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The Kingdom of Ehrenland

The History of Ehrenland

Most of the history of Ehrenland is shrouded in mystery. Though records in the northern Kingdoms are poor, there is no mention of any Ehrenic people dwelling in the Kingdoms before 541 PN. Ehrenlander histories are less than helpful, as the written Ehrenic language uses pictographs, often carved into tall poles of wood or metal. The few ancient poles of Ehrenic history exist, but those that do record only a small spanning of years; only several thousand.

Ehrenic pictographs can be somewhat vague, as they rarely convey information such as tense or can be modified in subtle ways by the pictogram next to them. The Brothers of Ehrenland maintain that many of the ancient poles can be read in at least two or three different ways - once as past, once as present, and perhaps also as future.

Ancient Ehrenland

Unknown - 541 PN

What little is known of ancient Ehrenland come from a handful of battered mithril poles found deep in the vaults of Doomsbridge after the Altwish. The ancient story poles make confusing and contradictory statements about the early history of Ehrenland. Some claim that the gods themselves walked among the Ehrenlanders as little as a thousand years ago; others that the roofs of the buildings were covered with snow as high as a man. It is also suggested that Ehrenlanders fought in mighty bands led by great heroes, and that they opposed the children of Naduum; for many years they fought to defend their lands from these enemies.

At an unspecified time, a great cataclysm threatened Ehrenland; their great heroes banded together and dealt with the threat, but the land was forever changed, and many Ehrenlanders lived for some time in exile from their homelands.

The First Kingdom

541 PN - 1 PN


New records document the first Kingdom, established by Ehr the Strong. The pictograms tell of a great war fought against a dark eye; the symbol for Murmanityed. It is thought this war was fought around 514 PN, which would coincide with Murmanityedi records of conflict with northern barbarians. Ehr's people carved out a kingdom between the forest and the mountains, anchored by four great cities - the three Caricks (a corrupted ancient Skosian word meaning 'vault') - Mur, Kildan, and Zaneland - and Doomsbridge.

It is suggested that the Ehrenlanders were once close allies with the Elves of Elysia, even suggesting that King Ehr was given mighty gifts by the Elven Queen Aluria, mother of Aiur and Alhanna. The history poles indicate that the Elves aided Ehr in raising the Ehrenic Wall between his realm and Murmanityed.

Ehrenlander society seems to be mostly unchanged since the time of Ehr; the Kingdom has always admired rugged independence and followed the strongest leaders. Physical prowess is greatly admired by the tribal sons of Ehr.

The Coming of Nagul

1 PN to 10 TC

Nagul's massive armies attacked Ehrenland in 1 PN. Unable to cross the Ehrenic Wall, Nagul negotiated an agreement with an Elysian Elf noble called Siran, and his forces passed into that realm in secret, attacking Ehrenland unawares. At the time, Ehrenland had no King, and Nagul's sudden assault gave no time for one to rise to the threat. Nagul's armies laid siege to all the great cities and laid them to waste with brutal swiftness. Most of the Ehrenlander townsfolk were killed or carried away into captivity in Murmanityed. The Grey Guard was nearly destroyed defending Doomsbridge, the Brothers decimated and forced into hiding, and the Rangers of the Conclave pursued north into Spaartha.

Ehrenland was placed under the rulership of the traitorous Siran, who attempted to repress the people and rule the province in the name of Nagul. The tribes of Ehrenland were able to evade much of Siran's power, and survived in their rugged homeland, evading Nagul's forces and harassing his occupation troops. Occupied with the war in Spaartha, Nagul would not spare the troops to pacify Ehrenland, and so, as the years of war passed, the Ehrenic resistance to his rule grew and grew. Siran proved unable to keep order, as his own people refused to fight beyond their homeland, and the Murmanityedi forces under his command resented following a 'pale elf.'

Finally, in 8 TC, a King rose. End was a mighty barbarian of the eastern hill folk, said to ride a mighty armored rhino into battle and fight with a gigantic two handed maul. He raised a force of equal companions, and assaulted Nagul's forces in great strength even as the Kingdoms to the north fought back against Nagul. In 10 TC, as Nagul's forces were brought to bay at the Plain of Lances, End and his warband, four thousand strong, smashed the gates of Doomsbridge and drove out the occupiers. Siran attempted to fight End with his arsenal of deadly magics, but End hurled his maul and knocked Siran down - and siezed the Elven wizard and leapt from the highest tower of Doomsbridge, with his arms in a death-grip around the mage. Both perished - but the oppressor was dead, and Ehrenland was free.

