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Ulgarth
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| Ulgarth | |
| Geographical information | |
| Capital | Orvyltar |
| Societal information | |
| Imports | horses, spices, foodstuffs, textiles, silver |
| Exports | mingari, crops |
| Political information | |
| Government | Monarchy |
| Ruler | King Drasna Bluemantle |
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| Inhabitants of Ulgarth | |
| Locations in Ulgarth | |
| Settlements in Ulgarth | |
Ulgarth is a fertile land located east of Durpar. Foreigners not familiar with the region are unaware that the realm exists and believe that the land it occupies is simply part of the vast grasslands of the Utter East. In truth, Ulgarth occupies an area off the coast of the Great Sea just before the plains of the Utter East begin. With the Five Kingdoms, it acts as a buffer between Faerûn, Kara-Tur and Zakhara.
Out of the capital, two major cities are Esbresh and Kelazzan (source).
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Climate
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Ulgarth's close proximity to the Raurin desert directly to the north makes the country very hot, but sharing most of the rest of it's borders with The Golden Water and the Great Sea mitigates the temperature, not to mention the almost daily rainfall.
History
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Founded during the height of the Raurin empire, Ulgarth suffered through the barbarism the other surviving states of the empire did. However, in 348 DR Mulhorandi outlaws fleeing from justice settled the area and began to grow crops and raise families with the natives who decided to settle down with these newcomers and give up their constant fighting. They developed a caste system that, over time, changed into a feudal monarchy. Ulgarth really began to grow when peace was declared between itself and Durpar in 1002 DR and trade between Ulgarth and the prosperous merchants of Durpar began.
Government
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Ulgarth consists of six baronies whose leaders all report directly to the king in Orvyltar. The barons have complete autonomy over their realms except in the case of war or justice, where they can only pronounce sentences on the peasantry and free men. Any nobles and/or appeals are presided over by men in the king's employ known as the king's justices.
Trade
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Since Ulgarth is surrounded on almost all sides by either empty land or water, it does most of its trade with its neighbor and former enemy, Durpar. Durpar's wily merchants tend to get the best in any deal Ulgarth makes with them, but so far, they has staved off Durpar's secret objective of gaining control over Ulgarth's economy. Ulgarth produces most of the items that Durpar trades to its more distant trading partners. In turn, Ulgarth imports Durpar's more exotic items.
Ulgarth is the only place in the world that produces the rare spice mingari and uses that monopoly to its advantage. Mingari is in great demand in Durpar and has recently began being introduced to the rest of Faerûn.
Through Durpar, Ulgarth also trades with the other nations of the Shining Lands.
Ulgarth is in a very unique position, being somewhat at the crossroad of all of Zakhara, Faerûn and Kara-Tur. On top of it, the country also send ships to Maztica (source).
Defense
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Each of the six baronies supplies troops to Ulgarth's army as well as the king's own army. Together, these seven fighting forces are considered enough to defend against any invasion from the Hordelands, Dambrath or one of the nations of the Shining Lands. The border between Ulgarth and Durpar is still incredibly heavily fortified, despite nearly four hundred years of peace between the two countries.
The general of the nation's combined military is Sinveri Trollkin, a renegade elf from Dambrath. Although one of her grandparents was a drow, Sinveri is a devout follower of Tyr and ably leads the armies of the country.
Only one soldier, Landswith Meilin, is reknowned for wearing metal armour as the temperatures in Ulgarth can make such an act fatal. Even leather armor is uncommon amongst the knights of the realm due to the uncomfortable heat wearing it produces.
Religion
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The chief deity of Ulgarth is Torm. Ulgarth is a feudal monarchy with many knights, therefore, Torm, being the patron of knights is a logical choice for the country's main faith. The largest temple in Ulgarth is located in the capital Orvyltar where the king himself goes to pray.
Other popular deities are Tymora and Lathander, the clergies of whom have excellent relations with those of Torm.
Ulgarth also tolerates many other non-evil gods.
Customs
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The population of Ulgarth is primarily human; however, all good races are welcome, though elves and gnomes will draw some attention from passers-by. Goblinoids, on the other hand, are usually killed on sight. This is especially relevant considering the rumors being spread of an orc horde preparing to sweep down from the Dustwall mountains.
The feudal system can be restrictive, a relic of the former caste system employed here. Only valour on the battlefield is enough to make a serf into a free man. Despite this, the peasantry believe life in Ulgarth to be the best life there can be. They fervently espouse the notion that any man can rise above his station and his success or failure is an accurate representation of his ability. In addition, peasants are treated better than in most feudal societies. The nobility all agree on the opinion that every citizen of their country is important to it's safety.
Those with skill-at-arms are always in high demand. Nobles train themselves in swordplay and noone is restricted from carrying a weapon. Retired adventurers are especially sought after to train younger generations.
Those with money spend it. The rich are surrounded by luxury, even produce imported from Maztica is taken for granted. Wealthy women spend entire fortunes on clothes simply to outdo one another. Women also almost universally streak their dark hair with a chalky substance called fiertallin, making hairdressing the most well-paid job a peasant can do.
All men shave regularly. To have facial hair is considered by all to be a mark of being a peasant as you obviously cannot afford shaving equipment. Having a beard in the heat of Ulgarth can be quite uncomfortable also.