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One of the most mountainous regions of
all of Evendarr, in ER 602 it became active again in holding Gathers
More
information on Volta
(Taken from the Royal Archives of Volta E.R. 603)
The people of Volta are strong willed, rugged individuals who are
descended from the northern barbarians. They share many of the same tastes and
prejudices, without that nasty disagreement with celestial magic. They are much
less hostile to other viewpoints and ideas, and are generally very friendly
unless crossed or cheated.
Voltans as a whole love games of chance and of skill and will bet on
most almost anything. It is not uncommon in a Tavern to see a board with public
wagers and odds on everything from when the first snow will fall to if the next
merchant caravan will make it to town unharmed.
Once, the Baron of Anym saw a wager that he would not make it from his
holdings to the capital city without needing a life spell. The Baron laughed out
loud and called out “I’ll take that bet!” and he is said to have won quite
the tidy sum.
In most taverns in Volta you will see laughing men and women engaged in
arm wrestling, drinking contests, board games of all manners, as well as card
games. If you buy a local a pint he or she might tell you rumors and news from
the area.
Voltans believe death will come for them when it is their time, and not
one second before. No Voltan would throw their life away stupidly, but to die in
battle is an honor. When a Voltan dies his or her final death, it is not
uncommon for a party to be thrown in their honor. Those in attendance share
their stories about the departed and toast to their memory. The giving of an
oath is a very serious matter to a Voltan. To break one is a grave wrongdoing to
commit. If a Voltan takes an oath, they will not break it under any
circumstances, even under threat of death. Call a Voltan an oath breaker without
being able to back it up with proof and you are very likely to come to a bad
end. As friendly and lighthearted as your average Voltan is, they have no sense
of humor on the matter of Oaths.
When set a task, expect the typical Voltan to perform to the best of
his or her abilities, delving into the task with the utmost passion until it is
completed. Voltans may love their recreation, but they also never shy away from
hard work. Volta is filled with skill craftsmen and craftswomen of all types.
Volta excels at the manufacture of three things; Weapons, Armor and Ale! All are
known throughout the kingdom for there strength. Many a non-Voltan has been
known to make the mistake of engaging in a drinking contest with a Voltan, only
to find themselves waking up the next day on the Tavern floor.
All manner of swords, axes and spears are forged and put to use all
over Volta with many more being shipped to merchants all over Evendarr. Many a
farmer in Volta has a sword in his home and armor next to it. It is easier to
find a goblin fluent in the Elven tongue than it is to find a man or woman of
age in Volta with no training in the arts of war.
Although they tend to remain politically neutral in regards to their
dealings with other duchies, you will find that the average Voltan has a great
distrust and dislike for their neighbors in the Dutchy of Niman.
One final thing, Never, never make fun of the name of the Voltan’s
capital city - "Unity."
Duchy of Volta
Capital: Unity
Ruler: Duke Ivarr Voltan
Flag/Emblem:

Overview:
Covering about 40,000 square miles of territory between the Duchies of Niman,
Ravenholt and Ashbury, is the Duchy of Volta, a part of Evendarr’s Kingdom for
about 100 years. Mountains and glaciers are famous and revered for their natural
beauty. Here is found bears, wolves, lynx, elk, reindeer, and deer, as well as
all other sorts of small game. Much of the land (over 40%) is mountainous and
only about 30% is suitable for grazing or cultivation/farming. Large tracts of
forest cover the lower mountains, an excellent source of lumber that the Voltans
are sure to cut only as much as necessary, to ensure the continuing growth of
the forests.
Thin lines separate the three social classes of Volta. The freemen class is
the lower class made up primarily of farmers, woodsmen and miners, they not only
may, but are expected to bear arms and be trained in their use, fitting for a
culture focused on warrior traditions. The middle class, typically made up of
mercenaries/retainers, skilled laborers, merchants and craftsman, are well-off
and commonly deeded lands of their own to conduct their business or trade. The
noble class is a small one, consisting of a people who feel it is their duty as
a noble to protect their people and therefore have the respect of many. They are
typically very generous and amicable compared to nobles of other lands, often
throwing tournaments or festivals when not out protecting the lands from those
who would harm Volta. Although nobles are granted all the perks of Evendarrian
nobility in Volta, they rarely give orders and rather the people follow them out
of respect, after all, how can they expect their people to follow them if they
cannot trust or respect them? The nobles do not like to rule through authority
or titles. A noble who loses the respect of their freemen will undoubtedly be
replaced by one who the freemen do respect. Every time in the past, when a noble
ordered his or her people around, it resulted in bloody civil war.
