The Konigreigh von Vanar

The Konigreigh von Vanar, also known as **the Forest Country** and **the Land of Starlight**, is a kingdom located in northeastern Dharrenal, and historically has been one of the largest and most stable countries in Dharrenal.

It shares its western border with Alfine, its southern border with both Polczek and the Ozmit Empire, and its eastern border with the Xandir Imperium. The Rimecrown Mountains mark the northern border of the nation, separating Vanar from Slazka. The swift-moving River Ohring lies between Vanar and Polczek, and the massive Moon Gate seals the Xandir Imperium away.

## Overview

Vanar does not enjoy the relatively milder climate of the Ozmit Empire, nor its rich, prosperous farmlands. Consequently, Vanarian cities tend to be slightly smaller than the powers of the south. Goblins, bandits, and orcs may be a nuisance elsewhere but they’re a dire threat in Vanar. Even near the capitol, the wilds between cities are wilder and more dangerous than any in the Empire.

Rivers and river-travel are vital to the cities of Vanar. Without profitable fishing and trade, these lands would likely starve. Winters are hard in northern Vanar, near the foothills of the Rimecrown Mountains. The mouth of the Kraennauricht freezes over completely, and the miserable weather drives even the boldest captains to port to wait for spring. In summer, Vanarian ships venture to the Slazkan ports to the north and along the rivers to the south, trading in both Polczek and Imperial port towns.

The kingdom today bears little resemblance to the sparse, warrior kingdom of the past. Centuries of war and struggle have touched every corner of the kingdom; old plains have turned to barren mud, many roads have been destroyed or overgrown due to little use, and many towns and villages sit abandoned. Bandits and warlords have started to once more roam the countryside, monsters are seemingly multiplying, and the weakened power of the crown thanks to the king’s condition have only made things worse.

The Counts and nobility have imposed a modicum of stability but they bicker constantly among themselves and they plot against each other, knowing that the situation cannot remain stable for long and that conflict lies on the horizon. Sooner or later, someone will make the first move, and everyone wants to be ready when that happens. The political maneuvering has prevented Vanar from recovering and focusing on growth.

But beneath the mud and scheming, the heart of Vanar remains intact. Her people grimly struggle, but their spirits are strong and their will is unshakable. The Starlight Brrigade remains a power to be reckoned with, and the rest of Dharrenal sees that this wounded giant is a long way from dead.

On a related note, there is no Vanarian word for “surrender”.

## Society

### Art

While Vanar is sparse and drab compared to Alfine or Polczek, it reveals a great deal about the people’s inner beliefs. Most of their art is religious in nature, and depicts calm, peaceful scenes. It seems to show the world as the Vanarians wish it could be, as opposed to how it is.

Opera is the most popular artistic endeavor in Vanar. These dramatic tales of heroism and betray stir strong emotions within them. One of the most popular operas is *The Song of the Nibelungen*, which depicts a young man’s journey to win his love’s heart. To do this, he asks Pelor to gift him the most beautiful flower in the world. Pelor agrees if he can perform three labors—the boy retrieves the Jewel of Melora from the bottom of the sea, steals the shears from the Schattenmann, and finally slays a fearsome medusa. Having accomplished his task, Pelor gives him the flower and the boy returns home to wed the girl he loves—who dies of sickness on their wedding day.

Painting isn’t as popular as opera, but it does have a respected place among the arts. Most are pastoral scenes, and few have anything to do with war. Vanarians have little patience for abstract pieces, thus gnome and elvish art is viewed with confusion and frustration.

### Language

The Vanarian language is a harsh language spoken from the chest. It shares many similarities, and borrows many phrases and words from, the dwarven tongue. Few in Vanar speak Common unless speaking with outsiders, giving them particularly strong accents.

### Economy

In most provinces, the economy has been in better shape. Taxes differ between areas and fluctuate from month to month. The smallfolk rarely know exactly what to expect from their rulers, which has caused some unrest. There is seldom enough food to go around, and the provisions they do manage to procure are of low quality. The only Vanarians making a comfortable living these days are the nobility and soldiers.

