The Crusader Kingdom of Mendev
"Hope is a priceless resource — I had no choice but to give it wings." - Queen Galfrey I of MendevAlthough the continent of Mendev bears the name of the kingdom founded upon it, it is important to distinguish the kingdom of Mendev - which only occupies roughly half of the island - from the Worldwound that cannot be claimed under Mendevian rule. Built upon the ruins of old Sarkorian encampments, Mendev has become a bastion of life and holy might amongst an otherwise unholy and deadly wasteland. The crusaders and the commonfolk of Mendev defy the odds when they wake every morning, all of them awaiting with bated breath the day that the demons will finally outsmart them and put an end to their defiance. Yet the Mendevians never stop fighting. Guided by their faith in the goddess Muir and their beloved Queen Galfrey, they hold on to faith that one day the Worldwound may be closed, forever ending the threat to all life on Lloegyr. For a detailed history of Mendev's founding and of the Crusades, see Mendev & the Worldwound.
The Crusades
Having been founded as a crusader state, the Kingdom of Mendev is synonymous with the crusades and knows no existence without them. The crusaders of Mendev act as its standing army, and the crusades form the backbone of Mendev's economy. Life outside of the crusades is an unknown; even the poorest beggar in Mendev cites the piousness of the crusaders when asking for alms, and even the most remote farmers tending the bedraggled land know that their produce will likely go on to fill a crusader's belly. Life in Mendev invariably centers around the crusades, peoples' relation to them, and the consequences of their success or failure. Although there have to date been four numbered, officially declared Mendevian Crusades, the term 'crusade' in Mendevian parlance has come to refer to any and all battle waged against the demons. Even in the absence of an official crusade, demons are an ever-present threat, constantly seeking to break down the holy wards that protect the civilized lands of Mendev, and battles are often waged to gauge the strength of and to thin the ranks of the demonic hordes in times of supposed peace. All of these efforts fall under the banner of 'crusading', and any who take up arms in Mendev are referred to as crusaders. An official, numbered crusade is often only called with the blessing of the Church of Muir (with the exception of the Third Crusade), and represents a major united push against the demonic forces in which all of Mendev participates. Many people born and raised in Mendev go on to become crusaders, and the bulk of the kingdom's forces are Mendevians born-and-bred in sight of the Worldwound. However, Mendev welcomes any able-bodied volunteers willing to swear an oath and wield a sword. Although recruitment is not completely open or unrestricted due to the constant threat of infiltration by demonic cultists, few who make the grueling overseas journey are turned away. As such, a significant portion of the crusader ranks are foreign volunteers. Fighters from all corners of Lloegyr come to Mendev to join the crusades for a variety of reasons; although holy obligation or pilgrimage is the leading reason for enlistment, the crusade has been host to particularly reckless adventurers, glory-seeking nobles, powerful and expensive mercenaries, studious mages seeking to study demonic anatomy up close, and all other sorts of individuals desperate or stupid enough to fight Deskari's seemingly unlimited minions. Any who comes to serve the crusades is considered a Mendevian citizen, regardless of their origins, wealth, or affiliations. This makes Mendev an enticing place for one to escape their past to, so long as they are willing to contend with demons to earn this second chance. However, Mendev offers little to no legal protection to crusaders who are pursued by bounty hunters and other sordid reminders of their origins. Many a bounty hunter has made their coin chasing down a repentant sinner turned crusader.The Worldwound
The Worldwound is the name given to the demon-haunted wasteland that covers the eastern half of the land of Mendev. It was created in an unknown year roughly a century before the First Mendevian Crusade, when a planar tear to the Abyss opened in the barbarian land of Sarkoris. Although it has been contained by the ceaseless efforts of the crusaders of Mendev and by the fortunate geographical location in the middle of the Sinnar Ocean, it remains one of the greatest threats to life on the face of Lloegyr. The Worldwound is one of the only stable, permanent portals to another plane on Lloegyr, and is almost certainly the most massive. Any being is free to pass to and from the Prime Material and the Abyss through the Worldwound, provided they are able to reach it, though arriving in precise locations is quite difficult due to the Wound's chaotic nature. Were demons capable of mass organization, it would almost certainly be the perfect staging ground for a mass invasion of the mortal world; however, few demon lords have shown interest in exploiting the Worldwound besides Deskari and his occasional allies. For more information, see The Worldwound.The Wardstones
