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9/17/2011

Mathuesdalc [LG&C]


THE SEVEN PAGAN PRINCES
OF THE SOUTH
MATHUESDALC [MAH-thooz-DAK]: Sub-territory of the Northernmost Hold, property of the realm of Soddimis [an ancient power of the South]. Settled by the celibate witches who served the Hidden Mother during the Third Aeon. Later conquered by the forces of the Faceless Prince of Soddimis [in keeping with ancient tradition, only his back can be seen in the red woodcut]. This victory came shortly after the warband's mediocre campaign against the aboriginal tribes who live just south of the Northernmost Hold, in the primeval and densely-forested crevasse called THE BOTTOMLESS CHUNT.

Gubernatorial control of the sub-territory -- a highly prized possession due to its rich deposits of magnetic ore -- fell to the Faceless Prince's cousins, the Black Counts of Cweloggia[1]. The choice was purely diplomatic rather than well-reasoned, for the Counts were known for their periodic fits of madness. It is a poor quality for rulers to possess -- though it should be noted that as artists the Cweloggian lords were quite accomplished. Each was morbidly obsessed with laws and the esoteric art of law-making, and each had his own ideas as to what constituted a just law.

SEVEN PAGAN PRINCES OF THE SOUTH:  Recognized rulers of the elder realms of Soddimis, Godsland, Tantamore, Iblix, Magynis, Opoth and the Lonely Isles. 
  • The Faceless Prince of Soddimis and the Horned Lord of Iblix are practicing karcists.
  • The Patriarch of Magynis serves the Mother Mormo, god-queen of witches. 
  • The Immortal Princes of Opoth and Tantamore are sons of the Olden King.
  • The Rookmaster of the Lonely Isles is said to drink blood and cat's milk.
  • The throne of Godsland is disputed by the Sun Prince and his elder sister, Llel of Magynis.

2 comments:

  1. A nice bit of High Klarkashton. :)

    I'm interested in how you'll weave in the somewhat higher then usual technology level of the setting.

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  2. Thanks! And that's an interesting question. I want the setting to be a dim reflection of the historical Industrial Age, so I imagine factories with some degree of automation, magnetic rail systems, maybe even towns built on rail systems that follow the migratory patterns of certain beasts. I want to avoid explicit steampunk tropes -- not because I don't like them, but just to avoid overlap with existing settings.

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