THE REPUBLIC OF EYE

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Table of Contents

MAPS OF EYE

 

THE REPUBLIC

The new power in the Outlands is the Republic of Eye. Built on the ruins of the Kingdom of Kronland, Eye is a crossroads between east and west. As a major maritime power, it funnels material and ideas from all over the known world. The Republic's center is the City of Eye, but as it has expanded along the coast of the Dunrach, its influences and alliances have made it the largest realm in the Outlands. Bordered to the northwest by the Kingdoms of Hammoth and Sadia in the Dray Fells, its northern border is defined by the impenetrable Ivy Forest. East is the caravan road to Eastern Cities of Keleft and Quäsare, the Deadlands, the Gamoren Waste and the Arissian lands about the Beryl Sea. South across the Dunrach Sea are the Ji Hassan lands and the fabled Jewel Cities of Beryl, Carnelian, Opal, Saphiria, and Topaz. 

                 

The former Kronland Duchies of Abnaile, Garda, Barill, and Norland are members of the Republic, as are the Free City of Abinger and the Ji Hassan domain of Seik Al Jamash. The Republic combines the holdover feudal system of the Duchies with the Republican Council a representative government.  

Feudal lords continue to hold most of the land.  The Eyen aristocracy is predominately these landed nobles though new noble houses are growing up as the Dukes sell titles to the prosperous merchant lords. At present there are at least 35 noble families recognized by the heraldry.

                 

Religion in the Republic is primarily Caldensian, though only loosely tied to the High Empire. In the early history of the Republic, the Orthodox city of Lantilo fought a war against Eye and tension remains between the two realms. Since then, the Bishop of Eye appoints his successor and remains loyal to the Republic. The Archbishop of Lantilo is the bishop's superior technically, but the High Emperor made a compromise to the succession issue agreeing to this division in exchange for giving the Lantilo seat a token church in the City of Eye. Other faiths have also found a home in this realm sheltered from the more orthodox Caldensian institutions. The Dwarves of the Empire have found safety in Eye. The Nomey or Dwarves Ghetto boast the only monument dedicated to the Fall of Azinnzahar. With the Dwarves have come the Balagoth or Boggs. These tribal gypsies have continued to resist the pressures to convert holding fast to their strange worship of spirits. Llynerians from the north and Ji Hassa from the south have also continued their practices within the Republic's borders. Even followers of the lost religion of the ancient Allemanni are known to continue their practices. The Republic proscribes only the Dark Faiths, Blood, and Death Cults under penalty of banishment or even death.

HISTORY

The City of Eye was established when Kingdom of Kronland fell to the Parisian Horde. After that, the Kingdom fell even though King Randolf held the title after his uncle King Adwym was slain during the siege of the royal citadel The Stone of Krön. The brutal nomads torched most of the Outlands. The rising waters of the Lunacote River stopped the horde at the gates of the City of Tillon.  Nevertheless, all of Kronland was lost, the eastern domains even today are sparsely populated, and then mainly by immigrants from the Llynerian Kingdoms to the north. Only the inhabitants of the Duchy of Garda remained untouched because of the quick thinking of Duke Petreck who led his people to the marshy islands of the Peel Inlet. This was the beginning of the City of Eye and the new capital seat of Garda.

               

Beginning as an alliance between the City of Eye and some of the nearby estates, including Garda and Abnaile, the Republic was founded by Sedswick II, Duke of Garda in 56AF. Garda had tried establishing a Kingdom but the other nobles had fiercely opposed this move. The Republic allowed them to unite but also gave voice to their concerns in the Republican Assembly. Twenty years later the Council of Five, later renamed the Star Council, was created by Randal Parsia to facilitate rule. Parsia is known as First Councilor, he drew up the documents, the Scrolls of Parsia, which created the present institutions of state. It should be noted that Parsia also was one of the early founders of the University when he united the different schools, both clerical and secular.

               

Around 85 AF, the Caldensian Church and the High Emperor Forsyeth "Hawkswing” was fiercely persecuting users of magic now proscribed by the Church, which is all magic that is not a part of Church teachings. This purge is known as the First Wizards War and devastated what little knowledge from the Allemanni Empire had survived the Dark Ages that followed its collapse. Sedswick II quickly took advantage of this schism in the Allemanni culture and offered haven to the fleeing mages and scholars. Few responded, but those who did quickly turned Eye into a center of education and scholarship. While still semi-proscribed by the Eyen Church, magic is tolerated as long as it is not too publicly displayed. Too many memories of Hawkswing’s purges linger. It was not long after this embracing of the mages that the Council of Five was founded. Also since its founding their have been always two or three members who guard the University's and with it the mages' interest.

                 

The next period of change in the young Republic was the expansion Eastward into the Duchy of Barill and the lost Duchy of Norland. Little was left of Norland, even though the Arissians had long since left. To repopulate the region and provide a buffer from any further eastern threats it was decided to encourage settlement from the Llynerian Kingdoms. Llynerian mercenaries had long fought for Garda and Kronland before that, this time they would be granted land. This did the trick; thousands came, especially from the southern lands below Breifne, an area under growing pressure from the High Empire.

The Count of Abinger a noble raised from the local clans who rule the region now rules the region of Norland.

                 

The Second Wizards War begins 230 AF, after the City of Lantilo reacted to a rash of piracy from ships that received haven in Eye. The Caldensian troops marched south into the Kingdom of Hammoth, which was an ally of Eye at that time. The Hammorans were no match for the invaders who marched all the way into Abnaile before they were stopped. Lantilo claimed that they were forced to battle evil wizardry and hence their defeat, though no obvert instances of magic use are recorded. This war was very draining of both sides lasting for twelve years. Hammoth was the major battlefield and has a bad impression of both city-states.

                 

The republic has expanded on the seas as well as on land. Their ships plow the waves from the old Allemanni lands of Tyrolach to the Jewel Cities. Their ships also harbor throughout the High Empire and up and down the Ceoltric Sea to the north. Mercantilism is the main power in the Republic. Families rise and fall and the new nobility comes from the top ranks. Titles and palaces are the goal of many of the merchants. However, money is still a driving factor, and their industriousness is often as seen as dour by their contemporaries in older imperial cities now held by the High Empire.

                 

A recent series of raids from the east has sparked fears of a new Arissian Invasion. However, the caravan routes to Keleft and Quäsara on the East Road are still open. Other growing fears are of barbarian incursions from the Quid red Wilderlands into the Eyen Heartland. Attacks on outlying settlements are growing more frequent and they are becoming more organized as well.

                 

A more troubling spot is the Civil War going on in the Kingdom of Hammoth. The Conflict between the King in Calumet and the Duke of Camtry has brought the Cities of Eye and Lantilo back into conflict. Calumet has the Archbishop's support and has allowed a large force of Knights form the order Sword of God to establish several bases. These operate against the backers of Camtry, many who are peasant followers of the heresy Blackstonism. It looks like the Republic will again be at war.


 

TIMELINE (Based on the High Empire's Calendar starting at the year of Foundation.

 

Elvin Realm of Galdor

(Age of the Stars)

Dwarves found Azzinzabar

Age of the Sun

The First Dominion

Age of Legends

The Great War 

The Act of Desecration and the Earth Breaking

Age of Iron

The Allemanni Conquest of the Outlands Begins

20 NA (New Age)

Worton Founded seat at Tilon 

55 NA

Kronland Founded

490 NA

Empire Divided into East, West, & South

664 NA

Empire of the East Collapses        

700 NA

Tilon and Kronland War

820 NA

Rebel Uprising

950 NA

Arissian Invasion                            

1400 NA

Stone of Krön Falls                           

1411 NA

Ji Hassan Raids and Invasion     

1489 NA

High Empire Founded    

1 AF (1492 NA)

Great Earthquake                             

1 AF

St. LAN comes to the Outlands

14 AF

Lantilo founded

16 AF

Republic of Eye Founded               

56 AF

First Wizard's War, the Purges

82-89 AF

Battle of the Rein

89 AF

Battle of Qwen Road

96 AF

Republic of Eye settles Abinger

176 AF

Second Wizards War

230 AF

Anti-Republican Rebellion

303 AF

Sestus Uprising

306 AF

 

 

THE GOVERNMENT

               

The Great Seal of the Republic is made up of a triangle divided into three parts the left side is the Scroll of Parsia the Founding Document of the Republic, on the right is the Sword of the Nobility, and in the bottom section the Flame of the Church is the foundation for all. The government of the Republic of Eye is the government of the City. The REPUBLICAN ASSEMBLY and the STAR COUNCIL are the two governing bodies. While the Assembly makes the laws, the Star Council is the ruling body.

