

Regions
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No settlement is free from the influence of its neighbours, and nowhere is that more true than borderlands like Redford and Orcrest. Below are brief explanations of the most important influences on the area, from the two abutting nations to those a little further afield. Each section that has "Settlement Examples" are only that, examples, and your character is free to hail from a town, village, or hamlet not explicitly listed.
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Overview
Redford lies at the border of the Empire of Aer Arnad and the Kingdom of Elm. The region it lays in thus has considerable influence from both, and history has seen many excursions from both over the Eol river, some successful, claiming land and settlements, and some rebuffed. This border in general, and Redford in particular, marks the site of dozens of historical battles.
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"Watered with Blood."
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Lore
The Kingdom of Elm is a former territory of greater Orsfel, a successor kingdom of the collapsed Nuumalon. After the death of the last of the Orsfel royal line, Duke Wilhelm Mallar declared his territory an independent kingdom, taking with him several other noble houses as allies. Eventually, Elm absorbed a little over half of the greater Orsfel region during the ensuing civil war for its throne.
Like most of the kingdoms west of the Eol, Elm is a land of coarse men and shepherds, with most of its territory stretching into rolling hills and rough terrain, dotted by hamlets, villages, and towns, but with no true city to call its own. As a small nation, Elm has historically been neutral in most political dealings, and the Elmish were often characterized as argumentative, belligerent, and oafish by their more refined neighbors.
It wasn't until a series of wars and skirmishes with Aer Arnad that Elm began allying with the western kingdoms, resulting in the ultimate defeat of two Imperial legions at the Red Ford (a site of several historical battles during invasions from and into the west by and against Aer Arnad), which would, eventually become the location of Redford village. The fortified bridge spanning the Eol has, thus far, prevented further incursions into Elm.
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The people in Elm's heartland are untrusting of outsiders, but those closest to its borders (including in mercantile villages like Redford) are much more welcoming to merchants, seeking to trade their wool, textile, food, lumber, and other natural resources for finer things from other lands.
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Settlement Examples​
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Newcastle: the capital of Elm, and home to Wilhelm Keep, the royal residence built in celebration after the defeat of Aer Arnad.
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Redford: a mercantile village serving as both trading outpost and defensive fortification on the border with Aer Arnad.
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Howe: a small town nestled in a valley, renown in Elm for its fine sheep milk cheese.
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Bellmare: a village in the south of Elm, and the primary breeder of warhorses for the kingdom.
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Norcaster: a town on one of the lakes the Eol snakes past, and home to the only major shipwright in the kingdom.
Core Information
Ruler: King Ebben I Mallar
Language: Ko-man
Demonym: Elmsman / Elmish
Common Races: Human, Stoutfolk, Faun
Common Religions: Sanctified, Ranatorans
Primary Production: Wool, textiles, grain
Society: Agrarian​

"See us Soar."
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Lore
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Aer Arnad translates roughly to "beneath Arnad", and that is the truest description of the empire. The Imperial house of Arnad has been the guiding force of elvenkind since the avariel took the first steps onto the mortal plane. The high elves, with the Winged Emperor at their head, carved their empire into history with swift brilliance, and the house of Arnad has kept their throne for thousands of years.
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Those early years of the empire saw elvenkind leave the Lands Beyond to aide humanity, beset as they were by the dragons who claimed divinity. The elves, under the house Arnad, taught mankind the ways of steel and spell, and together they endured centuries of bloodshed before the final defeat of the dragons.
Still, as the adage goes: power corrupts, and absolute power corrupts absolutely. The Winged Emperor Aedar IV was no exception, and having conquered and united all the lands that were his wont, declared himself God-Emperor of the world, starting what would later be known as the First Heresy.
