Oringard part 2

In 460 ACW, the elves of Oringard were thoroughly dismantled by a large orc incursion from the neighboring land of Nubrince in the east.  The invasion came as a sudden surprise.  The orcs hit the elves on multiple fronts, destroying their defenses easily.  The orcs were battle tested, numerous, and absolutely ruthless in their attacks.  The elves, over the course of a couple of years of futile resistance, finally yielded Oringard to them and fled west into the fields of Merrimont.  The orcs then became the primary inhabitants of Oringard and have remained such for over three and a half centuries. 

For the next one hundred years, the orcs built up Oringard into their domain, spreading to as many areas as possible within the forestland, populating and conquering whatever stood in their way, like the gryphons.  They cut down large sections of trees, mined coal, built large training arenas and fortifications.  They mapped out Oringard, learning the secrets of the forest, locating good hideouts and lookout points.  As their population swelled, so did their confidence.  The orcs stayed quiet in Oringard for over a century, until the time of Phumbaas.

To protect herself and her community of immortals, Hovaia cursed a large section of forestland that would later be called the Bleak Woods.  Making a petrified forest, the wood there became lethal to touch.  White Bark is a common dryad trap, designed to petrify intruders.  This prevented the orcs from entering her small section in northern Oringard, which would later be dubbed Hovaia’s Cradle. 

Since Phumbaas, the orcs have begun to call their clan the “Nation of Oringard”, establishing it as separate from the rest of Damir.  Because of the thick woods and its internal maze-like structures, Oringard is almost impregnable by any army.  Even so, elven merchants will occasionally venture into Oringard to seek out rare herbs that the forest is known to grow.  Some adventurers continue to search for Hovaia and other hidden treasures.  Many do not return from these expeditions, but it doesn’t keep others from trying.  The kingdom of Damir sends scouts into Oringard year round, trying to decipher what the orcs are planning and when they might invade next.  Because Oringard is so dense and long, the orcs can strike from any point along the tree line.  It is standard orc procedure to deceive the enemy as to where they will strike next.  To do this, the orcs use the trees as cover while they shuffle legions from north to south, confusing enemy scouts, and leaving Damir’s military command holding their breaths.

Oringard is viewable as far west as Whitehood, and from Merrimont’s Peach Orchards the forestland looks like an endless ocean of trees and forested hills that goes on beyond what the eye can see.  It is an ominous looking domain to anyone who comprehends the danger and threat that lies beyond its forested curtain.

Notable creatures that can be found in Oringard (aside from orcs):

1. Shunjilas

2. Black-spade Bears

3. Gryphons

4. Owl Raptors

5. Saw-tooth Beavers

6. Red-eyed Condors

7. Mud Frogs

8. Shadow Squirrels

Church of Divine Patronage

Now the only church remaining within Whitehood, the Church of Divine Patronage is the last remnant of the human religion that was at one time dominant in the city.  There are still ample churches throughout Damir, but they would be found in Proudhill and Belvadore.  The Church of Divine Patronage is massive, and is one of the oldest buildings in the city, dating back to 262 ACW, only a dozen years after Whitehood was established.

For a time, the church served as a dwelling for council members to meet and discuss state of affairs, back when Whitehood was governed by a human council.  It is the site where Bandrian married Laurette, where Lord Valimond was coroneted, and where Lady Elayne gave her vows to Chancellor Valan.  Although few go to the Church of Divine Patronage, it is an iconic symbol to old Whitehood and nobody has the gall to suggest tearing it down.

There was a time in Damir history that painted the Church of Divine Patronage in terrible light.  King Valimond II admonished the church because it criticized the borderline worship of the colossus made in his father’s image.  He banished the Archbishop of Belvadore, which angered the priests and priestesses of the church.  Afterwards, it is rumored that members of the Church of Divine Patronage got together and plotted revenge against the king.  But when the king died, they decided to take it out on his heir, King Viktor I.  Viktor was no saint.  He was a womanizer and a hedonist.  The church despised him and his rule.  Some argue that it was the church that was behind the assassinations of King Viktor and Queen Noelle. 

Although it’s never been proven that there was any link to the assassinations and the church, evidence does suggest that some of the women that Viktor had affairs and conceived offspring with came to the Church of Divine Patronage for protection.  They feared Viktor would kill them or their children.  The Church offered succor to them and would use funds to send them into hiding.  Whether or not the king’s death was related in any way to these women or their children remains unknown, but the church’s aid to them is not in question.

Nursing Academy

The Nursing Academy is located in the center of the city of Whitehood.  Only women are sent to be trained nurses.  Men wishing to be doctors or surgeons are usually sent to Belvadore for intense study.  Recently the nursing academy began to accept applicants from women of all walks of life.  Due to the increase in orc incursions (three in one century) the demand for nurses has never been higher. 

The academy is run by a Matron, who delegates to several head nurses who carry out her orders.  The academy is funded by the military, which gets its funding from the royal treasury.  Because it is funded by the military, the academy is forced to follow any orders given to it by any high ranking officer.  Once enrolled, a nurse is forced into service for no fewer than five years.  A nurse can stay on in the academy indefinitely, however, as long as her record remains clean.  The academy can admit any patient whose condition merits constant supervision.