Though the Kingdom was liberated, great damage had been done to Ehrenland. Its cities were ruins. Its people were scattered. Its institutions were broken and lost. The Kingdom was free, but chaotic and much reduced from the ancient days.

The Reign of King Alt

55-75 TC.

For nearly forty years years, Ehrenland needed no King, so there was none. In 50 TC, King Aruthien I requested help from the other northern Kingdoms in dealing with the Horde. Alt gained reknown fighting in the far north against the Ice Queen, and gained a mighty Wish as a reward for his efforts. He wished the razed cities of Ehrenland back to their former glory - an act now called the Altwish. Upon returning home to Ehrenland, he decided that things at home needed to change - there were pristine cities in his homeland with no one living in them. Alt declared himself King and, in the Ehrenland tradition, enforced his claim by defeating anyone who challenged it. After convincing enough of his fellows that he was strong enough to be King, Alt instituted a number of subtle reforms. The Brothers and Conclave were restored by Alt, and the Grey Guard reconstituted. Alt encouraged Ehrenlanders to share what they knew of their own culture, so the Brothers who were gathering in the cities could record how Ehrenlanders conducted themselves. It was Alt's reign which cemented the culture of Ehrenland, and established (or re-established) the Ehrenic way of doing things.

Alt reigned for twenty years, gathering a huge sum of knowledge in the new cities, and saved Ehrenlander culture. Under his rule, Ehrenland prospered greatly, trading with the northern Kingdoms and building back the local industries which Nagul had destroyed. When Alt died, no King rose to take his place, but he left Ehrenland far stronger, more stable, and more cultured than he found it.

The Reign of King Del

80-115 TC.

Del returned from the destruction of Murmanityed as one of the Silent Heroes. He had no great desire to rule, but folk followed him and asked his advice wherever he went. Del became King because the people followed him. He wandered Ehrenland for thirty five years, giving wise advice and working quietly and effectively to improve Ehrenland.

During Del's reign, the population of the towns doubled, and significant numbers of young Ehrenlanders joined the Brothers and the Conclave.

Del disappeared in 115 TC. It was assumed he had died, but none knew his fate.

The Reign of King Sten


For more than seventy years, Ehrenland needed no King. The Kingdoms as a whole prospered, and those challenges they faced did not require a great hero to rise up and lead his people. Ehrenland's population grew, especially in the towns.

The rise of Manath changed everything. The defenses of the wall were reinforced by the Conclave and the Brothers, but it became clear that Ehrenland required a strong leader to marshal forces for the defense of the Kingdom. The of the Grey Guard stepped forward to took up the title of King - an older adventurer with a long and storied career.

King Sten was a pragmatic and realistic ruler. He challenged every Ehrenlander to do their utmost to defend the Kingdom. Sten was aided by the Conclave and the Brothers, who had been building their respective organizations to great strength in the years since Kings Alt and Del.

Sten led Ehrenland's warbands into a six year conflict with Manath. Ehrenland itself was invaded and besieged and Doomsbridge nearly taken - but King Sten never faltered, and eventually led Ehrenlands warbands to victory over the forces of Manath. Sten oversaw the largest expansion of Ehrenland's territory in its history, adding Caliban, Furia, Stenmark and Altmark to the Kingdom.


Ehrenland 200.png

Ehrenland is divided into seven major regions, each with their own unique geography.

The Altmark lies in the far south, a hot land of sand dunes, stone spires and scattered oasis. Many rugged wadis cross the desert, making sunken roads between oasis and ruined cities of the ancient Murmanityedi empire.

The former Kingdom of Caliban is a prosperous coastal region supported by a single fertile river valley. Caliban is cooler than the Altmark area, but still warm year-round with no real winter season.

Delmark lies to the west of Ehrenland proper, a heavily forested region of ancient and wild trees. The forest has overgrown into a wicked and nigh impassible tangle, except in those areas the Half-Elves of the region have managed to keep clear.

The Ehrenmark is the oldest settled part of the Kingdom, a broad savannah with mountains to the east and forest to the west. The rolling plains are crossed by many rivers, large and small, making it excellent farming and ranching country.