Following the failure of the Second Crusade, the high priests of Muir endeavored to contain the demonic threat before it could destroy the fledgling Mendev. With the help of angels in service to the Muse herself, they built the wardstones, linking an array of the structures into a barrier running along the Mendevian border. A wardstone is a minor artifact in the form of a menhir inscribed with runes, and is designed to ward out demons of the Worldwound. Its power must be maintained by regular prayers and annual rituals. The primary purpose of the wardstones is to contain the growing influence of the Worldwound itself, but they also exude a powerful field similar to that generated by a forbiddance spell. A single wardstone exerts this aura in a 300-foot radius, but when multiple wardstones are linked (as in the case of those running along the Mendev-Worldwound border), they create a 300-foot wide path of forbiddance, with the wardstones running down the middle. The Wardstones do not completely prevent demons from crossing them; rather, they inflict severe radiant damage to them as they cross the wide expanse protected by the stones' linked auras. As a result, particularly hardy, fast, or cunning demons are capable of breaking through the barrier. Whether or not they can survive beyond it after being so badly Creatures of planarly evil nature cannot easily pass between wardstones; thus they serve to ensure the demons of the Worldwound cannot venture into Mendev. However, these obelisks must be continuously maintained by priests and protected from demonic attack. The wardstones also prevent any form of teleportation magic from functioning across the borders, whether from a demonic source or otherwise, but do not hinder such magic from functioning normally inside the Worldwound. If a wardstone along a series of linked wardstones is destroyed, the resulting “hole” in the path of the forbiddance effect can be as narrow as a few dozen feet or as wide as several miles, depending upon numerous other variables (such as the terrain, the strength of the other wardstones, and other factors).Major Cities
Mendev is home to two standing major cities; Nerosyan, the capital, and Kenabres to the north. Several towns and noble estates dot the land, but these two remain the most important settlements in the kingdom. The third crusader city, fallen Drezen, resides to the north beyond the reach of the mighty celestial Wardstones. Several large Sarkorian cities were also known in the lands now marred by the Worldwound, though it is unknown how much of them remain after the cataclysmic fall of Sarkoris. The largest city recorded in the histories was Iz, located deep in territory now controlled by the demons for over two centuries.Nerosyan
The Capital of the Kingdom of Mendev, Nerosyan was designed first and foremost as a defensive fortification to hold back the endless demonic hordes of the Worldwound. Strategically placed at the junction where the Egelsee River flows into the northernmost branch of the West Sellen River, Nerosyan was founded on the site of the legendary crusader Sir Mendev's base camp, which itself was built on the ruined site of an old Sarkorian village. Initially a war camp used by the first crusaders, Nerosyan quickly sprung up after the conclusion of the First Crusade as the rapid influx of settlers flooded its grounds. Within a generation it stood as a city in its own right, home to thousands brave enough to settle the lands just outside the Worldwound. Nerosyan is considered a holy city by the Church of Muir, and to the Muse is dedicated the city's principal landmark; The Cruciform Cathedral, a grand cathedral dedicated to the Goddesses' might and glory, is situated in the center of the city, and any place in Nerosyan can be quickly reached by following a road out from the cathedral.Kenabres
Founded much closer to the Worldwound than the more comfortable Nerosyan, Kenabres is the first line of defense against the demonic hordes after the fall of far-off Drezen during the second crusade. Built across a series of graduated tiers that rise from the plains in the east, Kenabres offers a strategically critical view of the demon-infested lands to the east. Kenabres was infamous for being the locus of the disastrous Third Crusade, in which witch hunts and stake burnings ran rampant as the city's inquisitors fervently sought to purify any traces of demonic infiltration from crusader ranks. Although the Third Crusade was put to an end by Queen Galfrey and the Eagle Watch was formed to curb unchecked zealotry, the city is still home to a significant faction of obsessive and paranoid holy inquisitors. The city is ruled by the aging Prelate Hulrun Shappok, an inquisitor who played a large part in the Third Crusade's atrocities. The civility of Kenabres is marred by paranoia on both sides of its populace; the pious crusaders suspect nearly everyone of demonic corruption, while the ordinary citizenry take great care to avoid stepping out of line to avoid being accused of acting as an infiltrator for the demons. Kenabres is also home to Terendelev, a mighty silver dragon who has joined the crusades and taken it upon herself to defend the city from the demonic hordes. Terendelev saved the city from certain destruction when she managed to drive back the balor Khorramzadeh at the beginning of the Fourth Crusade, and is hailed as a hero when she takes to human form and patrols the streets. Kenabres' destruction and Terendelev's head are thus the prizes most coveted by Khorramzadeh, whose return all residents of Kenabres fear.Drezen
Founded on the northwestern edge of the Worldwound, Drezen stood as a daunting fortress-city that was built quickly after the First Crusade. Its presence was meant to be a defiance of the demons, and from its citadel flew the holy crimson banner known as the Sword of Valor. However, the folly of Staunton Vhane saw Drezen fall to the demons only a short eight years after its founding. Drezen has since been the seat of the powerful demonic general Zurha Aponavicius, a terrifying and bloodthirsty marilith. The reclamation of Drezen has been a distant dream of crusader leadership for decades, but no campaigns have ever managed to so much as breach the walls.Government
