The Kingdoms of Varnia

*"It is easy to see the Varnians as a singular people. It would be wrong to do so. They are as different to each other as they can be to us. Personally, I think their differences are what makes them such a force to be reckoned with. Would that I could remember how they differed - alas, their inquisition saw to it that my memory thereof remains vague."* - Al'manir the Loremaster

## General

The Varnian Empire once consisted of 12 realms, of which only 9 (10 if you include the ruling Kingdom of Vrothar) remain. These are vassals to the Empire, which is ruled from the Argent Throne in Vrothar, a capital city that is so large it quite literally spans the entirety of what was once the Kingdom of Vrothar.

The Kingdoms are:

* The Elective Technocratic Kingdom of Cillash
* The Archduchy of Dimir
* The Fjoti Kingdom
* The Kingdom of Handr
* The Death-March of Lok'hal
* The Kingdom of the Scandes
* The Stellar Forest
* The Kingdom of Vandri
* The Kingdom of Vrothar
* The Wardric Lord-Admiralty

## The Elective Technocratic Kingdom of Cillash

*"Welcome aboard the HTS Gharn, an example of the future of all Varnian travel. This Skyship will be departing Varn-Cillash shortly and we will arrive in Vrothar in approximately 37 hours. We wish you a pleasant journey." - A typical announcement on one of the 20 Cillashi Skyships.*

Cillash was, and remains, the Elective Technocratic Kingdom of Cillash, which is ruled from the ancient city of Varn-Cilla. It is a predominantly gnomish, but still quite diverse, part of the Varnian Empire and its rule is somewhat unorthodox. Only the most skilled engineers, inventors, tinkerers and experts are allowed to partake in the rule of the kingdom, and the head of the technocratic council is elected from Cillash's brightest engineers and inventors to become the High King or Queen. Cillash has always had an almost singular focus on technological progress, and this is reflected by its incredible machinery and general technological advancement. To be in Varn-Cilla is like being in a different world from the rest of Varnia - Vrothar may be somewhat similar, but Varn-Cilla is a metropolis that runs almost entirely on Cillashi machines. However, the Cillashi do not spread their advancements to every corner of their kingdom in order to preserve nature and some aspects of the 'old way of life'. As such, there are plenty of villages and towns around the Cillashi countryside, which is flat and fertile.

The current High Queen of Cillash is Miri Kalnagix, an old, but great, gnomish inventor and the mastermind behind several Varnian technological wonders, including the widespread self-destruct mechanisms. She also assisted in making the awe-inspiring Varnian skyships that have come to connect Vrothar with the capitals of its vassal kingdoms of late a reality, but she did not invent them.

Cillash is a land full of inspiration, hope and a drive to create and innovate. While it is a mostly safe and almost idyllic place, its western regions near Drithon Forest are experiencing strange disappearances ever more frequently, with some small communities disappearing entirely.

When in Cillash, your party can expect to see a variety of technological wonders that won't be found anywhere else in the world, including Skyships, various manned machinery, gadgets, weapons and other steampunk-esque pieces of technology. It is expensive and hard, but not impossible, for both civilians and foreigners to acquire such technology, especially weaponry. Outside major settlements, however, you can find all the things you would expect in a D&D setting: quiet villages, monsters, bandits and more.

## The Archduchy of Dimir

*"It is with great pleasure that the Archduke and Archduchess of Dimir invites you, loyal citizen, to this month's Grand Banquet. Appropriate attire will be provided for you upon your arrival at Castle Umbra. You will also find a small sum intended to help with arranging your journey and purchasing anything else you may desire before the banquet attached to this letter. Attendance is compulsory. We look forward to welcoming you." - A typical invitation to the monthly Great Banquet of Castle Umbra*

Dimir is an ancient and densely populated realm, and has been ruled by the Sulev family's Archdukes and Archduchesses for as long as anyone can remember. It is a very diverse realm with a slim majority of humans, but it is also the least safe. Crime is rampant in the capital city of Dimir, and no amount of local garrisons has managed to mitigate these issues. The Sulev dynasty has never cared much, as they have always been somewhat aloof unless their own interests are threatened. The capital city is sometimes also known as the Cursed City, a name earned from the inexplicable perpetual night-time darkness that dominates the city and the closest towns and villages. Some believe that the Sulevs are to blame for the 'curse', but nothing has ever been proven.

