Clydemaark (Medium City)

  • Classification: Medium City
  • Population: ~12,000
  • Wealth: Moderate
  • Major Industry: Trade, Metal Goods, Paper
  • Specialty Goods: Clydemaark Stout, River Boats, Exceptional Weapons
  • Populace Average Alignment: Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, Duke Gerus Clydeson
Demographics:
Human: 72% Half-Elf: 1% Elf: 4%
Dwarf: 10% Gnome: 6% Halfling: 5%
Half-Orc: 1% Other: 1%

History: Founded sometime around EK110 by a joint expedition of the Clydeson and Maarks clans from the Dwarven Clanlands, Clydemaark was to be a trading post for the dwarves with the then nascent human cities in the region. Its founding was resisted heavily by the Arborlorian elves to the north, who attacked the city on several occasions. Aid from Muriahan mercenaries, and human allies in the region thwarted the attacks, and relations between the Clanlands and the Northern Elves would remain sour for centuries.

The city would grow slowly, due to the attacks, and not become the industrial city that it is now until much later, after the Great War when the call for weapons and other iron goods was high.

City Lore: Travelers to Clydemaark say you can smell the city long before you see it. Fumes and smoke from the abundant smithies, forges, and refineries cause a fair bit of pollution that taints the air for a few miles around the city. The city itself has a unique skyline of towering smokestacks, arranged mostly along the river which bisects the city. Having been founded originally by dwarves, the city has extensive underground developments; it is said you can travel from one side of the city to the other completely underground.

Though originally founded by dwarves, Clydemaark is now a predominately human city, though with a large dwarven population. It is famous for its good beer, fine metal arms and armor, and strange river barges that belch smoke and fire.

The city is home to three guildtowers: a tower of Arl (Evocation), Vas (Transmutation), and Jur (Divination), along with temples devoted to Astalus, Midir, Solis, Corrine, Ullis, Bormir, and Vergis.

Landmarks/Places of Interest:The Great Bronze Arch straddles the Kaer Bys river.

The Hammer and Anvil marketplace is the place to look for exotic weapons and armors.

The Smokehouse is a great dining hall that is extremely popular with visitors.

The Rusty Bucket

Bloodcoast Consortium (Sandstorm Desert)

  • Capital: Arroch
  • Government: Caliphate Triumvirate
  • General Alignment: Neutral w/ Evil tendencies
  • Population: ~18,000,000 (~64/sq. mile)
  • Area: 280,000 square miles
  • % Cultivated: 35% (~100,000 sq. miles)
  • Major Cities/Capitals:
    • Arroch: Capital of the region; largest bazaar on the continent, where anything and everything is for sale.
  • Cities:
    • Abu Drenis: One time pirate stronghold, now a wholly devout religious city.
    • Dakkar: Key city for caravans crossing the Sandstorm Desert.
    • Kundar: The Great Oasis. A refuge in the desert, where desert nomads gather.
    • Abu Qatar: Breadbasket of the Bloodcoast.
    • Sirennus: Key exporter of incense and strange medicines.
    • Kaspar: Quiet city of farmers and seafarers. Famous for Kasparian Sailfin.
  • Townships: Abu Quar, Jordis, Lyr, Highhold, Fyrst, Sunnis

Climate: Dry, warm to hot. The Bloodcoast region, as it is known, receives intermittent rainfall. The summer months are characterized by the monsoons, where it rains for 40 days at a time. The rest of the year is typically hot and dry, though the winter months at times see sustained rainfall. Snow occurs infrequently in the lower plains, and never in the upper plains.

Geography: The Bloodcoast is dominated by plains and desert. There are the upper and lower plains: the Plains of Solis and the Plains of Sunia, and the great Sandstorm Desert. The lower plains stretch into the Kingdom of Muriah, and many large field battles occurred along the Great River. To the south are the Forests of Myrh, or the Elven Forests.

History and Politics: The Bloodcoast region began as a series of nomadic peoples settled the region during the Dawn of Man. There were four distinct tribes: those of the upper plains (the Arroch), two in the lower plains (the Sentalli and the Saheli), and the nomads of the desert, the Qayaffi. The Saheli were eventually destroyed, and absorbed by the Sentalli, and the remaining three tribes skirmished and warred for centuries.

Sometime during the Endless War, around EH 2300, the three tribes would face their greatest rival, which would set the stage for the regions development for centuries to come: The Ravlish.

On an island many leagues off the continent there developed a tribe of bezerkers known as the Ravlish. Little is known about how they arrived there, or how they discovered their way back, but they would. And it was to the Bloodcoast that they would first come. These mighty warriors raided and pillaged coastal towns, hitting the Arroch worst of all, but soon extending their warfare along the Sandstorm Desert communities, and even down the coast along the lower plains, where the Sentalli were just recovering from their long wars with the Saheli. The three remaining tribes called council, and agreed to unite, if only to throw off these agressors from across the sea. A united effort to construct a mighty navy began, and over a hundred ships sailed from the port of Arroch, to invade the Ravlish, and bring war to their own lands.

While the fleet was underway, Chief Huri XV was turning his forces north to unite the continent of Muriah under his banner. With so much effort thrown into defeating the Ravlish, the three tribal leaders were forced to capitulate, pledging fealty to the new king. This further cemented the three tribes into solidarity, and they themselves called their unity the Bloodcoast Consortium.

Meanwhile, the fleet from Arroch met the main Ravlish fleet, and the largest naval battle in history took place. For five days and nights, ships crashed into one another, and launched spears and nets, while men battled in ships and sea. The waters were said to have turned red from the dieing, and great sharks from the world over circled the engagement waiting for those who fell overboard. The Ravlish were defeated, though the Bloodcoast forces were too battered to continue the invasion, and returned to Arroch.

The Bloodcoast also has the dubious honor in history as being the area to instigate the Godwars. Followers of Solis – the religion is and has always been very strong in the region – successfully summoned the avatar of Solis, which allowed other avatars to walk the land.

The Bloodcoast Consortium is a Caliphate, governed by three Sultans, one from each of the traditional tribes. Successor Sultans are typically chosen by the church of Solis, in a special ceremony. In practice, it is typically a hereditary monarchy. The three Sultans rule by majority, and there has been no lack of intrigue and political machinations between the three sultanates. Each Sultan appoints heads of each city or town – Caliphs – to govern, who in turn appoint local governors.

Laws: The Bloodcoast tends to have very strict, and very harsh, laws. An Eye for an Eye is the standard motif; theft typically costs the thief a hand or a finger for a first offense. Many serious offenses result in death by sword. Culturally, the society is very conservative, and very closed.

Bloodsports are legal in the Bloodcoast region, with gladiatorial contests common in every major city and most smaller towns. Religion is also taken very seriously in the region, with any disrespect given to a member of a recognized faith resulting in very severe penalties. Clerics of Midir do not have a role in the court system, though they offer their services (along with Bormir) as representative agents (lawyers, and moneylenders, are technically illegal in the region).

Economics: Taxes and tithes to the government are fairly steep, being charged for almost every good. Graft is also common amongst the tax collectors, however, so often travelers to the region end up paying more than they are legally obliged. Typically collected during the highsun ceremonies in each season, a portion of the monies collected goes towards religious institutions of the region.

A major exporter of incense and spices, the region is also a major producer of food, mostly to the large cities to the south. Another key export is military expertise, as consultants or soldiers.

Military and Clout: The Bloodcoast has a typical sized army, but they are renowned for their navy. The most skilled and adept seamen hail from this region, and more often than not they are veterans from continued skirmishes and raids against and by the Ravlish.

