Chapter 8: The Dark Tides World Book

Dark Tides Calendar Date:

11 years after Entfall.  11 AF

## Welcome to Bil'Hanna.

It is believed that Bil'Hanna is a living world both figuratively and literally. Sages hypothesize that its appearance is somewhere between a giant turtle and a jellyfish. If a person travels far enough in any direction they will come in contact with a tall ridge of frost capped mountains beyond which lies the Sea of Ether between the stars.

The majority of the livable land is a super continent surrounded by tiny islands and seas. Bil'Hanna is orbited by one sun, and two moons. Two more moons sit static, low in the northern sky and are most easily viewed at dawn or dusk.

Periodically, Bil'Hanna becomes ill and a black viscous liquid boils up from below and spreads out not only into the land and sea, but into the Ether. It reaches out and pulls people from other bodies and brings them to Bil'Hanna, never to return to the world from whence they came. The residents of the world call this the Dark Tide.

It is after such a Time that our story takes place. For the first time in living history the Dark Tide was not pushed back and sealed away immediately. The earth itself was corrupted, an Ent who called itself Birch rose nearly godlike power. Its one goal was the extermination of any other sentient life, and the death of Bil'Hanna so that one day it could sprout itself into the Ether as its own celestial being.

Little over a decade ago the valiant people from Bil'Hanna and refugees pulled from the worlds beyond stole victory from the branches of defeat and slayed God-Ent, but not without terrible cost. This event is called Entfall and is the basis for the world’s modern calendar.

The faiths of the world were thrown into disarray. Deities rising and falling. Nations have risen and others have been laid low. It is a time of chaos, but with chaos comes opportunity.

Welcome, my friends, to Bil'Hanna.

### So, Why no gold?

Gold is not a native element to Bil’Hanna. Indeed there is something about the metal that makes it inherently unstable. Even gold brought from realms outside of Bil’Hanna in a few short years, transformed into lead. The Eternal Empire is always greedy for gold as it is used to make ammunition for siege weapons that have proved to be effective against the God-Kings of the Draconic Theocracies. Alchemy can produce gold, but at great costs. Even a small amount of gold can change the entire history of a city. The Dark Tides Currency is as follows: Copper (Value 1), Silver (Value 5), Jade (Value 10)

### And… Why no horses?

While horses have come from off world to Bil’Hanna multiple times, there is something about the world that changes them. Within a generation, they begin to spawn creatures most foul. Unicorns, Nightmares, and Narwhals. All of which are predatory creatures who seem inclined to eat the flesh of sentient beings. The Eternal Empire has been known to dispatch entire legions when a herd of horses is spotted. The people of Tarabuthia will come together and hunt them as a horde. The Knights of Anwyn consider it  their personal duty to drive them over the great divide.

### Magic and the nature of Bil’Hanna.

Bil’Hanna herself is a magical being, which is woesome to magic users who find themselves stranded on her shell. Her atmosphere absorbs and grounds out magical energies through the medium of iron. The iron (and even more so Steel) of the world is the antithesis of raw magical energy. Your average “Fireball” would clash and dissipate against your average armored soldier. The longer a person stays on Bil’Hanna, the less these overt magics function. The working theory of most scholars is that the consumption of iron rich foods will expedite the dampening of these energies. But, that does not mean that Bil’hanna is devoid of magic all together.

### Alchemy

The most common of magic in Bil’Hanna, Alchemy, is nearly everywhere. The alchemical processes themselves are not magical, but instead the materials with which alchemy is done are. (Though, Scholars, especially of the First Elf variety, would say that all things that exist on Bil’Hanna are natural, and ‘magical reagents’ is a term coined by the human immigrants.) Distilling, drying, crushing, grinding, burning, smoking, mixing, and dipping… Alchemy is very labor intensive. Everything from elixirs that heal the body to vials that explode on impact.  Alchemy is diverse, and just as helpful as it is deadly. (See titles for rules on alchemy).

### Ritual

Ritual magic is very labor intensive. It is heavily reliant on location, time, and preparation. This is arguably the most powerful of magical types found in Bil’Hanna and often will use another, if not all other types of magic to fuel its results. It can change the shape of the world. Bind Ascendants or birth monsters. It can part seas or summon stores. It can awaken volcanos and force them into slumber. But since the conditions in which ritual magic will function are so rare, it is the least seen form of magic.

### Raw Will

The ability of some people to affect the world through raw willpower is not a common gift and its uses are extremely limited. It is the most sinister of the magical types as it is literally bending the world, monsters and people’s minds to the desire of the user. It can be used to alter memory. Make people harm themselves. Used to sway the emotions of entire legions of people at once. Its only real limitation is attention. The effects have to be maintained by its user. Eventually they will fade and those enslaved, or that which was changed will return to its/their original state.

### Divine Might and/or Faith

Faith is powerful. Faith in many ways is the most unselfish of all magics as it really does not help the run of the mill person at all. Faith empowers those who have Ascended either by Worship, or by Mantle. The Divine might is directly proportional to the faith of the followers or worthiness of the Ascendant in their role. It seems often that the worshiper in many ways receives nothing from their relationship with their gods, while the gods themselves can summon lightning from the sky or make the seas boil as appropriate. Or at least they didn’t get anything in return, but something has changed.

Many eons ago, when humans began to arrive on Bil’Hanna, they brought with them a faith which believed its clergy could heal their followers with a lay of hands and a muttered prayer. This faith (whose name is now lost to the ages) believed firmly in spreading their word, even if their outside god was far away. Missionaries traveled the world healing those and spreading their message. Priests became synonymous with healing in nearly all parts of the world. Sadly, without an Ascendant or Mantle of their own, the faith eventually died out, but not the concept that holy men could heal. Thus, healing is the providence of men and women of faith.

### Subtext: Bringing it all together.

Magic types often overlap each other. There are often many paths to the same result. Often multiple forms of magic are used for a desired effect. Example:

Launching a ball of fire at a person, can be the domain of Dragons. (See Faith and Gods for why this would be considered magic.) Their worshipers believe Dragons can spew fire. Therefore Dragons can spew fire(and unlike overt magics, this magic is rooted in Bil’Hanna and still functions). Or, an alchemist can slave away and distill an ichor from dragon’s blood or fire root, and lob a ball of fire at their enemies. The effects may be practically the same but the route taken could be totally different.

Summoning and creating the undead are not terribly common in Bil Hanna, due to the fact control of things that are created or summoned is not guaranteed. You can use ritual to create a Golem. But if you do not also create the means of controlling it, it will be beholden only to its own will.

### Gods

Bil’Hanna herself embodies a lot of what god-hood is in the world. And the most common casual worship is to her, for she is from which life and sustenance springs. Small sacrifices and rituals are ways most common folk beg her blessing.

#### Worship Ascendants

Worship Ascendants are those Gods raised to their status upon the faith of their followers. The most common example of this is the Draconic Theocracies. When a hero amongst the people stands out for their deeds the Lizardfolk will begin to worship and give sacrifice. If this continues and more people follow suit, eventually the person will begin to ascend.

This Ascension is a double edged sword, as all Ascensions are. As the Ascended is idolized by their followers, they begin to fit the ideal of said followers. The ultimate example of this is the Dragon Kings who are worshiped by Draconic followers. These Kings are not born as Dragons but through the faith of their followers they begin to take on Draconic traits until they are remade and rule as a true Dragon King of immense power.

Ascending in this manner does not simply change the Ascendants physical form. The worshippers’ faith forms a comprehensive mold that the Ascendant is forced to fill. Though aspects of their personality will remain intact, they are as their followers believe them to be and will act accordingly.

#### The Deck and Mantles

For eons seers on Bil’Hanna have used a deck of fortune telling cards to peer into the nature, past, present and future of her inhabitants. Like worship ascendants, some people who walked Bil’Hanna and would take up the ‘Mantle’ some of these cards, embodying some concept or ideal and becoming something more akin to a minor deity than a mortal being.

The fall of Birch corrupted and damaged the energies that flow over Bil’Hanna. Ley lines have moved. Oceans have grown where there were none and mountains are rising from the sea. They say that the day the giant ent perished, artists, seers, fortune tellers, and holy people all over the world were struck with the need to create. In a single day, a new deck embodying the future of the world, had been born. A darker, some say stained deck, with new mantles, and darker stories to tell.

(Note: Dark Tides has moved to the Tarokka deck published by Wizards of the Coast as it is non-denominational and is not tied to real world faith.)

## Races of Bil’Hanna.

### Humans and Near Humans

#### Standard Humans

Origin:

The Source brings all things. When the Dark Tide comes it reaches out to other worlds, and those whose shores it touches find themselves drawn to it.

Long ago, half a dozen empires on a far away plane waged war against each other. Theirs was not a land of spell and sword but a world of cold iron, fire, and heavy machines. Great engines of war were the winners of battle. Organized armies fought horrific battles against barbarians, who waged war against seafaring folk. Seafarers pillaged the shores of all nations.

There were no monsters of which to speak. No elves in their towers, nor dwarves on their hills. No Smaragdine in the earth. There were no Gods who answered. There was war, and winning was survival.

In a world without magic, fire was twice as dangerous, uncontrolled, and unpredictable; it was the death of untold millions. But every now and then, the Dark Tide would come, and it came to this world strangely. It did not pervert, destroy, or mutate. It curled into itself and became like a viscous gel washing up on the southern shores, and it burned.

When it burned, it burned white hot. It could destroy nations. Armies would coat their arrows in it, which could not be put out with water. Armies would load their great machines with it and lob into the walls of their enemies. It could not be extinguished. This fire could make a nation great. So when the tendrils of the Dark Tide came this plane, the nations were prepared. They launched their fleets into the sea rushing into a great race to find the Source Island, and claim it for themselves.

Imagine their surprise when they came to the island and found flights of giant lizards spewing flame at it. This wasn’t the worst of it. Looking to the sky, they saw two moons instead of one, and every star in the sky was unfamiliar. There were legions of armor-clad reptilian soldiers marching onto ships even as they arrived. Then the Dark Tide faded beneath them.

They had come too late. The trip took too long. The Source had been defeated and the Dark Tide was retreating to the depths.

There was no going home. How could there be? So as the faster, wedged Draconian ships sailed away they followed in their slower flat-face rigged galleons and man powered galleys. Eventually they came to shore and the humans spread out across the world known as Bil Hanna. The more uncivilized of them found their solace in the swamps. The great commander Áedán mac Gabráin would go on to found the nation of Anwyn on the eastern coast. Various other militaries founded over a dozen kingdoms in the next two hundred years. After which, the Eternal Empire would eventually rise, war against each other, and then unite them.

Nations would be founded by other lost immigrants, not just the fleets of warriors. The Dark Tide was not picky when it touched worlds; it pulled in warships and fishing ships alike.

Home Nations/Region:

The Empire, the Twin Kingdoms Anwyn, and many other city states/kingdoms around Bil’Hanna.

Life span:

They reach physical maturity between the ages of 14-20 and live around 80 years.

Physical Appearance:

As per their local nations.

Faith:

As per their nation, but the vast majority of Humans worship the Deck like it is a Pantheon.

Culture:

Per Nation.

Human Stereotypical views:

Per Nation.

#### Tarabuthians (Near Humans)

Origin:

Same as Humans, but their ancestors found their way into the swamps instead of the plains.

Home Nations/Region:

The Artax swamps and the city of Yanuditlihi

Life span:

As humans or native races.

Physical Appearance:

As per their local nations.

Faith:

The tribes of Tarabuth were one of the first to embrace new cards of the deck and make them their own.

Warriors Embrace the six of swords, the Berserker. Tradesmen embrace the three of coins, the Trader. Shamans and spiritual leaders embrace the two of Stars, the Diviner. The younger generation of Tarabuthians who have not lived their whole lives inside of the swamp gravitate to the five of Glyphs, the Druid.

Culture:

The Artax Marshes are home to one of the strangest groups of humans on Bil’Hanna. Blessed with ferocity and passion, but burdened with a terrible curse. These proud people can be found in movable elevated homes to protect themselves from flooding. While considered by the outside world to be a simple people, they are rich in culture and their wares are often desired by the outside world. The great beasts that live in the marshes tend to be three to four times the size of those that live outside, especially the grave alligators (More on grave animals below) that can grow up to thirty feet in length. In recent years the number of these animals has exploded to the point that most of the Tarabuthian tribes now live along the outside of it, instead of inside.

The tribal warriors are renowned for their prowess in battle. They usually lean to one extreme or the other when it comes time to take up arms. Either cold hard determination, or raw berserking passion. The same goes for most other emotions. They love completely or not at all. Forge friendships they are willing to die for or a complete apathy for a person.

Though when dining with the Tribes, you will almost never find meat on the table. Meat is only consumed before a hunt or battle, and only after it has been purified in a long and arduous ritual by the tribal headsmen. This is because unpurified meat can cause, “The Changing.”

The connection between the Grave Beasts of the Swamp and the Tribes of Tarabuth is a strong one. The great carnivore is an apex predator of the swamp, but it will never eat the flesh of a Tribesman, because every Grave Beast was once one of them, or is descended from them. They are an abject lesson inflicted on a whole culture. It is said that even when outsiders live among the tribe for long enough, they too can experience the Change. It is considered a mark of personal shame, though every family has this mark, having previously lost members to it. The Change doesn’t come abruptly; the signs will usually appear months before the actual event. Thick fur will grow from the victim’s limbs, hair will begin to lengthen, teeth will sharpen and the ears will grow and round. Altering diet can, over time, reverse these symptoms but often take two to three times longer to disappear than they did in appearing.