Mendev is, in theory, governed by the Paladin-Queen Galfrey, known far and wide as the Sword of Muir. She is a noble and just leader, who manages to balance leading Mendev compassionately with the necessity of continuing the crusades, so that the demons can be held back. Queen Galfrey's leadership of her own people is limited in scope, however; outside of the walls of her fortress-capital of Nerosyan, the long distances and dangers of both hostile terrain and demonic attacks make communication infrequent and law enforcement difficult. As a result, the various commanders in control of the various cities, towns, and garrisons throughout Mendev are afforded an inordinate amount of leeway in interpreting her rulings. Some commanders take more liberties than others, often commensurate with their loyalty to the Queen. This fractured leadership has led to division within the crusader ranks, making a true unified front difficult to muster outside of times of genuine crisis. The nation remains in a fragile state, with unchecked violence lurking just below the surface of diplomacy at all times. The government spends nearly all available resources in fighting the external demonic foe, which leaves little left over to put out regional disagreements. Next to the Queen, Prelate Hulrun of Kenabres, leader of the nation's inquisitors, is the most respected and prominent political figure. Even though he is getting on in years, he has lost none of his zeal for purity in the crusader ranks; a quality that some respect, and others fear. The nobility of Mendev is likewise hindered by the realities of living on the edge of the Worldwound. Most of the noble houses in Mendev are considered 'new money' and are descended from either decorated warriors of the First Crusade, or from opportunistic merchants who struck their fortunes from the dividends of the First Crusade's success. The nobility may act with varying degrees of impunity and wield influence over political matters, but Galfrey's word and the needs of the crusades supersede all things in Mendev. Therefore, even the most cynical and godless Mendevian nobles contribute some of their wealth to the crusades in between their lavish feasts and gatherings.Populace
The majority of Mendev's population is human, comprising nearly three fourths of the mortal inhabitants of the kingdom. There exist significant dwarven, elven, halfling, gnomish, and dragonborn populations as well. Mendev is notable for an unusually large aasimar population, likely owed to the congregation of devout individuals and frequent cavorting with heavenly entities to support the crusade. As Mendev is a young kingdom, it has little cultural heritage of its own outside of the crusades, and the influx of both volunteers and economic support from multiple nations means that Mendevians are a culturally diverse bunch. A crusader from Khemit might purchase his arms and armor from a blacksmith originally from Bard's Gate, and then return home to greet his neighbor hailing from the Xha'en Hegemony. This diversity is a point of pride for Mendev, but it is also an occasional cause of friction between crusaders; one that is quick to be ironed out by commanders with sense. There exists an ever-dwindling amount of Mendevians who claim descent from the Sarkorian tribes. This is difficult to prove, however, given that the Sarkorians kept few hidden records and a vast majority of their monuments and temples lie in ruins beyond the Wardstones. Rumors persist of hidden pockets of living Sarkorians remaining in the wilds, though these tales are difficult to verify without chancing across roving demons. Unfortunately, not all peoples are treated equally within Mendev's borders. The tiefling population of the nation, focused mostly in the poorer sections of Nerosyan and Kenabres, are looked upon with suspicion and mistrust by the Mendevian crusaders and people who hold the crusades in high regard. Even though many tieflings in Mendev descend from crusaders themselves, this does little to combat the prejudice people have towards fiendish scions living amongst them. Tieflings in Mendev often turn to crime out of defiance of racial prejudices and lack of opportunity (such as the infamous 'Thieflings' guild of Kenabres), and those few who join the crusades face an uphill battle to earn the respect and admiration of their comrades. The demonic population in and around the Worldwound is impossible to gauge, since the demons often come-and-go through the planar rift and will as often kill each other as they will kill crusaders. Estimates range from the hundred-thousands to the possible millions. A vast majority of the demonic hordes are lower level demons, herded together by cruel leaders such as nalfeshnee and mariliths. Balors are known to appear in the lands of the worldwound, albeit infrequently, and the spotting of one is cause for great alarm among crusader ranks. Local legend speaks of tribes of underground-dwelling beast-men known as 'Mongrels'. These mongrels are said to be half-man, half-beast, appearing as ordinary humans with odd animalistic mutations such as antlers, patches of furred skin, extra eyes and fingers, and other such irregularities. Thus far, no official proof of the mongrels' existence has come forth, but this has not stopped the use of their image as a bedtime story to scare misbehaving children.Religion
The worship of Muir the Muse is the dominant religion throughout Mendev. The kingdom respects the Church of Muir as a divine authority, and the Queen ceremonially derives her authority from the High Priests of Muir. A vast majority of the populace and the crusader ranks venerate Muir as their primary deity, for she is the divine embodiment of everything the crusades - and therefore Mendev - stand for. This is not to say that Muir is the sole divinity worshiped in Mendev. Solanus has a large congregation in Mendev, as praying for the healing and safety of the crusaders is common among civilians. Vanitthu is also prayed to for protection, especially in settlements settled just at the barriers provided by the Wardstones. If a deity is kind and graceful to their followers, then their names are muttered by at least one soul in Mendev. The faithful of Desna also have a presence in Mendev, as the act of volunteering for the crusades is seen as a long and arduous journey in service to the unfortunate and defenseless; a holy act in Desna's eyes. However, the chaotic nature of Desna's followers and the Great Dreamer herself causes some friction with the rigidly lawful, pious Muiran rulers of Mendev's settlements. Many of the supposed 'witches' burned at the stake or otherwise executed during the