The Lore of Ergus

Lodour

The story of the Lodour is one bound in blood and sorrow. The nation of Lodour is located in the Bloodbound Swamp on the northwest corner of Lucentia. At first glance, the swamp is strikingly beautiful and easily hides its dangers. Once home to one of the most powerful and wealthiest nations on Lucentia, Lodour has found itself in turmoil. As the event of Bloodtide swells, the swamp comes alive and new threats with it. Constructs of vegetation commonly called Bog Striders roam the swamp, attacking settlements unprovoked. Once thought to be the immortal ruler of the swamp, the Cypress of Blood has begun to wither and die. The harsh nature of the land, creatures of the swamp, and a question of leadership are some of the challenges for the people of Lodour.

Cities and Landmarks

The Bloodbound Swamp – Locals say the Bloodbound Swamp has a mind of its own. At random times during the year, the swamp experiences an event called the Bloodtide. During the Bloodtide the water takes on a red color and thickens. Water levels rise and encroach on settlements throughout the swamp. The creatures that inhabit the swamp become agitated and more aggressive, often leading to attacks on the citizens. The Bloodtide is such a concern that it shapes the way of life of the citizenry.

Mistglen–  Located in the northern center of the swamp, well above the water line, sits the capital city of Mistglen. Mistglen is said to be built around the Cypress of Blood as the great tree surveys and attempts to control its domain. The city has the highest population density in the nation, and as the city has expanded to account for the Bloodtide, its outer regions are surrounded by crannogs and beautiful floating gardens. The city is quite the opposite of the rest of the swamp as it is loud with celebrations during holidays and the typical sounds one might hear in a port city. Over the years, this city has never been subjected to Bog Striders attacks, and officials question why.

The Dread Morass – The ruins of the city once known as Whitgulf are located on the southern edge of Lodour. These ruins are the most complete of the cities of old and are said  to be haunted. Very few return from venturing to this location and if they do, they are forever changed. The survivors can never truly communicate the horrors they experience and are forever haunted by nightmares. Often they choose to walk into the depths of the swamps, choosing death rather than living in this state of torture. 

The Black Willow – On the east side of the swamp exists the largest druid grove in the region; at its heart sits the Black Willow. The Black Willow is a large willow tree stained in blood, with body parts of various creatures hanging from its branches, representing Nature in its purest form. It is not uncommon for Druids from other nations to travel to experience the serenity of the grove. All manners of druidic rituals take place here, whether they be blessings or blood sacrifice. The grove contains a vast deposit of crystals so rich that they scatter the ground. However, to take crystals from this place would mean to defile it and anger its guardians. The guardians of the grove are not only the druids that visit it but also the Bog Striders that attack the other settlements. There are cairns. 

Krithian’s Ferry – Located in the southern part of the swamp. Krithian’s Ferry is a town of great beauty that is in constant battle with the swamp. Built entirely of crannogs aligned in blocks to form canals, the denizens travel their way through the city via gondolas. The city also features a number of natural wonders and a thriving art scene that attracts tourists from all around the region. Artists say that Krithian’s Ferry represents the beauty of life and creation in the struggle against death and destruction. The city primarily thrives off of tourism and as a port city for the other nations bringing in trades for deeper parts of the swamp.  

Mortik’s Fortress – Mortik’s Fortress is an ancient fortress that has stood for longer than people can account for. Most of its secrets have been lost to time, but the Cypress of Blood has decreed that these secrets must be rediscovered. The fortress is unique in that it holds back the Bloodtide when it swells and the water around it is clear and safe to drink with no filtration required. 

Dark Water Caverns – The Dark Water Caverns are a series of tunnels thought to have been made before the swamp was here. The caverns contain an abundance of crystals that are difficult to harvest. The difficulty is due to the abundant amount of creatures that reside in the cave, hungering for flesh.

Threats and Creatures

Bog Striders – Constructs of vegetation that lurk throughout the swamp. Generally when meeting with groups smaller than seven the Bog Striders can be fairly docile. However, during the Bloodtide and near large groups they become very aggressive. 