Grave Beasts are massive creatures resembling their namesake, though two to three times their size, but the difference does not end there. Regardless of the base animal, all Grave Beasts are predators, with two rows of razor sharp teeth and bones sprouting from their bodies like spurs. Some, like boars and oxen, grow thick armored plates over their hides that protect them from everything but the most deadliest of blows. They move nearly mindless through the swamps, killing not just for sustenance but, apparently, for pleasure. They are fiercely territorial and will fight each other to the death. When this occurs, the victor will consume every bit of the vanquished, down to the last drop of blood. They symbolize not only strength, tenacity and drive, but also sorrow. They are both admired and feared.

Tarabuthians do not suffer outsiders killing Grave Beasts for two reasons. One, is that the consumption of sentient flesh has shown to bring grave beasts into season. Second, is that the hunting of a grave beast is a ritualized affair with as much levity as a funeral.

Threats from within

Dwelling deeper in the swamp, the tribe of şobolan have embraced riding the edge of the change like no other. In times of conflict their members praise those who give themselves over fully to the beast. Most of these savage souls spend their prime years balancing in a hybrid form between man and giant rat. More and more frequently stories have cropped up of the ratfolk sneaking into camps and villages and robbing the cradles of their kin to add to their growing plague. Their motivations for this are unclear but many hunting parties have claimed, on occasion, to have been attacked by their savagely outcast brethren as well.

Tribespeople of Tarabuthia Stereotypical views

Refugees/Neppen

“Most of us have roots in other dens. Let us welcome these travelers to our world with open arms.”

Dwarven People of Bridge City

“Redemption comes in many forms. The Empire was wrong to think that just because they laid down, they were dead.”

First Elves

“People who forget are people destined to repeat their mistakes.”

Wracked Elves

“They live passionately, making every moment worth living. You have to admire that.”

Slegorians

“Very strange people, but oddly honorable on the field of battle. Though shelving love for husbandry is troubling to say the least.”

The Eternal Empire

“Corrupt squabbling overlords who have finally turned on each other. About time. And good timing for them, for if they came any closer to our borders there surely would have been blood in the water. “

The Necropolis of Myr

“Only the most desperate of us travel to this unholy and wicked place. Why hasn’t it been obliterated from the face of Bil’Hanna? Maybe if the Dragons and the Empire would get over their desire for mutual destruction they could face a real terror in our midst.”

The Kingdoms of Anwyn

“Though they stole from the Empire’s plate, what they were offered was obviously bad meat. They take pride in who they are, with no apologies. They make fair deals in trade and their warriors seem just as inclined to mercy as to ruthlessness.”

Draconic Theocracies

“They keep to themselves and we like it that way. They loathe the Empire and the enemy of my enemy…. Is  always welcome to attack my enemy. They do trade fairly though.”

The City-State of Vrosa

“The impact of the Empire on the Truefolk’s culture has no worse example than this beautiful city of lights and ugly laughter.”

City State of Winegorge

“Truefolk come from the west. Falsefolk come from the east. These ones will give you a fair deal.”

#### Slegorians (Near Humans)

Origin:

The Slegorians believe that their bloodlines originated by the coupling of two divinely empowered beings from the Old Deck (The Champion and the Marshall). All Slegorians are descendants of this woman, who was called Slegor, First Matron, the Mother of all Champions. Most Slegorians dwell in the floating city of Irrestadt when not under contract for mercenary work.

Lifespan:

Physical maturity around 12, living into their late 70s. Fertile until early 60s.

Culture:

Due to the brutal social structure that focuses completely on warrior pride the population is rarely large. They divide themselves into matriarchal Broods, each named after a fantastical beast or monster. It is a complicated, caste based society made up of four distinct levels.

The lowest caste comprises two distinct classes, the Unbrooded and the Unblooded. The Unbrooded are the least fortunate of the Slegorians for they are doomed to a life lacking in glory. This class is primarily made up of those not fit to be warriors either due to specific breeding or because they are born of pairings not requested by the Matron. In certain circumstances, a Slegorian who proves themselves too weak to complete their training will be barred from achieving warrior status and will instead be forced to face life as an Unbrooded. While they are not considered full members of the Brood, they are not mistreated. They fill in the many non-warrior roles looked down upon by the Slegorians such as crafters, fishermen, and merchants. They are barred from reproducing but in rare circumstances a Breeder will sleep with a skilled craftsman to add an Unblooded to their House.

In contrast, the Unblooded are those Slegorians born in matches approved of by the Matron to produce the strongest generation of warriors. From a young age young Slegorians are trained to sail the seas and to fight the monsters beneath its waves. This training is so rigorous that most do not survive to see their Polemistis, the presentation of their warrior name. Only in exceptional circumstances are the deaths of the young mourned for as the Slegorians only find excellence worthy of attention. Upon completing their training they are tasked with bringing a pound of worthy flesh back to their Brood. This flesh must be taken from either a great beast of the sea or from an enemy of the Slegorians. Once this task has been completed, they are brought before the Matron and given a warrior’s name.  These Slegorians are now considered Blooded.

Blooded and are tasked with bringing glory to both themselves and their Brood. This is true for both men and women as every Slegorian must prove their worth through combat. The birthrate of Slegorian women is significantly lower than men and only a handful of girls are born into each generation. Due to their status as potential Matrons within a Brood, they are given the best training.

The third caste are the Slegorians who have survived long enough to physically be able to breed and have earned enough honor to be allowed to do so by their Matron. When a Slegorian woman receives the gift of Toketos, her first moon flow generally around the age of 26, she becomes either a Breeder within her own Brood with intent to take her Matron’s place or, for younger daughters, they join the Anatorfi with their male counterparts where aging Matrons without daughters of their own can adopt them into their Broods. Similarly, male warriors who achieve the age of 30 and have proven their strength through many exploits are chosen by their Matron to represent their Brood during the Anatrofi and earn the right to father young warriors.

The Anatrofi occurs twice a year upon the rise and fall of the largest moon when the Broods gather to compare their strength, resolve disputes through blood sports, and ensure their lines do not become stagnant. In the same way Breeders are chosen by daughterless Matrons, the chosen males regale themselves in trophies proving both their might and cunning and are inspected and auctioned to become the Brooded, whose job is to sire children with their new Matron and her Breeders and train them up in the ways of the warrior. Some outsiders see this tradition as slavery, but it is a goal for most Brooded to earn the pampered life promised to them if they are found worthy.

Men can rise no higher than being a Brooded but those few Breeders who prove both their ability in battle and in bearing strong children may be raised to the role of Matron, the highest caste, who are responsible for the Broods standing in Slegorian culture and the management of its stock. Marriage is unheard of in this society as all matings are dictated by the Matron between her Breeders and the Brooded. Any offspring born outside the established pairings for the season are forced to be Unbrooded. Often this means a Breeder found a lover in either a Blooded or an Unbrooded but some Brooded and Breeder pairings grow too attached and try to defy their Matron’s desire for them to have children with others. In rare circumstances, a young Unbrooded has performed some outstanding act, proving their worth and earning them the chance to become a Blooded. Brood pride is considered a commendable trait but most warriors will come together and fight for their nation.

Few laws govern the Slegorians, but when a law is broken they are exacting in their retribution. If a Matron is found guilty of treason, breeding with a non-Slegorian, or using treachery instead of her brood to solve conflicts, all who share blood with her in any Brood, no matter how remote, are put to the sword. The Matron’s punishment is even greater. The gift that let her rise to her rank is forcibly taken as she is sterilized and exiled to the Thirio Trench where it is said the vilest of the depths lay in wait. Little history is recorded of the place as none, until recently, have ever returned.

These Slegorians are said to have formed fiendish pacts with terrible monsters of the deep, promising their allegiance in exchange for gruesome gifts and foul mutations of the flesh. Sailing under prominent black sails in a sea filled with marine beasts most foul, they are the terror of the seas.

During Entfall the Deep Callers fell upon the Slegorian Islands in a surprise attack and drove the Broods onto their ships. The surviving Matrons took their broods to the continent and in the mouth of a massive river lashed them together and built upon them a giant pitch covered fortress they named Irrestadt. It is from here they work to reestablish their numbers and plot the recapturing of their homeland.

Physical Appearance:

Indistinguishable from humans except for abnormally large hands (Which makes them excellent swimmers).. They prefer to wear loud colors, such as orange, yellow, and bright blue, especially in combination. Due to the warm climate of their island they wear baggy pants that help keep them cool and tight, normally sleeveless shirts that do not interfere with their movement. Jewelry is normally spoils of war and hunting trophies.

Faith:

With the Old Deck shattered, many Slegorians now honor the memory of Slegor herself. It is unclear if any prayers have been answered yet.

Slegorians of Irrestadt Stereotypical views

Refugees/Neppen

“Fresh talent into the mix. New Warlords. New Warriors. New ways to do battle. Once they settle down we need to learn as much as we can from them.”

Truefolk

“These are petty little men and women. But they love conflict. They think they are using us, but it is us who are using them. We use their wars to sharpen our blades and skills and improve the Broods. No one will blame us for these wars. It is too easy to believe it is all their fault.”

The Dwarven People of Bridge City

“They have found their fire, after all these years. They have set down the plow of the obsidian blade. A new wet stone for us to sharpen ourselves against.”

First Elves

“Some of them are skilled beyond belief. Some are utterly useless. But don’t let your Matron bring one into your brood. Her womb will become…. Inconsistent.”

Wracked Elves

“They learn fast. They learn scary fast. They say the greatest sword in the world was a Wracked Elf. No Slegorian ever managed to defeat him. No Slegorian managed to blood him. He sharpened his blade on our bones until he became the Ferryman. Remember him. He was a foe worth having. Saint George of Burns, the Man-God of Myr will never be forgotten as long as a Slegorian walks this world.”

Unliving of Myr

“It is hard to provoke them into battle. That is why we march often with the Eternal Empire. Their knights are like little pockets of death incarnate. Laying a Death Knight’s helm at a Brood mother’s feet will bring you pleasure beyond the pain it took to take it.”

Lizardfolk

“What the Kobolds lack in size they make up for in religious fervor. Their ability to work together is almost eerie. One will die on your sword just so they one behind can bite your throat. Kill enough, you may get the honor of taking a crack at one of their Kings.”

Tarabuthian

“Bring them to your table. Feed them the flesh of your latest conquest. When he turns, fight a foe worth fighting.”

City State of Winegorge

“Fat merchant ships in a sea of sharks.”

Lizardfolk

The Lizardfolk are so closely tied to their God-Kings that their views/origins are inseparable. For information on Lizardfolk read the section Nation section, Draconic Theocracies.

### Dwarves

There are two subraces of dwarves on Bil’hanna, the Truefolk and the Dwarven Peoples.

Life span:

Long lived Truefolk can reach their late hundreds. They are considered mature at forty and pregnancies last two years.

#### The Dwarven Peoples

Origin:

Dwarves sprung forth from the earth when The Maker (Old Deck) struck Bil Hanna with his hammer.

Home Nation/Region

Grassy hilly settlements in the north empire, Bridge City, and villages in southern Anwyn. Homes are generally built into the earth, with the exception of Bridge City Dwarves who may live in the city, or in a home carved into the Great Divides canyon walls.

Description

Generally shorter than Truefolk (5 foot to 5’5”), they often have expertly braided beards on men and women. They prefer earth toned clothing ornamented with dwarven obsidian and jewelry of polished wood or bone. Wearing elaborate arms and armor is indicative of high social standing, even when not in combat.

Faith

With the death of the old Deck and the passing of the Maker, the loss of faith to the dwarven people has been a blow that many have not recovered from.

Culture

In this clan based society they're ruled by the strong, be it in Wit or Arms. Their political structure is heavily influenced by social debts and allegiances bringing families and clans together. These are passionate, honor driven people with a love for wine and companionship. Everything is done with a sense of community for the clan. Coins, war, marriage, or even lives are all earned or given for the clan. Identity of the clan is important and if you bring shame upon them there will be strong repercussions. Dwarven people are amazing artisans with whatever medium they choose to devote themselves to. Be it obsidian, glass blowing, weaving, or smithing, a dwarven made good is a good made with quality and care. Dwarves marry for life and generally do not remarry after a spouse has passed.

Slang:

Gnomes: Racial slur for Truefolk

Sandal-Foot: Humans

The Dwarven people’s stereotypical views:

Refugees/Neppen, The Eternal Empire, Twin Kingdoms of Anwyn, First Elves, Wracked Elves, Slegorians, Draconic Theocracies, Tarabuthians

Views are usually based on the nation of residence.

#### Truefolk

“Our Cousins are bought and paid for, and not by us. They call themselves ‘True’folk. But I ask you, how much truth can there be if your entire life is about catering to the highest bidder?”

Truefolk

(Direct translation of their name in their own tongue, means ‘Real People’)

Origin:

The Truefolk of Dwarvenkind believe they have always existed. They give little thought to their origins beyond the fact that they exist now.  A creation story is not a monetizable resource.

Home Nations/Region:

Anywhere there is an exploitable resource you will find Truefolk and when a new one appears, they are not far behind. It is often said that an area is heading for economic depression when it's Truefolk begin leaving the area. They primarily organize themselves into independent City States. Most notably The City States of Vrosa and Winegorge.

Physical Appearance:

Slightly taller and thinner than what they refer to as “lesser dwarves,” they tend to be clean shaven or have elaborate goatee as having a beard means you cannot afford a barber. They dress in expensive dyes, love metallic colors, and are very fond of loud exotic bird feathers, especially in large stiff brimmed or cloth hats.  Members of Fortuneless Cohorts tend to tattoo their bodies and faces with the images of coins and the decoration of their fighting gear is almost always in wealth motifs.

