Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Home
Beyond
Crucible Comics
Days of Miracle and Wonder
Five Fists of the Burning Temple
Nightcats
Peril Patrol
Red Sun Rising (Revolt on Antares)
Seventh Sun
Sigil Lands
Star Trek:Scorpio
Stormbringer
Codex
All Pages
Categories
Random Page
Recent Changes
Upload File
Edit CSS
Crucible Codex
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Sigil:Realms
(section)
Sigil
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== The Great Realms == === [[Sigil:Angharais|Angharais]] === '''The Dragon Kingdom''' The great Triadic kingdom of the central Sigil Lands: knightly, proud, prosperous, and never quite as unified as its kings would like outsiders to believe. Angharais was forged from older baronies beneath the Dragon Banner and remains a land of ancestral privilege, chivalric ideals, religious authority, and simmering provincial rivalries. Its capital, [[Sigil:Ais Cambrai|Ais Cambrai]], stands upon an island in the Ais, while the throne is held by '''High King Henrick''', hero of the Third Crusade. '''Known for:''' Knights, the Triadic Faith, the Dragon Banner, powerful High Barons, and the Crown's long rivalry with Sarrivel. --- === [[Sigil:Calael|Calael]] === '''The Blade of the South''' A southern kingdom whose identity has been shaped by frontier warfare, martial tradition, and its position between the wealthy river lands and the warmer coasts beyond them. Calalais is a country where the sword carries social meaning well beyond the battlefield and where old local loyalties remain nearly as important as allegiance to the Crown. '''Known for:''' Swordsmanship, southern trade, old warrior traditions, ruling queens, and the contested lands of the Diamond. --- === [[Sigil:Kuragh Torrh|Kuragh Torrh]] === '''The Wild Kingdom''' Despite the name given it by outsiders, Kuragh Torrh is not truly a kingdom but a broad tribal confederation of Uragh clans spread across the northern plains. Its peoples are bound more by custom, oath, clan, and shared faith than by permanent institutions. A High Warlord may unite many clans for a time, but no hereditary crown rules the whole. To the settled lands, Kuragh Torrh is often treated as a single realm because diplomacy and war demand convenient names. To the clans themselves, such simplicity is largely a southern invention. '''Known for:''' Uragh clans, fire circles, open plains, fierce independence, Rhugash, and the gathering of the clans at Khar Durr. --- === [[Sigil:Mazirin|Mazirin]] === '''The Gilded Kingdom''' Mazirin is called a kingdom by tradition and courtesy, but in truth it is a mighty city-state whose power radiates outward from the greatest metropolis in the southern Sigil Lands. Ruled by merchants, admirals, financiers, and guild interests rather than hereditary feudal lords, Mazirin has built an empire of influence through trade, banking, shipping, and calculated corruption. Its capital and realm are essentially one: the immense city of [[Sigil:Mazirin City|Mazirin]], known simply as the Maze. '''Known for:''' Wealth, commerce, intrigue, guild politics, maritime power, and the Bay of Lanterns. --- === [[Sigil:Merant|Merant]] === '''The High Kingdom''' An old and prestigious Rhone kingdom whose influence has often exceeded the strength of its armies. Merant played a central part in the spread of the Triadic Faith and remains associated with pilgrimage, scholarship, religion, diplomacy, and the traditions of sacred kingship. Its rulers have long regarded themselves as custodians of something greater than territory alone. '''Known for:''' Ancient royal prestige, mountain monasteries, scholarship, the Triadic Faith, pilgrimage, and Celonna. --- === [[Sigil:Rhess|Rhess]] === '''The Free Kingdom''' Rhess was born in rebellion and has never forgotten it. Its people trace their political identity to '''Grimyr''', the freedman who overthrew Karnwyn the Chainbearer and swore that no Rhessan would ever again be held as property. The kingdom is rougher and less ceremonious than its southern neighbors. Its freeholders, thanes, riders, and fiercely independent communities distrust excessive royal authority almost as much as foreign domination. Along its frontier with Tael Neydra stands the mighty [[Sigil:Westwall|Westwall]], raised to hold back the darkness of the Shroud. '''Known for:''' Fierce personal liberty, Grimyr, freeholders, horsemen, the Oathkeepers, and the Westwall. --- === [[Sigil:Sarrivel|Sarrivel]] === '''The