Furia is a narrow strip of land in a pleasant river valley, lightly forested country full of swamps, fens, and woods. The islands of the river mouth are treacherous and ever-shifting, geography which long protected Port Last.

The lands of Stenmark are warmer and drier than Ehrenmark, but still good country for farms and ranches. Rain in Stenmark usually comes in the form of violent storms.

The realm of Ungenland lies at the southern end of the Grimwall mountains, where the snow-capped peaks slowly succumb to the endless sands of the Great Waste. The mountains are arid and forested with scrub oaks on the lower slopes, and capped with snow at the highest elevations. The land is rugged and harsh, but supports tough sagebrush and grasses which are adapted to the cold and dry climate.


The most numerous social class of Ehrenlanders are the tribes. They are what most folk think of as ‘typical’ Ehrenlanders – big bronze-skinned folk who live in the wilds, herd great beasts, and move from place to place as the whim takes them. The tribes are considered the traditional Ehrenlander way of life. During Nagul’s invasion, the tribes were best able to evade the Murmanityedi forces and suffered the least from the enemy’s depredations. Because of this, most Ehrenlanders regard the tribal lifestyle as the most ‘free’ of any social class in the Kingdom.

While the tribes are unfettered, they own nothing more than they can carry and lack critical industries. The townsfolk are the class of Ehrenlander society that forge weapons and armor, practice conventional agriculture, and so on. They dwell in Ehrenland’s major cities and towns, which were restored to pristine condition by King Alt’s great Wish in 55 TC - called the Altwish. Though the settlements are immaculate, on average they hold perhaps a tenth of the folk who could dwell there. As a result, Ehrenlanders often transition from being town-dwellers to nomads whenever the mood takes them. As there are far more dwellings than can ever be used, a family or tribe merely picks a home, moves in, and stays for as long as they feel the need, often learning new trades while living in town. When they feel the call of the warm plains again, they pack up what they need, barter away the rest, and depart. As the years have passed, a handful of Ehrenlanders have settled in the great empty cities and towns on a permanent basis. Many of these folk form the backbone of the Brothers.

Ehrenland’s internal economy is almost entirely based on barter. Coins are rarely used except when trading with foreigners. Ehrenlanders pay no taxes as such, but one day in ten is worked ‘for the Kingdom’ and the production of that day given to the local Brothers, who accept a small portion to maintain their order, equip the Conclave, and contribute the rest to the King at Doomsbridge. (when there is no King, those products which can be saved are stored in the treasury, the rest are given away to those who need them).

Major imports into Ehrenland include wood – raw lumber or milled timber – produce, such as fresh fruit, horses and draft animals. Ehrenland is also chronically short of coal for forge work. Glassware is also much desired, along with textiles and other manufactured goods. Major exports include leathers – especially rhino hide. Ehrenland masterwork leathers are usually made from rhino hide. Tanners are quite common in Ehrenland. Silverwork is also a common export (often adorning leather goods). Ehrenland is also successful agriculturally, exporting many grains. Ehrenland is so warm and fertile that it has a much longer growing season than the other Kingdoms, and crops grow almost without effort.

Laws and Customs

Ehrenland has very few laws, and very little structure in place to enforce the law. For the most part, Ehrenland is governed by tradition and the common sense of its people.

Custom has a strong role in Ehrenland. The old ways are respected and emulated, even if not always clearly understood.

Ehrenlanders have several customs unique to their own land. It is not uncommon for the more martial Ehrenlanders to greet one another with violent unarmed blows - an exchange which is usually followed by laughter. Ehrenlanders also have no formal greeting as other societies do; instead, strangers are utterly ignored. While this behavior seems rude, Ehrenlanders consider it deeply polite, as they have time to ascertain the identity of the stranger and so may treat them properly once they are 'recognized'. Generally, the more important the stranger, the longer they will be ignored.

What law enforcement exists in Ehrenland is performed by the Knights; it falls to them to right gross injustice, defend the weak, and right wrongs. However, there is no uniform code governing the Knights, and so each acts on his own authority and judgement in the employment of their strength.

Civil Society

Every Ehrenlander has whatever rights he can enforce; though his rights generally end when they interfere with those of another Ehrenlander. Disputes are handled between individuals. Usually, there are no higher authorities to which an injured party can appeal. Most Ehrenlanders are stoic about this arrangement and see no need to change it. While this tends to lead to a 'might makes right' society, Ehrenlanders who use superior strength or power to abuse others risk the opprobrium of their friends and neighbors - after all, if they abuse those weaker than themselves, what stops them from abusing everyone weaker than themselves?