A classic yarn shared among the nurses who enlist in the academy is the tale of “Nurse kiss, nurse saw.”  Long ago, a beautiful but simple-minded nurse treated a wounded knight at the academy.  The knight had been stabbed, hacked, chopped, sliced, bashed, and bloodied but still alive.  The nurse, unsure how to treat him, asked the knight what he would like her to do for him.  The knight told her that each of his limbs were rendered useless and needed to be amputated.  Feeling sad for the knight, the nurse kissed each limb before removal.  Enjoying the touch of her lips, the knight requested she kiss his head and face next.  Needless to say, the nurse had a lot of explaining to do when the Matron discovered the headless knight some time afterward.

During times of peace, nurses are scattered throughout Damir from Gilstad to Belvadore.  Some eventually form their own practice or team up with a local doctor and leave the Nursing Academy.  Other nurses are hired by wealthy patrons, such as the royal family or Damir’s nobility, to be in-house nurses.  Of course, a nurse must pass all exams and finish her five year requirement in order to leave the academy.

Rossi Heights

The Rossi Heights have been a big part of the community at Whitehood since its inception.  Its name comes from the Du Rossi family: high nobles who were nearly exterminated by Ulric in 700 ACW.  Before given its now famous name, they were simply called the Southern Foothills, because they were on the road south to Merrimont.  The road that connects Merrimont to Whitehood runs through the Rossi Heights.  The Rossi Heights serve as a vanguard for Whitehood as they form a protective shield from the east and south.  The Rossi Heights have their own community, but it is mostly an outpost controlled by the military.  It has been the host of two major wars: the 6th War when the elves invaded from Merrimont in the south, and the 11th War, when Hathar the orc warlord made a run toward Whitehood.  In both cases, the humans won the war.  The orcs of Oringard often send small war parties across the Mourning River to terrorize the Rossi Heights but the hills are very well guarded.

Count Peter Du Rossi (570 – 621 ACW) was a very suave and very direct noble, who was exceptionally picky and confrontational.  He enjoyed swordplay and spent many hours of his youth learning the art of sword fighting.  As a young man, Count Du Rossi looked for every excuse imaginable to test out his skills on Damir’s best and most boastful fighters.  As a young boy he loved running through the flowery hills of the southern foothills to play, and that childhood memory inspired him to hold duels there.  It is unclear how many duels Du Rossi fought, but he claimed in his journal that he slew a hundred men there.  However, estimates from other records suggest the number is closer to fifty.  Whatever the number, Du Rossi was undefeated, and he settled disputes through these duels.  Now-a-days, duels must be approved by a magistrate to prevent any escalation or unnecessary confrontations.

The majority of duels are now fought on one of the hills of the Rossi Heights.  It is considered an ideal setting for a match because the ground is firm but not rocky, soft but not muddy.  It also allows spectators to gather and form a gallery, as the fighters duel high up where they can be seen clearly. 

Mt. Whitehood

The highest point in Damir (14,200 ft.), Mt. Whitehood was appropriately named by Lyndon himself.  The snow-capped head of the mountain is visible for well over fifty leagues; even the elves of Merrimont and the dwarves of Chance Rock can see it.  The mountain provides a high ground advantage for the city that would be built at the peak’s base.  In 440 ACW, the attacking dwarves of Duinmire were forced to take a wide angle of approach because of the steepness of the mountain.

The mountain has been mined thoroughly for its salt by the humans who settled under it, and then later, by immigrant goblins.  Some gold deposits have been found, but the mountain’s resources have been partly depleted after four hundred years of continual mining.  It was believed by critics for the unification of the human settlements (which became the kingdom of Damir) that the only reason Whitehood wanted to unite was because their resources were dwindling.  It is said Whitehood needed resources and the rest of Damir needed leadership.

There is a legend of the mountain which states that at Whitehood’s highest point is a cave, where a great mountain dragon slumbers.  The dragon was once believed to be the first ruler of the land, claiming Whitehood as its lair.  It would terrorize the indigenous cultures of primeval Damir, including the cyclopsians, but mysteriously ceased its devastating attacks just before Lyndon arrived in 106 ACW.  The legend was first told to the templars by the native humans, who Lyndon believed were trying to frighten him off from settling in Damir.  However, Lyndon did concede that Mt. Whitehood made him feel “uncertain” and wanted to move on from it. 

Argault the Builder, responsible for constructing the great fortress Gilstad, was commissioned by King Valimond in 564 ACW to make blueprints for a majestic castle built up against Mt. Whitehood.  Argault, having heard rumors, made a point not to build too far up the mountainside in fear of “waking the fabled dragon.”  In 675 ACW, a famed adventurer named Knippler made a daring climb to the summit of Whitehood.  Upon his return, Knippler claimed he came face to face with a sleeping dragon and provided some of its scales as proof.  But two years later, it was revealed that Knippler never found the cave and instead purchased some scales from a traveling merchant prior to the trek.  Knippler was proven a fraud and lynched by an angry crowd.

