Duchy of Harr


File:DuchyOfHarr.png
The wealthy airship realm of Harr.
Notable Houses
House Alwyr House Amail
House Ashwood House Baelyn
House Blackfyn House Bron
House Broo House Bulwyr
House Byrch House Caster
House Craigmount House Cray
House Darksun House Draymare
House Dhun House Durn
House Fenn House Goode
House Gray House Harte
House Hightower House Locke
House Nightsong House Oakstar
House Penrose House Redstar
House Runestar House Templer
House Ufric
Notable Clans
Clan Amber Clan Ashton
Clan Bartil Clan Blu Rhun
Clan Concul Clan Dayne
Clan Eghan Clan Fell
Clan Frosthammer Clan Graysky
Clan Harclay Clan Horg
Clan Ironsmith Clan Jaug
Clan Ketblade Clan Lang
Clan Mandrake Clan Myre
Clan Pendra Clan Qurhall
Clan Redwyne Clan Ryder
Clan Sharpe Clan Tower
Clan Umber Clan Wellharm
Clan Wytherson Clan Yew
Clan Yhurn Clan Xyron
Provinces of Harr
Province Province Seat
Ashton City of Brimil
Black Oak Town of Holt
Blue Shore City of Maas
DaggerFord Town of South Fork
Dark Mount Town of Valpath
Deep Wood Town of Zhadel
Edge Mahl Town of Jever
Gray Cliff Town of Tief
Hard Water City of Curliath
Long Pasture Town of Borove
Oldhart City of Riven
Sea Heart Town of Foyru
Southgrass Town of Gonth
Ironclaw Town of Ghun
The Pit None

The Duchy of Harr is one of the smaller but wealthiest nations of the Northern Realms. Established in 950 B.F.A. under the flag of Sir Byron Curtash, a Knight of Elal, Harr rose in united kinship against onslaughts of fire dragon clans, ogres, oku, and broodlings in the region.

The Duchy of Harr is unique among the nations of the north. Along with Kal Phyrix, it is one of the smallest northern nations, but its greatness lies within its dales, city-states, provinces, airship fleets, mining wealth, and merchant power.

Harr is a nation devoted to the silver coin. Its provinces, cities, noble houses, clans, guilds, and mercantiles constantly compete for profit, influence, and position within the duchy.

Overview

The borders of Harr are Ta’Kanasiti and Myanothia to the north, the Dhunadin Sea to the south, and the Rhakas nation of Nathak to the southeast. There is constant fighting along the borderlands of Nathak and Harr.

Harrians do not usually fight over land. Instead, they wage war over who can gain the most profit in a year. Many mercantiles have been born and died within a single year, while others have thrived on the existence of trade itself.

As one of the smaller regions of the Northern Realms, Harr has a higher population density than much of the north. It is also immensely rich in natural resources, particularly metals. The foothills and lower reaches of the Blue Mountains are riddled with veins of silver, gold, iron, and red ore.

Harr is known for rugged hills, rolling plains, fertile fields, broadleaf trees, wealthy ports, airship lanes, powerful mercantiles, and cities where profit and law walk side by side.

Inhabitants

The Duchy of Harr has long been known for its acceptance of every non-monstrous species into its lands and cities. This is a direct influence of the great city of Dardura Sheva across the Dhunadin Sea.

Those entering Harr’s borders are accepted so long as they understand that evil actions and intentions will be severely punished.

Most of the Duchy is made up of humans, Ha’vatu, and Chovah. There is also a large population of Acires, along with several smaller towns of Bhahuul and oku.

Languages

Because of the great variation in species living within the Duchy, most of the population can speak several languages. Common is the standard language, but many Harrians also learn Azhdehak, also called Chovahaktol, Iklahn, also called Acirean, Jauzah, the language of the Ha’vatu, and a smattering of other local or trade languages.

Life and Society

The Duchy of Harr is a mixture of southern realm ideologies and northern realm customs. Harrians are divided along economic lines and family lineages. The wealthy tend to hold most of the power in the region and gather in noble Houses, while the lower and working classes often cluster in northern-style Clans.