Crime is not the only problem in Dimir. Due to the lax efforts made by the Sulev dynasty to keep their realm under control, the countryside suffers from unchecked monster populations and even the occasional cult. The Empire is rather annoyed with the Dimiri stain on their otherwise well-managed and vast realm, and Varnian soldiers are becoming an increasingly common sight around the Dimiri countryside. The locals often suffer hardships that other Varnians do not, yet somehow many still manage to remain friendly and positive. Those who visit sometimes claim that Dimiri resilience can't be natural and that some spell must have been placed on them to ignore the conditions they live under, like some sort of charm.

## The Fjoti Kingdom

*"I hate the Zollers. But I love the Empire. Yet I hate what the Empire has let happen to us of late. So what can I do? I don't know. Maybe the next ale will give me the answer." - An unnamed Fjotic customer to a bartender in Fjotiburg*

Fjoti is a western-Varnian kingdom that has been ruled by the Zoller dynasty for about 200 years. It is a densely populated realm that relies heavily on agriculture and trade, and is considered a cultural jewel due to the many artists, actors and performers found in the capital city of Fjotiburg and its surrounding cities and towns. If you have a taste for the good and merry life, Fjotiburg is the place to go. It is home to the United Bardic College of Varnia, where many legendary bards have learned their craft.

The Fjoti countryside is less modern and artistically influenced, but very fertile and densely populated. It is said that you cannot go 2 miles in any direction in the Fjoti Kingdom without seeing or entering another settlement. This, of course, does lead to some problems. Poverty has been steadily rising across the kingdom's countryside, which has led to banditry and animosity between city-dwellers and the rest of the population. During the Varnian civil war, many Fjotics joined the rebellion because they were promised change should they succeed in overthrowing Vrothus. They were utterly crushed and have lived under oppressive circumstances ever since.

To make matters worse, various horrors from the Drakr Mountains occasionally descends into the Fjoti countryside and wreaks havoc. The local garrisons sometimes lets this happen unopposed if they find the locals to be more quarrelsome than they would like, and some settlements have been abandoned altogether by the Zollers' forces in attempt to coerce these communities into compliance.

In short, the Fjoti Kingdom is a rich but divided realm with more problems than it can solve. Some Fjotics are from happy and unbothered backgrounds, while others' lives have been hard and nightmarish.

## The Handic Kingdom

*"To me, you're a child until you've survived a week on Serdan. But if you serve and survive a full rotation there, you won't even need to negotiate - I'll hire you immediately. We always need more hardened and true-blooded Handics."* *- Captain Syra Duskblade of the Ashen Crown Mercenary Company*

The Handic Kingdom is a southern island realm of Varnia and was one of the first kingdoms to willingly join the Empire when it formed. Handr Harbour is the capital city and tends to be more of a stopping station for traders on their way to or from Varnia's capital city. The local monarch is really more of a governor than monarch. It is presently ruled by King Lerus of House Mina, who has taken it upon himself to prove the Handic Kingdom's worth to Varnia by providing as much military might as the island can muster. Locally, massive incentives to join the army or the navy are offered, and this eventually led to the Empire handing over the Isle of Serdan, a frozen island rich in resources, and its massive stronghold, Fort Serdan, to be integrated into the Handic Kingdom. Handics man the stronghold and keep watch on the waters to the west of the Empire.

However, their true specialty lies with their exploitation of natural resources and their proficiency with building siege weaponry. Ballistas, cannons, catapults and all other weapons that are mounted on walls or ships in Varnia are typically built here using Handic blood, sweat, steel and wood. As such, there are multiple mining communities around the island, which often brings the Handics into unwanted contact with that which dwells below...