 

Merrimont part 2

As the years and decades passed, the kingdom of Damir became intensely jealous of the elves and their ability to farm the land and dam the rivers without going through the hardships their ancestors suffered.  With control of Merrimont and the southern farmlands below the city, the elves were enjoying a cultural renaissance in Damir, and they would not recognize King Bandrian or any human king as their ruler.

In 485 ACW, the elves of Merrimont were feeling a bit brave from having occupied the fields and farmlands so successfully that they decided to try and settle on the hills north of Merrimont, on the way to Whitehood.  The Rossi Heights (or so they would be named at a later date) guarded Whitehood from the south and east.  Upon hearing that elves had moved into the area, Bandrian sent his army out to shoo them off.  The shooing resulted in bloodshed and Bandrian’s army pursued the elves by driving south, almost to the gates of Merrimont where they had a short but inconsequential battle with the elven army.  The confrontation became the 5th War of Damir, but it was closer to a skirmish, and later standoff-than a war.

Bandrian had made his point, however, and did not want open warfare (the king was growing old and weak).  He summoned his troops back to the Rossi Heights and made a declaration that the hills belonged to the kingdom of Damir and that any further encroachment by the elves would mean war.  While the elves celebrated Bandrian’s retreat they knew that his army was more than capable of destroying theirs and agreed to his demands.  A truce was called and the humans of Whitehood and the elves of Merrimont had peace.

This truce would be broken when Bandrian’s grandson, Bandrian III, thought it a good idea to attack Merrimont with the full force of the royal army.  In 557 ACW, Bandrian III was beside himself in anger over hearing about the elven prophecy: that a king would spring from their own and likely compete against a human king.  He used the prophecy as propaganda to garner enough initial support to attack the elves, but went overboard.  Instead of demonstrating a show of force against the outlying farms north of Merrimont, he took it a full step further and marched on Merrimont.  But this 7th War of Damir was brief.  Once the elven scouts learned of the human army’s intentions to invade Merrimont, they broke the northern dams of the Paia and Blue Rivers, flooding the land and wiping out the invasion force.  It would take years for the elves to rebuild the farmlands north of Merrimont, but at least their city and people had been spared.  Unfortunately, the elves had no idea what was next to come around the corner.

In early 601 ACW, several elven provinces east of Merrimont were destroyed one by one by an invasion of over 10,000 orc warriors led by the warlord, Phumbaas.  Elves everywhere fled to the confines and safety of Merrimont, hoping the city would protect them from the orcs.  The elven army tried to slow Phumbaas down from reaching the city, attacking him in small clusters, killing off the frontline soldiers, but the warlord always seemed to have plenty of warriors to replenish his losses.  The elven army dwindled, chipped away by these small battles.  They made their final stand just outside of Merrimont, near the Peach Orchards, and slugged it out with Phumbaas.  But the warlord was too strong and the elven lines broke.  The army slaughtered, Merrimont prepared itself for a siege.

Desperate for relief, and surrounded by orcs, the elves managed to send an envoy of emissaries to Whitehood to plead for help from the human king, Valimond.  The purpose of the emissary was for Damir to enter the war on Merrimont’s behalf, and save the elven people from being annihilated.  But King Valimond wanted more than just a war-time alliance against the orcs of Oringard.  He wanted a treaty with the elves and the annexation of Merrimont into the kingdom of Damir.  He wanted recognition from the elven people that they were subjects to a human king and would pledge their loyalty as citizens of Damir.  To ensure this, he stipulated that elves would have to give up their rights to land, dissolve their caucus and reduce their merchant trade.  These demands were unacceptable, but under the grave circumstances Merrimont was experiencing, they rushed through negotiations and agreed to Valimond’s demands.

Armed with the might of Damir’s massive royal army, Valimond relieved Merrimont of its siege just in time.  The ramparts of the city had fallen, half of Merrimont was left in ruin, and Phumbaas had already extinguished thousands upon thousands of elves in his wake.  Phumbaas did not anticipate the arrival of the Damish army and was flanked.  The warlord attempted to thwart their efforts to save Merrimont by dividing his army in two and leading his own side against Valimond’s.  But Phumbaas was cut down in the battle and the orcs were pushed back.  The war was over and Merrimont was spared.

Merrimont was a shell of its old self, and less than half the elven population remained.  Forced to rebuild under the stern laws set forth by the Treaty of Merrimont, the elven city would go through a century of darkness: riots and plagues would become the city’s legacy.  However, during King Valan II’s reign, the elves gained more control of their society and Merrimont began to turn around circa 700 ACW.  Their temple was reconstructed, roads re-built, fountains and archways were erected to mark the return of elven pride and cultural rejuvenation.

Merrimont part 1

Located strategically between the Blue and the Paia, two of three main rivers in Damir, is the elven city of Merrimont.  The name “Merrimont” is not elven, but human.  In 102 ACW, a massive party of immigrating human pilgrims, led by the great templar Lyndon, passed through the flower fields and grassy knolls of southern Damir.  Because of the flower fields and the small hills, it was named “Merrymont,” later spelled as “Merrimont.”