Rivers play a vital role in the Vanar economy, moreso than any other nation. With the main roads in as poor condition as they are, river travel has quickly become the preferred method of travel, and skilled navigators and river captains are in high demand.

Unlike the great merchant schooners of Polczek, Vanarian riverboats are usually small fleet barges pushed by long poles. The barges have a number of crewmen ranging from two to several dozen. Most of them work the paddles, while a pilot works the tiller. Most barges have sails for use when the wind is favorable, but they rarely rely on them.

### Nobility

Each province of Vanar is ruled by a Count, who is responsible for the province as a whole. Every province is composed of a number of counties, each of which is ruled by a Baron, and every county has multiple cities who are led by Burgomeister. The Burgomeister is appointed by the Baron or, more rarely, by the Count himself.

Each noble family, from the royal family to the burgomeisters, has a motto that sums up its interests, philosophy, or governing style. Each noble family also possesses a crest that represents their heritage, history, or motto. This crest is typically used as a seal when sending messages via courier, and as standards during battle. For instance, the crest of the royal Drachen family is of a dragon, with a crown around its neck, on a green and silver field.

Lastly, the houses of each of the Counts (and, more rarely, a few Barons) carries with it a magical weapon or piece of armor known as the Imperator’s Armament. The Imperator are the names given to the Commander-Lords who served in the Calamity War (an antiquated title now used only in the context of these weapons). This tradition started when the King gifted each of his great lords magical armaments in order to inspire courage and loyalty in their men.

Each of these armaments is legendary is their own right, especially in their respective Count’s lands, but the most famous of these is the *Der Zorn des Himmel*, the legendary greatsword that is said to have slain the demon prince.

### Traditions

Customs and traditions in Vanar are a strange thing. Given the vast wilderness between major cities and the drastically different environments found throughout the kingdom, the country has few universal customs; Vanarian culture is something of a misnomer, as each region tends to have their own customs separate from the rest of the kingdom.

However, all people of Vanar respect the Old Ways. They honor **the Rite of Hospitality**, men can be judged through Trial by Combat, and no contract can be considered legal unless both parties sign with a drop of blood.

Likewise, holidays are sacred in Vanar and even in the smallest towns, they go all out. Music, wine, feasts, and revelry are embraced on holidays. Those who see the people of Vanar as humorless or overly grim would be shocked and unable to recognize a group of Vanarians celebrating Pelor’s holy day.

Brewing and alcohol are another unifying aspect of Vanarian culture. They have a special love for beer, a love passed on to them by their dwarven neighbors. Having learned the craft from them, the brewers of Vanar are said to produce some of the best ale in Dharrenal.

### Religion

The people of Vanar are a pious people. The vast majority of humans in the kingdom worship *the Dawnfather*, of course. Roughly half of the kingdom also pays tribute to *the Wildmother* and *the Traveler*, due to the vast expanses of nature and roads throughout Vanar. A growing presence of *the Knowing Lord* has been noted since the printing press was invented.

**The Starlight Brigade** worships *the Platinum Champion,* unsurprisingly, as well as *the Moonweaver.*

 Worship is a solemn and personal affair to most Vanarians. It’s considered rude to discuss religion with others.

### Science

Vanar has had few technological advances outside of the battlefield, but those few have been extremely important. The Vanarians invented the printing press, for instance, which has started to change the face of culture in Dharrenal (a monk loyal to Boccob invented the press in 938 AC in an effort to spread the Book of the Four Eyes to as many people as possible). Such innovations are rare, however, and more often than not their inventions tend to involve sausage, beer, or both.

Vanar has, however, started to adapt Airships. Skyports have been constructed in the kingdom’s capital, as well as Hexenberg and a few other major cities.

### The Starlight Brigade

Warfare in Vanar is brutal, considering the Vanarian preference for large, two-handed blades and axes over polearms. However, when mentioning warfare in Vanar it is impossible not to think of the most famous order of warriors in the kingdom—the Starlight Brigade.

