[Worldbuilding] Halgeir, The Cursed Land

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THE KINGDOM OF HALGEIR

Once many centuries ago, there lived a great King by the name of Alaric, who ruled fairly and justly and kept peace in his realm. His enlightened reign saw to it that his realm's fields were always bountiful, his people's hearth fires were always warmly lit, and his cities' walls were always strong - and for this he was paid back in kind, growing a substantial wealth that he invested greatly into improving his kingdom and the lives of its people.

However, for all his work into bringing prosperity and security to his realm, he would one day see cataclysm come to his lands as oft is known to occur across tempestuous Sorras. Plague, famine, and war came to his land. Death's long-bladed scythe reaped the souls of his kingdom, and for the decades he had spend building it up, he saw in only days as it crumbled around him. It was in this time of great desperation that he was visited by the Archangel Hamon. The divine being offered Alaric and his people, or at least those who were still alive, a way out. Hamon had secured a safe land for them across the sea, far from any realm where Alaric's people could rebuild. Naturally, Alaric accepted, spending the last of his saved wealth on a fleet of ships to take them to this promised land across the sea.

They sailed for over a month under Hamon's guidance, struggling to survive on the high seas. Many did not survive, succumbing to the countless hazards of seafaring. It is written that when their fleet had arrived on the shores of their new homeland, they were half as many as when they had begun. But when they did make landfall, they found that Hamon's promises were true; they found a verdant land where no man had ever stepped foot. King Alaric proclaimed the land as Halgeir, and its capital at his own city of Baur Trosten, and so the Kingdom was born anew.

The Alarmen, as they had begun to call to call themselves in honour of their legendary King, would however find that not all was as it seemed. King Alaric's final days neared, the venerable man growing weary after ruling a commendable 73 years - the latter 18 of which he had spent in Halgeir. With his weakening, it seemed the divine protection that the Archangel Hamon had extended over the land too was beginning to wane. On one fateful night, Hamon was besieged by a great legion of hellspawn who in an epic battle above the skies of Baur Trosten felled the divine being with their unhallowed weapons. Lacking its divine protection, they set their sights next on the newly-vunerable Halgeir. First among their conquests was the slaying of King Alaric, who with the blood combined of both King Alaric and the Archangel Hamon twisted the Kingdom into a blighted land, turning fertile deltas and idyllic woodlands into fetid swamps and dark forbidding backwoods, and haunting the land with countless horrible beasts. Its people were not safe either - the natural magics were poisoned, promising to slowly corrupt any who might harness it and afflicting many with the Bloodthirst or the Beastform. However, in one last combined act of service to their realm, the two dead guardians of the nation granted a final blessing to Halgeir - no demon could ever enter nor lay eye upon Halgeir. The hellspawn that haunted its streets and darkened its skies in that moment were banished back to the depths they crawled from, and Halgeir was left as it is now - a land between a blessing and a curse.
 
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MAP OF THE KINGDOM OF HALGEIR

OVERVIEW:
Capital:TrostgardPopulation:~1.5 millionProvinces:7
Government:Feudal MonarchyLanguage(s):Alaric, Geyric, VronicCities:9
Leader:King Sigeric StyringOfficial Religion:NoneNational Symbol:Wolf

The Kingdom of Halgeir is a nation on the Eastern continent of Sorras, founded by the legendary King Alaric 372 years ago. The nation is infamous for its dreaded beasts and dangerous landscape, being home to beasts both mystical and mundane in nature. As it stands today, Halgeir remains as aptly described by its old epithet as ever; a land between a blessing and a curse. With the border provinces secured and orderly, the nation stands tall in its ability to defend itself and remain orderly and unified - but also faces an impending crisis of faith as the many religions that have followed the death of the Archangel Hamon become increasingly hungry for official status as the one true faith of the state. As always though, for the common person of the nation this is all of little concern to them - terrible beasts still stalk the night and there is much work to be done.

Halgeir's landscape is dominated primarily by thick forests and hills. The main river of the nation, the Beucar, which includes the Trostza - the island on which the city of Trostgard is located - bisects the nation, running from the lands far past the Vronmark and deeper into the valley and to its mouth in the Trostgard province. The two largest forests of the nation are the Svartwild and Tagerwild, the former being the largest. The Svartwild stretches from the Eastern border of Drengen to the Vronmark, ending near Baur Huneric in the province's south. The Tagerwild runs from Central Geyria to West Kevanig, which is smaller, easier to void and less infamous than the Svartwild, but also less explored. These regions of much higher tree density and age, called wilden (sing. "wild") in Halgeir, are the most dangerous places in the nation. The Wilden of Halgeir are swarmed with all variety of beast, and even the most prepared adventurers are dissuaded from entering, as there is almost no chance of survival through the first night and nothing of value therein. The Wilden are also known to be havens for those most unfortunate Halgerians who are afflicted with the Beastform or the Bloodthirst, allowing them to live far from civilization where their terrible cursed forms are unlikely to cause the harm that they would should they remain in the civilized world; this increases the danger of the Wilden tenfold.