Bloodcoast Consortium

Languages of Eninn

LanguageAlphabetLocation/Speakers
AbyssalInfernalAncient language of power used by Demons and their worshippers, it is woefully complicated, with many contradictory rules of syntax, spelling, and word order
AlaterialElvenThis tongue, also known as Ancient Elven, is the language of subtlety and magic; difficult to study, it is known only by few amongst the elven community, and is carefully guarded; it dates back to the time of the precursors
AquanElvenAn old and simple tongue heard in the sounds of flowing water, or babbling brooks. Used by water creatures and elementals, as well as druids or worshippers of Hele
AuranDraconicThe sibilant sounds of the wind; air elementals and other creatures of the sky use this simple pre-creation language.
Bandit's BanterNoneA pidgin used by wayfarers and vagrants the realms over, it is sometimes refered to as Thieve's Cant
CelestialCelestialAn ancient and powerful language of good; used by angels and other outsiders from the upper planes, it is also used in many church services for Astalus
ClanspeakDwarvenThe language of the dwarves of the Northern Clanlands, it later became the basis for modern Dwarven
CommonCommonThe standard 'trading' language of the continent became the de facto language of humans, and many other races, during the DuNentis Dynasty
DraconicDraconicThe ancient language of the mighty dragons, and the meek kobolds, it is one of power and grandeur, it dates back to the time of the precursors
DruidicDruidicSecretive language of Druids
DwarvenDwarvenModern language of the dwarves, it is a gruff and gutteral language with many colorful idioms
ElvenElvenModern language of the Elves, it is a complex and nuanced language
ForestspeakCommonA trader's tongue for the Dyninn region, the number of speakers of this language have dropped dramatically since the adoption of Common
GiantDwarvenThis simple language is a bastardization of Ancient Dwarven, and spoken by many creatures of the mountains, including ogres and all types of giants
GnomeDwarvenModern language of the Gnomes, it is highly flexible and descriptive, easily adopting or creating new words to describe new phenomena
GoblinDwarvenMish-mash creole used by goblins, hobgoblins, and many other monstrous humanoids
GodtongueDraconicThis is the lost language of power, spoken by the precursors; also known as Truespeak, it is said that those that master this language can control the very fabric of the universe
GnollCommonA harsh offshoot of common, this language is difficult for non-gnolls to master
HalflingCommonThere is much debate about which came first: modern halfling or Common; it is very similar to common in pronunciation, though verbiage and syntax are generally more complicated
IcentongueDwarvenThis dwarven tongue was once used extensively by the dwarves of the Lower Wold, until the standardization of the Dwarven tongue during the Clanmeet of EK792
IgnanDraconicThis simple, harsh language sounds like the crackle-pop of a roaring fire; it is used by creatures of flame, including elementals and Elementalists, and pre-dates creation
InfernalInfernalAn ancient, strictly codified language with hideously difficult conjugation and sentence structure, this is the tongue of devils, and their worshippers
KundarianCommonLanguage of the sands, it is the trader's common tongue for those who ply the Sandstorm desert.
Mariner's CantNonePidgin of sailors throughout the continent
MoragtongElvenThe language of the dark elves, it is an offshoot of Alaterial, though it shows little resemblance to modern Elven; it is the tongue of the underdark Elves, the Morogh, as well as dark magics and some demon-worshippers. It is sometimes called Drow, or Darkspeak.
NoldoliilamDwarvenA simple, yet jovial and bright language of the first gnomes, it shares many aspects of ancient elven and dwarven tongues, which gives credence to theories of the gnomes acting as diplomats between the two ancient precursor races
Old ImperialCommonFormer language of the Kingdom of Muriah, it is still spoken in some remote pockets of central Muriah, and can be found amongst old fort ruins scattered about the continent
OrcDwarvenThis relatively simple language deals mostly with subjects related to war and battle; an offshoot of Ancient Dwarven, it is spoken by orcs, but serves as a 'common' tongue for many monstrous humanoids
PeshkanArrochianThe language of the Arroch tribe, in the Bloodcoast region. Still spoken by members of that tribe, it is commonly borrowed from for its epithets and curses.
QueskianPictoglyphiaNative tongue of those that now live in the Free States of Dynoria, with a highly pictographic alphabet; it is very structured, with varying terms of 'respect' that change based on the speaker, listener, subject, and object
Qur'affiArrochianOne of the many Arrochian dialects in the Bloodcoast region, it is spoken predominately by members of the Qayaffi tribe.
RavlishCommonThe tongue of the barbarian raiders from the Isle of Ravlos
SahelianArrochianA dead language, was the language of the vanquished Saheli tribe from the Bloodcoast region. A few surviving artifacts from their time exist.
SentallianArrochianTribal speak of the Sentalli tribe, still spoken amidst the great plains in the Bloodcoast region. A related dialect to the extinct Sahelian language.
StonespeakDwarvenThis ancient dwarven tongue was used during the time of the precursors; it is a simple tongue more akin to Terran than modern Dwarven
SylvanElvenLanguage of the Fey, this lilting, musical, and enchanting language is rife with double-meanings and lends itself well to word-play
TerranDwarvenAnother simple and ancient elemental language, it is the rumbling tongue spoken by beings of the Earth: elementals and many subterranean creatures
UndercommonElvenThe common tongue of trade for the Vast (the network of underground caverns), it is a creole of languages; mostly Drow, but a smattering of Svirfneblin, Goblin, Dwarven, Illithid, and many others

Calendar

Month Season Major Holidays
Springdawn Spring Spring Festival (1st), Sun's Feast (10th), Day of Naming (15th)
Nature's Hand Spring Fortune's Fool (5th), First Planting (12th)
Firstbloom Spring Flower Day (4th), Matriarch Day (11th), Day of Reckoning (22nd)
Kingsmonth Summer Summer's Inauguration (3rd), King's Day (5th), Ancestor's Day (28th)
Sunsglory Summer Midsummer Festival (21st), Day of Storms (28th)
Summersend Summer Summer's Feast (15th)
Hearthfire Fall Heart's Day (8th)
Harvestmoon Fall Harvest Festival (24th-30th)
Farmersrest Fall Day of Thanks (16th)
Coldhearth Winter Day of Judgement (30th)
Wintersgrip Winter Ice Festival (10th), Day of Pledging (15th)
Newlight Winter Day of Revival (25th)

Axebasher's Guild (Affiliation)

  • Scale: 8 (2-5 for individual chapters)
  • Capital: 8 (2-5 for individual chapters)
  • Alignment: Neutral Evil
  • Symbol: Axe and Shield
  • Active Regions: Bloodcoast, League of Cities, Central Muriah, Free State of Estonia, Orclands

Background: The Axebasher’s Guild was founded to compete directly with the Sword and Shield Association. Where the S&S is finicky as to what sorts of jobs it will take (i.e. nothing illegal), the Axebasher’s Guild is not so discerning.

Founded rather recently, in ER 1458, the Axebasher’s has spread quickly, mostly from the largess of its founder, the half-orc Grinus Grizzletooth. Wherever the Axebasher’s set up shop, contention quickly ensues with the S&S.

Organization: Organization is a dirty word at the Axe. Barracks are often dirty, and poorly kept. Corruption amongst officers is commonplace. Leadership at the Axe is often by strength. For lower ranking positions, members may challenge their superior at any time, and if they defeat them in a contest of strength, martial prowess, or possibly even good old fisticuffs, then they take their place along side their former superior, having proven themselves equal to the task.

Higher ranking positions (Captain and above) require the former owner to have vacated the spot, either thru promotion or…accident. Newly created positions (for new barracks being opened) are usually assigned by a meeting of the regional commanders.

Goals: Like the S&S, the Axebasher’s Guild’s primary goal is to make money. Mostly they accomplish this thru selling muscle to those in need. Most of their contracts are on the up-and-up, but they have been known to ally with various thieves’ guilds, and the occasional dire cabal.

A secondary goal of the Axe is undermining the S&S. Members of the Axe often go out of their way to cause trouble for members of the Sword and Shield Association.

Sword and Shield Association (Affiliation)

  • Scale: 10 (3-6 for individual chapters)
  • Capital: 10 (3-6 for individual chapters)
  • Alignment: Lawful Neutral
  • Symbol: Crossed Swords
  • Active Regions: All of the Kingdom of Muriah except The Great Untamed

Background: The Sword and Shield Association, often referred to as the Fighter’s Guild, was founded in the year EK 325. Hastur the First started the guild, in what was then the city of Eribatorea (now New Estonia).

Organization: The S&S is a strict organization. Members are expected to obey superiors above all else, while on assignment or in the guild barracks. Slovenly behavior, untidy or unkempt appearance, or failure to perform duties all result in penalties to one’s rank within the guild.

Members must pay an initial fee to join, but afterwards membership is free. The guild takes a small cut (15-25%) of any assignments the member takes thru the guild. Failure to report income derived from the guild is considered a major infraction.

Advancement in the guild is handled thru peer review, and is conducted monthly, typically on the first of the month. Members are evaluated by their superiors, based on past assignments, training, and behavior. At times members’ martial prowess may be tested prior to advancement. Advancement to the highest post – High Commander – is only done when the current High Commander steps down, or is voted down by a unanimous decision amongst the Commanders. Then the Commanders convene to elect a replacement, typically from amongst their ranks.

Each individual barracks can be considered a sub-set of the guild at large, typically with a Scale/Capital of 3-6.

Goals: The goal of the Sword and Shield Association is simple: to make money. It does this by providing trained and professional military support to individuals, organizations, and even governments. Guard duty, personnel and caravan escort, and even training services are provided, all for a fee. The guild draws a line at assassination: they leave that to the appropriate organizations.

Secondary to their goal as a business, the S&S provides training to members, in the belief that a well-trained staff can generate more income for the guild as a whole.

Vesparta (Deity)

  • Spheres: Luck, Gambling, Infatuation
  • Gender: Female
  • Alignment: Chaotic Neutral
  • Power: Intermediate Deity
  • Symbol: Dice
  • Favored Weapon: Shortsword
  • Influence: Patron of gamblers, halflings, and many rogues.
  • Domains: Celerity, Competition, Halfling, Wealth, Luck, Trickery, Chaos, Travel, City, Passion

Description: Occasionally depicted as a waifish humanoid with pixie wings, Vesparta takes many forms.

Lore and Knowledge: An elusive deity, Vesparta has her hand in all things, yet cares for none. Known as Lady Luck, or the Meddler, she seems to take joy in having some sway, for good or ill, wherever her gaze may fall.

Followers: Most everyone offers an oath to Vesparta from time to time, to curse or praise their fortune. Those who rely on their luck more than others, such as rogues, gamblers, and such, give proper oaths to her. Halflings are Vesparta’s most common follower.

Followers of Vesparta can be of any alignment. Temples to Vesparta are most common in major urban centers, and only rarely in rural communities.

    Affiliated Organizations:
  • Church of Fortune: The official church of Vesparta
  • Chance-Blades: Rogues and Swashbuckler’s devoted to Vesparta.
  • Hands of Capricious Fortune: This outlawed, and some say mad, sect roams the land, dispensing random fortunes on those they meet. Lives of its members are often short.
    Holy Days:
  • Fortune's Fool (5th of Nature's Hand): A merry celebration of games, pranks, and comedic antics in honor of Vesparta and her fickle gifts. Celebrated in small villages and large cities alike.
  • Carnivale Day (10th of Harvestmoon): Often held only in the larger cities, it is a 'last hurrah' of merriment amongst the jesters and rogues, with big street parades, shows, and games of chance dedicated to lady luck, and the fortunes she's brought through the year.

