the weapon, the process is only slowed due to the irreversible nature of the dark magic.

The weapons are master crafted with cold iron and usually engraved with vines and thorns. After the weapon is activated, the wearer can live for several weeks, at most a month. In battle Ghost-Faced Orogs are always committed to battle, they will not negotiate, surrender, or be influenced by any force unless its brings them closer to their goal. Ghost-Faced Orogs never return from their missions. The main duty of the Ghost Faced Orog is to unconditionally follow orders to the death and cause as much damage as possible.

Torag (Father of Dwarvenkind)
Torag is a stoic and serious dwarven god who values honor, planning, and well-made steel. He is an often distant deity, lending magical power to his clerics, but leaving his followers to make their own way through life, knowing that this will make them strong and determined.
The dwarves believe that Torag created the world at his great forge, striking it again and again with his hammer to get the shape he desired. As rocks tumbled and the sparks flew, the dwarves were born, made of stone with bellies full of fire. These dwarves were created deep in the Darklands and were perfectly suited to their environment. Torag ruled them justly for centuries, and they worked hard to be worthy of his approval. He gave them a single prophecy: that one day the earth would shake, and they would leave their darkened homes to press upwards in a Quest for Sky. When Earthfall struck in -5293 AR, the dwarves took this as the fulfillment of their prophecy, and began the centuries-long migration to Antivan’s surface.

Nearly half of Torag’s clerics are dwarves, and although many humans have taken up his call as well. Among dwarves, almost all of his priests are clerics, with maybe ten percent being paladins or other followers. Among his clergy, nearly all are clerics, and human paladins of Torag are essentially unheard of. Many of his followers are architects, artisans of all stripes, or military planners. He is also popular among guards and city watchmen, who pray to him for protection. As befits a deity so closely associated with the anvil and bellows, the vestments of Torag’s clergy are a long, well-used smithing apron, and hammer. Rings of various sorts (whether worn on the hands, in the ear, or woven into the hair or beard) are also common, symbolizing friendship, debt, or allegiance. Some priests attach badges, rivets, or plates to their raiments that commemorate important life events such as the birth of a child, marriage, or their first forging of a complete set of plate mail.

Findeladlara (Elven Godess)
Findelaldlara is the elven goddess of art and architecture. She believes in preserving tradition and prefers innovation over the creation of something entirely new. She actively supports the preservation of elven culture through the protection of their art and historic buildings. While Findeladlara is a good goddess, she often comes off as aloof, particularly to younger, non-elven races. She is known to judge their work harshly and never answers the prayers of a non-elf.

Priests of the Guiding Hand often craft their own quarterstaves, capping them with silver and decorating them with precious gems and crystals. When shown in art, she appears as a beautiful elven woman in traditional elven dress. She is normally depicted standing beneath an archway of either mithral or branches, whilst being illuminated by the setting sun. Her holy symbol is a hand pointing upward suspending a golden star or flame.

Desna (Mother Moon of Haflings)
Desna is the halfling goddess of travel and journeys, and there are few who traverse the roads who wouldn’t spare her a prayer or a simple-worded plea for benediction. Halfling who travel for travel’s sake make up a large number of her followers, though her focus on luck also makes her a favorite deity among gambling and thieving halflings.

Desna is held in special affection by all halflings, especially those who travel or seek adventure. Traveling halflings take tokens of the goddess and frequent her shrines along their journey. They attribute their special luck and some halflings’ ability to jinx as a gift from the goddess. This luck is personified in the goddess Desna, who halflings believe is Desna’s gift to them.

MAGIC

The common citizens of Argoth, be them farmers or traders or city guards, know about magic. It’s likely that they’ve seen magic spells in action, and have even been the beneficiary of healing magic or other minor effects at some point in their lives. Yet magic is not so universal a part of life for most of Argoth citizens that they’ve come to rely on it. It’s seen most often as an extravagance or a reward used by the wealthy, or in a worst-case scenario as yet another tool a despot or monster might use to oppress honest folk. Magic is thus a source of wonder and awe and of fear, but since it’s not a fundamental part of most folks’ everyday lives, it’s also often misunderstood.

Although uncommonly found throughout the world, magic is still seen as new. Ancient and legendary artifacts, exist but they are extremely rare. Magical equipment is also uncommon. Yet what scholars have determined that magic is progressing and spreading. A few hundred years ago it was rare. Now it is uncommon. They expect in another few hundred years for it to be common.

What this also means is certain magical schools, like Necromancy is unheard of. It’s rare for someone to have witnessed necromantic spells cast, in fact most believe it’s not possible. Undead creatures are very rare. Summoning spells from creature beyond is not heard of either such as Angels, Demons, and Devils. Although people have seen elementals created and used.

  • Known creatures: Beasts, Constructs, Elementals, Fey, Giants, Humanoids, Oozes, and Plants.
  • Myths but never seen: Celestials, Dragons, Monstrosities, Fiends, Abberations, and Undead.
  • Forbidden Languages (Can’t choose at 1st level): Deep Speech, Abyssal, Celestial, Draconic, and Infernal

MAGIC USERS

Rarity
In general, only 1 in 10,000 are born with the capability of melding magic. According to history books, the commonality of magic is rising as it was reported hundred of years ago only 1 in 100,000 had the ability to even cast a cantrip.

The further one draws magic from, the rarer the magic is. Thus, the most common is nature, followed by arcana, and then finally divine.
In large cities, the ratio increases to the point of 1 in 500 are magic users as magic users like to find and associate with their own kind, large cities tend to have universities or places of learning, and the resources one needs for their magic or research.

