Current Day Ligaterra

## Ligaterra Today

Ligaterra today exists in a 30 year peace after the Border Wars. A war that lasted for roughly 8 years, one war between *Duhrn* and *Ysgram*, and one between *Tellabor* and *Forentil*. The wars are seen to be caused by the Holy King of Ysgram at the time **Holy King** **Titus**, and the **Queen of Tellabor:** **Queen Callaine**. These wars resulted in the borders of the nations where they currently are after both rulers sought to bring the border of their nation and unite the entirety of the eastern region and the western region. However, after the fall of these rulers and an armistice being reached thanks to a group of adventurers and successors to the *Ysgram* and *Tellabor* throne, the peace has begun and existed for the last 3 decades. After these border wars two organizations were created to assist in keeping the peace amongst all of Ligaterra. The *Shrikes*, and the *Arcane Assembly* whose members are referred to as *Arcanists*. These two organizations operate outside of any nations rules or regulations and exist instead as an objective view to assist with keeping the peace of the continent and the lives of its people. *The Shrikes* were created by one of the adventurers who assisted with the armistice who is named **Ji’talen Golari** and is now the only remaining member of his party. After ending the Border Wars, Ji’Talen and his party were called upon by multiple leaders as essentially powerful contractors to deal with problems popping up left and right and eventually the adventurers were called upon to fight a Dragon Turtle that attacked the town of *Senektor*, after which Ji’talen was the only thing left standing. After this fight he is said to have gone into retirement and lives somewhere unknown in the continent operating as the *Commandant of the Shrikes*. The *Arcanist* leadership is unknown but their members can be found in every major city. As members of inner councils as well as operating on a much more subtle scale.

Ligaterra today is broken up into four nations:

1. ***Ysgram***
2. ***Duhrn***
3. ***Forentil***
4. ***Tellabor***

Along with the independent ***Northern Isle*** that shares no form of government, official ruler, or law set.

Let’s break it down:

### **YSGRAM**

*Ysgram* is the nation in the northeast part of the continent. The nation is ruled over by the current ***Holy King** **Orion***. Orion is well liked and respected by his people. They worship him almost like a prophet and treat his word as if it was the word of **Avandra** herself often times. This does not mean there are those who do not worship or follow him and Avandra in this way, but it is difficult to rise in stature if you do not follow these principles so many who hold sears of power in Ysgram will be religiously charged more often than not. *Ysgam’s* capital resides in the center of the nation amongst a small cluster of mountains as the city of *Ysgrador*. The city is very clean and proper existing in multiple levels working their way up the mountain side. Much of the residents or workers of *Ysgrador* actually live in small settlements around the capital. The region has a very dynamic climate with the exception of the peninsula that remains relatively moderate temperature and humidity year-round. The rest of the area fluctuates between being a dry arid desert climate and a dry freezing cold tundra during the winter.

           *Ysgram* is often a very religiously driven nation especially in the higher up individuals. The capital and many people of *Ygram* including the Holy King have worshipped the Goddess *Avandra* for many generations since the inception of the nation. *Avandra is the goddess of luck and change.* She is worshipped and fallen upon for things like the seasons and games of luck and chance as well as good or bad fortune. As such games of luck and chance and gambling is almost a religious activity and is found in almost every tavern or establishment of social gathering in the nation. *Avandra’s* followers also believe her to be one of the main sources of the magic in the word seeing magic as the ability to change or create something from nothing. Or changing the magic of the weave and pulling it into fire, illusion or whatever it is you desire. As such those with magical powers are often seen as blessed by *Avandra* and it is a symbol of stature.

           Because of these beliefs *Ysgram* is one of the leaders of the study and wielding of magic in the world seeing it as a necessity and a great honor. It hosts many mage colleges in its capital however, getting into one consists of certain trials that can be extremely challenging and ruthless. Many do not get in, but those that do, usually can go on to do great things getting arguably the greatest magical teaching in the world. Many of these scholars go on to be researchers, professors, and missionaries for *Avandra* and the nation of *Ygram*.

### **DUHRN**

*Duhrn* is ruled by the ***Bordoh family*.** There are currently nine members who sit on the council. *Duhrn* has many cities and settlements that reside in the mountains and as such has a very diverse population. Many of the nations occupants are: dwarves, drow, orcs, goliaths, gnomes, halflings, and tieflings. Humans and elves also live in *Duhrn* however they are less common than the other races mentioned prior. *Duhrns* capital is the city of *Blackhearth*. The major cities of *Duhrn* are large sprawling cities that are often almost grey and brown and muted due to the large populations the nation existing as much more of a urban center rather than the prettier more spaced out northern neighbor. As *Duhrn* exists as a larger industrialized nation they exist in more of a artificerial type of magic and nature magic more-so than the study of magic. This leads to a more industrialized city and also a very profitable city which leads to many major cities in *Duhrn* having day-to-day life ran by a series of organizations some criminal some simply guilds and groups of individuals. Many people have connections and so it is smart to be careful who you cross in the nation.