Flanked by the two rivers, the soil and ground seemed to be prime farmland that could be cultivated.  A large group of Lyndon’s followers broke off and decided to remain behind to farm and establish a human township in the fields.  Lyndon himself admired the ground but wanted access to the sea so he pressed ahead. 

Early on, it appeared the humans had found the perfect place to settle.  The fruit orchards provided plenty of food, and the humid climate added to the growth of their crops.  However, human irrigation technology was lost in the Chaos War.  Knowledge of cultivation was low, and the people were forced to learn anew.  Among the lost knowledge was how to properly dam a river.  After about ten years, the Blue River flooded the settlement and most of the outlying farms.  Five years after that, the Paia did the same.  The floods were catastrophic: dozens of people died at a time, houses and crops washed away, livestock killed. 

Feeble attempts to dam the rivers failed miserably, as the flooding continued to wreak havoc on every new settlement the humans built.  Still, for over a hundred years the humans in Merrimont gutted it out and kept rebuilding after each flood.  Then in 221 ACW, both the Paia and the Blue flooded simultaneously, wiping out the township completely, killing hundreds, destroying farms, crops and livestock; the people there were reduced to nothing.  The humans were fed up.  Every time they harvested a good crop it would flood.  Every time their livestock began to bear young it flooded.  Every time. 

By 240 ACW, virtually every human left the Merrimont region, convinced that the area could not be properly settled because of the rivers.  They went north, many settling near Mt. Whitehood and establishing a human outpost there.  Others went to Proudhill in the west.  But the fields of Merrimont were deserted.  Only a handful of human farmers tried to stick it out. 

Around that time the elves had successfully entered Oringard from the south and pushed the dwarves out.  The war between the elves and dwarves was technically the 2nd War of Damir.  It started when the elves, in search of a homeland, were given permission by the dwarves to pass through Oringard on their way north.  However, the forest proved to be just what the elven wanderers were in search for and they decided to stay and settle.  The dwarves took exception and began hostilities.  Eventually the dwarves, who had been mining up north, decided to retreat there and give up the forestland.

But in 461 ACW, over two hundred years later, the elves got a taste of their own medicine when the orcs of Nubrince entered Oringard and attacked.  The elves were too spread out and unprepared for an attack coming from their eastern border and scattered.  Iteph, their royal prince, did not escape and he and his family were massacred.  The elves that did manage to escape found themselves following the Paia west to the flowery fields of Merrimont.  In 469 ACW, the elves learned through the few human farmers that lived in the area that the land was called Merrimont and the elves decided to establish themselves there. 

The new elven township sent shockwaves across all of Damir.  Due to their location, the elves were now southern neighbors to the humans, who had established Whitehood as their primary domain.  Under their new king Bandrian I, the humans saw the elves as potential threats and fortified the hills (later called the Rossi Heights) above Merrimont.  However, many humans did not initially feel threatened by the elves, knowing they had settled in a region prone to flooding and would soon be wiped out.

However, this did not happen.  The elves knew of ways to dam the rivers, create waterways and proper irrigation, and minimize the flooding damage.  As a people, elves  often have a natural knack when it comes to cultivation and agriculture.  Within twenty years of establishing a township, the elves blossomed in agriculture and farmland.  Although the rivers still flooded, the preventative measures the elves took kept the damage manageable. 

Proudhill part 2

As the years went by, Proudhill grew and the power of the human council began to exceed that of the church’s.  Sister Branta, a prominent member of the church, became an outspoken critic of the human council and demanded more involvement in Proudhill’s policies.  As a sister she didn’t outweigh a priest or priestess in authority but became the voice of the church nevertheless.  Branta wanted the laws in Proudhill to reflect that of the moral doctrine the church insisted upon.  She wanted social norms to be enforced by military means: specifically rigid rules on marriage (no legal divorce to be tolerated and adultery punishable by death).  The Council refused to make policy supporting these norms.   Sir. Humpecker, a very devout templar, took it an extra step and threatened to remove the council all together and replace it with members of the church.  These threats proved to be fighting words to the Council, who turned to Sir. Gallac once again.  Gallac was now much older but was still held in high regard by the Council.

Over the years, Proudhill’s templars had become more and more disgruntled with the church and their pious teachings.  Several templars were not looking forward to a church-controlled council and sided with the Council on the matter, rallying behind Sir. Gallac.  This division amongst the templars contributed to Proudhill’s Civil War.  In 240 ACW, Proudhill turned its war of words into a war of swords.  Templars fought templars, farmers attacked farmers, peasants attacked peasants, and the priests and councilors pulled the strings.  It ended when the prominent leaders of the church died.  Sir. Humpecker was cut down in a skirmish and Sister Branta tripped on her skirts while trying to flee, falling down a rocky slope and breaking her neck.  (The slope has hence been named “Branta’s Tumble.”)

After the war (which lasted only a few months), the term “templar” was replaced by “knight” and the church was no longer allowed a say in policy.  Knights of Proudhill became protectors of the Council, as templar training was officially dissolved.  Those loyal to the church left Proudhill; some went to Belvadore in the south, others went east and helped build up a small fortress there called Whitehood.