Dagin has the following magic users:
2 Paladins and 10 Clerics
10 Wizards, 5 Bards, and 2 Warlocks
3 Druids and 15 Rangers
2 Eldritch Knights and 5 Arcane Tricksters

Public Opinion
Most people can not tell the difference between the different users of magic as to them the distinction isn’t noticeable. They can lead people to being suspicious of magic users; however, those in the large cities are friendlier when it comes to magic users. Sometimes relying on them for healing, guidance, or help. Since clerics are associated with a temple, they are the most likely of magic users to be seen as helpful and thus more likely to be friendly towards.

NATURE MAGIC

Ranger
A skilled scout and woodsmen, Ranger draw their energy from the nature or environment just like Druids. They are the most common of nature magic users, and the most common magic user in general.

Druid
More common than other pure magic users, druids tap in to the Feywild world and the Material world. Because of the proximity, it is generally easier for learn druidic magic. Once considered apart of the Arcane arts, they slowly separated as the Druids developed a philosophy of coexisting with the universe where as most arcane users want to control it.

ARCANE MAGIC

Eldritch Knight / Arcane Tricksters
Not generally considered magic users or mages, these people have very limited magical abilities and use it to supplement their martial skills instead of relying on it directly. They most common of arcane magic users as it doesn’t take much sacrifice or talent compared to the other choices.

Warlocks
They most common of the pure arcane users, they receive their powers from a pact with a more powerful creature. That creature than gives some of it’s abilities and powers to it’s servant. So long as the pact remains, the person has his magical powers. It is also the quickest way to gain magical power.

Bards
The second most common of the pure arcane users, they learn a form of magic from the Elves, that of the power of music. By using their instruments and songs they are more easily pull and draw power from the other planes and manifest it the material world.

Wizards
By using one’s intelligence, they have figure out ways to directly tap into each plane and control it themselves. It takes years of studying and practicing to able to cast the simplest of spells, but it is the most rewarding. Due to their powers not being the tied to anything, they are the most versatile and some say true master of magic as they have access to most arcane spells.

Sorcerers
For whatever reason they seem to be directly connected with planer energy as if it is apart of their blood or the air their breath. Although limited in their versatility, they have the capability of channeling more energy into a spell and expand its power. Although Wizards are considered the master of magic, sorcerers are seen as the most powerful. They are the most rarest of magic users as maybe 1 in 1,000 magic users are sorcerers.

DIVINE MAGIC

Clerics
The most common of divine magic, like the warlocks they receive their magical powers directly from the god or being that they worship. It is his or her power that is being channeled through the cleric, and not the clerics own magical power. If they lose favor with their god, they lose their powers.

Paladins
A strange divine character, they use their oath and honor to directly draw from the Outer Plane. However, since their magic is tied to their oath, if it is broken their power and magic could disappear or be halted. In this way they are like bards.

ECONOMY

Cloth, exotic curiosities, and spices are Argoth’s main imports, while common exports include copper, fur, fish and shellfish, grain, iron, salt, and timber. Stone for building is uncommon, so most buildings are constructed from wood. The few notable exceptions include the Ruby Fortress and the Bulwark of Gorum.

The spread of trade throughout the continent has seen the standardization of exchange rates for coinage as well, and as such, the buying power of a gold coin remains relatively standardized. Names for coins can vary from region to region, and while ultimately the name a tradesman uses for his coins matters little in light of their value or quantity, in some circles a fierce sort of national pride exists in the claiming of such names.

  • Copper Piece: Bit
  • Silver Piece: Link
  • Gold Piece: Crown
  • Platinum Piece: Dragon

GEOGRAPHY

Argoth’s main geographical features are the Lake of Mists and Veils that forms its northern border and the Icerime Peaks on its eastern border with Old Lobaria. Other notable geographic features include the Golushkin Mountains on Argoth’s western border with Numeria, Acuben Isle, which hosts the city of Winterbreak and that borders Winterbreak Bay, the city of Eagle’s Watch on the majestic Mount Veshka, the melted Valley of Fire where Aldori rebels had their last stand against Choral the Conqueror, and Argoth’s Lake Reykal, where just over 200 years ago the capital of Dagin was built on the ruins of the old Taldan settlement of Dagin. The farthest point north in Argoth is the highly inaccessible Claw Point, on the edge of Lobaria.

The farthest point south is where the city of Restov meets the Shrike River. Major rivers in Argoth include the Awzera River that flows east into Lake Reykal across the lands of House Garess and House Lebeda, the East Sellen River that flows south out of the Icerime Peaks through the Gronzi Forest, into Lake Reykal and then down south past Dagin into the River Kingdoms, and the Shrike River that flows west out of the Hills of Nomen, meets Restov then flows south through the Stolen Lands, finally joining with the East Sellen River in the River Kingdoms.

Argoth’s geography differs markedly between the country’s northern and southern reaches. The change in geography marks the old boundary between the kingdoms of old Issia and Rostland.

The northern part of Argoth, the former kingdom of Issia, is mostly rugged hills that are unsuitable for agriculture. South of the massive Gronzi Forest lies what was once Rostland. This area, the Rostland Plains, consists of rolling fertile grassland and is thought of as the breadbasket of the north.It can take days to travel between small settlements and longer between larger population clusters. Most of the towns and cities are located at the bases of mountains, along the lakes, or beside the riverways.