disastrous Third Crusade were Desnans unwilling to compromise their faith for the comfort of the inquisitors. Loathe as the government is to admit it, demonic cults run rampant in Mendev. The nation's proximity to a rift leading straight to the abyss means that its populace, constantly threatened with death either by demonic hands or zealous blades, are easily contacted and swayed by abyssal voices. Mortal cultist infiltration is the greatest threat to the modern crusades, since the Wardstones deter most major invasions. Although Deskari is the chief demon lord presiding over the Worldwound's demons, there are cults dedicated to several demonic sponsors throughout the land. Baphomet is particularly notorious among crusaders due to his followers' excellence in subterfuge and infiltration. Malcanthet's succubi and lilitu are also a significant threat, given their ability to lure faithful crusaders into debauchery and evil with ease.Architecture
Like her people, the architecture of Mendev is an eclectic mix of many differing styles that reflect the people of many lands and nations that came together to build them. One can often find the old 'cores' of Mendevian cities by seeking the utilitarian structures of old fortifications and military encampments, around which the more aesthetically pleasing modern cities were built. Even the most elegant of Mendevian buildings carry a strong, sturdy look about them out of necessity however, giving the kingdom an austere and brutalist visual identity.Geography, Weather & Agriculture
Despite legends of Sarkoris' natural beauty and a century of Mendevian cultivation, the land of Mendev can be charitably described as hostile to mortal life. Viable farmland is rare, and natural flora and fauna struggle to survive. The creation of the Wardstones and decades of holy purification have made the land at least somewhat livable, but even the most diligent farmer will face tedium and backbreaking work to produce healthy and uncorrupted crops. Most kitchens in Mendev are equipped with healthy stores of cleansing solutions, added to stew pots to combat abyssal corruption that has seeped into the very land and into the foods it produces. As a result of the difficulty in tending the land and herding cattle, Mendev imports many of its necessities and foodstuffs from overseas. Mages and priests able to conjure food are treasured in Mendev, and are often begged for meals faster than their magical abilities can hope to match. Travel is similarly impeded by abyssal influence. Legends speak of the rolling fields and smooth hills of Sarkoris, but these have given way to scars on the land that defy all reasonable expectations of geographic formations. Old roads will suddenly be interrupted by massive, unexplained ravines. Mountains can be found cleaved vertically in twain, both halves leaning into another. Gigantic, jagged cliffs often jut out of the earth without rhyme or reason, casting unnatural shadows over the land below. Ordinary natural features of the land are cherished in Mendev, and the sites of Nerosyan, Drezen, and Kenabres were all chosen for their proximity to relatively sane geographic features. The abyssal corruption of the Worldwound also affects the weather of the region. Mendev's weather will sometimes and without warning shift to supernatural occurrences akin to plagues from religious texts. On more than one occasion the clouds above have rained unnatural substances, such as blood, pitch-black tar, jagged crystals, or even teeth. Ash storms have coated entire cities at a time, and lightning bolts can strike the firmament without so much as a stormcloud to warn the people below. These weather phenomenons strike randomly and without warning, with Mendev sometimes going a decade or more with no such strange occurrences. The worst of the chaotic weather occurs in the closest proximity to the Worldwound, where the abyssal influence is strongest, but Mendevians the nation over brace themselves for when the skies next decide to play another fiendish trick on them. The weather is not the end of the Worldwound's strange effects on the natural order. The sky of Mendev is notably quite alien to visitors; when it is not perpetually overcast, it often looks wrong. Dawn comes later and nights fall earlier than in other lands. On some days, the sun rises in the west and sets in the east. At night, there can sometimes be too many or too few stars, often appearing in patterns unknown on Lloegyr. The twin moons can even be spied ignoring their logically charted phases, appearing full one eve and completely dark the next, if they even happen to appear at all. While Mendevians are used to the odd aspects of their homeland, that makes them little better to live with. Travel overland is a demanding and difficult endeavor, and embarking on the roads alone is almost unheard of. This makes running letters and communication between cities a demanding affair, adding to the isolation each of the Mendevian cities and fortresses feels.Defense & Justice
There is no distinction between the crusaders and the standing guardsmen of the cities of Mendev; all that serve the crown with a blade in hand are known as crusaders. Even the lowliest guardsman keeping watch over a small hamlet is expected to take arms up against the demon horde should it be required of him. Law enforcement is carried out by men who go out crusading a mere day later, or by Inquisitors seeking to maintain order in the fragile kingdom. Given the severity of the demonic threat and the daunting prospect of making a living out in the untamed lands between Mendev's cities, banditry is uncommon in the kingdom. Crime is almost entirely focused in the settlements of Mendev, with a flourishing criminal enterprise in Kenabres being the nexus of illegal activity in the region. Kenabres' inquisitors are often too preoccupied with snuffing out cults hiding in the city to pay too much attention to nonviolent criminals, and some criminals even rat out burgeoning cults in their stomping grounds in an agreement with the city's lawmen. While Nerosyan and Kenabres have courts and magistrates, most punishment in Mendev is carried out by the highest military commander in a given area, or by their subordinates. Trials are more akin to military disciplinary hearings, and execution is an all-too common sentence doled out in response to relatively light offenses. Due process is practically unheard of in most of Mendev, and guardsmen have every right to toss suspicious individuals into a cell and ask questions later. The threat of infiltration is considered too great a threat to take chances, leading to Mendevian Law's severe and unforgiving reputation.Organizations
