Stormholme

* **Size**: 794.000 km2
* **Location**: South coast, east of Karthmere, south of Malgrave, north-west of Eastcreek, and west of Crowhill
* **Authority**: Oligarchy

#### **Geography**

Stormholme is one of the warmest kingdoms on Frostmark, rivaling Crowhill in that aspect. Running through Stormholme is the mountain chain of the Gallean Rise and the Qebaran Range. Both of them are the largest mountain chains in the south, where the Gallean Rise is the taller and larger of the two. The Gallean Rise is not that rich in ore, but what it provides is highly varied. It is often a surprise what you find if you invest enough money to start a mining operation. Within the Qebaran Range, on the other hand, there are rare trace veins of adamant and mithril. Mithril and Adamant is something that can be randomly stumbled upon in other bedrocks, but the chances of finding one are the greatest within the Qebaran Range. From the southwestern border to Karthmere, the Gallant Grove forest spills into Stormholme to the northeast side of the Qebaran Range. In between the Gallean Rise and the Qebaran Range, the Nulgan Grove spreads. Technically, the Gallant Grove and the Nulgan Maw are the same woods, but the mountain ridges between them almost isolate the Nulgan Maw part of the forest from the Gallant Grove. The Gallant Grove, and the Nulgan Grove, in Stormholme is moderately rocky close to the mountain ranges but grows progressively less the further you are away from them. Furthermore, Stormholme Gallant Grove is exclusively evergreen with species of trees that are resistant to heat. The Gallant Grove and the Nulgan Maw have been thinned out significantly from extensive exploitation of its resources.

Both the Qebaran Range and the Gallean Rise create two arms that, in turn, creates a vast and protected bay called the Nulgan Maw. Within the Nulgan Maw, there are several medium-sized islands and dozens of smaller ones of different sizes. The arms of the Qebaran Range and the Gallean Rise are arid and rocky, where only the most heat resistant and dry resistant flora and fauna of Frostmark can live. On the eastern side of the Qebaran Range, several smaller mountain rivers flow into each other in a large and confusing web, creating a small delta. The Gallean Rise's arm breaks up into several smaller islands that stretch far into the sea. This biome runs all along the western side of the Gallean Rise's arm and south of the chain proper and named the Hedlon Mesa. The only settlements that thrive in the Hedlon Mesa are around the two rivers of Tahmeneras and Hathenna river, two mountain rivers that run from the Gallean Rise to the coast. On the north side of the Gallean Rise, it rains a bit more than it does over the Hedlon Mesa, but not much. The terrain on this side of the chain, Labphrian Steppes, is more rocky and hilly around the Teisir river. The Teisir river has dramatically spliced through this rocky landscape, creating a vast canyon. After the Teisir river pools into a high terrain lake, the rest of the Labphrian Steppes are grassy lowlands.

In the easternmost part of Stormholme, past the Gallean Rise, lies the Iskerian Boondocks, an evergreen leaf forest that starts very thin but progressively becomes significantly thicker the closer you get to the border of Eastcreek. Teiko and Teigri rivers are two important trading rivers, where boat traffic travel from the highlands of Armathain to the ports of Crowhill. The shoreline of Stormholme is almost exclusively deep with either rocky or sandy beaches, but most commonly, cliffs. There are many natural harbors along the Stormish coast. Far out in the southwestern sea, Stormholme's largest island can be found. Nodensia is quite isolated from the rest of Frostmark but is similar to Stormholme in nature. Like a spine, the middle of Nodensia island is covered in a highly eroded mountain chain called the Tosian Bluff, incidentally Frostmark's smallest mountain ridge. The north side of the island is covered in forest and fertile grasslands, whilst the south side, which is less populated, is hilly, grassy, and drier. Nodensia has a varied coastline, with both cliffs and beaches, but a deep shoreline is the most common.

#### ***Summary***

Stormholme is mainly a large bay, a mountain chain, and some islands. Only a fraction of Stormholme's territory can be farmed. Due to their capital and natural affinity for harbors, Stormholme quickly became the largest presence of the seas due to the strategic position of their capital and natural affinity. In recent history, Karthmere has tried to claim domination of the ocean by expanding the size of its fleet. Today, whilst Karthmere owns the largest fleet in Frostmark, Stormholme has kept its crown by the sheer quality of its boats and sailors.