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Gods do not take well to mortals attempting apotheosis. While most every religion claims it was one of their gods to act, the taught history in Aer Arnad is that Liyúvië himself struck down Aedar IV and broke his empire apart - the remains of this divine act still mar the heart of the Empire, with what was once the most populated area of Aer Arnad now blackened, barren, and avoided by all. The throne passed to a much humbled Aedar V, who started the laborious process of rebuilding as best they could.
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The nomenclature of "First Heresy" promises a second, and it would be a thousand years before the Empire was again shaken to its core. Winged Emperor Derelan I and his Queen Ulkarith ​hatched a plot to steal the divinity of Liyúvië and ascend for themselves. The dark rituals they wove to attempt this were so cruel the gods didn't even need to intervene, and a combined alliance of men, elves, and dwarves took to war. Derelan, assured of his power, rushed to face them and was returned as ashes. Ulkarith, not to be deterred, took the throne in her own right as Empress Ulkarith II, continuing to fight until the alliance successfully drove her from Helmrast.
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In spite of twice challenging the gods, the house of Arnad yet sits upon the throne nearly two thousand years after the Second Heresy, now in full deference to Liyúvië and the Imperial Truth. Still, these humblings have perhaps made the Winged Emperors too timid, as Aer Arnad slowly crumbles at its edges despite the best efforts of the high elves who rule the lands. Under the reign of Saeldor, however, things have seemed to improve on that front. When the empire faced assaults from rebellion and foreign kingdoms, Natyli Elosriad cut her twenty feet of golden hair and rode to bring order with Saeldor's blessing and elite guard. This campaign saw the first major expansion of the Imperial borders in over a thousand years, though it also saw the loss of some territories as internal strife caused the Empire to shrink and consolidate resources.
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Settlement Examples
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Helmrast: a large city and the capital of Aer Arnad. Notable for the massive palace complex that houses the Winged Emperor, and for the almost complete lack of anyone but elves and half-elves within its walls.
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Mairmithon: the City of Glass is the seat of the Winged Heir and the largest city in the world. It is renown not just for the glass architecture that gives it its name, but as the cultural heart of the empire - exporting more art, music, plays, and books than most of the empire combined.
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Port Lolorn: a city on the sea of Calingwai and the major port of Aer Arnad. Unfortunately, shallow waters and a lack of internal waterways mean it pales in comparison to the great ports in other nations. Still, plenty of goods flow there to then travel inland to the rest of the Empire.
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Essenora: a village in the eastern part of Orcrest, known only for the oddity of being the homeland of the greatest elven poet born in each century for five centuries running.
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Imlethaes: a town nestled in the mountains of the north western empire known mostly as a luxurious getaway for the empire's nobles.
Core Information
Ruler: Winged Emperor Saeldor VII the Wise
Language: Aerliyu
Demonym: Aerliyu
Common Races: High Elf, Harvest Elf, Human
Common Religions: Imperialists, Seekers
Primary Production: Luxury goods, runic artifice
Society: Cosmopolitan​

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Overview
Outside of the two nations that share the border, Orcrest takes secondary cultural influence from the regions the Eol river connects it to: Nuumalon to the west, the Free Cities of Beleri to the south, and the Kingdom of Grimgaud to the north. Frequent trade and travel happens through these locations, though always with caution for raiders from Vhaunlur.
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"Steel from Stone."
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Lore
Grimgaud lies between Thradhel to the north, the Eol to the west, the Orodrain mountains of Gwathia to the east, and Aer Arnad and the Blackwood to the south. Its hills, rivers, and pastures remain sparsely populated and lightly defended, mostly by men sworn to dwarven lords. The dwarves themselves (along with a large population of gnomes) dwell beneath the hills in cavernous cities connected by the Barazorak, or Oathroads.
Grimgaud faces growing pressure from the Underdark, as darklings have overrun dwarven halls, leaving the land above unchanged but the kingdom below scarred. Taking advantage of this chaos, Aer Arnad has seized abandoned dwarven fiefs, and some settlements have submitted to its rule.