Necrotic Saprophytes – Having forsaken their bond with animals, this coven of druids seeks to harness the abilities of the many different types of fungus and mold within the swamp. They have been known to spread diseases against settlements that have wronged them. The most common disease if left untreated will render the victim into a mindless state to do the coven’s bidding. The coven has also been known to take spirits wandering the swamp and twist them to take the form of twisted tree-like creatures that are referred to as Waldgeists.

Sharptooth Tribe – This tribe of ne’er-do-wells inhibit the swamp raiding the shipping lanes for resources, causing just enough problems to be a nuisance but not enough of a problem to cause significant harm to the stability of the land. It is not uncommon to find Swamp Trolls and Gatormen among their numbers.

Natural Resources

Bog Striders – Constructs of vegetation that lurk throughout the swamp. Generally when meeting with groups smaller than seven the Bog Striders can be fairly docile. However, during the Bloodtide and near large groups they become very aggressive. 

Necrotic Saprophytes – Having forsaken their bond with animals, this coven of druids seeks to harness the abilities of the many different types of fungus and mold within the swamp. They have been known to spread diseases against settlements that have wronged them. The most common disease if left untreated will render the victim into a mindless state to do the coven’s bidding. The coven has also been known to take spirits wandering the swamp and twist them to take the form of twisted tree-like creatures that are referred to as Waldgeists.

Sharptooth Tribe – This tribe of ne’er-do-wells inhibit the swamp raiding the shipping lanes for resources, causing just enough problems to be a nuisance but not enough of a problem to cause significant harm to the stability of the land. It is not uncommon to find Swamp Trolls and Gatormen among their numbers.

People and Lifestyle

Some of the old culture remains, and the people of the swamp still have a love of arts and music. That said, events of the past 500 years have forced the people to become more mobile and adaptive. The harsh nature of the land has led to a people that are strong and put great value on preparation and family. Individuals will often merge together to form small “family” units to aid with survival. People work hard to sustain themselves, each family or individual putting a lot of time into feeding themselves. 

Appearance and Fashion

For most of the regions clothing is rugged and built to survive. Hardy fabrics and hides tend to be favored, both for its durability and ease of acquiring such materials, and often worn in layers that can easily be removed and dried as needed. Colors tend to be muted greens and browns allowing a nice blend into the surrounding environment. Although most wardrobes are designed to be practical, some people still tend to use crystal as a decorative accent, while others blame its prevalence on the problems of the past and shy away from those reminders. Armor, when worn, tends to be hardened leather or wood.

Those that live in Mistglen and Krithian’s Ferry prefer to wear brighter colors made of imported fabrics representative of their families and positions within Lodour. Your choice of clothing is a statement of your importance and a display of art. Pieces of intricate metal armor, jewelry, and body painting are seen as the height of fashion.

Architecture and Art

Much of the architecture of Lodour is designed for portability. People often move with the changing seasons and tides. As such, large tent structures are common. The mild temperatures make hard built structures unnecessary. 

Outside of Mistglen and Krithian’s Ferry few people lay claim to actual landmass. Those that require use of the land, such as farming, have designed floating gardens. 

Despite the hard lifestyle, emphasis is put on “usable” art such as nice baskets, pottery, and tools.

Krithian’s Ferry on the other hand is renowned for its art. Every bit of the city is built to be beautiful. Around every corner is a new mural, statue, carving, or painting. The art focuses on story, often depicting life in Loudur before it became a swamp.

Professions and Skills

Most people of the swamp boast at their ability to “do anything”. Farming, hunting, and the creation of basic necessities are very common skills.

Those that live in the cities also work as artists and artisans, creating fine goods and wares.

Holidays

Spring’s Renewal – Held yearly during the early spring is a week of celebration and competition. Activities include tournaments of combat, art shows, cooking competitions, parties, speeches from the councilors and their families, and sharing of news. 

Autumn’s Mourning – During the late fall is a week of reflection and mourning. During this week people are expected to work as little as possible and are quiet. It’s said even the swamp is silent during this week. People lost are remembered.