Though Ehrenland society is chaotic, there is a general binding sense of 'right' that permeates the culture. Most Ehrenlanders would define 'right' as the way they act as a society; for example, it is right to defend yourself if assaulted, with whatever force deemed appropriate. It is right that those who need shelter should receive it. When the right 'Ehrenlander way' is in doubt, folk turn to the Brothers, who turn to precedent, or records, or a consensus of the Brotherhood itself.

The various regions of Ehrenland have their own local variations of Ehrenlander society. Furia is even more free and chaotic than most of Ehrenland, with few if any referrals to the Brothers. Caliban is significantly less chaotic and better organized, with stronger


When the Kingdom of Caliban was liberated from Manath, the folk of Caliban joyfully reunited with Ehrenland. Many of the folk of that land had been Ehrenlanders before Nagul's forces made them slaves, and they were glad to be rejoined to their old country.

The single greatest social change they brought with them were the Knights of Caliban. Once martial orders of Knighthood who followed the tenets of each of the five war gods, hardly enough of any Knighthood were left at the end of the war to carry on the old ways. So, the surviving Knights who returning to Caliban spread out across Ehrenland to expand the Knighthood. Any Knight can, at his discretion, induct any other willing Ehrenlander into the Knights, by dubbing him a Knight. Once Knighted, an Ehrenlander gains the right to take a horse of his own to ride (few other Ehrenlanders own horses), and to travel the Kingdom fighting for his Kingdom.

While the Brothers contemplate and study, and the Conclave watches, the Knights go out into the Kingdom to enforce the Ehrenlander way and defend the land. They are the champions of the weak and the defenders of the Ehrenlander civilization.

The Knighthood is informally led by the Princess of Caliban, Lysa bel-Phillip. In time of crisis, the ancient ruler of Caliban can call the Knights to their banner.


The Conclave are a secret society of Rangers in Ehrenland. The Conclave watches the Wall, and serve as informal guides to many of Ehrenland’s common folk, advising tribes on the best places to graze their herds and so forth. The Conclave also patrol the dangerous borders of the Kingdom, eliminating or at least warning of raids by Ehrenland’s foes. When there is a King, the conclave reports to him, when there is not, they take the information they gather and use their best judgement as to how it should be acted upon.

Grey Guard

The history of the Grey Guard has been lost to time and conquest. The Order of the Grey Guard were founded long before the coming of Nagul. For decades, only the memory of what the Guard was passed down from generation to generation. When Doomsbridge was restored by the Wish of King Alt, vast libraries of wordstaves were uncovered (wordstaves are large wooden poles covered in Ehrenlander hieroglyphs). Several of these wordstaves contained information about the Grey Guard and their sworn duty to guard the life of the King.

The Grey Guard were not merely a bodyguard force, but the personal agents of the King of Ehrenland. Paladins but for a few exceptions, the Guard were used to long quests and trials. They also serve as military advisors and occasionally as reknowned leaders of warbands. When there is no King, the Guard secure the Great Keep in the center of Doomsbridge.

The name Grey Guard is thought to have come from the age and experience of the warriors – an Ehrenlander who has earned sufficient reputation may not join the Grey Guard until his hair has turned grey.


The Brothers are a learned order of academics, elders, and wise men of Ehrenland. They serve both to collect taxes for the maintenance of the Grey Guard and Conclave, in addition to supporting and advising the King, when there is a King.


Ehrenlander architecture is unusual to say the least. While the small towns and villages are collections of adobe walled huts, the major cities of Ehrenmark are completely different. Restored to their ancient glory by the Altwish, the cities are huge expanses of stone-walled buildings, heavily fortified, with small windows and doors. Strangely, the old buildings have steeply pitched rooftops, in contrast to the flat-roofed buildings of many of the small towns.

Caliban's architecture is stark and clean, desert buildings designed first for defense. Even the smallest farmhouse is a fortress with walls, fighting parapets, and defensive ditches.

Furia's buildings are a chaotic ramshackle of whatever the residents chose to construct. It is unusual in Ehrenland as the buildings are mostly wooden.

Altmark and Stenmark buildings are plain in nature and usually simple; though they share a sense of defensive fortification with the buildings of Caliban.