               

The REPUBLICAN ASSEMBLY is composed of 200 members and meets several times a year in the ASSEMBLY HALL, their sessions often going on for weeks. Additionally either the Council or the Duke can call the Assembly to meeting, though the later rarely does this. Members come from the many social levels throughout the Republic, thought the majority represent interest from the City. All of the major noble families, including the counts and dukes of the realm, the big six trading houses, all the guilds, the church leadership and the University's officers are all members, as are the Ministers. The Assembly is responsible for making the laws and big decisions such as going to war. They also elect the Star Council, though this is usually just an affirmation of the leaving Councilor's choice. There are offices in the front of the Assembly Hall for the ASSEMBLY ADVOCATES, agents who pursue the Assembly's business when it is out of session and take petitions from the general public.

               

The STAR COUNCIL is a much more powerful and shadowy group the hold office for seven years at a time and can be reelected. The five members rule by committee, yet each is individually responsible for overseeing various ministries in the government. They also represent the five city districts. Their meeting chamber sits in the upper stories of the PALACE OF THE COUNCIL with their offices on the same floor. Below them are the office of the individual ministers and the various ministry offices. The five councilors are the most powerful and feared men in the Republic. Jockeying for power is their primary occupation relying on their ministers for the daily running of both City and Republic. Each Councilman has quarters and a staff in a wing of the Palace but most also has a palace in the city as well.

                 

MINISTERS OF STATE are the ten men who keep things running. Each is answerable to one councilor, the pairing changing with each new council. The ten offices include THE ADMIRALTY, THE CHANTRY, THE COMMUNE, THE ESTATES, THE EXCHEQUER, THE HARBOR, JUSTICE, THE MARSHALTY, and STATE AFFAIRS.  

                 

The Minister of the ADMIRALTY oversees the Republic's Navy, the Coastal Guard, and the Ship Works Factory. He also has discretion over the mercantile fleet if needs be. Beneath the Admiral are the Lieutenant Admiral and then the Ship's Captains.

                 

The Minster of the CHANTRY is responsible for the daily running of government. This office oversees the City Seal, the legion of clerks, and the library of records. The Chantry's officials are the Lord of the Seal, Keeper of the Records, and the many Chancery Clerks,  

                 

The Minister of the COMMUNE is in charge of the daily order of the City of Eye. All permits to buy, sell, or store must run their agents. The Civil Guard known as BLACKSTICKS, are under Commune's authority. The Commune's agents are known as Commissars, Commissar Clerks, Captain of the Guard, and Guardsmen or Blacksticks. The Commissars are able to dispense minor justice such as fines and beatings on their own but offenses that are more serious are turned over to the Ministry of Justice.

                 

The ESTATES Ministry is concerned with that beyond the Commune's authority. While the Nobility and the other Freetowns enjoy allot of autonomy, Estates has district agents which enforce the Republic's Laws something like the Sheriff's found in parts of the Empire. The Estates officials are the Constable Agents and beneath them the Estates Bailiff.  

                 

The EXCHEQUER oversees the money, taxes, tolls, and the Mint. They also enforce the codes on notes issued by any of the Trading Houses. Beneath the Minister are the Collector General, then the various Toll/ Tax Collectors, and the Exchequer Clerks.

                 

The Ministry of HARBORS is in charge of the running and upkeep of the Harbors. They keep records of the shipping logs, Duties and Bonding Fees. The Harbor Collectors and Agents operate in all the Harbors in the city. They also pursue the rampant smuggling.

                 

The Minster of JUSTICE watches over the courts of the land. Justice is responsible for the Magistrates or judges in both the City and in the courts run by the Constable Agents in the various constabularies. The Justice Ministry is also in charge of the Commissar of the Gaol, the Commissar Inquisitor and the executioners.

                 

The MARSHALTY is the land forces of the Republic. Lord Marshal of Eye oversees the Republican Guard and their integration with the Nobility's resources. The Marshal is almost always from the upper aristocracy of the region, usually Garda or Abnaile.  

                 

The Minster of STATE AFFAIRS watches over the Eyen Embassies abroad and the foreign ones in the City. State Agents are answerable to Lord Ambassador as are all the other Ambassadors. This is the weakest of all the Ministries even though its agents are the official spies for the Republic. The Five Councilors each have their own spy networks, which they use at home and abroad.

In the Republic outside the City of Eye's domain, the government is much more fractured. Local officials are responsible for the law and order in their districts. These can be the Dukes of Garda and Abnaile, the Counts of Barill and Abinger, the various Barons on their lands, and the Mayors of the several Freetowns. The Allied state of Seik Al Jamash has more autonomy but usually differs to the Star Council or the nearest Constable Agent if Eye pushes the matter.

THE ECONOMY

The economy of the Republic is a mix of agriculture, trading and some craftwork. Outside the city most of the work is agricultural; grain, wine, fruit and nut orchards, as well as cheese making. Timber is big due to the great consumption of the ship building industry in the City. There is some mining also in the foothills of the Dray Fells and around some of the hills in the Ivy Forest. The metals found are silver, copper, and some iron. The city of Malaneye is known for its glass blowing and crystal cutting. Gelbin is a timber and textile city with several dye works. Mageir is a trade center with the east. In addition, Davorum caters to the palaces of the wealthy that line the banks of the Grandbrey River there.

               

The Economy of the City is much more varied and dependent on the sea. It has two shipyards, one overseen by the state. The harbors of the City are home to one of the busiest trading fleets in the world. Craftsmen work in glass, gem cutting, and goldsmithing. These occupations are popular with the large Dwarven population as is the Weapon and Armor industry. Eyen arms are known world wide for their quality. Ornate suits of armor are especially made for the nobility in the old cities of the High Empire.


 

CURRENCY

 

Cento d' Auro 

(Au)

 8 Eyen d' Auro (400 sp)

Eyen seal w/10, Karune Ship

Eyen d' Auro 

(Au)

50 Ducat (50 sp)

Eyen seal/ Karune Ship

10 Ducat d' Auro 

(Au)

10 Ducat (20 sp)               

Duke's bust+ name, Eyen Seal

2 Ducat 

(Ag)

4 sp

Duke's bust+ name, Eyen seal

1 Ducat 

(Ag)

2 sp

Duke's Bust+name, Karune 

1/2 Ducat 

(Ag)

1 sp

Duke's bust+ name, Karune

1/3 Ducat

(Ag)

2/3 sp

Duke's bust+ name, Eyen seal

10 Ducalino/ Pense

(Cu)

½ sp, 5 bp, 50 cp

Eyen Seal, Ferro boat

1 Ducalino/ Farthing

(Cu)

1 cp

Eyen Seal, Seahorse

 

Coins are not the only tender; several of the trading houses issue promissory notes on paper. They are usually for large sums. Any branch of the company is responsible for redeeming them at the stated value. They are like checks. Urban prices are 10% higher for rural goods; rural prices are 5% higher for Urban.

THE LAWS OF THE REPUBLIC

This is a list of the most common laws of the Republic of Eye and some of their appropriate penalties, It should be noted that “aiding and abetting” would generally bring the same punishment as the actual crime. Unless a crime is noted as a felony, offended party or kin must bring the accusation.

Death is usually by hanging for commoners, and nobles stripped of rank. Nobles are executed by beheading. Imprisonment can be either in the Gaol or aboard a galley as a slave.

