The Kingdom of Eusdria.

 

-Capital: Gundegard (Pop.:25,200-humans, demihumans); Ruler: King Sigismund III the Great, son of Godegesil. Royal Domain includes the communities of Othmar, Ingelhad, and Withimer. Patrons: Viuden and Tiuz.

The history of Eusdria is very similar to that of its neighboring kingdom, Robrenn  The Eusdrians are descended from northern barbarians dislodged by Hule's armies. They relocated in this southern region, hoping one day to reconquer the fatherland. That day never came. Eusdrians came to love this new land anyway and eventually established a medieval society.

In its past, Eusdria has had a number of clashes with the Robrenn. The druids and clerics on either side always spoke against all-out war, since both nations largely honor the same Immortals, although they call them by different names. Eusdrian clerics are uncomfortable with the mysterious and barbaric ways of Rohrenn druids, just as druids distrust Eusdrian clerics' unnatural and self-serving ways. The two kingdoms have maintained a precarious status quo, keeping up a balancing act between cordiality and rampant accusations of heresy.

The biggest difference between Robrenn and Eusdria lies in the greater presence and influence of elves in Eusdria, particularly in the Duchy of Frisonnia and the Barony of Savaria. A great deal of the finer Eusdrian culture has come from the elves, including the alphabet, literature, architecture, and fine arts.

Eusdrians are fond of battle. They believe that death on the battlefield is by far the best way to die, for it opens the path to the land of the Immortals. This ancient belief dates back to their barbarian days in the north. Before a battle, warriors often celebrate and drink beer mixed with honey, thought to give them strength and courage. Fortunately, the elven love for peace and tranquility has toned down this ancestral predisposition to mere aggressiveness. At the very least, it brought order and law to the impetuous Eusdrians.

The elven influence led the Eusdrians to create several orders of knights, including paladins. Instead of fighting for the sake of battle and destruction, the Eusdrians learned to channel their battle fervor through military organizations with a purpose. The easiest ones to impress among early Eusdrians were orders that served their rulers, particularly the king of Eusdria and, later, orders that served the Immortals. This created a caste of knights and paladins capable of defending the nation against any foe.

The present king, Sigismund III, is a halfelf paladin and a highly charismatic follower of Tiuz. Sigismund is well known for his even-handedness with his dominions, both elven (Frisonnia and Savaria) and human (Harstal and Mohesia). He dreams of ridding the Yazak Steppes of goblins and other monsters, and of expanding his kingdom into a holy empire in the name of Tiuz. For the past 20 years of his reign, he has promoted a tradition of chivalry among his people, aspiring to have fewer but more competent warriors rather than the massive barbaric hordes of the past. In knighthood, he also sees the establishment of a highly mobile, elite, heavy cavalry whose loyalty would bring the end of the marauding tribes of the steppes. Dwarven crossbowmen from the County of Harstal also go to battle riding trains of heavy war wagons that provide cavalry with mobile forts. All this allows the king to wage long-lasting wars without pulling common peasants off their fields to be slaughtered in massive battles; such a loss would weaken the kingdom, as it had many times in Eusdria's past, and bring famine and pestilence to all.

King Sigismund hasn't unleashed his knights upon the goblins because of a curious phenomenon affecting the Plain of Dreams at the northern limit of the kingdom. The tradition says that the Immortal Lokar lost a bet with Donar and was forced to plant flowers throughout the entire plain. Lokar then cursed the flowers, giving them the power to put people and animals to sleep. These large beds of amber lotuses release clouds of sleeping pollen. The goblins seem to have found a way to protect themselves and their mounts from the pollen, allowing them to flee to safety after their raids into Mohesia and Frisonnia. As a result of these onslaughts, villages and towns in these two dominions are heavily fortified. King Sigismund is still hoping to find a reliable defense against the pollen and to learn how the goblins over came it.

King Sigicmund is also famous for developing a true school system for the young, supported by royal taxes. With this, he hopes to lead Eusdria to a golden age and a might comparable to that of faraway Thyatis. This system, however, is largely unpopular among the peasantry, since their children are sent off to school instead of to work in the fields. The nobility abhors this unique policy, since educated subjects are far more difficult to rule and control, and higher taxes have to be sent to the king to support the consiruction of the schools, the purchase of books, and the payment of preceptors (usually clergymen). The clergy, however, strongly supports the king and these measures, for the influence they provide over commoners and nobles.