The largest threat Proudhill dealt with, aside from the bandits of the Blue River and the occasional raids of barbarians like the Blood Bunch, was corruption on the Council.  The Council was composed of elders: old families that had been among the first to settle there.  Tradition in certain families on the Council was permitting corruption to run rampant and the people of Proudhill began to demand reform.  The power grabbing that was happening in Whitehood served as a lesson for Proudhill not to replicate.  To prevent sedition and class envy, Proudhill instituted a roulette system of governance.

The Council would have nine people, from nine families, and each council member would have a term of five years.  After the five years, that council member’s seat becomes available to the next family, which is chosen by lottery.  This rotation by roulette and raffle became known as the “Raffle Senate” and it stayed in place for nearly two-hundred years.  The system was successful: exciting, but risky at times.  Every so often a certain Proudhill family would be selected to sit on the Council but their expertise on political and economic matters was limited.  Candidates were limited to only those families that either owned businesses or had a history of service to the Proudhill region.  Merchants, knights, priests, land owners, ranchers and bankers were common occupants on the Council.

Proudhill kept a frosty relationship with its neighbor Whitehood to the east.  Whitehood had fallen on hard times and was changing its system of government and leaders.  Warlords and corrupt councils kept steering Whitehood into becoming an eventual threat to Proudhill.  This all changed when Bandrian became its Protector and wiped out the dwarves of Duinmire.  The emergence of a human hero in the land caused much discussion for a Damish kingdom and the establishment of a royal line.  But Proudhill was against the idea, because their system of government had been so successful for so long.  Yet, Proudhill was still plagued by bandits and Blood Bunch barbarians who kept attacking the outlying areas and travelers.

Whitehood’s military was twice the size of Proudhill’s, and they boasted a larger population.  The leaders of Proudhill knew that Whitehood would only expand, and that Bandrian had demonstrated that he was an effective leader of men.  To protect the Salt Trade, the primary resource Whitehood shared with both Proudhill and Belvadore, Bandrian used his military to patrol the Blue River, keeping bandits away.  Compounding this were the elves of Merrimont and the orcs of Oringard, who barged into Damir, claiming lands and making humans in Damir uneasy.  Bandrian proposed a permanent alliance, a unification of the major settlements into a single kingdom.  United, the human kingdom would be well protected and any hostile action made by the dwarves, elves or orcs would be met with the banner of a kingdom, not just a settlement or two.

After years of negotiations and debate, the Council in Proudhill dissolved and joined under a single Damish banner, and pledged allegiance to King Bandrian.  A governing family was selected to rule Proudhill, and so the people unanimously chose the house of Gallac.  For over three hundred years, the house of Gallac has been the governing family in Proudhill.

Whitehood part 3

The 4th War of Damir was one of the most deliberate and certainly darkest moments in Damir history.  Bandrian believed strongly that it would only be a matter of time before Duinmire would launch another invasion against Whitehood.  Unwilling to wait, Bandrian formed his own assault and marched on Duinmire.  The attack came during torrential rainfall, and Duinmire’s defenses were not alerted to Bandrian’s army until they were upon them.  The attack was perfectly coordinated and the fortifications around Duinmire did not hold.  In the mud and rain, Bandrian’s army butchered the dwarven army and later the civilians within Duinmire’s populated township.  Over three thousand dwarven men, women and children were savagely killed by the end of it- over half the population of Duinmire.  Those that were lucky enough to flee went east, to the security of Chance Rock.

Known as the “Duinmire Massacre” the butchering of civilians alongside soldiers is regarded as one of the most sadistic deeds ever executed in Damir history.  But at the time it made Bandrian a hero and he was celebrated for it.  It gave him a reputation, one that gave pause to all of Damir.  To the people of Whitehood, Bandrian was a symbol of human strength and resiliency.  Bandrian’s remarkable feats gave the human race a significant edge in Damir over the dwarves, and later the elves and the orcs.

After Duinmire’s sacking, the town became a settlement for humans looking to take full advantage of the mining operations the dwarves had started.  Adding rich minerals to their salt trade, Whitehood began to expand and profit from its wars.  Bandrian was the most reputable person in the region.  People were in awe as well as in fear of him.  Shortly after becoming Protector, Bandrian built and trained his army into the most lethal force in Damir.

Fearing that Bandrian would push east and wipe them off the face of the earth, the dwarves of Chance Rock began to build a massive fortress to repel him.  This fortress would become Gilstad; but at the time Bandrian ignored them, no longer considering them a threat to Whitehood’s domain.  Eventually, Whitehood’s military served as peace keepers throughout Damir, not just in Whitehood.  Slowly, the other human settlements began to see Whitehood and Bandrian as protectors to all of Damir.

With the orcs taking Oringard away from the elves, who were forced to flee into the fields of Merrimont, Damir’s power structure shifted.  No longer was Damir a land to be torn apart or fought over by only humans and dwarves, but with elves and orcs in the land, it made Damir a hot zone over racial tension and encroached territories.  Whitehood sat on the front lines and Bandrian’s army kept the other races at bay.  Finally, in 470 ACW, the humans of Damir united under one banner and one king.  Whitehood served as the heart of the new human kingdom and resting place of Damish royalty: the house of Bandrian.