The King of Halgeir is the chief executive power of the nation, holding absolute final authority over all matters of the realm. Upon the incumbent King's death, the throne passes to an heir of their designation - traditionally their eldest child, though they can technically designate anyone as the heir. The Lords of the 7 Provinces are vassals of the King of Halgeir, who are moderately autonomous in their own affairs. Historically the crown of Halgeir has been too primarily focused on securing the realm against its many threats to meddle significantly in its vassals' internal affairs. The primary arm through which the Kingdom exercises its authority is through its military, lacking any significant historical legal or cultural tradition to prop up its authority beyond the certainty that disunity of the realm would surely be taken advantage of quickly and result in the loss of countless lives and the great cultural respect shared by the nation's inhabitants for King Alaric, the monarchy's founder.
The currently reigning monarch King Sigeric has ruled for 61 long years, his reign being characterized by a creative streak in tackling the realm's issues that has been to great effect. He is known to be solitary and mild of temperment, known to prioritize action over word and spending most of his idle time studying natural and mystical phenomena. His vassals admonish him for his diligence and wise rulership, and his people see him as a just and fair ruler who holds their best interests at heart. Prior to his reign, King Sigeric served in one of the many unofficial monster hunting mercenary companies which were far more commonplace before his creation of official crown-sanctioned Nightwarden patrols. There he saw first-hand the devestation that the terrors which plague Halgeir wreak upon the people on a daily basis, and ways in which they can be dispatched most effectively. By the end of his service he had claimed the lives of 43 beastmen and 12 vampire, as well as countless geists of countless varieties and a half-dozen bears. Greatest among his achievements, though, was the felling of a horrid and otherworldly creature known as the Beast of Baur Huneric, which had killed many travellers and countless livestock in the villages near Baur Huneric and killed Sigeric's own companions who had accompanied him to slay the beast.
Sigeric does not publicly share his faith, in the style of his father and predecessor King Modahar Styring allowing it to remain a loosely-kept secret. Despite not admitting his faith, however, it is commonly known that the Styring dynasty worships the Dalanic pantheon.
King Sigeric's full title is "Sigeric Styring, King of Halgeir and Geyria, Son of Alaric the First, Lord of the Alar, Vron, and Geyr." He is married to Queen Selina, the cousin of Lord Rikkert of the Vronmarch, with whom he has a son, Prince Halsten Styring, and a young daughter, Princess Cinnah Styring. His son Halsten is currently expected to succeed him.
 
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PROVINCES
The Kingdom of Halgeir is divided into 7 provinces, which serve as administrative divisions through which the crown can delegate authority and administrate the nation more effectively. Unlike in typical feudal systems, the provinces do not represent self-ruling polities that are confederated under the crown, but rather the crown's own administrative divisions over which it has the greater share of authority. Despite the extremely skewed balance of power, the crown remains withdrawn and benevolent towards the Provinces' internal affairs, allowing them to mostly do things on their own until the crown's aid is required but otherwise being mostly free to act on their own. In essence, the Provinces have very high internal autonomy, but almost zero external autonomy; so long as they abide the crown's laws and follow through with its orders, they are basically completely free to govern as their own administration sees fit. This is largely due to the primary focus of the Provinces being to exercise control and uphold the defense of their territory rather than truly ruling it; unfortunately, this means that the focus being primarily on defense leads to a strain of corruption and neglect of popular affairs in provincial governments.

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TROSTLAND PROVINCE

The capital region of Halgeir, the Trostland is a wealthy and largely inhabited region second only to Geyria in population and wealth. However, it is also among the deadliest - large parts of the Trostland are located in the largest and most infamous wilden in the Kingdom; the Tagerwild in the North and the Svartwild in the South.

Forming the royal crownland, there is no governor of the Trostland as its administration falls to the King directly - though most authority is in fact delegated to royal bailiffs, municipal authorities and wealthy landowners. The Trostland is politically quite tranquil; its common inhabitants are relatively content with royal authority at most times and despite being obligated to pay higher taxes than are levied elsewhere in the nation the nobility is quite satisfied with their lot.

The local environment of the Trostland is dominated primarily by forest, with the banks of the Beucar and its tributaries forming the only available farmland in the region. In King Alaric's time, the mouth of the Beucar was an incredibly fertile delta which provided immense agricultural value, but following his and the Archangel Hamon's murder and the events which followed the delta became a hostile disease-ridden swamp that is completely unfit for large-scale agriculture. Similarly, the previously idyllic grasslands and hills that characterized the province are now mostly part of the wilden, which further limits agriculture.