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Grimgaud was once host to eight great cities. Of those, four have fallen to assaults, treachery, or cowardice. Feldraug fell first, its gates left unlocked. Jarmud fell next, then Gorogmal, and finally (and perhaps most painfully) Grimdorahl, the city of silver.
Those cities that remain are the Gathols, Citadel-Cities, built to withstand any assault short of the combined might of Orben. The wars with the Underdark have reached a bloody stalemate, with the Dwarves preparing for a counterattack driven by vengeance.
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Grimgaud is ruled by King Fabnar I, a renowned warrior. Son of the late King Ragthar IV, Fabnar took the throne after his father died in the defence of Grimdorahl and has been instrumental in ensuring a halt to the darkling advance. His queen, Hagatha Riverhand, was of common birth but is now renowned for her silver hair, rugged beauty, and regal bearing.
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Settlement Examples​
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Belgrith: the capital, called the Soul of Grimgaud, it is unmatched in dwarven craftsmanship. Here, artisans produce coveted wares that drive Grimgaud's economy despite its decline.
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Nuradul: a city in the southwest of Grimgaud, famed for refining precious metals and gems. Here, some of the greatest smelters in the world operate, their methods a closely guarded secret.
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Kaldith: a central city located near Belgrith, Kaldith hosts the Geraung, or Ironworks. It produces iron goods with unmatched speed and efficieny.
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Demraur: this eastern city is famed for its Drabbaung, or Steelworks. It supplies armour and weapons not just to Grimgaud, but to many of the kingdoms of men as well. Consistent attacks by darklings have turned this city's focus entirely to war production.
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Orsburg: a rare aboveground town situated along the Eol river far to the north of Orcrest, known for its fine brewery, and acting as a primary port of trade to their surrounding allies.
Core Information
Ruler: King Fabnar I Branbak
Language: Trommrhun
Demonym: Grimfolk / Grimgaudian
Common Races: Stoutfolk, Human
Common Religions: Sanctified
Primary Production: Arms, Armour, Jewellery, Ale
Society: Industrial​

Dwarven coat of arms are all lozenge shaped. They claim the typical shield shape is an elven standard they refuse to accept.
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"Winds Guide Us."
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Lore
Beleri sits to the south of Aer Arnad, along the sea of Calingwai, stretching west past the Eol river and east halfway to the Sulgate. The region is divided into ten narrow peninsulas, each hosting a fort or city, and each swarmed by an intricate network of ships from all corners of the world. Beleri's unparalleled navy ensures its security, with those all important trade routes guarded by skilled sailors and marines.
Once part of the empire of Aer Arnad, Beleri gained independence through a peaceful ransom. It has no single ruler - instead, power is decentralized, with each of its cities operating as a self-governing entity. Each city-state contributes ships and men to the Belerian navy, but otherwise operates independently - each with its own rulers, laws, and customs.
While Beleri lacks a king, the true pinnacle of authority lies in its navy. The Belerian fleet, composed of thousands of the finest ships, holds sway over the coastal regions. With so much invested in its navy, Beleri was one of the first nations to significantly invest in black powder weaponry, and employees more of it than any other nation. The admiral of the fleet, elected every ten years from among the ships contributed by the cities, holds significant power, often able to shape the fates of entire regions. Currently, Admiral Caterina Russ commands the fleet, a respected leader despite her being a northerner and a woman.
The freedom of the seas is foundational to Beleri's independence, and as a result the region is home to the world’s most skilled shipwrights and mariners. On the water, every ship operates like a sovereign state, with captains holding ultimate authority over their crew.
This unique culture has fostered a progressive society. Women in Beleri enjoy freedoms rare elsewhere, often holding property, managing businesses, and even leading noble families and merchant companies. Many unwed women hold great power, and laws permit racial and social mixing, valuing merit above all. While the ruling families remain predominantly elven and human, they jealously guard their power, aware that the future may see a shift in leadership as outsiders rise to prominence.