GM NOTE: Most of the following laws are found throughout the known world. To adapt them for each land factor in the local judicial system (Magistrates, Mayors, Professional Judges, Royal Agents or Sheriffs, or local Feudal Lords) and the level of punishment. Some realms are harsher than others, depending on the crime. Eye would enforce the Business laws differently from the Moredon Protectorate.

                 
 

STATE CRIMES

All of these crimes are felonies. They are the same for commoner and noble alike. They must be tried before a member of the Star Council.


 

REBELLION

                Taking up arms against the government or agents of the government. Penalties: loss of property and title, banishment, or death.


 

TREASON

                Obstructing, disputing, or conspiring against the government, also sabotage of government property, etc.

Penalties: loss of property and title, banishment, or death.


 

ESPIONAGE

                Applies to all persons who act in a covert manner to obtain secrets of the Republic. Usually used against foreign agents while locals are tried under the Treason laws.  Penalties: loss of property, banishment, or death. The accused may be ransomed or swapped.


 

PRIVILEGE CRIMES

Crimes concerning the abuse of some kind of privilege, obligation, or right. Usually as regards to crimes by or against the Nobility and the Caldensian clergy. These crimes must go before the Republican Assembly as well as a High Judge.


 

ABUSE OF TRUST

                Abuse of position including graft, embezzlement, accepting bribes, dereliction of duty, etc. Where a government official is concerned, this is always a felony. Penalties: loss of office, property and title, imprisonment, banishment, or death.


 

BREACH OF RANK

                Bearing Heraldic arms without lawful right, disrespect for a person of noble rank, or for a lawfully appointed official. Penalties: flogging, imprisonment, branding, death.


 

BREACH OF TEMPLE PRIVILEGE

                Impersonation, usurpery of Church Rights, restriction of a Church official’s duties, and the assault and murder of a church official. These crimes are also church crimes but enforced by a civil judge or official. Penalties: flogging, branding, imprisonment, or death.


 

OBSTRUCTION OF JUSTICE

                Hindering an officer/ noble in performing his duty. If other felonies are involved in the obstruction, this crime is deemed a felony. Penalties: flogging, pillory, fine, imprisonment, or death.


 

SOCIAL CRIMES

Crimes of violence against commoners. As a general rule in Eye, all citizens are subject, though more leniency and higher appeals are granted to the Nobility. While commoners suffer the more severe penalties, nobles face restitution in cash or kind.


 

ABDUCTION

                Detention of a person against his will without lawful cause. Penalties: restitution, fine, imprisonment.


 

ARSON

                Any fire that is set that causes loss of life and property, this includes fires that get out of control. Penalties: Restitution, fines, imprisonment, or death.


 

ASSAULT (minor)

                Not usually a felony unless another felony crime occurs at the time. A physical attack on an individual may include fistfights or the restraining of a person during a robbery. Self-defense not assault if life or limb or property were in danger. If a weapon is used it becomes a felony. Penalties: restitution, fines, pillory.


 

ASSAULT (major)

                A felony. Any attack on a person that does injury or with a weapon. Does not include Self-defense. Penalties: restitution, fines, pillory, or imprisonment


 

CANNIBALISM

                A felony. The consuming of any human flesh or body part. A common social taboo. Penalties: fines, pillory, imprisonment, or death by burning.

DRAWING A WEAPON

                It is the drawing of any weapon with the intention of threat. The crime against a noble is more serious than against a commoner. Not usually, a felony if no assault takes place, or any other crime such as robbery. Penalties: restitution, fines.

MANSLAUGHTER

                The accidental slaying of a commoner. Usually a felony. Penalties: restitution, fines, imprisonment

MURDER

                The killing of a person without due cause or provocation. If the victim is a noble or clergyman than the Privilege Crime is also invoked. Penalties: restitution, fines, imprisonment, death.

OBSCENITY

                Engaged in some prohibited sexual act such as prostitution, etc. Penalties: flogging, restitution, fines, pillory, imprisonment

PERJURY

                Withholding truthful testimony before a Republican official. Penalties: restitution, fines.

RAPE/ ADULTERY

                Sexual assault on a maiden or sexual relations with a married woman. Penalties: restitution, fines, castration, imprisonment, death.


 

SLANDER/ FALSE WITNESS

                False accusation, malicious gossip, etc. Penalties: restitution, flogging, pillory, removal of tongue.


 

ECONOMIC CRIMES

Secular crimes that cause only economic harm. None are felonies unless a violent act occurred or as part of a Privilege Crime.


 

BURGLARY (Breaking and Entering)

                Breaking into the property of another without lawful cause or provocation. Penalties: restitution, fine, pillory, imprisonment.


 

FORGERY/ FRAUD

                Forging documents or coinage, possession of it, etc. Penalties: restitution, fine, imprisonment.


 

LARCENY

                Theft. Penalties: flogging, restitution, fine, pillory, imprisonment, death by hanging.


 

PIRACY/ HIGHWAY ROBBERY

                A felony. Penalties: fine, imprisonment, death. The corpse is usually left on public display.


 

POACHING

                A felony. Hunting on a noble’s lands. Penalties: flogging, restitution, fine, branding, imprisonment.


 

SMUGGLING

                A felony. Possessing, selling, or transporting, any proscribed or contraband goods. Penalties: fines, imprisonment, death by hanging.

TAX EVASION

A felony. Avoiding payment of any lawful toll or tax. Penalties: flogging, restitution, fines, pillory, imprisonment.

BUSINESS LAW

Laws that effect merchants and commerce. None are felonies. They may be enforced under a Guild’s judgment or under a civil court or ruler.

               


 

BREACH OF CONTRACT

                This is the failure to uphold a contract or agreement by one of the parties. The suit must be brought by one of the injured parties. Penalties: fines, confiscation of goods or property, banishment.       

 

BREACH OF GUILD PRIVILEGE

                Usually this entails the false representation of one’s services as being of guild sanction. Penalties: fines, confiscation of goods or property, banishment.


 

EXCESSIVE DEBT

                This is the failure to make good on all debts in a timely fashion. This usually comes about after a creditor has exhausted all other means to resolve the debt. Penalties: imprisonment, confiscation of goods or property, serfdom or slavery.


 

TEMPLE CRIMES

Laws recognized by the state that are judged and tried in church courts, trail by ordeal may be a part of things. Secular consent is needed for executions.


 

BLASPHEMY

                Lack of respect for a lawfully recognized deity. Penalties: scolding, fines, removal of tongue, death.

BREACH OF TEMPLE PRIVILEGE 

                Impersonation, usurper of Church Rights, restriction of a Church official’s duties, and the assault and murder of a church official. These crimes are also church crimes but enforced by a civil judge or official. Penalties: flogging, branding, imprisonment, or death.


 

BREACH OF CLERICAL DUTY

                A church official that commits one of the crimes or felonies listed. They are defrocked. Penalties: Anathematized (loss of Church rank and divine power. Then any other penalty may be applied.

 


 

DESECRATION

                The Theft/damage to the property or relics of the church. Penalties: flogging, restitution, branding, death.

HERESY

                Contradicting, denying, disputing official church doctrine. Penalties: mutilation, branding, death by hanging or fire.

WITCHCRAFT

                Conjuring or consorting with demons, farie, or spirits, disposing of souls, casting inimical spells, and/or possessing arcane or unholy items.

Penalties: flogging, restitution, branding, death by hanging or fire.

SHIPS

The dominant merchant ship is the Eyen KARUNE. A new design developed by Eyen shipwrights, it is capable of long sea voyages in the roughest seas and mixes traits of both the Northern Dak or Carrack styles with the hull and sail design of the Ji Hassa's Raem and Khurn-Nagla merchant ships. However, the Harbors attract ships of all type from most known ports. Everything from the simple traders to the largest carracks. The Eyen Trireme are also common but are berthed in the military harbor.