The Trostland is the cultural homeland of the Alarmen, who claim direct descent from those who came with King Alaric to found Halgeir. It is certainly Alaric in culture as a result, but as the capital region it is also very cosmopolitan - there are large minorities of Geyrmen and Vronmen in the province, especially in the city of Trostgard, and many residents speak all 3 languages, often using loanwords and slang from each in typical speech, and are influenced by these other cultures in their diets, philosophies, and lifestyles. Vronic influence is especially apparent in local cuisine and practices, and Geyric influence can be seen in the local architecture and high culture.

The Trostland is named after the city of Trostgard, the historical capital of the Kingdom. Located on an island amid the River Beucar, its high walls and well-defended bridges protect it from the dangers of the outside world magic and mundane alike. Its crowded streets are lit at all hours of the night with lamps and braziers and patrolled constantly by vigilant guards and nightwardens. The city is divided into three main areas; Baur Trosten, the castle built by King Alaric in which the King of Halgeir resides is atop a small hill overlooking the city, the immediate surroundings of which are mainly diplomatic and noble housing. Also nearby Baur Trosten is the old High Temple of Hamon, which has for the past 3 centuries stood locked and abandoned. The rest of the Eastern Half of the city is called the Upper Beucar District, which is considered the "nicer half" of the city. Most of the buildings are sturdier and slightly newer, built of stone and well-maintained. Many merchants, craftsmen, courtiers and petty nobility live in this part of the city, and the shops are often well-stocked and provide rather good quality and variety of goods. The four bridges that connect Trostgard to the mainland converge roughly at the center of the city, where there is a massive open air plaza that forms a bustling marketplace open at all hours. It is here that you can find almost anything that the Kingdom has to offer; everything from Geyric bloodwine to enchanted swords for monster hunting to stories abound of monsters in the hills and below the waves. Around this central plaza is where most of the city's most successful shops and inns are located. Crossing it just to the West, however, you will find yourself in the Lower Beucar District, which is the older part of the city. Most of the buildings here are in various states of advancing age and disrepair, especially those closer to the docks where the smell of dead fish permeates the air. Crime is a problem in this district, and the poorly maintained old wood buildings have a nasty habit of catching on fire. Naturally, this is where most of the city's population actually resides, and given that it is where the city's river port is located, it is often a necessary evil to cross through it for visitors not priviledged to dock at the much more pleasant Royal Arsenal located underneath Baur Trosten.
As with most things in Halgeir, myths and rumours are abound about Trostgard - the labyrinth of catacombs, basements and tunnels beneath the city is the site of most of them, with many believing that despite the relative safety of the city's ground level there is just as much danger to be found below their very feet as there is in the depth of the wilden.

Erden, located near the mouth of the River Beucar, is the only other major city on the province aside from Trostgard. Erden is an important seaport, and was in King Alaric's time a major agricultural hub due to its proximity to the Beucar's river delta. Now, the hazardous swamps and marshes surrounding the river mouth make the city a rather unappealing place that hardly grows anything besides its barely-respectable harvests of mostly rice and swamp potatoes. The city's main industries now are shipbuilding and fishing - this struggles to suport the city's population, however, and many of its houses lie abandoned and shops closed. It is believed that the steadily decreasing population may soon no longer support the title of a true city, and possibly even cease to exist in due time.
Erden is the epicenter of one of Halgeir's more strange local cults, turning to the worship of a malevolent sea spirit they call Diugak to whom they sacrifice their dead with sea burials, hoping to in return be spared of its wrath. Unlike most elsewhere in the nation where the many faiths coexist to varying degrees, the people of Erden are intensely zealous in their faith, requiring that any who live in the city give sacrifice to Diugak and expelling any who refuse. Erden is also known for having below-par defenses, with sparse and irregular nightwarden patrols and poorly-maintained low walls that make it highly susceptible to attack. This is largely blamed on the city's corrupt government, which is housed in a well-defended lavish manor at the northwest point of the city.
Greatest among the hazards to Erden are amphibious and semi-aquatic varieties of geists that descend on the city at night. Residents live in constant fear, those who can afford the materials often barring their doors and sleeping behind lock and key. Crime is relatively low in the city as a result, due to the fact that the nighttime is so dangerous that it makes it impossible to go anywhere safely. Additionally, some greater varieties of beasts have been known to climb over the short city walls and attack that way, or creatures from the sea crawling up through the harbour - a phenomenon that is slowly increasing in frequency, especially with attacks from giant crabs and sirens luring those who live near the docks to their doom.
Securing Erden is a project that the crown has great interest in due to the city's strategic and potential trade value - however, due to local corruption and the city's inhabitants' extreme dislike of outsiders, as well as the difficult local terrain and extreme hazard of the area, the project's great cost and difficulty has caused it to be delayed indefinitely.