Faith:

Though there is advantage to worshiping members of the Deck, The Truefolk are not daft. Gods are fickle and often temporary. Long ago they began worshiping the most successful of their own kind in a form of ancestral worship. When their great merchants pass from the world it is only really their flesh that goes to the pigs. Many of the large families have deceased ancestors serving on their boards of directors and their knowledge is of incredible value. Though as more successful members pass, eventually the older ancestors will slowly fade from existence, free to go wherever such beings go.  While strong ancestors are valuable assets, ultimately that is all they are. They cannot persist as head of a family and upon their death their wealth is distributed according to their will. This distribution is highly ritualized and is considered more important than the actual disposal of the body as the wealth and legacy of the ancestor is that which will endure.

Culture:

For The True Folk, every aspect of life has a monetary value and a cost. Life. Love. Happiness. Peace. War. Death. No decision is made without weighing the potential value. This often exemplifies itself in surprising ways within their society.

Slavery is looked down upon, not because it is considered immoral but because it is ineffective. An employee is paid an accountable wage and is expected to take care of himself whereas a slave must be cared for and the options for releasing one without losing the coin already invested in them is limited.  Indentured servitude is common though and a viable option for excess children within a family. Along similar lines, those who spend time in prison are expected to pay back all that was invested in them (food, shelter, etc). Effort and time are not enough to clear a debt, only coins.

The Truefolk see themselves as the only society that really matters. As such their people have intrinsic value which leads to them being incredibly generous and willing to help each other. While a simple monetary value cannot be placed on thankfulness and appreciation, the owing of favors carries a heavy weight on both the offering and accepting of these “gifts.”

Their incredible concern and willingness to help their own kind is only matched by their raw disdain and apathy towards any race other than their own, including The Lesser Folk. They do not ‘hate’ other races, they simply have less value than Truefolk. Cruelty towards the lesser races is viewed as wasteful, like beating a ox or kicking a cat. A non-truefolk with skills and trade are appreciated, though that appreciation does not mean that they will want you seated at their table. They will certainly give you credit and show off the fruits of your labor which they are likely to have paid top coin for.

Marriage and Divorce are both common enough. The traditional Truefolk wedding is normally done in the nude because you are entering into a contract with that person, not their possessions. The prenuptial agreement is not necessary as it is standard for the culture.

The average Truefolk does not engage in physical violence but this has little to do with their willingness to perform such acts. In their opinion, if you are not wealthy enough to pay someone else to bloody their hands then you are not a very successful Truefolk. This is reinforced by their legal system as conspirators are not charged with murder, only those that performed the actual act. Even to protect themselves, only the least fortunate will bear arms to protect themselves. Instead, they hire Fortuneless Cohorts to act as bodyguards when needed. Being able to afford the services of the most ruthless of Pauper Lords can even improve one’s status.

Despite this appearance of a ‘peaceful’ existence, their society is very ruthless and practical while ability is praised in both sexes. Some families and clans are traditionally patriarchal or matriarchal, the head of household is always the one with the most net worth, no matter the sex. Families tend not to be particularly large as additional mouths to feed are not seen as valuable. It is not uncommon for children born 3rd, 4th, or 5th, given to a Fortuneless Cohort.

Fortuneless Cohorts are made of the dredges of society. Led by the Pauper Lords, they are Truefolk who have lost all value besides that of being a conscious individual that will do as they’re told. Debtors, excessive children, idealists, socialists; all find their way to the Cohorts eventually. For most, it is the last place where they can get a meal. Despite their position, Cohorts have value, though It is the final value a failing Truefolk can attain. Those who embrace their Fortuneless tend to thrive as a brutal and cold blooded fighting force. A common saying among the Truefolk denoting how worthless someone or something is, is “A Fortuneless wouldn't pick you up on the way out of the city,” due to their willingness to take anything and everything. Occasionally through extreme and exceptional service, a Pauper Lord may be relieved of their title. They are considered a head of house and their cohort is raised up as either family or employees of their former Lord.

Slang:

Auditors: Assassin, those who take the last coin a person owns.

Lesser Dwarf: The Dwarf Peoples. Both believe the other to be an evolution of their castaways.

Truefolk Stereotypical views

Refugees

“Profit. Dubious quality workforce.”

Dwarven Peoples

“A relic of simpler, duller, penniless times. In a few generations they’ll be cousins instead of kin.”

First Elves

“Easy to peg, just check what they are wearing. Be wary if they are dressed like you. Always make sure you get a written contract. They are prone to forget.”

Wracked Elves

“Their lives are so short it’s hard to tell if they are worth the effort or not. Though, they do make enthusiastic workers. But be careful that they don’t know you wronged them. They value vengeance more than jade.”

Slegorians

“Cheap Mercenaries. What’s not to like?”

Unliving

“What a waste.”

LizardFolk

“The Humans hate them but they never did us wrong. Sadly, the human markets are so much more profitable.”

Tarabuthians

“They trade for booze and coal. They trade ivory and high quality furs for booze and coal. What’s not to like? ”

Elves

There are two subraces of elves on Bil’hanna, the First Elves and the Wracked Elves.

### Elves

#### First Elves (Children of Light)

Origin:

Little is known of the origin of the Children of the Light. The only information they have shared is that they simply have always existed and will continue to do so long after the lesser races have gone extinct.

Home Nations/Region:

There is no First Elf homeland, or if it was, it has faded  from memory. There is no defined region for the children of the light. Sporadically around the continent there are gleaming gold colored towers where the few remaining First Elf Journalists and Historians dwell. The placement of their towers appears to have no true rhyme or reason. Many of the other races assume they were merely placed on a whim, and the first elves, so haughty in demeanor, feel no reason to divulge otherwise. The majority of first elves live with other races, assimilated into their specific cultures.

Life span:

There has never been a recording of a First Elf who has died of old age. This does not make them immune to being killed by conventional means, but they rarely fall ill.

The Fading:

Being long lived is not without its disadvantages. There is only so much one being can remember over the eons. As time goes on, the years of distant past often fade away until they are just shadows of memories. This loss of memory can be deliberate. With practice and dedication, they can purge their memories like wiping away chalk from a board, only the dust remaining to show anything was ever there.  A few members of their society insist on documenting and all world events as accurately as possible before Fading, while locking themselves away in the few remaining First Elf Towers. Most Children of the Light have little use for Journalists and Historians.

\*\*\*\*Storyteller note: As a player character First Elf, you must have faded everything up to the last sixty years.

Culture:

They are the very epitome of cultural assimilation, adapting themselves to whichever culture is most readily available. They always try to become a paragon of their chosen culture.  So egotistical is their need to be the most superior of their given societal outlook, that it often borders on outright mockery. When bored, they move to another place, fade their old life, and start anew.

Ecology:

There is no consistency to First Elf unions. Some last only a few hours and others the entire lifetime of their partner. The only information that the other races can be sure of about first elves, is their breeding patterns. Before living memory the First Elves have stopped breeding true within their own race. A First Elf couple cannot have children. However, the breeding of a First Elf to any similarly sized or larger mammal will always result in offspring. The breakdown of these offspring  is roughly: 1% First Elf, 60% Wracked Elf, 40% Other (Ogres, Centaurs, Orcs, Trolls, great beasts, etc.).  First Elf children are prized above all others, Wracked Elves are cared for out of obligation, most others are left in nearby wilderness and then Faded from memory.

Physical Appearance:

The First Elves themselves tend to be tall with long limbs and pointed ears. Dainty but muscular in their physical builds. They tend to have pale skin, pale eyes, with two sets of incisors in their rarely seen smiles. When it comes to dress, they are doppelgangers, changing their wardrobes to match the height of fashion in whatever culture they seem infatuated with. Historians and Journalists are inclined to dress in monochrome.

Faith:

For Eons the First Elves were a largely faithless society, but sources say that at the moment of Entfall, every single First Elf in the world collapsed into unconsciousness until the next dawn. After which, they roused, and in near fits of madness sought material with which to write and draw. Over the next few days, every single First Elf constructed a copy of the New Deck. Once completed, none could remember the act itself. Most no longer even cared about the deck itself and traded, sold, or gave them away. Still, a few have made the study of the new deck and have found profound faith in studying it.

First Elf Stereotypical Views

Refugees/Neppen

“How exciting! Tell me about your homeland. Tell me everything about it.”

Truefolk

“Everyone has been Truefolk at least once, but money can only buy so many experiences.”

Dwarven Peoples

“A peaceful way to spend a few generations. Be careful, our stomachs are not made for that rich Dwarven beer and food. You may find yourself a little rotund after a few decades.”

Wracked Elves

“If only we still bred true, then these poor creatures would never have been born. It would be better for them, and better for us that way. Have I sired any Wracked Elves? To be honest, I can’t recall.”

Slegorians

“Everything is fine until they believe it is time to settle down. The Matrons will milk you for every drop. It isn’t very often Slegorians are actually born, but I heard that this is where narwhals come from.”

Unliving of Myr

“That is one society you only get to try once. Pretending to be dead is just too much work.”

Draconic Theocracies

“The people seem to care little about us one way or the other. And every Dragon King I have ever spoken to just seems so sad.”

Smaragdine

“The only people in this world that are rarer than us. There may be none left at all.”

Tarabuthian

“The swamp is beautiful even with the bugs. And if you live with them long enough, you even have to stop eating meat like they do. It’s a great experience. Though it may be tempting to lay one of those big, beautiful, grave bears, I don’t think anyone has ever lived to tell the tale.”

#### Wracked Elves

Origin

There are truly no sadder and angrier creatures on Bil’Hanna than the Wracked Elves, those born from the flesh of a First elf or a pair of Wracked elves. Upon their birth, the parents will deliver them to a place equipped to take care of young children, generally an orphanage or childless family. While a rare wracked elf couple will raise a child, most do not because it is a time investment most cannot afford. If an orphanage or surrogate family is not available the parents will raise them to the equivalent of preteens and dump them off in some major city with basic equipment appropriate to their chosen profession, along with a random amount of money, a backpack, 50 feet of rope, and a 10 foot pole. This ritualistic sendoff comes from an ancient tradition lost to time. The newly abandoned Wracked Elf will be encouraged to take up with a group of near strangers and treat them like family with the warning that their life will be incredibly short. A First Elf parent will use the Fading to forget their child even as they are looking at them, never to be burdened by paternal instinct for this stranger again.

Home Nations/Region:

Nowhere and everywhere, Wracked Elves can be found across the entirety of Bil’Hanna. From hermits in the wilds to beggars on the streets of the Empire’s capital, rarely do they rise above a meager existence that barely scrapes by.

Life span:

Unlike their First Elven parents, the life of a Wracked Elf is painfully short. They are born and reach physical maturity in less than five years and so their decline into decrepit old age is just as rapid, starting usually after the forty fifth year of life. They degrade rapidly and none has been known to live past fifty. Wracked elves call this “The Crash.” Wracked Elves can breed true on their own, but they avoid this as much as possible, not wanting to inflict their existence upon another being.

Culture:

Many Wracked Elves become adventurers. They know their time is short and they wish to experience as much as possible. They are largely transient by nature and rarely stay to live out their lives in one place. They are quick to form bonds and friendships and in making friends (or enemies) they tend to do so for the entirety of their brief lives.

The Memory:

The saying “Forgive and Forget” never applies to a Wracked Elf. For they are cursed with the opposite of the First Elves’ Fading, whose memory is longer than a Wracked Elves. Every pain, slight, and misspoken word will be remembered in vivid detail until they pass from this world. So petty can this memory be that other races have proverbs referencing it “He has the memory of a Wracked Elf,” meaning, one day he will get even. Because of their short life spans, many embrace forgiveness and are sometimes regarded as gullible. If that dam breaks, it comes with a wave of rage more extreme than even a berserker's. These extremes are too much for many of the Wracked Elves and they become slaves to alchemical mixes and narcotics to “dull” their experiences.

Wracked Elves are also some of the most dangerous combatants in all of Bil’Hanna due to the Memory. Once they learn how to correctly do an action, they seem able to effortlessly reproduce it until they begin “the crash.” Historically all Bil’Hanna’s best swordsmen and women have been wracked elves.

Physical Appearance:

They come in every shape and color, but all have the ears of an Elf. Some will have the characteristic of whatever creature it was that physically spawned them. (Fur, slit pupils, etc.).

Faith:

Wracked elves have embraced the New Deck unlike any other race and many define themselves as students of it. The breaking of all bonds and forging something new in their lifetime has a certain amount of appeal they find comforting. Some Wracked Elves believe the New Deck will give their kind a new future, but this remains to be seen.

Wracked Elf Stereotypical Views

Refugees/Neppen

“A melting pot of people that seem not to care from whence we came. We could be home with these people.”

Truefolk

“If you aren’t careful around these you’ll live your short life in a sweatshop. Or worse, a Fortuneless Cohort.”

Dwarven Peoples

“Good for a good tale, good drink, and good adventure; when you can get them to leave home.”

First Elves

“Some of us hate them for our existence. Others thank them. They are the oldest people in the world and they have been alive since the dawn of time. But… It seems we live longer lives, in the few years we have. We may be the only good they have ever done in this world. They are like eternal children with uncontrollable libidos”

Slegorians

“If you are itching to learn how to fight, a Slegorian can teach you. Can teach you fast. Painfully, but very fast.”

The Unliving of Myr

“When the dead still rose, this was a place we could go to exist beyond the Crash. Now, even that is gone from us. We literally do not have the time to work within their slow, monolithic schedules.”

Draconic Theocracies

“A nice orderly people who live in the frozen north, always prone to share. Everyone should see their grand springs and caverns at least once.”