 


 

MARITIME ALAMANAC LISTING:

 

PORT

SHIPWRIGHT

Size ML CF

GUILDS

P S

PORT FEES

Pil Wfg Reg

MARKET

Size Hwk Bnd

CARGO

TW CT

TIDE

HW

Eye

36 90 1.35

L L

35d 6f 60d

8 10% 2%

14 4f 

0300

Abinger

 

S M

 

4

 

0100

Cordoban

 

S

 

3

 

0300

Davarum

 

S S

 

4

 

---

Eckard Landin

 

S

 

4

 

0200

 Gerona

 

S S

 

2

 

0130

Mageir

 

M M

 

3

 

0030

Malaneye

 

S

 

3

 

0300

Pambling

 

-

 

2

 

0200

Seik AlJamash

 

M M

 

4

 

0330

Tyn's Warf

 

-- --

 

2

 

0300

West Seakeep

 

S

 

2

 

0400

 

EVERYDAY LIFE IN THE REPUBLIC

ARCHITECTURE

Most of the dwellings in the Republic are single-family dwellings. Along the coast mud and waddle as well as stronger brick, walls often enclose a one or two room home. Thatching is the major roof material. Animals are kept indoors or in an adjoining pen. These peasant homes are clustered in villages of 4-24 families and are usually associated with a nearby manor, though not always. Further inland and in the hills to the north, timber is more widely available. Cut wood shingles are as common as thatch. These villages are often more independent and more distant from one another and any manors.

Manor homes in the Republic are a mix of larger homes, walled rural villas and small motte and bailey style keeps. Timber and stone are used in the north, while brick is used along the coast and near the towns.

Castles are few. They are either small shell keeps or towers that make up the coastal defense system or the Castle/ Palaces that are home to the dukes and counts.

All the towns have the simple Eastern Caldensian church. It shows a domed center structure with eight wings of various sizes. Usually in the eastern cross pattern. Few villages have such churches. Instead, small temples and shrines bring the teachings of Caldes to the peasantry. The abbeys that hold title to land combine the keep with the church.


 

CULTURES

Ethnically the people of the Republic are diverse. Most inhabitants are descendants from the all the many settlers who have moved along the coast. The early Llynerians came after the elves left the area. Followed by the Allemanni Empire and its various cultures. These people blended with one another to create the people of Kronland. Later Arissian and Ji Hassan invasions contributed to more variety. The influx of Llynerian settlers in the Nor Reach River Valley has brought a new and much defined culture as well as some clashes.

PLACES OF INTEREST

IVY FOREST

The IVY FOREST is a dark and foreboding place. The southern fringes are a source for mush of the timber that is consumed by the Eyen shipyards. This has done nothing to improve relations with the forest inhabitants. While the dark beings that roam the woods might just be bandits, locals say they are a dark race of elves that live deep in the enchanted parts of the forest. The area around the Enchanted River is known not for its elves but for the flower YIRMOR whose nectar becomes the drug STICKLE on the tongues of the native Ivy Bat.

 

ABNAILE

Rolant Coarth is the present Duke of Abnaile. They are one of the oldest families in the Republic and the Outlands as well. The House of Coarth has long been a bastion of the Traditionalist Party in the Assembly. Still they have no love for the Orthodox Caldensian groups remembering the devastation brought by the Archbishop of Lantilo campaign during the last Wizard's War. This division among the most conservative parties has allowed the City to control politics in the Republic. He has contested the allocation of the Marshalty to the Count of Bryncap but is loosing support among the Assembly as Bryncap gains new allies from the Traditionalist party.


 

SEIK AL JAMASH

Called by Eyens SICKLEJAW, The Ji Hassan enclave of Siek Al Jamash is one of the fealty states to the Republic. Founded by Ji Hassa invaders in the year 38 AF while the Outlands were still recovering from the brutal Arissian Conquest. The rocky cliffs and hills, which cover this area, provide a natural wall that has protected Seik Al Jamash from all attempts to retake it from the southern infidels. Eventually was deemed the wiser course to invite the Sheik into the Republic of Eye. The enclave joined in 120 AF. The Castle that rises above the Vanarian Bay is a wonder of this part of the world. The finest craftsmen from the Jewel Cities and Tyrolach have performed all work that has been done on it. A winding road leads down to the harbor and the only other approach is another near goat trail that cuts through the cliffs and gorges that surround the place. The grandfather of the present Sheik put in the wonderful water gardens that fill the northern bailey.

The present Sheik of Seik Al Jamash is Basta Ben Shakur, who traces his line back to the original Sheik who came to the Outlands. He holds a seat in the Republican Assembly along with his vassal Sheik Jas Jas-Mâr Lord of Cordoban. While the northern keep has never fallen, Cordoban has changed hands dozens of times, occasionally held by pirates who operate in the eastern seas.

The existence of this holding rankles both the Orthodox and Traditionalist parties. Abnaile has developed batter relations of this western neighbor but he is alone among the Traditionalist who resent an infidel who holds title. Ben Shakur's connections with pirates do not help his cause either among the Trading House reps in the Assembly.


 

BRYNCAP

The Count of Bryncap is Josel Merates, who at present leads many of the Traditionalists in the Assembly. He has worked hard to undercut the Duke of Abnaile among this group. He favors a very isolationist policy; distrust all "outsiders" especially the citizens of the City of Eye and the Abinger settlers in the southeast. Count Bryncaps strongest ally is Lord Maxel of the Star Council.

The Grandbrey valley is a rich region and the proximity to Davorum is ideal. Especially since many nobles houses maintain residences at this inland town to avoid the summer heat and bad air of the City. During the later months of summer is known as the Summer Assembly, as the elite flock to the shaded waters of Davorum. In addition, Merates controls much of what goes on here. He is bitterly apposed by Lord Wortley the regions Constable, but all maneuvers are played out behind the facades of the gentility.


 

BARILL

The Count of Barill is Sir Gabriel Partan, and a shrewd but vain man. He is along with the Duke of Garda are very involved in the mercantile trade. His connections in the chartered town of Gelbin have capitalized on the eastern caravans from Keleft and Quäsara. Of more commercial note is the timber that comes through Gelbin on its way to the Shipyards of Eye. Barill was said to have had close several close relationships among the Anti-Republican rebels, but his power lies with the Republic and so does Sir Gabriel's loyalty.


 

DOVARUM

                The City Of Palaces, Damovarum is a beautiful town north of Eye on the Grandbrey River. It is here that many of the Republic noble houses maintain summer estates to avoid the two months of stifling heat that grips the City of Eye every year. While the setting is peaceful and bucolic in Damovarum, the air is thick with politics, scandal and intrigue. The Duke of Garda, Lord Umorian, Lord Kandal, and Lord Wayn holds the notable palaces. All are along the winding Grandbrey. Several smaller palaces are also in the town belonging to minor families.


 

GARDA

                The Tebor Family holds title to the Duchy of Garda, the founding state of the Republic. Since Petreck Duke of Garda fled to the islands of the Peel Inlet and his successors built up the City of Eye, the Duchy has been the guiding force behind much of the Republic's actions. It must be noted though, that the Duchy is often at odds with the other lords of the Republic.

                Garda has always been quick to profit from almost every situation. It was the first Noble house to become a major trader in the Eyen shipping industry and has become very wealthy. The present Duke Lord Carlson is now different, and he has to be with the expensive taste and fashion pursued by his wife and adult children.

                It was once tradition for the Duke of Garda to always be the Marshal General of the Republic, but the Ministry has fallen under more direct control of the Star Council in the last few generations. This loss of power still rankles Garda, especially now since the Marshalty is held by a scion of the Count of Bryncap.

MALANEYE 

A sister town to Eye, Malaneye is known for the fine glass blowing shops and beadwork. As it sits on the coast its harbor does a great deal of trade and is the outlet for much of the central holdings. The Council of Houses, a mixed assembly of merchants and local nobles, governs Malaneye.

GELBIN 

The Town of Gelbin sits astride the lands of Bryncap and 

 

ISLANDS OF GREATIE

-Lord Matin Itscow Count of the Isles holds title of these rocky islands.  They are known for their wine grapes and good fishing. This territory is also known as the County of the Isles and has been held by the Itscow since the time of Krönland. At that time they were a lesser family whose nobles spent as much time fishing and harvesting the sea kelp as fighting. The decimation caused by the Arrisian Horde passed Lord Itscow isolated on his islands. AS with Garda, the sea offered great protection. The Itscow claims expanded after the fall of the Kingdom and he took much of the lands once held by Norland.