Just south of Trostgard is Hal Geistand, a massive necropolis that stretches deep underground where countless dead are laid to rest. The uppermost layer is secure, manned by permanently-stationed Nightwardens and seeing rather consistent human traffic, however the deepest reaches of Hal Geistand are considered extremely dangerous, many parts having not been ventured into for decades or even centuries, and when bodies must be transported to the lower reaches it is often a great undertaking that requires extreme caution and care, and many very sharp swords to be held at the ready.

The hazards of the Trostland province are of the nation's more typical variety, and mostly mundane in nature; the countryside is stalked by direwolves and bears, which while making travel risky can mostly be avoided by staying on roads and taking standard precautions. Geists, while present, are in mostly low population, and beasts of other type are noted to be largely skeptical but nonaggressive in temperment unless provoked. Due to the large amount of Nightwardens in the province, very few of those with the Beastform or Bloodthirst are present in the province. The Svartwild and the Tagerwild, however, are incredibly dangerous regions with near-zero rates of survival, very few making it out alive if they ever make it out of the wilden at all.


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DRENGEN PROVINCE

The foggy moors of the Drengen province are among the most well-known of Halgeir's natural features, second only to the wilden. Located on the small peninsula that borders the greater Broken Lands to the West, Drengen is of vital strategic and economic importance. Like most anywhere else in the country, Drengen is considered safe within its settlements, but known to possess uniquely dangerous creatures in its wilds, especially when the fog rolls in.

Unlike other provinces, Drengen is not governed by a hereditary monarchy but instead a republican form of government, ruled by a Provincial Magistrate who is elected from among the Province's wealthiest and most influential noble families. This government is, as one might expect, deeply corrupt and rife with scandal and intrigue - but also among the Crown's foremost financial and political supporters, creating a sort of cycle of paying off the Crown to ignore its corruption and becoming more corrupt to continue to afford these bribes and becoming increasingly content with their status quo. The government is centered in the city of Gesitgrav, the largest city in the province.
Provincial Magistrate Gadaric Sigeling currently governs the province. A representative of the great Sigeling merchant dynasty, he is the 6th successive Sigeling to hold the office, representing a recent trend in the province's politics of growing House Sigeling wealth and predominance in their home port of Geistgrav, which has translated into a political hegemony over the province's politics. Gadaric is a young and promising man, setting his sights on ambitious new ventures that he intends to bolster the economy - and as a result further secure the position of himself and his house. He is also noted, however, to be a decadent and pompous individual whose greed and ambition can easily overcome him, blinding him to the many devious plots at play just outside his line of sight.
Drengen's ruling noble houses must be invited by vote of the Houses already present within, which does not represent favour or approval but recognition of the house's possessed power and wealth. Aside from the ruling House Sigeling, the other noble houses present in the province's government are House Cniving, House Godding, House Heiding, and House Humling.

From Trau to Geistgrav, Drengen's environment is known for two things - wetlands, and fog. Almost variety of wetland can be found in Drengen, from salt marshes to bogs and fens to swamps and mires. The only dry land in the province is mostly in the middle and eastern parts of the province, with some sparse woodland being found near the Svartwild on the province's eastern border and mostly flat muddy grasslands making up the province's central region
The cool air blowing in from the surrounding bays brings with it a thick blanket of fog, in the summer being present only in the morning but in the winter often blanketing the province for weeks or even months at a time. Not only does the fog combined with the unsteady ground make travel dangerous, but also provides ample cover for the province's many unique local varieties of geists and other beasts. This more than makes up for the province's lack of wilden in providing extreme risk of travel, as only the farest western fringes of the Svartwild are present on the province's Eastern border.

Culturally Alaric, Drengen is considered quite close to the more standard traditions of the Alarmen, even moreso than the inhabitants of the Trostland as they lack many of the cultural influences that are present in the more cosmopolitan capital region. A leading reason for this is that the inhabitants of the Drengen province are noted to be rather unfriendly and standoffish, viewing outsiders and foreigners with great superstition and offering only the most basic hospitality - if at all, with many travellers finding themselves rushed to leave from any towns they might stop in along their journey and only begrudgingly permitted in Geistgrav. The frequency of the region's geists taking more humanoid shapes are often blamed for the coldness experienced in the province, but the locals explain that they simply would rather be left alone and claim that guests only bring trouble - which is not entirely false, given that the province's geists and beasts are known to stalk their prey, and travellers will lead these creatures right to the province's inhabitants' doors.
The Remnant Church of Hamon is the region's most common faith, uniquely lacking in local cults - however, the province's inhabitants have many practices and superstitions that the Church's fundamental doctrine would classify as heretical, such as drawing charcoal protection sigils on their doors at night to ward away danger and women wearing yew wreaths during the day to bring health and luck. The Church however tolerates many of these practices to some degree, in consideration of the province's deeply trying situation.