Entertainment in Volta mainly consists of wrestling, fighting tournaments,
hunting, skiing and other winter sports. Gambling is also a very large business
in Volta. Voltans love to gamble on just about anything.
In the southern lowlands, crops of rye, barley, oats and wheat are grown.
Potatoes and turnips, the cheap root crops, some other vegetables, berries and
hearty fruits are grown. Livestock and goods, oxen, cattle, sheep, poultry and
horses of the finest quality are raised among the rolling hills in Volta, and
are known for their famous Voltan Chargers. Numerous mines exist, and the wealth
of the minerals taken is considerable. Silver, copper, nickel, iron, lead, zinc,
and coal are produced from these mines. Small quantities of gems are also mined.
Quarrying produces excellent granite, marble and other building stone, which are
often used for fortresses, since most structures are made of wood. Timber,
horses, ale, fur, metals, and metalworking are the primary exports in Volta.
The North of Volta is dominated by two things, the Silver River Valley and
“The Wall” a string of fortresses and watch towers that serve to delay armed
forces coming from the Northern Wastes. The powerful Wolf and Snake barbarian
tribes live north of the wall along with countless warbands of greenskins and
other monsters including the hated Undead. The Wall is manned by the “Brothers
and Sisters” of the Watch who are volunteers as well as criminals and
oath-breakers who have something to prove and strive to restore their own
personal honor by serving their Duchy in the harshest, and most deadly area of
the realm. The four main castles of the Wall are: Inverness, Aberdeen, Narvik
and Steiner which control the major valleys into Volta.
Earldom of Southmark
Capital: Haster
Ruler: Earl Sanngrid Godwyn
Flag/Emblem: Parcross gules and sable, an eagle displayed Or, a bordure
Or.
Intrigues: Numerous intrigues involving the guilds.
Overview:
The County of Southmark is the most economically developed area in Volta. The
majority of the manufacturing and trades are done here, as this county borders
three duchies. The merchant and craft guilds hold the most political influence
in this county. The Baronies of Zarkym and Anym are part of this Earldom.
Zarkym
Capital: Ardynn
Ruler: Baron Gerrick Mardigan
Resources: Crafts, Trade and Mercantilism.
Cities: Grunfeld, Ardynn
Towns: Silton, Tribute, Oberamigau, Dannerau, McClaren, Terryl
Catles: Castle Ruhr
Flag/Emblem:

Intrigues: Many plots involving the different craft guilds of the Barony.
Alliances: Thunderhammer Company, Caravaneers
Hostilities: Crimson Blades, The Dark Path
Overview:
This is the smallest barony in Volta, but by no means the weakest nor the
smallest in terms of population. Due to the high population density rate, this
barony has some of the best roads and communication in Volta. It serves as both
a center for news and trade and has the highest number of skilled craftsmen.
Zarkym is also home to the Voltan Brewers Guild, the craftsmen who brew the
famous (or infamous!) Voltan Ale. The Barnae family has long held this Barony
and has strong alliances with the renown Thunderhammer Company who serves as
reliable guards and with the powerful Caravaneers who dominate the trade routes
of Volta. The main menace of the land is the elusive Crimson Blades a band of
brigands, cutthroats and assassins who have caused mischief for decades, a newer
threat is The Dark Path a shadowy band of necromancers who are responsible for
many acts of murder and destruction in the Barony in recent years.
Anym
Capital: Brunn
Ruler: Baron Darren Fendahl
Resources: livestock (Husbandry – Voltan Chargers) and mining (iron,
stone, copper).
Cities: Brunn
Towns: Dillgraf, Ostburg
Castles: Axelburg, Vordinbug
Flag/Emblem: Purpure, on a chief Or, three battle axes sable, three
crescents Or.
