Igthaer

From D&D Wiki
Revision as of 15:59, 25 October 2016 by Jon (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Igthaer is a primarily human nation (they don’t bar the entry of other races, but there is a very “human-centric” attitude that does tend to discourage others) that exists in the southwestern corner of Aveth. The nation claims to have been around from before the Rending and further claims to be the oldest existing nation (although the Elves, Dwarves, and Gnomes might have something to say about that. The Elves and Dwarves in particular. The Gnomes often don’t care about proving their worth based on the age of their civilization). This may be true for Humans and other shorter lived races.

Their capital city resides in and around the old city that was first created around the Stone Fortress (the building that Two-souled Igta raised from the ground). It’s hard to say if people always inhabited this area, or if it sat abandoned for a time after the Rending. The people of Igthaer insist that they’ve always remained in the area, but it’s clear that they’re just a little biased. Other than the capital city, Haven, Igthaer’s only other major city is its port city, Cliffport. Most of Igthaer is rolling, sunbaked fields of grasslands and grainfields. Igthaer is a very fertile farmland that is able to continue producing food year round. This has made it a very important trade partner to many of the more northern nations of the world.

Militarily, Igthaer is known for their cavalry. Their rolling fields are perfect for breeding and training horse mounted units. Their usual surplus of food has lead to a quick growth in population, and although Igthaer has only two major cities, the towns and villages that dot its countryside are larger and more populous than those of other areas.

Igthaer’s borders do not reach the northwestern edge of the landmass it resides within. In the years after the Rending, when chaos still enveloped most of the world, that are because a haven for thieves, brigands, and others seeking to avoid the law or escape a past that haunted them. When Igthaer found its feet once more, a campaign to retake the land was launched. It was a bloody war that saw no real victor. Igthaer took back some of the land it used to own, but much remained officially unclaimed (while unofficially belonging to the outlaws that had made it their home. Igthaer has since established more peaceful contact with some of the larger cities in that area, attempting to set up embassies and trade posts within them in hopes that they would begin relying more and more on their breadbasket neighbor.

The Council of Blades

This is something that doesn’t officially exist, and if ever attempted to be ratified as a legitimate organization, would immediately lose all credibility. Unofficially, the Council is a group of very powerful and influential gang leaders and crime bosses that run or heavily influence many of the cities and settlements in the unclaimed Westlands that border Igthaer. They act as a vague governing body to keep things in check and make sure nothing too drastic happens to any city within their web of influence. Some even claim that there are towns and villages in Igthaer’s western border area that pay homage to the Council more so than they do their own government. Obviously this cannot be proven and is actively denied by all involved.

Back to the GR Local Game main page.