Tarabuthian

“They are people filled with strife, not unlike ourselves. Now and then they will adventure with us but they are always called home to their swamp in the end.”

City State of Winegorge

“If you want to spend your days with a good drink and dice, this isn’t a bad place to do it.”

### Nations and City States

#### The City of Neppen

This is you. The primary location of Dark Tides.

Population: 50,000 people.

Heraldry:

Racial Breakdown: 50% Human, 33% non-native races (refugees), 5% Truefolk, 5% Dwarves, 5% Wracked elf, 2% other.

Government type: Bureaucratic Autocracy

Current ruler: Lord Governor Bard

Current known alliances: Trade alliance with Myr and Bridge City

Current Wars: No open wars but strained relationship with the Eternal Empire.

Physical Appearance:

Truly metropolitan, this city has the most diverse population and the highest density of outworlders than any other location on Bil’Hanna. They dress in nearly any fashion one can think of.

Origin:

Neppen sits on the cradle of a handful of rivers, one of which flows towards the port city of Winegorge. With a short trip through the Dunkelheit, or a much longer trip overland, trade flows to and from the Port and through the canals of Neppen. With the former mayor falling under the sway of Birch and the Refugees' heroic struggle in slaying the source-fed Ent. What used to be a council made from the leaders of each of the four quarters of Neppen has since been combined into the Lord Governor's office.

Faith:

All faiths and walks of life are accepted in Neppen, with a few notable religions gaining status as officially recognized within the lands of Neppen. Those religions being The Temple of Set, the Cult of Excess, and the Church of the Phoenix.

Culture:

A melting pot of cultures, between the Refugees, the human populace of Neppen, and new trade and travel agreements with Bridge City and Myr, the culture of Neppen is a mix of all the travelers that pass through and take up residence.

Regions:

Neppen comprises four quarters, with the poorest of the quarters seeing rampant devastation at the hands of the source-Ent Birch. In the passing years, it has been rebuilt into housing and agriculture and brought up to be more in line with the economic stability of the rest of Neppen.

Military:

The main bulk of the Neppen Military comes from mercenaries and the strong militant bearing of the Refugees. Chief among the refugees are the Champions of Honos and the Exalted Adventurers, who bring an element of prestige to the strategic bearing of the City.

Notable Alliances:

The City of Neppen has a strong trade alliance with Lord Frost and the port city of Winegorge, with many of the Refugees taking part in releasing Winegorge from the grips of a necromancer.

The People of Neppen’s stereotypical views

The general views of the Citizens of Neppen are mainly driven by the players as the Refugees. The quotes below are the official diplomatic stances of the City of Neppen to the other geopolitical groups.

Refugees/Neppen: The Lord Governor Bard: “We are the greatest city in all of Bil’Hanna. You can build a future here in Neppen and we welcome new citizens.”

The Tribes of Tarabuthia: Lord Governor Bard: “We haven’t had much in trade or diplomacy with them, to be honest.”

The Necropolis of Myr: Lord Governor Bard: “There is so much we can learn from them, they have centuries of knowledge in their libraries.”

The Kingdoms of Anwyn: Lord Governor Bard: “They are the largest threat to The Eternal Empire. If we choose a side, we are choosing an enemy.”

Draconic Theocracies: Lord Governor Bard: “Here there be Dragons, and I’m not sure we want to go anywhere near them.”

The Truefolk of the City-State of Vrosa: Lord Governor Bard: “Vrosa has plenty of mercenaries and a deep alliance with The Eternal Empire. We should tread lightly with them as the true dwarves’ economic strength rivals our own.”

Fortuneless Cohorts: Lord Governor Bard: “The deep pockets of the True Dwarves fund these mercenaries, and they may have fighters as good as our Champions of Honos."

Dwarven People of Bridge City: Lord Governor Bard: “A true ally and I look forward to opening trade with them.”

First Elves: Lord Governor Bard: “Haven’t dealt with a lot of First Elves, but they’re welcome to come live here in the great city of Neppen!”

Wracked Elves: Lord Governor Bard: “Haven’t dealt with many of them, but they’re also welcome to come live here in the great city of Neppen!”

Slegorians: Lord Governor Bard: “Wonderful people, amazing fighters. My personal guard has the finest of Slegorian Fighters in it. Truly a sight to behold.”

City State of Winegorge: Lord Governor Bard: “Lord Frost is a gentleman and a scholar. It is vital that the city of Neppen has an ally with an ocean port for trade.”

#### The Eternal Empire

A structured Imperial society led by an Emperor and Senate. For more information on the founding of the Eternal Empire, go to Origins of Humans on Bil’Hanna

Population: Last census put the Eternal Empire and territories at 3 million people.

Heraldry: Their symbol for this nation is an hourglass wrapped in a corona radiata, symbolizing their right to rule for all time.

Racial Breakdown: 70% Human, 12% Truefolk, 10% Dwarves, 8% other.

Government type: Empire with a Senate of landed nobles.

Current ruler: Emperor Apis the I, The Iron Bull.

Current known alliances: The City State of Vrosa is "Aligned"--ie, it’s nominally a tributary to the Empire and pays token service/taxes to the empire but is effectively independent in all aspects. Several auxiliaries of Slegorian mercenaries.

Current Wars: Bridge City. Twin Kingdoms of Anwyn. The Draconic Theocracies.

Life span:

The majority of the Empire is made up of ordinary humans, though the cities of the Empire are cosmopolitan, and enclaves of almost every race found in most major cities.

Physical Appearance:

Most citizens of the Empire dress in lightweight robes, togas and tunics with sandals. Members of the military generally wear gold with white trim and their armor is highly polished to reflect the sun. The high fashion is pillaged Dwarven Obsidian, to reflect the Iron Bull’s promise to bring the north back into the fold.

Origin:

Founded by Reginald the 1st over 800 years ago, the Empire claims to trace its lineage back to the first humans that arrived on Bil’Hanna.

Faith:

Politics and power are a core part of the Empire’s culture including their faith. The Old Deck was worshiped as a whole, but no specific deity is revered over the others as a patron god. As cards of the New Deck rise to glory the citizens of the Empire have seen no reason to change this attitude. Citizens pray to whatever god they believe will help them to gain a blessing for their endeavors. It is a practical faith for practical people. The Empire's attitude towards Faith has helped their expansion. When they conquer a region, they bring no faith to replace that of the natives. Indeed, little changes, except for whom taxes are paid to—and in general, trade tends to flourish, roads improve, and order is established. Many see this as a fair trade for something as inconsequential as autonomy.

Culture:

Since its inception, the Empire’s goal has been to expand its influence and it has systematically brought the surrounding human regions under its control through either political manipulation or bloody force. These same traits are found amongst its people. Power, wealth, and rank are how all are judged and each is gained by whatever means necessary. Politics are a central part of the culture but so are poisonings and assassinations, often used by the elite to subtly create balance in their ranks. (Example. An older brother is mismanaging the family estates, possibly to the point of losing the family’s seat on the senate. It is culturally acceptable to have him quietly removed from the picture, for not only the betterment of the family, but the betterment of the Empire.)

The Empire’s legal system is vast, well organized, and is the best that money can buy. There are other ways to gain power as well. Blood sports, races, and exotic pet breeding are all popular pastimes in the Empire and if you can provide these to the masses, your importance will greatly increase.

In such a politicized society, the government is extremely important. The Empire is divided into regions and each is given a limited number of seats in the Senate based on their population. The senate’s effectiveness relies heavily on the Emperor leading from The Throne, the capital city of the Empire.

The father of the former Emperor waged war with the Dragon Kings, expanding the Empire aggressively. His eldest child, a spoiled son, inherited the nation upon his father’s death but died unexpectedly in a tragic boating accident in his private lake at the palace. For 4 years, the former Emperor’s children waged war in the capitol. Apis, The Iron Bull laid siege to The Throne. Stryx, The Jade Claw, a competent general herself, held The Throne and defended it from her brother for 7 years. In contrast to both her father and brother, she was more politically savvy. It stunned the Senate, when in the year 3 AF, Stryx was found dead with an empty goblet in hand in the dead of night, upon the Eternal Throne. While he has never admitted that he used the velvet glove instead of the steel gauntlet to remove his sister from the succession, he has also never denied it. The Senators and plebeians alike applaud him for bringing an end to the civil war, regardless of the methods. He was crowned within a fortnight. The early years of his reign were turbulent. Many with eyes on the Eternal Throne attempted to dispose of Apis the same way it is said he disposed of his sister. With uncanny ability Apis always discovered who sent the poisoners and assassins. With what he claimed was their failure to be “Discreet” they broke the Empirical laws regarding the public, political, and Empirical peace. Apis used an ancient clause from the days of Reginald the I to seek satisfaction in a test of arms; The Coliseum. Ritual combat to the first blood. Apis slew 18 politicians, merchants, and senators purposely to thunderous applause. He then paid the associated fees to their families. To this day those families are said to be the most staunchly loyal to the Emperor, due to fear or respect, it is unknown.

Regions:

The Empire consists primarily of two regions; The Old Empire and the New Lands. The Old Empire and New Lands have slightly different expressions of the same culture, with variants in language, dress, and architecture which show the same common ancient roots.

The Old Empire reflects a greater stagnation and corruption, with the central bureaucracy dominating much of daily life. These politicians are drawn from the ranks of the leading families of the Old Empire. Much of the land here is surprisingly undeveloped, with great tracts owned by families who hold it for their own use and pleasure. Punishing taxes internally makes it difficult for any new endeavor to flourish; you truly need the connections for a special tax relief to succeed. A culture of kick backs and subtle bribes is normal throughout all of the Empire, but most prevalent in the Old Empire, of which is filled with troves of old money held by the mighty Houses.

In the New Lands, regional powers, or even city states have much greater sway. Individual culture, literature, philosophy, and businesses flourish more than in the Old Empire.  There is less of a developed bureaucracy here in the New Lands. In accordance with the Empires traditions of assimilating new lands they were allowed to keep most of their own institutions and administration. The New Lands are not quite as developed; few Imperial Roads exist, and the New Lands face the brunt of attacks from exterior threats. Life is more dangerous in the New Lands.

Military

Even the forces of the Empire vary from Old Empire to New Lands. The Hosts of the Old Empire are famed for their discipline. Legionaries are additionally trained as laborers and construction crews who function as well drilled machines in battle. The individual Warbands that comprise the forces of the New Lands vary somewhat from region to region and follow local charismatic heroes and leaders, but at their core are built around phalanxes of Hoplite warriors.  The independent nature of the New Lands is often their worst foe, with cooperation between different Warbands being difficult to coordinate. All 15 year veterans of the Imperial military, upon retirement, receive 60 acres and an oxen.

Notable Alliances:

The City State of Vrosa is "Aligned"--ie, it’s nominally a tributary to the Empire and pays token service/taxes to the empire but is effectively independent in all aspects. It was, allegedly, completely neutral on the subject of the civil war, and the mercenaries working from the city showed no favoritism, taking the money of either side.

“We are the seat of Humanity. They should come unto us and join our ranks, for if they do not, eventually they WILL bend the knee and then join rank. Neppen was an outpost. It will be again. ”

The Tribes of Tarabuthia

“Swamp dwelling primitives whose fur and ivory can fetch top coins. Aren’t they suffering from some sort of beastly curse? They should have never gone into that swamp after the landing, and they are paying the price for it. If you should meet one, have him bathed for fleas because he is likely to become a throw rug at any given moment.”

The Necropolis of Myr

“They have the world in their grasp but refuse to take it. At this moment we can’t take it from them. Still, if you have the money for the trip, go there in your last days. I hear the night life is to die for.”

The Kingdoms of Anwyn

“Ungrateful, dishonorable, thieving betrayers and Lizard Sympathizers.

Albians

Traitors in steel armor. Liars in a Hoplites uniform. They are us, we made them, we will one day destroy them and return them to the non-entity they were before we arrived. And when we leave, we’ll pull up the last cobblestones of our roads as we go.

Hibernians

Pitchfork wielding, ignorant sheep defiling hillbillies who wear dresses into battle. Those who face us in battle are wearing dresses. The women must not be able to drag them away from their livestock.”

Draconic Theocracies

“Every grandmother tells the story of how her grandmother watched as the Lizard Tyrants flew away as we approached this land. Not a word. Not a warning. Nothing. The reason we are in this cursed land to start with is because of these bastards. And as the legends of our home nations say; ‘Dragons in their hearts are cruel, greedy monsters.’ They will pay. Every single one of them.”

Smaragdine

“A Myth. Whatever they were, they no longer exist.”

The Truefolk of the City-State of Vrosa

“They peacefully came into the fold. A loyal and trusted ally in this uncertain world. A place every citizen of the Empire should see at least once. They wouldn’t be what they are if not for us. We taught them the concept of Value and, I daresay, they understand it more than we do. Which is good, everyone needs a banker.”

Fortuneless Cohorts

“Some of the most capable shock troops on earth. You will pay out the teeth for them but they won’t leave a single silver tooth behind. Legislation has come through the Senate multiple times to institute something similar, but the New Empire states always vote against it.”

Dwarven People of Bridge City

“The Emperor respects their boldness. But it does not forgive their treachery. They WILL bend the knee.”

First Elves

“Eccentric and strange. You don’t really want one as a friend, but if you throw a ball, always make sure you invite at least one.”

Wracked Elves

“Bitter and Angry more often than not. They make terrible citizens and worse workers. If you have the means, drive them to your neighbor's land. But be careful, they can become skilled warriors very young.”

Slegorians

“They work cheap. Effective like no others on the sea, and excellent skirmishers and scouts on the field. But

often it feels like they retire before they truly understand the depth of strategy. Too focused on the soldier, not the war.”