The Heldannic knights established contact with King Sigismund not long ago. There are similarities and thus sympathy between the two nations, but King Sigismund is more concerned about the Heldannic knights' conquest-minded views. He suspects their dark and treacherous ways, and under a friendly composure he keeps a watchful eye on their activities. So far, Heldannic knights have arranged for several Eusdrian orders to acquire depleted cinnabryl, through the 'Texeiran Protectorate south of Eusdria. The Heldannic knights gained the gratitude of these chivalric orders, which worries King Sigismund to no end. The precious red metal is used especially to forge excellent plate armor and bastard swords, bestowing these knights with a clear edge in combat (see "Red Steel" in this column in DRAGON issue #171, page 43).

Most Eusdrian trade is with the Kingdom of Robrenn and the Texeiran merchant fleet. Eusdria has a small fleet in Reslar and Withimer, but it is no match for experienced léxeiran sea wolves. From the Niedegard Mountains, dwarven miners extract iron and copper, which are largely exported along wüh beer, honey, furs, timber, and herring.

The Eusdrian pantheon

Viuden: (alias Odin). The chief Immortal of the Eusdrians pantheon, Viuden represents the sky, the storms, and authority in general.

Donar: (alias Thor). A patron of warfare, Donar is as popular here as he is among the more warlike folk in neighboring Robrenn.

Eirys: (alias Eiryndul). Eirys is a patron of Eusdrian woodland beings and elves, but especially of elven wizards, "

Lokar: (alias Loki) The patron of flames, mischief, and lies, Lokar is not honored except by evil beings. His goals are the destruction of Viuden, Donar, and Eirys.

Nyt: (alias Hel). As with neighboring Robrenn, Nyt is acknowledged as a part of the beginning and the end of all. Her interests are death and reincarnation.

Tiuz: (alias Ilsundal). Patron of the elves, wisdom, law, and trust, Tiuz is often represented among Eusdrian clerics as a warrior whose right hand is missing.

Other Immortals are known in Eusdria, such as Kagyar, Fredar, and Fredara (the latter two being Frey and Freyja).

Eusdrian royal dominions Duchy of Frisonnia-Symbol: Tower;

Capital: Breimald (Pop.: 12,300-mostly elves, some humans); Ruler: Duchess Beovilda the Blunt, daughter of Onulf; Typical NPC: urban elf warrior; Patrons: Donar or Tiuz.

County of Harstal-Symbol: Bear; Capital: Harstal (Pop.: 10,400-humans and dwarves, some halflings); Ruler: Count Theodamir the Stutterer, son of Althuin; Typical NPC: boisterous beer drinker; Patrons: Viuden, Kagyar Fredar and Fredara.

Barony of Mohesia-Symbol: Horse; Capital: Verdegild (Pop.: 6,600-mostly humans, some elves); Ruler: Baron Arthaulf the Forthright, son of Euric; Typical NPC: righteous knights; Patrons: Donar Tiuz, Fredar, and Fredara.

Barony of Savaria-Symbol: Fish; Capital: Reslar (Pop.: 8,500-mostly elves, some humans and halflingsl; Ruler: Baroness Utha the Fair, daughter of Aldaric; Typical NPC: elven hunter or fisher; Patrons: Eirys or Tiuz.

Common men s names: Adaric, Althuin, Avigern, Atharic, Arthaulf, Childaric, Euric, Fredegern, Galamir, Godegesil, Guntheric, Gothamund, Hildebert, Leobald, Onulf, Rethismund, Rodulf, Sigebert, Theodamir, Theodaric, Theudebald, Thorisbert, Thratemund, Tregibald, Widemir.

Common cvomen's namesv Auda, Avigerna, Bathilda, Beovilda, Brunehilda, Clothilda, Cunegund, Eleonora, Ethrelgund, Flora, Fredegund, Gudule, Guenevilda, Hilda, Hildegard, Ida, Isolt, Lotha, Mathilda, Morgund, ftadegund, Theodora, Utha.