  • Gronzi Forest: The dark expanse of the Gronzi Forest is simply “the Forest” to the people of Argoth. It extends from the highlands of the Icerime Peaks to the shores of Lake Reykal, forming part of the old border between Issia and Rostland. Although technically the forest belongs to the Argoth crown, hunting and even woodcutting is largely unregulated around its outskirts, particularly in the western reaches. The stretch of forest nearest Dagin was largely cleared generations ago to obtain wood needed to rebuild and maintain the city, and Argoth woodcutters must delve deeper each year to meet their needs.
  • Icerime Peaks: The Icerime Peaks wall off most of Argoth from the former lands of Lobaria to the east. Their heights are perpetually covered in ice, even in the summer months, when cold rivers tumble and cascade down their sides, forming towering waterfalls and clear mountain lakes. The late spring thaws open what passes there are through the mountains, although few make use of them. Skywatch is by no means the only ancient site in the Icerime Peaks. Tales tell of half-buried entrances to mountain dungeons, some of them outposts of old Iobaria, others even older. Some of the ruins are said to be haunted by the chill shades of soldiers or miners who perished there, still guarding whatever treasures they found in life.
  • Dagin: Choral’s rough-and-tumble capital at Dagin is a bustling trade city despite the recent collapse of its aristocracy. Grain, fish, timber, and ore flow from Argoth through Dagin and out to the rest of the north. The food from Argoth sustains much of the River Kingdoms, Numeria, and Mendev, where constant bandit raids and invading demonic armies make farming difficult, and most of that food passes through Dagin. In return, exotic goods from all corners of Avistan (and beyond) flow back up the Sellen River to Dagin. Although bandits and robbers in the River Kingdoms are still a serious obstacle to trade, the market nevertheless offers a wide variety of goods, from Numerian skymetal to Osirian relics.
  • Port Ice: House Surtova’s ancestral lands extend south and east from Port Ice. Although connected to the lakeshore villages by a reasonably wellmaintained road, Port Ice is locked behind its walls for much of the cold winter months, mainly accessible by sled and visited only by the occasional foolhardy traveler. The rest of the year, the city’s residents stockpile all the supplies needed for the next season. The White Manor is the Surtova ancestral seat, currently in the care of King Marek’s uncle, Darek Surtova.
  • Restov: Nowhere is the Rostlandic spirit more alive than in the Free City of Restov. The city owes its allegiance to the Argoth crown, and Lord Mayor Joseph Sellemius must bend his knee before the Dragonscale Throne like any lord, but otherwise Restov belongs to no house, making it a haven for the lost glories of the Aldori swordlords and those who look back to the old days before the coming of the Conqueror. Restov is a city of both refinement and roughand- tumble manners, as only a colony can be in fondly recalling and imitating its motherland. The gentry of Restov consider themselves sophisticates, although a Taldan visitor would think their ways quaint and touched with no small amount of northern barbarism. Restov’s relative wealth supports no small number of idle and titled lordlings and merchants’ sons. They frequent the various Aldori and Taldan dueling schools, as well as the alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Restov are also hotbeds of rebellious talk against the reign of King Marek Surtova, with young firebrands in search of a leader to rally them to the cause.
  • Skywatch: High in the mountains along the eastern border of Argoth is the city of Skywatch. This city is built around a massive observatory that predates any known settlement in the region. Despite its age, the observatory is perfectly preserved and maintained by powerful magic. Exactly who built the observatory and why are unknown, although the building is clearly meant to accommodate beings much larger than humans. In the early days of Issia, the Surtovas established a small outpost adjacent to the observatory to study it. The Aldori captured and fortified this outpost during one of the long wars between Issia and Rostland. After Choral conquered the rest of Rostland, Skywatch remained the seat of independent Aldori power for a few years, before the conqueror and his dragons burned the fortress to the ground. After razing the fortress, Choral took a great deal of interest in the observatory and began a massive project to unearth and restore it. House Rogarvia continued his work, and the current city of Skywatch was built to serve this project. Despite the scale of the project, its exact goals and much of the work remain shrouded in secrecy. On the day the Rogarvias disappeared, Skywatch sealed itself off completely from the outside world, refusing to allow anyone—even supply caravans— into or out of the settlement. So far, no message sent to Skywatch has received a reply, and divination magic cannot penetrate its walls.
  • Valley of Fire: In the southern Icerime Peaks lies the mountain valley where Aldori rebels fought their last battle against the forces of Choral the Conqueror. They were lured into the valley with the hope of cornering Choral, but instead found themselves in a trap when the Conqueror’s red dragon allies bathed the valley in fire, wiping out the men of Rostland. To this day, the Valley of Fire is an infamous place where life refuses to return to the blackened and melted earth; and here the tortured shades of dead soldiers are rumored to linger, seen in the night as fiery shadows seething with a burning hatred for the living.

INHABITANTS

The peasants of Argoth are the largest part of the population and owe taxes and fealty to one of the house lords. Their life consists of working from dawn to dusk, farming if they live in Rostland, or either fishing or mining if they live in Issia. The man of the house may visit the local tavern in the evening. During the winter when fishing or farming cannot be done, household chores fill the days.
The peasants try to live simply, support their families, and avoid the notice of nobles and priests.Taldan humans, many descended from its early explorers, make up most of Argoth’s population, but the nation’s broad cultural tolerance results in many ethnicities and races calling Argoth home.

This includes lost Kellid clans from bordering Numeria and descended from Choral the Conqueror’s armies, migrating Varisians passing through, and Chelaxian, Keleshite, Tian, and Ulfen visitors and outcasts. Argoth also hosts notable populations of dwarves (particularly in Brunderton), half-elves, and halflings.

