Hybrasil

Hybrasil is a mountainous tropical region sandwiched between Agartha and Jothunheim. The weather patterns have created a hot, humid area between the two kingdoms, dominated by the ruthless King Riceak Huntinghawk. The domain is a dark place, where foreigners are unwelcome and many go missing every day. The denizens of this region live in fear of their dark lord and his minions. It is not unknown for the secret police that scour the lands looking for interlopers and those who would stir rebellion to leave examples of their justice in gibbet and on spikes along the major roadways throughout the land. The forest surrounding the mountains is a dark, treacherous place, where the dead are said to have domain and the souls of those punished unjustly still roam. There are even rumors of places of great wonder found amongst the forest land for those foolhardy enough to risk the perils found there. Further to this, there is talk of a mysterious figure who is seen wandering the land, where he goes the land turns to winter and the townsfolk huddle within their houses for fear of the night.

### **Society**

Hybrasilian culture is based primarily around a strict caste system that has existed since the collapse of the First Empire. Created by the Huntinghawk clan when they settled the land, it ensured that the clan maintained a dynasty that has lasted for over three hundred years.

The King sits at the top of the caste system, and is considered above the law, being the closest to the gods. Directly below the King are the nobility, who are generally related to the King and form court society. Their homes are also located closest to Windkeep Stronghold and they live in luxury. The nobles also take on the roles of judges and officers in the military, many of them holding high ranks in the Knights of Glin. The courts are filled with suspicion and distrust as many of the nobility jockey for recognition and power.

Below the nobility stand the Knights of Glin, who are themselves a majority nobility but are also made up of seasoned veterans who enjoy many privileges despite not being directly related to the nobility. While anyone can attempt to enter the Knightly order, only Nobles can hold title and rank above Marshall.

Below the Knights are the merchant families. Much like the nobility, the merchants are born into their position and it is rare for a merchant to not be linked to the major merchant families that hold monopoly over all trade within the city. The Merchant families are often financially secure and live in the larger homes Ceantar Mairghead and Baile Seantan. They also have a great deal of influence in the guilds of the city. If you want to sell something you need the Merchant guilds blessing which often comes with a cut of profits which ensures the continued affluence of the merchant families.

Next in line is the crafts families. These families enjoy a degree of status due to their ability to produce crafts, goods and housing for the city. They are all bound at the age of ten of a guild where they are branded with the guilds Sigil on their shoulder. This ensures that they remember their place and also ensures that they can be identified by potential customers. Hence most craftsmen will leave their right arm bare so people can identify the service they offer. The crafts families will pay yearly fees to the guild and also pay a percentage to the merchant guild to ensure their products are bought and sold.

The peasants and indentured class bring up the bottom of the caste system. The peasants mostly work the land and normally are found on the manor estates of the nobility, who will maintain a manor house from which they can watch their workers. The peasants pay rent for the land in the form of 20% of their total crop yield a year to their Manor lord. The remainder they can sell to the Merchants guild for 60% its value. This ensures that peasants cannot gain the wealth needed to make an impact and it is not unusual for a Manor Lord to create a variety of additional costs to ensure that the peasants know their place. However, they are considered “freeholders” in that they are not bound to the land and can move from one manor to another provided they can reach an agreement with the Manor lord.

The indentured are made up of those born into the caste, criminals, political prisoners, conquest victims, foreigners who got captured by slavers and nobles who get exiled. The indentured are either permanently indentured, for example those who are born into the class, or are indentured for a period of time as a result of a crime (normally lower crimes), or until they can prove they are not a foreign spy (so for life). Conquest victims will be incorporated into the indentured families. Indentured servants have no rights and live and die at the behest of their master. Anyone above peasant can own an indentured servant. Those who kill too many of their indentured servants however run the risk of being black marked by the merchant guild due to the cost of replenishing supplies of servants.

### **Riceak Huntinghawk**

The Huntinghawk is the title given to the king of Hybrasil. This stems from the earliest times when Ricaeks ancestors arrived at this land and used mighty hunting hawks to find their enemies. Indeed many of these creatures still inhabit the aviaries of the stronghold. The kingship has passed amongst the noble families for some time and rights of succession dictate that the eldest of the family, who is unblemished will inherit the throne. If a child is found unsuitable then the next eldest will succeed and it will proceed through cousins and extended family until a suitable heir is found. They are then declared the Royal successor and will remain that unless they are disfigured by loss of limb.

Ricaek is a particularly unsavory ruler. His father, known to be a kind and just man who had begun to institute change in society had declared his daughter, Imogen, to be royal successor. Through an unfortunate attack, Imogen was maimed in a bandit ambush and lost her right arm. Despite her fathers best attempts, Ricaek used this incident to take the title. Upon the untimely death of his father, he banished Imogen and took the throne. He quickly undid the reforms his father had instituted and made peace with the more powerful families that had been dismayed by his fathers want for change. He solidified his power base and has ruled with an iron fist ever since then.