Since King Valan II, Whitehood has become quite diverse in its racial makeup.  Once completely dominated by humans, Whitehood has a large population of both dwarf and goblin.  Humans still make up 80% of the total population, but the percentage continues to drop annually.  The salt mines of Mt. Whitehood are excavated by goblins mostly, as it is dangerous work, and the only legitimate work goblins are permitted to do.  Dwarven merchants are found by every street and plaza corner, haggling and selling their wares to everyday citizens.  There are a few elves, but they’re usually on official business as they are still treated poorly in certain human circles.

Whitehood part 2

While other warlords and ineffective councils had been fighting for control of Whitehood, the dwarves of Oringard had been pushed out of their home by the encroaching elves and fled to the northeast.  The dwarves already had a fall back plan, as the underground lair of Chance Rock served as a fortified base, but they wanted more.  Pushing west, the dwarves attempted to reach Duinmire, a long ignored dwarven settlement.  As the third century came to a close, the dwarves fortified Duinmire and had begun to populate the region, soon taking notice of Whitehood.  Duinmire was only seven leagues from Whitehood, a full day’s march away.  The dwarves coveted Whitehood, seeing vast resources they could use to establish control in Damir.  When word reached them that Whitehood was in a terrible state, Duinmire began to mobilize.

The tyrant Krogert had demonstrated that he was a competent bully, maintaining a stranglehold over Whitehood and its dissenters.  But history would mark him as a militarily inept bungler who exposed Whitehood to a massive dwarven invasion.  As a means of furthering his rule and fattening his pockets, Krogert routinely organized large patrols to go scouring the countryside, looking for small villages and farmers to raid and intimidate.  These patrols were massive, making up the majority of Krogert’s guard, designed to send an illusion that Krogert’s military was huge.  Spies of Duinmire kept watch of these patrols and noticed they would travel several leagues away from Whitehood, leaving it vulnerable for as long as a full day.  Dwarven agents further gathered that with the patrols on the march, Whitehood would leave only a token force to guard its fortifications.

The 3rd War of Damir began when one of Krogert’s massive patrols went pillaging and the forces of Duinmire attacked suddenly.  The dwarven front was meant to cause chaos in Whitehood, disrupting communications between the garrison there and its leader, Krogert.  The plan worked, and Whitehood was breached by a surge of armored dwarves who pummeled Whitehood’s remaining guard.  In a panic, Krogert packed as much of his belongings as he could carry and fled Whitehood.  He was never seen again.  Leaving Whitehood to the mercy of the dwarven army, Krogert’s cronies bickered over how to rally the people of Whitehood against the forces of Duinmire.

Whitehood was spared from dwarven rule thanks in sole part to a common human soldier named Bandrian.  Conscripted to fight under Krogert’s banner, Bandrian was a frontline soldier fighting for the tyrant to cover his father’s debt to him.  Bandrian had been part of the massive patrol sent to bully the countryside into submission.  Returning to Whitehood early, the patrol noticed that the city was engulfed in chaos and the dwarven army was winning.  The captain of the patrol was seen dropping his sword and running in the opposite direction.  Bandrian seized control of the patrol and rallied them, then charged the rear of the dwarven army.

The poor rear defenses of the dwarven invasion force proved to be its weakness and Bandrian exploited it.  Unsure why reinforcements were unable to reach the frontlines, the dwarves penetrating the city’s defenses were pushing forward with no back line to support them.  Bandrian’s men had wiped out most of the unsuspecting reinforcements and by the time the dwarves realized this they were trapped.  Forced to fight their way out of the city they had fought so hard to penetrate, the dwarven army was almost massacred.  Fleeing Whitehood, the dwarven army gave up its attempt in taking the large human city.

Officially the war was over, but not to Bandrian.  With Krogert gone his minions began to take up where he had left off, but Whitehood rallied around their new hero.  Bandrian was quick to act and led a sizeable uprising to bring down the last of Krogert’s followers.  The public demanded justice and Krogert’s men were swiftly executed.  Whitehood embraced Bandrian as its favorite son and savior, and the title of Protector was offered to the young man, who accepted.  But Bandrian’s thirst for retribution extended beyond Krogert’s men.  He wanted Duinmire dealt with.

Whitehood part 1

Located beneath Mt. Whitehood is the large human settlement named after the white-hooded peak.  The tallest peak of the Golden Mountain range, Mt. Whitehood sits at 14,200 feet high and it is the southern most mountain of said range.  The city rests among the Rossi Heights, the foothills beneath Mt. Whitehood.  Considering Damir’s age (circa 102 ACW), the city of Whitehood came to be settled late in its history.  Proudhill, Belvadore, Duinmire and Chance Rock predate Whitehood’s establishment, most of them by over a hundred years.  Officially, Merrimont was established long before any of them (circa 106 ACW), but the initial human settlement was destroyed by flooding approximately 147 ACW and again in 223 ACW.