               

The Itscow still maintain a certain isolated policy from the politics of the republic. This had preserved their holdings, but made them a weak voice in the assembly. It is said that the Itscow follow their motto, "Trust only the waves before the night", too literally.

                 
 

THE EAST (NORLAND, ABINGER, AND HIGHBRIDGE)

               

The Count of Abinger, Corune Dal'Gleesh, is a vassal to the Republic. His duty is to guard the eastern frontier and the caravan road. While not a very productive land commercially the state is wealthy from all the trade that comes from the distant East. It is mainly populated by Llynerians settled here to act as a buffer. The Count, descended from the Llynerian barbarians.

                 

Originally this region was the Eastern Duchy of Norland under the King of Krönland. Few men had settled here due to its great distance and its closeness to the Dead Waste and the eldritch HIGHBRIDGE or Bridge of Brotherhood. Known for the great Nor Reach River that protects the world from the east, the Dukes duties were the same as today to protect the caravan route. During the Arissian Invasion the Bridge was overrun and the Easterlings poured into the Kingdom, flooding it with blood and death.

                 

After the Arissians were repulsed and the land was again at peace, Krönland was crumbling and Norland was no more. Only Garda still had any strength protected by the marshes and the Peel Inlet. Years followed and Norland was forgotten. After several decades new settlers arrived from the barbarian Kingdoms to the north at the direction of the newly born Republic. An empty land, the resettlement doubles the size of Eye's holdings. The Llynerian mercenaries were happy for the land and the ruins of Galdoran civilization in their homeland made it easier to accept the Bridge. As mentioned earlier, the count of Abinger was raised from these early clan chiefs.

Fourteen clans make up the Llynerian population. Seven still have ties in the Kingdoms, while the other seven are outlaw clans who were more than happy to immigrate. Their clan chiefs answer to the Count of Abinger, who answers to the Council and Assembly in Eye. Most of the clansmen are freeholders, under clan rule. Feuds still occur and the sins of the past often are replayed here at the end of the world.

HIGHBRIDGE is the community along the western banks of the Nor Reach. It is at the crossing of the Bridge of Brotherhood, "Varda Nórëdil Yante". The Eldar people built this structure long before man came to these lands as a sign of cooperation with the Dwarven Kingdom of Azzinzabar. Spanning the river at a still wide point, it rises from two high mounds. Made of a white stone it has ornate patterns of vines, leaves, and abstract designs worked in relief. Most amazing was the fact that it survived the legendary Act of Desecration and breaking of the land at the End of the Great War. The Bridge is one graceful single arch, no spans and no pillars to support it. Also the stone never seems to wear down by the ages of travel across it.

Historical Notes:

THE BRIDGE OF BROTHERHOOD

Any trip to or from the Eastern frontier of the Republic of Eye, will lead you to the “Bridge of Brotherhood”, or “Varda Noredil Yante” (Q) in the old Eldar tongue. The wondrous span crosses the mighty Nor Reach at the Eyen town of Highbridge. This community along the western banks of the river takes its name from this monument. The Galdoran built the bridge long before man came to these lands as a sign of cooperation with the Dwarven Kingdom of Azzinzabar. Spanning the river at a still wide point, the bridge rises from two mounds on either side. Made of a white stone, it has ornate patterns of vines, leaves, ivy and abstract designs worked in relief. A single arch, it gently curves over the water, no pillars or columns for support.

               

Most amazing, is the fact that the Bridge of Brotherhood, survived both the Great War and the following Act of Desecration by the Elves, which destroyed much of the world’s landmarks. The magic that saved it then has left a monument to the powers of the Eldar today. Centuries of caravans and armies have failed to create the slightest wear, yet the hard marble like stone never feels slippery in the fall rains.

                 

The nature of the bridge has until recently kept the region unpopulated, forming the boundaries of the Kronish Kingdom as well as the realms that came before it. Over a hundred years ago the Eyen Republic had trouble guarding their eastern borders, until the settled the superstitious but magic accepting Llynerians on both sides of the Nor Reach. From them arose Highbridge and the County of Abinger.

The Great War and the Fall of Elrohir Daelda

During the Great War the border between Galdor and the Dominion was heavily contested. After the fall of Azzinzabar only the Nor Reach known then as the Luine Laitarre (Q), “River of the Green Queen”, stood in the way. The only ways across were the heavily defended Bridge of Brotherhood or Varda Noredil Yante (Q) and the ford at Belkris (Q) or “Might Cut”, now known as Bjeist. The Expedition Army of the Dominion under the command of the warrior-mage Governor of Kalmathys decided to breach the line at the ford. The magic of the Bridge strengthened the defender’s positions at the southern position limiting the approach. The mighty “Battle of Falling Hope” or Dagor Estelannt insued and the Eldar were victorious though gravely weakened. Much of the fine Calvary of the Elves was sacrificed in the charges against both the Shadow spawn and the Shadow Guard. But in desperation the spell casters of the Kalmathi summoned a mighty demon that was the antipathis of the Elven Lord Elrohir Daelda. The demon joined with the might of the Dread Lord and with spear and spells attacked the elves throwing them back. The two generals both cut through the forces of the other until they fell upon one another. Both appeared to strike a deathblow against the other, but in doing so they found themselves bound within fate. 

                 

Fearing for their lord, the elves collected his body from the field and took him away. Afraid of the power contained within and unable to destroy their lord, the Eldar created a tower that was to be Daelda’s resting place until he could be revived. This was centuries ago, before the Act of Desecration that ended the Great War and the Age of Legends. The chamber that held Lord Elrohir is the Amorian Tower or the eldar Tol Melestome or “The Tower Resting place of Love”.  

                 

Eventually time passes. The war dragged on and the Elves and their allies continued to give ground before the hordes of the Dominion. The desperate actions that were undertaken may have been the only course available, the loss of the history of the time leaves few clues. The Monument of the Varda Noredil Yante still stands as a reminder of the beauty possible of the Galdoran when we too well remember the evils to which they resorted.

THE NOBILITY

               

The Republic is made up of five Great Clans, eight major families, ten minor ones, and another eight merchant princes who hold title.

               

GREAT CLANS: The Tebor of Garda, the Coarth of Abnaile, and the Partan of Barill, the Merates Counts of Bryncap, and the Itscow of the Isles. All of these houses trace their lineage back to the ruling clans of Krönland.

               

MAJOR FAMILIES: Ben Shakur of Seik Al Jamash, the Llynerian Dal'Gleesh of Abinger, the Hotz of Carswell, the Kandal of Torrance, the Rystan Counts of Narain, Urmora Rosensur, and Wayn of Eshkol.

                 

The MINOR FAMILIES OF TILTE: All of these families owe fealty to the houses listed above. Their estates may consist of castles and keeps on the mainland and or a Palace in the City of Eye. These families are the Allister, Cham, Deemson, Halpern, Kistnov, Mansur, Scroggin, Tretmain, Vance, and Wellsore.

                 

MERCHANT PRINCES: These houses have title that they have been able to purchase. All are the newest noble houses, only a few generations. Eventually they may be accepted a Minor Families. Their holdings usually consist of a small manor inland and a palace in Eye. They are the Bentas, Borg, Cantrell, French, Kasstar, North, Porfario, and Spellbridge

                 

All of the above families are titleholders to the estates of the Republic and as such are all presented in the Assembly. Since fealty may be owed to Major or Great houses, power is often consolidated among the Great Clans. This means that on every issue the power brokering is complex due to a mix of interest and fealty claims. 


