The Kingdom of Alpha

Once the whole of the Norwold Protectorate, Ericall’s realm was renamed Alpha after the Great War and is now a member of the New Alphatian Confederate Empire (NACE). It still claims vassal dominions it can no longer command [Alm-Alpha].

Geography and defense

The peninsula is cut off from the interior by the southern mountains; the only land route is Regent Pass, fortified and garrisoned, which marks the kingdom’s true southern limit [Alm-Alpha] [CM1]. The peninsula itself is free of monsters, with farmland between the pass and the capital, but the surrounding mountains hold yetis, sasquatches, goblinoids, wyverns, and (it is said) an ancient white dragon that rules the heights [Alm-Alpha].

Economy and faith

Agriculture (barely enough for local needs), fishing, logging, mining, and trapping, taxed at 20 percent of yearly income. The coinage is the crown (gp), mirror (sp), and judge (cp), with foreign coins in free circulation [Alm-Alpha]. The principal deity is Zirchev, Immortal of hunters and forest-folk, whose oak temple stands outside the city; its sacred birds are said to sing the hymns during prayer [Alm-Alpha].

The situation in AC 1016

By AC 1019 the realm is a member of Nayce (the confederated empire) and the Norwold Confederacy; Queen Christina has borne the heir, Prince Barikan; and the Heldannic Knights, now in civil war, are retreating from the region. The full AC 1019 stat block is on Southern Bay Marches [Alm-Alpha].

Running Alpha as a home base

Alpha is the natural arrival point: ships and would-be lords dock here, petition the court, and take their first commissions. It gives a party a court to navigate (the king-queen tension, the Queen’s Guard, the resented levies), safe streets at its back, and dangerous mountains a day’s ride away. The low-level campaign seeds built around Alpha are in Campaign: Home Bases and Levels 1-3.