Ricaek is a callous, vicious man, who is not above abusing his position and power to get what he wants. He is infamous for his fickle nature and nobles tread cautiously around him. He is also highly intelligent and shrewd, a disturbingly good judge of character and his network of spies keep him apprised of all the news in his land. Ricaek is also ambitious and his eye has turned to the east to Jothunheim, where he believes his first true conquest lies.

Ricaek has two sons Garuiel and Ardal, and two daughters Aoibheann and Winnesia. They constantly vie for their fathers favor using the population as their pawns in this game for title and status. At present Winnesia, the eldest is the royal successor and she guards her well being with ten chosen warriors that have sworn oaths of loyalty and fealty to her and her alone. Ricaeks wife, Duana Kiel, is, according to legend, one of the Cethlinn and a powerful magic user. It is said that she can read the portents of the future and find those that would threaten the king.

### **Law and Order**

#### Murias Constabulary

The Murias Constabulary are the country's guards. Despite their central name, they regularly patrol the whole of Hybrasil, and number in the thousands. All members of the peasant class are required to do two years in the constabulary between the ages of 16 and 30. Because of this, the constabulary are poorly paid and trained. They are often corrupt and frustrated by their position, willing to look the other way for the right bribe or just taking what they want. This is particularly true on the outer fringes of the country which is a particularly lawless place just outside the dark forests that line the Razor Peak Mountains.

This is not to say that all the constabulary are corrupt. There are many that try to help their fellows and do their job, but the atmosphere of corruption makes it difficult for them to succeed and further to this they often risk making enemies and dying in a training accident.

Nominally, the Manor Lord will choose the sheriff for his area of responsibility who will then be in charge of conscription. The sheriff will also do his lords bidding which can include ignoring the law when needed and having his men turn the other way. They also ensure that taxes from the area are collected in a timely fashion and that whatever laws the Manor Lord wishes to enact are followed.

#### Royal Bureau of Investigation

The Royal Bureau of Investigation is the central intelligence agency for Ricaek. It is through this group that he keeps his finger on the pulse of the country. His chief spymaster is a Cluricaun called Veronwe Ashbane, The Queen of Spiders, Ghost of death and she has created an extensive network of spies and assassins who ensure that few ever get the opportunity to step out of line. It’s said that she has spies in every town and hamlet and regularly gathers intelligence from them.

Veronwe is also in charge of ensuring the loyalty of the nobility and the Bureau is rumored to have been heavily involved in the death of a number of nobles who stepped out of line or said the wrong thing about their king.

She also keeps track of magic users in Hybrasil, Ricaek wary of any risks to his authority has strict laws about what magicks can be performed within the grounds of the cities and towns. All magic users born in Hybrasil are branded with a series of runes that limit their abilities depending on which brands are active. The Royal Bureau keeps track of the users and the active brands throughout the country and also are in charge of all licences to practice magick that are applied for in Hybrasil. In particular Veronwe keeps close tabs on the archmage and his council, meeting with them regularly and ensuring that their magical spies and augurs are keeping the king updated.

#### Knights of Glin

The Knights of Glin are the knightly order of Hybrasil and have a long and complicated relationship with the monarchy. They often act in unison with either the Constabulary or Royal Bureau to ensure that order is maintained throughout the country. The Knights of Glin have built up a dark reputation for extreme acts of violence amongst the population. There will be more on the Knights of Glin later.

### **Caste Markings**

Each caste is marked by a specific magickal tattoo. These tattoos are of a profoundly deep magick and last over five generations before the tattoos have to be renewed again. Sometimes, those rare individuals who do change caste, such as those entering into the Leabharlann, will undergo the process one more time. During this time they will have their original symbol erased and the new mark of their caste replaces it. The most common symbols are as follows:

Nobility bear the mark of the crown on their left cheek

Knights of Glinn bear the mark of the sword on their left cheek

Members of the Constabulary bear the mark of the shield on their left cheek.

Members of the Crafts Guild bear the mark of the circle on their left cheek

Members of the Merchant Guild bear the mark of the chest on their left cheek

Peasants have the mark of the wheat sheaf on their left cheek

Leabharlann bear the mark of the ink quill on their left cheek

Muinteor and scholars bear the mark of the book on their left cheek

Magick users bear runes branded onto their arm depending on their level of power. As they grow in power the rune becomes increasingly more complex.

### **Capital: Murias**

Murias was originally a small farming community but has grown into a bustling city. As a result of its growth in stages, the city itself is broken into a number of wards, the closest to the stronghold belong to the richest nobles and from there one can measure the affluence of the denizens. In addition to the residential wards, there is a large market area as well as a center for learning and the guilds of Undriel. Finally the farming and port wards complete the city, as it fans out from the coast.