Class Information:

Clerics: Clerics of Vesparta must be partially neutral. There is no canon, and no required vestments. All items of chance are sacred to clerics of Vesparta, such as dice and cards. Clerics of Vesparta often grant blessings of fortune to travelers and gamblers, or try to provide aid to those down on their luck.

As a religion, the Church of Fortune is not wholly organized. Itinerant clerics outnumber lay-clergy almost 2-1, as the Church feels it’s members should make their own fortune.

Clerics of Vesparta cannot Turn/Rebuke Undead. Instead, they can Inspire Luck, as a Swift Action, to one target. This grants the target a sacred bonus equal to the cleric’s Charisma Modifier on that target’s next die roll (lasts for up to 1 minute per cleric level). This ability meets any requirements as Turn/Rebuke Undead.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Favored Soul: Favored Souls of Vesparta are born under a lucky sign. They gain +1 to all saving throws.

Vergis (Deity)

  • Spheres: Commerce, Wealth, Greed, Travel
  • Gender: Male
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Coin
  • Favored Weapon: Dart
  • Influence: Patron of merchants, wayfarers, bankers, and vagabonds.
  • Domains: Celerity, Envy, Gluttony, Greed, Hunger, Pride, Trade, Wealth, Travel, Feast, City, Commerce, Herald

Description: An overweight and short humanoid, Vergis embodies greed, but also commerce and comfort.

Lore and Knowledge: Vergis, while an evil deity, is tolerated in most communities due to his embodiments of comfort and wealth, which most individuals aspire to in some degree. The Coinspinner and the Wanderer, Vergis is also the patron of travelers, wanderers, and the homeless.

Worship of Vergis began in the desert communities of the Sandstorm Desert.

Followers: Most folk allied with businesses give tribute to Vergis in one form or another. Caravans often have a small dedication to Vergis, for successful business and a safe journey. Worship of Vergis is most common in urban communities than rural ones.

Followers of Vergis come from all alignments, but most are neutral and evil.

    Affiliated Organizations:
  • Church of the Coin: Official church of Vergis.
  • Bank of Muriah: The official Bank of Muriah, with a presence in most major cities.
  • Horizonwalkers: A group of travelers for the sake of exploration and slaking their wanderlust.
    Holy Days:
  • Market Day (Once a month): The merchants and sellers in villages and towns alike get together for a small fete to showcase their goods and wares, and allow rural travelers the chance to do all their shopping at once. Often goods are well discounted, or special deals are available. The day varies by city and town, but most are organized by representatives of Vergis.
  • Merchant's Day (17th of Kingsmonth): The various Merchant guildmembers get together to exchange wares, gossip, and news, shutting down their shops and enjoying a private benediction by the clerics of Vergis.

Class Information:

Clerics: Clerics of Vergis can be of any alignment, though they tend towards Neutral and Evil. Clerics of Vergis promote business, wealth, and commerce, as well as travel and exploration.

Clerics of Vergis are expected to take a journey at least once a year. This pilgrimage must last at least a month, and they may not stay in the same place for more than three nights.

Vestments to Vergis are platinum and silver, with a gold phylactery. Copper is sacred to Vergis, as the basis for the economy. Their holy symbols are always a single copper coin, blessed by a high cleric, earned as a salary for a day’s work.

Clerics of Vergis cannot Turn/Rebuke Undead, but they can as a standard action, 3 + Charisma Modifier times per day, add +10 per Charisma Modifier to a target’s Movement Rate for 1 hour per Cleric level. This is known as the Blessing of Vergis, and is highly sought after by travelers and wanderers. It meets any requirements, and is affected by, any Feats or Abilities that apply to Turn/Rebuke Undead.

Class Skills: Appraise, Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Favored Soul: Favored Souls of Vergis are imbued with wanderlust, and greed. They covet small things, though not necessarily coin. They may have an overwhelming desire to see new places, meet new people, or just hoard books or knowledge.

Favored Souls of Vergis gain +4 saves vs. any effects that impede movement (Holds, Snares, Entanglement, etc.).

Ullis (Deity)

  • Spheres: Strength, Competition, Health, Civic Duty, Metalworking
  • Gender: Male
  • Alignment: Lawful Neutral
  • Power: Intermediate Deity
  • Symbol: Hammer
  • Favored Weapon: Maul
  • Influence: Patron of gladiators, giants, dwarves, and smiths.
  • Domains: Community, Competition, Craft, Creation, Dwarf, Metal, Strength, Artifice, Endurance

Description: Shown as a mountainous humanoid, Ullis is the embodiment of brawn. Usually clad in only a gray loincloth, and wielding an enormous maul.

Lore and Knowledge: Ullis is the Great Crafter, and the Forgesmith, as well as the Gladiator. He revels in tests of strength, and other competition.

Followers: Ullis is widely worshipped by the dwarves, and the giant races. He is also widely praised by gladiators and those engaging in feats of strength. Competitions in Ullis’ name are given often throughout the year, and are bawdy affairs.

Smiths and crafters of all races give praise to Ullis, often giving a prayer for the first item crafted in a new year, or when undertaking a special project.

    Affiliated Organizations:
  • Temple of the Strong: This is the official church of Ullis.
  • Battlechanters of Ullis: These dwarven battlechanters give their oaths to Ullis for strength and duty.
  • Gladiator’s Union: An underground association of gladiators in lands that have gladiatorial combat.
    Holy Days:
  • Grand Games(ends 14th of Summersend): Throughout the year, temples host smaller games in a variety of sports - archery, wrestling, jousting, etc., even a few contests of arcane prowess - throughout the lands, and they culminate in the great championships. With qualifying games held in all of the major cities, the final championships are held in a different city each year, and always draw a huge crowd. Timed to end just before the Summer's Feast, the host city enjoys a huge influx of tourists, travelers, and ne'er-do-wells. The champions of the games are oft talked about for years to come, and are heralded as the best-in-class of their sport.

Class Information:

Clerics: Clerics of Ullis must have at least a 12 strength. There are no vestments to Ullis; instead clerics are expected to wear only a loincloth when engaged in his service. Every cleric is expected to have some knowledge of the forge; Clerics of Ullis gain +2 to Craft (Blacksmithing) checks. Clerics of Ullis must be Lawful.

Clerics of Ullis cannot cheat when engaged in a competition – to do so is a violation of ethos. There is no canon for Ullis. Iron is a sacred material – most clerics wear iron or burnished steel jewelry.

Clerics of Ullis cannot Turn/Rebuke Undead. Instead, as a Swift action, they can grant a Blessing of Strength to themselves or one other living creature within level x 10 feet. The target gains +4 Strength for a number of rounds equal to the cleric's Charisma bonus. They can do this 3 + Charisma bonus times per day. This ability meets any requirements for Feats or Abilities that Turn/Rebuke Undead would.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft, Intimidate

Favored Soul: Favored Souls of Ullis are giants amongst their kind, often the tallest of their race. They are also physically strong and fit. They must have a strength of 14 or better. Favored Souls of Ullis gain +4 to saving throws to avoid or throw off Negative Levels, or vs. Negative Energy or Ability Drain attacks.

Paladins: Paladins of Ullis can expend a Turn Undead ability as a Swift action to gain +4 Strength for 1 round per Charisma bonus.

Tiranus (Deity)

  • Spheres: Evil, Corruption, Lust, Debauchery
  • Gender: Female
  • Alignment: Chaotic Evil
  • Power: Intermediate Deity
  • Symbol: Pentagram
  • Favored Weapon: Whip
  • Influence: Patron of demons, evil creatures.
  • Domains: Charm, Domination, Drow, Envy, Greed, Hatred, Lust, Suffering, Undeath, Evil, Chaos, Destruction, Passion

Description: Shown mostly as a powerful succubus, wielding a wicked force-whip. Always a malicious, yet seductive, smile graces her cruel yet inviting face.

Lore and Knowledge: Tiranus is the embodiment of temptation, lust, and desire. The Great Corruptor, she is said to have tempted numerous kings and queens into her service to spread debauchery and mayhem, solely for her own whimsical pleasure.

Followers: Hedonists and those wishing to fulfill their darkest desires pay homage to the Dark Queen. She has inspired mass murderers, rapists, and the pillaging hordes of the Ravlish at various times.

The worship of Tiranus is outlawed in all good and neutral societies. Some evil communities sometimes have Tiranus as their main faith.

    Affiliated Organizations:
  • Church of the Dark Heart: This is the outlawed cult devoted to Tiranus.
  • Blades of the Forsaken: These blackguards are a cult of fallen-paladins who have succumbed to temptation.
  • Academy of the Dark: These demon-cultists venerate Tiranus for their own dark desires.
    Holy Days:
  • There are no official holy days for Tiranus, though many sects offer her praise in manners befitting her vile nature.

Class Information:

Clerics: Clerics of Tiranus must be evil. They must be celibate, but not chaste. Initiation services to Tiranus ensure that new members are not chaste, as do most other holy rituals.

The vestments of Tiranus are blood red and black. Spiders are sacred to Tiranus. There is a canon, detailing all the many ways to corrupt the good.

Clerics of Tiranus can Rebuke Undead. They gain +1 saves vs. spells with the Good descriptor, and similar effects.