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Settlement Examples​
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Ferulo: the northernmost city-state, one that oversees trade and often functions as an arbiter for conflicts between the other cities. Ferulo hosts the Mintrosso Academy, a preeminent fencing school.
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Almurus: a fortress town that guards the west bank of the Eol river and the primary docks of Beleri's navy, renown for its marksmen.
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Fisus: the westernmost city-state, on the east side of Eol river. It hosts the largest shipyards in Beleri, and claims to unsurpassed quality and speed.
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Sors: a central city-state that was the region's capital under Aer Arnad. Renown for their artists, Sors is home to the Shretteri Academy of Arts, a rare educational institution that deals in painting, sculpture, music, and other manner of artistic endeavours.
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Trina: an eastern city-state, home of Gulbar University. One of the few city-states still ruled by elves (though not those of Aer Arnad), it is renown as a centre of learning and academia.
Core Information
Ruler: Independent city-state governance
Language: Ko-man
Demonym: Beleri / Belerian
Common Races: Human, Stoutfolk
Common Religions: Sanctified, Children of Sault
Primary Production: Ships, black powder weapons
Society: Mercantile​

"Fate's Domain."
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Lore
Nuumalon was once the grandest of the kingdoms of men, a bastion of order and peace amongst the strife of its time. This was never better embodied than by King Precter I, the Lion of the West. In truth, his rule both solidified that reputation in its early days, and lead to the eventual destruction of his kingdom in his later years.​
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What was once a kingdom of peace crumbled to the wars of its king, and Nuumalon was shattered into smaller petty kingdoms. In the two hundred years that followed, those kingdoms clashed, scrambling to solidify their hold on power, or else wrest some from their neighbours. These petty kingdoms were centered around former dukedoms, for the most part, though a few industrious lower lords managed to claw their way to power in the chaos.
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In its heyday, Nuumalon had a bounty of food, resources, and luxuries, both produced locally and shipped in via waterways. The people of Nuumalon were known to be cultured, accepting of foreigners, well taken care of, and generally well educated. Since its fall, that reputation has fled rapidly, with each successor kingdom gaining its own character, and most of them significantly less positive in nature.
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Settlement Examples​
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Rhisburg: the erstwhile capital of Nuumalon, and in many ways still its heart. The great castle Nuumrise, built by elven and dwarven hands, towers over a city bustling with trade guilds and merchant houses.
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Loamport: the city that was the primary port of calling for Nuumalon remains an economic lifeline, though one not as prominent.
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Fermalon: a town surrounded by fertile valleys that produces much of the regions food and wine.
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Mhirdrun: a town that serves as the northern gateway to the Thradhel mountains, manned by a strong garrison to deter raids from the north.
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Gularth: a town of learning and magic, ruled by a council of arcane scholars. Its library is famous for its quality, drawing scholars to it from across the world.
Core Information
Ruler: None, fallen kingdom
Language: Ko-man
Demonym: Nuuman / Nuumish
Common Races: Human, Stoutfolk
Common Religions: Sanctified, Ranatorans
Primary Production: Food, fine leather, wine
Society: Agrarian (formerly cosmopolitan)​


"Joined in Strength."
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Lore
A little over a hundred years ago, the once mighty Grimdorahl, the city of silver, fell to a determined assault by the combined might of darkling forces. Drow scouts had found an ingress point to a collapsed silver mine, offering a rare opportunity to undermine a great dwarven citadel-city.
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The drow leadership reached out to nearby darklings, and an alliance was struck between drow, orc, and goblinoid tribes. Together, they tunnelled further underneath the fortifications, collapsing sections of them and giving opportunity for an assault. The ensuing battle was costly, with countless lives lost, but eventually the grimfolk were driven out. The darklings were quick to secure their victory, repairing the fortifications and sealing the tunnels they had used. Despite facing several attempts to regain the city, the newly renamed Vhaunlur has weathered the storm, using the grimfolk's own battlements against them.