The vast majority of humanity are “standard,” ranging in level from 1st to 3rd.

  • Standard (1st–5th level): This is where the vast majority of people are. It’s very uncommon to see NPCs with class levels beyond this range.
  • Exceptional (6th–10th level): A significant number of national leaders and movers and shakers are of this level, along with heroes and other notable figures in Argoth.
  • Powerful (11th–15th): These NPCs are quite rare; normally only a handful of such powerful characters exist in most nations, and they are exceptional leaders or specially trained troops most often designed to serve as allies or enemies for use in high-level adventures.
  • Legendary (16th–20th): These are EXCEPTIONALLY rare, and when they appear they should only do so as part of a specific campaign; they all should be supported with significant histories and flavor.

RACES

  • DWARVES: Though typically rare in northeastern Avistan, dwarves exist in small numbers in almost every community in Argoth. Many serve as town blacksmiths, masons, militia quartermasters, or pawnbrokers. The small mining village of Brunderton in eastern Rostland has an overwhelming dwarven citizenry—most dwarves in the region can claim at least one relative or acquaintance that calls the hamlet home—and gem and ore traders from Brunderton travel throughout the area peddling their wares. Rumors of untapped or unclaimed mines hidden throughout the Stolen Lands are enough to get most dwarves interested in exploring the wilderness.
  • ELVES: Full-blooded elves are rare in Argoth, generally preferring to live in Kyonin further to the South. A fair number of rebellious elves, however, emigrate from their homeland up the Sellen River to Argoth. Often, Forlorn elves pass through Argoth on their way south to Kyonin to live among their people, and some find the region so amenable that they never complete their journey—although lately, others have chosen to stay after the direct route down the river through the Stolen Lands was closed because of hostility from bandits and indigenous tribes of bullywogs, lizardfolk, and even trolls. The Argoth city of Restov boasts one of the largest concentrations of elves in the region. Long ago, the elves maintained a stronger presence in this region, and rumors of surviving elven ruins scattered throughout the most remote reaches of the Stolen Lands have long intrigued elven scholars and historians.
  • GNOMES: The boundaries of the First World are not constant; in some places, like in the Sellen River basin, these barriers are unusually thin. The barriers thin yet further, rumors hold, in the Stolen Lands—and certainly fey are a powerful force in the region. Many believe that the influence of the First World over the Stolen Lands is the primary reason none have managed to tame the wilderness. Regions like these have long drawn gnomes to their proximity, and tales of gnome expeditions to explore the Stolen Lands are quite common—as are tales of expeditions that become lost and are never heard from again. Optimistic gnomes cling to these vanishings as proof that the Stolen Lands hide pathways into the First World. Gnomes have a strong presence in the River Kingdoms and have established communities there, such as Thom and Artume. Enclaves of less civilized gnomes exist in Echo Wood near the Numerian border, Embeth Forest, and Argoth’s Gronzi Forest, though these shamanistic sects tend to keep mostly to themselves. Full of interesting sights and new experiences, the region presents a perfect spectacle for gnomes who enjoy the variety of people and places that can be found there.
  • HALF ELVES: Often the victims of unfounded stigmatization in communities of primarily human or elven populations, half-elves typically find Argoth a welcoming land. The upper classes have long exiled their embarrassing—if common—illegitimate half-elf progeny to the unruly River Kingdoms, and as a result, many of the region’s half-elves claim some noble heritage (even if such claims aren’t formally recognized). Other half-elven settlers in the region are the result of trysts between locals and elves from nearby Kyonin. Regardless of their origins, half-elves find their adaptable nature well suited to Argoth life, especially those settlements in which adherence to local custom is of paramount concern. Many half-elves rise to positions of power thanks to their ability to roll with political changes and bypass unexpected social impediments.
  • HALFLINGS: Argoth halflings tend toward transient lifestyles that shuffle them through Argoth and the neighboring River Kingdoms every few years. The Fifth River Freedom denounces slavery as an abomination, and inhabitants uphold this tenet of the land as earnestly as they do any other. As a result, the River Kingdoms have become a haven for escaped or freed slaves—attempting to start a new life without the fear of bondage. Halflings often work as street performers, pickpockets, or legitimate shop or tavern owners; their natural penchant for stealth and showmanship makes them valuable assets to both the ruling elite and underground criminal organizations. The opportunity to help shape a kingdom from the ground up, to build a civilization where halflings can be a significant part of the leadership, could well be a draw to any ambitious halfling.
  • HUMANS: Humans constitute the most populous race in and around Argoth, as they do throughout Antivan. Ethnic Taldans make up well over half the region’s human population; many trace their lineage back to the explorers and soldiers who first tamed the wild countryside ages ago. Descendants of Choral’s conquering army possess strong Kellid bloodlines, as do the barbaric hordes of nearby Numeria. Spring and autumn bring fleets of Varisian flatboats to the Sellen’s waterways as the nomadic people make their seasonal migration between the banks of Lake Encarthan and the Lake of Mists and Veils. Because of the region’s penchant for attracting outsiders from around the world, Chelish, Keleshite, Tian, and Ulfen visitors commonly pass through or make new homes in the River Kingdoms’ many outcast sanctuaries.

