The Principalities of Emron
Pantheon: All religions are banned
Ruled By: Etienne d’Amberville, Head of the Council of Princes
Capital: Emron City (100,000)
Other Cities: Glenmoorloch
Language: Ispatlian, Trade Prythax
Flag/Emblem: A yellow hourglass on a field of crimson.
Coinage: Ispatlian Standard
Important Personas: Yargive Hendrachion: Golem Master of Emron, Julia Vaardhoven, Head of the Emron School of Magic
Alliances: Trade with Ras-Prythax, Argivia, Danaan
Hostilities: Senzar, Mercadia, The Almond Coast
Open Warfare/Skirmishing: Senzar colonies in the Med-Med, Skyforge, Ispatlian Rebels
Intrigues: In-fighting between all the princes, New and old dominions, human versus demi-humans
Demi-Humans: Elves in Belcadiz and Erewan, Dwarves in Klantyre. Halflings in the peripheral principalities along the Almond Coast. Gnomes in Aalbon.
Magickal Devices: Kardeliene's Markers, Nimgato's Creeping Castle, the Gem of Wit, the Infallible Impressor, as well as an inventory of potentially every type of magic-item that's been created, and a few rumored artifiacts.

Thumbnail Sketch: It should be noted, that, like the reader will find with Ras-Prythax, Emron is a wide and diverse land, and each principality can be found to have its own individual entry, and also be listed in neighboring countries as well. Wizards tend to be a lonely lot, wishing to spend their days alone, or with a few servants, holed up in their towers, conducting research of the most arcane (and sometimes nefarious) sort. If the gentle reader is perusing this Gazetteer from cover-to-cover, they will see mention to land called Hermetus, that most people assume is a country full of wizard hermits.
Emron is a land where this hermit wizards are generally aligned in self-defense to protect the citizens of their realms, promote each of their magickal prowess. Stretching along the southern base of the Skyforge Mountains and down the Ispatlian peninsula, Emron has grown into a major player in the region,
Nearly a decade ago, Emron held dominant influence in the Med-Med region, seizing the Senzar colonies, the Almond Coast of Ilyrium, and formerly claiming all of Ispatlia. However, most wizards are not expansion seeking conquerors, and most importantly, they didn't want to administrate more land, or even worse, share their powers with new wizards.
The War with the Wizard-Kings of Senzar wrought great destruction: The Burning of Remus, the Sinking of Senzar, but for the Princes, the Divine Wrath of Blackhill has created nothing but destruction and decline.
In 1133, the Wizard-Kings of Senzar joined forces and sent a great meteor from the heavens onto Emron. Luckily it missed the capital, but in struck the Principality of Blackhill, obliterating it, and sending parts of the continent into winter during the summer months. In the wake of it's destruction, kobolds and other humanoids descended into the crater, and under Kol XIV, claimed it as their own.
The Princes turned their attention the Shires of Illyria, and seized land on the northmost stretches of the Almond Coast for a New Blackhill, as well as the new Principality of Fensglade, granted to Dolores Fensglade, a prominent magic-user from Albion pledging considering gold and power to the Emron.
After the war, the Almond Coast was used for replacement territory for the Princes who fell during the War of the Mad Dwarf with Mercadia.
So for ten years, the Princes (and Princesses) of Emron ruled most of the Almond Coast, until a series of Illyrian Halfling spies infiltrated Fensglade and discovered Princess Dolores as a Black Dragon, allied with the Drow, the Galmar Barbarians, and even the Master of Yarbay himself! With a combined force of Kobold and Halfling commandos, the dragon was slain, and the influence of the Emron Princes nearly vaporized. The original principalities above the Ispatlian Peninsula still hold their tenuous power, but the surviving princes in the new territories are mostly figureheads and the original intent of the wizard alliances may only pertain to one's neighbors... if the neighbors are not the ones causing the aggression.
THE PRINCIPALITIES
Principality of Aalbon - Prince Jagger von Drachenfels, member of a prominent wizard family in Ras-Prythax, Capital: Glockner, Other Towns of Leenz, and Graez. Reminiscent of many of the Ras-Prythax wizard dominions, this is the smallest and weakest of the Principalities and is in steady decline, especially after death of Prince Jagger's wife in 1134. If any entry would need to be updated in the near future within this Gazetteer, it is following the assumption that it would seized by Mercadia, or Skyforge, or Ras-Prythax, or a combination of the three.
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| Prince Jagger von Drachenfels |
New Principality of Appresca - Prince Dominick Appresca, Capital: New Kernasti Tower, Granted a new dominion by the Council of Princes, Prince Dominick has spent considerable funds rebuilding his dominion in Ispatlia, employs hundreds of natives for the construction of his tower, and doing one things the Wizard-Princes fail to do in Ispatlia: Win over the populace.