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Surprisingly, the alliance of darklings has withstood the time since. In large part, this is due to the unique structure of the city's leadership. Unlike most underdark settlements, it is not an ethnostate, nor is ruled by a singularly powerful despot. The city's leadership falls to an Overseer, but beneath them is a council of magnates, made of representatives from each of the clans in the alliance. This has lead to intrigue, plots, backstabbing, distrust, and many other things, but above all it has lead to stability, with each magnate serving as Overseer for a set amount of time.
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This remarkable cooperation between darklings has drawn the ire of many in the Underdark, so much so that those would would otherwise be their allies account for more attempts to take the city than the grimfolk they dislodged. To them, Vhaunlur represents a new way, a way that threatens existing power structures far too much to let thrive. As a response, Vhaunlur has taken to operating as a two tiered society. Vhaunlur citizenship is considered a prize, often offered to those who prove themselves useful in battle or trade, as it is the only way to get within the walls of the city proper. Those without citizenship exist in shanty towns, outlying settlements, or other abodes outside the walls.
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Within the city proper, strength still rules, it is merely tempered by pragmatism. Instead of allowing disputes to escalate into full on blood feuds, things are instead settled by Mabram Vadok, a ritualized form of duelling. Depending on the severity of the dispute, the consequences for losing could be as simple as offering apologies for insults rendered, or giving up claim to an item both parties desire, all the way up to and including death or a lifetime of servitude. These terms, however, are agreed to beforehand and to renege on them is to be exiled or killed.​ Only citizens are allowed to request Mabram Vadok, but non-citizens may fight in them as champions, often gaining recognition and perhaps even citizenship in the process.
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Vhaunlur is a city defined by its strategic position between the surface world and the Underdark. Over the course of its existence, it has evolved into a thriving, if cautious, power, one that shows a new way for many in the Underdark, where intrigue and distrust need not lead to segregation and weakness, but can instead hone blades to sink into the world above.
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Council of Magnates​
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Clan Velthryss: the drow clan has taken it upon themselves to handle trade and foreign affairs, which mostly means destabilizing nearby settlements such that they can't mount effective attacks. Their Overseer terms are typically marked by economic policy.
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Clan Vorgar: the orcish clan is focused on procuring food from the surface, either through hunting or through raiding nearby settlements. Their Overseer terms are normally focused on procuring weapons and armour, as well as in training citizens for combat.
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Clan Dhakgar: the hobgoblin clan is in charge of city defences and order, their Overseer terms typically focused on bolstering the battlements. They have the current Overseer term.
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Clan Chukit: the goblin clan provides much of the labour for Vhaunlur, and their Overseer terms are typically focused on reducing the amount of goblins that have to die to get things done.
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Outlanders: the final magnate seat is held by a representative of non-citizens, a recent addition to quell unrest outside the city walls. They are the only magnate to not take a term as Overseer.
Core Information
Ruler: Overseer Zrir Halfhand, Council of Magnates
Language: Aerulka, Kirzagor
Demonym: Lurish
Common Races: Drow, Orcs, Goblinoids
Common Religions: Enshrouded
Primary Production: Silver, jewels, surface goods
Society: Urban​

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Overview
Not all trade must come from those close, and not all travel must be swift. It is uncommon but not rare to see merchants and travelers from further afield make their way to Orcrest and its surrounding areas. Most common amongst them are those from the Sulgate to the far south-east and the Thradhel Mountains to the far north.
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"Mountain's Might."
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Lore
​The Thradhel mountains are home to three major cultural groups: the Ættgardtfólk, barbarian tribes that control most of the mountains, the Khunikoi, secretive men residing on the eastern edges of the Thradhels, and the Hellion Dwarves, who live beneath the mountain's stone.
