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The Siren’s Realm


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To the far west of the Rjurik lands a peninsula of rocky isles juts into the Tael Firth along the southern border. This harsh stormswept coastline is home to the awnshegh known as the Siren. Fleeing from powers she did not understand and could not control as well as those who sought to kill her for it, the Siren found her way to this land around thirty years ago. After defeating the tyrannical awnshegh known as The Dusk Man in a chance encounter as he was killing people on a farm, she absorbed more Azari Blood. Not long after, she found herself in a power vacuum with a loyal following of people. She took up the crown of the land when offered and now, twenty-eight years later, her only wish is to continue to protect those under her and enjoy having a place to call home.

[top]Life and Society

Life in the The Siren's Realm is a harsh one, but no longer is it made harsher by having a tyrant in charge. While over half of the realm's population lives within a three mile radius of the capital of Newtonor, there are still a few hardy souls who seek isolation, market ventures, or self-sustainability in the wilder parts of the realm or in one of its smaller villages. There are more than a few who seek to meek out a life under the Siren as a form of sanctuary. Most of the inhabitants, however, are generally just concerned with feeding themselves and their families than they are with who wields power.


Though the Siren holds final say in all matters, much of he day to day governance of the realm is left in the hands of seven trusted advisors who make sure most of the unimportant things never reach her. They are, however, very careful to not overstep their boundaries in this regard.

Randor, her chamberlin, has worked with her to develop a complex series of hand signals which she utilizes to express her will. If the language becomes overly complicated everything is written.

Cannock and Wisbech are two advisor who also control most of the trade in the realm. They operate and maintain the trade fleets which are the lifeblood of the realm's economy.

The other four members of the council are Birkenhead, Hanley, Thorpe, and Wolds.

Taxes are kept within reason in the kingdom and used mostly to fund the military machine that helps serve as a policing force in the realm and a deterrent for a Halskapan invasion.


Only two temples have been built since the Siren took the crown. Both the one in Newtonor and the one is Port Helen have been dedicated to Nesirie. The high priest of the temple, Ahrek, is regent's closest confidant outside of the council. These are the only two standing temples but many familial shrines to Erik and Vorynn dot the countryside.

[top]The Land

Like much of the land along the Taelshore, the entire realm is rocky, stormswept, and cold. Fishing and hunting are the jobs most find themselves doing if they live outside the capital or one of the few villages scattered around the realm as the ground is hard and unyielding even in midsummer.

[top]Callanlars (2/4)

The northern most province of the realm, Callanlars is a mountainous location. A city bearing the same name is the second most populated town in the realm. It is the secondary hub of mining and is located on the coast along the northern edge of Meler's Strait.

[top]Dantier Island (1/6)

More overseen than owned by the Siren, a trade route has been established with the island to collect some of its special seaweed which is used in certain divination magics. No military has been recruited from here and it is common knowledge that military aid might not come if needed. There are no temples to speak of, it is a fairly lawless place with the only authority being laid down by the collectors of the seaweed and lumber which happen to be Bannier Andien of Andien and Sons. As the base of Andien's operations, this is where Dantier Manor is located.

[top]Gigha (2/5)

A rocky island that is home to a village of the same name on the northern coast of its shores. It's location allows for easy access to the bounty from the deep waters of the Tael Firth.

[top]Newtonor (3/3)

The northern half of this province is mountainous and contains the capital city of Newtonor. As one travels further south the terrain becomes less harsh but by no means gentle. The village of Clyden can be found on the eastern coast along a small bay, and at the far southern point of the peninsula the village of Arkalg can be found.
  • Newtonor - The seat of power in the realm, Newtonor resembles most fair sized towns in the north. Furnaces are often built and ran around the surrounding mines and the rough ingots are brought into the city.
  • Siren's Cry - The residence of the regent is a modest three story villa near the center of the capital and is surrounded by a stone wall. There are two more floors below ground that serve as barracks and prisons. The house is generally staffed with around twelve domestic servants. Many of the Siren's official documents reside in her rather large library. Included therein are many songs written in her own hand. No one seems to know if they have ever been heard.

[top]Port Helen (1/4)

High mountains dominate the central part of this island but the northern and southern points are surprisingly gentle. On the far northwestern point lies the city of Grangem where the great shipyards of the realm can be found. During the stormy season, the lighthouse is kept lit and, on clear nights, can be seen as far south as Dantier Island.