Geistgrav is the capital and sole city of the Drengen province, located on the Galinsbay in the province's South. Geistgrav is a large city which makes its wealth primarily through trade and fishing, due mostly to its natural port and easy access to the mild southern waters.
The city is known for its more traditional Alaric architecture, with wooden roofs and plastered white walls. Many of the wealthy noble families of the province own large manors in and around the city, which are typically made of stone with the dramatic tall facades and spires that are more common in Trostgard.
With high walls, relatively well-lit streets and ample nightwarden patrols, Geistgrav is considered a rather safe city - however, visitors are advised to remain cautious as the city has a significant crime problem and visitors are common targets.

Baur Brekker, located at the Western edge of the province, guards the border between Halgeir and the Broken Lands. It also serves as the current seat of the Lord Leovigild Heid-Ageining, a scion of the greater House Heiding who has appointed himself as the landholder of the surrounding area which he rules with an iron fist. While not recognizing his position or claim in any official capacity, Lord Leovigild's substantial military force and ferverent defense of the fortress and surrounding areas (which he also claims) has prevented the Provincial Magistrate from taking any action against him for the time being

Drengen is considered a province of significant travelling hazard. While it is safe to travel during clear weather, thick blankets of fog can roll in unexpectedly and quickly, to which the province's hostile wildlife is adapted to utilize as its hunting grounds. The province's geists are distinctly humanoid in appearance, making them difficult to differentiate from companions in low visibility, but possess powerful senses of smell and hearing that allow them to stalk their prey through the fog. Ghasts are also unusually common in the province. The fog is also known to be used as a cover for witches, who live in isolation deep in the wildlands of the province, and also provides cover to allow those afflicted with the Beastform and Bloodthirst to wreak havoc in Drengen as well - though at greater risk to themselves than elsewhere, the lack of a wilden to hide in demanding that they engage in the difficult act of masquerading among the common populace when not hunting them. Like in nearby Erden, the Northern Coast of the province is also plagued with amphibious and semiaquatic geist varieties and other beasts of the sea, making Trau and Morden among the province's most unsafe settlements.
As for hazards of the mundane variety, greatest among them are Drengish Bog Spiders, which fully grown are twice the size of an adult man and are known to see humans as prey. The environment itself is also its own hazard, as the fogs are incredibly disorienting and make it easy to take a single wrong step and fall into a moor, drowning in the mud and likely never being found.


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GEYRIA PROVINCE

For as long as it has been, Geyria has stood tall above the other provinces. Since its acquisition by King Athanaric Styring, the Geyria Province has been the safest, wealthiest, and most powerful of the provinces - even moreso than the Trostland itself. This is largely owed to its trade with the lands beyond Halgeir and its devotion to keeping the province's wilden at bay. Its main export, Geyric Bloodwine, is renowned for its rich taste and unique qualities, with each winery's product being highly prized and fiercely guarded.

The Geyric government is regulated by the Noble Council, a body formed of the eldest members of the province's foremost noble families; currently House Mignard, House Vidal, House Gaumont, House Bellegarde, and House Desmarais. These five families are empowered to select the next Lord of Geyria, as well as generally serving as a powerful advisory council. In addition to the houses represented on the Noble Council, there are many houses of lower landed and unlanded nobility as well, and various members of the court and hereditary titles associated with them. The complex nature of the Geyric feudal system is infamous for breeding intrigue, which often spills into neighboring regions and into the greater fabric of the Kingdom like Bloodwine on fresh linens.
Each of the great Noble Houses of Geyria have a large primary residence, or "chastel" in the local language, similar in purpose and construction to an Alaric baur. These chastels function not only as large and luxurious residences, but also as critical defensive positions for the province's exceptionally well-armed militia and as the centers of power and administration for each of the province's senior noble houses. They have also become physical icons of the influence and power of the houses represented on the Noble Council of Geyria, sometimes resulting in it being misconstrued that appointment to the Noble Council would guarantee a noble house assignment to a Chastel, or conversely that if a lesser noble house were able to construct themselves a Chastel that it would earn them a position on the Noble Council of Geyria.
Geyria is currently ruled by Lord Odilo Desmarais, the first of House Desmarais to hold the title. Reigning in the shadow of the dreadful Lord Haering Vidal, Lord Odilo is generally liked by his people and vassals for the simple fact that he is not as terrible as Lord Haering. He has been noted to be a just ruler, emphasizing a governance that is guided by tradition and informed heavily by his advisors and fellow members of the Noble Council.