The noble houses of Harr are influenced by the great noble houses of the Southern Realms, especially those of the Empire of Resha and Ahamkara. These houses operate according to holdings, wealth, status, control over land, and ownership of businesses.

Clans are powerful in their own right and are closer to the ancient clans of the Northern Realms, especially those found in the Kingdom of Panthais. They are tight-knit communities built around family and extended family relationships. Many of the first great noble houses of Harr rose from the older clans of the region.

Everyone not directly associated with a Clan or noble House is referred to as a commoner. Commoners tend to make up the bodies of the various guilds that are not held or operated by the Clans or the noble Houses.

Throughout Harr’s history, commoners have often been the ones to rise from nothing and become rulers of powerful noble Houses.

Social Customs

The culture and customs of Harr are rich and varied, which is a point of pride for all Harrians, whether noble, clan, or commoner. This attitude is influenced by the great city of Dardura Sheva and its acceptance of all species.

Harr is divided into fourteen administrative provinces, each possessing its own unique culture. However, there is also an overriding Harrian culture promoted throughout the Duchy, centered around Curliath and, to a lesser extent, the other major urban areas.

There is a notable difference between rural and urban Harr. Deep Harr is a term used to describe the rural customs, beliefs, and habits that are not usually present in the more modern urban areas.

Because of its cultural blending, Harr has a rich culinary tradition that rivals Dardura Sheva. It is especially well known for cheese, wine, and stuffed meats.

Food plays a major role in the Duchy’s social life. Meals are traditionally ritualized and full of meaning. Most Harrians eat three times per day, with the evening feast being the largest. These meals tend to involve elaborate food preparation. Wines, ales, and hard liquors are important at this meal, as they are seen as a way for people to relax and enjoy their evenings.

Traditionally, there is a strict gender division of labor, especially within the noble Houses. Among the clans and commoners, males and females more often work together to complete necessary tasks. This segregation of genders varies from province to province.

Throughout the Duchy, it is customary to say good day or good evening when entering shops and goodbye when leaving. Not doing so is considered rude.

Despite the norms of the various species who live in Harr, nearly all Harrians talk with their hands. This is considered an unwritten language that can be hard to master and full of pitfalls for the unwary.

Arts

Art in Harr is highly respected, and there is strong support for the arts at nearly every level of society.

Oral tradition and folktales dominate most villages, towns, and poorer city districts. Written literature is highly valued within the great Houses and among the aristocrats of the cities.

Harrian written literature is considered one of the great world traditions. Many works are epic poems and ballads, while others wander into themes of class struggle, the tension between urban and rural areas, and the contradictions within Harrian society.

Harr is also known for graphic arts, including painting, sculpture, and architecture. Masters from Harr are often hired by other realms and nations throughout Ta Los.

Harr has a strong tradition of theater and dance and has greatly influenced other realms and nations. Opera is very popular in Harr and is enjoyed by nearly everyone. At any time throughout Harr, there may be as many as a dozen operatic shows taking place, as well as street theaters, pageants, and other performance arts throughout the day and night.

Every village, town, and city holds festivals throughout the year, celebrating local traditions, province histories, mercantile successes, religious days, and civic events.

Literature and Education

The great Houses of Harr, as well as individual aristocrats, have a deep love for the written word.

Most Harrians are literate, though this is more common among the Houses and those who can afford to send their children to sage houses or private tutors. There is a large university in Curliath that serves as the central location of education within Harr.

Unfortunately, most clans and commoners are more concerned with teaching their children practical skills than with formal academic matters.

Architecture

Much of the architecture throughout Harr is crafted from timber, stone, or brick. One of the most distinctive features of Harrian buildings is the use of tall second-story windows, often arched at the top. Buildings frequently have steep roofs and square, symmetrical shapes.

Most homes and buildings within the larger cities have even steeper roofs, half-timbering filled with detailed brickwork, tall windows, high chimneys, overhanging first floors, pillared porches, and thatched roofs.