Giving up on settling in the lush fields of Merrimont, survivors decided to try their fortunes by settling up north.  The hills and foothills surrounding Mt. Whitehood were untamed and unsettled.  A few sparse villages of native Damish people were about but they were primitive and unsuitable to maintain a viable population.  Humans had multiplied their numbers since the templar Lyndon had led them on a northern trek to new lands.  Those that stayed behind wanted to take advantage of Damir’s lush landscape, fresh water, and defensible settings.

The Rossi Heights presented an ideal place to build a settlement that could be defended.  The abundance of rolling hills would slow any army, and the mountain provided a safeguard against any attack from the  north.  Whitehood became an official human province in 250 ACW, and it started out primarily as a small community of miners.  A council of elders served as the town’s governing body, but as it grew so did its government.  In time, the elders began to jockey for the most influence and power.  This spawned internal fighting among the ruling class and later several bloody feuds which led to a string of warlords taking over Whitehood.  As the political situation in Whitehood deteriorated so did its economy.

Due to its limited agricultural opportunities, Whitehood struggled to keep up with its booming population growth.  The land about Whitehood was not the best for farming, its soil rough and rocky.  Their neighbor to the west, Proudhill, was on the other hand rich in agriculture.  Eventually, a trading post was established between the two large human settlements and Whitehood’s economic situation improved somewhat.  But its political instability was holding the city back.  In a span of nearly seventy years, Whitehood had five different warlords claim jurisdiction of the town.

Even with the political chaos, Whitehood grew from a mining village to a township to a fortress.  Fear of rogue bandits and fearsome monsters drew people behind its walls for protection.  The warlord Keltan attempted to be Damir’s first “king” and establish a bloodline of rulers from Whitehood.  He helped turn Whitehood from a basic fortress to a sizeable keep.  While Keltan ruled for almost forty years (345-84 ACW), his son never ruled a day in Whitehood.  The Keltan line was cut down immediately after following Keltan’s death, his family over-run by a mob and publicly lynched and executed.  The uprising against the Keltans was a planned event, meant to strike when the warlord’s family was most vulnerable.  Led by several concerned citizens over the state of Whitehood, and the fear that warlords such as the Keltans would only lead the city down a dark path, a council was re-established.

Under the governance of a council, Whitehood flourished, establishing a trade route to Proudhill and all the way to Belvadore.  Proudhill was rich in agriculture, Belvadore in linens, and Whitehood in salt.  Because of the volcanic region around Mt. Whitehood, an active volcano, hot springs producing mineral salt were ever present.  Known as the “Salt Trade,” Whitehood’s primary resource was the salt mines that paved the way for the city to become an economic giant.  In time, Whitehood’s population grew larger and it began to incorporate outlying villages.  Settlers and villages placed around the hills fell under the protection of the city.

History eventually repeated itself, however, when the rich and influential merchant, Krogert, bought the loyalty of Whitehood’s military guard and took over the council.  Krogert, a fat, slobbery man covered in hair from head to foot, behaved like a bully, intimidating Whitehood into submission by terrorizing households and fellow merchants.  He came to power roughly 430 ACW and was a merciless tyrant who put to death anyone he suspected to be his enemies.  Because of how close Whitehood had become to the other human settlements in Damir, Krogert’s coup caused an economic ripple and backlash.  The Salt Trade was dissolved, with both Proudhill and Belvadore attempting to distance themselves from Krogert and his ilk.

People starved in the streets, and clothes and medicine were hard to come by.  Krogert and his guards frequently raided homes, taking food and valuables to help preserve himself and his rule.  Krogert’s greed and consumption of resources went to all extremities.  As a levy, if a family could not pay Krogert’s steep taxes he would require a family member to enter servitude to his house.  He primarily wanted women to please him at every turn and would seize young girls and wives from their homes without explanation.  Outrage was rampant but suppressed by Krogert’s elite henchmen.  His rule lasted roughly ten years, but in that time Whitehood had become weak and vulnerable.

Damir

Located in the northwest corner of the continent, Damir is about 37,000 square miles in area.  Damir has no access to the sea, landlocked by four neighboring lands: Lyndon, Gronde, Nubrince, and the Ice Lands.  Officially named by Samjin the Scout in 102 ACW, the word “Damir” is an Elvish term meaning “Land of Awe.”  Samjin considered the name on his expedition through Damir’s wilderness, across the open green plains and rolling hills, to the Reverence Mountains in the west.  Ultimately, it was the land’s high concentration of dark clouds and thunder that inspired Samjin to name it Damir.

Damir had been occupied for centuries by the cyclopsians, giants whose most notable physical trait is their one eye.  Using their size to their advantage, they had enslaved all the other indigenous races.  The brutality of the cyclopsians kept the indigenous humans and elves from prospering and multiplying.  Due to their own internal strife, the cyclopsian leadership acted more along the lines of a confederacy rather than a unified nation.  They were broken up into several clans and some of the clans resented the others.  Small wars over Damir’s lush lands yielded nothing but hardships and their culture did not progress.

Although the dwarves were the first to immigrate to Damir, they avoided the cyclopsians by staying well protected within the forestland of Oringard.  The cyclopsians knew of the dwarves but were afraid of the immense forest, and thus the two races did not interact.  However, because of how disorderly their society was, the cyclopsians did not detect Samjin, and the scout was able to move through Damir, taking note of the landscape.