 

EYEN FIEFS AND FEUDALISM

The Republic is like most states in the known lands, a feudal system. This is a hold over from the Kingdom of Krönland, and is slow to fade outside the City of Eye. The strongest families control most of the land, followed by the major houses of nobles. The Ministry of Estates controls the Constables, who are nobles appointed by the Star Council and approved of by the Republican Assembly. These men insure the rule of the Republic over all of the land. They usually differ to the leading landowners of an area, but will try to pursue the interest of the state over local interest. Since the Constables of Estates are not hereditary, many have holdings in other areas.

FIEFS are the name of the estate. So Sir Davis Nitaman of Forestwell, would be Lord Forestwell.

HOLDER is the family name, not the first name. The lands are usually passed down to the oldest son or to any child designated officially by the lord as heir. Bastards do not get the family name, even if they inherit the estate.

CONSTABLE of Estates, is the region that oversees the manor.

MANOR is the type of building. Kp is a stone Keep or small castle. St is a stone fortified manor or village. W represents a wood fortified manor or village. And un is an unfortified manor or village, no major walls of ditches. no means that there is no manor in the village. Manor close to the water is usually stone, brick and wood construction. Farther inland they become more stone and wood.

The military garrison of a manor differs but each can provide at least one knight, one squire, and a man at arms for every 500 acres. A militia is equal to the number of households.


 

GARDA

The Tebor Family holds title to the Duchy of Garda, the founding state of the Republic. Since Petreck Duke of Garda fled to the islands of the Peel Inlet and his successors built up the City of Eye, the Duchy has been the guiding force behind much of the Republic's actions. It must be noted though, that the Duchy is often at odds with the other lords of the Republic.

               

Garda has always been quick to profit from almost every situation. It was the first Noble house to become a major trader in the Eyen shipping industry and has become very wealthy. The present Duke Lord Carlson is now different, and he has to be with the expensive taste and fashion pursued by his wife and adult children.

                 

It was once tradition for the Duke of Garda to always be the Marshal General of the Republic, but the Ministry has fallen under more direct control of the Star Council in the last few generations. This loss of power still rankles Garda, especially now since the Marshalty is held by a scion of the Count of Bryncap.

DUCHY OF GARDA

fief

holder 

const. manor

acre hs kn mn

GARDA

Tebor

Justbridge St

 

Shewar

bailiff

Justbridge St

 

 Manker

Fairfax

Justbridge un

 

Wendel Ford

Kanterly

Justbridge un

 

 Crowning

bailiff

Justbridge W

 

 Oakdale

----------

Justbridge no

 

 Brorleigh

bailiff

Justbridge W

 

 Eckard

French

Justbridge W

 

 St Philips

Abbot- Kend

Justbridge St

 

 Philpoint

bailiff

Justbridge un

 

 Quince

Verder

Narain un

 

 St Martin 

Abbot- Bindi

Justbridge St

 

 Grandbrey Landing

Avarill

Narain St

 

 Grandbrey Cross

----------

Narain no

 

 Dorreneye

bailiff

Narain un

 

 Tinde Lake

Fenstral

Narain W

 

 Tanners Landing

bailiff

Justbridge W

 

 Kornord

----------

Justbridge no

 

Prichard

Leepeer

Justbridge St

 

 Handborne

bailiff

Justbridge un

 

 Low Forest

Huleybutt

Justbridge W

 

Middlekeep

Halpern

Justbridge St

 

 Evaron

 Bailiff

Justbridge un

 

 Shorty

 Bailiff

Justbridge un

 

 Swan Hyde

Saargreen*

Justbridge St

 

Felldasher

Stuart

Justbridge St

 

 Fastener

 Bailiff

Justbridge un

 

 

ABNAILE

Rolant Coarth is the present Duke of Abnaile. In Abnaile rules one of the oldest families in the Republic and the Outlands as well. The House of Coarth has long been a bastion of the Traditionalist Party in the Assembly. Still they have no love for the Orthodox Caldensian groups remembering the devastation brought by the Archbishop of Lantilo campaign during the last Wizard's War. This division among the most conservative parties ahs allowed the City to control politics in the Republic. He has contested the allocation of the Marshalty to the Count of Bryncap but is loosing support among the Assembly as Bryncap gains new allies from the Traditionalist party.

DUCHY OF ABNAILE

fief

holder 

const. manor

acre hs kn mn

ABNAILE

Coarth

Riversby Kp

 

 Helmville

bailiff

Riversby un

 

 Boundy

bailiff

Riversby W

 

 Torying

Heathlor

Riversby  W

 

 Zabdiel

Tylford

Riversby un

 

AmberWood

Dvaser

Riversby st

 

 Peretsby

----------

Narain no

 

 Mituck

Dogreen

Alsap un

 

 Buckville

bailiff

Alsap un

 

 Dovesby Crossing

Tarreena

Alsap W

 

 Dovesby Gate

bailiff

Alsap un

 

Hacksbridge

Backhusk

Riversby Kp

 

 Exter Ferry

bailiff

Eshkol un

 

Forestwell

Nitaman

Riversby W

 

 Off Tracken

----------

Riversby no

 

 Whitewood

Agathan

Riversby un

 

Selening

Kistov

Riversby W

 

 Orswell

Bailiff

Riversby un

 

 Casemy

Benoist

Riversby W

 

 Heathcat

Bailiff

Riversby un

 

 Rastelbus

----------

Riversby no

 

 

BRYNCAP

The Count of Bryncap is Josel Merates, who at present leads many of the Traditionalists in the Assembly. He has worked hard to undercut the Duke of Abnaile among this group. He favors a very isolationist policy, distrust all "outsiders" especially the citizens of the City of Eye and the Abinger settlers in the southeast. Count Bryncaps strongest ally is Lord Maxel of the Star Council.

               

The Grandbrey valley is a rich region and the proximity to Davorum is ideal. Especially since many nobles houses maintain residences at this inland town to avoid the summer heat and bad air of the City. During the later months of summer is known as the Summer Assembly, as the elite flock to the shaded waters of Davorum. And Merates controls much of what goes on here. He is bitterly apposed by Lord Wortley the regions Constable, but all maneuvers are played out behind the facades of the gentility.

COUNTY OF BRYNCAP

fief

holder 

const. manor

acre hs kn mn

BRYNCAP

Merates

Wortley Kp

 

 East Whisper

Aabyman

Wortley un

 

 Darvo Lake

bailiff

Wortley un

 

 ELKsbourne

bailiff/ former Weston

Wortley W

 

 Hopsbright

Palmarose

Wortley un

 

 Halewyn

Seckler

Wortley W

 

 Hookville

Langahorne

Justbridge un

 

West White

Wightman

Wortley W

 

 Coppercap

Hyler

Wortley un

 

Torrance

Kandal/Baliff

Alsap W

 

 Chaplet

bailiff

Alsap un

 

 Moduwyn

Sakfield

Wortley un

 

 Trotwood

Copshyde

Wortley un

 

 Heymuth

Kandal

Worltey St

 

 Tretmain

bailiff

Wortley St

 

 Thonwyn

Bracks

Wortley un

 

 Godpal

 bailiff

Wortley un

 

AARLEN

Deemson

Eshkol W

 

 Baskdro

bailiff

Eshkol un

 

 Woodfell

Bridgman

Eshkol un

 

 Mt. Duven

---------------

Eshkol no

 

 

BARILL

The Count of Barill is Sir Gabriel Partan, and a shrewd but vain man. He is along with the Duke of Garda are very involved in the mercantile trade. His connections in the chartered town of Gelbin have capitalized on the eastern caravans from Keleft and Quäsara. Of more commercial note is the timber that comes through Gelbin on its way to the Shipyards of Eye. Barill was said to have had close several close relationships among the Anti-Republican rebels, but his power lies with the Republic and so does Sir Gabriel's loyalty.