CLASSES

  • BARBARIANS: Most of Argoth’s barbarians hail from the nearby nation of Numeria, where primitive Kellid tribes bow to the will and power of the mysterious Technic League. Numerians often hold strong superstitions about both magic and technology, and many barbarians in the region share this wariness, even those from the wild lands of Iobaria to the east. Many Argoth communities adhere to strict customs and cultural mores and don’t permit variation from these traditions. As such, barbarians are rarely fully accepted in more parochial settlements. They often find employment as bouncers, mercenaries, and toughs for the region’s shadier factions, though in rare instances they may hold prominent positions among city watches or standing armies. Their generally wild nature makes the class well suited for exploration and guerilla warfare in the less-tamed River Kingdoms to Argoth’s south. The primary barbarian tribe within the Stolen Lands themselves is known as the Tiger Lords—it’s a violent tribe, though.
  • BARDS: In a nation balanced on the edge of civil war, diplomats, spies, and political strategists are a vital part of Argoth society. A person skilled in the art of flattery, embellishment, and subtlety has near limitless opportunities, and bards frequently serve as rulers’ trusted advisors, envoys, and moles. King Marek Surtova employs an army of bards who fight his battles not with sharpened blades but with golden words and poisoned lies among the taverns, barracks, and throne rooms of House Surtova’s enemies and allies alike. This emphasis on verbal combat doesn’t mean that bards in the region lack competence in physical combat, however; many members of the class receive training in the exclusive dueling schools of the Aldori swordlords in Rostland. Whether bards earns their way by weaving through the upper echelons of power or singing for their dinner in shady dockside taverns, they rarely lack stories to tell or secrets to keep in Argoth.
  • CLERICS: The faiths represented in Argoth are as varied as the eclectic population that calls the region home. Each faith places an emphasis on the clergy teaching its followers diligently and leading by example. The nation’s war-torn past—as far back as Choral’s conquest of the land—has provided “spirit” with a strong following, especially among the Iobarian descendents of House Rogarvia. The lawless nature of the northern region of Issia supports freedom loving churches, while the region’s more nefarious factions often venerate it’s influence over subterfuge and thievery. Travelers on the treacherous waters of the Sellen River frequently encounter priests or shrines dedicated to “water” the face of rivers and river travel, while the wild landscape of southern Rostland draws clerics of “earth” who wish to help civilization thrive in the threatening environment.
  • DRUIDS: Many Argoth communities on the border of the untamed Stolen Lands employ druids in roles traditionally held by clerics. Especially in small, rural villages on the edge of civilization, citizens consider a druid’s mastery over nature incredibly valuable. Unlike the fertile farmland of northern Rostland, the waterlogged wilderness of the Stolen Lands and the barren hills of Issia provide little in the way of arable fields, creating a high demand for anyone who can keep the encroaching wasteland under control around what few crops do exist. Many druids in the region focus more on the latter’s affiliation with water than on other aspects of nature, though adherents to the more general Green Faith are not uncommon. Argoth druids conventionally possess a natural affinity with plants, animals, water, or weather, though those who travel with an animal companion tend to bond with creatures at home both on land and in the region’s rivers.
  • FIGHTERS: The esteemed and exclusive schools of the Aldori swordlords train many of Argoth’s numerous fighters, especially in the southern region of Rostland. These proud duelists long resisted the authority of House Rogarvia, and they have earned a globe-spanning reputation for their martial prowess. As such, ambitious swordsmen from distant lands make their way to Restov with the hopes of joining the Aldori’s illustrious ranks. Similarly eager warriors often work as mercenaries, bodyguards, or muscle for those wishing to earn or maintain influence in a land where wealth and power are only secure if well defended. Alternatively, expeditions to tame the wilderness and establish new outposts of civilization benefit greatly from skilled military tacticians, particularly with the threat of war ever looming on the horizon. That said, the harsh landscape of the Stolen Lands gives no quarter to heavily armored or mounted warriors; those few who exist hold fearsome reputations for their prowess and effectiveness on the battlefield.
  • MONKS: The sometimes lawless and mercurial land of Argoth does not lend itself to the disciplined, meditative lives of most monks, and few call the region home. Occasional ascetic vagabonds make their way through the region, bound for far-flung monasteries or shrines. These wanderers sometimes pause for weeks or months at a time to rest their weary feet, find brief employment to fund the next leg of their journey, or isolate themselves in hidden forest hermitages. In almost every case, though, the transients move on to other, more welcoming parts of Antivan. The rare monk who resides in the region permanently might dedicate her life to maintaining order in the more anarchic cities of Issia, perhaps even going undercover among a thieves’ or assassins’ guild.
  • PALADINS: Holy warriors are relatively uncommon in the generally lawless and wild reaches of Argoth and the River Kingdoms, though they are not completely absent in the region. Most common in central Argoth settlements, paladins of “spirit” continually work to maintain peace and trade between Issia and Rostland despite the growing threat of civil war. The verdant landscape of the south attracts faithful paladins, who often dedicate their lives to aiding smaller communities in need of protection or guidance, acting as sheriffs, mayors, or even religious leaders. As Argoth prepares its expeditions into the Stolen Lands to establish a stable settlement there, paladins flock to Restov to be part of the undertaking to push back the wilderness and make a civilized foothold in the otherwise uninhabited region. Alternatively, more than a few crusaders hear an unexpected calling as they traverse the Sellen River on their way to Mendev and the Worldwound and end up staying in Argoth to combat evil there instead of on the battlefields to the north.
  • RANGERS: In the feral Stolen Lands and surrounding wilderness, travel depends on daring trailblazers unafraid to lead armies, dignitaries, and merchants from one kingdom to the next, either on the treacherous waterways of the Sellen River or on harsh overland routes. Dense woods and fetid swamps necessitate less regimented armies, and rangers tend to function as efficient guerilla soldiers and scouts. As such, many communities in southern Argoth and the River Kingdoms employ rangers as the backbone of both their offensive and defensive military strategies, retaining them as protectors against barbarian raids, fey ambushes, and unscrupulous bandits. The region also attracts countless bounty hunters, who seldom lack clients, local or foreign, eager to recruit their services.
  • ROGUES: Rogues are prominent in northern Argoth, where House Surtova has long controlled powerful thieves’ guilds, organized crime syndicates, and spy networks out of Port Ice. Since the disappearance of House Rogarvia in 4699 ar, they have dispatched discreet agents throughout both Issia and Rostland to consolidate their power in the absence of the traditional ruling family, and the family feel that their scion Marek Surtova’s rule legitimizes its shameless methods. Even in the more stable region of Rostland, rogues are plentiful, often migrating north from the River Kingdoms, where pirate bands and roadside brigands give credence to the idiom “as thick as thieves.” In many cases, rogues find themselves in the River Kingdoms after ending up on the wrong side of the law in their homelands, and the region’s inhabitants frequently take new names and invent elaborate back stories upon arriving in the Sellen valley, a tradition that carries into Argoth as well.
  • SORCERERS: Sorcerers, with their untrained mastery of arcane mysteries, have long found the wilds of northeastern Avistan alluring. Often viewed as uncontrolled compared to wizards, many sorcerers emigrate to Argoth and the River Kingdoms to obtain some semblance of acceptance or anonymity. The realm of the First World touches the Material Plane in strange ways in the Stolen Lands along the southern Argoth border, resulting in many native sorcerers drawing their powers from fey bloodlines. Argoth’s history with red dragons has led to the prominence of draconic bloodline sorcerers. Members of the ambitious Argoth nobility often belong to destined bloodlines and find that fate frequently intervenes on their behalf as they rise in power and influence. While these three bloodlines appear most often in Argoth and the River Kingdoms, all bloodlines exist in the region.
  • WIZARDS: Scholars of the arcane might find themselves in Argoth for countless reasons. Illusionists and enchanters, for example, often travel to the region to study the mysterious First World, the fey realm that touches Antivan in enigmatic and unexplained ways in the untamed wilderness on the nation’s southern border. The city of Skywatch in eastern Argoth also attracts throngs of wizards who hope to unlock its arcane secrets and break through the impenetrable seal that has isolated the settlement from the outside world for the last decade. Wizards skilled in the art of evocation generally find employment as battlefield artillery in the armies of the region’s various feuding kingdoms. Other arcanists make their way to Argoth and the River Kingdoms out of necessity when their experiments and studies get them into trouble in their homelands (most often those mages who tamper with the very forces of life and death).