Aside from its mines, the Handic Island itself is unremarkable and peaceful, having been almost entirely tamed by the local population. The Isle of Serdan, however, is quite different, and often serves as a proving ground to Handic adventurers, mercenaries and soldiers alike. Outside the great walls of Fort Serdan, there is a cold and unforgiving landscape full of various monsters, including murderous giants. Many tragic tales begin with family and friends lost in the frozen wastes of Serdan, and only the truly brave ever go there.

## The Death-March of Lok'hal

***"**All our bloodlines are tainted to the core by the sins we inherited from those who came before. We are expendable, the tip of the spear, meant only to serve for as long as we are here. We are all tools in the Empire's hands, born to kill as is needed and to die as it demands. With this, we atone for the sins of the past, for in death we can earn our forgiveness at last." -* The Chant of Lok'hal, also known as the Deathwish.

Lok'hal was once a realm ruled by what the Varnian Empire refers to as 'greenskins', i.e. Orcs, Goblins, etc. The Lok'hali of old used to raid and enslave the people of their surrounding realms, going as far as managing to torch Midrassil, one of the great trees of the Stellar Forest, a sapling of Veroldrassil and home to millions of Night Elves. In response to the torching of Midrassil, the Night Elves brutally executed every single Lok'hali within their forest and united with the then-forming Varnian Empire to bring Varnian Greenskins to total extinction. As far as they know, they succeeded - if any orcs or goblins survive there to this day, they are hiding in the swamps of Lok'hal, for they know that there is no mercy be found for them in the Empire now.

As a result, Lok'hal has become a "Death-March" led by a Death Margrave appointed by agreement between Night Elven and Varnian administrators. For after all was said and done, Lok'hal wasn't just home to 'Greenskins' - there were also Lok'hali humans, dwarves, elves, etc. who participated in the raids. These people were spared but have since been indoctrinated to believe that their bloodlines are forever tainted by sin and treachery, and that the only way to earn forgiveness is to die fighting for the Empire. It is named a Death-March for this reason. Lok'hal's civilian population are but a support structure for the Lok'hali Penitence Battalions who fight without mercy or self-preservation in mind.

As such, almost all Lok'hali settlements today are garrison towns, recruitment centers, and supply yielding farming, mining and wood-working communities. The terrain is harsh, with many swamps dotting the countryside. Lok'hali nature is inhospitable and full of monsters, which would likely have spread to more parts of the Empire if they weren't constantly used as training exercises and trials for Lok'hali soldiers. There are few happy beginnings or endings in Lok'hal as it is today, and most people from here are typically seen as strange or fatalistic as a result. Of course, some Lok'hali settlements do not lead the lifestyle imposed on the majority of Lok'hali lands and lead relatively normal lives in comparison.

## The Kingdom of the Scandes

*"I answer no call but the call of the mountains, the dragons, Lady Hoarfrost, the Heimfather, the Great Bear and my husband. Now get out of my sight and tell the Emperor that this is how things will remain until I decide his words are worth listening to." - Snow-Queen Kathrin Stormheart to an Imperial Envoy requesting his presence in Vrothar following the Scandic execution of several inquisitors.*

The Kingdom of the Scandes, usually referred to as 'The Scandes', is the vast northernmost Varnian realm consisting of 3 regions: the Western Scandes, the Eastern Scandes and Tempest Island. Its capital is Stormheim in the Western Scandes, which has been the seat of the Storm-Kings and Snow-Queens of the Stormheart family ever since Isa and Kord, the progenitors of the Stormheart Dynasty, left the material plane behind. The regional capital of the Eastern Scandes is Mistheim, while Tempest Island has two regional capitals - Norskha in the west and the Black City in the east of the island.