The Inquisitors of Muir
An order of Inquisitors seeking to enforce Muir's dogma and holy righteousness in Mendev has existed ever since the conclusion of the First Crusade. They task themselves with ensuring that the crusader ranks remain pure against corruption and demonic influence. The Inquisitors have stopped many a cult from striking grievous blows against the crusades, and many could argue that without their efforts, Mendev would have fallen long ago. Yet they are just as feared as they are respected, for in their zealotry the Inquisitors have been known to go too far or jump too quickly to accusation. Many are those that have been executed by the Inquisitors, only to be posthumously absolved when evidence presents itself at a later date. Because of their extreme methods, the Inquisitors are not officially sanctioned by the Church of Muir. Yet they are not officially denounced either, and many believe that such ruthlessness is necessary when demonic invasion is always a few lax guard shifts away.The Eagle Watch
The Eagle Watch is an order of knights headquartered in Kenabres that answers directly to the Queen herself. Led by the paladin Irabeth Tirabade, the Eagle Watch is responsible for keeping their fellow crusaders on the compassionate path, unlike the Inquisitors who are more interested in an uncompromising approach to stability in their ranks. The Eagle Watch was formed after the horrors of the Third Crusade and dedicated itself to preventing them from occurring ever again. Less compromising crusaders, especially the Inquisitors under Prelate Hulrun, often butt heads with the Eagle Watch and consider them to be bleeding-heart meddlers who are too soft on corruption in the ranks. This of course means that the average citizen puts far more trust in the Eagle Watch than the Inquisitors.The Condemned
The Condemned are a special auxiliary unit of the Crusaders, whose ranks are filled with criminals, killers, political prisoners, attempted deserters, and other such undesirables. Those who commit misdeeds in Mendev but manage to avoid the death penalty are often conscripted into the Condemned, where they soon meet their death in service to the crusades instead. Looked down upon due to the unsavory types that fill their ranks, The Condemned are often assigned to horrific and extraordinarily dangerous missions. Their casualty rate is staggering, a fact that few crusaders seem to mind.The Thieflings
Most prominent among the criminal enterprises in Mendev, the Thieflings took a pejorative moniker assigned to them by the city guard of Kenabres and rebranded it as a badge of honor and notoriety. The Thieflings accept only tieflings into their ranks, and use the proceeds from their illicit activities to procure a better life for its members who live discriminated lives in Mendev. Although they are at odds with the law of Mendev due to their participation in theft, prostitution, racketeering, and other such ventures, the Thieflings are not stupid enough to cavort with demons and their minions. Indeed, the Thieflings have an arrangement with the law in Kenabres, and report any and all cult activity to the zealous inquisitors. In exchange, their activities are overlooked to an extent, though the Thieflings are careful to push this privilege too far.The Order of the Godclaw
Perhaps the newest among the major Hellknight orders, these Hellknights revere a unique dogma borne from a combination of the most lawful aspects of five lawful deities; Muir, Thyr, Vanitthu, Anumon, and Asmodeus. These Hellknights follow their doctrine, which they call the Godclaw, to stamp out disorder and oppose the forces of absolute chaos. The Order of the Godclaw operates throughout Lloegyr, but its chapter in Mendev is its first and oldest. Founded soon after the First Crusade's conclusion, the Order of the Godclaw established their home at Citadel Dinyar; this imposing holy fortress is one of the few standing, mortal-inhabited structures beyond the safety of the Wardstones. Throughout the history of the Crusades, the Order has had a tense and difficult relationship with the crusaders. Although they both oppose demonkind with fervor, few crusaders are willing to work with Hellknights to accomplish their goals. Hellknights of the Godclaw fought and achieved tactically critical victories during the otherwise doomed Second Crusade, but called off their support for the crusades when the witch hunts were ignited in the Third Crusade. Despite common belief, the Hellknights of the Godclaw opposed such foolish wastes of life, seeing it as weakening the cause of the crusades as a whole rather than strengthening it. The Order of the Godclaw participated sporadically in the Fourth Crusade, acting on their own authority and often clashing with crusader forces just as often as they did against the demons. They do not heed Galfrey as their sovereign, and instead seek to act according to their own rigid dogmatic beliefs. Time will tell if they will once again become an ally of the crusaders.The Demonic Cults
