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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