Rural homes and buildings are not as tall and are often attached to barns and silos. Most are built from stone and brick. They tend to be more rudimentary in style, with less detail than the more expensive architecture found in cities and larger towns.

Most towns and cities feature some method of defense against attack, including high walls, towers, castles, citadels, or keeps.

Lifestyles

Most Harrians are a rugged mix of Dejah, Isande, and Junde peoples, well suited to the region’s rugged hills, open plains, mountainous terrain, and seafaring life.

Harrians dress according to the seasons, wearing linen shirts, leather corsets, leather vests, and cotton pants in warmer weather, and heavy woolen pants, thick linen shirts, and heavy jackets during colder months.

Despite the customs of the various species who live in Harr, most Harrian women grow their hair exceptionally long, often past the waist, and work it into long braids or elaborate styles. Men tend to keep their hair shorter, ranging from just above the shoulder to very tight and short.

Harrian clothing design varies greatly between the clans and the noble Houses. Most clans care little for outward appearance and prefer function over style. The opposite is true among the noble Houses, where clothing is often used to display title, rank, and House status. This is often blended with the cultural norms of the species involved.

A duality exists in the minds of Harrians, expressed in many aspects of their culture and daily habits. Those of the noble Houses speak of responsibility to the realm and to the clans of Harr, and of personal honor and chivalry. The clans and commoners speak of duty to superiors, the sanctity of law, and the importance of adhering to community customs.

In both cases, these are sincere and deeply held beliefs.

Yet there is a great difference between these beliefs and daily reality. Those of noble Houses have more rights than commoners and clans, and they are often enthusiastic in exercising those rights. Meanwhile, clans and commoners may throw themselves into various vices with abandon, including stealing from neighbors, using illegal contraband, insulting noble Houses, and speaking ill of nobles behind their backs.

This gulf between professed values and reality is wide. Only the constant threat of punishment, public humiliation, or censure holds matters in check. Unfortunately, these do little to stem the underbelly of corruption and decay that seems to eat at the Duchy.

Life in Harr depends heavily on a person’s status: House, Clan, or Commoner.

The Duchy and its people live within a system based on obligation and honor. Everyone owes allegiance and obligation to the Duchy itself. The great noble Houses directly serve the Duchy as required and draw much of their strength from the clans aligned to them. Commoners may align themselves directly to the Duchy, to a noble House, or to a clan.

Those who belong to Houses possess specific legal and financial rights and prerogatives. Houses are granted civic and military positions within the Council of Representatives and the Duchy military. Members of Houses are required to serve the Duchy in some capacity, including council service or military service. House membership is forfeitable, and certain actions can cause the loss of nobility.

Clan members tend to form the working middle class that serves both the Duchy and the Houses. Most clans are made up of commoners, though not all commoners are clan members.

Clans often align themselves with great noble Houses by allegiance. This allegiance grants the clan certain rights and responsibilities toward the Duchy. Clans may also hold allegiance to other clans without owing allegiance to the noble House aligned with that clan.

Commoners, often thought of as the lowest individual entity in the realm, owe loyalty and allegiance to the Duchy itself. Many serve in the military or in the direct employment of the Duchy. Such commoners are called Duchy Citizens and are often granted specific rights and responsibilities directly by the Duchy. In some respects, a Duchy Citizen may hold more practical power than members of the great noble Houses.

Kingdom Law and Government

The Duchy is ruled by a Grand Duke or Duchess, elected from the governing body known as the Council of Representatives. The Council consists of individuals elected from the regional provinces and the great Houses.

The Duke or Duchess remains in power for as long as they are voted into the seat, with elections occurring once every ten years. Those who sit in the Council of Representatives usually serve for no more than five years, though they may be voted back into service.

The Council is responsible for the creation of law, the appointing of magistrates, the interpretation of previous laws, and the setting into practice of the tenets of the Duchy’s charters.

The majority of Harr’s law revolves around business affairs and fairness in the markets. There are also laws dealing with treatment of persons, including murder, rape, assault, robbery, and fraud.