Elven class variants

Elven clerics: Elven characters may be created as clerics or druids who are able to retain some of their racial abilities (infravision, languages, detection, and immunity to ghoul paralysis). All other racial abilities are lost (fighter combat options, special defenses, and wizardly spell-casting). Elven clerics use the Elven Experience Table, but cast clerical spells, fight, and save as clerics or druids of the same level. In all other respects, they have all the normal abilities, restrictions, and obligations common to clerics. Druids can be created using the same guidelines (see this column's details on the druids in the Kingdom of Robrenn, in issue N 177, for background; Eusdrian druids would honor the Great Druidess Maud and have to go to the Forest of Carnuilh as required). These elves must start as 1st-level clerics or druids when first created.

Elven paladins/avengers: Between 9th and l2th levels inclusive (or at Attack Rank E), an elf may become either a paladin, if Lawful, or an avenger, if Chaotic. As with paladins or avengers, the elf must swear fealty to a church. When this is done, the elf gains abilities, restrictions, and obligations specific to paladins and avengers; this includes clerical spellcasting if the elf has a Wisdom score of 13 or better.

The elf retains all normal elven abilities, including attack ranks, special defenses, and wizardly spell-casting. He uses the Elven Experience 'Iàble, with each new attack rank becoming the equivalent of one new experience level for purposes of clerical spell-casting. For example, an elven paladin with attack rank K would be able to cast spells like a 6th-level cleric, in addition to his wizardly spell-casting.

The optional rules on page 266 of the Rules Cyclopedia on unlimited demihumans' experience could be used otherwise. They are simpler and fit the case of the elven paladin or avenger better, but should be used from lst level on.

Important: The elf permanently ceases to gain new levels in wizardly spells upon swearing fealty to a church. The elf also loses one level of wizardly spells each time he gains a new level of clerical spells, other than the ones gained upon swearing fealty.

For example: A 9th-level elf can normally cast fifth-level wizardly spells. Upon swearing fealty to the Order of Tiuz, that elf becomes a paladin with the addition of 1st-level clerical spells. When reaching l2th level (or Attack Rank E), the elf would gain the ability to cast second-level clerical spells, but would lose all fifth-level wizardly spells.

This represents the effects of the time spent studying clerical scriptures, meditat ing, praying, and acting as a paladin or an avenger, which inevitably alters the elf's skills and experience in magic-use. Remember that the elf can no longer swear fealty at level 13 (Attack Rank F) or better. It is assumed the elf has lingered too long in the ways of magic and profane warfare, and thus can no longer faithfully embrace the ways of the church.

Using the optional rules, the best an elven paladin or avenger could ever achieve is l2,th-level clerical spell-casting, with four first-level spells and four second-level spells (or three first-level spells if using the standard elven attack ranks). This assumes the elf swore fealty to a church at level 12.

An elf who swears fealty at 9th level must eventually lose all wizardly spellcasting ability and related skills. An elf who makes this ultimate sacrifice, either willingly or because of the rules mechanics, permanently gains enough Wisdom to reach a score of 13, or gains one single extra point of Wisdom (up to a maximum of 18). Once lost, magic-use cannot be regained without permanently losing the status and abilities of the paladin or avenger (including any Wisdom gains), and spending a whole game year in studies for each of the spell levels originally lost. During that time, the "fallen champion" may not gain any experience nor learn any new spells.

Elves may also become druidic knights, using these guidelines. See last month's column for information about druidic knights' restrictions and background.

Knights: An elf can also become a knight in the service of a monarch. The elf can do so upon swearing fealty, with no alteration to the basic elven character class. Elven knights prefer elven monarchs, but otherwise may swear fealty to a human monarch, although the latter is rare.

Half-Elves: Contrary to common belief, there is a race of "half-elves" unknown to Alfheim elves. These rare people live among elven and human communities in the Savage Coast. Fredar and Fredara made the characteristics of this mixture permanent and hereditary in an attempt to create a more homogeneous kingdom in Eusdria. The half-elven gene is dominant (thus, if only one of the parents is a half-elf, the progeny has a 65% chance of being a halfelf). Although still rare in Eusdria, this race is slowly gaining in numbers. Fredar and Fredara are their usual Immortal patrons.

Half-elves have infravision but no other elven abilities. They usually speak both the local elven and human tongues, and other languages can be acquired through the normal use of skill points. Half-elves have the life-span of halflings; otherwise treat half-elves as humans with slightly pointy ears. All classes normally open to humans are available to half-elves. Half-elves should suffer a 5% penalty to their experience because of their infravision and extended longevity.

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