Kingdom of Celdaea

History of Celdaea

History

Celdaea's history is a tale of survival, divine guidance, and tribal struggle, shaped by the Aisir, the island's primal gods, and the steadfast devotion of its people. Its northern waters have long tested the resilience, honor, and wisdom of those who call it home.

The First Age: The Birth of the Aisir

Before humans and Half-Elves settled the island, Celdaea was wild and untamed, ruled only by spirits and beasts. The Aisir, gods of fire, wind, stone, and wave, emerged from the primal elements. Early inhabitants interpreted storms, flames, and earthquakes as divine will. Fyrdseers, the first shamans, forged sacred oaths before the symbols of the Aisir, marking the beginnings of organized society.

The Age of the Clans: Founding of the First Cities

Clans of warriors, hunters, and shamans built the first coastal cities. The Council of Clans formed to govern disputes and uphold oaths. Clan conflicts were settled through ritualized battles, guided by divine judgment.

The Age of War: Rise of Arasgain

As the clans expanded, Arasgain, founded by Gawen Stormheart, became the political and spiritual center. Its Hall of the Stone Oath emphasized divine judgment over brute force, uniting the tribes under shared governance.

The Age of the Wolfen: Relations with Beordmarr

Across the western straits, the Wolfen of Beordmarr emerged as a formidable foe. They worship Fenris, god of beasts and blood. Skirmishes along the western coast were frequent, especially in winter, testing Celdaean strength and unity.

The Age of Storms: Celdaea's Trials

Natural disasters, storms, floods, and earthquakes, were interpreted as divine tests. Cities such as Moireibh and Deathan restored balance, using forest magic and fortified plains. The Council of Clans guided the island through crises, reinforcing unity and devotion to ancient oaths.

The Present: Honor, Tradition, and Strife

Celdaea now stands resilient. Arasgain remains the cultural and political hub, coastal cities thrive as trading ports and raiding centers, and Half-Elves serve as advisors and seers. Relations with the Wolfen remain tense, while the northern Iceborn pose a new threat, requiring the formation of the elite Frostguard to defend the island.

Geography

Celdaea is a rugged northern island with:

  • Ancient forests, rocky coastlines, icy lakes, and fertile plains
  • Long, harsh winters and brief, intense summers
  • Rivers, lakes, and fjords anchoring most settlements
  • Deep forests and open plains holding hidden communities of mystics and warriors

Religion: The Aisir

The Aisir embody primal forces of fire, wind, stone, and wave. Their will is interpreted through storms, omens, and the judgment of Fyrdseers, who act as priests and advisors. Every oath, harvest, and voyage is a test of divine favor.

Government & Society

Celdaea is governed by the Council of Clans, meeting in Arasgain. Clans control cities or regions, pledging warriors and tribute according to ancient oaths. Lineage, honor, and ancestral memory define society, marked through tattoos and woven sigils. Feasts, songs, and sacred rites accompany the frequent warfare that binds clans together.