           *Duhrn’s* economy mostly comes from trading of the precious minerals and metals mined in the mountains surrounding their cities. They are also home to many criminals and so there are some who make a living hunting down such individuals. If there is something or someone you are looking for, *Duhrn* may be a good place to start.

           Along with this strong potentially criminal presence, the *Duhrn* government and *Bordoh family* have their own force to exact and enforce laws. The group of highly skilled soldiers differs from the average town guard and is called *The Iron Sentinels*. They are strong and extremely efficient. If you find the sentinels kicking down your door, it may already be too late to run. If you are a criminal they are people you hope never come looking for you.

### **TELLABOR**

*Tellabor* to the West hosts the capital of *Ki'Xur*. The region is ruled over by ***Queen** **Rajeh*** a black dragonborn. The region of *Tellabor* has a demographic of almost 40% of the population as dragonborn. The queen's court is made up of advisors, mages, and her elite dragonborn royal guard named *The Scaled Phalanx* that are known and feared throughout the world. *Tellabor* is a region of great tradition and puts very high stock in physical prowess. Many leading members of cities and organizations throughout the region are often the physically strongest people around. Because of this the region puts high praise on events such as gladiator fights and trials by combat. The stronger you are the more respect you get. *Tellabor* is home to many guilds, mercenaries, bounty hunters, and outlaws. *Tellabor* is a region that mostly looks after itself and rarely accepts outside assistance. Those with magical capabilities in *Tellabor* are rare and are often used as advisors, thieves, and spies.

People of *Tellabor* can often be seen as stubborn or old-fashioned due to their strong sense of tradition. Much of *Tellabor* is also covered with dense forests and mountains and is home to many monsters and large creatures that exist in such places. The magic in *Tellabor* also tends to be much more natural in nature, many druidic circles exist in such forests and mountain ranges. The make much money of their exports of lumber and are known for creating some of the fiercest warriors the continent has ever seen over the history of the world.

### **FORENTIL**

*Forentil* to the southwest is a mystical and often confusing region. The forest of *Forentil* has strong ties to the Feywild and many a few travelers get lost in the forest on the way to their destinations. Because of this magical connection much of the forest is overgrown and unsettled. Cities like *Rylenti* on the coast manage to be on the border of the magic's reach however the capital of *Albion* is in the deepest part of the forest and is built around the Phoenix Tree. A tree fabled to have been the first tree of the forest, and then many centuries ago when a The Lich King attempted to burn down the entire forest in about in a plot to destroy all who lived in it the Phoenix Tree did not burn and stood tall. Eventually dropping seeds and opening planes to the Feywild allowing the rapid regrowth of the forest. Because of the lack of settled areas and roads, *Forentil* is home to many monsters and monstrous races that may not be as accepted somewhere else. Many goblins, hobgoblns, bugbears, orcs, and giants make these forests their homes. As well as monsters such as griffons and many others. *Forentil* consists of these monstrous races however also has a large population of Elves and Eladrin. *Albion* and *Forentil* is ruled by a small conglomerate of four Eladrin, one form each lineage. Many adventurers and travelers find their final resting places amongst the thick underbrush of the magical forest.

           If traveling in *Forentil* it is often suggested to travel with a local and guide or you could accidentally stumple into the *Feywild* or your demise.

### **The Northern Isle**

*The Northern Isle* is its official name however it does have others. Many call it different things: Pirate Isle, Cove of Murderers, the Forbidden Coast, Plunderer's Refuge, etc. This island is home to many old ruins and temples from an indiscriminate amount of time ago. The town of *Queen's Port* is overflowing with pirates, outlaws, cutthroats, retired adventurers, and smugglers. There is no official ruler and on this island it is every person for themselves. There are rumors that the ancient ruins and temples on the island still hold some magic and riches to them, however, it is often times that those who venture to these ruins, don't return.

           There is an entity that seems to hold power in the sprawling city of *Queen’s Port* as well as on the entire island who is referred to by a few different names: The Pirate Lord, The Gladiator, and The Corsair. They rule and operate from the shadows. It is said if you are granted an audience with The Corsair, you have either done something really right, or have done something terribly wrong.

#### **The Gladiator Sea**

Finally, the most notable thing that isn’t a nation is the Gladiator Sea. A lawless sea full of traders, pirates, privateers, swashbucklers, smugglers, etc. It is best to be safe sailing through theses waters and many sea-farers make a living acting as protection for such trading vessels including a few guilds in *Tellabor* that make such a living this way. Many are low level thieves and brigands and can be bought off. However, there are some that you hope to never cross. One such ship is *the Leviathan* sailed by a crew referred to as the *Leviathan’s Legion.* They are pirates that are rumored to worship an underwater god of sorts and seek out ships to send souls sacrificing people and ships to the depths of the ocean as an offering to their deity. The rumors that surround this ship sound more like ghost stories and stories to scare children. It is rumored the ship controls the waves on which it sails, and that a storm follows the ship around at all times. It is also rumored that the ship can submerge itself in the ocean and has never left another ship standing. Many pirates tell tales of seeing it on the horizon, and being glad it was that far away.