City State of Winegorge

“A small city state of little to no consequence.”

#### The Twin Kingdoms of Anwyn

A dual kingdom with two distinct cultures. One of armored knights in the west and rugged highlanders in the east.

Population: Albian, 1 million. Hibernia, 500,000

Heraldry: The symbol of the greater nation is a pair of Keys, teeth end down pointing outwards, wrapped in a crown.

Racial Breakdown: 75% Human, 15% Dwarven people, 5% Wracked Elves, 5% other.

Government type: Two kingdoms led by separate councils of nobles, both of which answer to a single king whom they believe is awarded the role by divine providence. In Albian the council rotates among the ruling Dukes every 5 years. In Hibernia, a conclave of Clans leaders govern. Both send three nobles to the King’s Council.

Current ruler: High King Antor Lyonesse, Holder of Keys.

Current known alliances: Military and trade alliance with the Dwarves of Bridge City.

Current Wars: Eternal Empire

Appearance

The Knights of Anwyn are fond of paneled surcoats and helmets. Armor is shiny and very visible. Chain armor is also very common. Hibernian’s often wear kilts and various forms of plaid. They are fond of loose fitting earth tone colors. The bulk of the military dresses like New Empire Hoplites, but normally with paneled clothing and brighter colors of Albian, or Plaids and earth tones for Hibernians.

The Founding of Anwyn

This ancient kingdom was one of the first created by humans upon their arrival to Bil Hanna. Their Great General Aedan Mac Gabrain, sent out scouts to take the lay of the land. When it was discovered there would be no returning home, and the scouts returned speaking of an isolated, fertile land far away, Gabrain made the decision to lead his people in exodus. Upon arriving at their new home he divided the people into two semi-autonomous regions both of which bent knee to his rule. Then he began building cities, roads, castles, ports, places of learning, and shelters for dark days yet unseen. He protected his people from the terrors of a world unfamiliar to them, defeating many menaces, and negotiating with wisdom and integrity with others. His rule became synonymous with wisdom, justice, and leadership, and other countries, even other races, grew to admire his wisdom.

Folktales say he was called to one great final quest, a geas so powerful he could not resist. As he packed his mount he left words for those he would leave behind. “Rule now, my children, and rule in peace, unity, and strength. For if you do, prosperity will follow,” and on his throne he left his crown. Wrought from the metals of Albian and the gems of Hibernia. “You will know when one is fit to rule you, when his head can hold the weight of this crown.”

At first, there was talk of selecting one noble from one of the two lands to succeed the High King, but none felt they could take his place. His shoes were too big to fill and his crown too heavy. A decade passed before a noble popular and fair enough was chosen to fill the High King’s throne. However, the day would be met with folly when the King fell from his mount during his coronation parade and perished. The crown was returned to the High King’s throne. A score of years later, a possible Queen came to wear the crown. She choked to death on a fishbone during the coronation dinner. The people took this as a sign. No one was worthy; the High King’s throne was to be left empty. It was soon believed anyone unworthy to take the High King’s throne would be cursed. Others whispered that, in true time of need, the High King would come again.

Geography of Anwyn

Anwyn lies on the coast; this ocean coast defines its Northern and Eastern Borders. Hills, rivers, and less rugged mountains mark its borders to the west between Albian and the Draconic Theocracies. The southern border from southwest Albian all the way to eastern Hibernia is the Great Divide, a massive canyon. The only two ways to cross the Great Divide is at the leave of the Dwarves of Bridge City in south Albian or to travel all the way to the sea in eastern Hibernia.

Of the two regions Albian is the most fertile. Composed of open terrain, ample forests, and rich hills, it is home to the largest portion of Anwyn’s population. Most of these people are simple farmers, tradesmen, or anglers, living in the many organized towns, cities, and villages that dot the Realm.

Hibernia is dominated by highlands and mountains. Weather is changeable, though it tends to be somewhat warmer due to the influence of ocean currents. Settlements in these regions are sparser, and tend to be organized around large Clans. The southern regions have more rivers, plains, and feature lush vegetation due to the frequent rainfall. The inhabitants of the east are less urban than their western counterparts. Fewer large cities and castles are found in the east. The mountains are rich in ore.

The Coming of the Chosen One and founding of the Knightly Orders:

Three hundred years ago a Cult arose among the most poor and desperate, spreading to serfs and other lower class individuals. This following sprouted up, speaking of a Chosen one, who would unify all, and bring fairness to the oppressed, and an end to suffering. And just like that, he appeared, moving from town to town, spreading his message to the masses. Many believed that he held the Mantle of The Adjudicator: The Judge (Old Deck) and the people called him thus. He spoke greatly of the injustice of those who were poor, and how he would lead them to a new existence of plenty, where all their needs would be taken care of. Soon, this movement turned dark and began to look to achieving this paradise by taking what was needed. Both sides of the realm saw a mixture of religious and civil war flare up. The leaders of this cult sought to destroy all classes above them, and seize all wealth and property for fair distribution. Voices of dissent were violently and publicly quieted. The result led to the abolition of serfdom, many reforms of noble powers, and other changes.

When the movement finally reached the Regent council’s capital city of Badden, an old man exited the council chambers to meet the revolutionaries. Clenching a fat roll of burning stinkleaf in his teeth, he declared Chosen one, not to be the Judge, but instead the Mob, the reverse of the Adjudicator, and dared the man to refute. But the Mob found it could not lie in the face of this man, old and bent, leaning heavily on his cane. The Mob motioned for its followers to attack the old man, but none could move. The old man simply walked forward and lifted his cane and with a single stroke, faster than the eye could see, skewered the Mob through the chest. The Mob staggered back, recognition in his eyes and said, “This wasn’t my fault, it is what the people wanted.” The old man replied, “No snowflake in an avalanche ever feels responsible.” No one ever learned the Mob’s actual name. But the Mob knew the old man. Saint George of Berns, the Ascendant of Oblivion, known as the Ferryman, (Old Deck) slowly walked through the crowd, and started his long journey back to the Necropolis of Myr.

Afterwards, the nobles (especially in Albian) sought to see that no such thing occurred again. Many reforms were put in place to curb the worst abuses. Duty to the people became not just words, but a necessity to holding power. New orders of Knights were created, to see that real Justice prevailed, the needs of the people were seen to, charity and mercy given when needed, and that people would not turn to a false promise of salvation again. Many written limits on noble power were codified into law, agreed upon by assembled councils of all nobles in Anwyn, with guarantees of certain rights, and establishment of courts of low justice, while reserving high justice for the nobility. A strong bias against overzealous spirituality developed, especially in the nobility. While personal religious beliefs were not discouraged, they were to be kept just that, personal. Nobles in all of Anwyn were reminded of their obligation to adhere to ideals of their legendary High King. Those who abused their titles and privilege would soon find themselves challenged by questing knights, and brought to face trial by combat.

The Knights of Anwyn

The Knightly Orders are secular in nature, devoted to a chivalric code of virtues and honor. Knowledge, learning, reasoned thinking are values to be praised, not fanatical religious zealotry. While in the eastern areas this took form in different means (individualized learning, poetry, music), the belief in personal honor, loyalty, and duty to clan and family became hallmarks of not just nobles, but in all aspects of society. The Knightly Orders are not a branch of government; they are independent organizations, but are supported by both the nobility and the common folk. Membership is open not just to nobles, but by those who show bravery in deed and in character. These orders do not pledge loyalty to any religious cause or power; at most, many note their devotion to studying or pursuing a specific cause. These orders, in times of need, will take to the field in battle for Anwyn itself. While some Knights may serve a particular noble, a Knight of one of the Orders serves the Kingdom of Anwyn itself.

The notable exception is the Knights of Ore, an order of knights raised from orphans to keep the countryside free of the menace of witches and warlocks (Will magic users). While like all knightly orders they help keep the countryside free of monsters, in the pursuit of witches or warlocks they carry the full weight of the crown.

Invasion of the Eternal Empire

These developments stood Anwyn in good stead for what came next: the invasion by the Empire. The sudden onslaught came just years after a harsh winter and plague had weakened the Twin Kingdoms. For too long Anwyn had relied on distance to protect them. The Eternal Empire had the resources to reach Anwyn, and stories of its bountiful lands had not been forgotten. Albian fell, its territory less defensible in the surprise assault. The highlands of Hibernia were more difficult. The Hibernians fought a bloody guerilla war that the Eternal Empire was never able to completely suppress.

In Albian, peace was made and cooperation seemed to flourish. Sons of nobles and knights studied in the finest of the Empire’s schools. Still, the need for a sustained military presence in the East required more development. The network of roads in Anwyn was substantially increased and improved, along with vast improvements to the ancient ports on the coast. The skilled ambassadors from Anywn to the Senate secured investments and development in the Western Kingdom. There was prosperity for generations.

But all turned to disaster for the Empire. The Empire escalated their war of conquest against the Draconic Theocracies, spending huge amounts of money, losing many troops, then spending more to develop regions closer to the front. Money poured out of Anwyn as taxes went from reasonable to confiscatory. Soon there were rebels in the forest and the hills became rife with bandits. They always struck where it was least expected. Entire villages would be taken overnight, apparently wiped out. (It turned out they were relocating to the East, temporarily). The Empire cut off support to Anwyn during a difficult offensive to slay a Dragon-King. The garrisons were ordered to build a wall between the Albian and Hibernia, then told to endure until relief could be sent, taking what they needed from the populace of Albian. Unfortunately, for the Empire, the garrison units had been stationed there for decades. Most had family, and saw themselves as residents of Anwyn. After the death of the Emperor, Albian declared their independence. Immediately, before he could even be crowned, the Emperor’s youngest child, Apis, marched forward with the Legion he had been training with, to retake Albian for the Empire.

This force was greeted with a rude surprise. They were greeted by the massed might of Albian, organized around new heavy units of the Knightly Orders supported by the very garrison they left, plus the Clans and armies of Hibernia, the Twin Kingdoms united.  All were well organized and equipped, having traveled on roads the Empire had built, each led by generals the empire had trained, organized by officers, sergeants, and centurions who had served with the Legions, wielding weapons and armor produced in foundries paid for by funds from the Empire. They saw siege engines and weapons surpassing those to be found in the empire. The quality of steel, the design of the armor decades ahead of the stagnant designs of the Empire, thanks to the ever inquisitive minds of the Knightly Orders. The Empire’s army was not just defeated, it was humiliated. In flight the shattered legions of the Empire tried to cross the Great Divide by traveling through Bridge City, only to find the gates closed to them. The last of these legions were crushed, Apis barely escaping with this life.

Anwyn Today

Travelers from Anwyn are more common now. An interest in the world has been awakened. Questing Knights travel through Bil’Hanna seeking adventure. Clan warriors seek family members captured and taken to the Empire. There are reports of source tainted horrors rising from the caves in Hibernia’s highlands, beasts of many eyes and limbs who scramble forth with gibbering maws to attack in the dead of night. A Legion of the Twin Kingdoms military patrols the hills, but casualties are high as it seems as soon as one such beast is slain another appears.

Notable People

High King Antor Lyonesse, Holder of Keys

Legend has it that in the year of Entfall a babe was found along a river that separates Albian and Hibernia. Taken in by a retired Albian questing knight and her Hibernian clan leader husband, the child grew at astounding speed, reaching the size of manhood by the age of eight. He learned just as quickly. Becoming adept at poetry, dance, and swordplay as easily as breathing. Antor mystified his parents who showered him with love and affection. And while rumor spread of this miraculous child from village to village, this childhood of bliss was not to last.

One moonless night Hibernian horrors slid into their small city, tentacled monstrosities around two feet tall with a singular eye and a dozen limbs. Nearly a hundred people were strangled silently in their beds. He awoke when one of these beasts crawled over the edge of his bed and tried to do the same to him. It is said Antor wrestled free from the beast and killed it in his bedroom with a candlestick. It was then he discovered he was too late to save his adopted parents. With his fallen father’s sword he marshaled up every person he could then went home to home and destroyed as many of the beasts as they could find.

The next day he rode to Badden to speak to the council of nobles. Upon arrival he demanded to be seen immediately but was denied and told to come back in a month when grievances from the public would be heard. Not one to take no for an answer, he scaled the wall of the great hall and entered through an upper window and descended into the great council’s presence. Loudly he tried to speak his case but was opposed by threats, angry shouts, and eventually drawn steel. It was apparent that the council members were more upset with his presence than the news he had to share. As the guards advanced on him, he calmly reached down to the throne at the end of the table, picked up the King of King’s crown, and laid it on his head.

Silence enveloped the room. No one could speak for the audacity of it. And they waited. Held in place as if at sword point, they waited for the tragedy that became all those who were deemed unworthy by the crown. They waited a day and a night. Yet, the boy still lived. All the while he spoke of the virtues of Anwyn he learned from his mother and father. Spoke of honor and integrity. Spoke for protecting the weak. Spoke of how politics should not get in the way of doing good and of how if only the nobles of Anwyn could open their eyes, they could be more than just a nation at war with the Empire. They could be a beacon of hope for humans all across Bil’Hanna.

By dawn of the next day, every member of the council had bent the knee. By noon the next day an order of questing Knights rode west with him at their head, to hunt down the last of the one eyed beasts. When he returned, he was crowned the High King Antor Lyonesse, Holder of Keys.

Stereotypical views of the Twin Kingdoms of Anwyn

Refugees/Neppen

“There is a chance for greatness here. Also a chance for great evil. Sometimes it is the same thing.”

Truefolk

“A side effect of Imperial Greed. This is the perfect example of what being under the Emperor’s rule does to a people.”