Founded in the wake of the Calamity War, the Starlight Brigade was originally founded as a means to react swiftly to sudden dangers from Xandir. They all wore plain, glittering rings as a symbol of their status and authority and the Barons were all forced to bow to their rulings. Of course times have changed and the Brigade has had to change with them.

Today, the Starlight Brigade serves as a first response measure and, for some counties, are the primary source of military protection that they have. They are protectors of the commonfolk and warriors who fight in service of the greater good, not just as soldiers but as police. Their jurisdiction covers the entirety of Vanar, and even other military forces in the kingdom must answer to them.

They are difficult to miss, due to their armor of glittering, dark blue steel. They ride on thundering, massive horses bred specifically for the knights and the enemy force who can withstand a wave of the Starlight Brigade smashing against their shields are few.

## Government

### Laws

Beside the basic sets of coded laws that act as guidelines for basic behavior and such, the laws of Vanar have extensive laws written in regards to matters that pertain to military, mercantile, bureaucratic, and adventuring interests, along with those surrounding the arcane arts.

#### *Posted Laws*

The following laws are posted at major entry points into Vanar, in addition to many of the larger cities with ports and/or skyports.

* All persons entering Vanar must register with the officials of the border garrison.
* Foreign currency can only be used in certain, marked locations. Please exchange your coins for Dharrenali golden lions at your first opportunity.
* Adventurers must acquire a charter before undertaking any major operations as a group.
* Harming cats is forbidden.
* Bow your head to all nobility.
* Knights of the Starlight Brigade have the right to search you upon request.
* Hunting on private land is forbidden.
* Arcane magic is not to be used in any public setting or upon any person except for situations of life or death.

#### *Other Laws*

In addition, Vanar maintains a number of other laws and ordinances throughout the kingdom:

* Laws of Succession: Both men and women may assume positions of nobility; the eldest child is the assumed heir, regardless of sex. Vanarians hold no assumptions about such differences, and there have been a number of beloved Queens and Countesses throughout Vanar’s history.
* Regal Rule: Only someone with the blood of House Drachen may assume the crown. Among other things, this prevents Royal Consorts from assuming the crown upon the death of the ruling monarch.

### Justice

With the current political situation, the laws are no longer the same throughout Vanar and are enforced at the whim of local law enforcement. Crimes committed in one province generally go unpunished if the perpetrator can flee to a different province. The Counts are jealous of each other and seldom cooperate. However, a criminal can commit a crime great enough that a Justicar or Paladin (depending on the county) will be hired to track him down and return him for trial.

### Foreign Relations

Vanar has stable relations with most of its neighbors save for Xandir, who pose a looming threat. While usually prosperous, they have recently felt the weight of the Second Giant War, which ended only twenty-one years ago and even now, tensions are rising thanks to the worsening condition of King Heinrik Drachen IV and the question of succession. Some fear the future holds a civil war not unlike the one raging in Polczek.

## Geography

Vanar is mountainous region criss-crossed with wide, fast rivers, and covered with dense, dark forests. The winters are long and there is a chill in the air, even in the midst of summer. Vanar gets a lot of rain and snow, contributing to the muddy roads all year round.

### Rivers

#### *The Krakenstaur*

This rocky river winds throughout Vanar, snaking down from Slazka and drains into the White Bay, in the Ozmit Empire. The river is called by many to be the lifeblood of Vanar’s trade system, allowing it to connect by way of rivers to many of its neighbors. The river is deep, much more so than most rivers, leading some to call it the Black River, or the Bottomless River.

### Forests

#### *Angenehme Wald*

The southernmost forest in the country, the Angenehme is a relatively safe road due to its proximity to the Empire and the constant patrols of knights. Many prosperous logging and farm villages lie on its borders and within it, and a number of well-maintained roads provides easy passage for any traveler.

#### *Eisenfurst Wald*

The greatest forest in Vanar, the Eisenfurst covers more than 600 miles of space. The local humans sometimes call the forest “Old Blackheart”, due to the proliferation of Darkwood trees found in the forest’s heart.