Food and Drink

Nourishment in most of Ehrenland is simple and hearty. Farming is not common in Ehrenland, but as there is no growing season, the fertile areas often have at least some crop ready for harvesting by those with an interest. Herding is far more common, usually sheep, goats, cattle, bison, rhino, or gazelle. Most meals consist of meat and dairy products; meats and cheeses; sometimes supplemented by breads or fruits and vegetables.

Alchohol is common, with honey mead being the most popular across the entire Kingdom. Domestic grain alchohol and brewing is uncommon outside of major cities and most non-mead alchohol is imported.


The weather in Ehrenland is usually warm, and so the folk their commonly clad themselves in minimal clothing; most wear loincloths, thick leather belts, headbands, and boots. Women wear half-tunics or leather halters in addition to their lioncloths and boots. Most Ehrenlanders seem indifferent to the weather, though they may add a cloak if it is unusually cold.

Ehrenlander armor and weapons are unusual in their style. Segmenta Lorica is common, as are weapons and armor patterned from Old Skosian work. Many weapons common in Ehrenland would be considered antiquated in other regions, in style at least.


Most Ehrenlanders speak Western, though a significant number also speak Dark Tongue, espescially in western Ehrenland. It is not uncommon for Ehrenlanders to speak Western for day to day conversation, but to swear in Dark Tongue. Some Elven is spoken in isolated areas, as well as Dwarven in Ungenland, but these languages are regional only and not common across the Kingdom.


Ehrenlander names are short and sharp, usually a single syllable. Common names for men are Ald, Ban, Din, Erf, Kal, Sald, or Zid. Common names for women are Alda, Dana, Kela, Sedi, or Vana.

Caliban names are usually evocative, bestowed with the intent of bringing forth that trait in the child. Common names for men are Anger, Clever, or Wrath, while common names for women are Diligence, Faith, or Fierce.

Names for the minority races tend to follow the customs of their race rather than Ehrenlander naming styles.


The majority of Ehrenlanders follow Gromm or Brandt, with a modest following of Akarai. For some reason, Ehrenlanders refer to Gromm as 'Cromm' and Brandt as 'Drant'. Faith in Furia differs wildy from the rest of the country, with the free-thinking Furians following every god in the pantheon, though none in large numbers. Caliban has a strong following of all the War gods, though Gromm is by far the most common. The Half-Elves of Delmark have a surprisingly large number of followers of the good and neutral aspects of the Nine, with Athor and Marya being the most popular.

Ehrenlanders have little use for temples and few exist outside of the major cities.


The Kingdom of Ehrenland does not have a conventional Monarchy. The people of Ehrenland only accept the leadership of a King if that individual has proven himself strong enough to lead, and if there seems to be a purpose for his leadership. For example, End became King by leading the rebellion against the forces of Nagul, and freeing the people from tyranny. Alt’s reign was crucial in restoring Ehrenland’s prosperity after the long rebellion against Nagul. If there is no need for a King, the society at large will often not accept the leadership of those who declare themselves King.

The Conclave, the Brothers, and the Grey Guard act as the representatives of the population in this. If the Grey Guard will not protect a would-be King, it removes his legitimacy in the eyes of the folk. If the Conclave does not report to him, he knows little about what happens in the Kingdom, and cannot lead effectively. If the Brothers do not support him, he cannot collect taxes and has little access to the accumulated knowledge of Ehrenland. These three large organizations, all closely connected to the populace, effectively safeguard the office of the King and govern the nation when there is no King. When there is a King, they serve as a ready-made government that supports the King in his leadership of the Kingdom.


Ehrenland does not maintain a conventional military. The King – when there is a King – has the power to request troops to rally for a purpose, such as defeating an invader or destroying a foreign threat. These troops are volunteers who serve in small bands, often following a successful leader or hero in larger numbers. There is never a shortage of warriors wishing to fight, as this is the mechanism by which they can win renown, and so form lead their own band in the service of the King and people of Ehrenland. After the war with Manath, Great Bands and Knights of Caliban changed this somewhat, though in the main Ehrenland's forces are still independent warbands.


The Warband is the most common 'unit' of troops in Ehrenland, though the term is applied loosely. When a warrior of sufficient reputation announces they intend to go and accomplish a deed or defeat a foe, a number of other warriors may choose to follow them. Should they do so, they voluntarily follow his lead until such time as the deed is done or they change their minds. Warbands usually disband once the deed is done, though there are some exceptions.