Infiltration is an ever-present threat for the crusaders of Mendev. Even with paladins abound throughout the kingdom, cults are able to operate covertly, disguising their true nature through subterfuge and clever deception, awaiting their time to strike when the opportunity presents itself. Though the Inquisitors are known to ferret out many a demonic cult before they gain too great a foothold in civilized lands, the cultists remain tenacious and frustratingly difficult to track. Given Mendev's proximity to the Worldwound, many citizens and even crusaders are subjected to demonic temptations. For many mortals, the siren-song of an alluring lilitu or incubus is too much to resist. Others grow frustrated with the seemingly endless crusades, and give in to corruption out of despair. Whatever the reason, the cults are never wanting for membership, for the harsh realities of the crusades create recruitment opportunities aplenty. The most dangerous of the cults in the Worldwound is a band of Baphomites known as the Templars of the Ivory Labyrinth. The Templars are prodigious deceivers, masters of disguise, and insidious plotters through-and-through; they specialize in impersonating pious crusaders, using Mendev's own faith against it to leverage themselves into positions of power. For every cell of the Templars flushed out by the Inquisitors, two more seem to arise in their place, and it is perhaps only a matter of time before they strike at a truly vulnerable gap in Mendev's defenses.Planar Influence
The Worldwound's presence by Mendev makes an abyssal influence obvious. However, the infinite demonic realm is not the only planar presence in Mendev. Thanks to the significant holy fervor of the crusaders standing in the face of unfathomable evil, the heavens have not turned a blind eye to the faith of Mendev. Angels serving Muir have sighted amongst crusader ranks from time to time to render aid in battles where the need was great. The forces of the Upper Planes are careful to not involve themselves too heavily, however, for to commit fully to stopping the Worldwound carries the possibility of enticing the demons to respond in full force to battle their hated angelic foes, instead of merely committing the forces of only a few demon lords to the cause. Such a battle between the Heavens and the Abyss could be cataclysmic in scope, and thus such intervention is done with great care and consideration. Angels of the Upper Planes are not the only interplanar force to have an interest in the Worldwound, however. Cunning and enterprising devils have been known to involve themselves in the affairs of the crusaders in order to strike at the demons, their hated enemies in the Blood War. Much like the angelic forces, devils are careful to not commit too many resources to this approach, as the opening of another front in the Blood War on the material plane would be a veritable disaster.Notable Individuals
Queen Galfrey I of Mendev, The Sword of Muir
Foerdewaith Human - Female - Lawful Good - Born c. 3399
Queen Galfrey is the first, and so far only monarch in Mendev's century of existence. From a humble beginning as a daughter of a failing noble house, Galfrey rose to prominence as the most capable and charismatic of Sir Mendev's apprentices. When the First Crusade concluded with Mendev's death at the hands of Deskari, Galfrey was left in charge of the remaining crusaders; a position of prominence she leveraged to compel the Church of Muir to crown her as the Queen of Mendev.
Galfrey is a woman of many talents; she is a cunning strategist, a seasoned leader of men, and a powerful paladin whose ability to wield Muir's holy wrath knows few peers. However, as a stateswoman, outside observers see her shortcomings; Galfrey is clearly more preoccupied with continuing the crusades than building and guiding a lasting nation. Few can blame her for this given the apocalyptic situation brewing just outside of her bedside window, and she compensates by delegating a talented coterie of advisors and managerial staff that handles much of Mendev's day-to-day.
Despite being a human veteran of the First Crusade - an event that ended nearly a century ago - Galfrey retains the appearance of a perpetually youthful woman. None have seen her sport so much as a wrinkle or a single gray hair in her century of rulership, and many believe that such a blessing is proof that she is a chosen of Muir herself. Galfrey does little to dispel these rumors for the purposes of morale and awe, but the truth of the matter is that her youth is maintained through regular use of a staggeringly expensive elixir that prolongs her life and renews her youthful vigor.
A devout servant of the Muse, Galfrey has become a figurehead and icon to her people like few rulers can hope to achieve. She is said to be the heart and soul of the crusades themselves, and she is revered throughout the kingdom in a manner akin to a living saint. As such, many demons of the Worldwound crave her corruption or her death - Deskari most of all.
Galfrey has notably never married nor bore children, and seems to have no intention of doing so anytime soon. The crusades, as they say, are her first and only love. This does put the matter of succession in the event of her death into question - but few Mendevians seem to believe that their Queen can be killed at all.
Saint Mendev, First Among Crusaders
Foerdewaith Human - Male - Lawful Good - Born c. 3360s - Died 3425
The man that became Saint Mendev was born Grigori Mendev, a poor farmer's son living in the remote corners of the Stoneheart Valley. Adventurous to a fault as a young boy, he felt destined to leave the fields and go on to greater things; a wish that came true when a passing knight recognized the lad's gumption and took him on as a ward. Mendev faced significant challenges as a peasant turned squire, but when all was settled, he was counted among the finest of Muir's knights.
Faced with a crisis of faith after the Lyre Valley was compromised and the High Altar of Muir was lost, Mendev embarked on a pilgrimage of self-discovery and enlightenment that would eventually snowball into the popular movement that became the First Mendevian Crusade. Though he never fancied himself a general, Mendev nonetheless waged a successful campaign in Sarkoris, a land that many thought was forever lost to the demons, proving not only his might, but his piety and ability to lead.