Most settlements of Stormholme can be found around the coastal areas and on the various islands. Fishing and trade have become the most important livelihoods for the Stormish people, which were a significant reason why Stormholme transformed from a monarchy to an oligarchy. Noble titles remain, but only noble families who have been able to form successful business care to use them anymore. Instead, Stormholme is controlled by four different guilds, each holding monopolies over important aspects of society and production sectors.

#### ***Living in Stormholme***

Stormholme has always been a geographical center for trade and seamanship due to its large number of islands, long stretches of coast, and the presence of many natural harbors. Trade and coin have for a long time permeated this area. When Stormholme was molded into an imperial duchy, the country became a monarchy. Stormholme, in general, abided by the imperial rule, but the new system didn't allow as much profit and free movement of the coin as it had before. When the Empire was falling apart, Stormholme was quick to abandon the imperial governance style.

Stormholme returned to the ways of the old, but now with more sophistication. After the dust had settled once the Empire had fallen, trade started to flourish. Over a few years, many small guilds popped up, some gathering influence quickly. Even if they were competing against each other, they pressured the monarchy of Stormholme with one voice. The message; Give us simpler and leaner trade laws. Initially, the nobility was enthusiastic about the economic boom, as it favored them, so they agreed. Progressively, the imperial law system changed within Stormholme, and with it, the guilds grew in number and strength. The point came where the nobles saw fewer benefits than the guilds when they enacted yet another legislative change. The nobility wanted to hit the breaks, realizing how much power they had given away to the guilds of Stormholme. But the cumulative power of the guilds now challenged that of the nobles. What was once a diplomatic spirit from the guilds of enriching both parties, guilds and the nobility of Stormholme, became threats instead. A war of sorts started, nobility trying to reverse the changes made and the guilds trying to accelerate them. A few tumultuous years went by, where sometimes the guilds were able to force change, and sometimes the nobility was able to roll back laws.

However, the guilds were the victors in the end. Just shy of the year of 680 AEF, the monarchy had become more like puppets of the guilds than regents. Yet, the monarchy had a lot of ceremonial power left. The guilds moved their pawns to a position of checkmate when they assassinated the regent in 680 AEF. Finally, nothing was standing in their way of power, except for each other. Once there was no shred of power or influence left in the nobility, they turned on each other. The Stormholmish guild wars began quickly after the death of the monarchy. Tyrants, coalitions, and individual guilds rose and fell until there were only four players left. Four immensely powerful coalitions of guilds eventually merged into united entities. A stalemate settled in, and when the four guilds realized they owned a quarter of each of the countries, they decided that civil war was bad for business. Today, they control almost all of Stormholme's markets, coin, military, and production. Due to the guild's colossal size, they are unable to be rivaled by upcoming guilds. If a new player enters the stage, they are either quickly absorbed or promptly ripped apart.

Stormholme was quick to remove any influence the Church had in Stormholme. It both restricted the market system through the rules present in the Radiance of Geanor and could potentially split the loyalty of the Stormish people between the Church and the guilds. Thus, the Church was quickly undermined and, in the end, thrown out. Today only the most generous priests remain in ill-repaired churches, offering aid to the most deprived and poor. They survive on meager charity. As coin became the leading source of influence in Stormholme and the regulating force of the Church of Riahn disappeared, the traditional view of morality disappeared from Stormholme. The guilds operate with almost complete freedom as the only thing regulating their behavior is each other. The guilds cling to their privilege by walking a fine line between ruthlessness and benevolence, and at the same time, they can't show weakness, but they can't appear like a target either.

Through the years, the four guilds have become something akin to royalty, and more often than not, power is attempted to be consolidated within families of the guilds by inheritance. There is a saying in Frostmark, "Whatever you need, you'll find it in Stormholme". This is mostly true as few laws are regulating the Stormish market. Unsurprisingly, Stormholme is the leading trading hub of the whole continent. Though, on the island of Nodensia, there are whispers of another guild rising, Sea's Embrace. It has somehow managed to grow in strength, and rumors have it that they are spreading the faith in Stormholme once more.

#### ***Relationship with the Church***

The Church of Riahn is very weak in Stormholme, with only a few priests and sanctuaries for the desperate and the sick. The Church often condemn Stormholme for their depravity and treason to Riahn. But due to Stormholme's strong economy and military presence, Sacred Arms doesn't dare to attack the nation for its heresy. Some would even attest to witnessing priests buy favors from Stormholme's open market.

