The Rivlan baronies

Independence, Hospitality, Camaraderie

Alongside the northern clans of the Vadurkin, the native peoples of the Iron Pines and fertile riverlands, known as the Rivlans, originally existed as a collection of warring city-states. For centuries, these states engaged in frequent conflicts over land, resources, and power, each striving for dominance in the rich and fertile region. Despite this constant strife, the Rivlans shared common cultural elements, particularly expertise over the landscape and mastery of the rivers. Over time, the relentless internal conflict would be snuffed out by the fires of war against a unified front of the Vadurkin and the subsequent rise to power of the Earls in the following time of peace. This gradual consolidation of power paved the way for a more cohesive society, with the Rivlans abandoning their previous fractured state in favor of centralized Earldoms. Through these struggles and changes, the Rivlans forged a common identity, one marked by resilience and shared cultural bonds, leading them to become a unified and prosperous people.

The Hadrian Empire’s arrival in Rivlan lands was as sudden as it was devastating. Whispers of an advancing force became grim reality when Goldenfold, a proud Rivlan stronghold, fell in a single week. The crimson and black banners of the Empire flew above its shattered gates, a harbinger of the overwhelming power Rivlans now faced. Shocked by the Empire's swift conquest, the Earldoms briefly sought peace, but negotiations failed, and war became inevitable.

United by necessity, the Rivlans cast aside old rivalries. Farmers and craftsmen became soldiers overnight, their tools reforged into weapons of war. Villages transformed into garrisons, and the land itself—its forests, rivers, and hills—became a vital ally. Guerrilla tactics allowed the Rivlans to disrupt the disciplined Imperial legions, but the Empire’s vast resources and unyielding reinforcements turned every victory into a fleeting reprieve.

The Ten Years’ War ground the Rivlans into exhaustion. Fields lay barren, villages burned, and famine spread. Despite their courage, they could not match the Empire’s relentless advance. In 1021, the Earl of the West Marches surrendered, ceding his lands under the Treaty of the Hound. Though the war ended, the scars remained.

With the recent events that transpired at Raven’s Roost leading to the Treaty being torn asunder. The Rivlans now seek allies against, what they hope to convince to the other cultures, as a common foe. Now, with the Treaty’s collapse and unity forged anew, the Rivlans prepare to fight again, their banners bearing the bear—a symbol of resilience and defiance.

Leadership

When the Earls ascended to power in the closing years of the Age of Would-be Kings, they did so claiming to be blessed by the Gods and pointed towards their casting out of the invading Vadurkin after years of war as evidence. So that one did not become more powerful than another, they each took rulership of one third of the Rivlan March creating the three Earldoms: the Earldom of the West, the Earldom of the Middle, and the Earldom of the East. From amongst their followers sworn to their banners, they would raise a new noble order loyal to them and them alone so that the fractured realm of the Would-be Kings would never come again. Like there were three Earls, there would be three Viscounts sworn to, each corresponding to the largest settlements in their domains; these would become the Holds as they are known today. The Viscounts would then would compose an advisory council to aid their sworn Earl, and the rest of the noble order would coalesce beneath them.

Relationships within the march

Alongside the people of the Vadurkin Clans, the Rivlans are one of two native populations of the March and have inhabited its Southern lowlands for centuries. In recent years their once stable order has been broken and divided. The West is now controlled by the Hadrian Empire following the Ten Years' War; some choose to remain in a post-war land under new rule, while others have left to make new homes elsewhere guided by the hope of driving out the invaders. Those of the East are survivors of drought and famine, now under the authority of the Suzak-Mar who arrived from across the sea. The last Rivlan stronghold is the Earldom of the Middle, a place defined by roaring rivers, sprawling forests, and the mighty Lake Luminar at its heart. Despite everything the Rivlan people remain loyal to their last Earl, Alyss Torfaen, and look to the coming days with pride and determination as they prepare to face whatever comes next.

Goals

The past decade has not been kind to the people of the Baronies: the land they hold has been reduced to a third of its original size, and the coming of war and disaster has seen many of them perish. At the same time, foul creatures living and dead roam the land posing dire threats to those who survived, and grim portents point to even worse things to come. Despite this, their spirit remains unbroken, and they stand steadfast against it all. One goal unites all Rivlans as a result, regardless of where they are from: they will survive, they will thrive, and they will defend their homeland until their last breath.