Each law is upheld by provincial magistrates, citizen councils, justicars, or mayors, and enforced by sheriffs, rangers, or province police.

Depending on the crime committed, penalties may range from fines to imprisonment or death. The laws cover crimes against the state, crimes against the city, crimes against officials, crimes against persons, and crimes against business.

Despite the great number of laws, Harr has a thriving population of air pirates and smugglers that have proven difficult to catch.

Law Offenses of Harr

The laws of Harr cover crimes against the Duchy, crimes against the sovereign, crimes against persons, crimes against property, crimes against justice, military offenses, public order offenses, and violations of trade or civic trust.

Law Offenses of Harr
Abuse of Authority Acceptance of a Bribe Accessory Arson
Assault (Common) Assault with Intent to Rob Assault with Intent to Harm Attempt to Commit a Crime
Being a Scold Blasphemy Breach of the Peace Breach of Prison
Bribery Burglary Cheating Conduct Unbecoming
Conspiracy Criminal Contempt Contempt of the Sovereign Defamation
Dereliction of Duty Desertion Eavesdropping Embracery
Espionage Extortion Fabrication of False Evidence Forgery
False Imprisonment High Treason Incitement Insubordination
Kidnapping Larceny Manslaughter Mayhem
Murder Misappropriation of Funds Obstruction of Justice Perjury
Petty Treason Piracy Public Intoxication Public Nuisance
Rape Riot Robbery Sedition
Theft Trespass

Severity of Crime and Punishment

The following punishments are used by Harr’s magistrates, citizen councils, justicars, sheriffs, province police, and the appointed courts of the Duchy. The final sentence depends on the nature of the offense, the status of the offender, the harm caused, prior offenses, and whether the crime was committed against a person, House, Clan, city, province, or the Duchy itself.

Severity Possible Punishments
Severe
  • Death
  • Enforced Hard Labor (life)
  • Exile (life)
  • Imprisonment (life)
Serious
  • Exile (10–30 years)
  • Imprisonment (2–10 years)
  • Imprisonment (up to 1 year)
  • Fine up to 1,000 silver and Edict
  • Ban (5–30 years)
  • Enforced Labor (up to 5 years)
Lesser
  • Ban and Fine up to 500 silver
  • Imprisonment up to 6 months
  • Imprisonment up to 6 months and Fine up to 500 silver
  • Fine up to 500 silver
Minor
  • Imprisonment up to 1 week
  • Fine up to 100 silver
  • Fine up to 250 silver and Imprisonment overnight
  • Imprisonment overnight

Technology and Crafting

The Duchy of Harr is among the more advanced realms in Ta Los and is the most advanced in the Northern Realms. It is home to the largest and greatest airship fleet in Ta Los.

It is also home to numerous mercantiles that develop and build known airships. Airships from Harr tend to be tougher and faster than most others.

Harr is also well known for other aradgah, including the rare blue energy guangian blades that cause intense cold damage and can freeze and shatter targets. Such blades deal an additional 10 points of cold damage.

Religion

Freedom of religion is an important concept in Harr and is protected through the Declaration of the Rights of Harrians. This is based on the belief that all Harrians, regardless of species, possess freedom of conscience and choice.

So long as a person’s religious belief does not bring harm to others, most deities are worshiped throughout the Duchy.

Harr is dominated by the influence of the Church of Akiri, also called the House of Luck. Nearly all Harr pays respect, or at least lip service, to the Lady of Luck.

The second largest religion in terms of adherents is the worship of Odiryn. There is also significant worship of Daemah and Hadak.

The worship of Nyx is nearly non-existent in respectable circles, as her faith has largely fallen into the hands of assassins, thieves, and other nefarious individuals.

Features and Important Sites

The lands of the Duchy of Harr are not dark, nor are they covered with endless wild forests. These lands have been greatly explored, mostly by the airships that fly from the capital of Curliath. From these high views, many important features have been recorded and somewhat explored.