Intrigues: Numerous intrigues with the Duchy of Niman
Alliances: Murphy’s Rangers, Trellheim Irregulars, Drok
Hostilities: Kron’s Band, Shadowblades
Overview:
This barony has a relatively light population density, the villages, towns
and cities being scattered across the area. This leaves plenty of room for
raising livestock and the famous Voltan Chargers, as they need a lot of space to
roam. The Arran Hills are dotted with many farms. The central mountain region
has scattered mines and quarries where stone and metal are produced. The small
southern plains make for some of the best farmland in Volta, producing the
highest quality goods. Lochniria, known for its waters with aphrodidiac
properties, is one of the most beautiful places in the Duchy. The low mountains
of this Barony are wood covered and lush. Many artists, jewelers, poets, and
bards live in these verdant mountains and pursue their art. Much of the “high
culture” in Volta comes from Anym.
The Anymdin Mountains produce copper in abundance. Once trolls roamed the
mountains, but have been pushed back over time to only a few remote areas. These
mountains used to be called the Troll’s Teeth Mountains and reach up to 7,000
feet although most are 2,000 to 3,000 feet. The deep woods of Hadran and Vordin
are both beautiful and dangerous.
Anym has had a long relationship with the woodsmen of Murphy’s Rangers who
do their best to protect the isolated people of the Anymdim mountains. Recently
the Trellheim Irregulars, refugees from the Duchy of Ashbury who fight an
insurgent war across the border versus the Sessuar Imperium who occupies Ashbury
have been given safe haven and enjoy wide support from the people of Anym. Drok
the cave troll is an interesting case, he wanders up to settlers or even into
towns and asks to do small jobs, does them and wanders off, he has never
attacked anyone who did not provoke him first. He seems to wander quite a bit
and has no love for undead or even other monsters but likes playing with
children. Two main factions are the scourge of Anym: Kron’s Band a warband
made up of Ogres, Trolls and other monsters appears from time to time burning
settlements and killing the settlers. The Shadowblades are a mysterious group
who little is know about except that they seem to be hired assassins and
brigands.
Earldom of Northgaard
Capital: Uagadougu
Ruler: Earl Artos Voltan
Flag/Emblem: Per cross vert and sable, two dragons passant argent,
langued gules, a sword paleways argent, a bordure argent.
Intrigues: Constant threat of incursions from the deep mountains or the
Northern Wastes
Overview:
The highlands of Northgaard County contain many wild and unsettled areas. As
such, the people of the northern areas are hardy outdoorsmen who adore their
peace and quiet, generally only coming to ‘town’ once or twice a year to
sell their goods and trade with others to stock up on the year ahead. This is
done on a market month around September, which most towns adhere to as a
tradition. In the southern areas and lowlands are even more traditional, dotted
with small villages and hamlets, having more festivals and holidays than their
northern neighbors…which totals to probably about one or two more.
Cathym
Capital: Tallon's Hold
Ruler: Baron Theon Dayne
Resources: mining (precious metals, silver export) and farming.
Cities: Towns: Velno, Cascadia, Argentum, Granthym, Argentum
Castles: Tallon’s Hold, Luft Castle
Flag/Emblem: Argent, on a saltire azure, a bear crouchant argent, four
mullets sable. Intrigues: Rumors of organized were-creatures in the Ulfwood
Alliances: Thorgrim’s Company, T’shok’s Band, The Feared
Hostilities: Phoenix Rising, The Krad Elite
Overview:
The Barony of Cathym is moderately populated, with large areas of lowlands
and rolling hills that lend themselves to farming. Mining for precious metals
and farming are the two largest occupations in the barony, the Silver River
being the largest source of silver in the area for generations. The
Silversmith’s Guild is a powerful political influence on not just the barony,
but Volta as a whole. The northern and western parts of the barony are under
constant threat of skirmishing with green-skin war bands, renegade barbarians,
and other monsters due to their remoteness. The “Wall” extends across Cathym
as well where the Brothers and Sisters of the Watch patrol ever watchful.