Geyria's landscape is unique among Halgeir's provinces in its wide open spaces. Geyria's ranges of grassy hills give way to seemingly endless stretches of plains, which are utilized extensively for pastures and fields.
The Geyric Coast lacks good anchorage for most of its length, lacking major headlands or cliffs for the most part but keeping large ships at bay due to its shallow waters and lack of natural harbours outside of the far West of the country, which is an uninhabited region covered in massive rock formations. The only sites of good anchorage are also those where the province's two largest ports now sit; the small open bay of Palomany, and the much larger Bay of Garonne.
The province of Geyria holds only one wild of its own; the Aberwild. The Western expanse of the Tagerwild is also present in Geyria, covering a large portion of the province's hinterland from the lands just beyond the west bank of the Moringcourt river to the Trostland border. The Aberwild is the smallest and tamest in all of Geyria, its size slowly but steadily decreasing as Geyric forces push it back further every year. The now ruined Chastel Brugney once stood at its southeastern edge just due East of Garonne, which oversaw operations into and around the Aberwild and now serves as evidence of just how far the wild has been pushed back. Geyria's portion of the Tagerwild, on the other hand, is just as lethal and forbidding as its portions in the Trostland and Kevanig.
Geyria's fields are also renowned for their brilliant golden wildflowers that bloom twice annually - first at the end of winter, and then at the beginning of summer.

As the province's name suggests, the Geyrmen are the native and majority inhabitants of Geyria. Due to their shared heritage, the Geyrmen and Alarmen share many traditions and beliefs, as well as having similar political and social structures. The Geyrmen however differ notably in their greater openness to outsiders and a far more cutthroat political atmosphere - with everything from a favorable site for a market stall to the highest political offices in the province being fiercely contested and desperately envied. The only thing that truly keeps them from tearing one another apart is an equally cutthroat unspoken social code of conduct; despite their jealousy and avarice, there is no greater breach of civility than to lose one's composure and appear to be the lesser person. Geyrmen are often seen as unfeeling and ruthless for this reason, and true as this may be for some this appearance is in truth a result of intense social pressures - to be seen as emotional is to be unstable, and accordingly shunned from Geyric society. The near-obsessive need to appear to always be the most superior person is also a guiding force for many Geyrmen's infamous greed - a rivalry in Geyric society is an endless contest to be the most superior individual in all aspects, until someone either accepts defeat or dies. For most Geyrmen, it is the latter that is more preferable to the unthinkable shame of surrender.
The Geyric language, while related to the Alaric language and sharing some similarities, is a fully distinct language in its own right that is not mutually intelligible with Alaric. The languages do use the same writing system, however, and resources for Alaric speakers to learn Geyric and vice versa are widely available. Most Geyrmen residing in Geyria speak both Geyric and Alaric fluently, and Alarmen living near the Geyric border or in cities with large populations of Geyrmen such as Trostgard and Erden have at least some workable knowledge of the Geyric language. Most Alarmen consider Geyric to be relatively easy to learn, especially when compared to the relative difficulty of learning the Vronish language.
Worship of the Dalanic Pantheon, the native faith of the Geyrmen, has remained the majority faith of Geyria throughout its history, a source of identity and pride for the province's natives. The highly orthodox faith's emphasis on submission to the Gods and strict obedience to its austere and fundamentalist doctrine often runs in stark contrast to Geyria's chaotic feudal politics. For this reason the faith has become deeply intertwined with the laws and bylaws of Geyria, and is often credited to be the sole thing that keeps the province from tearing itself apart.

High walls encircle Palomany, casting a long shadow over any that dare approach. Once, the small but bustling city was the capital of one of the three Geyric kingdoms. The city is located on the idyllic Eastern stretch of the Geyric Coast, enjoying rather favorable weather conditions throughout the year thanks to the seabreeze and nearby Tagerwild. These conditions have made Palomany an agricultural hub and a destination city for those with a taste for finery.
Palomany was the largest of the three Geyric Kingdoms by land area, making great use of this territory to be able to compete with its rival city-state Garonne, a city much wealthier and larger than Palomany. The noble houses of Gaumont and Vidal originate in the lands of the Kingdom of Palomany, with House Gaumont having ruled Palomany for several decades before Geyria was unified as one realm.
The city of Palomany, despite its wealth and historical position, is the smallest of Geyria's cities. Were it not for the necessity of a sizable resident worker population here to serve the decadent nobility that calls this city home it would most likely be no more than a mid-size farming town. Palomany's port is also rather small for a city that once served as the capital of a kingdom, seeing very few ships pass through it every year - most of which only import various exotic goods to be delivered to the city's many wealthy inhabitants. Palomany has recently however found a new niche in leatherworking and jewelry, both enabled mostly through imports from the inland provinces of Halgier.
The many sizable estates that surround the city of Palomany are home to many of Halgeir's wealthiest and most noble of the realm, who from their gilded halls oversee great orchards and vineyards that grow upon their small slice of Geyric paradise.

Garonne is metaphorically as well as literally at heights no city in all of Halgeir could ever dream to reach. Built atop and scaling down a large headland, Garonne is the largest city in Geyria and the largest port in the Kingdom of Halgeir.
Before the province was unified, Garonne was the greatest of the three Geyric kingdoms - or at least so the lords of Garonne believed. The surrounding chaotic and sparsely inhabited hinterland allowed its smaller rival city Palomany to build a realm capable of matching Garonne in might, which locked the two in an endless struggle. The noble houses of Mignard and Bellegarde originate in the city of Garonne, both having at various point stood at the helm of the great city.
Garonne's large population is a uniquely carefree and hardy lot among the Geyrmen, also known for a vicious streak that is attributed to the city's seafaring. Halgeir's royal fleet is stationed in Garonne, many of its ships having been built in the city and its crews sourced from there as well.