Dwarven Peoples of Bridge City

“These people have found their soul again. We are proud to call them brothers in arms.”

First Elves

“A tragic people. Strife is just as important as joy to make a person strong.  Fading away your mistakes dooms you to repeat them.”

Wracked Elves

“I call many of these short lived men and women, brothers. Their lives may be short but they seem to live them twice as passionately.”

The Eternal Empire

“The greedy bully that thinks all toys in the sand pit are his just because he was fortunate enough to have a mother who was willing to over feed him.”

The Tribes of Tarabuth

“They offered aid during our liberation but we refused. We had to learn this for ourselves. But there is honor among them. They are chained by a code that is linked to their very flesh. If ever there were a race of people meant to breed Heroes, it would be them.”

The Necropolis of Myr

“Neutral almost to a fault. But you cannot begrudge that what they contain in their walls, the definition of history itself on Bil’Hanna, must be protected at all costs. Should Myr raise a banner for its defense, I know of several Orders of Knights who would answer the call.”

Dragonic Theocracies

“Scapegoats. We were new to this land, they did not know if we were good men or evil men. It turns out we were the villains. Every account I have heard says the Dragons Kings rule their subjects with fairness, if not always mercy. Can one really ask for much more?”

Slegorains

“They have even offered to fight for us against their own kin who are fighting for the Empire. War for one’s homeland is not a thing that should be done by strangers. We trade heavily with them for oils and rare goods from all over the world. It seems that the government itself isn’t involved in the War at all, but the young who must go to war to prove their vigor before they are allowed to take a wife? It is more complicated than that but frankly none of our business.”

City of Vrosa

“A den of sin and debauchery. The suffering of the weak is ignored while the rich placate themselves with games of wine and blood. This is the depth to which the Truefolk have fallen. So wicked is the city that an Order of Knights has taken up residence and attempts in some small way to bring order to the streets and succor to the poor. Alas, misfortune dogs their every step.”

City State of Winegorge

“We know very little about these Truefolk, or if they are any different from those of Vrosa.”

#### The Tarabuthian city of Yanuditlihi

A moving city that skirts the edges of the Artax swamp, and then moving inside of it seasonally to hunt grave beasts.

Population: 10,000

Heraldry: Various totems made from animal skulls, bones, and polished swamp woods.

Racial Breakdown: 90% human, 10% other.

Government type: Small tribes usually lead by a wise man/woman. The tribes vote to determine who will lead them once a year, in any given village.

Current ruler: Headmen Zacx of the Spirit Bears.

Current known alliances: No active alliances.

Current Wars: No current wars.

Location

The city is moved seasonally from the outer edges of the marshes and swamps of Artax. North west of Neppen, to locations deeper in the swamp. The city is built of portable stilt buildings of grave beast hide and ultra strong, light wood only found in the swamp of Artax. The city moves to the outside of the swamps and marshes in the summer, where the people turn their raw goods from the swamp into trade goods. This is also a time of festivals of celebration with open air markets, song, and dance.

Winter is short in the Artax swamp, lasting only two to three  months. Everything not made of stone is packed up, and moved to a location within the swamp decided by the tribe headsmen. These months are a time of furious activity for the Tarabuthians. The wealth of the next year is determined by the hunting and gathering of this short season.

Appearance

Tarabuthians dress in the materials of their home land. Furs and bone along with supple leathers and alligator skins. Jewelry of polished animal teeth are common. Tribes often have specific facial makeup/warpaints.

Culture

In AF 3, the people of Yanuditlihi discovered a secret that they have held close to their chests all the way to the present day. With the use of a stone the people call stana and grave beast animal bladders they have discovered how to make balloons. Strung together in nets and tied to baskets, the Tarabuthians raise people into the sky, often during the Festival of the Kestrel.

The Festival of Kestrel is a celebration of an outsider who came to Tarabuthia generations ago and was eventually accepted as one of their own. She proclaimed she hailed from a mountain that stood in the center of a vast desert across the mountains far to the west. A place she called the Roost of the world. In her travels she found the Tarabuthians and in turn, found her home. Her people, the Tako, were mostly flightless avian humanoids known for their beautiful voices, elaborate plumage and beak paint. She would glide from tree to tree and help her new family hunt. And around the campfire she would compose ballads of their exploits. She was so long lived, and so beloved, that to this day the people of Yanuditlihi mourn her passing.

The Festival is celebrated by people making cloaks of feathers that emulate her wings, bright and elaborate face paint, balloon rides, and the sharing of spirits and smoke. Traditionally it is taboo to wear shoes during the festival because of Kestrel's inability to do so.

Tribespeople of Yanuditlihi Stereotypical views

Tribespeople of Yanuditlihi Stereotypical views are nearly identical to the racial views of Tarabuthians above.

#### The Draconic Theocracies (Various City States)

Vast city states in the frozen north lead by God-Like dragons and filled with reptilian followers.

Population: 500,000

Heraldry: The three remaining City States each have Heraldry reflecting their Dragon God-King. Yetiken, A golden wingless dragon wrapped around a spear. Torgamenon, a great Blue wyrm spewing lightning. And Sleshmetta, a faerie winged red dragon, with jade claw talons.

Racial Breakdown: 80% Kobold, 18% Lizardman, 2% other.

Government type: City States lead by God-Kings.

Current rulers: God-Kings  Yetiken, the Wise. Torgamenon the Fierce, and Sleshmetta the Compassionate.

Current known alliances: The remaining Draconic Theocracies have no national alliances at this time.

Current Wars: The Eternal Empire, but no battles have been fought since the year of Entfall.

Home Nations/Region:

All three of the God King city states are in the far north west of the continent. Most of the land is barren tundra, littered with hot springs that open up to vast heated cave systems flush with underground flora.

Life span:

Lizardfolk live approximately 100 years. Kobolds lay 2-3 eggs once every two years. Lizardmen fertilize them. It is the duty of the Lizardmen to protect the clutches. From laying the eggs, until they hatch the Kobolds have no commitment. After hatching, Lizardfolk are tiny but fully functional versions of their parents.

Physical Appearance:

The lizardfolk are reptilian as their name implies and have short, non-prehensile tails and pebbled, often colorful, skin. Dragon motifs are popular in their clothing and accessories and many go so far as to layer their clothing in such a manner as to give them the appearance of having wings folded across their body. The female members, called kobolds, are especially fond of armor. The dimorphism between the sexes is extreme to the point that the lizardmen and kobolds are often mistaken as separate species. The kobolds are built short and thick with powerful arms and legs. The lizardmen stand at least half as tall as the kobolds but with narrow torsos and slender appendages.

Though none can truly breathe fire, they can belch small flames. The flames are seen as a gift from the gods for their piety, with the more devout being granted longer flames. It is often worked into things like poetry or theatrics. It is not hot enough to cause any lasting harm.

Despite the cold climate, the internal body temperature of the lizardfolk runs high enough that it does not negatively affect them and their clothing is light and flowing.

Origin:

Eons ago, the hero Nilrissa gathered the reptilian people from the southern swamps and led them north to fight the Black Blood, those tainted by a Source Leak. Though their losses were heavy, she rallied the people and with their support, she struck down the beast that attempted to rise from the pit. In that moment, those that followed her fell down in worship and Nilrissa was remade, not in their image, but as something greater than them. She Ascended with faith to become the first God-King of the Lizardfolk, taking on the form of a massive yellow scaled wyrm.

Faith:

While there is respect for Dragon-Kings of other City States, Lizardfolk are exceedingly loyal to their own Dragon-Kings.

Culture:

When clutches of lizardfolk hatch, they are tested for aptitude and intelligence within the first few days of their life. They are then sorted and assigned to Kobolds and Lizardfolk who begin to teach them trades and skills. Those Kobolds of particular physical ability or talent for strategy are given to the Kobold warrior caste to raise. The duties of Lizardmen of the same talent base is always clutch defense.

Within the various cities, all professions are practiced and respected. The lizardmen lean towards more craft based professions and are the caregivers to both the eggs and the youngest of their society while the kobolds lean more towards military roles. Everything in the community is organized and shared. Foods are harvested and taken to centralized locations where it is prepared and communities eat in large feasting halls. If one needs clothing they go to those who make clothing and are provided for. The passing of coins in Draconic society is not commonplace and things like jewelry have only sentimental not material value.

In the past, there were hundreds of the Dragon Kings protecting the cities of the north but the rise of the lesser races has impacted the Theocracies severely. Border skirmishes from up and coming would be empires, heroes of other races wishing to prove their worth by defeating a dragon, and the wholesale slaughter of worshipers have left the world with just three of the Dragon Kings. More than one has fallen into a form of madness upon losing all of their worshipers. They still roam the tundra, more beast than god and a threat to all around them.

Those that still exist have turned inward, protecting both themselves and their people from the outside world in gloriously radiant cities. When the Source came, where armies of Dragon Kings rose up to defend against it in centuries past, only one answered the call and has not been heard from since. Cut off from the larger world by both the walls of their cities and the vast wasteland that they live in, the lizardfolk are largely unconcerned with events that fall outside their borders though news is welcomed as an interesting change of pace.

Draconic Theocracies’s stereotypical views:

Note:  These are General beliefs but as every Dragon King is a God unto him/herself, some may vary.

Refugees/Neppen

“Maybe we can not repeat the mistakes we made with the last group we encountered.”

Truefolk

“They wish for treasures and stare at our cities with nothing but lust in their eyes. It is curious how so few of the affluent we actually see at our doors. ”

Dwarven Peoples

“They rise, like an Ascendant, to find faith in themselves. But must they quench their thirst with blood?”

First Elves

“It is sad that some of us remember them more than they remember themselves. Do they curse themselves, or is it a curse of this land? Is this the beginning of our own Fading?”

Wracked Elves

“They do so much with so little. There is one of us who was once one of them. If only more were. Her heart is as large as a mountain and she is truly the idol of her people.”

Slegorians

“Some have taken up the title of Dragonslayer and hunt us when we leave our cities. They are tenacious and fierce as the tundra wind. We respect their prowess but to fight and kill for the mere right to breed seems a step backwards in our eyes.”

LizardFolk

“They lay these mantles on our shoulders. It is…our privilege to serve.”

Smaragdine

“Once a good and honorable people, if oddly driven. Bil’Hanna lost much when their empires fell.”

Tarabuthian

“Birth in Rage by one Mantle’s shame, and another’s rage. Bizarre because of how closely the two are related. Sad how it carries on after all these years, after the Mantles have passed.”

The Eternal Empire

“They have come for us. We should have come to them. The battle against the Black Blood that cycle had taken many of us from this world. In our moment of grief we ignored theirs. I am unsure if it is our lack of compassion or their lack of acceptance that has led to these wars. But we fear they won’t stop until every egg is broken.”

The Necropolis of Myr

“They have been in this world before we were. Always, in that one place. Sometimes they would join us in stopping the Black Blood. Other times they would not. Usually without any explanation. They are awfully finicky for a long-lived race.”

City State of Vrosa

“What they did in the high towers of Vrosa was an abomination. Were not the Empire between us and them, we would have rend their city brick by brick and returned that which was bound to its proper place.”

Kingdoms of Anwyn

“Their diplomats have recently arrived in our cities. We worry that it could be an Imperial trick, we have seen thus in the past. They preach of honor and integrity and their venom towards their kin is more virulent than our own. Yet, can we trust them? So many have fallen to these human’s ….siege… weapons. Yet, we remember the High King.”

#### The Necropolis of Myr

A large city with intelligent undead who refer to themselves as Unliving.

Population: Untold hundreds of thousands.

Heraldry: Skull Shaped Chalice filled with Grapes.

Racial Breakdown: All Races from Bil’Hanna’s past

Government type: Democracy

Current ruler: Magistrate Savate, who has ruled over the senate for the last 600 years.

Current known alliances: No military alliances but trade partners with Neppen and Bridge City.

Ecology of the Unliving

Unlike most undead of Bil’Hanna, the Unliving of the Necropolis are ‘naturally’ occurring. They are not the product of Alchemy or Will.  Before the fall of the Old Deck, when a mortal died within the limits of the city, or when an uncontrolled undead made its way to the Necropolis, they would begin to change. Eventually they would rise as an unliving, looking very much like they did in life. In the past an uncontrolled undead would slowly start to heal, its decomposition reversing until it resumes a close approximation of its form before death.

While mindless undead are still drawn to the city, they are no longer changing into Unliving. Nor are any mortals rising from their death beds.

After death most unliving recover their living memories. Those exceptionally strong minded awaken with their memories fully intact.  Unliving emotions do not die, but change; passions burn less bright and displays of emotion are less obvious. The Unliving are more serene, even spiritual. The Unliving do feel, but those feelings are less likely to be displayed in public exhibitions. The Unliving can hate, but it is a cold, purposeful hate. The Unliving can love, in a deep, quiet, and often unspoken way. The humor of the Unliving is often dry and less prone to crudeness. The general philosophy taught to the new Unliving is, "Your life is over; make your unlife your own, freed of the chains of the past."

Unliving are colder, paler and unless they are talking, they have no need to breathe.  A cut to the unliving will produce little blood as their body does not circulate blood very quickly. Some unliving have experimented with extreme body modification since they can simply remove the modified part and wait for it to grow back. If the Unliving has a body part that is either missing or simply not repairable, one will be found for it from the Gardens, the name for the vast and beautiful combined cemetery and catacombs of the Necropolis that are deep beyond reckoning.