Class Skills: Appraise, Concentration, Diplomacy, Heal, Knowledge (Arcana, History, The Planes, Religion), Spellcraft, Bluff

Favored Soul: Favored Souls of Tiranus represent the basest, darkest souls of humanity. They are hedonists par excellence, mass murderers, and rapists. The revel in their dark deeds. Favored Souls of Tiranus can Detect Good 3/day, and must be evil.

Sunia (Deity)

  • Spheres: Nature, the Earth, Plants, Family
  • Gender: Female
  • Alignment: Neutral Good
  • Power: Greater Deity
  • Symbol: Tree
  • Favored Weapon: Club
  • Influence: Patron of farmers, treants, sylvan creatures, rangers, and most druids
  • Domains: Cavern, Community, Family, Renewal, Weather, Earth, Protection, Animal, Plant, Cavern, Feast, Fey, Life, Pestilence

Description: A sylvan female humanoid, clad in woodbark and fur, with antlers on her head. She has been depicted in numerous forms – from great oak trees, to oversized natural animals – in various tales and renderings.

Lore and Knowledge: Sunia, the Earthmother, is one of the oldest deities, and credited with giving all living creatures their form. Another dual-natured deity, she is the life-giving druidess, and the ferocious predator; the Hearthwarmer, and the Fanged Terror.

Followers: Most simple rural communities worship Sunia, as they depend on her generosity, and try to avoid her wrath. The first crop of a season is always blessed by a follower of Sunia. Followers of Sunia tend to be neutral. Many rural families have a small shrine to Sunia in their homes, to ward off danger.

    Affiliated Organizations:
  • Church of the Earthmother: The official church of Sunia.
  • Druids of the Sacred Grove: Druidic circle of Sunia, with dominion over the land.
  • Order of Lysentus: This outlawed cult is devoted to returning all lands to nature.
    Holy Days:
  • Spring Festival (1st of Springdawn): A joyous holiday, celebrated in small villages and large towns alike, celebrating surviving another cold winter, and asking for blessings for the planting ahead.
  • Plow Day (8th of Springdawn): Following the Spring Festival, this comical fete features races amongst farmers, to see who can plow a row the fastest. It is generally only celebrated in the smaller villages and towns.
  • First Planting (12th of Nature's Hand): This festival is typically held only in agrarian villages. The villagers get together to help one another in the momentus task of planting the first crops of the season. Volunteers watch children, blacksmiths are on hand to repair broken equipment, and laborers try to show their worth in the fields, in hopes of steady employment.
  • Harvest Festival (Week of the 24th, Harvestmoon): A popular holiday in both villages and cities, it is celebrated differently in each. In small towns, the harvest festival is a week long drive of labor, followed by a great village feast. In larger towns and cities, it typically centers on children, who play various games, and are rewarded with sweets and treats at the end of the week.

Class Information:

Clerics: Clerics of Sunia must be partially neutral. Evil clerics tend not towards greed, but Sunia’s predatory and wrathful aspects. Good clerics are typically community leaders.

Clerics of Sunia have brown vestments, with a green phylactery. The oak is a sacred plant, with most temples having a live oak at the center. Most clerics also carry an acorn from the oak tree where they were ordained.

Clerics of Sunia perform many services in a community: marriage, counseling, rites of passage, etc. They are very active in promoting community and family.

There is no canon for Sunia; lore is passed down in an oral tradition, as it has been done for age immemorial.

Clerics of Sunia cannot Turn/Rebuke Undead. They can Turn/Rebuke creatures with the Animal and Plant types.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, Nature, The Planes), Profession, Spellcraft, Survival

Favored Soul: Favored Souls of Sunia tend to be animalistic, almost primitive. They enjoy the wilderness much more than urban environments. Animal and Plant type creatures will not attack Favored Souls of Sunia, except in self-defense.

Druids: Druids of Sunia cannot have companions of the Aquatic or Air subtypes. They gain +2 on social skill checks with Fey or Sylvan creatures.

Solis (Deity)

  • Spheres: Sun, Fire, Daylight, Madness
  • Gender: Male
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Sun
  • Favored Weapon: Morningstar
  • Influence: Patron of farmers, desert-dwellers, sun-worshippers, and the insane.
  • Domains: Glory, Madness, Oracle, Fire, Sun, Healing, Sky

Description: Wreathed in flames, this tall, muscular humanoid is painful to look at, as he radiates the glare of the midday sun.

Lore and Knowledge: One of the first deities with an organized worship, the Sun-Father is one of a dual nature: life-giving warmth, and fiery destruction. Solos gave the first creatures of Eninn the fire of life, with Sunia giving their bodies. Enchantra would later grant the spark of sentience.

Followers: The worship of Solos enjoys a widespread following; only the subterranean races tend not to worship Solos. The following of Solos has declined in the ages since the Godwars, as the new deities have taken hold, but it still maintains a strong faith amongst the small rural communities throughout the land.

Followers of Solos range the gamut from the most noble good, to the most heartless evil.

    Affiliated Organizations:
  • Church of the Sun: Official church of Solos.
  • Fire Knights: A loose organization of paladins devoted to Solos.
  • Cult of the Benevolent Madness: This cult believes true enlightenment comes with great madness. Members routinely expose themselves to the mercy of the desert sun.

Class Information:

Clerics: Clerics of Solos can be of any alignment, with those of an evil or chaotic nature tending to venerate his destructive or madness-provoking traits.

Vestments of Solos are golden yellow and orange, with a pure white phylactery. Gold is a sacred metal to the church of Solos, and clerics often adorn themselves with golden jewelry or goldcloth. The Summer Solstice is a major Holy Day for clerics of Solos.

Good or Neutral Clerics of Solos can Turn Undead. Evil Clerics of Solos can Command/Rebuke any creature of the Fire subtype. Undead are an anathema to clerics of Solos, as are any creatures of the night, or darkness.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, Nature, The Planes), Profession, Spellcraft

Favored Soul: Favored souls of Solos are the Sun’s children. They revel in the sun’s light, feeling uncomfortable when away from its warmth. They tend to be very tan, and are more prevalent in desert societies.

Favored Souls gain advantages based on their alignment (they can be any alignment, choose one ability): Chaotic or Evil Favored Souls can cast Burning Hands 1/day, as a sorcerer of the same level, Lawful or Good Favored Souls gain Sacred Purification as a bonus Feat, while Neutral Favored Souls gain Fast Heal 1 while exposed to direct sunlight.

Paladins: Paladins devoted to Solos can use one of their Turn Undead attempts to sheathe their weapon in fire for 1 round per Charisma bonus as a swift action. This fire does 1d6 fire damage on a successful hit; 2d6 damage to undead.

Nox (Deity)

  • Spheres: The Night, the Hunt, Mysteries, Fertility
  • Gender: Female
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Obsidian Stone
  • Favored Weapon: Longbow/Composite Longbow
  • Influence: Patron of amazons, hunters, some rangers, midwives.
  • Domains: Darkness, Dream, Fate, Lust, Moon, Mysticism, Oracle, Portal, Summoner, Knowledge, Animal, Fey, Pleasure

Description: Nox is shrouded in secrecy and erotic allure. Her description is alluded to only in innuendo and the obscure idea of the sensual. Those few who have been graced with her presence can only describe a beautiful feminine form cloaked in darkness, and exuding mystery, fertility, and desire.

Lore and Knowledge: The Night Mistress or Nightmother, the Dark Lady, the Childmaker and Keeper of the Secrets, Nox is one of the oldest deities. Some claim she is older even than Corbrin, from some other realm, kept in the deepest, darkest of secrets.

Followers: Most humanoids give offering to Nox when they are seeking to start a family. Worship of Nox is older than even that of Solos or Sunia, and as such is practically an engrained part of society.

Besides those seeking a family, most hunters or gamesmen give tribute to Nox, often a small offering from the first kill of a season. Also, anyone seeking to keep a secret burns a small parchment with the secret written, while offering a prayer to Nox, to ensure it is never discovered.

The followers of Nox can be of any alignment. Worship of Nox is especially prevalent amongst the elves and other woodland races, while being less so of underground or subterranean races, such as the dwarves.

Temples devoted to Nox are never located in urban centers, though sometimes altars of worship are. Nox’s temples are almost always in the wilderness, hidden from casual travelers.

    Affiliated Organizations:
  • Church of the Moon: Official church of Nox, the Night Mistress.
  • Midwive’s Association: Organization of midwives throughout the continent.
  • Moonglade Rangers: Association of rangers and wardens devoted to Nox.

Class Information:

Clerics: Clerics of Nox must be celibate, but not chaste. While Nox is the deity of Fertility, her clerics may not raise families while in her service (and in fact, cannot, though many leave service to start families for a time, a practice that is common and often encouraged).

Clerics of Nox must be partially Neutral. Vestments are obsidian silk robes, with a grey phylactery. They are required during rituals, such as the Rite of the Full Moon. There is a canon of Nox, with texts as old as language itself. They are carefully guarded, and only given to prestigious members of the church.

Clerics of Nox cannot Turn/Rebuke Undead. Instead they can Turn/Rebuke any Animal, Magical Beast, or Lycanthrope.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, Nature, The Planes), Profession, Spellcraft, Hide, Bluff

Favored Soul: Favored souls of Nox hear the call of the hunt in the very fibre of their being, and the pull of the moon is as a tidal force on their very soul. They tend to be obsessive, and secretive.

During a full moon, Favored Souls gain +1 Caster Level.