LANGUAGES

Having received waves of migration from all over Avistan, the people of Argoth speak a large number of languages, depending on their own ethnicity. These include Hallit, Skald, Varisian, and of course the common language of that part of the world. Strangely, a significant minority of people also speak Draconic, which is quite unusual for non-dragons to be conversant in.

  • Common (Taldane): One of the oldest languages still in use in Antivan, Taldane is also the most widely spoken in the area, and is the most used dialect.
  • Hallit: Spoken by the Kellid people in the far north of Issia, Hallit is a coarse, rough-sounding language.
  • Skald: Famous for its long, complex words and lilting pronunciation, Skald sounds at the same time lyrical and hard to the ears of southern Rostland.
  • Varisian: Varisian is rife with subtle double meanings, innuendo, and gradations of meaning.

 

DAGIN

Choral the Conqueror established the Argoth capital of Dagin after his successful campaign, building over the ruins of the original Taldan settlement of Dagin. It remains the center of political and economic power in the land, in spite of the recent upheavals. Of particular importance is Dagin’s place as a trading city, carrying goods to and from Argoth along the East Sellen River and the major trade roads that meet here along the shores of Lake Reykal.

Dagin earned the nickname “The City of Wooden Palaces” for the abundant use of timber to build everything from walls and houses to mansions and forts. Even some of the city streets are “paved” with planks laid in the near constant mud from the snow and slush. Raised wooden sidewalks are common in the wealthier parts of the city, allowing people to walk up out of the mud as much as possible. The only great stone structures of the city are the Ruby Fortress, the seat of power to the crown of Argoth, and Argoth’s greatest temple to the 5 Sided One. Fire, like that which destroyed Old Dagin, remains a constant threat, and the city relies heavily on the services of volunteers aided by local spellcasters to put out the handful of fires that occur each winter.

ROSTLAND PLAINS

The region of grassy plains and rolling hills to the east of the Sellen and south of the Gronzi Forest are the heart of Old Rostland, dotted with farming towns and villages with a mixture of Issian and Taldan heritage and manners, but with more of an emphasis on the Rostlandic descendants of the original Taldan colonists. Although close to the capital of Dagin, the Rostland Plains harbor some simmering dissent against the crown, the man who presently wears it, and the very idea of Argoth as a unified nation.

RESTOV

Nowhere is the Rostlandic spirit more alive than in the Free City of Restov. The city owes its allegiance to the Argoth crown, and Lord Mayor Ioseph Sellemius must bend his knee before the Dragonscale Throne like any lord, but otherwise Restov belongs to no house, making it a haven for the lost glories of the Aldori swordlords and those who look back to the old days before the coming of the Conqueror. Restov is a city of both refinement and rough-and-tumble manners, as only a colony can be in fondly recalling and imitating its motherland.