The Great Pit

Sitting near the exact center of Harr is a large pit nearly 1 mile in diameter and several thousand feet deep. It is bowl-shaped and has a rim that extends several hundred feet above the plains and hills surrounding it.

While it is easy to look down into the pit, one cannot see the true bottom. A thick layer of fog, ash, and steam covers the lower reaches. It has been suggested that this cloud layer is nearly 200 feet deep and may float at least another 200 feet above the bottom, though this is speculation. Those who have ventured into the cloud-bank have never returned.

Ancient tribes of Fhen Khanur near the pit claim that it leads to the great inner world of Chaos. They say that when the world was created and The One imprisoned Chaos, it was done here. The roaring that erupts from the pit and the great clouds that rise from it are said to be Chaos attempting to escape, though it is far too large to pass through such a small hole in the ground.

Many tales indicate that large earth and air dragons have entered and exited the pit, only to disappear into the Wild Lands or beneath the clouds.

The Great Pit sits in its own province, one that is not greatly populated or governed. The provinces bordering it have been given, or forced to take on, the responsibility of guarding the pit in case something dark or evil makes its way out of the clouds.

The Living Forest

Running along the edge of Harr southeastward toward Nathak lies a large forest of tall redwoods, pines, and other trees. It is not a dark forest like the great Storhet, but it is thick nonetheless.

The Living Forest is brilliantly colored. While mostly green, it holds a wide variety of greens, blues, and yellows. Yet there is something odd and unusual about the forest itself. One cannot escape the feeling of being watched at all times.

This feeling is justified. Much of the forest is home to the great Sidz Ra and other plant creatures, both those of evil bent and those devoted to the Great Mother.

There are few roads leading into the Living Forest. Most roads take longer and safer routes around it, leaving well enough alone rather than facing the creatures that inhabit the forest.

Both legend and history agree that within the Living Forest there is a large city of stone, constructed by the earliest Fhen Khanur to move through the area. The city was lost to the growth of the forest and its inhabitants during the Great War of the Gods.

History states that the city was abandoned and that the Fhen Khanur took everything with them. Legends claim that in the center of the city is a fountain of golden waters like molten gold erupting from the ground and contained by thick gray stone. Other legends speak of a mine that delved deep into the earth and broke into a gigantic cavern filled with raw gold, veins of gold, and stalagmites and stalactites made of pure gold.

Whatever the truth, those who enter the forest in search of such treasure rarely return. Those who do return are often unable or unwilling to speak of what they encountered.

The Great Mines

It is not unusual to venture into the Wild Lands of Harr’s provinces and find large mining sites fighting back the encroaching wilderness while digging deeper into the earth of Ta Los.

These mines are often run by Isande and Dejah with the help of Chovah and Acires from the local area. They are deep and often extend for several miles in many directions.

The mines become both home and workplace for the miners. Hundreds of small air holes snake their way to the surface to allow fresh air into the deeper portions. Many mines include barracks, headquarters, kitchens, supply areas, and pre-manufacturing spaces where raw ore is separated from red and dark earth.

Most mines are still active, though some are lost or dead. These mines have been abandoned for many reasons, including breaking into underground lakes or rivers, opening into colonies of hostile Tav Aeduhn dwellers, disturbing the sleep of an earth dragon, or running into darker things such as demons and minions of Azahak.

The Great Maze

Situated southeast of Curliath, the Great Maze is an expanse of towering hedges that have sprung up from thick grasses, forming walls that have grown into a tangled profusion.

The Great Maze covers more than 4 square miles and continually shifts, changing shape at least once a week. Its entrance and exit are forever changing, sometimes trapping individuals within the maze for weeks or months.

The maze has become the unwelcome home of various monsters and animals that wandered in only to have the entrance move and lock them inside.

The hedges are said to be impossible to cut through. Reports from those who escaped indicate that beings who attack the hedges are themselves attacked by great vines or encircled by thorny hedges that tear at them.