Tourmaline (Capital)

  • Classification: Capital City
  • Population: 83,000
  • Wealth: Wealthy
  • Major Industry: Trade, Jewelry/Gemstones, Royal Navy, Fishing
  • Specialty Goods: Golden Pearls, Fine Jewelry, Magic
  • Populace Average Alignment: Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, Marquis Leris duKent
Demographics:
Human: 72% Half-Elf: 5% Elf: 9%
Dwarf: 1% Gnome: 2% Halfling: 9%
Half-Orc: 1% Other: 1%

History: Situated at the mouth of the Dovons River, amidst the Foothills of Yond, Tourmaline is an ancient city on the Scintillating Sea. Founded sometime around EH 900, Tourmaline was originally known as Casule on Dovons. Sometime after the Sinter Dynasty, Tourmaline was renamed after its major export – the fine gemstones mined in the nearby foothills.

Tourmaline quickly became a power in the region, with its ideal location, and vast wealth. As a city-state, many skirmishes occurred between it and Capaal, which was more closely allied to the Elven kingdom based out of Arborlon. Hiring mercenaries from Muriah, Tourmaline was able to defeat the forces of the Jenovian House, to gain premier dominance of the region. Castor duNeris was the first King of Dyninn, forming the League of Cities in the year ER 112.

During the Great War, King Muriah I used the League’s fractutious nature to his own ends. Muriahan mercenaries were enlisted by the cities of Capaal to usurp Tourmaline’s dominance, and by Tourmaline to prevent a coup. On the field, the mercenaries turned on their masters, and the League of Cities was effectively subjugated without a fight in the year ER 1440.

City Lore: Tourmaline is a wealthy, and very large, city. It is also a beautiful city, situated on the blue harbor of the Sapphire Bay. Tourmaline is clean, and fairly safe. The wealth of the city allows for considerable militia patrols; the city militia is practically a standing army.

Tourmaline is, demographically, a melting pot of culture and creed. Predominately human, it has a significant population of Elves, Half-Elves, and Halflings. The Elves maintain their own district in the city.

Cuisine in Tourmaline is mostly seafood: sailfin, ocean perch, and various shellfish are common. Oyster Stew is a common local dish. Nearby farms in the Dyninn grasslands provide ample grains, vegetables, and livestock to round out the local diet. Mead is the drink of choice in Tourmaline, though many fine breweries and wineries exist to cater to any taste.

The weather in Tourmaline is temperate – it rarely gets very hot or very cold. Clothing is thus layered, and loose, with fine linens, cottons, and silks being preferred. Colors are typically vibrant, even amongst the commoners. Jewelry is worn by almost all.

Crime is low in Tourmaline. The local thieves’ guild – the Emerald Dragons – are a small time affair of pickpockets and cat burglars. The local militia is intolerant of crime.

Every major affiliation, including all Guildtowers and Temples, have representation in Tourmaline. The Royal Navy maintains the majority of their Eastern Fleet from Tourmaline.

Landmarks/Places of Interest:

  • The Old Quarter contains many ancient landmarks from the time when the city was still known as Casule on Dovons.
  • Traitor’s Effigy is a marble statue marking the defeat of the League of Cities by the Muriahan mercenaries.
  • The Vigilance of Hele is an enormous bronze statue commemorated to the goddess Hele, overlooking the harbor.

Era of Reason: Age of Peace

With reunification has come peace, for the most part. Occasional regional skirmishes still occur, and the Orclands have their seasonal offenses against the Great Wall. Crusades from the Holy Empire often reciprocate, though both tend to have no lasting effect.

The populace is once again turning their attention towards exploration and development, with some seeking to re-capture some of the lost secrets of old, where others hope to open up whole new worlds. Tales of sailors arriving in strange boats hint at adventure across the Endless Sea, which has yet to be successsfully navigated.

It is now the year ER 1556. Adventure awaits!

Era of Reason: Age of Reunification

Up until this point, the continent was still largely fractured into small governing units, usually no more than a couple hundred square miles. This period saw the formation of larger groups, and a return in many places to the feudal allegiances of old. As alliances were made, so were enemies, and many minor wars occurred during this period.

The Kingdom of Muriah, in particular, sought a return to the glory of old, when it was the leading power on the continent. Establishing contact with the Dwarves of the Knife Edge mountains, they formed an alliance. The dwarves supplied weapons, and some mercenaries, to which the Kingdom of Muriah would make good use of in the coming war.

And war did come – like never before seen. A force of 100,000 footmen, knights, and warmages set out from Muriah to strike at her neighbors. Using psionic spies and agents, the force struck first at the Free States of Dynoria. The independent city-states of the democracy failed to support one another, and quickly were defeated. The Free States soon pledged loyalty, and manpower, to the Kingdom of Muriah.

This first quick victory was not repeated. The Bloodcoast Consortium, and the Holy Empire of Astalon, joined the war, and the fighting was long and drawn out. Sudden attacks by Ravlish barbarians, and a major Orc offensive, spelled the downfall of both of these forces. Some believe the Kingdom of Muriah instigated those events.

During this time, the League of Cities in the Dyninn region were also brought under the crown, due to fractional infighting and treachery on the part of Muriahan mercenaries. With the major players defeated, the lesser nation-states soon pledged fealty.

The Great War was a relatively quick affair, lasting only 23 years. Hardest hit were the central and southern regions of the continent. The League of Cities would grow to be a mercantile power, mostly from supplying both sides of the conflict with weapons and goods. In the end, however, the continent was once again united under the Muriahan banner.

Era of Reason: Age of Enlightenment

After several centuries of recovery, the lands of Muriah had reached a population level almost commiserate with that from before the Three. Much of the wilderness had been, if not tamed, subdued, so as to no longer threaten the greater population centers. Everywhere arts and culture exploded, as people once again felt safe enough to pursue interests other than survival.

Magical and scientific research also advanced relatively quickly. Alchemy was established, with many new concoctions and formulas created. New spells were constantly being devised, and the first forays into the outer planes were conducted. Magical and alchemical experimentation saw the creation of many magical items, as well as countless magical aberrations or monstrosities.

Government also saw many innovations in development. City-States lead way to the democracies in Free Dynoria; guilds and unions were formed for most industries, and the peasant saw an increase in livelihood and political power in some parts of the lands (though many still clung to their feudal structure). Merchants became the largest class of people, and often held more clout than the nobles. In Dyninn, this led to the Merchant Revolt of ER 820, which was unsuccessful, but served as a wake-up call to the nobles, who would later grant many freedoms to the merchant class in that region.

Religion had its own revival during this period. Where in the Age of Reconstruction, religion focused on the afterlife, religion here focused on the mortal realm, and how one’s actions were important in life. It also sought to seek out the meanings of the planes, and the structure of the universe. Philosophy was studied in earnest, with many of the greatest names having lived in this period.

It was during this period that the first accounts of a new power was reported: Mentalism, or the power of the mind. Psionics would become widely used in the Kingdom of Muriah, and would serve it well in the next several centuries.

Era of Reason: Age of Reconstruction

After the Three had been destroyed, the various duchies, baronies, and municipalities splintered into smaller, self-governed kingdoms. There were more than 100 separate kingdoms throughout the lands at the most fractured time. This was mostly due to the severe depletion on infrastructure and population; communication with other locations was for many impossible.

During this period, the population slowly began to recover what was lost. Wilderness reclaimed many ruins, and several cities razed during the time of the Three were never resettled, nor found, but several cities were rebuilt: Andors in the north, Faith and Divinity in the south, and Tesselpact in the central region. Arborlon came out of its magical seclusion, to a world wholly devastated. They would serve as a hub for rekindling magical research in the lands, though much of their lore was spirited off to the newly founded Castle of Controlling Power.

Often this period is known as the Dark Ages, due to the lack of new development that occurred, and the barbarism cultures teetered on following the Three. Undead were still a common threat, as were other monsters from the wilderness created in the great magical wars. Bandits and brigands held minor kingdoms of their own. It was a very dangerous time.

Era of Reason

The Era of Reason, or the Modern Era, is one of recovery and reunification. The Three caused rampant destruction, and their defeat left roaming bands of undead and other monstrosities loose in the lands. Nature was, in many areas, corrupted, and resistant to efforts to recover what was lost.

The governments were sorely fractured into minor kingdoms and fiefs. The Great War was an effort on the part of The Kingdom of Muriah to recapture some of their glory by uniting the continent under one rule. This has, so far, brought about lasting peace, and a strive towards development.

Age of Reconstruction Age of Enlightenment Age of Reunification Age of Peace

Era of Kings: The Rising of the Three

The Three were the first three known arcanists who had found the secrets to achieving lichdom. These first three liches sought to enslave the entire continent to their dark, twisted, undead whim, and raised a large force of undead. They struck in the north, first, catching the Arborlonian elves completely by surprise. Many elven towns were wholly razed and destroyed. Arborlon itself was only saved when the Elven Enchanter Neravenwyn Silleastril sealed the entire city in a protective cocoon of magic, thwarting the Three, but preventing the elves from being a force in the region for ever more. The seal would not be broken for 100 years.

The Dyninn was not the only region ravaged by the three. In the south, the liches seiged Paragon, the seat of the King, for fifty years. The city held off, but was cut off from the rest of the world; only the work of the wizards and clerics in the city kept the city from perishing. The Bloodcoast was mostly spared, but only because of the deals the Marquis of Arroch made with the three.

Astalon was nearly sacked. The southern breadbasket was almost entirely wiped out. Famine and disease ran rampant. The population of the continent was reduced to almost a third. The advancements of the previous ages were almost all nearly lost.