Government

Since the beginning of recorded history Lodour has been ruled by the Cypress of Blood and its five councilors. Each councilor bears a small patch of bark on their skin. This occurs when the Cypress of Blood selects a new councilor. There is no set time for when the Cypress of Blood chooses to add or remove a councilor. Councilors have been known to have erratic times of service to the great tree. It could just be for a season, or in some rare cases a councilor’s life may be extended beyond its normal compacities. 

Each councilor has responsibilities of government that do not overlap with another councilor’s responsibilities. However there is no guarantee that those responsibilities might not change depending on the Will of the great tree. Socially, each councilor represents a family of influence. The family becomes an extension of the councilor’s responsibilities and helps facilitate accomplishing their goals. It is not uncommon for unknown families to rise in influence overnight if a member is chosen as a new councilor.

Major Families and People

Cypress of Blood – Sovereign of the kingdom of Lodour. This great Cyprus tree with blood red leaves is a sentient tree that has sat in the heart of Mistglen since before recorded history. It is said at first there was the great tree, and then Mistglen built around it. The tree is unique in that it communicates only with its five selected councilors and no one else. Some would say that it’s just a tree, but others believe that it actively works with the councilors to decide the fate of the kingdom.

Emanuel Dugal – A young adventurer with a family line that stretches back to some of the greatest adventurers of Lodur. After having issues with the law and his drink, he has been tasked with delving into Mortik’s Fortress and discovering its secrets.

Councilor Kris Sinclair – Councilor of Education and Arts. Credited for the establishments of several schools throughout the kingdom that have been used to raise literacy rates by 15%. However she is also known for her focus on her pet project of Krithian’s Ferry. Over the last 20 years, she has subsidized the arts with large amounts of government resources to grow tourism in Krithian’s Ferry, allowing the city to maintain a large tax stream for the kingdom.

Councilor Aron Kane – Councilor of Warfare. This old man should have died many times over. Not only from combat but old age. Kane served as the Councilor of Warfare for over 50 years, and before Kris Sinclair, he was the Councilor of Education and Arts for five years. If you are to lay eyes on him, he still looks to be young and vibrant, showing no signs of his age. 

The Swamp Witch Azalea – The most known of the Necrotic Saprophytes. She is often seen within the Black Willow conducting odd experiments with mysterious plants and fungi. In general, she is reclusive unless approached with something of interest to her.

Relations with Other Nations

Cypress of Blood – Sovereign of the kingdom of Lodour. This great Cyprus tree with blood red leaves is a sentient tree that has sat in the heart of Mistglen since before recorded history. It is said at first there was the great tree, and then Mistglen built around it. The tree is unique in that it communicates only with its five selected councilors and no one else. Some would say that it’s just a tree, but others believe that it actively works with the councilors to decide the fate of the kingdom.

Emanuel Dugal – A young adventurer with a family line that stretches back to some of the greatest adventurers of Lodur. After having issues with the law and his drink, he has been tasked with delving into Mortik’s Fortress and discovering its secrets.

Councilor Kris Sinclair – Councilor of Education and Arts. Credited for the establishments of several schools throughout the kingdom that have been used to raise literacy rates by 15%. However she is also known for her focus on her pet project of Krithian’s Ferry. Over the last 20 years, she has subsidized the arts with large amounts of government resources to grow tourism in Krithian’s Ferry, allowing the city to maintain a large tax stream for the kingdom.

Councilor Aron Kane – Councilor of Warfare. This old man should have died many times over. Not only from combat but old age. Kane served as the Councilor of Warfare for over 50 years, and before Kris Sinclair, he was the Councilor of Education and Arts for five years. If you are to lay eyes on him, he still looks to be young and vibrant, showing no signs of his age. 

The Swamp Witch Azalea – The most known of the Necrotic Saprophytes. She is often seen within the Black Willow conducting odd experiments with mysterious plants and fungi. In general, she is reclusive unless approached with something of interest to her.