The Great Maze is said to grow where an ancient college of seers once stood. Those who have wandered its passages and returned have spoken of ghostly buildings and beings within.

Tav Aeduhn Web

In the province of Cynhurst is a natural series of underground caverns that form a huge maze filled with dead ends and drop-offs. It is the home of the Spider Demon Er’ythic and its servants, said to be giant poisonous spiders and undead who guard the tunnels.

This is a dangerous area hidden deep in the Wild Lands. Legend holds that these caverns are the upper portion of a lost natural mine of raw red steel ore. The same legend states that those who attempt to take the ore from its home will never find rest.

Clock Towers of Curliath

Standing in the heart of Curliath are five towers filled with machinery that hums, clicks, and whirs throughout the day and night.

These towers have stood since the settling of Curliath and are said to be ancient. Very few beings have attempted to enter them. Those who enter and return often come back changed or altered in unusual ways.

It is rumored that the five towers work together as parts of a great clock that tracks the age of the world and the stars. This clock is said to be perpetually breaking down and in need of repair.

Stone of the Maiden

The Stone of the Maiden stands 10 feet high and is covered with strange symbols on one side and a cross on the reverse. The cross is heavily weathered, but the symbols remain very clear. Even the sides of the stone are carved.

The stone itself has a large gash on one side, as though struck by a great axe or sword.

Legend holds that long ago, a maiden was accosted by a handsome young man. He boasted that he could build a road in less time than it would take her to bake a loaf of bread. The maiden thought this an idle boast and agreed to the wager, with herself as the prize.

When the young man did indeed build the road before she could bake the bread, she realized he was the demon Sarhakaserer in disguise. She attempted to flee, but the demon grabbed her by the shoulder. As she wrenched away, she prayed to Gishra to be turned to stone rather than become the demon’s bride.

Gishra heard her plea and turned her into a block of stone. This enraged the demon, who struck the stone with his great axe, causing it to crack and break. Gishra then cast the demon into the furthest depths of the Nine Hells, imprisoning him there.

The stone was put back together, but one piece, the piece gashed out by the demon, was lost. Legend holds that if this piece is found and replaced, the maiden will return to her natural form.

The Circle of Gilbyn

Surrounded by the golden plains of Lochland Province stands a great circle of monolithic basalt stones said to have been placed there by the Great Father Elal before the Great War of the Gods.

There are sixteen stones standing next to one another, with only a few feet between them. In the center is a large octagonal stone with four large flat spots.

The Circle of Gilbyn has fascinated writers, artists, and spellcasters for hundreds of years. Some believe it is a large and powerful WorldGate that may link to another world. Others believe it is a sacrificial place where early inhabitants of the north made offerings to the gods.

Organizations

The Mercantile

The Mercantile is a large organization made up of members from the different provinces. It has 230 members, mostly from the more powerful provinces of the Duchy of Harr.

The Mercantile is devoted to maintaining the status quo and keeping the peace of the nation at a level acceptable to good trade. Its members constantly negotiate with other nations throughout Ta Los to keep Harrian products and the Duchy of Harr at the top of world trade.

The Mercantile is known for shrewd tactics, double dealing, and great capability in political and monetary maneuvering.

Duchy of Harr Air Defense

There is nothing more obvious about being in the Duchy of Harr than the sight of great airships moving through the skies above its plains and cities.

These ships move day and night along specific flight lanes. However, these lanes often become places of contention as merchants and tradesmen vie for control over specific areas. They may also become battlegrounds between groups and organizations, especially those who see the shipping lanes as great plunder.

These areas are defended by the Duchy of Harr Air Defense.

The Air Defense is a large group of trained men and women who fly smaller light ships called fleya. These craft glide through the air, are highly maneuverable, and are capable of defending the lanes against most sky pirates.

In addition to these light-wing defenders, heavy air-galleons patrol the air, making regular stops along the lanes above the greater towns and cities of Harr to refuel and renew defenders.

Many defenders are Gunthian, Aelwyn, and Ha’vatu, as they are lighter and more capable of moving from ship to ship in mid-flight. There are also many human defenders and occasional Bhahuul or Fhen Khanur.