The Scandic Kingdom was the last realm to join the Empire and it only did so after a long and brutal war with the Empire that ended in a stalemate after the Metallic Dragonflight intervened on behalf of the Scandes due to being roused from their slumber by the events that led to the celestial awakening, and eventually death, of then-ruling Snow-Queen Solveigr I the Chosen. Her daughter, Snow-Queen Solveigr II the Defiant, fought on with the help of the dragons until parley became the only solution. She was responsible for ensuring that King Straven, who hoped to be emperor of all Varnia, would never be able to achieve his goal by agreeing to Imperial integration on the provision that this would only take place after his death.

The Scandes are cold and inhospitable to those who are not used to its terrain, with frequent thunder- and snowstorms, and its people are warlike, pragmatic and surprisingly positive despite the grim circumstances they live with. Scandics worship Isa, Kord and, controversially, Urdrod, who make up the so-called Scandic Triarchy. The Scandic lands are vast, with forests, mountains, mines and settlements dispersed across the snow-covered landscape. Magic is in the air everywhere, with Ice Witches, hags and more roaming the countryside. Monsters are common near the forests and mountains, but are usually kept in check by the highly trained forces maintained by the people here. It is commonly said that every Scandic knows how to swing an axe or a sword, which is a bit of an overstatement but still close to the truth. You will find every manner of race in North, including the occasional 'Greenskin', as the Scandes have quietly let these seek refuge among the Norskhans, who are protected from Imperial Law - perhaps as a rebellion against the more intolerant aspects of Imperial society. The kingdom is known and despised for its defiant tendencies, but valued for its military might despite its refusal to incorporate firearms into its armies. The elite 'Storm Lords' of Stormheim, 'Frost Guard' of Mistheim and Berserkers of Norskha are particularly feared, as these are all incredibly lethal and well-trained professional warriors.

## The Stellar Forest

*"Kalvithur is the purest expression of the overwhelming might of nature I've ever seen, but it was also the most serene and splendid place I've ever visited. The Nottáerei are excellent hosts, provided you pay them the respect they are due - after all, they've been here since the very beginning." - Aedhen Syrran of Nimaas, Varnian Spymaster*

The Stellar Forest, or Kalvithur, is the name of the vast realm of the Night Elves, or Nottáerei (Children of Enottáe), of Varnia. Like Deni T'ila, this is a woodland realm where inhabitants live in close harmony with the nature that surrounds them. During the day, the forest is quiet, but at night, millions of Night Elves roam to nurture the forest and go about their daily lives. All cities of the Stellar Forest are actually gigantic, magical trees, the largest of which is Veroldrassil (The World Tree), which is also the capital of this sylvan realm.

The Stellar Forest joined the Varnian Empire in a unique partner-vassal fashion and retains much of its autonomy to this day. Kalvithur became a part of the Empire as a partner realm after being promised aid in the repulsion, and eventually extermination, of the mostly Greenskin hordes of Lok'hal after they torched Midrassil, a sapling of Veroldrassil and home to close to 3 million Nottáerei. Since then, the Night Elves have settled across Varnia and have been an integral part of the Varnian Empire, yet they usually remain a mystery or entirely unknown to peoples outside of Varnia. The first time they left the continent in recent times was to aid the Great Invasion of Khiva, where the Na'tari learned of the brutality of the all-female Natthirtha, which is the primary army of the Night Elves. To face the warriors of the Natthirtha is terrifying to most, as they utilise an ancient magical technique that allows them to unleash a soulscorching scream, often in perfect unison, right before they attack, which paralyses their enemies with fear, allowing Natthirtha wariors to cut them down with ease.

The Night Elves themselves often seem almost alien to everyone else, and in many ways they are. They are the only other species than the dragons who are immortal. Many assume that time is of little consequence to them, yet they treasure and guard life and every moment lived like a man living his last week. They revere nature, however they do not condemn civilisation the same way the Wood Elves and Eladrin of Deni T'ila do. They consider the rise of civilisation a sort of stage of natural evolution and do not outright condemn bending nature to civilisation's benefit. They believe in balance and will do anything to maintain it, and when nature is violated as heavily as e.g. the old Lok'hali hordes did, they have no qualms going to extreme measures, including the pursuit of total extinction of the offending party.