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The Ættgardtfólk are men of the wilds, raiders who worship the spirits of the land. Each tribe has its own identity, though they are united in certain cultural norms. Each is primitivist in nature, eschewing advanced technology to instead live off the land (or off the labour of those they raid).
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The Khunikoi reside to the far east of the Thradhel range, and they rarely leave their lands. Outside of Uulzak Gazar, their town, it is vanishingly rare to spot one - and few outsiders are permitted entry. They have a strong culture of horsemanship, with nigh every man owning a horse, spear, and shield.
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Lastly, the Hellion Dwarves reside in deep homes under the mountains. In contrast to their southern kin, these dwarves rarely trade with the outside world and even more rarely leave their mountain homes. They are known for their armoursmithing, and the rare times they go to war they do so in fearsome plate armour made from metals unknown.
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Settlement and Tribe Examples​
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Uulzak Gazar: home of the Khunikoi, a secretive town sealed to outsiders.
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Hellion Hall: the citadel home of the Hellion Dwarves, its exact location a closely guarded secret.
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Svartkrummfólk: a raiding tribe that has tamed giant ravens they call kruum. These birds carry them into battle, allowing fierce, rapid raids on unsuspecting settlements.
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Dádýrfólk: numerous but not murderous, these raiders strip and rob travellers without killing them outright. Their territory is the largest of all the tribes.
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Hvíturkötturfólk: a tribe who's home is in the south west of the Thradhels, these surly fishermen enjoy a quiet life of leisure and trade.
Core Information
Ruler: None, dispersed peoples
Language: Ættunga, Khunikoi, Trommrhun
Demonym: Thradhellion
Common Races: Human, Stoutfolk, Cretox
Common Religions: Naturalists, Ranatorans
Primary Production: Fish, lumber, raiders
Society: Primitivist​

"The Sands Call."
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Lore
Across the sea of Calingwai (or in a very roundabout land route) lies the Sulgate, lands that were once dominated by the Ssianid Empire. That empire is long dust, shattered into pieces, though its cultural legacy still haunts the lands it once controlled.​
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The Sulgate is host to a wide variety of cultures, races, and creatures, all operating in an intertwined network of trade and reliance - though that of course has not stopped war and disorder from frequently marring its shores, something oft lamented by harkening back to the days of peace and prosperity brought by the Ssianid.
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One of the recurring reasons for war is the increasing religious tensions between the Children of Sault and the Ranatorans, both espousing the supremacy of their god. Other reasons are less grand, from common avarice to ancient grudges, but regardless of the motivation these conflicts inflame the region quite often. ​
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Much of the Sulgate is covered in desert, criss-crossed by nomads (either khurnaz, men, or on occasion elves) that provide connection to the isolated towns nestled in the sands. The dunes are, ironically, some of the only refuge from war - few people are interested in owning worthless lands.
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Settlement Examples​
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Haeortes: in the kingdom of Caeor lies the only western facing port city in the Sulgate.
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Maedia: in the middle of the Sulgate lies the capital city of the kingdom of Bethar Garmak, hosting its mage-kings and their machinations.
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Daema: to the far east lies the capital of the dwarven kingdom of Daedina, a city known for its historians and libraries.
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Valandor: in the elven kingdom of Myultaoh, to the south, lies the City of Dragons, the guardian of the gates beyond which dragonkind was banished thousands of years ago.
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Shalador: in the kingdom of Shalad Dinh lies the erstwhile capital of the Ssianid empire, still considered the most beautiful city in the Sulgate.
Core Information
Ruler: None, fallen kingdom
Language: Ko-man, Trommrhun, Airliyu
Demonym: Sulgan
Common Races: Human, Stoutfolk, Khurnaz,
Common Religions: Children of Sault, Ranatorans
Primary Production: Fine clothing, fruit, jewellery
Society: Cosmopolitan​


"Rise Above."
