"Behold, the land of CHAAL, a realm dominated by a cruel government and guided by a diabolical church. The lords of the land plot in their keeps and strongholds, jealously eyeing their neighbor's domains. The citizenry are only too glad to pay and serve--for it is the going price of civilization and survival. A blind eye is turned to slavery; halflings in particular are treated with scorn and contempt, and the land's legacy of tieflings subsist as exotic slaves or furtive criminals. This is CHAAL, a nation without hope--a decadent stain on the face of Otha." - Zebeus Candorine, Chronicler of Islfar -

Early Years

Thorfax Midgidon, a dwarf of the Castlewall Mountains guards the Islfar Chronicle, a libram of historical knowledge dating back to before the Lyrissian Wars sundered the realm 80 years ago. It records the many merchant marine expeditions that settled small pockets of Chaal. Rugged sailors and privateers traveling the Mare Morillicum settled the northeast coast near Ghosting Bay some 300 years ago, and soon learned neither were they alone nor the first to have conquered or lost territory in Chaal. Morthendi colonists once settled Chaal in ages past.

To this day small settled city states, protected from the wild creatures that roam the lands, speckle the landscape. Countless hamlets and towns dot the wilderness between, governed locally by unwary magistrates. Still more are the myriad dungeons and denizens of humanoid and magical beast that remain unexplored or exist as the tombs of unseasoned adventurers who've met their demise. A traveler in these lands soon learns that men are some of the greatest monsters of all; brigands, highwaymen, barbaric tribes, and warring armies of feuding noble houses are threats both deadly and malign.

Of special note are places where a traveler can fetch needed rest and respite from the challenges of wilds, yet therein too lays the threat of political mistep by breaking local custom. Travelers are advised to learn the local mores quickly or suffer the consequence of single-minded but proud local citizenry. Major locales include the following:

Bloodmar - The home of Chaalian fleet captains and conscripted sailors who keep the waters of western Chaal free of Pirates. The city boasts an elven population, slavishly treated as second class.

Bladehaven - A bustling adventurer's port and the southernmost reach of Chaal. Travelers come for the smithy, and major trade off Lake Legend ships here.

Castle Blackmantle - This classic motte and bailey has grown from a small town to a thriving penninsula of seafaring merchants. It's populace are on guard against privateers but lacks naval power.

Castle Highwall - A guarded outpost impregnable from foreign Morthendi attacks. The high towers spread across a mountain of winding wall and within a city of humans that dwell like dwarves.

Dredmoon - The waterfalls of Dreadmoon Bay are a breathtaking marvel, and the city rises up from the innerbay along rocky landings, presenting a magnificently tiered and fortified city-state.

Islfar - An unlikely center of knowledge and learning, this town survives by will of the people who in the aftermath of so much war, nestle together to rebuild various centers of excellence.

Magrivol - The seat of Queen Iyzura and King Steffren, Volus, this unholy and otherworldly capitol is a stronghold of architectural wonders. It's imposing countanence and swift government is an obvious message of who is the mighty king and queen.

Port Palisade - Lake Legend's beauty is diminished by this massive old fort. A throwback to the 30 years of war with the elves in the west, this was once a military center, now turned cesspit of thuggary.  

Local Coinage:

Copper - Pinch

Silver - Shield

Gold - Sail

Platinum - Crown 

CHAAL

Hereditary Monarchy of Feuding Noble Houses

Alignment: LE Capitol /CN Settlements

Capitol: Magrivol (32,850)

Notable Settlements: Bloodmar (18,670), Castle Blackmantle (14,480), Dreadmoon (13,260), Islfar (5880), Port Palisade (5840), Castle Highwall (3952)

Ruler: His Magesty King Steffren Volus and the Infernal Majestrix Queen Iyzura of the Thrice-Damned House of Morthendi.

Government: Hereditary Monarchy served by empowered War Lords of Noble Houses.

Languages: Common, Infernal, Elven, Morthendi, Belandish.

Religion: Caasimolar, Eohdra, Protheneron, Baluh, Malishaen, Surna, Vartoum and Various Cults of the Black Triumvirate.

Current Events

War comes suddenly. The lords of the realm rival for territory, wealth, items of power, but also jealousy, lust, or revenge. War is commonplace. Even warcaptains of infantry groups skirmish on planes against rival warcaptains. The citizenry feeds this feudal engine with its dearest sons and daughters, hoping to earn some amount of prestige or reprieve. At times only the threat of war is enough to turn the day's politics in one's favor, but more often the local saying holds true: "blood talks."

In recent years adventuring in the wilderness has become more common, with some Challians taking up residence there. This has given rise to enclaves of bandits, assassins, and other furtive lifestyles who claim honor and glory on their own terms. Many factions have spawned in the chaos of uncertain times; groups of like-minded individuals maintain communications with members by way of magical messengers or other obfuscated means. Little is known of these organizations beyond the following: The Cabal of Seven, The Band of Bards, The Black Moths, The Brevy of Magic, The Circle of Mist, The Canting Crew, The Carpenters Guild, Clan of the Woeborn, The Company Weal or Woe, The Covey of Light, Fellowship of the North, The Crimson Ring, The Blackwall Society, The Alchymist's Guild, The Bloodwing Tribe, The Silver Cadre, The Lyrissian Council, Harbinger's Court, The Collectors Society, The Crimson Inquisition, The Drifter's League, The Chronicler's Symposium, and the The Shadow Tribunal.

What news there is to tell in taverns comes from one of the many pathfinding parties of adventurers or the enemies who slaughter them. Here are some known adventuring groups who've been scarcely seen throughout the realm in the past year: The Children of Steel, The Dust Coven, The Hands of Slaughter, The Kneecappers, The Night Harrows, and the The Poisoned Lodge. 

 

Campaign Opening Narration

Nowhere is the Chaalish spirit more alive than in the Free City of Islfar. The city owes it's allegience to the Chaalish crown, and Lord Mayor Ioseph Brevidon must bend his knee before the Magrivolian Throne like any lord, but otherwise Islfar belongs to no house, making it a haven for the lost glories of the Aldori Swordlords and those who look back to the old days before the coming of the Conquerer. Islfar is a city of both refinement and rough-and-tumble manners. The gentry of Islfar consider themselves sophisticates, although visitors would think their ways quaint and touched with no small amount of northern barbarism. Islfar's wealth supports a number of idle and titled lordlings and merchant's sons. They frequent the various alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Islfar are also hotbeds of rebellious talk against the reign of King Steffren Volus and Queen Iyzura, with young firebrands in search of a leader to rally them to the cause. It is here we begin our story, on a quiet spring day in Islfar, Sunday the 1st of Qarus, in the year 4732 M.R. (Morthendi Reckoning).

Shown below: The devastated town of Renmoor after the Battle of Overmight

 

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