The Eisenfurst is ancient, and vast tracts of the forest are still unexplored even today. Travelers often remark at the sense of watchfulness that lies over the forest’s deep roads, as if the trees themselves resented human presence.

Fey are notorious in this forest, as are trolls, hags, and—most infamously—a green dragon known as Fafner. Travelers easily get lost in the forest, and it’s said that if one leaves the main road they will never find it again.

Particularly noteworthy are the sweets occasionally found in the forest; cakes, candies, and more are reported being found hanging from trees, set on logs or rocks, or placed lovingly at the edge of a campsite. In some places, the forest smells inexplicably of baked goods. Some travelers have even claimed to have seen a cottage made entirely of gingerbread, but of course these claims are ridiculous.

#### *Liebliche Wald*

A safe forest that surrounds the city of Hexenburg. Tall watchtowers are dotted across the forest, which has led to the forest gaining the nickname of the “Tower Wood”, or the “Forest of Towers”.

#### *Schwarzen Walder*

The eastern reaches of Vanar are covered in the thick, foreboding evergreen forest known as the Schwarzen Walder (black forest).

The people who dwell within and around the forest and especially superstitious, even for Vanarians. While dire wolves, ogres, and worse roam the forest, they are not the reason the people here lock tight their doors and refuse to go out at night.

The paths of the forest are said to be haunted by the Schattenmann, or the “Shade Man”. While stories differ from teller to teller, most describe him as an unnaturally tall, gaunt man with stick-like limbs that carries an enormous pair of shears with which to dismember his victims, snipping them apart with quick, precise strokes.

Those with little choice but to roam the forest at night are advised to carry a small figure made of twigs and twine to ward him off.

#### *Wargenwald*

Found in the northwest, in the Morrow Valley region.
The Wargenwald is one of the more wild forests in the country and many bandits and goblins have found homes here. But more dangerous are the fey that are purported to lurk in the dark. Lumberjacks and hunters are advised to be careful lest a vengeful dryad or tricky pixie decides to make them disappear.

The forest is famous for its strangeness and for its danger, and for the trees whose wood purportedly attracts monsters. Many strange tales are told in hushed voices around the fire of what lurks beneath its ancient boughs, including hags, spirits, and a wolf of immense size and terrible cunning.

### Mountains

#### *The Rimecrown Mountains*

The western and northern shores of the Krakennauricht are guarded by a stark, snowy wilderness of mountains and glaciers called the Rimecrown Mountains. These are some of the highest mountains in Dharrenal, with some peaks rising well past 20,000 feet.

In the northern parts of the range, some valleys and passes lie under snow the entire year. The Dragonroost Range in Alfine and the Giantsmarch Mountains in Polczek are both actually extensions of the Rimecrown Mountains.

The dwarven thaig of Kal-Barak, or Forgehame in the Common tongue, is located in the Rimecrown Mountains. There are also, notably, a number of nomadic Goliath tribes that wander the mountains.

#### *The Evermoon Mountains*

The Evermoon Mountains are a barrier of mist-wreathed peaks, deep gorges, and dark, brooding forests. Giants, trolls, and vicious tribes of orcs infest the region. On the eastern slopes, the mountains eventually give way to the forests of the Xandir Imperium. The Evermoons aren’t as high as the Rimecrown Mountains, but the lands are broken and, due to drow patrols, much more treacherous.

#### *Peak of the Silent Watch*

Near the border to the Ozmit Empire lies a lonely mountain; a single peak that juts toward the sky like the point of a spear. This rugged region is heavily forested and unnaturally still and silent—all a traveler here hears are the faint rumblings of rivers, streams, and cascades that ramble across the landscape.

While the peak is relatively low compared to the more northernly ranges, few travelers attempt the trails around the Silent Watch, for Banshees and other spirits haunt this region (or so it’s said). While there are a fair number of trappers, hunters, and hermits who live in the area—in fact, the town of Daleigh can be found in the shadow of the mountain—many unlucky travelers seem to return from venturing here.