#### ***Relationship with other countries***

Stormholme is mainly an open trading hub that exchanges goods and services with anyone who offers good business. The largest trading partners are Karthmere, Malgrave, Armathain, and Sirendale.

Stormholme has tried to influence Eastcreek in the past, mostly to get their hands on their marble cliffs, but both Eastcreek, and Crowhill in extension, has been "unreasonably suspicious" of the guilds' intentions, or so they say. Crowhill itself is openly hostile towards Stormholme but remains cordial enough to not spark a war.

#### ***Military***

Every guild has its specialized troops, and so the Stormish military can vary greatly in their features. Their purpose is often to uphold security, escort merchants, and scare off the other guilds. There is a constant arms race between the guilds, but at the same time, no one wants to become stronger than all the rest to have the other guilds gang upon them. Power is a balancing act in Stormholme.

From Stormholme's history of travel by sea, they have developed an excellent understanding of seamanship. Stormholme's vessels and their sailors possess the highest quality in all of Frostmark. Ship sizes vary between one to three main masts, and they usually sport deterrents such as catapults and ballista. Even if utilizing poison and disease in warfare is a known strategy in Frostmark, it is generally not used due to military traditions that date back to the age of Geanor. These tactics are, however, a common practice in Stormholme. Most agents of the guilds poison their weapons to ensure death after a tumble.

#### ***Lowcloaks***

The Lowcloaks guild focuses their efforts on scribing and other intellectual professions, as well as the materials it requires an occasional oddity. They also deal with basic resources such as salt and food. They mostly attract guild initiates who value mind over brawn, and they own the finest school system in Stormholme. Sometimes the other guilds have bought education from the Lowcloaks for their members. The Lowcloaks believe that knowledge is power, and therefore they should consolidate it as much as possible, only sharing their knowledge if it benefits them. Their charity work is often expressed through starting schools and giving the less fortunate access to primary education, to foster loyalty and pick up talents where they can. The Lowcloaks can act rather aristocratically, and they look down on those they consider to be mindless fools. At best, the guild is a protector of knowledge and history who wants to see humanity progress forward.

***Ruler***: Ersilia Cresci (Female, 41 years)

***Family***: None

***Coat of Arms***: A blue field with a black chevron with two golden spyglasses aimed towards the chevron's tip (A falcon flying away with a scroll)

***Rule***: Farport City, Windshire Town, Ironcliff City, Fallpoint Town, Capital Brineholme

Ersilia and the Lowcloaks have mostly been uninvolved in the other three guilds' intrigues and have mostly been dealing with their affairs during her reign. She is known to be clever and unpredictable. Even though the areas of monopoly that the Lowcloaks own are not as directly lucrative as the other guilds, the Lowcloaks still manage to uphold themselves on the same power level as the others, and maybe they have proven themselves the strongest with Ersilia at the wheel. Conflicting witness statements are reporting Ersilia's demeanor. Some call her careful and secretive. Others would describe her to be restless and decisive. Recent events for the Lowcloaks Guild have been fruitful for the guild's coffers' swelling with income. Their recent business partners have both been parties in Malgrave and Armathain.

#### ***Nightstriders***

The Nightstriders guild focuses on death, all kinds of entertainment, fine food, drugs, and luxury goods. The Nightstriders guild has always been the most ruthless and cold-blooded of the guilds. They allow nothing to stand in their way to power and influence. This, coupled with the lucrative and profitable businesses they specialize in, has given the Nightstriders a stable and powerful position within the guilds. They are certainly the most wealthy, and their ranks include many brilliant merchants and business owners. They are callous thugs at their worst, for which there is no limit to the lengths they would go to see themselves succeed. At its best, the guild supports all kinds of art and wants people to live a life of satisfaction.

***Ruler***: Zaccheo Domizio (Male, 45 years)

***Family***: Deceased daughter (14 years) and a son (11 years)

***Coat of Arms***: A blue field with three chevrons, two of black and one of red in the middle (An hourglass with a black skull resting on it)

***Rule***: Craghollow Town, Ashyard Town, Highhold City, Bridgeshore City, Wallkeep City, Edgecairn Town

Zaccheo was a promising Guild Master from his first days in office, and the Nightstriders enjoyed a lot of initial success in Zaccheo's reign. A few years later, his leadership was tested by Steelshade. The two guilds were locked into a cold war after several tense events between Steelshade and the Nightstriders. Partially because of Steelshade's sheer combat mastery and excellent equipment, they managed to push the Nightstriders on the back foot. Many members of the Nightrsiders despaired, as they thought that Zaccheo had failed them. But after Zaccheo's daughter was assassinated by the Steelshade, the tides of war turned. Zaccheo focused his whole being on revenge, and he became impressively and morbidly creative in his tactics against Steelshade. The guild had also loved his daughter Stella and fought zealously with Zaccheo. Steelshade lost the war and admitted defeat before their losses turned dire.