 The Rivlan Patheon

The world as we know it is on a constant cycle of renewal. Forever it continues, shattering and crashing together, only to spring once more into being. The primordials are the only constant through all worlds. Every time the world is to end, they are the forces that bring it to fruition. Every time the world is created anew, they are the forces that mold each new shape and form. It is thought that the primordials fear stagnation. When the world grows old and stale, it is their right and duty to revitalize existence once more. In the newest moments of the world, when it is young and undefined, the primordials are like children, delighting in the joy of creation and discovery. In the final moments of each world, when it falters and crumbles, the Primordials are the reapers, ready to turn the field and plant new seeds.

After eons of living in this cycle of creation and destruction, the Primordials began to grow bored. Their designs grew repetitive and dull. Stagnation had come despite their efforts. In the midst of this boredom, Mun pondered how they would continue. The primordials were without end and were destined to eventually reach the end of originality. They could renew the world but not their own experiences.

In this line of thinking, Mun suddenly considered what it would be like to be like the world itself. To have a limited time between creation and end, with only that time to discover all your potential. Inspired, Mun drew together the earth of the current world, trying to will it to hold together, to be created into something like the world. But no matter how many times he tried, his creation always crumbled apart, unable to hold such power. His fellow primordials were drawn from their own stagnation during these experimentations and grew curious. Once they realized what Mun was attempting, they grew excited and happily lent their minds and powers.

Licht and Hummel flew into the air, determined to create a beacon of power to nourish this life. Licht summoned his brightest flame, and Hummel filled it with a breath of life. This blaze became the Sun. This great blaze washed Mun's creations in energy and warmth but overwhelmed them, leaving them brittle and dry. Unwilling to give up, Erde joined them in the sky and beseeched Hummel to create a balancing power of cold and rest with her. Erde summoned a great sphere of rushing water, which Hummel froze with great freezing winds. The great globe became the Moon, its cold stillness settling upon the world and balancing the heat of the Sun.

With this new balance, Mun found he was able to spread life across his earth, plants springing into existence across the open plains. But this simple life was not enough. Determined to create something more, Mun made a shape of something like them out of his earth. Erde filled his creation with soothing waters, binding the form into clay. Licht then came forth and breathed passion and life into the clay creature. Its skin hardened, and what would be the first human was born took its first breath of Hummel’s air. Elated at their success, the primordials set out to create more creatures and plants worldwide. As they created life, they gave it the precious gift of change and, eventually, the gift of death. In this changing and limited life, their creations could know true joy and fulfillment, never to suffer a life gone stagnant.

Birth of the Gods

The creatures of the world were not the only form of life from the primordials. The first gods came into being from the sheer amount of power they had invested in their experimentation. Unlike their parents, they were tied to this world and were born knowing they would end with it. At the same time, they were also born infused with the passion and care for their parent's quest.

From the combination of Licht and Hummel's power in the Sun came Belenus. His being was infused with the intention of spreading life and prosperity across the world, just as the Sun spread energy and warmth. Danu came from the combination of Erde and Hummel's power of the Moon. Her being was infused with the clever and subtle balance of the Moon, and she delighted in the quiet and mysterious ways. From the combination of Erde and Mun’s power to create the form of creation came Fossegrum. He was infused with the joy of life and the invention and curiosity that drove the primordials to create in the first place. Finally, Morrigan came from the combination of Mun and Licht's power to create their creatures' souls. She was infused with all the passion and ambition that drove the world's creatures to live and thrive.

As the gods came forth, the primordials saw them as the perfect guardians of the life they had created. But, while they rejoiced in what they had made, they knew themselves too powerful and destructive to stay. So they withdrew to the far reaches of the world, leaving all they had made to the stewardship of the gods.

  • Mun - Primordial Spirit of Earth

    The Receiver of Death

    Mun was last to awaken. Seeing the heavens and stars above, they cried that they had not been a part of the creation. Mun feared that nothing they could create would compare with the splendor of the sky. As Mun wept and raged, the world took shape.

    Mun is the Spirit of Earth, sturdy but filled with sadness. From the earth, many creatures would rise, and be given life by Erde. In time all would perish whether by the rage of Hummel or the touch of Licht, and they would return to the earth. Mun embraced those who had died, a final mercy to put their souls to rest.

    Erde - Primordial Spirit of Water

    The Water of Life

    When Erde awoke, they saw what Hummel and Licht had created in the sky and felt inspiration. From ice and mist, Erde created the Moon and dotted the night sky with endless stars. When Mun began to weep, Erde comforted them, and from this the land took shape and animals sprang forth from the mud.