DUCHY OF BARILL

fief

holder 

const. manor

acre hs kn mn

BARILL

Parton

Edley  Kp

 

 Lucross

bailiff

Edley un

 

 Wynfieds

--------

Edley no

 

 Raymoon

bailiff

Edley W

 

 Millwell

Pinkham

Edley un

 

 Onfin

Tophelms

Edley W

 

Gerona

Wellsore

Edley St

 

 Rambwyn

--------

Brorkeep  no

 

 Shontvill

Panser

Brorkeep un

 

 Wyngate

bailiff

Edley St

 

 Evanwyn

Dionett

Edley un

 

Greenwell

Evaron

Edley W

 

 Gooddale

--------

Edley no

 

 Wacross

Calesolda

Edley un

 

 Malvinsky

Unrich

Edley  W

 

 Iolaville

Peretsby

Edley un

 

Woodmont Abbey

Abbot-Kend

Edley W

 

 Lockardy

Rastel

Brorkeep St

 

 Easterloft

Wexter

Brorkeep un

 

Gelbin, Town

Chartered Council

Edley St

 

 Kirtis 

Symble

Edley un

 

 

 

ISLANDS OF GREATIE

This territory is also known as the County of the Isles and has been held by the Itscow since the time of Krönland. At that time they were a lesser family whose nobles spent as much time fishing and harvesting the sea kelp as fighting. The decimation caused by the Arrisian Horde passed Lord Itscow isolated on his islands. AS with Garda, the sea offered great protection. The Itscow claims expanded after the fall of the Kingdom and he took much of the lands once held by Norland.

               

The Itscow still maintain a certain isolated policy from the politics of the republic. This had preserved their holdings, but made them a weak voice in the assembly. It is said that the Itscow follow their motto, "Trust only the waves before the night", too literally.

COUNTY OF THE ISLES

fief

holder 

const. manor

acre hs kn mn

GREATIE

Itscow

The Isles Kp

 

 Edernae

Edley (Con)

The Isles un

 

 Guardsway

bailiff

The Isles St

 

 Confers

 

The Isles un

 

 St. Isolda 

Abbess-Kend

The Isles  St

 

 Eders

 

The Isles un

 

 Little Port 

bailiff

Brorkeep W

 

 Rallbluff

----------

The Isles no

 

 Albret

Fodders

Brorkeep un

 

 Unrich

Lockard

Brorkeep W

 

 Callbeville

Brassen

Brorkeep un

 

 Herbex

Bailiff

Brorkeep un

 

Arnoidiel

Cham

Brorkeep St

 

 Unsterby

bailiff

Brorkeep un

 

 Upper Osti

Vansteed

Brorkeep un

 

 Blasckonin

--------

Brorkeep un

 

 Gwening Point

bailiff

Brorkeep W

 

 Cloutville

Haspro

Brorkeep un

 

 Brassard

Gellen

Brorkeep W

 

 Mossling

Mandread

Brorkeep un

 

Usterby

Popperfield

Brorkeep St

 

 Dobbin Ford

Fergeen

Brorkeep un

 

 Starfold

Borg

Brorkeep no

 

 

SEIK AL JAMASH

               

Called by Eyens SICKLEJAW, The Ji Hassan enclave of Siek Al Jamash is one of the fealty states to the Republic. Founded by Ji Hassa invaders in the year 38 AF while the Outlands were still recovering from the brutal Arissian Conquest. The rocky cliffs and hills, which cover this area, provide a natural wall that has protected Seik Al Jamash from all attempts to retake it from the southern infidels. Eventually was deemed the wiser course to invite the Sheik into the Republic of Eye. The enclave joined in 120 AF. The Castle that rises above the Vanarian Bay is a wonder of this part of the world. The finest craftsmen from the Jewel Cities and Tyrolach have performed all work that has been done on it. A winding road leads down to the harbor and the only other approach is another near goat trail that cuts through the cliffs and gorges that surround the place. The grandfather of the present Sheik put in the wonderful water gardens that fill the northern bailey.

                 

The present Sheik of Seik Al Jamash is Basta Ben Shakur, who traces his line back to the original Sheik who came to the Outlands. He holds a seat in the Republican Assembly along with his vassal Sheik Jas Jas-Mâr Lord of Cordoban. While the northern keep has never fallen, Cordoban has changed hands dozens of times, occasionally held by pirates who operate in the eastern seas.

                 

The existence of this holding rankles both the Orthodox and Traditionalist parties. Abnaile has developed batter relations of this western neighbor but he is alone among the Traditionalist who resent an infidel who holds title. Ben Shakur's connections with pirates do not help his cause either among the Trading House reps in the Assembly.

THE SIEK PROTECTORATE

fief

holder 

const. manor

acre hs kn mn

SIEK AL JAMASH

Ben Shakur

Morton Kp

 

 Sheliegh

As Shar Herar

Morton no

 

 Zabdele

bailiff

Morton W

 

 Naedri

bailiff

Morton St

 

Bimrhao

Dumwor

Morton W

 

 Javel

Ben Quorash

Morton un

 

 Cordoban

Jas-Mar

Morton Kp

 

 Coral Peak

Hepham

Morton un

 

 Carelia

Thorgeld

Morton W

 

 

THE EAST AND NORLAND

               

The Count of Abinger, Corune Dal'Gleesh, is a vassal to the Republic. His duty is to guard the eastern frontier and the caravan road. While not a very productive land commercially the state is wealthy from all the trade that comes from the distant East. It is mainly populated by Llynerians settled here to act as a buffer. The Count from these barbarians.

                 

Originally this region was the Eastern Duchy of Norland under the King of Krönland. Few men had settled here due to its great distance and its closeness to the Dead Waste and the eldritch HighBridge or Bridge of Brotherhood. Known for the great Nor Reach River that protects the world from the east, the Dukes duties were the same as today to protect the caravan route. During the Arissian Invasion the Bridge was overrun and the Easterlings poured into the Kingdom. flooding it with blood and death.

                 

After the Arissians were repulsed and the land was again at peace, Krönland was crumbling and Norland was no more. Only Garda still had any strength protected by the marshes and the Peel Inlet. Years followed and Norland was forgotten. After several decades new settlers arrived from the barbarian Kingdoms to the north at the direction of the newly born Republic. An empty land, the resettlement doubles the size of Eye's holdings. The Llynerian mercenaries were happy for the land and the ruins of Galdoran civilization in their homeland made it easier to accept the Bridge. As mentioned earlier, the count of Abinger was raised from these early clan chiefs.

                 

Highbridge is the community along the western banks of the Nor Reach. It is at the crossing of the Bridge of Brotherhood, "Varda Nórëdil Yante". The Eldar people built this structure long before man came to these lands as a sign of cooperation with the Dwarven Kingdom of Azzinzabar. Spanning the river at a still wide point, it rises from two high mounds. Made of a white stone it has ornate patterns of vines, leaves, and abstract designs worked in relief. Most amazing was the fact that it survived the legendary Act of Desecration and breaking of the land at the End of the Great War. The Bridge is one graceful single arch, no spans and no pillars to support it. Also the stone never seems to wear down by the ages of travel across it.

                 

Fourteen clans make up the Llynerian population. Seven still have ties in the Kingdoms, while the other seven are outlaw clans who were more than happy to immigrate. Their clan chiefs answer to the Count of Abinger, who answers to the Council and Assembly in Eye. Most of the clansmen are freeholders, under clan rule. Feuds still occur and the sins of the past often get replayed here at the end of the world.

