Wildreach, a sprawling expanse of rugged wilderness, lies on the northern frontier of Pentra. This untamed region, defined by its dense forests, jagged mountain ranges, and sprawling pins, has always been the first line of defense against external threats.
It is both a stronghold and a proving ground for Pentra's knights, where only the most disciplined and courageous warriors can endure the challenges posed by the nd.At the heart of Wildreach stands Ironhold Keep, the indomitable bastion of House Vienar. This fortress is a marvel of mediaeval engineering, built atop a sheer cliff overlooking the River Gryfal. Its towering walls, reinforced with enchanted steel, are designed to withstand the relentless assaults of both men and monsters. Ironhold serves as the headquarters for the renowned Knights of Wildreach, an elite order tasked with protecting the kingdom from barbarian tribes, magical beasts, and otherworldly invaders.
The Knights of Wildreach are Pentra's most formidable defenders. They are seasoned warriors, trained to face both human and supernatural threats. Their code of honor demands loyalty to the crown, the protection of the weak, and the eradication of chaos from the realm. Many legends have been woven around these knights, whose exploits inspire awe and fear alike.
Led by the eldest son of House Vienar, Sir Alric Vienar, the knights have gained a reputation for their exceptional skill in battle and their unwavering courage. Alric, a towering figure with a steely gaze and a battle-hardened demeanor, has become a symbol of Wildreach’s indomitable spirit. Under his leadership, the knights have quelled countless incursions and maintained a delicate bance between the local tribes and the beasts of the region.The northern tribes of Wildreach are fiercely independent, their loyalty to Pentra tenuous at best. While some tribes honor the ancient pacts of peace with the kingdom, others view Wildreach as their sovereign domain and resist the knights' presence. These tensions occasionally erupt into skirmishes, but the knights have always prevailed in maintaining order.
Wildreach is also home to a host of magical and monstrous creatures. From gryphons soaring through the skies to shadow wolves lurking in the forests, remnants of the defeated from the era of gods, the region’s fauna is as diverse as it is deadly. The knights conduct regur patrols to keep these creatures in check, ensuring that they do not spill into the more poputed southern regions of Pentra.
In the fortified town of Gryfal’s Cross, perched on the edge of Wildreach, whispers of Melissa’s inauguration as High Priestess have reached the citizens. Travelers from the capital have brought tales of grand celebrations and the honor bestowed upon the royal family. For the people of Wildreach, this is more than just a royal event—it is a rare occasion that signals unity and hope for the entire kingdom.
The news that Sir Alric Vienar himself will return to the capital for the ceremony has stirred excitement and curiosity. Alric, rarely seen outside the borders of Wildreach, is a figure of near-mythical status to the common folk. His return is seen as a symbol of strength, a reminder that the knights are steadfast in their loyalty to the crown.A convoy of knights, led by Sir Alric, departs from Ironhold Keep, their banners fluttering in the cold northern wind. Cd in gleaming armor and mounted on powerful warhorses, they make their way southward, a living testament to the might of Pentra. Along the way, they are greeted with awe and reverence by vilgers and townsfolk. The people line the roads, cheering as the knights pass, their faith in the kingdom's strength renewed by the sight of these guardians.
As the convoy approaches Luminaris, the capital prepares to welcome its northern protectors. For Melissa, this marks not only the culmination of her journey as the High Priestess but also the unity of Pentra’s diverse regions under a common purpose: to safeguard their future and uphold the light of the Goddess.
Across the kingdom of Pentra, there are whispers that the light of Lumara is not as pure as it seems. The capital is a gleaming city of wealth and luxury, but beyond its gilded walls, the people suffer. In the slums and the overcrowded districts, the common folk speak in hushed tones about the unfairness of the system. Some believe that the selection of the Padins and Holy Knights is not a divine act at all, but a mere political tool—one that ensures the powerful stay in control while the rest of the popution is left in the dark.
The once-celebrated divine selection ritual is now viewed by many as a system of privilege, one that keeps the nobility in power and reinforces the css divisions that have existed for generations. The less fortunate have seen little change in their lives, no matter how much faith they pce in the Goddess. They feel like mere pawns in a game where the outcome is always the same: the rich remain in control, while the poor are left behind.
Among the oppressed, a new movement begins to take shape—one that seeks to challenge the established order and bring the divine light of Lumara to those who have been forgotten. This movement is led by commoners, farmers, and workers who are tired of watching as the light is hoarded by a select few. They call themselves the Lightbearers, a name taken from the idea that all people should have access to the radiance of Lumara, regardless of their social standing.
The Lightbearers believe that Lumara’s light was never meant to be exclusive. They cim that the Goddess’s love is all-encompassing and should shine on every heart, not just those born into noble bloodlines. They argue that the system of divine selection is fwed, that the chosen ones should not be determined by birthright but by merit, by the purity of heart, and by deeds done in service to the people. They call for the Goddess’s light to be shared more equally, that anyone with the will and the heart to protect and serve Pentra should be able to receive the divine magic of Aetherium, not just the noble-born.
As the movement gains momentum, more and more people join the cause, organizing protests, gatherings, and speeches in the streets. The capital, once a bastion of peace and devotion, becomes a city on edge. Tensions rise as the nobility, threatened by the growing unrest, begin to crack down on the Lightbearers with increasing force, accusing them of bsphemy and rebellion.
NOTEThe Map of Pentra
The Kingdom of Pentra is divided into ten regions, each with its own unique characteristics:
Luminaris (Capital): The heart of the kingdom, known for its towering spires, bustling markets, and grand pace. Luminaris is the political and cultural center, housing both the royal family and the main cathedral dedicated to the Goddess of Light. Its streets are filled with merchants, priests, and nobles, creating a vibrant, if sometimes chaotic, atmosphere.
West Ridge: A mountainous region home to miners and smiths. Its rugged terrain is dotted with fortresses and small mining towns. The people here are hardy and industrious, supplying the kingdom with metals and weapons. However, rumors of secret gatherings and rebellion plots have begun to spread.
Sunvale: Known for its fertile fields and vibrant farming communities, Sunvale is the kingdom’s breadbasket. Rolling pins and golden wheat fields stretch as far as the eye can see. The people here are humble and hard-working, with a deep respect for the nd and its bounty.
Ironholt: A fortress city and military stronghold. Ironholt is heavily fortified with massive walls and barracks. It’s the training ground for the kingdom’s knights and padins, and its people are disciplined and fiercely loyal to the crown.
Mistwood: A dense forest inhabited by hunters and rangers. Mistwood is shrouded in perpetual mist, giving it an eerie, mystical quality. The region’s inhabitants are skilled trackers and archers, living in harmony with the forest’s wildlife.
Silvermere: A coastal region famed for its ports and shipbuilding. Silvermere’s bustling harbors are the gateway to trade with neighboring kingdoms. The people here are seafaring and adventurous, with a strong tradition
Cragmoor is a harsh and craggy nd filled with caves and subterranean networks. Cragmoor is infamous for its hidden city, Shadowhaven, a den of thieves and adventurers in the twin region to Ashenveil. The surface has scattered settlements of prospectors and nomads.
Frostpeak: A cold and mountainous region dominated by snow-covered peaks. Small settlements cling to the mountain sides. Hardy mountain folk, traders, and reclusive schors make up the popution. They are known for their resourcefulness and tenacity.
Wildreach The rgest region in the kingdom is a vast wilderness teeming with dangerous creatures. Few settlements exist here, mostly forts and hunting lodges. Knights, adventurers, and rangers stationed here maintain a fragile bance with the wilds. Local tribes revere the nd and its beasts.
Ashenveil