To the south, the town of Port Helen can be found. Port Helen is a stop along the trade route essential for the economy of the realm. Not far outside of the town, a single peak rises high into the air with a hole carved by the wind and rain near its apex. When the wind blows just right, it creates a shriek that can be heard for miles. Though it still long before the Siren ever found her way here and had long ago earned the name Siren's Peak, rumors abound that it called to her down through the years and over the vast distance to bring her here -- to bring her home.


The people are generally satisfied with the rule of the Siren. Many still remember the former ruler and are grateful for the Siren's protection. With the constant threat of Halskapan invasion coupled with the regent's vast power, there is very little political intrigue to be found in the realm.

[top]The Army

The realm's army is comprised of seventy-five Elite Guards (known as the Siren's Guard), and irregular troops levied from her other territories which serve as a roving police force. At any time, at least two hundred of these irregular troops can be found in the capital stationed in the Siren's villa.

Five militia commanders, Bardsey, Govan, Hugh, Ryde, and Shanklin, serve not only as military minds but as constables within the realm. All older and more patient officers as well as former members of the Elite Guard, their skill is beyond reproach. All are loyal and respectful to their regent but none more so than Govan. His family was saved from an attack by the Dusk Man by the Siren herself, and he and his son's would glad lay down their lives in her defense.

Rolf Junnarson is the current Captain of the Elite Guard. A large and honorable man, he is diligent in his work and keeps his men in peak fighting form ready to rush to the defense of the city or the realm. He had hoped that his good and faithful work would be rewarded with affection, but his liege's eye has been caught by another. A problem he plans to rectify very soon with murder.

[top]Important Figures

  • the Siren - Ruler of the domain
  • Dhaelrik - Ranger and lover of the Siren
  • Rolf Junnarson - Captain of the Elite Guard, Spurned lover
  • Birkenhead - Chief advisor
  • Cannock - Chief advisor, Guilder
  • Hanley - Chief advisor
  • Randor - Chief advisor, Chamberlain
  • Thorpe - Chief advisor
  • Wisbeck - Chief advisor, Guilder
  • Wolds - Chief advisor
  • Bardsey - Militia commander
  • Govan - Militia commander, fiercely loyal
  • Hugh - Militia commander
  • Ryde - Militia commander
  • Shanklin - Militia commander
  • Ahrek - High Priest

Dhaelrik, a Rjurik ranger, has found his way into the realm and into the heart of the regent. Little is known about him beyond the fact he has spent a good deal of time adventuring in the Blood Skull Barony. He appears to worship both Erik and Nesirie, but the Siren has refused to let anyone, including her advisors, badger him with questions. Most people to whom this event is relevant, seem to be pleased by it. But the Captain of the Elite Guard secretly nurses jealousy and seeks to kill him.

Rolf Junnarson is the captain of the Elite Guard. He did he job well for years hoping to earn the affection and attention of his ruler. Instead, he now finds the ranger Dhaelrik has caught her eye and his bitterly jealous. He now seeks to murder the man to remove the competition.

Randor may be the man who knows the Siren the best. Developing a series of hand gestures along side his liege as a means to communicate better and being her official chamberlain has afforded him insight into who and what she is on several, more personal, levels. If one wants the best advice on how to petition the Siren, there may be none better qualified than he.

Cannock and Wisbeck hold almost all power when it comes to trade in the realm. Together they own and oversee both the building and operation of the trade fleet of the realm. It is infinitely easier in a land of mountains to take to ship with marketable goods, and that takes one directly into the hands of Cannock and Wisbeck.

Govan is a fiercely loyal servant of the Siren having been saved from the Dusk Man by her hand. He and his sons would gladly and without question lay down their lives for what she had done for them.

[top]Plots and Rumours

[top]Domain Holding Table

Domain Table: The Sirens Realm
Callanlars (2/4)Sr (2)-Can (2)-
Dantier Island (1/6)--BA (1)-
Gigha (2/5)Sr (2)-Wis (2)-
Newtonor (3/3)Sr (2)CTN (2)Can (2)-
Port Helen (1/4)Sr (1)CTN (1)Wis (1)-
Abbreviations: Sr=The Siren; Can=Cannock; Wis=Wisbeck; BA=Bannier Andien (Andien and Sons ); CTN=Coastal Temple of Nesirie

  • Law: The Siren controls all Law in her realm by military force
  • Temples: The Coastal Temple of Nesirie is ran by the high priest Ahrek
  • Guilds: Cannock and Wisbeck have a firm hold on all directly controlled holdings in the realm.
  • Source: No sources have been tapped, but the Siren has ordered it be looked into as a means to keep Halskapa at bay.

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