Samjin was the personal and most trusted scout of the renown Templar, Lyndon.  Lyndon was leading a mass exodus of humans and some elves out from the ruins of the Chaos War.  He sent several scouts ahead of his migration north to find land that would be suitable to cultivate and rebuild.  When Samjin returned, Lyndon was convinced that Damir was the land they had been searching for. Despite the cyclopsian occupation, Lyndon felt convinced he could take the land because of the disorderly nature of the cyclopsian rule.  Entering Damir, Lyndon bypassed Oringard because neither he nor his followers had any interest in the wooded wilderness, compared to the fertile meadows to the west.

Initially, Lyndon and his followers settled near the Paia River but it flooded and destroyed their early settlements.  As a result, Lyndon pushed north and then west, and ran into the cyclopsians who met Lyndon with hostility.  It is unclear who attacked first, but in the end Lyndon drove out the cyclopsians from Damir after a five year campaign.

Along the way and during his wars with the cyclopsians, Lyndon’s followers began to settle across Damir, ending their continental migration to call the land their home.  Lyndon himself was not satisfied with Damir and had originally mistook the Blue River for a coastline.  Learning that the land of Damir was landlocked and had no access to any sea, the great Templar moved on and would later found the neighboring marshland, which would bear his name.

With the cyclopsians driven out, the vast majority of the people who migrated under Lyndon’s banner were human.  The human populace quickly spread and multiplied to become the primary race in Damir.  They would exist as a series of settlements until unification in 460 ACW by Bandrian, the first king of Damir.  The land of Damir became the kingdom of Damir and would attract other cultures and races to its lush domain.  Even with Oringard being overrun by invading orcs, the kingdom has withstood many different wars, which have shaped and molded it into a thriving monarchy.

The land of Damir has withstood thirteen wars, and have named the wars accordingly.  These wars include internal conflicts, and do not include minor border conflicts with Lyndon in 676 ACW and again in 715 ACW, both of which ended up favoring Damir.  Because the Blue River runs through both Damir and Lyndon, control of it has always been the motive behind the western border wars.  However, since the Templar Lyndon’s line was restored to Lyndon’s monarchy as supreme ruler, the two adjacent kingdoms have been allies.

To the south, the rocky and mountainous land of Gronde has been a passive neighbor to Damir.  Due to their free market, Gronde was once the center of trade in the northwest region and had a direct route to Blood Coast.  While Gronde has often distanced itself politically from Damir, the two have never shown aggression to each other, until the tyrant Rudimond took control of Gronde and formed a threatening army.  Rudimond has militarized the border between Damir and Gronde, making open trade impossible while putting a strain on their relationship.

Nubrince to the east has proven to be a nest of orc activity, but Nubrince only supplies the orcs of Oringard with recruits and has not declared open hostility against Damir.  In Nubrince, only orc law is present and that comes from the Orc High Council.  The Ice Lands to the north is a remote region of frozen tundra and hills.  It is rich in resources but no kingdom has ever been established there.  It is seen as a refuge for illegal activity and outlaws fleeing Damir and Lyndon.

The extreme west of Damir is only thirty leagues (almost a hundred miles) from the coastline, known as Blood Coast.  Although Blood Coast does not border Damir, only a sliver of Lyndon land sits between them.  Blood Coast is nearly five hundred leagues long, but only forty leagues wide, as it stretches down half the western coastline of the continent.  Blood Coast is lawless, controlled by pirates, mercenaries, and black market smugglers and operatives.  It’s illegal trade has infected nearby lands (including Damir) in a three hundred league radius.

Damir’s flag consists of a golden crown on a blue background.  The orcs of Oringard use a black flag with bright green Shogue (language of the orcs) letterings.  Since the orcs’ arrival, Damir has fought six notable wars against them.  The latest, the 13th War of Damir, was fought from 791-92.  Damir forces came close to capturing Mt. Phumbaas within Oringard, their military stronghold, but were forced to withdraw, allowing Oringard to replenish its numbers and gear up for another war.

Damir has a population of somewhere near 150,000 but it has been as high as 200,000 on more than one occasion.  Along with its wars and internal strife, the kingdom has lost large chunks of its population from time to time due to plagues (Scarlet Rash & Beggar’s Breath) and natural disasters, such as flooding.  Humans make up 54% of the population, while elves sit at 32%, dwarves 10%, while goblins and centaurs round out the population at 4%.  This excludes the orcs of Oringard (as the realm is viewed outside the kingdom of Damir despite existing within the land’s borders).

The most populated city is Whitehood, then Proudhill, followed closely by the elven city of Merrimont and  Belvadore.  Whitehood encompasses the Rossi Heights area, which sits between it and Merrimont.  When combining the populations of the Southern Farmlands and Merrimont, the population there surpasses Proudhill.  Gilstad can swell to fifth place during wartime, as the fortress is a frontline to orc invasions.  The ranking of city by population is thus:

  1. Whitehood
  2. Proudhill
  3. Merrimont
  4. Belvadore
  5. Chance Rock
  6. Duinmire
  7. Gilstad
  8. Purewater