Sky Pirates

Though made up of numerous scoundrels, robbers, murderers, and scalawags, the term Sky Pirates defines all those who unlawfully rob sky-ships, water-ships, or land-based holdings from the sky.

These men, women, and beasts rob ships for personal profit and for the lure of adventure.

Sky pirates are unwelcome throughout the world and are actively hunted by the Harr Air Defense and other organizations that defend the skies of Ta Los.

Much of the wealth and treasure they gain is moved through other organizations, such as the Great Serpent and other thieves’ guilds.

These pirates are known throughout much of the north and have been known to sail as far east as the Kingdom of Nashatras and as far west as Myngaard. Their black flags have also been seen over the Duchy of Mashrapur and as far south as the Empire of Resha.

The greatest and most powerful of these groups fly under the Black Iron Claw flag.

The Steel Company

The Steel Company is the largest military organization in the Duchy. They are the foremost protectors of Harr, guarding its borders and watching over the untamed rural areas.

They are not knights, but they stand as steadfast and dedicated warriors who vow to protect not only the Duchy but also the tenets of idealism, loyalty, and justice. They are honorable and willing to lay down their lives for the people.

The Steel Company is an independent organization, though it answers to the Council of Representatives and its actions are overseen by the Council of Defenders.

The Steel Company is commanded by several Ridaru, or virtuous commanding generals.

The Company is divided into three branches:

Branch Role
The Blades The largest and most familiar force within the Company. The Blades are the warriors most people think of when they speak of the Steel Company.
The Hilts Emissaries and traveling soldiers who move throughout the Duchy and sometimes into the Northern and Southern Realms. They maintain safety and summon the Blades when needed.
The Pommels The secret service branch of the Company. The Pommels carry out covert missions to protect the people from internal and external threats. Their premise is simple: protect the Duchy at all costs.

Major NPCs

The following is a brief introduction to some of the major people of note within the Duchy of Harr.

Grand Duke Azar Craigmount

Grand Duke Azar Craigmount is the currently elected Grand Duke of the Duchy. He served as a Ridaru for the Steel Company for much of his younger life and later as a representative of House Craigmount in the Province of Oldhart before being elected to represent the Duchy.

Azar is unusually tall for a Dejah human, standing nearly 7 feet. He is known for being reserved, creative, and independent. He dislikes disorder and is seen as faithful to his vision of Harr becoming the leading power in the Northern Realms.

Though only 42 years old, he has grayed early. He has bright green eyes and a scar along his right cheek from a fight in his youth.

Representative Crag Urmaw

Representative Crag Urmaw is a 35-year-old Dejah female from the Province of Dark Mount and represents House Broo.

She is well known for her representation of the agricultural communities of Harr and her tough stances on their protection.

It is rumored that she secretly worships Azahak and is a leader of one of the Cults of Darkness within the Duchy.

Ridaru Wat Blackfyre

Ridaru Wat Blackfyre was orphaned when his parents were slain by a roaming band of oku. He was found and adopted by Mara Blackfyre and her wife Jul Arnoth and raised in the Province of Hard Water.

In time, Wat grew to become a soldier in the Steel Company and rose to become well respected and feared for his combat prowess and cunning tactics.

At 45, he has seen several campaigns against invading forces of oku and giant-kin from the Blue Mountains.

Ridaru Vise Rhae

Ridaru Vise Rhae is the sole surviving child and heir to the Targ Clan, loyal to House Nightsong. The clan was wiped out while defending the northern border of Edge Mahl Province.

Vise grew up to become a highly skilled warrior and has risen to become a powerful Ridaru commanding a contingent of the Steel Company in the Blue Mountains.

Standing nearly 8 feet tall, some speculate that her family bloodline was somehow infused with Fhen Khanur lineage. She has spent much of her life scorned and rejected because of her height and awkward social graces.