Demographics

  • Total Population: 800,569
  • Humans: 93% (745,000)
  • Dwarves: 3% (24,000)
  • Half-Elves: 3% (24,000)
  • Halflings: 0.5% (4,003)
  • Gnomes: 0.5% (4,002)
  • Note: The population figure mentioned excludes the Fae. The Fae creatures of Celdaea are too numerous to be accurately counted so is not precicely known. It is estimated to be at the least, 2 to 4 times that of the mortal population, and consists of fae and magical creatures of all types. These mystical beings, with their whimsical nature and inherent connection to nature's magic, bring an extra layer of enchantment to Celdaea. Fae communities are often nestled in the heart of magical glades, adding to the kingdom's natural wonders.
  • Capital: Arasgain: Near the edge of the great central forest, On the western shore of Wodenriver lies Arasgain, capital of Celdaea. Set beside a cold, mist-veiled lake, Arasgain is a place of gathering rather than conquest, where clan leaders, merchants, and Fyrdseers convene in the Hall of the Stone Oath. The city's A-frame houses and smoke-darkened longhalls cluster around the lake's edge, their steep roofs cutting the sky like blades. Arasgain is not a war port, but a center of culture and leadership. Though modest in size compared to coastal cities, it is considered the heart of Celdaea, the place where law is spoken and destiny is weighed. Recently, Arasgain has become a rallying point for the Celdaean clans as they unite against the Iceborn, a new and formidable threat from the north.
  • Arainn: On the northeastern shore; a fierce seafaring city known for launching longships and training raiders. Its iron docks are never quiet. The people of Arainn are known for their unmatched skills in shipbuilding, navigating treacherous waters, and their ruthless raiding expeditions that strike fear along the coasts. However, their proximity to the Iceborn's homeland has made them vulnerable to frequent raids, and the once-strong city now faces the challenge of defending against these invaders of ice and snow.
  • Sealtainn: SouthEastern coast; seat of sacred rituals, famed for its flame-lit temples and the Seers' Circle. The city is revered for its spiritual significance, where visions are interpreted, and prophecies spoken. It is a place of pilgrimage for those seeking divine guidance from the Aisir. The ongoing conflict with the Iceborn has forced the people of Sealtainn to turn their divine focus towards securing protection from these frosty invaders, seeking omens that might aid in their survival.
  • Carrann: West coast; the oldest Celdaean settlement, known for smithing and ancient clan artifacts passed through generations. The city thrives on its rich heritage of craftsmanship and its famous forges where legendary weapons and armor are crafted. It is home to the finest blacksmiths in all of Celdaea. The presence of the Iceborn has driven Carrann's blacksmiths to craft weapons specifically designed to withstand the deadly chill and icy magic wielded by the invaders.
  • Moireibh: Hidden deep within the elder woods, its homes and walkways are woven into the trees themselves. Spirit-walkers, archers, and lore-keepers live here in quiet communion with the forest. Moireibh is a city of wisdom and mysticism, where nature and magic intertwine, and the connection with the spirits of the land is revered. The threat of the Iceborn has awakened ancient magic in the forest, as the city's people seek to harness the power of the elements to resist the frozen invaders.
  • Deathan: In the central plains stands Deathan, a fortified city guarding the island's most vital farmland. Unlike the coastal or forest settlements, Deathan is a martial, stone-built bastion surrounded by grainfields. Its central Grainhold serves as both granary and war-hall, and its people are tough, disciplined, and fiercely independent. Recently, Deathan has had to fortify its southern walls against raids by the Iceborn, whose chill winds threaten to freeze the fertile lands that support the entire island.
  • Seile: Nestled along the Sealsgrace peninsula, Seile is a city known for its skilled artisans and vibrant market culture. Famous for its fine textiles and weaving, Seile is a place where trade and craftsmanship flourish. The artisans here are sought after for their intricate work, from clothing to tapestries. Though safe from direct attacks by the Iceborn, Seile's market has seen a decrease in trade as the northern cities have become more isolated due to the increasing frequency of raids.
  • Oisein: Located deeper within Seile Bay, Oisein is a built on the rocky shore. It is known for its expertise in fishing, and its hardy people who thrive in the harshest of climates. Oisein's location places it near the front lines against the Iceborn, with its citizens well-prepared to defend their homes from the constant chill and the deadly warriors of the northern realm.
  • Chuaich: Chuaich is a bustling city of warriors and traders. Known for its great arena, Chuaich is where many come to prove their strength and gain honor in the eyes of the gods. It is a city of competition, and its people are known for their fierce rivalry and sportsmanship. The arena has recently become a rallying point for those preparing for the Iceborn's next assault, with warriors from across the island gathering to hone their combat skills against the icy invaders.
  • Cataibh: Built along the weatern coast, Cataibh is a city of scholars and mages. The city is renowned for its magical academies, where powerful seers and wizards study the arcane arts. Cataibh is often considered the center of magical knowledge on the island, attracting those seeking to master the elements. The city's magical academies have begun researching ancient spells to counteract the Iceborn's magic, hoping to develop new ways to protect Celdaea from the relentless cold.
  • Drochaid: On the western cliffs, Drochaid is a city of stone and resilience. Known for its towering fortifications and ancient towers, it is a place of deep history, where warriors of old are honored. The city serves as a stronghold against invasions and a reminder of the island's storied past. The Iceborn's attacks have forced Drochaid to reinforce its ancient fortifications, turning it into a bastion against the northern threat.
  • Lagmhor: A city located nearest the wolven Kingdom, Lagmhor is famous for its hunters and trackers. The people of Lagmhor are known for their unmatched ability to navigate and their fierce devotion to the wilds. It is a city that thrives on survival skills and the wisdom of the land. Lagmhor's trackers now serve as scouts, searching for any signs of Iceborn movements as the threat from the north grows.
  • Siona: Situated at the southern end of Celdaea, Siona is a port city known for its international trade and diplomatic relations. The city's markets are filled with exotic goods, and it is a place of both wealth and political intrigue, where merchants and diplomats from across the world gather. Though distant from the Iceborn's raids, Siona's merchants have been impacted by the disruption in trade from the northern cities.
  • Iorac: A city on the southernmost tip, Iorac is known for its hardy people and long winters. It is a city built on survival, with its inhabitants mastering the harsh cold and preserving the island's northernmost reaches. The people here are tough, and the city serves as a line of defense against incoming threats
  • Lunnainn: On the western edge of the island, Lunnainn is a city of artisans, known for its craft in pottery and fine goods. Lunnainn is famous for its artistic culture, where craftsmen create beautiful pottery, sculptures, and furniture, making it a destination for collectors. The people of Lunnainn have been forced to adapt, using their skills to craft not just art but practical tools and weapons to aid in the defense of their homeland.
  • Leodhas: A coastal city known for its extensive fishing industry. The people of Leodhas are skilled fishermen and sailors, and the city thrives on trade in fish and other sea goods. Its docks are always bustling with activity, and the salty sea air defines the atmosphere of the city. However, the Iceborn's raids have disrupted fishing routes, and the people of Leodhas have turned their attention to preparing for further incursions from the northern menace.
  • Raineach: Raineach is a city located in the northern forest on the west coast, known for its logging and hunting. The lands surrounding the city provide food for much of Celdaea, and the people of Raineach are known for their skills. The Iceborn's raids threaten the food supply of Raineach, and the city's hunters are now working with the Council of Clans to reinforce defenses and ensure the survival of their people.
  • Bhodach: A remote city hidden in the forests, Bhodach is a city of isolation and peace. The people of Bhodach value tranquility and nature above all, and their quiet homes are built into the natural landscape. It is a place where ancient wisdom is passed down through generations in peaceful seclusion. The tranquility of Bhodach has been shattered by the Iceborn threat, and the city's wise elders now seek ways to harness the power of the land to defend against the invaders.

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