    Erde is the Spirit of Water, lively and full of mystery. Erde swept through the land, bestowing life wherever water flowed. But, as life took root, it adapted to its circumstances, for better or worse.

    Hummel - Primordial Spirit of Air

    The Free Spirited

    Hummel was the first of the Primordials. They looked out across the realm and forged the heavens above. Yet, despite the majesty of Hummel’s creations, they grew jealous of Mun’s creations of the earth. Nothing Hummel could create ever seemed to bring the same joy and passion as what Mun created in the mud.

    Hummel is a Spirit of Air, Aloof and Free. Always curious and always searching. Yet, Hummel had a temper unlike that of the other Primordials, so a gentle breeze might become a raging gale.

    Licht - Primordial Spirit of Fire

    The Bringer of Change

    Licht awoke beside Hummel and from these two the sky was painted across the realm. The Sun burned bright and brought warmth and light to the desolate land. Noticing the creations of Mun, Licht descended to the earth. With every step, Licht changed the landscape of the world. The old and dead burned away to make way for the new.

    Licht is the Spirit of Fire, loving yet dangerous. They had a passion for the world and the creatures within it more so than any other Primordial. Yet, everything Licht touched burned to ash to be born anew.


  • Worship of Morrigan

    Goddess of War, Love, and Passion; Though Morrigan was the Last of the Gods, she would come to see the passionate spirit of man and ignite love and desire into their hearts. From these passions, humans would come to know fury, the desire to protect, and the will to wage war. For some she is seen as the Patron of War, and as such she draws the hearts of warriors to her flock. Yet, to others her passion and knowledge is seen in the fires of the Forge as many smiths seek her knowledge of War and Conflict to heighten their craft.

    Morrigan is seen as the overseer of the domains of Passion and War; but there are those who turn to her in the dealings of Courage, Love, Death, Smithing, Hunting, Scouting, Leadership, Justice and Jealousy.

    Popular Symbols

    A Raven, A Sword against a Anvil

    Worship of Belenus

    God of Civilization, Commerce, and Invention; Belenus is practical, and while most consider him to be a god of economics, and therefor favoring the bustle of trade centers and markets, Belenus is also rumored to have hidden meeting halls, for those of a more clever mind and need for some quick prosperity may find like minded fellows in the dark corners and deals of the alleyways, usually marked with some mysterious scale symbol. His Knowledge is sought after by Merchants and Inventors alike. Many Blacksmiths can be found arguing among themselves whether the teaching of Morrigan or Belenus prove the finer smith. And those seeking Change and Innovation are found in his temples, praying that one day he may grace their ears with his great mind.

    Belenus is seen as the overseer of the domains of Civilization and Knowledge. But there are those who turn to him in the dealings of Inventions, Smithing, Medicine, Creation, Commerce, Innovation, Change, Thieves, Law, Corruption, and Greed.

    Popular Symbols

    A Bear, Spear piercing a Sun

    Worship of Fossegrim

    God of Nature, Travel, and Cunning; Fossegrim is turned to by all who pray for safety while they travel the roads of the March. Though his primary worshipers tend to be Merchants, Entertainers, Travelers, and Adventures; Fossegrim is believed to keep a watchful eye over all those who brave the wilds and sail his waterways. Even though he is primarily seen as a god of those who travel, due to the very nature of the lifestyle many Tavern Owners and Inn Keepers consider him as their Patron Deity often giving food and respite for those willing to share the stories of their travels.

    He oversees the domains of Traveling and Nature. But there are those who turn to him in the dealings of Music, Hospitality, Harth, Discovery, Lore, History, Trade, Banditry, Luck, Secrets, and Cunning.

    Popular Symbols

    A Stag, A Walking Stick against an Oak Leaf

    Worship of Danu

    Goddess of Survival, Hunting, and Wisdom; Though most of humanity had turned their back from her old ways, many still look to her for guidance, whether it be parenting or leadership, she is sought out by the Wise and Mindful. There are also those who meditate on her words in hopes to glean a deeper understanding of the world, of its mystery, and of the Arcane. Yet deep within the Iron Pines or Salt Marshes, it is believed that in these places you may find settlements distant from civilization who still keep to her old ways.

    Danu is seen as the overseer of the domains of Wisdom and Surval. But there are those who turn to her in the dealings of Motherhood, Life, Administration, Hunting, Trapping, Healing, Secrecy, Mysticism, and Community.

    Popular Symbols

    An Owl, a Full or Crescent Moon.