Known in Geyria as the City of Towers, Thesin has well earned its modern position as the official capital of the province and meeting place for the Noble Council. Historically, Thesin has pursued an internal focus that has paid off for the city's development in kind. Thesin has never had the wealth or population of the other two kingdoms necessary to defend itself militarily, and as such has become famed for the many tactful applications of diplomacy and subterfuge to maintain its sovereignty during the time before Geyria's unification - which has become the subject of countless treatises on diplomacy and intrigue since.
Thesin is home to the eponymous Achademie de Thesin, a renowned facility and the only of its kind in all of Halgeir where master scholars offer unparalleled educations to their students in a multitude of available subjects. Many noble sons and daughters of Halgeir are sent there to study in the many subjects expected of one in their position, but admission is open to anyone who can afford their tuition. Studies of magic, warcraft, politics and religion are by far the most popular subjects, but the students of the Achademie de Thesin range from engineers that study new and improved methods of construction to Nightwardens studying their roster of foes in the hopes of gaining an edge in their encounters.

The Chastel Mignard, located at the end of the peninsula to the southeast of Garonne, is unique among the chastels of Geyria in that it was not built in any proximity to the province's wilden - instead, the Chastel Mignard was originally a coastal point of defence, responsible for maintaining and garrisoning the nearby lighthouse and responding to naval threats instead of terrestrial ones. The Chastel maintains a small naval arsenal to this day, complete with a small port capable of docking 4 Geyric warships and the facilities to house their crews.
Chastel Mignard holds a dreadsome reputation in Geyria due to the infamous House Baudelaire that resided therein prior to their rivals that now inhabit the grounds. The lords of House Baudelaire were notoriously sadistic and cruel, keeping legions of galley slaves to man their fleets and imposing high taxes collected at sword-tip from any that passed into their claimed waters. They were known to be torturers and heathens, and after being exposed by House Mignard, to also be afflicted with the Bloodthirst. With the assistance of a hired party of Halgeirian Nightwardens, House Vidal exterminated the Baudelaires after revealing their secret to the world and took their Chastel for themselves. Rumors of the Nightwardens' findings within the Chastel have become a runaway phenomenon across Geyria since, with people stating that within the catacombs beneath the then-Chastel Baudelaire the Nightwardens had found everything from prisons filled with human cattle to underground canals flowing into great pools of blood to dark temples where the Baudelaires conducted rites to spread the bloodthirst across the land. As no genuine written reports of the Nightwardens' involvement in the extermination of House Baudelaire exist beyond the initial contract exist none of the rumors can be confirmed or denied, especially since the entrances to these subterranean levels below the Chastel Mignard are now blocked off permanently.

Located at the far Western end of the Tagerwild, Chastel Vidal is among the largest and most heavily fortified of the Chastels of Geyria - and for good reason. Chastel Vidal sits at multiple frontlines,




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KEVANIG PROVINCE

goat-worshipping shepherds in the heart of werewolf country

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RESANIA PROVINCE

almost pleasant if you ignore the tyrannic government and werewolves snatching your kids.

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SOREN PROVINCE

necromancer problem but otherwise it's alright i guess. maybe eternal autumn? maybe shrouded in darkness? also werewolves

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VRONMARK PROVINCE

cold depressing cultural minority province. little bit of everything here; geists in the lowlands, vampires in the villages, werewolves in the wilden - also where the first nightwardens come from.
 
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BESTIARY

The Kingdom of Halgeir is home to a great variety of beasts mystical and mundane alike, which are also varied greatly in temperament, attitude towards humans and other creatures, and unique physical and behavioural characteristics which make them fascinating objects of study - and incredibly deadly foes.
The distinction between what makes a creature by the Halgeirian definition "mystical" or "mundane" is purely relative; creatures referred to as "mundane" are those which are or share a likeness to those which can be found commonly elsewhere in the world, such as Bears, Dire Wolves, Serpents, and Feyen. Those referred to as "mystical" are unique to Halgeir, often originating with or having some relation to the Death of Hamon or sharing a likeness to no known naturally occuring creatures found anywhere else in the world - creatures of this definition are as great in number and variety as those of a mundane nature and more are discovered on a regular basis.


GEISTEN - The Undead Pests of Halgeir.
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Among Halgeir's most common beasts, Geisten (sing. "Geist") are beasts of the undead variety that originate from corpses. Geisten vary greatly in nature and temperment, the exact form they take depending on a variety of factors ranging from cause of death and level of decay to random exposure to the natural magics and sheer luck - or rather, lack thereof. For this reason it is difficult to provide accurate general descriptions due to the sheer variety of creatures categorized under the Geisten umbrella, but generally the classification of Geisten refers to the phenomenon of the risen dead that hunger for human flesh. They are found in all provinces and environs, and generally classified as mundane.