On the Peak itself if a monastery, known as the Temple of Earth. Here, monks meditate in silence and practice a martial art known as the Way of the Mountain, connecting them to elemental earth. Few travelers visit this monastery, but it is said that the monks who live here are welcoming and hospitable—if quiet—hosts.

### Settlements

#### *Atenburg*

Perched high in the Rimecrown mountains, Atenburg is a mining town with a high dwarf population. The city is notable for three important structures—Eulestein Castle, the Atenburg Opera House, and the Caves of Oma Nacht.

Eulestein Castle serves as the home of Count Eulestein, built to emulate the castles of Vanarian “fairy tales”. It is an elegant structure, built with the combined efforts of elf and dwarf architects to give it an almost otherworldly grace. The Opera House is famed across Vanar, both for its excellent productions and talent, for the academy it houses. Local legend says a phantom haunts the halls of the opera house after nightfall.

The Caves of Oma Nacht comprise a rich iron mine, which is extensively worked by the combined efforts of local human miners and the dwarves of Kal-Barak, who split the considerable profits. These caves carry sinister local myths, however, as the home of the infamous Oma Nacht, or “Grandma Night”. Exactly who or what she is isn’t agreed upon, but most agree she was a powerful hag who once dwelled in the region, ruling over the humans here with her brood of coven sister-daughters. While she is long gone, either destroyed or having abandoned it, the caves are still purported to be haunted and cursed.

#### *The Burrows*

Halflings tend to live among human lands, and while this is as true in Vanar as other lands, the small farming territory known locally as the Burrows (properly called Danigou) is the only recognized halfling state in Dharrenal. The Burrows maintain good relations with its human neighbors and are considered a vassal of its neighboring city, Reidangard.

The Burrows is governed locally by a high council, led by a Speaker, and marshalled by a Shirriff. The current Speaker is Edwin Grumblehill, a plucky and clever former adventurer. She holds the tie-breaking vote if the high council reaches a deadlock.

The Burrows maintains a militia of archers and a standing force of constable-soldiers on war ponies in the event of outside attacks. The small villages of the territory are very defensible, since most of the buildings are linked through underground passages.

The true power in the region is technically Count Helmut Danig, of Reidangard. He is reputed to be a fierce and grim warrior and a drunk. He cares little of the Burrows and leaves them to their own business most of the time, except for tax season.

#### *Barovia*

It is said that after the Sundering, an entity known only at The Sinister remained on the Material Plane. Whether it was a Titan or a demon or something else entirely isn't known, but it was said that it made its home in the valley of Barovia, which remained a terrible place where happiness could not exist and its people lived meager lives, ecking out a living from rocks while they prayed fruitlessly to be spared by the Sinister night after night.

So it was that around 800 years ago, a young warrior named Viktor von Zarovich ventured into this dark, brooding valley in what is now northwestern Vanar to face the the Sinister. After much hardship it is said that he slew the creature, and was subsequently worshipped as a hero by the locals. But with time, he became corrupted by the Sinister’s lingering essence.

Today, Barovia is again a grey and lifeless place that is sealed off by black gates, behind which lies the inhuman Count Zarovich, the Lord of Vampires, and the tangled forests and dread, broken castle Ravenloft that he calls his home.

#### *Faldendorf*

The largest settlement in the **Marrow Valley,** built on the shores of the Sudlache. Historically it is a fishing town, but in recent years the dwarven merchant company called the Miner's Exchange has come to town and established a headquarters. Their mines have brought much business and many new settlers, and over the last twelve years the town has grown considerably to become the economic center of the entire Morrow Valley.
It sits within the boundaries of the Wargenwald, whose bizarre nature and the common fey attacks make trade somewhat challenging. To compensate, mercenaries and adventurers are also drawn here, especially since the establishment of a branch of the Wayfinder Society (the famed adventurer's guild found across the continent).