The three spread terror and death for nearly fifty years. Their sacrifices of creatures to their war machine was feeding an elaborate spell, designed to give them godly powers. On the eve of the completion of the spell, an alliance of wizards, numbering in the thousands, faced off against the three. Only 1 in 100 survived, but the three were destroyed, wholly and utterly. From then on, the wizards of the realm formed the Guildtowers, and pledged to protect the continent of Muriah from further magical threats.

Era of Kings: Havolorian Dynasty

The Havolorian Dynasty is often held up as an example of ineffective, continuous failures in statecraft. Seeking to reign in many of the independence that duchies had enjoyed under the DuNentis, the Havolorians spent much of their time demanding tribute, or enacting decrees meant to paralyze or emasculate their fealty-givers.

Relations soured greatly, as well, with the Elves of Myrh and the Arborlonian Elves, and with the Clanland Dwarves and those of the Lower Wold. The Kingdom’s power was waning.

The Havolorian Dynasty ended with the conflict that would almost destroy the entire continent: the Rising of the Three.

Era of Kings: DuNentis Dynasty

The DuNentis family were wealthy merchants, who bribed or assassinated their rivals. All of the kings or queens of this era met their ends by poisoning, or the assassin’s blade. It was the Era of Intrigue.

A few good things did come from these times, however. Before, each geographical region had their own dialect and language, and only nobles and clergymen could read or write. The DuNentis’ one admirable goal was to standardize language, and improve the education of the populace. To this end, the Common language was developed by Queen Annabelle DuNentis, and it met with widespread use as a means to facilitate business. It was based on the Old Imperial tongue, but made simpler and more internally consistent. A simplified alphabet and writing system also made it more easily adapted.

Thru trade, the secrets of Mithril and Adamantium, and many other smithing technologies were introduced, as well as a host of farming and agricultural improvements.

Still, the constant intrigues at court made the rule a very ineffective one, which meant that each duchy was largely self-governing. The final ruler, Queen Tymora DuNentis, was found slain by a jealous lover in her bed.

Era of Kings: Mercenian Dynasty

Where the Sinter Dynasty was one of reconstruction and development, the Mercenian Dynasty was one of exploration and expansion. Seafaring gained many advances, as explorers set to map out the continent and outlying islands. The Isle of Ravlos was finally discovered, giving a source to the ages long conflict with the Ravlish Barbarians, which gave the Bloodcoast its name.

During the Godwars, refugees had fled into the southwest, settling an untamed and unexplored area that would later become Free Dynoria. The Empire sought to bring this new Kingdom into the fold, but the fighting was long and involved. Unaffiliated tribes of people had also settled many other areas of the continent, and these 'barbarians' were systematically conquered.

Factional fighting between feudal empires was also frequent, with many leaders owning their own private armies. The First Order of Royal Knights was founded, along with other orders devoted to particular Dukes, Counts, Barons, or other nobles. Military technology advanced: armor technology was increasing, with chainmail and banded mail common, and the longbow was first introduced from the Elves.

The final Mercenian King was slain in battle, at the age of 20, trying to defeat a minor noble accused of refusing to send troops. A brief civil war would erupt, as the Kingdom sought a new liege.

Era of Kings: Sinter Dynasty

At the conclusion of the Godwars, a new order was established in Muriah. King Harold Sinter I was ordained, backed by the Temple of Divine Justice, which began the tradition of the church of Midir as the maker of Kings.

The Sinter Dynasty was one of reconstruction and development. The forging of steel was teased from the dwarves in the Clanlands, and trade opened with both the dwarves of the Knife Edge, and the dwarves of the Lower Wold. New cities sprang up in many locations, while the continent was divided into political groupings very similar to modern day maps.

Several minor conflicts did arise. The Dwarves of the Clanlands placed an embargo on trade between the Dynnin region and the rest of Muriah, which isolated that region. The dwarves were protesting trade with the Arborlonian elves to the north, with whom they were on ill terms with. This resulted in the Battle of Ep pass, which was a major victory for the Kingdom of Muriah. King Regulus the Firebrand was wise, and knew the dwarves would never pay fealty to the Kingdom, so signed a treaty of co-operation. This treaty stood as a basis in the years to come for the alliance between the Dwarven and Elven lands with the Kingdom.

The Sinter dynasty would end with the childless King Kostov Sinter, despite his fifteen wives.

Era of Kings

The Era of Kings was a time of mostly infrastructural change and development. Religious revivalism occured, from the fires of the Godwars, and temples and churches sprung up in every corner of the continent. Everyone was a believer in the Gods.

Laws grew more codified, and complex. The feudal system was challenged on several occasions, and would ultimately lead to the fracturing after the Rising of the Three. Experimentation on a local level did occur, but rarely past the level of the local Baron or Count.

Technologically, development was slow, hampered in part by the reliance on divine magic or intervention. Warfare was also common, due to the nature of the feudal empire, which further hampered development outside of more efficient means of waging war.

The devastation of the Rising of the Three would effectively wipe out all philosophical and technological development prior, as the devastation destroyed or reduced most major population centers.

Sinter Dynasty Mercenian Dynasty DuNentis Dynasty Havolorian Dynasty Rising of the Three

Era of Humanity

The period known as the Era of Humanity represents the transition from primalistic and tribal societies, with rampant elementalism and shamanism, to one of a higher, more modern society. All of the races went thru this transition at the same time, more or less. The dwarves worshipped earth spirits, the elves were mostly in thrall to the Fey, and the orcs held an awe for many spirits of the dead.

Technologically, the race of humans were the driving force for development. They typically acquired technology from other races (woodcrafting and magic from the elves, mining and metallurgy from the dwarves) and synthesized new uses for it (iron-working, for instance; previously the dwarves could smelt iron, but did not use it for tools or weaponry).

The gnomes and halflings were content to mix freely with the other races, living amongst them, and acting as a conduit for trade and the exchange of ideas.

The Dawn of Man

Some time after the Dragon Wars, a new race appeared on Eninn – the race of Humans. Some say they were inter-dimensional refugees, others that they were the new children of Enchantra, but regardless, they quickly formed tribes and spread out across the continent. For the most part, the old races shunned these newcomers as savages and uncultured barbarians. The tribes of man warred with one another, and sometimes with the older races.

Eventually the tribes would be united under regional chieftains: The Three Sultans in the region now known as the Bloodcoast, Chief Huri in the central region, known as Muriah and Lucias the Pious in the southeast, now known as the Holy Empire of Astalon, and Yond the Great in the Dyninn region. Villages formed into towns, which became the first human cities: Astalon, Paragon (then known as Caerganon), Tourmaline (then known as Casule-on-Dovons), and Arroch.

Dawn of Magic

Magic has always been used by the sentient races to some degree: many of the pre-cursor races had always had an inherent ability with magic. With the end of the Dragon-Wars, though, these races soon found their abilities beginning to wane. The races of man and elf, orc and dwarf, would have to find new ways of piercing the veil and working magic.

During this period, the existence of the Veil was first discovered, and the primary tenants of magic first codified. The idea of ‘schools’ of magic was also developed. Magic was wild and barely controlled during this time; a dangerous topic for study. Experiments with magical artifacts, both divine and arcane, were performed, yielding items of interest and power, both cursed and benign. Some of the most raw and powerful items of lore stem from this period.

Dawn of War

This age, also known as the Endless War, began with the discovery of the process for forging iron. The deep dwarves had long known the secret to metalcrafting, but its discovery by the surface races heralded an era of almost constant conflict. The powerful tribes fought each other, and at times themselves, in constant wars, civil uprisings, and skirmishes that unleashed new weaponry and magics that would change the world forever.

This era would end with the tenuous unification of the tribes under one ruler: Chief Huri XV, later dubbed the First King of Muriah. He was also the first human to strike a deal with the High Elves of the North, and the Elves of Myrh, who were key in his conquests of his human neighbors.

Dawn of Civilization/The Godwars

The Era of Humanity is typically said to end during the troubling time of the Godwars. Civilization had been burgeoning, despite the strife and ruin of the endless conflicts of the previous 500 years. With it, new religions had been founded, disbanded, and started anew. Humans, and many of the other races, had begun seeking more from the world, and this desire for the numinous had called other deities to the world of Eninn.

These new deities all sought followers amongst the mortals; no sentient race was innocent of seeking out a new order in their complex worlds. The old deities: Sunia, Hele and Solis mostly, had strong followings that resisted the changing world order, but these deities were typically not concerned with many of the new aspects of civilization, or even ethical dilemmas that the new races were facing.

Thus began a time of conflict that had not been seen since the Cataclysm. It all began simply enough: followers of the Sun-cult succeeded in summoning the Avatar of Solis. This breach in the Veil would allow all of the deities, interested in gaining foothold in the lands, to pierce the Veil, and manifest themselves on the world. Beings of immense power, they sought to defeat the followers of one another. These wars often ignored political boundaries, and entire cities were razed by the religious zeal rampant in this time.

The followers of Enchantra were eager to stem the tide of magic flowing into the world, for they foresaw the consequences: if the Veil was not mended, the entire world would be consumed by the chaotic energies of the Void. Enchantra herself gave birth to offspring, to aid her in tending the Veil: Illias and Nostalus, who both took on the portfolios of magic tinged with ethics. During this time, magic was chaotic and uncontrolled, and many races found their own native latent abilities burgeoning.