Great Bands

During the war with Manath, many large Warbands were formed following many heroic leaders. Many of these bands fought together for years at a time. As losses mounted during the war, it was inevitable that some of the heroic leaders of these bands were slain. As their quest was not yet fulfilled, however, another leader would rise and take over the band - but would decline to rename it. By the end of the war, the warriors of these bands were tightly knit, and the bands themselves so famous that others flocked to their banners even after the end of the crisis. As a result, a few of these Great Bands remained in existence, forming the first permanent Ehrenlander military forces.

Agr's Fist

The largest of the Great Bands, Agr's Fist was formed in Doomsbridge to defend the city against the forces of Manath. Losses were heavy, but after the siege was lifted warriors and heroes poured in from across the Kingdom, demanding to join Agr. Though Agr himself fell defending the Great Keep, his Great Band carries on. Their sigil is a red fist on a white field.

Mul's Hammer

One of the greatest Ehrenlander heroes, Mul was a member of the Grey Guard who was cut off from Doomsbridge. He fought with the Half Elves of Delmark in the dark forests, and fell fighting Crown Wraiths. Four other heroes took up his hammer and led his band during the war. The last fell retaking Caliban. The veterans of the Hammer still band together to this day, once a year, in Caliban. Their sigil is a red hammer on a yellow field.


One of the few Ehrenlander Warbands led by a spellcaster, Nar of Carick Kildan gathered together a unique force of warriors, priests, spellcasters, and rangers to fight Manath. He fell defending Spaartha and was replaced by one of the Brothers, Cuul, who led the band for the rest of the war. Their symbol is a white star on a red field.


The barbarian heroine Vexa fought the Crown Wraiths at the Wall. Vexa led her band for two years of brutal warfare on the southern front, before falling to Liche magic while storming Phylactis. Her Great Band carried on, strengthened by recruits from Kildan, Furia, and Caliban. Their sigil is a white V on a red field.

Zod's Horde

A Knight of Akarai, Zod the Beserk found himself leading a rag-tag army after Caliban fell. For a year they fought in the deep desert, striking at Manath's rear areas and raiding the cities. Finally in 198 he rejoined the main Ehrenlander forces and men flocked to his banner. Zod fell burning Gozon, but two of his brothers led the Great Band in succession, until they two fell in the fighting. The Horde liberated Caliban and broke up, though they still follow the rage banner. Their sigil is a blood red cow skull on a black field.

Knights of Caliban

The Knights of Caliban maintain five loose orders - Akarai, Kath, Kern, Gromm, and Mishya. Though they are not as coordinated as the decades before the war with Manath, the orders have a loose structure with a handful of senior leaders, should they need to take the field as organized heavy cavalry formations.


Divine and Arcane magic can be found in Ehrenland. While neither can be considered common, there are those who follow the gods in every major settlement, and the major cities have significant populations of the faithful and large temples. Arcane magic has no formal center of schooling, as Ehrenlander culture sees no reason to establish such a thing. The few wizards and sorcerers in Ehrenland are almost always members of the Brothers.

Regions of Ehrenland


The Altmark lies in southern Ehrenland. It is a hot, dry desert land, crisscrossed by wadis and dotted with oases. Many ancient ruins from the empires of Manath and Murmanityed lie abandoned in the desert, hiding unknown treasures and terrifying monsters. The Altmark is a lawless, dangerous placed, watched by the Conclave but not patrolled or policed in any way.


The old Kingdom of Caliban was conquered by Manath and liberated by Ehrenland in 200 TC. The old Kingdom joined Ehrenland as its westernmost province.

Before the fall, Caliban was famed for its Knights, powerful warriors who rode heavy horses and held the forces of Murmanityed and Manath at bay. After Caliban was reclaimed, and its people rejoined to Ehrenland, the remaining Knights were no longer bound to Caliban. They travel the Kingdom, spreading the Knighthood to those deserving of its honors.