The Frost Peak Mountains dominate much of this barony and reaches into the
barony of Dinsdale as a large barrier between the two. The central Frost Peaks
average to about 25,000 feet in height. The highest peak is called Thyrra Mak
Dan, approaching a staggering 40,000 feet. Due to their height, the Frost Peak
Mountains are covered by snow and glaciers the year around. The Silver River and
its valley is also know for its Salmon fishing and is a popular place to visit.
Cathym has made many allies through the years but Thorgrim’s Company and
T’Shok’s band are by far the most powerful retainers of the Barony. Both are
groups of veterans of the Goblin wars fought during the last two decades and are
quite powerful. The Feared is a former adventuring company that has entered the
service of the Baron as retainers who serve as scouts and information gatherers
as well as a capable striking force. Cathym’s two main foes are Phoenix Rising
which is a group of highlanders and their allies who have declared a blood feud
against House Voltan and its allies, and the Krad Elite who are a band of
Goblins who survived the Goblin Wars and have grown rather powerful, but this
does not make them less annoying, they use their veteran status as permission to
be even more obnoxious and annoying than ‘normal’ goblins. They are however
more than a match for anything but an organized army to repel them.
Dinsdale
Capital: Hadran
Ruler: Baron Boddin Douglas
Resources: timber, mining (gemstones), farming and livestock.
Cities: Stirling, Icemeet
Towns: Hawley, Crystalia
Castles: Hadran Castle, Newcastle
Flag/Emblem: Vert, on a bend argent, two lozenges azure.
Intrigues: Continuing problems with rebels
Alliances: Azure Flame, Bolton’s Brigade, Greencloaks
Hostilities: Highland Alliance, Bloodfangs, Blackfist, Ungak’s Horde
Overview:
The people of Dinsdale are a fiercely independent breed, known for a long
history of rebelliousness and stubbornness. Of the peoples of Volta, this people
retains closest to their old ways before Volta joined the Kingdom of Evendarr.
The strongest unifying force between the different tribes, clans and families of
Dinsdale is their fear of war bands of greenskins, renegade barbarians, and
other monsters including undead, which prowl the isolated peaks of the barony.
Dinsdale also is home to the “Wall” a string of fortresses deployed along
the Silver River Valley which separate the Northern Wastes from Volta. The
“Wall” is the domain of the “Watch”. This organization which is
comprised mostly of criminals, oath-breakers, and volunteers who patrol the
“Wall” and give warning of warbands and hordes pouring out of the Northern
Wastes.
The people of Dinsdale are a battle-hardened people, and provide some of the
best mercenaries and professional soldiers in all of Evendarr. Most of the
timber harvested in Dinsdale comes from the Icewood Forest; however, the forest
is probably the most dangerous place in Volta. Numerous green-skin war bands and
other more sinister entities live deep within the forest. Depending on the
season, the villages in the Icewood Forest either resemble peaceful logging
communities, or a warzone. In addition to timber, the southern valleys and hills
of Dinsdale are ideally suited to raising livestock. The beautiful towns
surrounding the majestic Crystal Lake are some of the wealthiest communities of
Volta. Dinsdale also has the fortune of being its own barony and having a direct
trade-route to the Kingdom of Avendale.
The Barony has long been allied with the powerful mages of the Order of the
Azure Flame and with the tenacious soldiers of Bolton’s Brigade, both
organizations are long term retainers of the Barony. The Greencloaks are a
relatively new but potent band primarily made up of Wild Elves from the Icewood
and are renown scouts and archers. Dinsdale has been at war with the Highland
Alliance since the founding of Volta as a Duchy, at different times this war has
been either a war on paper or open fighting. The greenskin warbands of the
Blackfist and Ungak’s Horde have been raiding Dinsdale for generations but
rarely burn or kill, they prefer to ransom captives and have even fought along
side the Baronial forces against Undead when they come down from the mountains.
The Bloodfangs on the other hand are infamous for killing, burning, and even
eating the bodies of the dead. This band of greenskins is even hated by the
Blackfist and Ungak’s Horde.
(Volta has long been an NPC held land, in 2002 a new
chapter was formed in Boston MA, and Volta has become a PC Run Land)
Additional
map of Volta
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