The Unliving don’t have sex and don’t need to eat, though they may choose to do so. The Unliving can't get drunk. (Barring some extreme, forbidden magical concoctions because it creates some really negative “undead-like” behaviors.) Though they do brew some amazingly powerful drinks--strong enough that even their Unliving palettes can sense what they are drinking. Indeed, one whose talents as a brewer are well known may receive a secret request to sell their wares to the Unliving of Myr.

The city is ever moving, as the Unliving don't pause for eight hours of sleep, but the pace is never rapid, as no one is ever in a hurry. They don't need to rest for physical exhaustion. The only “rest” they take is to recover from mental or emotional exhaustion--another reason why their emotions become more muted, more passive. Extreme feeling and passion is tiring. Myr is beautiful. Myr has amazing wonders and knowledge. Myr is filled with amazing people from every area. However the nightlife is dead.

Home Nations/Region:

The Necropolis is located on the far northwestern border of the Empire and south of the Draconic Theocracies. It is connected to the City of Neppen and Bridge City by portal. It is said that the city sits on the ruins of a long forgotten Draconic City. The Necropolis has been called Myr for longer than any mortal living can remember and rumors abound as to the source of the name. Some claim it was the name of the Dragon who once reigned there, others say it is the ancient name of the valley the Necropolis sits in, and some few say it is because of the chained censers the city guard patrol with, filled with aromatic incense to hide the smell of rot of newly arrived unliving.

Culture:

A hodgepodge of cultures from times lost until present day. Filled with architecture, art, music, and languages spanning thousands of years, the city is a museum to all that once was and is. It does not merely accumulate these items though, but cultivates them as well. The city houses a university beyond compare and scholars who are interested in looking both at where they came from and where they are going as well.

For those unfamiliar with the city, it is a surprise that a place such as this is filled with indescribable beauty. As many artists who have come to reside in the Necropolis say though, “Some works take more than one lifetime to complete.” Sadly, most residents of the world are terrified to ever think of coming here and witnessing the city’s glories.

The only area of culture the city fails by general standards is in food. The sense of taste for the Unliving is a weak thing and to taste food it must be filled with flavors and spices beyond what any living being can stomach. They do enjoy these extreme concoctions. A select few are exported under the title “Nectars” far and wide across Bil Hanna. While they do need to ingest organic matter to regenerate their unliving flesh, after a feast, the Unliving retire to a vomitorium to evacuate any unneeded organic material.

The Fashion of Myr is a bewildering spectacle. It is a collection of styles from across the world and across time. Funeral Clothing, of course, is always a hit. Keeping a  neat appearance is expected. The Unliving are not mindless rotting creatures, but thoughtful, spiritual people of reason and intellect.  Many fashionable morticians ply their trade, maintaining appearances, weaving hair, or restoring eyes to their original living color. The more macabre insist that “Fashionable tatters are always chic.”

The healers of Myr are said to be the greatest in all of the world, but only the desperate will travel to the city’s gates, despite the fact that medical care is given freely to all those who need it. There is something strange about The Necropolis of Myr, as those who are wounded recover more quickly even without medical attention. This miraculous effect is unexplainable but may have something to do with how the Unliving appear in the city.

Life span:

Within the city, they have an unlife span. Until destroyed by some powerful force that leaves little of the body left, the Unliving shall rise. Once an Unliving leaves the City, the undead of Myr may be destroyed as any other undead. Therefore, few residents take the risk of leaving. Still, eternity in one city can get boring and groups of residents will leave suddenly, seeking adventure or their final death in a great cause, or to achieve some feat of glory or extreme infamy.

Notable Features:

The Gardens house dead from across the World and are securely protected by ancient spells, powerful Unliving warriors, magic, and monsters. Many nations, families, or exceptional individuals pay exceptional rates to have someone buried in the Gardens in vast, elaborate tombs filled with wealth, treasure, books, secrets, servants, or whatever belongings they wish to send with the deceased. For here, the dead never decompose but retain the full beauty of their prime, preserved forever.

The Gardens welcome not only the wealthy. Those who are poor and destitute may be laid to rest here if they have nowhere else to go, though they must pay a price; the tenders of the garden may take a “gift” of up to two limbs to aid an Unliving resident. This missing limb is always replaced by an artful creation to preserve their appearance.

In recent years a giant egg presumed to be of Draconic Origin from outside of Bil’Hanna has found its way to the Gardens. Little is known of it, but it is kept in a jeweled chalice atop an altar and it radiates pearlescent light. One Hundred and One Death Knights surround it at all times. All of which are sworn to silence. The very few get to approach the Egg. And when they do, every Death Knight draws their sword.

Government:

The Necropolis of Myr is a democracy. All Unliving of sound mind may have a voice in determining their laws and electing members of government. Myr has no poverty or hunger.

Faith:

With the old deck gone, Myr has no patron faiths at this point. But there is a profound desire to protect the glowing Egg, found in the Garden.

Military

The most famous of the city’s guardians are the Knights of Sirtnale.  Though few in number, these Death Knights are pledged to Justice, Good, and are among the few residents who regularly leave the city.  Most were aged holy warriors who chose to come to the Necropolis shortly before their end so they would rise to battle evil eternally.

The City proper is protected by warriors who also double as a police force. These Myrmidons mainly protect the Unliving residents from the cruelty of living beings. Occasionally they are sent out into the world to find uncontrolled undead and put them to rest. It is these the Myrmidons assist, for all Unliving are citizens of the Necropolis.

The sheer terror of a city of the Unliving is enough to keep most armies at bay.

Of course, the fact that the uncontrolled undead of the world constantly wander to the Necropolis is a barrier: many can't traverse some of the harder terrain, thus making most approaches to the Myr filled with angry roaming uncontrolled undead. Myrmidons can’t round them all up. This makes the approach to Myr difficult for armies, but not impossible for small parties of adventurers.

The Unliving of Myr’s Stereotypical views

Refugees:

“More poor souls trapped in this World. But it is our way to welcome all. For we all die eventually.”

The Eternal Empire/Anwyn/Neppen:

“Emperors, Governors, Kings, they come and go. One is very much like any other. But, our Death Knights do find kinship with the Questing Knights of Anwyn.”

Truefolk:

“They call us the unliving but their souls have died.”

Fortuneless Cohorts:

“The plight of the fortuneless makes us appreciate the simplicity of death.”

Dwarven Peoples

“The Dwarves of Bridge City have rekindled life into a dead people. And with the Portals, we can enjoy their hospitality.”

First Elves

“It seems that the only way a First elf is willing to remember, is if he has joined us. So few ever have. Cowards to the core they would rather face the comfort of oblivion than an eternity remembering the truth.”

Wracked Elves

“We once could lengthen their short lives by bringing them into our number, but with the fall of the Old Deck, there is no longer a way for us to help them.”

Slegorians

“Yet another Warrior culture. They rise. They come to find another warrior culture. They fall. Not one has joined our ranks. It is no real loss.”

Uncontrolled Undead:

“Give us your shamblers, your unbound, and your lost kin. And we will give them peace.”

Anyone who raises someone from the Dead:

“Denying someone the right to pass on is not only a crime against that poor soul, but natural order itself. Where there is soul, there must be free will. We range from our city to find them. We will take them from your homes. From your cities. From your ships. Will bring them back to Myr and visit unto them that which they have inflicted on others. Their suffering will be beyond anything a mere living being could comprehend...let alone live through.”

Draconic Theocracies

“They are learning what those who understand the Deck have known for Eons. Everything is fleeting. Even Gods.”

Smaragdine

“They are past. They were once great. Those and some of those they created live amongst us in peace and contemplation. They are the saddest among us.”

Goblins

“It is said those who once went to close a Black Blood leak saw these lesser beings. They are of no consequence.”

Tarabuthian

“Every living being in the world wonders if deep down inside they are monsters or men. For them, one of life’s questions has already been answered. Freeing them to pursue new ones.”

#### The Dwarven People of Bridge City

A city of hardy Dwarven people who live on a massive bridge that spans the great divide.

Population: 150,000

Heraldry: Three arched black bridges on a red and white field. Red and white field is used to define which dwarven house one belongs to. (Checkered, Quartered, Etc)

Racial Breakdown: 88% Dwarven, 6% human. 5% Elven(Wracked and First), 1% other.

Government type: Generational line of Lord Protectors with checks and balances combined with a Senate filled with Clan chiefs

Current ruler: Lord Protector Gergor Blackforge the Stalwart, Keeper of the Gates.

Current known alliances: The Twin Kingdoms of Anwyn, Trade partners with Neppen and the Necropolis of Myr

Current Wars: The Eternal Empire

Bridge City has a standing hostility towards Vrosa and does not allow True Dwarven banking houses or fortuneless Cohorts to establish themselves in the city.

During these dark times there remains one final bastion of the glory of the Dwarven People and that lies in the city state aptly named Bridge City. Bridge City spans the massive gorge known as the Great Divide separating the Twin Kingdoms of Anwyn from the Eternal Empire. It is a quarter mile wide and nearly fifteen miles long, its massive arches reaching down into the maw of the Great Divide. Both exits of the city are protected by three dwarven obsidian portcullis and massive drawbridges that limit movement making it one giant fortress. The entirety of the bridge is covered in slanting stone roofing, making the city nearly impervious to siege weaponry.

Dwarven Obsidian

For millennia the Dwarves were rich in the most durable, lightest, and sharpest substance to be found on Bil’Hanna. Dwarven Obsidian. Found only in the depths of the Great Divide it can be melted and forged into the most deadly non-divine infused weapons/armor in the world. It is also the primary resource used to make portals, paths through the elsewhere that shorten the distance between any two locations. Its major drawback is that the alchemy process used to refine it instills in it a fatal flaw. The lifespan of Dwarven Obsidian is one hundred and one years.  Exactly, one hundred and one years to the day, hour, and minute. At that moment the object in question will crumble to a black dust. At one time this was the backbone of Bridge City’s economy, but the shortage of the last few hundred years had crippled not just the city, but the Dwarven people as a whole (see History below). The new veins discovered by Warchief  the Obsidian Fisted, have brought new life back into the city.

History

Bridge City was built for the sole purpose of bringing obsidian up from the depths and forging/melting it into various goods. Nearly three hundred years ago the mines went nearly dead, leaving only a trickle to bring to the surface.  The wealth and the strength of the Dwarven people went with it. As Bridge City slowly went bankrupt, the outer towns and villages of Dwarves lost their livelihoods as artisans and provayers of the rare glass. When the Eternal Empire began its expansion these villages rolled over with minimal resistance as they saw the Empire as a way to bring work back to their people, creating goods for the Empire’s war machine against the Dragon Kings.

Bridge City itself remained a free state but only barely. Collecting tax from the Empire as it shipped goods and troops to and from Albian (The western Kingdom of Anwyn)and providing those soldiers with goods and services as they crossed the city.

Things have changed. Twenty years ago, multiple Obsidian lodes were struck. Wealth then began to flow out of the city once again. The former Emperor died and the Twin Kingdoms of Anwyn rebelled. The Apis the Iron Bull, the heir-apparent lead his legions across the City to attempt to retake the rogue nations. After a brutal Campaign the Imperial legions were pushed all the way back to the Northern gates of Bridge City, only to find them closed. A Dwarven Forge mistress, Jedinna, whose family was the first to find a new obsidian lode rallied her people and held the walls. Because of this the legions were shattered, and the Iron Bull, in his escape, was forced to travel the entire length of the Divide before returning to the Empire. Many say this month's long disappearance is the reason his sister Stryx the Jade Claw was able to secure her power base and wrest control of the inner empire from her brother.

Since this time the Dwarven communities on either side of the City have been returning to the fold. Free trade with the Twin Kingdoms and free of the Imperial Taxes, the City is alive again but that does not mean there is a united front within the city. The population is torn between its loyalty to the Eternal Empire (especially from successful merchant clans) and this rise in dwarven nationalism that demands they take back their land and embrace their roots.

Since the mysterious death of the Iron Bull’s sister and his rise to the throne of the Eternal Empire, the border between the Eternal Empire and Bridge City is becoming more and more hostile, as the Emperor has made vocal his personal hatred for Jidenna.

Notable people

Lord Protector Gergor Blackforge the Stalwart, Keeper of the Gates.

Gergor ruled over Bridge City as his father before him had for decades. Decades of savvy political maneuvering, manipulations, and pure will to keep Bridge City free of official Imperial control. When a lowly forgemaster rallied his city guard and a healthy portion of the population to take the gates and raise the bridges against the Imperial retreat, his rage was furious. It is said he stood in the tallest tower in the center of the city and watched the whole debacle happen with a spyglass, incapable of doing anything to stop it. Decades of political treatise suddenly gone in the blink of an eye.

Things didn’t get better when the last of the Imperial Legions were crushed either. When the upstart Jedinna walked into the Senate chambers and demanded she become the City’s new Warchief. An empty title with no weight that had been unbestowed in a generation. He watched helplessly as the Senators voted unanimously. Then immediately voted her a budget to raise a substantial troop to protect the city.

Warchief Jedinna and the Lord Protector often verbally spar on the Senate floor, he pushing for peace, and her wanting to take the war to the enemy’s doorstep. Only time will tell who will prevail in the end.The Lord Protector these days spends his time meeting out high justice when needed from the City’s keep and negotiating with Anwyn, Vrosa, and the Dragon Kings, hoping he can find help for when the Eternal Empire’s Legions finally get around to crushing his city state.

Warchief Jedinna the Obsidian-Fisted

She was born to a poor house. So poor they rented, not owned, their Clan Hall in Bridge City. Fifty miners and their families. A small clan to be sure. Most of which spent months in the Great Divide without seeing their families just so they could bring trinkets worth of Obsidian back to the surface to craft and trade.