The ancient Elven Kingdom of Elysia fell into darkness and destruction decades ago, after the Elves of that land sided with Nagul during the invasion of the Kingdoms. A few rebel survivors fled the ancient cities and existed in primitive squalor among the shadowy woods for manyyears until Ehrenlanders came into their realm. Most of the Wild Elves were hostile to the Ehrenlanders, and fought them bitterly, until their numbers dwindled and were driven into the Srokline swamps. A remnant, however, came to understand that the Ehrenlanders were not their enemies, and slowly joined the forest dwelling Ehrenlanders who were cleansing and taming their once-lost homeland. A modest community of half-elves grew around the ruins of Karce Ledain, slowly reclaiming what their elven ancestors had lost. Manath's invasion drove these folk from their homes, and they joined their Ehrenlander cousins and fought hard to regain their homeland. After the war, the half-elven hero Athelas formally brought the Delmark into the Kingdom of Ehrenland.

Still a dark and mysterious forest, the handful of settlements in the Delmark take the long view. The wood was lost to the wild over decades, and it will take more decades to recover it. The folk of the Delmark are more patient and farsighted than most Ehrenlanders, though they have adopted much of the character of their cousins to the east.


The Ehrenmark encompasses all the lands of the old Kingdom; mainly in northeastern Ehrenland, including the ancient cities restored by the Altwish. It is the wealthiest and most populous region of the nation.


The old land of Furia was nearly conquered by Manath during the great war with that nation. The region welcomed Kingdom troops during the war and became loosely aligned with the Kingdom of Ehrenland after the war. Last Port is the business commercial hub in Ehrenland. The bountiful lands of the river valley have attracted many farmers and herders, making Furia a rich province and net exporter of foodstuffs.


This region was liberated from Manath by Ehrenland during 200 TC. Once home to the Free City of Kildan, the Stenmark region is thinly populated by fiercely independent farmers and ranchers. The land is arid, but crisscrossed by many shallow rivers. Great herds of wild horses now roam the countryside, often providing the Knights with their warhorses.


The Dwarves of Ungenland were brought into the Kingdom before the war with Manath. Xenophobic and mistrustful of outsiders, a certain number of Ungenlander Dwarves serve above their holds and among the humans as penance for closing their gates to their own people many years ago. Despite their irascability, the Dwarves of Ungenland fit in well with the easygoing Ehrenlander society, and a small but growing society choose to remain aboveground among the humans.

Major Cities


Carik Kildan

Carik Mor

Carik Zaneland


Last Port

Minor Cities





Fortress Ehr










Urdoth Hold




Renowned Ehrenlanders


Humans are far and away the most common race in Ehrenland. Second to them are Firbolg, who dwell as nomadic tribes in large numbers in central Ehrenmark. A stable population of Half-Elves dwell in Delmark, and large numbers of Dwarves in Ungenland. There are a smattering of other races scattered across the west and south.


Most Ehrenlanders of an adventuring bent tend to be Fighters no matter their background or social class. Rangers are the next most common, followed by Paladins. Nearly all Ehrenlander Paladins follow Cromm or Drant, though some few follow Akarai.

Barbarians, Bards, Sorcerers and Rogues are all present but hardly common. The self-taught nature of Sorcery is a good fit with the self-reliant nature of Ehrenlander society, but not many Ehrenlanders have the talent for it. Rogues exist on the fringes; since Ehrenland lacks heavily populated urban areas (except for Doomsbridge) there are few places for conventional Rogues to thrive. Though Ehrenland is commonly associated with Barbarians, most of the nomadic tribes are civilized, literate, and usually train as Fighters rather than Barbarians. That said, there are still those bands in the wilder parts of Ehrenland who keep to the ancient ways. Bards are a paradox in Ehrenlander society. Though they are not well liked or well thought of, Bards have often been the only source of oral history for Ehrenland during the dark days of Nagul’s invasion. Being a Bard is not thought of as a proper occupation for an Ehrenlander, however. Most Ehrenland Bards are women.

Wizards, Druids, and Clerics are quite rare in Ehrenland. There is no school of magic or center of higher learning in the Kingdom, so any Wizards would have to be trained abroad. Most Wizards in the Kingdom belong to the Brothers. While Ehrenlanders do follow certain gods, they do not bother much with temples or dedicate themselves to worship. There are a handful of Druids in Ehrenland, but they are secretive and keep to themselves, often revealing themselves only to Rangers. There are Ehrenlander Clerics of the three main gods, but they are uncommon and do not often go on adventures, as they have large forces of Paladins available for such work. The people of Ehrenland have an innate suspicion of any power which comes from outside themselves, making these orders somewhat unpopular.