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| Wizard towers dot the lands. A tower does not denote political power or rank, simply sufficient magical proficiency. |
Principality of Belcadiz - Princess Carnelia de Belcadiz y Fedorias, Capital: Alyhambra. Other Towns: Alivar (5,000) A dominant center of elvish magicks and cutlure.
Principality of Bergdhoven - Princess Julia Vaardhoven, former Princess of the original Bergdhoven, has been appointed Headmistress of the Emron School of Magic, and is now considered chief administrator for the greater Free City, and her title's land grants have been transferred such
Principality of Bramya - Tripolic Merchant Prince Urmahid Al-Kringan. Capital: Thapsis, A distant principality on the tip of Ispatlia.
Principality of Klantyre - Prince Brannart MacGregor, Capital: Glennmoorloch, Other Towns: Tavish. An ancient Caledonian sorcerer, MacGregor always pursues the status quo so he can focus more time on his, (some say diabolical) research.
Principality of Kronda - Prince Innocenta di Malepietra, Captial: Sirencha. Another new Principality established on Ispatlian soil. Largely a wizard drawing some taxation for research in return for magical protection and benefit to the populace.
Principality of Morlay - Prince Malachi du Morlay, Capital: Louptment. Known as the last of the principalities to allow clerical magic.
Principality of Nouvelle Avenno - Princess Isidore D'Amberville, Capital: Sylvaire Keep. Other Towns: Vyonnes, Perigon, Ximes. One of the oldest magical families in the region, they could have easily taken over the area as a kingdom under their rule, if not for a long hereditary history of madness and depraved predilections
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Chateau Du Nouvelle Avenno
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The Peripheral Principalities:
County of Erewan - Princess Carlotina Erewan of Agenmoor, Capital: Erenyl (3,500 elves). An exiled Agenmoor elf, granted an Elvish Protectorate in the Almond Coast during 1130's this land has reverted back to a Shire of Illyria, but the Princess is still on the Council.
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Princess Carlotina Erewan of Agenmoor,
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Principality of Koland - Prince Kol XIV, Capital: Blackstone Castle, Other Towns: Bigheart. Carved out of the meteor strike on the old Principality of Fensglade, this dominion is famous (or infamous) for its Kobold ruler and large demi-human population. After the war, and the subsequent Betrayal of Dolores, Prince Kol actively began trade pacts with the haflings of the Almond Coast, and today it is assume to be a (very eccentric) part of the Shires of Illryia
Principality of New Silvertop: Prince Volospin Nittleloen - Capital: New Silvertop - The reformed Blackhill Principality. All this prince controls is his tower and the neighboring towns
Igorov - Prince Morteos Woszlany of Vlachia - Capital: Rymskigrad (6,000) - Lost in the Mercadian War, Prince Morteos was granted land along Almond Coast. All but his tower and his personal pledge to protect the fair folk of Rrymskigrad remains.
Religion: It needs to be stressed emphatically that the active practice of clerical magic with the borders of any principality is an offense punishable by death. The public worship of any god in any pantheon (including the God of Magic himself, Barthey) is strictly prohibited.
Geography of Note:
The Canals of Emron: The entire city is navigable by canals. During the summer, upperclassman at the School of Magic will freeze the canals for ice skating.
Emron School of Magic: Headmistress Julia Vaardhoven, who is also the Princess of Bergdhoven, runs the school
Kol's Crater - While the blast area is still recognizable, much of the land is covered in new vegetation. The actual impact site seems to continue to evolve into something more twisted and tragic.
Mentions of the Country in the Blog:
Burning Trogs Rule! #8 - King Norm I of Mercadia, escorted by the Burning Trogs, tries to broker a peace deal between Emron and Senzar.
Burning Trogs Rule! #15 - After the attacks on Emron City in 1133, there weren't enough mages to freeze the canals for the skating festival.
Burning Trogs Rule! #41 - Invasion of the Master, Prince Jherik, then Prince of Emron City sends his trusted advisor Loranao to help the Burning Trogs with diplomacy.
Ballad of the Pigeon God #54 - Former Baronial Scribe Mellandria recounts her escape from Emron. Her party member Velandro writes a letter to her detail Emron witch-hunters on his heels... for heresay.
Ballad of the Pigeon God #75 - With the establishment of the second Ferasean Empire, Emron jumped at trade agreements, to stay close... to pick up the pieces after Emron-Senzar war. It achieved nothing that positive economies for both countries
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| Princess Isidore D'Amberville |
My friend Hoyce continues to use the basics of Emron in his future plotted, alternative reality
Emeron game.  |
| The newer, younger wizards seem to eschew the traditional sensibilities of wizardly garb in order to stay with the latest fashion. |
GM Notes: Yes, this is Glantri, with the serial numbers ground down to nothing, and transplanted into Northern Italy (Glantri City was obviously Venice. The wizards and the Syndicracy of Ispatlia has always had a weird symbiotic relationship with the wizards, although, in the end, money always wins out.
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