At 45, she is one of the oldest active females within the Steel Company. She has a strong sense of honor and duty. Vise can be headstrong, sarcastic, cynical, and judgmental, but she is also honest, loyal, and determined.

Cities

Much of the Duchy is divided into four city-state regions. Each is responsible for controlling its region, defending its territory, and protecting the Duchy as a whole.

Curliath

City Information
Name Curliath
Population 195,450
Government Duke Azar Craigmount
Major Religions Akiri, Gishra, Llir
Imports / Exports Alchemical items, books, healing supplies, scrolls, thaumic batteries
Province Hard Water Province
Known For Capital, airship building, sailing ships, shipyards, Dhunadin Sea trade

Curliath is the largest city of the Duchy of Harr and is situated on the shores of the Dhunadin Sea in Hard Water Province. With a population of 195,450, it is the official capital of the Duchy, despite the fact that each year a new “capital” may be designated in a new province.

The city is the ruling power of Lord Azar Craigmount, whose castle stands within its walls.

Curliath is built along the shores of the Dhunadin Sea, with the Running River splitting the city in half. The city is well known for shipbuilding, both airships and sailing ships.

It is the wealthiest port metropolis on the Dhunadin Sea. It has a strong and observant watch, as well as several powerful mercenary companies that help keep the city generally peaceful and safe.

Borove

City Information
Name Borove
Population 156,390
Government Representative Asgar Zhun
Major Religions Akiri, Llir, Magnara
Imports / Exports Cement, lime, cotton, glass, horses, leather products, marble
Province Long Pasture Province
Known For Mining, trade caravans, Steel Company presence

Borove is the second largest city in the Duchy and serves as the seat of Long Pasture Province. Borove is a mining city, as much of its citizenry are miners or mercantiles who own mining operations in the mountains and hills of the Blue Mountains.

It is also home to a larger-than-normal contingent of the Steel Company. Borove and Long Pasture Province sit near the center of the Duchy, allowing the Steel Company to move quickly to defend or assist other provinces.

Borove is one of the few cities in the Duchy, and within the Northern Realms, that does not sit behind a wall. Because it is a city of miners and mining companies, it is also home to many merchants and is often surrounded by caravans and wagons transporting goods to and from the city.

Foyru

City Information
Name Foyru
Population 95,360
Government Representative Agu Minhall
Major Religions Elal, Hadak
Imports / Exports Airship parts, alchemical items, equipment and parts, machinery, scrolls, textiles
Province Sea Heart Province
Known For Port city, long harbor, pirates, Black Iron Claw activity

Foyru is the province seat of Sea Heart and the second largest port city in the Duchy. With its sister city of Gonth in Southgrass Province, it is responsible for maintaining security along the eastern border shared with Nathak, the oku nation.

Foyru is well known for its long harbor that extends nearly half a mile into the waters of the Dhunadin Sea. This massive harbor is made from gray-white stone and has been a fixture of the area since the time of the Kishian Empire.

Despite its large population of Steel Company soldiers and mercenary companies, Foyru is a well-known pirate port for both airships and sailing ships. The most infamous pirates here are those who fly under the Black Iron Claw flag.

Valpath

City Information
Name Valpath
Population 45,650
Government Representative Doli Novur
Major Religions Gishra, Odiryn
Imports / Exports Aradgah, alchemical items, books, healing supplies, scrolls, semiprecious stones
Province Darkmount Province
Known For Cliff city, Library of Stone, Council of Sages, steam elevators

Valpath sits in the Blue Mountains overlooking Long Pasture Province. It is the province seat of Darkmount.

Valpath is a smaller town, but it possesses military might nearly equal to Curliath. It is home to the Council of Sages, a large group of sages and spellcasters who maintain the Library of Stone.

The Library of Stone resides in a large cavern that has slowly been carved out of the black granite stone of the region.

Valpath itself is a cliff-dwelling town that has grown up the side of a 4,500-foot-high granite cliff. As a vertical city, its roads and walkways make travel interesting, if not hazardous. Its steam-powered elevator systems are well known and the envy of many cities throughout the world.

See Also

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