The most common forms of geisten are the distinctly humanoid, which closely retain the physical characteristics of the dead from which they originate aside from some notable changes to physiology; for instance the appearance of fanged teeth and claws. A slightly less common variant often encountered in the Drengen province, called the Fog Stalker, is known to have elongated limbs to allow for fast stealthy movement and white skin to blend in to its environment - though often being blind or significantly visually impaired. Another variant found mostly in Kevanig are the gahrainuen or "cleansers", which unlike most varieties of geist are known to be mostly passive and feed off of anything they can get their hands on - mostly dead and decaying corpses of various creatures.

Geisten can be found anywhere that mankind has roamed; from city streets to the depths of the wilden to lonely countryside roads. They are by nature often attracted to areas where large quantities of relatively fresh human flesh can be found, making them often found at battlefields and sites of other atrocities, such as near settlements affected by an outbreak of disease. There is no known completely effective method to prevent a dead body from becoming a geist aside from complete destruction, but many folk practices have shown to be effective in lowering the chances dramatically, such as ensuring that the body is embalmed and properly buried - and doing so as quickly as possible after the individual dies, as in some cases people have been known to die and convert into a geist within minutes following their death.




GHASTEN - The Spirits of the Dead and the Worlds Beyond Ours.
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The Halgeirian term "Ghasten" refers to a small range of mystical entities, variously described elsewhere in Sorras as ghosts, revenants, wraiths, shades, specters, spirits, wisps, etc. Generally ghasten in Halgeir are understood to be either mundane or mystical in nature, originating from a variety of sources that can range from being the actual spirit of a dead individual to an otherworldly being that has never truly lived or being only a fragment of a life or many lives, such as a literal manifestation of a desire or experience. They are known to be quite rare to encounter, but are often blamed for any variety of strange happenings.

Ghasten vary greatly in temperment, but are relatively uniform in appearance, often being somewhat transparent and mistlike when visible, but are usually completely invisible and omnipresent across an area. Some ghasten are also able to take a semi-physical form for a short time, allowing them to walk the material plane and interact with it directly - this is however incredibly difficult to do for any extended period, and is easily seen through as their true form can be spotted in any reflective surface and natural light passes through them, leaving no shadow.

Ghasten, being etherial and not physical in nature, are extremely hard to get rid of; the typical wisdom is that to be rid of a ghast you must either work with it or use magic to banish it permanently from this plane. Due to their etherial nature they can also be found anywhere in Halgeir.




DRAUEN - Bound Servants of Necromancers.
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Drauen are similar in many ways to Geisten, for which they are often confused for or classified as a special variant of - they are however different in a few key aspects, the foremost being that drauen retain some degree of self-awareness and are only mystical in nature; Drauen cannot appear naturally, only through the use of magic. They are often used as soldiers and servants by necromancers, as they are bound to do their bidding for the rest of their eternal unlife.

There are a few different ways to create drauen, but the most common is to trap a soul inside of its body just as they die and replace part of their soul with the necromancer's own, thereby binding it to their will. The fragment of the soul is permanently alienated from its other part in the process, meaning that they cannot ever truly rest in death after this process; both fragments will most likely either become lesser forms of ghasten and wander the world aimlessly for eternity, or simply cease to exist instead of passing on. Other methods of creating drauen exist, but also necessitate similar horrors for the soul being used in the creation of the drau; in one way or another being turned into a drau necessitates permanently altering the soul that will in one way or another permanently bind it to the material world.

Due to a presence of at least some part of the original soul, drauen are known to occasionally act of their own accord when not under any active orders by the necromancer that raised them; often times if the most common method is used and the soul is riven, they will perform some kind of routine task from their life endlessly on repeat, such as gathering firewood for a hearth that has long since gone cold. If certain alternative methods are used, however, drauen can be almost completely aware and alive, able to speak (assuming their body is not too decayed) and act independently when they are not held by a command from their master. Some drauen risen by these methods have even been known to apologize to their victims as they kill them or actively work against their masters - most famously as with the case of King Ratold of Soren, the infamous necromancer whose infamous reign of terror was ended by one of his own drauen.

In at least some cases, drauen are not only the result of necromancers. For instance, Hal Geistand in the Trostland is known to have many drauen in its deepest levels which are a result of the original curse placed upon the Kingdom of Halgeir, these drauen being risen by demonic magic instead of by a necromancer, and instead of being bound to their wills are simply driven solely by a demand placed upon them. Some incredibly rare drau are even a random result of natural magic, these specific individuals being essentially granted a second eternal life - though in a body that is actively decomposing.
 
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