The Nightstriders guild rejoiced, and so did Zaccheo. However, after the incident, Zaccheo started to change. He turned progressively more unstable and even manic at times. Today, the Guild Master is unpredictable and untrustworthy to even the most loyal members of the guild. Zaccheo seems unafraid of the consequences his actions could cause, but he still somehow manages to keep his position, mainly through domination and merciless retaliation. These days, part of Zaccheo's frustration comes from the sudden jump in capabilities the other guilds have acquired. It's almost like some kind of unnatural luck is on their side. For the first time in decades, the Nightstriders guild struggles to keep their heads of the water.

#### ***Steelshade***

Steelshade's guild focuses on tools, arms, armor, stonemasonry, clay-works, leatherworking, and mercenaries. Hard work and getting your hands dirty is encouraged in this guild. They value productivity and industriousness most of all. They are known for their comradery and loyalty, a unique trait amongst the guilds. They refer to each other as brothers and sisters, and they see the whole guild as their family. At their best, Steelshade is a huge consortium of different craftsmen and soldiers in arms. The guild is further built on discipline, and hard work is fairly rewarded. On the other hand, they can be arrogant, non-inclusive, and revengeful.

***Ruler***: Ugo Li Volsi (Male, 37 years)

***Family***: Female partner (41 years), sister (27 years), daughter (15 years), deceased son (12 years), and a son (5 years)

***Coat of Arms***: A blue field with a black chevron, displayed in it two golden helmets facing each other (two steel gauntlets shaking hands)

***Rule***: Knightbreak City, Pearlmaw City, Littleshell Town, Falconpeak Town, Sandcross City

Steelshade has had a rocky ride recently. After a substantial cold war with the Nightstriders guild, they initially seem to have the upper hand. But after the death of Zaccheo's daughter, fortune changed viciously, and Steelshade lost the war. Steelshade had to retreat completely from the Nightstriders as they couldn't afford more losses. Not many years later, they arrogantly entered into another conflict with Stormgarde, hoping to reclaim some power and face. Steelshade is currently on the losing side of that rivalry as well. Despite all the recent hardships, Ugo is still well-liked within the guild as a considerate and capable Guild Master.

#### ***Stormgarde***

Stormgarde guild focuses on carpentry, animal breeding, shipbuilding, and textiles.

Stormgarde is the guild with the most international ties as they are the owners of the biggest and, arguably, the finest trade fleet in Frostmark. It's no secret that Stormgarde is the best shipbuilders of Stormholme, to the point that the other guilds hire or buy ships from them on the regular. It is here where the origins of the reputation of Stormholme's superb fleet and sailors come from. They're also quite good at breeding and training horses, as well as setting up effective and secure messenger systems. Stormgarde is often hired to install, improve, or run messaging systems in other kingdoms. Their weaknesses include their decentralized functions, as it makes the guild scattered, and their spirit. Stormgarde values highly individualism, which can lead to somewhat untrustworthy and elusive behavior from within its ranks. On the other hand, its members are often creative and adaptable. Many explorers and inventors call Stormgarde their home.

***Ruler***: Tecla Bergamini (Female, 34 years)

***Family***: Female Partner (35 years)

***Coat of Arms***: A blue field with a black chevron, displayed in it one side a golden horse and on the other a golden ship (a ship riding a lightning bolt)

***Rule***: Cavehold Town, Saltwich City, Newrock Town, Dracton Town, Bluecoast City, Smoothtide City, Linmont City

Tecla is beloved by the Stormgarde guild. She is optimistic and lives for exploration. Recently, Stormgarde has divided its attention on the isolated island of Nodensia, which is usually seen as unimportant in the politics of Frostmark. The other Guild Masters are turning their attention to Tecla and her actions, believing them to be strange and unwise, looking for an opportunity to either uncover their secrets or exploiting a weak link.