D&D Pages are my own Play Content.
Galax County is a very small area the the north side of the Fringe Sea. It is home to many coastal communities that serve as ports for goods travelling to Astra. Some merchants try the shorter route overland, through the Forsaken Demesne to get goods to Astra. The Sea is not always calm and sometimes the trip is more costly than to take a ship up river to the sea and around to Astra. However, thanks to many who have stepped up to become heroes, the Forsaken Demesne is getting safer by the year.
Elkin is a sea port and a trave village that has grown almost large enough to be called a town. Several thousand permanent residents with several thousand more that travel through the town every year.
Ashland is a town that has a mysterious statue of a comely elven woman at what was made the center of the village.
Not far off is a blighted section of land where no living animal or plant is willing to go. The ground is covered with the viscera of a lot of something that had been massacred but the ground refuses to let the taint settle into it, it is still on the surface of the ground.
Ayer is a hunter's village. This is the village that most merchants travel to to hire protection across the Forsaken Demesne. They have garnered a reputation for being able to effectively combat the monsters in the The Wilds.
Nadkin is in rich volcanic soil. The village is able to produce more than enough to feed the other villages, even though they have their own famers. The volcanic soil allows them to be a bountiful in their farming.
Close by are famed hot springs. The are said to have restorative powers and were used during the war between the Army of the Astral Sea and the devilish and demonic sources. The springs are called "The Nad's" and are a major draw. The safe portion of the springs have those who manage them and keep the safe, there is a charge to use them. There are other springs, further out, and not always safe from Fire Elementals, Magma creatures, the occasional demon or devil and monsters.
Race Position (Communities): Completely Intermixed
Race Position (Segregation): Common Districts
Race Position (Rights): Primary races are superior.
Languages: Celestial, Infernal, Abyssal, and Common
Literacy: low
Technology Level:Race Position (Communities): Completely Intermixed
Race Position (Segregation): Common Districts
Race Position (Rights): Primary races are superior.
Languages: Celestial and Common
Literacy: low
Technology Level: varies by village.
Industries \ Trades: varies by village.
Arms \ Equipment: varies by village.
Government System: allied or associated "tribes"
Ruler(s): Political rules are "tribal" chiefs. Each villages militia is under the command of Marshall Caspian Silversky.
Came to power by: The process of becoming a tribal chief varies by tribe or village, however an usually common rite is to subdue a dragon. Caspian has been invited to take over their militia and assist with "high" crimes, effectively anything that they feel morally unbalanced by.
Social Alignment: Lawful Neutral
Civilization Archetype: Native American tribes
Settlement Type(s): towns and villages.
Settlement Population: 300 to 4,000 per tribe or village
Cultural Archetype: Native American
Rebelliousness: Low
Brigandage: Low from races like Humans, Elves, Dwarves, Gnomes, Halflings, etc. High from monsters, including evil dragons, devils, and demons.
In Year 25, the Elven clans of the southern Demesne were not just fighting a war; they were managing their own extinction. For generations, they had been the failing wall against a chaotic tide of "Proto-Fiends"—devils and demons who had settled the Material Plane before the Hells were even ready. The Elven war effort was a grim social contract: men who had sired a child, and women who had borne two, were conscripted for a war of hopeless attrition.
The arrival of the Army of the Astral Sea was a strategic, divine intervention. Captain Krager Galax, a brilliant Aasimar tactician with eyes that held the cold light of a distant star, was given command of Battalion 7. His mission: land 1,000 Aasimar soldiers on the coast, break the fiendish hordes, and establish a permanent supply line.
Krager's forces landed from the half-mile-wide Gelf River, a defensible western border, and the Gelf Sea to his south. On a key natural harbor, he gave his first order: "Secure the harbor. Build the fort. We are the wall that will not break."
This was Fort Galax. Built by Aasimar hands, consecrated by their Paladins, and supported by the stunned, grateful local Elves, it became the battalion's unbreachable headquarters.