#### *Freiburg*

This city has become very important to Vanar over the last 30 years. It sits closest to the Xandir Imperium, and serves as the seat for the Moonwatch; the order of warriors dedicated to watching the drow and combating them if need be. Despite the military presence, the city has also come to serve as a black market, a sanctuary from the law, and a trade port for honest merchants all at once. The city’s leader, Count Probst, is infamous for his alleged criminal connections.

The city lies in the shadows of the mountains and Xandir's wall, plummeting it in a state of perpetual dusk. It is not uncommon to see cloaked drow walking the streets at night. It is sometimes called "the Dusk City".

#### *Heilgrund*

The capital city of Vanar, Heilgrund has a long and distinguished history of producing leaders, scholars, and heroes. Almost every village has erected a monument to a local hero. To many outside of Vanar, it is the only city they can name off the top of their head. The people are extremely proud and patriotic, and somewhat more cosmopolitan than the rest of the country due to the addition of the skyport.

It is the center of Vanarian culture, and is home to the sprawling Drachen Tournament Grounds, which hold the annual Grand Tournament of Heroes, which attracts spectators and competitors from around the world.

The city is surrounded by a massive, ringed wall reinforced by the dwarves. Despite Vanar’s overall distrust of arcane magic, the walls are nonetheless famed for its many clever magical defenses worked in, such as the Walking Shields (clockwork automatons tasked with defending the walls), the Flaming Shield, and the Arcane Trebuchets and Dragonfire Cannons, among others. These make the city dangerous to attack and as such, few have attempted to do so.

The Steil University stands on the western edge of town, a great university for scholars, poets, and philosophers. It was founded by a half-elf named Oskar Seil, and it is home to one of the largest collection of lore and written works in Vanar.

#### *Kiergard*

Found in the southern reaches of the nation, Kiergard is a good-sized city reputed for its constantly-billowing forges and its bloodthirsty ruler, Count Massen Bissel. As the king’s condition worsens to the north, Bissel has been coming more and more authoritarian.

His bloody reign and deeds have changed the region, and he has started to call himself the Bloodhawk, and collects gnolls as personal mercenary soldiers and bodyguards. It’s only a matter of time, most figure, until the capitol can no longer ignore the situation.

#### *Posen*

This city was built in an ideal location. It is surrounded by water, built on an island in the middle of a lake and connected to the land only by a series of movable draw-bridges and barges.

A well-defended gatehouse and a huge breakwall keep invaders out. It is a magnificent city, if not as big as some others in Vanar—it’s pleasing to the eye, prosperous, and safe to live in.

However, the city is also under a state of martial law. Curfews imposed by the Count are strict and many of the local landmarks charge a heavy toll. Despite this, the relative peace of the city given the danger of the world at large makes the city a desirable haven for many.

While St. Cuthbert, the Lawbringer, is revered in many cities throughout Vanar, he is the chief god of Posen.

#### *Tannen*

Tannen lines in central Vanar, and houses the famous Kippe Military Academy, and is the last resting place of the Black Cross, an order of crusading knights which was wiped out long ago. Much of the town’s economy centers around providing services for the wealthy students attending the academy. However, it also possesses a healthy agriculture industry, and is not entirely dependent on the students. A solid brick wall encircles the town, keeping out the dangerous entities that roam the countryside after dark.

Training exercises and mock battles occur throughout the day and night, meaning many establishments are open all day, and some are open exclusively at night. A common exercise is for groups of students to be sent into the countryside to hunt a specific monster or entity and bring back proof of a kill.

#### *Verzweiflung*

A shantytown that encircles the capitol city of Heilgrund. Conditions are much worse here than even the worst parts of the city. Living spaces are cramped, housing barely keeps off the rain, and both jobs and food are scarce.

Disease spreads like wildfire and priests must often wear masks when they come here. The malnourished and glassy-eyed population have given the shantytown its name; muggings and murder occur with frightening regularity. Worse, kobolds and dire rats have started to infest the city, hunting at night and dragging children and the infirmed into the dark.