Many other deities conceived, bore, or created children, both to meet the needs of their followers, and to battle the foreign deities seeking to usurp their world. Some of these demigods survived, but many did not, destroyed in the fights that raged.

The wars were brief. Some say they actually raged for eons, but that Chronos stepped in at their conclusion and erased the years of destruction, condensing them to a single year. Regardless, the Godwars changed everyone’s outlook on faith, ethics, and the Gods themselves, and established many new religions on the face of Eninn.

The Dragon Lords

Age of the Precursors

During the cataclysm, the Dragons were the first sentient race created by the Gods. They would be their foot soldiers in the war with the elements. To lead these forces, the Gods created champions – the Dragon-Lords. They were beings of immense power, these avatars, but sentient and having their own free-will.

Enchantra also blessed other creatures with the gift of sentience. These beings are now called the pre-cursors. The Dragon-lords, after having defeated the great Elemental masters, set about subjugating these new races, forming great empires devoted to their own worship. Their rule lasted for thousands of years, during which the time the Dragon-Lords warred with one another in great individual battles of might and magic.

The Dragon Wars

Over time, the pre-cursor races chaffed under their enslavement, but any uprisings were brutally put down. Still, a great secret organization thrived for the eventual overthrow of the Dragon-Lords. At the sign of a great comet in the sky, the united forces of the pre-cursor race rose up against their overlords.

The war that raged lasted for a century. Entire pre-cursor races were extinguished, along with their Dragon-Lords, as not only pre-cursors fought Dragon-Lords, but Dragon-Lords fought one another, and loyal pre-cursors fought rebellious pre-cursors.

In the final battle, the last of the Dragon-Lords was struck down, at the cost of thousands of lives. The magic unleashed by his death would cause irrevocable changes to some members of the pre-cursors, who would one day become the Elves, Dwarves, Orcs, Ogres, and other sentient races.

The dragons themselves disappeared for centuries, retiring to parts unknown in the great wilderness of the world. The pre-cursors, finding themselves suddenly free, spread out into the wilderness, to form the modern races of the day.

The Creation

Age of Amarhl

In the beginning, there was chaos. A primordial soup that boiled and heaved, flashed and thundered. Of the gods, there was only Corbrin, master of the heaving heavens, and Chronos, silently ticking away the eons. Worlds of every imagination were borne, and consumed, by the unending chaos.

From the chaos, though, came a new world. One that would not be consumed by the chaos. The world of Amarhl was born, and with it, the First Four were created: Solis, Sunia, Hele, and Nox. And they protected the new world from being devoured by the unending chaos. They nurtured this new found creation.

The world of Amarhl was one of pure elements. The mountains waged mighty struggles against the thunderclouds; huge firestorms battled endlessly with titanic oceans. The land itself was alive with sentience.

The End of Amarhl

Solis and Nox spawned a new creation: Mortis. Their offspring would seed the world Amarhl with the first life. Great forests, and mighty beasts sprang up around the land. Plants and creatures of all types were created, and struggled in the shadows of the great elements.

Corbrin saw these new creations, and introduced her own element to the world. She created Enchantra, and magic sprang forth onto the land. The first sentient creatures came to Eninn. The Precursors were born.

At first, the great elements ignored the newcomers. They were insignificant. The elements were slow to realize their existence. But when they did, they raged. They rampaged, destroying all life that they could, in a great cataclysm. Then they raged against the Gods themselves, attempting to destroy their own creators.

The very existence of the world teetered on the edge of destruction. The new Gods struck back at the elements, and the war was devastating. Corbrin turned a blind eye to her elemental children, and they were forever silenced: trapped in the land, and sky, and oceans, and forced to be tools of the new sentient races.

History of Eninn (Timeline)

The CreationPre-Time
Amarhl
The Cataclysm
The Dragon Lords
Time of the PrecursorsAD1-AD2000
The Dragon WarsAD2000-AD2100
Era of Humanity
Dawn of ManEH0-EH1000
Dawn of MagicEH1000-EH2000
Dawn of WarEH2000-EH2500
Dawn of CivilizationEH2500-EH4000
The GodwarsEH4000
Era of Kings
Sinter DynastyEK0-EK250
Mercenian DynastyEK250-EK650
DuNentis DynastyEK650-EK900
Havolorian DynastyEK900-EK1250
Rising of the ThreeEK1250-EK1300
--ApocalypseEK1275
--The FoundingEK1300
Era of Reason
Age of ReconstructionER0-ER600
Age of EnlightenmentER600-ER1300
Age of ReunificationER1300-ER1443
--The Great WarER1420-ER1443
Age of Peace ER1443-Present

Arcane Guildtowers (Affiliation)

  • Scale: 12 (Individual Towers: 4-6)
  • Capital: 12 (Individual Towers: 4-6)
  • Alignment: Varies by tower
  • Symbol: Varies by tower
  • Active Regions: All of the Kingdom of Muriah except The Great Untamed.
Tower Name (Specialty)SymbolAlignment
Tower of Arl (Evocation)Inverted TriangleNeutral
Tower of Kore (Conjuration)PentagramNeutral
Tower of Nin (Enchantment)Conjoined CirclesNeutral
Tower of Vas (Transmutation)Inscribed SquareNeutral
Tower of Des (Illusion)Three TrianglesNeutral
Tower of Jur (Divination)Two Parallel BarsNeutral
Tower of Lok (Necromancy)Crossed BarsNeutral Evil
Tower of Bail (Abjuration)Concentric CirclesNeutral Good

Background:

Founded in the Era of Kings, 1300, the Mage’s Guildtowers, or the Mage’s Guild, are a powerful, though relatively neutral, force in the realm. They gained practical autonomy from the King due to their service in the defeat of the Three (powerful necromancers bent on enslaving the kingdom). In return, they swore to defend the kingdom against outside threats.

Organization:

The Guildtowers are actually several separate, loosely united individual affiliations. These delegations choose a ruling body of 7 representatives (one from each tower), and one Grand Magister, to represent the interests of all wizards throughout the Kingdom of Muriah.

Each tower mimics this organization, with their individual Grand Magister serving on the delegation to the Castle of Controlling Power, followed by a regional High Magister, and local Tower Magister in each individual city or town. Individual towers can be considered separate affiliations, typically with a Scale of 4-6. Members register with a local tower, and move up in the ranks in that particular tower, though transferring registration to a new tower is simple, and fairly common.

Goals:

The Guildtowers have several goals: Codify and advance magical learning, protect the Kingdom of Muriah from outside forces, and control arcane magic in the Kingdom.

The Guildtowers have managed to push thru laws in various provinces outlawing the practice of arcane magic by non-guild members (the exception is Bardic magic, which is protected by the Bardic College and the Temple of Tethos). The guildtowers also strongly encourage mages to specialize; even generalist mages must associate with one of the individual towers (though there is an underground sub-culture amongst generalists).

Wetilla (Large City)

  • Classification: Large City
  • Population: ~18,500
  • Wealth: Moderate
  • Major Industry: Trade, Wood Products, Raw Timber
  • Specialty Goods: Mighty Bows, Fine Wines, Stoutwood
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Duke Charles DuMontis
Demographics:
Human: 74% Half-Elf: 3% Elf: 10%
Dwarf: 1% Gnome: 2% Halfling: 8%
Half-Orc: 1% Other: 1%

History: Wetilla was founded in EK 344 as a logging camp, and quickly grew into a sizeable trading post. Its ideal location at the conjunction of two rivers made it into a viable trade center between the old Elven capital of Arborlon, and the cities of Capaal and Tourmaline. The abundant forest and fertile land surrounding the city also provided plenty of industry and agriculture.

City Lore: Cuisine in Wetilla is typical Northeastern fare: pheasant, pork, roast tubers, stout breads, and several local wines, many of Elven influence. Wetillan cuisine also makes use of the bounty of fish provided by the confluence of rivers. Locals tend to be practical sorts, with many laying claims to more rural roots than most urban dwellers. Dress is commonly earth tones and greens, with conservative cuts and styles. Most residents carry or wear hats and parasols, as it rains fairly frequently.

Demographically, Wetilla is a human city, though with a sizeable population of Elves and Half-Elves. Being the gateway towards the Knife Edge Mountains, Wetilla sees a fair number of dwarven goods pass thru, along with dwarven merchants. Crime is moderate, in Wetilla. The Crimson Cutpurses run the show. They are a flamboyant lot, and avoid violent crimes, preferring protection rackets, petty theft, and burglary.

Wetilla has only two Guildtowers, but a large wizard population for the city’s size. Enchantment and Conjuration services are available. The main Church is of Sunia, with other temples devoted to Solis, Sunia, Vesparta, Astalus, Corrine, Midir, Bormir, and Tethos. The Bardic College is quite sizeable, serving Wetilla and outlying areas. The two warrior’s guilds have a tense rivalry. The Sword and Shield Association is larger, and better organized, than the Axebasher’s Guild, but the latter has recently acquired considerable manpower.

Landmarks/Places of Interest:

  • In the city square, a statue commemorating the battle of Archer’s Glade depicts a lone ranger drawing his bow against an unseen opponent.
  • The Tavern of the Rising Sun is reputed to be one of the best in the region.

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Nostalus (Deity)

  • Spheres: Moon, Dark Magic, Spirits
  • Gender: Female
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Crescent Moon
  • Favored Weapon: Dagger
  • Influence: Patron of evil magicians, necromancers, the undead.
  • Domains: Darkness, Deathbound, Drow, Force, Illusion, Moon, Mysticism, Spell, Spider, Undeath, Death, Evil, Trickery, Magic, Necromancy, Shadow

Description: Covered in gossamer black silk, Nostalus is a beautiful young girl, whose eyes twinkle with mischief and, at times, malevolence.