Until the day she hit pay dirt. Not just pay dirt. It is believed it to be the largest node of Obsidian to be found in recorded history and she found it behind a wall in a tunnel that was hollowed out nearly a thousand years ago. Wealth. Only six inches away all this time. Popular rumors say that she was so angry at the empire, the poverty of her clan, the decline of her people, that one day she struck the stone with her bare hand and shattered the wall, revealing the glass to open air. This tale is so popular that the dwarven people have started calling her the “Obsidian-Fisted.”

True or not, the wealth and power of her Clan can no longer be denied. Where the generation before were crafters and miners, the younger have become warriors. Men and women of her Clan are now defying convention and have begun taking multiple wives/husbands. All with the purpose of filling out the Clan’s numbers. Bringing in gifted warriors and artisans alike.

With the Senate’s approval and her alliances among the Clans she has under her command three full troops which she uses to secure and protect Bridge City and the surrounding cities and villages for what she says will become “The First Dwarven Kingdom in a Millenium.” and at the rate she is going, she may not be wrong.

The Dwarves of Bridge City’s stereotypical views

Refugees/Neppen

“They were the first to let us build a portal to their city. With luck, this is the start of a great alliance.”

The Eternal Empire

“Invaders and Conquerors. They will pay for what they have done to our people.”

Twin Kingdoms of Anwyn

“Their hatred for the Eternal Empire nearly matches our own. We could not ask for better allies.”

True Dwarves of Vrosa

“A Gnome offering you a loan, is like a thief knocking on your door and asking for your coffers. They make sport and money from blood. Never forget it. They cannot be trusted.”

First Elves

“Sad, and fading. We see fewer every year. It would be nice if they stopped buggering the wildlife. The monster population is getting a bit excessive in Southern Albian.”

Wracked Elves

“Most of these elves are honest and adventurous. They are free with their stories and often their coins. It is considered good luck to give one a meal and a pallet for the night.”

Slegorians

“I would respect them more, if they fought for causes, instead of fighting for the sake of fighting.”

Draconic Theocracies

“Touchy and dangerous. Territorial but rarely cruel. The Eternal Empire blames them for trapping them on Bil’Hanna. Yet, sometimes the enemy of my enemy is my friend.”

Smaragdine

“I don’t even think these people exist anymore.”

Tarabuthian

“Humans are strange enough. But humans who only eat leaves and sometimes turn into animals? Bizarre. Good person at your side in the fight though.”

City State of Winegorge

“Could be worse. Could be Vrosa.”

#### The City State of  Vrosa

City state, controlled by several powerful old families with access and control of leftover powerful magic items. Center of Trade and Guild Halls, Gambling, Mercenary Center, and vice.

Population: 1 Million. Around 600,000 Truefolk citizens, with 400,000 fluctuating visitors and mercenaries from around the world.

Heraldry: A pair of gauntleted hands overflowing with coins.

Racial Breakdown: 58% Truefolk, 25% Human, 10% Wracked Elves, 5% Dwarven peoples, 2% Other.

Government type: Oligarchy of powerful merchant houses primarily made up of Truefolk. Only Truefolk Houses are allowed to vote in matters of state.

Current ruler: Executor Supreme Magnus Profundnus of House Gilded.

Current known alliances: Vrosa loudly claims its neutrality but has had a functional positive relationship with the Empire for nearly 300 years.

Location:

Near the center of the world. North of the Empire.

Culture:

Corrupt mercantile city state, Machiavellian Politics and conflicts between the guilds. Dueling Culture. Combat for entertainment by volunteers, not slaves. Gladiators, even small scale unit combats, fight below, on, and above the ground in organized leagues in arenas that use magic to create amazingly dangerous environments. Rough brutal sports that mix elements of games and combat exist as well. The place to be for the light armored, acrobatic duelist/fencer.  As the city is tall, with many towers, bridges, crowded alleys where heavy armor may be a liability. Thieves and acrobats abound. A cosmopolitan city that doesn't care about the conflicts of the world, so long as they hire Vrosian mercenaries.

History:

One of the oldest, if not the oldest inhabited cities of the world. Descending from a long forgotten empire, of which it was a minor outpost.

Conflicts are usually handled behind the scenes, but often personal rivalries are settled by duels; champion fighters coming from the Gladiatorial Arenas or Mercenary Units are hired: These Bravos are not held responsible for their deeds, but the person who hired them. Bravos develop followings, and become almost celebrity-like in their stature. Assassinations do happen but those are, technically, forbidden. An Assassin and their employer, if discovered, are executed. Exile from the city is a common punishment for Bravos who fail an employer too often, or break the many unwritten rules of the city.

Technology:

Almost Steampunkish/Magic for the very rich. Amazing Wonders/Artifacts make life in the city unique. Alchemy powered rail cars rumble above the street.

Economics:

The City is home to many powerful trading guilds and banking houses whose reach goes far beyond the city’s towers. Nearly all Truefolk guilds have offices here. Money changes hands; opportunities abound, fortunes can be made and lost overnight. The money lenders and banks enact debt management magic, Bravos, and legions of mercenaries if need be. Vast amounts of money changes hands in bets made on dueling and small unit combat arenas. Several Truefolk Fortuneless Cohorts are located here. Off world Magical secrets and items of ancient power are hoarded here, and used sparingly. The city draws those with power and those seeking it. Anything can be bought for the right price.

Influence:

The influence of the Truefolk is in blood and coin. The headquarters of all the largest banks and most successful mercenary guilds are all located here. Business deals happen near the middle of the Bil’Hanna’s shell. Many guilds, merchant houses, and banks are located here, as well as the Halls of all Fortuneless Cohorts.

By having so many Mercenaries located here, the city obtains a de facto free supplement to its elite units, primarily heavy armored infantry/pike units that defend the fortifications around the city.

Factions:

Numerous rival merchant houses. Lots of struggling poor, a moderate middle merchant class. Oligarchs of the ultra wealthy.

Diversity:

Urban environs, one city, filled with tall magically supported towers, narrow streets, secret passages, forgotten underground citadels.

Taboos:

Considered ill fated to take in those down on their luck; ill fortune spreads, best not to take it in.

Truefolk of Vrosa’s stereotypical views

Refugees/Neppen

“A growing market to be exploited.”

Truefolk

“A rational and straight forward and respectable peoples. The core of Vrosa’s success.”

Fortune Less Cohorts

“An elegant way of managing the poor, everyone should do this.”

Dwarven Peoples

“Antiquated and primitive lifestyle. A valueless culture for a valueless people. So they found some glass in the ground again.”

First Elves

“Their doppelganger-like culture allows them to fit in perfectly with Vrosa’s high society. Sometimes it seems to focus more on the superficial aspects instead of the deeper creeds of the city.”

Wracked Elves

“Mayflies. But, often talented Gladiators.”

Slegorians

“There is little that will bring in a crowd as big as a Slegorian Gladiator. Though as mercenaries they seem to yearn for the battle more than the payout which can be sometimes problematic.”

Draconic Theocracies

“Worshiping Power? We understand that. You have to admire the Slaves of the Dragon Kings. But there are some deep rooted flaws in a being's Godhood if they fall in battle. It was only a matter of time after the first fell that others would follow.”

Tarabuthians

“We nearly went to war with these people, years ago. They don’t seem to take kindly to capturing their kin and force feeding them meat. Still, once they turn they are grand entertainment in the Arena.”

The Eternal Empire

“With the Rise of the Iron Bull, we find ourselves with a consistent client again. These last few years of consolidation have brought great profits. It is good to get back to business as usual.”

The Necropolis of Myr

“Annoyingly neutral in a turmoil filled world. There are so many opportunities that a culture so unique could take advantage of. It is hard to deal with a nation so alien in its thinking that it finds democracy a viable concept.”

Kingdoms of Anwyn

“Thieves. To turn on an investor and not let him get his due reward for the time, effort, and coin he has spent is not only repugnant but morally inconceivable. The Empire should reconquer the county, then pull down everything until not two bricks stand atop one another. Then they can go back to living in their earthen hovels. We don’t normally approve of vengeance for vengeance sake, but it is cheaper to tear down one kingdom than fight ten rebellions.”

City State of Winegorge

“Oh, they think their little economy actually matters. How quaint.”

#### The City State of Winegorge

A Truefolk republic on the outskirts of civilization famous for its wine.

Population: 100,000

Heraldry: Blue background with a golden cornucopia on the left that spills out purple grapes with a golden ship with white sails on the right sailing right.

Racial Breakdown: 60% Truefolk, 20% Human, 10% Dwarven People, 10% Other.

Government type: Republic led by an Archduke who is attended by a council of  ministers.

Current ruler: Lord Frost, Archduke of Winegorge.

Current known alliances: No official alliances

Current Wars: No current wars.

Location

Located in a large natural harbor in the South west of the continent, with rising hills and mountains around it.

Culture

The distance from the core of the Empire means that the vice-culture of Winegorge is nowhere near as intense. The city is home to many famed wineries and very reputable gambling houses. The people fish and whale the high seas expertly and the Truefolk of Winegorge are some of the most industrious of their kind. Winegorge was always a Truefolk stronghold but has become a home for Truefolk who do not wish to associate with the more scandalous nature of Vrosa.

History

Always a Truefolk city, it was held by several lord mayors over the years. During the time of source, the refugees landed in Winegorge to find the city overrun with source undead. Battles raged across the city until the foul necromancer responsible was defeated and what few undead were left were driven into the sewers, where the citizens of Winegorge still have to deal with them to this day. During the height of this battle, a Truefolk by the name of Frost captured the Fortress of Winegorge and claimed it as his own. With a group of mercenaries under his command he brought order to the city and it has prospered under his stewardship.

Economics

Winegorge is uniquely situated in that the shape of its harbor reflects light onto its steep banked hills and surrounding mountains for a longer time of day than any other vineyards in Bil’Hanna. This allows for some of the best wines in the world to be created and is a driving point for Winegorge’s economy. Winegorge also exports a delicacy of porpoise meat that pairs well with its wines. The finest of wines produced are loaded up into the clear bladders of these marine animals and sold in bags. This method of storage is unique to the wines of the city and has led to a myriad of cultural and regional traditions based on who purchases them.

Influence:

Winegorge is currently in an economic boom. Being the only port around for hundreds of miles it has a near monopoly on ocean trade which gives it access to goods unavailable to much of the continent. A safe and reliable trade route established with Neppen in recent years has become threatened by Slegorian pirates who change exuberant fees to ‘escort’ Winegorge’s products upriver. Winegorge trades freely with any nation with a port and is unapologetic in doing so.

Truefolk of Winegorge’s stereotypical views

Refugees/Neppen

“Our sister city and our Kin.”

Truefolk of Vrosa

“There are trade goods you can deal in other than vice and decadence. We think they forget that sometimes.”

Fortune Less Cohorts

“It is a way for those who have lost everything, to become something again. A hard road but at least it is a road.”

Dwarven Peoples of Bridge City

“We have no ill will towards these Dwarves. We are so far from them we have no skin in that game. Their portals do threaten our commerce though.”

First Elves

“The necromancer Egon was a First Elf. To this day many people in the city do not trust them.”

Wracked Elves

“Sometimes they come into town in troops during the harvest season to help pick grapes. We pay well, they work hard.”

Slegorians

“We never had any problems with them, but if they do not stop harassing our merchants there is going to be trouble. Sooner rather than later.”

The Necropolis of Myr

“They like strong wine. We make strong wine. What’s not to like?”

Draconic Theocracies

“Are these even real?”

Tarabuthians

“On the other side of the Dunkelheit. If you can, trade for their furs. They are excellent quality.”

The Eternal Empire

“Both customer and competition. Friend or rival really depends on what you have in the hold of your ship”.

Kingdoms of Anwyn

“To turn on the Empire when they invested so much money in your society really is bad business. They have effectively closed themselves off from the rest of the world. Except for us. We will sail around the world to sell to them. They just have to pay for every league traveled.”

#### The Floating City of Irrestadt

Population: No more than 50,000 at a time. Less than 1% are foreigners.

Heraldry: No national heraldry, but Houses tend to lean towards marine predators.

Current rulers: The Murder of Matrons

Current known alliances: Slegorians seek to prove themselves in combat and are often hired swords that can be found in any of Bil’Hanna’s varied cities. The city itself claims neutrality, it maintains a Guild Hall in Vrosa.

Current Wars: The Deep Callers.

Origin:

Founded when the Slegorian fleet fled the Greater Island of Ascendant Slegorians. Consolidating power and reeling from a massive drop in population, the surviving matrons are overseeing construction that is expanding the city into a giant floating citadel. Its walls are always patrolled and ships of armed Slegorians constantly patrol its waters.

Culture:

The gathered Matrons (known as a Murder) are more organized than Slegorians have ever been in the past. Exerting more control over mercenary contracts than ever before. Matrons are less inclined to waste those who are potential good breeding stock as shock troops in other nation’s wars. This attitude has some of the more independent Slegorians avoiding the city for fear they will possibly be retired from combat early.

Piracy has never been outside of the Slegorian purview, its lack of a homeland has seen it shift from an island paradise to a people with no land of their own. Their ships travel up and down the coast, discretely liberating merchant vessels of their cargo, but only for basic necessities. Food, cloth, etc. Taking coins from anyone other than an employer is considered taboo.

Military

The society now boasts more warriors than workers. A problem the Matrons are desperate to fix. While the individual warriors of the Slegorians are strong, strategy and tactics is not a skill they have honed over the years. This lack of large-scale command experience is a major hurdle to Slegorians taking back their homelands.

Slegorians of Irrestadt Stereotypical views

The Slegorians of Irrestadt have the same stereotypical beliefs as those found in the race sections.