Mendev met his end when he was mortally wounded on the banks of the River Sellen, falling to a blow inflicted upon him as he managed to strike down the demon lord Deskari with his holy might. Although he would never see the Kingdom that would bear his name, Mendev was canonized as a saint in the Church of Muir for his service as a crusader and martyr of the highest order. One of the extraordinarily rare mortals to ever slay a demon lord of the abyss, Mendev is revered as an exemplar for paladins everywhere, and is cited as a reminder that being of low birth is no reason that one cannot serve with distinction.
His tomb remains a prominent landmark in Nerosyan, and is featured as one of the holy sites within the Cruciform Cathedral. Many fledgling crusaders visit his resting place to seek his blessings before going into battle against the demons. Even though Deskari managed to reform in the abyss as all demon lords are able, the Lord of Locusts has never forgotten his demise at the hands of Mendev, and has sworn vengeance on all who revere the saint's name.
Prelate Hulrun Shappok
Arkaji Human - Male - Lawful Neutral - Born c. 3442
The man that became Prelate Hulrun was born in Kenabres, the son of two decorated Crusaders who served at Drezen before it was lost. When he was a child, Hulrun's father fell prey to demonic manipulation and defected to the Templars of the Ivory Labyrinth, the prime cult of Baphomet. The former crusader proceeded to lure a congregation into a public celebration of Muir's virtues, only to poison the wine given to attendants. Thirty-seven people dropped dead in broad daylight in the middle of Kenabres, and Hulrun's hatred of demonic infiltrators was born.
When he was barely a man, Hulrun participated in what would become the infamous Third Crusade. Following the zealous Inquisitors in ferreting out corruption in Mendev's crusaders, the young Hulrun spurred many executions against accused heretics, slaying as many demonic servants as he did innocents in the name of purity. By the time the Third Crusade was halted by the order of Queen Galfrey, Hulrun had been made an Inquisitor himself, beginning a long career in hunting down that which was unholy.
Some believe Hulrun to be a hero willing to make the difficult decisions needed to contend with the Worldwound, while some paint him as an irredeemable monster even worse than the demons. The truth is likely somewhere in the middle, and regardless of his reputation as an Inquisitor, Hulrun's loyalty to the Crusades is without question. For his successes and unfaltering defiance of abyssal forces just outside of Kenabres' gates, he was elevated to the head of the Inquisitors and to the office of Prelate, granting him rulership of Kenabres by the authority of the Queen. He is thus second in authority in Mendev only to Queen Galfrey herself.
Hulrun's reputation continues to be mixed decades into his rule, loved and hated in equal measure by the people of Kenabres. A man of roughly eighty winters, Hulrun maintains a prolonged life through sheer holy devotion empowering his soul and mortal vessel. As he gets on in age, Hulrun's paranoia seems to be worsening, bringing back echoes of the Third Crusade. Too much time has passed without a major demonic initiative, and Hulrun wants to strike first before the cultists can. After all, they are everywhere, always watching…
Lady Terendelev, the Silver Maiden
Silver Dragon - Female - Lawful Good - Birth Date Unknown
A mighty silver dragon turned crusader who has taken Kenabres as her own personal protectorate. Terendelev has lived in the area of Kenabres for many centuries, and consorted with the druids of Sarkoris in her youth. When the land was lost to the Worldwound, Terendelev retreated to her lair and waited, for even a being as powerful as she was unable to match the might and sheer numbers of the demonic hordes.
Decades into her seclusion, just as she was pondering departing Sarkoris for good, Terendelev was alerted to the arrival of the crusaders from across the ocean. She observed their progress silently, believing their cause to be futile; she was proven wrong when even the Lord of Locusts himself was felled.
Thus, when the Second Crusade was called and the crusaders were pushed to the brink after losing Drezen, Terendelev made herself known and joined the fight. Perhaps it was out of a sense of guilt for not aiding the First Crusade, or out of loneliness borne of a century of isolation. Whatever the reason, the crusaders hailed the arrival of their draconic ally, who was critical in bolstering the Mendevian front lines as the Wardstones were constructed.
Ever since then, Terendelev has served the crusades as the protector of Kenabres, and was instrumental in repelling the assault of Khorramzadeh the Storm King at the onset of the Fourth Crusade. Considering herself a crusader just like her more mortal fellows, Terendelev is a common sight in Kenabres, where she regularly patrols the city streets in human form with several paladin compatriots. So long as she lives, so too do the people of Kenabres believe their city shall stand against the threat of the demons.
Irabeth Tirabade, Captain of the Eagle Watch
Half-orc - Female - Lawful Good - Born c. 3490
Irabeth was born to a full-blooded orc crusader and his human wife, and has followed in her father's footsteps for as long as she can remember. A devout paladin of Muir, Irabeth was singled out and knighted by Queen Galfrey herself for exemplary bravery and compassion, and is one of Mendev's foremost heroes in the time since the Fourth Crusade's end.