To the desperate inhabitants, Krager's Aasimar were saviors. An Elven elder, a Kiirkyre, was said to have kneeled before Krager, calling him a "savior." Krager, his hand on his sword, replied, "We are soldiers, old one. Salvation is a reward, not a plan. Today, we work."
Krager's strategy, "Operation Seashore," was brutal and efficient. He coordinated his Aasimar mages with the local militias, who, revitalized with Aasimar steel and hope, served as his shock troops. They shattered the coastal fiend-holds and began the grand strategy: to push all fiends north and east into the maw of Hell's Mountain.
Unbeknownst to Krager, this task had just become infinitely harder. The Eastern Aasimar Battalion had been wiped out, its offensive a catastrophic failure. But in its dying breath, it had succeeded in "herding" six more Proto-Lords away from the east... and directly into the path of Krager and the Northern Front.
With the coast secured, Captain Krager initiated "The Great Push." His first great adversary was Asmodeus, the first of the nine Proto-Lords, a being of immense pride and power. The battle against his legion was costly, pushing Krager's Aasimar back until they held a desperate line on a field stained with celestial blood.
As the battle raged, Krager saw the opening. He cut his way to the Proto-Lord, and the war seemed to stop, the two armies watching their champions face one another.
"Your light is an amusing spark, little Aasimar," the fiend boomed, his voice like grinding stone. "Prepare to be extinguished."
Krager adjusted his grip on his longsword. "You misunderstand, fiend. My light is not a spark. It is a forge. And you are on the anvil."
The duel was one of pure skill against raw power. Krager, the superior combatant, masterfully parried hellfire-laced attacks, his own Aasimar blade glowing with divine energy. He was faster, more precise, and he fought with a purpose the fiend lacked. In the end, Krager's blade was at the Proto-Lord's throat.
"Surrender," Krager commanded. "Death here is forever, even for you."
Asmodeus, a being of pure arrogance, faced the one thing he truly feared: annihilation. He had no home plane to reform on. He surrendered. Krager commanded him to take his forces to Hell's Mountain, and he obeyed.
The victory was short-lived. The next Proto-Lord, Mephistopheles, took command. A "thinker" and arcane scientist, he unleashed a new kind of war. This was not a war of legions, but of horror. Twisted, multi-limbed experiments and magically-wrought plagues tore through the Aasimar ranks. The losses were horrific, the "most bloody" of the war, and his insidious tactics broke the Aasimar lines.
Mephistopheles's army of atrocities pushed Krager back, step by bloody step, until Battalion 7 found itself on the exact same battlefield where Krager had defeated Asmodeus. The shame was a poison, but Krager used it as fuel.
He rallied his troops for one last, desperate counter-assault and fought his way to the "Arcane Scientist" himself, who was cowering behind his creations.
"Such an inefficient creature!" Mephistopheles hissed, his voice a dry whisper as Krager cut down his bodyguards. "You bleed so... viscerally. My creations are so much cleaner."
"Then see how this mortal bleeds!" Krager roared, and charged.
Mephistopheles, a coward at heart, was terrified of the Aasimar's skill. He chose to flee rather than die, abandoning his army and teleporting away in a flash of sulfur. The fiendish horde, leaderless, was routed.
The retreat of Mephistopheles's forces allowed Krager to begin "Rebuilding the Perimeter." Battalion 7 was reinforced with fresh graduates from the Army of the Astral Sea's training camps, and they began the slow, hard work of securing the border. The local militias were now tasked with holding the "safe" interior, allowing Krager's Aasimar to stay on the ever-expanding front.
The next Proto-Lady to challenge him was Glasya. She launched a two-pronged attack. Hordes of devils and demons struck the perimeter, while a more insidious force of Succubi and Incubi attacked his forces "where they sleep." It was not a war of blades, but of whispers. The new reinforcements were especially vulnerable, and paranoia became as deadly as any fiend.
Krager, realizing his army's morale was the true target, hunted Glasya herself. He cornered her in her command tent—a silken pavilion of depravity. She fought him, a dazzling, hypnotic dance of steel and shadow, but Krager's incorruptible will held true. He disarmed her.