The gentry of Restov consider themselves sophisticates, although a Taldan visitor would consider their ways quaint, and touched with no small amount of northern barbarism. The city is a bustling trade center along the border. Restov’s relative wealth supports no small number of idle and titled lordlings and merchants’ sons. They frequent the various Aldori and Taldan dueling schools, as well as the alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Restov are also hotbeds of rebellious talk against the reign of King Marek Surtova, with young firebrands in search of a leader to rally them to the cause.

 

ORDER OF THE BLACK ARROWS

The Order of Black Arrows is a newly created secretive and insular order for the Argoth Empire. Since its founding by Zarnath Rannick. Traditionally a wandering order of hunters and rangers dedicated to patrolling the Rostland Plains, the Black Arrows saw it as their duty to prevent any incursions from the plains into Dagon. When King Marek Surtova offered the order a fort near the hook of the mountain in the valley of fire, Zarnath accepted graciously but died in a battle against the Kreeg ogres before the fort was completed. His men named the keep after him, and ever since, Fort Rannick has been instrumental in keeping the ogres, orcs, and other vile creatures of the region from spreading too far into the lowlands.

During the last few months they’ve been stationed at the fort, the Black Arrows inducted new members often—typically petty criminals given a choice between severe punishment or a lifetime sworn to manning the walls of the fort and patrolling the perilous heights of the mountains in the valley of fire. Conditions at Fort Rannick swiftly made honest men out of most of these criminals, forcing them to engage in a vicious regimen of training that stripped away all sense of their life prior to joining the order. The task of keeping the horrors of the mountain at bay is a grueling one and requires a level of discipline unattainable by many soldiers. They have a reputation for dealing with trouble among the ranks of the order in their own way—coldly and efficiently. Those who disobey commands are flogged near to death before being exiled to the south. Those who betray the order are mercilessly executed. Their justice swift, their reputation fierce, it wasn’t until two weeks ago that the Black Arrows have not kept got contact with the capital city of Dagin.

 

BITTER HOLLOW

Hamlet conventional (mayor); AL LN
GP Limit 100 gp; Assets 500 gp
Population 30
Type isolated (91% human, 8% half elf, 1% dwarf)
Authority Maelin Shreed, mayor (LG male human cleric 3)

Bitter Hollow is a filthy, remote hamlet of hunters/trappers and their families. A single trading post called the Prairie Dog sits in the center of this settlement, and regular trade with travelers near the crossroads of the Rostland Plains means that there are often unexpected items to purchase here.

Bitter Hollow is a small thorp perched on the rain-drenched plains of Rostland near the Crossroads. Nearly 20 miles from the next town of equitable size (Barreldon), Bitter Hollow has nominally been under Argoth rule for the last year, an arrangement the settlement agreed to in return for protection from the region’s orcs and ogrekin.

Yet Bitter Hollow remains independent in many ways, for its remote location ensures that official visits from Dagon are few and far between. Bitter Hollow’s current mayor is an aged cleric of the 5 sided one named Father Maelin Shreed, a selfless soul who tends to the village church as both a safe haven for travelers and a hospital wherein he tends the village’s sick. Bitter Hollow also boasts a trading post (The Prairie Dog Nest General Store). Most of the thorps’s other buildings are the huts of hunters, and trappers.

Visitors to Bitter Hollow find the locals friendly enough, although many of them seem nervous and skittish, quick to overreacting to the sound of dogs barking or other unexpected noises. This feeling is only partially due to the early arrival of the winter rains.

Questioning any of the villagers about the fort verifies that there’s been no contact from the Black Arrows for two weeks now. Normally, one or two of the rangers visits Bitter Hollow once a week for supplies, news, or entertainment, but since the rains began in earnest three weeks ago, no one’s heard from the rangers at all. In addition, the wilds nearby (particularly near Fort Rannick) have grown more dangerous. Wild animals like bears, cougars, and boars are becoming increasingly common along the edges of these woodlands, and several of Bitter Hollow’s hunters and trappers believe these predators are being forced from the depths of the woodlands by the increased activity of local monsters like ogres, orcs, and worse. Earlier in the week, a patrol headed north to try to make contact with Fort Rannick, but they never returned.

 

FACTIONS & GUILDS OF ARGOTH

Adventures Guild
Leader: None
Type: Loose associations
This guild functions more as a fraternity or hunting club than an actual guild. Many so-called adventures come here to tell their own “adventuring” stories with all the exaggeration of a fishing trip. Most of the time it is just a place for people to get drunk, blow off steam, and share those stories; however, a handful do treat it a bit more serious. The guild contains a bulletin board where notes and jobs are posted. Most of the time they are simple things such as needing a scout or guide or dealing with some wolves and bears. There are times when a truly challenging hunt is posted such as killing a troll or a giant. An old notice contains the job of a killing the Red Baron, an adult red dragon that comes down from the mountains to eat cattle and raze farmlands. The reward is 100,000 gold coins. Most have come to believe that his note is a prank against new and young adventures as no one has seen or heard of dragons in 20 years. They are seen as a joke by the Order of the Silver Road.

Brothers Tathvir Arcane Univeristy
Leaders: Aramil and Immeral Tathvir
Type: Academia
The two Tathvir Brothers are a strange form of elf that many people have not seen before. They claim to be retired adventures from another land and were seen to have literally drop out of the sky one day. Impressing the King of Argoth at that time with knowledge and money, they opened their own university in the city to assist the residents and travelers who were just coming to understand magic. For the past three hundred years, they have run and operated the university. Although some claim them to be immortal for looking still looking young at over 600 years old, the two have started to show the age in recent years. The university opens its doors to all who come for a thirst of knowledge and functions as not only a school of the arcane arts but also general education for the middle and upper class. The university has a rivalry with the local Bard College.