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Lore
​The Celestial Empire of Honsu is situated to the far east of Aer Arnad, in what the elves call Gwathia, or "the far lands". Separated from the world by the Sarazor mountains to the south and the Orodrain mountains and the Ingbahl sea to the west, the peoples of Honsu have been spared much of the Imperial overreach by Aer Arnad, with the notable exception of the war that founded their empire. Aer Arnad's attempt to take the land was rebuffed by an alliance of disparate kingdoms joined together under the puresoul warlord Hon Xue, who then founded the Honsu Empire. There, they have carved a culture of order and learning, with men, elves, dwarves, cretox, and halflings all living in grand conurbations, each with its own academies of learning and ruling city councils.
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Unlike most of the rest of the world, the peerage of Honsu do not rule these major settlements, but instead each is titled "Hounan" and is the master of their own castle. Instead of living off the labour of a nearby settlement, these peers are maintained by a direct stipend from the Celestial House, keeping the noble class in comfort, but not allowing them enough money to seriously contest the throne. Each city council is headed by a Hegemon, elected from amongst the hounan bound to protect it, while the other members are selected by influential guilds and the church of Ranator. In this fashion, the city council is constructed much like a hounan's household, with a noble in charge surrounded by commoner advisors. Hegemons serve for a period of twenty years, and then are prohibited from serving as hegemon again for the rest of their lives.
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Honsu is ruled by the Celestial House, and on its throne is the Celestial Emperor. Each emperor must be, by law, a Celestial Planetouched, and the Celestial House is large enough to produce many of such blessed blood. Any Puresoul of the house may inherit, and each emperor traditionally names their own heir from amongst the options, regardless of gender - something that is the subject of a great many court intrigues.
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It is not uncommon for people of Honsu to travel beyond its borders, with a prodigious culture of mercantilism sending many a trader in search of novelty, or to hawk the marble from the great quarries in the Sarazor foothills. So to do the missionaries of the church of Ranator travel to find new converts, either to have them establish new congregations or else to emigrate to Honsu, either is considered a victory.
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Honsu's culture is one that promoted deference to the church, to those children of god who show their blood, to law, to their elders, and to many social norms besides. They highly value education, with even much of the peasantry being literate, and with grand academies that offer free higher education to those who can earn their way into their doors. This has brought them countless marvels, be they from magic or engineering, focused on improving the lives of its citizenry. From farming magics to devices for harvesting, from grand cranes to aid in construction, to things as simple as plumbing, Honsu is a marvel of practical academics.
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Honsu's military is heavily regimented, with emphasis placed on defence and discipline. They are honed on raids from the Thradhels, and held as a threatening spear to any who would look towards their borders with ill-intent. Every recruit is sent to train at the academy at Meiszhou, where they are forged into soldiers and equipped with fine spears, crossbows, shields, brigandine armour and tall crested helmets.​
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Settlement Examples​
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Shujing: the capital of Honsu, a grand conurbation and the largest settlement in the world. The walking gardens are renown for their well manicured beauty.
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Meiszhou: the City of Swords, a name earned by the Honsu military academy's presence - over a quarter of the population at any given time is enrolled within, training to be foot soldiers, guards, or officers.
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Sokhae: a town in the south of Honsu, known for producing the finest of marble sculptures, and many other forms of art besides.
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Tokana: the Library of Heaven, named so for its many academics, libraries, and researchers. Home of the Tokana Academy of Magical Arts, the preeminent source of magical learning in region.
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Xijan: a concurbation nestled between the mountains on the Ingbahl sea. A mercantile town through and through, almost all goods from the west pass through its gates on their way deeper into Honsu.
Core Information
Ruler: Celestial Empress Hon Lei
Language: Kohon
Demonym: Honsan
Common Races: Human, Stoutfolk, Cretox, Elves
Common Religions: Testament of Ranator
Primary Production: Manuals, fine clothes, marble
Society: Cosmopolitan​