As he held his blade to her, Glasya smiled. "I see how you fight, Captain. You have a fire. Spare me," she purred, "and I will be your personal lover. I will teach you pleasures that will make the HStrings of Hell weep."
Krager looked at her, his expression one of pure, weary disgust. "I am not here for pleasure, Lady. I am here for peace. Go to Hell."
Glasya's smile faltered, replaced by genuine, shocked admiration. "A pity. You are the only one who has ever said no." True to her word, she took her forces and retreated.
It was during this long, grinding phase of the war (Y44) that the Ashland Massacre occurred. With Krager and his best soldiers (including the Paladin Vashtai) busy on the active front, a fiendish army—a remnant of Mephistopheles's horde—slipped past the lines. It struck the "safe" interior village of Lyrielle Kiirkyre, annihilating the local militia and every inhabitant. There were no survivors, and no one to send word.
Weeks later, Vashtai returned from his patrol. He found only a devastated clearing, the ground scorched, with no bodies and no standing structures. In the center, he found his daughter, Mayve, alive only by a faint, divine miracle. The site became known as Ashland.
A short time later, one of Krager's patrols, scouting the area, found a new anomaly: a "Blighted Area" miles from the village, a perfect circle of sterile, screaming earth where no animal or insect would go. Krager, upon reading the report, connected it to the quiet, burning grief of his Paladin, Vashtai. He marked the area on his map. "We go around," he ordered. "Whatever happened there, we leave it alone."
After decades of war, Krager's perimeter was stretched to its limit. The war entered its final phase when the Northern Aasimar Battalion successfully routed the fourth Proto-Lord, Bel, pushing him south into Krager's territory.
Bel, a Pit Fiend and a born warrior, was now trapped in a two-front war. He fought with savage, cornered desperation. Krager, now 75 years old, seized the opportunity.
He met Bel on the field. This was not a duel of wits, but a true melee. Krager was no longer the young champion who had faced Asmodeus. He was slower, his body scarred, but he was wiser. Bel was pure rage and steel. The battle was a brutal exchange of blows.
In the climax, Bel lunged, impaling Krager on his massive, flaming sword. The Aasimar Lieutenants screamed, rushing to his aid. But Krager, still impaled, gave a grim smile. He had the fiend exactly where he wanted him.
"You... hit... hard," Krager spat, his voice strained. He drove his own holy longsword deep into the Pit Fiend's chest. "But I... hit... last."
As the Pit Fiend roared in agony, Krager gave his final term. "Go to Hell... and live. Or stay here... and die."
Bel, clutching the fatal wound, chose life. He fled, taking his remaining forces to Hell's Mountain.
Krager collapsed, his days as a soldier ending on that bloody field.
Krager survived his grievous wounds, but he would never lead a charge again. He felt he must step down. His army and the people of the county refused his resignation. "There is no one more noble!" they declared. "You are the man who faced four Proto-Lords and won!"
Krager relented, accepting a new role. In Year 79, after the war was officially declared "won," he was formally titled Count Krager Galax. His first act as Count was to establish the system of governance that would outlast him. He appointed his most senior Lieutenant as the new Captain of the battalion, titling him the "1st Knight" to manage the county's defense. To ensure this experience was tempered, he also appointed his newest Lieutenant as the "2nd Knight," to provide a youthful perspective.
This new military council ran the county. The Aasimar soldiers, now without a divine army to return to (as orders from the Army of the Astral Sea had stopped in Y76), settled permanently. They married into the local Elven and human families, had children, and trained those children to take their posts, just as they had been trained.
Count Krager Galax died of old age in Year 154. His legacy was secure: he had established the non-hereditary, military-led tradition that defined the county.
By the Present Day (Y182), Galax County is a collection of independent farm and port villages. It is protected not by pure Aasimar, but by the descendants of Battalion 7—humans and half-elves of Aasimar ancestry, like Masaste Honor—who carry on their ancestors' duty to keep the Demesne safe.