Dock Union
Leader: Anton Pisacar
Type: Democratic Union
Most of the time the dock and warehouse workers are content and glade for their jobs; however, with weird hours that sometime can stretch to 18-hour days and frequent work accidents, some of the workers have become concern. One foreman, Anton Pisacar, rallied the other workers and threaten that everyone would stop working. The Merchants Guild responded by threatening to fire every worker and hire new people. When the rally of workers began preventing the new workers from entering the warehouses and docks, the Merchants guild retaliated by hiring members of the Shadow Foxes to prove some security and muscle. Fearing a riot about to break out, Jameson Wickes the Lord Steward of Dagin created the first union within the city to allow the workers to gather and properly give grievances on work conditions. In return the Merchants Guild provided compensation and funding for the union to use as they see fit by hiring temp workers during busy hours and insurance for work accidents.

Merchants Guild
Leader: Cora Goodbarrel
Type: Private Club
One of the oldest factions in the city, the Merchants Guild is more of a middle and upper-class club than a true guild. Established as a place for merchants to get away from the common people, it has grown as a symbol of wealth and elitism. Requiring a member in good stand’s recommendation, only merchants and trade ambassadors from foreign lands are permitted to enter and join the guild. Although the guild has no true power, many trade agreements and contracts have been concluded in one of its many lounges. To ensure peace among the members, a voluntary standardize listing of prices are agree upon. Although not mandatory, many follow the prices (within reason) as a form of courtesy among the merchants to avoid price wars and backstabbing. It is not uncommon for one to have broken the agreement to be blacklisted until a time they make amends.

Traders Guild
Leader: Kellen “Stumbleduck” Folkor
Type: True Guild
Originally three different guilds, they began to merge into one as guilds power were reduced from regional to more local. Now the Craftsman, Engineering, and Inventors are under one roof the Traders Guild. Containing a wide range of skill from blacksmiths, carpenters, inventors, and masonry, the guild has every trade skill one would need. Here people can apply for apprenticeship or order what every job needs to be done. They host festivals and events to show off the latest inventions or goods for people to find. Although most are just tradesman, some are also shop keepers and members of both this guild and the Merchants Guild. Although most tend to buy local, the traders do have a good reputation with many of the exporter and importers of the Merchants Guild.

Order of the Silver Road
Leader: Bran Hornraven
Type: Fighters Guild
Founded several hundred years ago by the Merchant’s Guild, the Order of the Silver Road is dedicated to the protection of merchants and caravans. In a literal sense it is a mercenary guild and is govern solely by profits. By law it is not allowed to operate within city limits (as that is the domain of the Shadow Foxes Guild), but outside they are commonly used to deal with bandits and raids by orcs; however, when more dangerous foe is around like trolls, the order has no problem abandoning the goods and leaving the killing of that creature to the Adventures Guild. Known for their drinking, stories about women, and gross behavior, they are superior to the Adventures Guild in those aspects. There is a rivalry between the two guilds.

Shadow Foxes Guild
Leader: Osborn Thorngage
Type: Thieves Guild
As a legally and public known thieves guild, the Shadow Foxes Guild serve a unique and interesting role within the city. They take on the role of locksmiths, protection, private investigators, and repossession. While preforming such jobs, the guild members are protected by law and may not be charged with stealing, trespassing, or assault. Because of this protection, the guild is constantly being audited and inspected by the government to insure they aren’t doing any illegal jobs and all the paper work are in order. This has not stopped the rumors and reports that sometimes the guild takes illegal and underground jobs, yet these reports have never been confirmed.

Wandering Bard College
Leader: Kerri Amblecrown
Type: Academia
One of the oldest factions within the city, the Wandering Bard College started off as a place for bards to gather and share stories. It soon grew into a college were more experienced members taught new members. With funding from an unknown gift, the guild turned itself into a full college and earned the prestige of the area. With magic becoming more common, the Bard learned that their music was a gift and could be used to calm and heal people with arcane magic from their music. It was the place for nobles and the upper class to send their children; however, with the arrival of the Arcane University and its open-door policy, the Wandering Bard attendance has waned with cheaper and easier accessed University.

Wise Oaks, The
Leader: None. Run by a council of elders.
Type: Druid and Ranger Grove
Located in the Riverdock District, a collection of druids and rangers have made an area into their own tree grove. At first the family of Surtova resisted this new addition. After all it was weird for a grove to establish their home in a city; however, over time the grove has proven to be a very beneficial faction. They provide serves to the city in forms of herbs and natural healing aides as well as advice to the King on matters of nature and the balance with the world. In a way this grove has proven the possibility and potential of true harmony between civilization and nature.

Silver Crusade, The
Leader: Ollysta Zadrian
Type: Clerics and Paladins
A zealot group of clerics and paladins of good who have assembled in a valiant effort to use it’s influence and resources to destroy evil throughout Antivan and beyond. A crusade in name only, the faction models itself after the staunchly virtuous silver dragons by delivering aid, vanquishing evil, and leaving the indelible mark of good wherever its members go. Members of this faction seek to be more than just adventurers, the Silver Crusade attempts to transform everyday society into an organization that aids the weak, destroys evil, and makes the world a better place.

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