THE COUNT OF ABINGER AND THE EAST

fief

holder 

const. manor

acre hs kn mn

ABINGER

Dal'Gleesh 

Abinger W

 

 Doaning

 Bailiff

Abinger un

 

 West Ford

-------------

Abinger no

 

 Highbridge

Charter town

Bailiff

Abinger W

 

 Chipwyndile

Bailiff

Magier un

 

 Eaststep 

Adomnan

Abinger W

 

 Eastford

Eonock

Abinger un

 

 W. Millford

---------

Abinger no

 

 Millmyrth

Bailiff

Abinger un

 

St Eadrus of Norland

Abbot - Greg

Magier W

 

 Garbhwell

Laichad

Magier un

 

 Fergwyn

Fergain

Magier un

 

 Galwyn

Cathalhyll

Magier W

 

 Riverside

Ceolmarr

Magier un

 

 Clakenmor

bailiff

Magier un

 

 Knockmor

Ua Falas

Magier un

 

 Marwyn

Comerge

Abinger St

 

 Troughwes

Fergain

Abinger un

 

Dudahynmor

Dudahhuin

Abinger W

 

 Breckwes

bailiff

Abinger un

 

 Undeep

Dagni

Abinger un

 

Dudahwyn

Dudahuin

Abinger St

 

 Tyrwell

Bailiff

Abinger un

 

 Lugenmor

Emancahid

Abinger Kp

 

 Berawyn

Eocher

Abinger W

 

 Eastwatch

Dal' Laigren

Abinger Kp

 

 Watchferry

Baidu

Abinger un

 

 

THE UPPER GRANDBREY

               

This is the most northern portion of the Republic and the most isolated. Almost in the small Kingdom of Sadia, Upper Grandbrey is thought to be a backwater and frontier. Baron Carswell has settled the land where the tangled woodland of the Dray Fells meet with the darker and more insidious Ivy Forest. It is said that dark creatures are found here, and travel at night is dangerous not only because of the steep paths. Carswell is a buffer with the lands farther north and the barbarians that occasionally raid from the Quidred Wilderlands into the hills.

THE UPPER GRANDBREY

fief

holder 

const. manor

acre hs kn mn

CARSWELL

Hotz

Eshkol St

 

 Mathmill

bailiff

Eshkol un

 

 Templwyn

bailiff

Eshkol W

 

 Steesby

Tyndman

Eshkol W

 

 Val Run

Bailing

Eshkol un

 

  Tymbore

bailiff

Eshkol W

 

 Mythdale

Pennsford

Eshkol un

 

 

BARON OF ROSEN

Rosen is one of those left over estates from the days of Kronland. But while the larger families have swallowed their neighbors and consolidated power, Rosen has steadily shrunk. Lady Kelin Urmora is the present Baroness, and she spends little time on her estate, preferring her palace in the City of Eye. As such, her lands seem very removed.

LORD OF ROSEN

fief

holder 

const. manor

acre hs kn mn

ROSENSSUR

Urmora

Magier St

 

 Derrisby

bailiff

Magier un

 

 Grandneedl

Willem

Magier un

 

 Carrickdile

Deansmyt

Magier un

 

 

BARON OF RUSHBY

Baron Rushby is the deepest inland of all the holdings. Most of Sir Barry Allister's subjects are independently minded woodsmen who live on isolated farms trying to scratch a living from the thick forest floor. Lately the baron has been very preoccupied with a series of rumors that have seized his people regarding beast men from the Ivy Forest.

LORD OF RUSHBY

fief

holder 

const. manor

acre hs kn mn

RUSHBY

Allister

Brorkeep Kp

 

 Greenmyrth

bailiff

Brorkeep un

 

 East Malan 

Bailiff

Brorkeep W

 

 Moselwell

Sterndales

Brorkeep un

 

 Ramawood

bailiff

Brorkeep W

 

 Loofield

-----------

Brorkeep no

 

 Angelholm

Abbot- Greg.

Abinger St

 

 Greenwyn

Natty

Abinger W

 

 Ivyway

Mashery

Abinger un

 

 

THE CONSTABLES OF ESTATES

These men and women are the eyes and ears of the Republic, they act as judges and advocates for the citizens outside the city. While they work for the Ministry of Estates, they also sit in the Republican Assembly as both Constables are representatives for their own houses. It is a very powerful position with a wide range of powers, most of which are not used in order to avoid conflict with the most powerful houses. Though sometimes the clash occurs, and the Constables usually have the weight of the Assembly behind them.


 

ABINGER

CONSTABLE OF ABINGER (Kerwyn)


 

fief

holder 

const. manor

acre hs kn mn

KERWYN

Vance (Con)

Abinger St

 

 Pebble

Vi Dullmor

Abinger un

 

 EmonsGate

Bailiff

Abinger un

 

 

ALSAP

CONSTABLE OF ALSAP

 

fief

holder 

const. manor

acre hs kn mn

ALSAP

Boreman (Con)

Alsap W

 

 Noblemrth

bailiff

Alsap W

 

 Legawyn

 

Alsap un

 

 St Tomas on Grandbrey

Abbott- Kend

Alsap W

 

 

BRORKEEP

CONSTABLE OF BRORKEEP


 

fief

holder 

const. manor

acre hs kn mn

BRORKEEP

Mansur (Con)

Brorkeep St

 

 Greensmall

bailiff

Brorkeep un

 

 Greengreat

bailiff

Brorkeep un

 

 Marketmor

Tilliford

Brorkeep W

 

 Yellowfield

Fruitlar

Brorkeep un

 

 

EDLEY

CONSTABLE OF EDLEY


 

fief

holder 

const. manor

acre hs kn mn

MALANEYE

Town Council

Edley St

 

 Fleetsby

Borg

Edley un

 

 Edley Keep

Srcoggin (Con

Edley Kp

 

 Dresus

bailiff

Edley St

 

 Kormryth

Hangrill

Edley W

 

 Jaspers

----------

Edley no

 

 Seaview

Eadros *

Edley St

 

 Saladay

bailiff

Edley un

 

 

 

 

 

 

ESHKOL

CONSTABLE OF ESHKOL

 

fief

holder 

const. manor

acre hs kn mn

ESHKOL

Wayn (Con)

Eshkol St

 

 Toresby

Bailiff

Eshkol un

 

 Maker

Petres

Eshkol un

 

 Oxeford

Bailiff

Eshkol W

 

 Wifeville

Micash

Eshkol un

 

 Widow Keep

Kaspar*

Eshkol St

 

 

JUSTBRIDGE

CONSTABLE OF JUSTBRIDGE

 

fief

holder 

const. manor

acre hs kn mn

JUSTBRIDGE

Bensino (Con)

Justbridge St

 

 Crowning

Morton

Justbridge W

 

 Kogan

Findry

Justbridge un

 

 Oppers

Jselton

Justbridge un

 

 

MAGIER

CONSTABLE OF MAGIER

 

fief

holder 

const. manor

acre hs kn mn

MAGIER

Damorana (Con)

Magier Kp

 

 Gwilmyrth

bailiff

Magier un

 

 Banill

---------

Magier no

 

 St. Padricks

Abbot- Greg

Magier St

 

 Pambling

bailiff

Magier un

 

 Heathclift

Shackerford

Magier un

 

 

MORTON

CONSTABLE OF MORTON

 

fief

holder 

const. manor

acre hs kn mn

ANGELDILE

Mezerone (Con)

Morton W

 

 Darasno

Rasar

Morton un

 

 Hellspring

--------

Norton no

 

 Minnowrun

Steeft

Morton un

 

 

NARAIN

CONSTABLE OF NARAIN

 

fief

holder 

const. manor

acre hs kn mn

NARAIN

Rystan (Con)

Narain St

 

 Infansby

bailiff

Narain W

 

 Ambleville

Peppror

Narain un

 

 Deepford

Kently

Narain W

 

 Kostcamp

Canadean

Narain un

 

 Brywood Abbey

Abbot - Greg

Narain W

 

 Kettle

Langhorne

Narain un

 

 W. Kettle

Hoswell

Narain un

 

 

RIVERSBY

COUNSTABLE OF RIVERSBY

 

fief

holder 

const. manor

acre hs kn mn

RIVERSBY

Pennyore (Con)

Riversby Kp

 

 Leesway

bailiff

Riversby un

 

 Shipsight

bailiff

Riversby St

 

 Jaywash

Stellor

Riversby un

 

 

WORTLEY

CONSTABLE OF WORTLEY

 

fief

holder 

const. manor

acre hs kn mn

WORTLEY

Kempe (Con)

Wortley St

 

 Brokur

bailiff

Narain St

 

 Whisper Ford

Brynt

Narain un

 

 Tretmane@ 

Tretmane

Wortley St

 

 Godpal @

Cowler

Worltey un

 

 

@ note: Fief now held by Kandal of Torrance


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REPUBLIC OF EYE TITLE PAGE

THE CITY OF EYE

GUIDE TO THE CITY OF EYE

EYE AND IT’S ENVIRONS