Known for her kindness and embracing of many creeds and faiths coming together to bolster the cause of the Crusades, Irabeth justly leads the Eagle Watch in Kenabres. As captain of this knightly order, Irabeth pursues the same cause as the Inquisitors, but clashes with Prelate Hulrun due to her preference of rehabilitating the wayward, rather than executing them before they can swear loyalty to the demons.
Captain Irabeth resides in Kenabres with her wife Anevia, who is her shadow both in life and in duty. The two are a formidable pair, and though their differing specialties see them apart for often weeks at a time, the two always find a way to reunite.
Anevia Tirabade, Shadow of the Eagle Watch
Heldring Human - Female - Neutral Good - Born c. 3488
Anevia was the child of a prostitute who was swayed into a demonic cult only a few years after Anevia's birth. Although she was able to escape such a sordid life, it left a mark on her. As an orphan in Mendev, she had few options but to take refuge with the temples; luckily for her, the temple of Desna in Kenabres gave her a place to belong.
With a talent for stealth and reconnaissance tempered by years on the streets, Anevia was a natural candidate for the dangerous occupation of scouting for the crusades. She served with distinction and rarely found herself in trouble, until one particular mission beyond the wardstones saw her captured and prepared to be sacrificed by cultists of Baphomet.
The timely intervention of a half-orc paladin saved Anevia's life, and when Anevia laid eyes upon her savior, it was love at first sight. Anevia has served alongside her now-wife Irabeth ever since, and puts her scouting expertise to work as a spy for the Eagle Watch in Kenabres. She is known for her capacity and willingness to do the dirty work that the paladins of Muir will not, and has an uncanny knack of learning secrets that people believe to be completely hidden from others.
Staunton Vhane
Hill Dwarf - Male - True Neutral - Born. c. 3346
Staunton Vhane is a veteran of the First Crusade, who saw action and earned glory in battles all throughout the Worldwound. A mighty war cleric of Barator, Staunton slew scores of demons with his glaive and holy magics, and for his devout service, he was awarded the opportunity to command the newly built fortress-city of Drezen as its commander.
Unfortunately, knowledge of Staunton's successes are vastly outweighed by his infamy, for Staunton is reviled throughout Mendev as the man who handed Drezen over to the demons and caused the Second Crusade. Tricked by the Minagho the lilitu into removing the powerful Sword of Valor from Drezen's citadel, Staunton fell from grace as quickly as he rose to it, and it was only through Queen Galfrey's mercy that Staunton was spared execution in exchange for a lifetime of service as one of the Condemned.
Staunton now lives a miserable existence. Despite being one of the few living veterans of all four numbered crusades (a distinction held only by figures such as Galfrey herself), his loss of Drezen has left a permanent mark on his reputation. Crusaders that come across Staunton take the opportunity to spit on him, push him into the mud, and humiliate him in any number of creative ways. Staunton takes these offenses with a straight, unmoved face, knowing that the other crusaders are waiting for an excuse to put down the wretch that he has become for good.
A bitter and broken individual, Staunton has lost his faith and thus his cleric powers, but retains a degree of martial might matched by few in the ranks of the crusades. Many question why Staunton has not ended his own life or rushed into death at the hands of the demons, but most blame his enduring survival on the legendary stubbornness of dwarvenkind.
Count Daeran Arendae
Protector Aasimar - Male - Neutral Evil - Born c. 3499
The sole living member of House Arendae of Kenabres, a noble house that was massacred by demonic invaders during a feast held to commemorate his tenth birthday. Daeran is a prominent member of Mendevian nobility, an active socialite, and is a distant cousin of Queen Galfrey.
Daeran's prominence in Kenabres is not due to any devoted support of the crusades, nor a committed involvement in local politics. Count Arendae is, in fact, famous solely for being a hedonist and a reveler of unmatched audacity. Known for his lavish parties, obscene wealth, elaborate publicity stunts, and venomously polite demeanor, Daeran makes an unforgettable impression on others whether he is hosting an orgy or facetiously attending a Muiran religious service.
Count Arendae is beloved by his fellow hedonists, and reviled by the pious crusaders. His rivalry with Prelate Hulrun is particularly well-known, with Daeran always managing to skirt the bounds of the law in his relentless pursuit to make Hulrun's life a living hell.
Daeran sees the world as a grand playground and seems to turn a blind eye to the self-sacrifice of the crusaders and the horrors of war. Feats and frivolity, banquets and banter; Daeran lives like the world is ending, and when one lives mere miles from the Worldwound, it very well might be.
Type: Crusader State
Population: ~110,000
Founded: 3425 I.R.
Government: Absolute Monarchy
Religions: Primarily Muir smaller congregations of Solanus, Vanitthu, and Desna and others. Sporadic cults of Deskari and Baphomet.
Imports: Most goods, especially food & weaponry
Exports: Magic items, samples of planar creatures for study
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