Sea Kingdom''' A wealthy eastern kingdom of ports, vineyards, merchant houses, sailors, courtiers, poets, and the descendants of sea-raiders who have spent generations becoming respectable. Sarrivel looks toward the sea where Angharais looks toward the land. Its power rests as much upon ships, guilds, and commerce as upon nobles and soldiers. Its capital, [[Sigil:Corvessa|Corvessa]], is called the '''City of Voices'''. The realm remains Angharais's greatest commercial and political rival, particularly in the contested Riverlands. '''Known for:''' Seafaring, trade, fencing, theatre, wine, merchant power, and the Royal Navy. --- === [[Sigil:Seylannon|Seylannon]] === '''The Hermit Kingdom''' The name is a Rhone convenience. Seylannon is not a kingdom in any familiar mortal sense, but the last great Seylandri homeland: a surviving fragment of an elder world governed by its ancient clans and the Council of Clans. Hidden behind guarded borders and profound workings of the SaΓ«l, Seylannon has remained largely closed to outsiders for centuries. Its settlements are woven through living forest rather than raised as Rhone cities, and many of its customs descend from ages before the Great Wrath. Only a handful of Wayfarers regularly pass between Seylannon and the younger lands. '''Known for:''' The Seylandri, living cities, the Aelfmere, ancient memory, the Great Choir, and deliberate isolation. --- === [[Sigil:Tael Brannoch|Tael Brannoch]] === '''The Bastion of the North''' A stern northern kingdom of mountains, high valleys, cold roads, old bloodlines, and binding oaths. Tael Brannoch has survived because its people learned early that the northern marches reward vigilance. Its rulers govern through ancient custom as much as royal authority, and its fortresses guard routes leading toward some of the most dangerous country in the Sigil Lands. '''Known for:''' Northern strongholds, clan loyalties, old oaths, the Seven Bloodlines, hard soldiers, and frontier warfare. --- === [[Sigil:Tael Neydra|Tael Neydra]] === '''The Shadow Kingdom''' Once among the greatest Rhone realms, Tael Neydra was the land of [[Sigil:King Brannais|Brannais]], the Palladians, and the Blue Flame. Now it lies beneath the [[Sigil:Shroud|Shroud]]. The Vorghol rule from Dolgur while the living endure beneath a sky without sunlight. Beyond its borders, exiles and crusaders still recognize the lost mortal crown and dream of restoring the realm that once kept the peace of the North. Tael Neydra is therefore many things at once: conquered country, occupied homeland, Vorghol dominion, and remembered Rhone kingdom. It is the great wound around which much of the Age of the Comet turns. '''Known for:''' Brannais, the Blue Flame, the Palladians, the Vorghol, the Shroud, the High Hunt, and the Third Crusade. --- === [[Sigil:Vulk|Vulk]] === '''The Deep Kingdom''' The realm of the Vulkah lies not merely among the mountains but within them. Its fortress-cities descend into the stone in halls, delvings, workshops, sepulchers, and ancient chambers whose histories reach far beyond those of the Rhone. Vulkah society is organized around septs, craft, lineage, obligation, and memories preserved with extraordinary care. The realm is governed through the Septhall and an elected Underking rather than a Rhone-style feudal crown. Vulk trades cautiously with the surface world, particularly in worked metal, gems, tools, and stonecraft, but the Deep Kingdom has never mistaken commerce for dependence. '''Known for:''' The Vulkah, mountain citadels, metalsmithing, deep roads, septs, and immense antiquity. --- === [[Sigil:Yan Doro|Yan Doro]] === '''The Golden Isles''' A warm archipelagic realm lying beyond the principal mainland lands, Yan Doro sits astride important sea routes and has grown wealthy from the ships that pass through its waters. Its harbors bring together merchants, sailors, adventurers, foreign envoys, smugglers, and corsairs from across the known world. Wealth and beauty are everywhere, though authority grows considerably less convincing in some of the more distant ports. The infamous [[Sigil:Hawk's Haven|Hawk's Haven]] lies among these islands. '''Known for:''' Islands, maritime trade, exotic goods, sailors, corsairs, and Hawk's Haven.
Summary:
Please note that all contributions to Crucible Codex may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Crucible Codex:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Sigil:Realms
(section)
Add topic