Lore and Knowledge: Nostalus is one of the deities charged with maintaining the Veil. Favoring the dark magics, she reveals dark secrets to those who seek them, stealing them from her mother, Enchantra. A mysterious deity, it is unknown where she keeps residence.

Followers: Those who make use of subterfuge and stealth, and those who practice the dark arts, all pay homage to Nostalus. Few outside of the shadows give her any respect, and all sects devoted to her worship are outlawed in Good civilizations. The drow venerate her, along with the Demon-Goddess Lloth.

    Affiliated Organizations:
  • Cultists of the Dark Shadow: Outlawed church of Nostalus.
  • Fang of the Cobra Guild: Premier assassin’s guild of Muriah.
  • Weavers of Mysteries: Secretive cult of magicians wielding strange powers.

Class Information:

Clerics: Clerics of Nostalus are worshippers of the Holy Shadow. They must be Evil. Clerics of Nostalus must wear some dark or black clothing at all times, even if it is just a small scrap. Silver and onyx are both considered sacred to clerics of Nostalus.

Clerics of Nostalus are generally outlawed from open worship in most civilizations. They tend to meet on rooftops or dark alleys at night to perform their dark rituals. These rituals involve many candles, and often large numbers of ravens, which are considered holy to cultists of Nostalus.

Clerics of Nostalus can Rebuke/Control undead. They also tend to have an affinity for magics involving dark magic, and gain +1 Caster Level with spells of the Dark or Shadow descriptor.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft, Hide, Move Silently

Favored Soul: Borne and bred of darkness and shadow, Favored Souls of Nostalus shun the light and daytime. They tend to be mischievious and cruel. The suffer -1 Will saves in bright light, but +1 Will saves in shadow or darkness. They also gain +2 circumstance bonus to Hide in Shadows.

Mortis (Deity)

  • Spheres: Life, Death, Mortality
  • Gender: Male
  • Alignment: True Neutral
  • Power: Greater Deity
  • Symbol: Circle
  • Favored Weapon: Scythe
  • Influence: Patron of some necromancers, morticians.
  • Domains: Balance, Deathbound, Fate, Undeath, Animal, Plant, Healing, Death, Destiny, Repose, Spirit

Description: Always shown as a gaunt skeletal figure in black hooded robes, bearing a scythe and a dusty tome: the Book of Souls.

Lore and Knowledge: Mortis governs the cycle of life, from birth to death. He does not judge, he merely facilitates the passage of souls from the wellspring of the Positive Energy plane to their eventual residence in the outer planes. Mortis has been around since life first began, and it is said he will close the Book of Souls when the last living creature dies.

Followers: The followers of Mortis are divided into two camps: the good and neutral followers worship Mortis out of a respect for life, and death. They tend to seek to give people an understanding of the cycle, and to ease and comfort those in their time of loss. The evil sects tend to seek power from Mortis by sending as many sacrifices to the god as possible, or to seek ways to cheat death itself. Most sentient creatures are at least aware of, and respectful of, Mortis.

    Affiliated Organizations:
  • Church of the Unbroken Cycle: Official church of Mortis.
  • Shrine of the Undertaker: Outlawed, evil sect of Mortis
  • Brotherhood of the Circle: Organization devoted to defeating those who’d cheat death.

Class Information:

Clerics: Clerics of Mortis must be partially neutral. There is a canon for Mortis, describing the birth-death cycle, and the nature of life and death. Vestments by sect: Clerics of the Unbroken Circle wear black robes, with grey phylacteries, where Clerics of the Undertaker wear black robes with red phylacteries. Clerics of Mortis must be celibate and chaste.

Clerics of Mortis can Turn/Rebuke Undead. They receive a +2 save vs. Death effects.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Favored Soul: Favored Souls of Mortis represent the forces of life, or death. They tend towards either philosophical contemplators, or sociopaths and serial killers. They must be partially neutral. Favored Souls of Mortis gain the Death Touch ability, as if they were Clerics with the Death Domain.

The League of Cities (Dyninn Forest)

  • Capital: Tourmaline
  • Government: Feudal Monarchy
  • General Alignment: Neutral (Pragmatic)
  • Population: ~25,000,000 (~50/sq mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 27% (135,000 sq. miles)
  • Major Cities/Capitals:
    • Tourmaline: Capital of the region, known for fine jewels and magic services
    • Capaal: Renowned for the baths and natural springs; an ancient Elven city.
    • Arborlon: This Elven capital is a hub of culture and art.
  • Cities:
    • Andors: Sister city to Wetilla; deals in logging and livestock.
    • Wetilla: Lumber and woodmaking city; situated at the confluence of three rivers
    • Eastbreak: Fishing and trading city; last port around the Cape of Hope.
    • Farview: Primary trading port for the Dalelands.
    • Port Hugis: Navy town, with extensive dockyards for ship construction.
    • Port Farthis: Mining and sailing city; most inland port for the League.
    • Niondel: Elven city; famous for silks. Home of the Silk Lords.
    • Clydemaark: Human and dwarven city known for its river boats.
    • Dun Morig: Dwarven city; major exporter of cold iron.
    • Harborpost: Northernmost port city on the continent; vacation spot for rich nobles
  • Townships: Fenwick, Arrowdale, Jenkin’s Hole, Alyn, Lind, Sailor’s Rest, Dun Vast, Tulis, Farport, Wending

Climate: Temperate, Warm. The Dyninn Forest area receives ample rainfall, with the Tuluvian Jungle being a true rainforest. Severe thunderstorms are common in the summer, and typically one or two major snowfalls in the winter. Fall and spring are mild, with considerable temperature variances.

Geography: The League of Cities is situated mostly amidst the great Dyninn Forest, named after the first Elven King of the region. Despite the sizeable population centers present, especially along the eastern coast, there are still vast tracts of unspoiled wilderness. The region has several strategic natural borders, protecting it from most invaders; namely the Black Marsh to the south, and the Knife Edge mountains, part of the Dwarven Clanlands. Ample grasslands serve as the region’s breadbasket, mostly around the capital of Tourmaline.

History and Politics: The League of Cities is a loose association of mostly isolated city-states of varying power: from mighty Tourmaline, Arborlon, and Capaal, down to the minor players of Wetilla, Andors, and Niondel, etc. The League came into existence in response to the threat of the Rising of the Three, around ER 1260, as a pact of common defense against that terrible terror. Despite this effort, the Three would ravage the Dyninn region, with many cities - such as Oeatrus, a major center of learning and history - being completely razed and lost.

Before, and after, the Rising of the Three, inter-city conflicts were common, especially between the main power centers of Capaal, Arborlon, and Tourmaline. The Kingdom of Muriah would play on these internecine struggles to force the region to declare fealty, but even now occasional border disputes strain relations between towns and cities. The region has also long been a hotbed of racial conflicts, mainly between the Clan dwarves and the Arborlonian elves, with the humans taking varying sides. These feuds have been quiet for centuries, but both races have long memories.

The League, or more specifically the cities within the league, have always been more interested in commerce than any other pursuit. The natives of this region are stereotyped as having a certain air of pragmatic self-interest. As such, mercantilism is the order of the day, and many of the main merchant guilds have considerable political clout in the region. The League has some of the most lenient business laws of all the regions, making it a strong area of innovation and development.

The pragmatic nature of the majority of the residents of the Dynnin also make them fairly tolerant (for good and ill). Second only to the Free States in diversity, almost anything and everything can be found or purchased at one of the cities here. All of the major races, and most of the minor ones, have enclaves or communities within the region. The Fey are common throughout the Dynnin, as well, as are many sylvan creatures.

Laws: Laws very slightly from city to city within the League, though major crimes are mostly standardized: murder, treason, arson, aggravated assault, etc. are all punishable by death. Lesser crimes very more widely, from a simple fine to extensive hard labor or forced incarceration. Occasionally banishment is given for a repeat offender of petty crimes. The courts are managed by the Temple of Divine Justice (Midir), to ensure fairness and justice, though clerics of Bormir also practice law.

Economics: Taxes are collected and enforced at the pleasure of the local ruling nobility, or village reave. They are often collected once per season. Some Duchies have road tolls for popular highways (and some con-men and bandits have attempted to set up their own 'tax stations'). Generally, though, taxes are relatively low in the region, as each duchy competes for commerce with the others. Any significant increase generally causes an exodus of merchants and wealth, and fewer coins in the pockets of the guildmasters.

Most municipalities have an organized thieve's guild, often tolerated by the governing body as a necessary evil. As long as they do not overstep their bounds, they are allowed to perpetuate their minor crimes. Banditry is a bigger problem: the vast areas of unsettled wilderness allow for many a bandit company to operate within the Dynnin.

The region is a major exporter of lumber and wood products, as well as gems, precious metals, and grains from the Dyninn grasslands. The region imports hard metals and a variety of other trade goods. Overall, the region is a net exporter of goods, providing a fair bit of wealth for the merchants settled there.

Military and Clout: The League of Cities is a fairly powerful force on the continent. The navy is second only to the Bloodcoast Consortium, and is experienced at stopping pirate excursions from farther south. The army focuses on mobility and skirmishing tactics, with much of their tactics and strategy taken from the Elves. They are well-equipped, as Dyninn bows are renowned throughout the kingdom.