#### Báile Port

The port of Murias is an active and busy place. Ships regularly bring supplies of the goods that cannot be found in the region, primarily silks and spices from the south. The nobility of Murias are very fond of their luxury goods and a captain can become wealthy very quickly but need to risk the pirates and privateers that infest the seas around Hybrasil. Some whisper that the privateers are in direct employment by the king himself, who enjoys not paying for the things he wants. Customs and excise can be overlooked greasing the right palms, the customs officers always willing to take an additional coin to look the other way. Murias also exports the fine wood that grows near the Razor Spine Mountains along with the limestone from their mines on the mountain edge. Getting around the port is simple enough, the layout is quite logical and during the day the constabulary keep a close eye on the comings and goings of those who disembark. However at night, strangers should take care of many thieves waiting to pounce on the unaware, out of the watchful eyes of the constabulary who would have returned to their homes.

Strangers who arrive at the port, especially foreigners will be left to go their way if they pass beyond Murias or stay in the inns that are located in the port. The Royal Bureau keeps tabs on those strangers and will have them watched while they stay in Hybrasil. If they do not cause trouble, or the Bureau feel that they should be allowed to go on their way without interrogation, they will be allowed to leave without more in-depth questioning. If they are deemed a problem or a risk however, a long stay in one of the many prisons that dot the land will be inevitable.

###### *The White Harp*

The most popular inn in the port is the White Harp. The inn is a single storey stone-walled building, with several leaded glass windows and unusually high ceilings. It was once a barracks, and has a collection of arms and armor. Accomodations consist of several large rooms with beds and straw mattresses and a mezzanine with several wooden cots. The owner of the inn is a duine named Eawig, an ex soldier. He loves to regal his patrons of his time serving in the constabulary, although he is careful about what he says in case he is reported to the bureau.

**Food for sale:**

Rye Biscuits and Bitter Cheese, Mug of Mead (4 cp)

Roasted Shellfish and Dried Artichoke, Tankard of Perry (10 cp)

Roasted Mutton and Watercress, Tankard of Bitter (7 cp)

Cost of bed and board:

Simple room: single bed and a small chest (1 ad)

Luxury room: single bed and large chest and washroom (5 ad)

Large room: three beds and large chest, washroom (1 or)

Rumors:

*The magic user Eamonn O’Donlan possesses a remarkable collection of bizarre inventions and apparatuses. He has gone into hiding to avoid the Royal Constabulary.*

*Miners have stumbled into a sealed cyst beneath the Black Downs, and their faces have become infested with mass of fungal growth.*

*The town of Abbeyfeale has recently managed to break the curse that held them in thrall.*

*Lord Rici is conspiring to overthrow the king.*

*A horde of demons has been summoned and now roam the land.*

#### Báile Seantán

Báile Seantán is one of the older districts in the city. It grew up around the guild halls, and many of the members of the various guilds have residence in this area. Báile Seantán is divided into two walled areas, the first immediately adjacent to the guild halls and nominally the home of the guild leaders, and the second region which is a larger walled area and contains mostly those lower ranking members of the guilds that work directly in the guild buildings along with those that have enough money to afford the larger housing that dominates the cliff face.

Báile Seantán has a specialized market district which caters to guild members and their families. To make purchases here, the guild seal needs to be shown, which is normally tattooed onto the back of the hand. As the law of the city prohibits weapons, only those with the fighters guild may purchase weapons which are sent to the guild hall and may be taken out of the city with a guild permit.

The area does not have an inn, normally guild members will stay in the guild halls which provide accommodation for all those that are interested in staying for an extended period. It is whispered that the guild halls are some of the few places that the bureau has difficulty placing people, and there are places where the guild members may talk freely, although this is often considered a rumor and few are enthusiastic to risk it.

Rumors:

*A company of adventurers has mysteriously disappeared in the Razor Spine Mountains*

*The barmaid at the Exalted Hound tried to poison Lady Lione.*

*Farmer Eathweald's new ox is actually a polymorphed troll.*

*A caravan of merchants has accidentally awakened an undead army in the Cinder Hills*.

#### Gild Báile

The Gild Báile is where all the guild halls are located. The guilds are some of the earliest buildings in Murias, and are considered works of art. Many craftsmen from all over Undriel come to gaze in wonder at these structures. The guilds are also unique in that they are some of the few groups that stop doing outside the direct authority of Ricaek, although it is not without price. The guilds continuously must continually be vigilant for the spies of the Royal Bureau and Veronwe has spent a great deal of time trying to learn the secrets of the guilds.

The guild's leadership is not above corruption and a number of leaders have been slowly moving more and more power into the hands of Ricaek. However, while the constitutions of the guilds remain strong, the guild can retain a majority of its power and independence.

At present the six guilds and the great library occupy space in the region:

##### The Leabharlann

The great library contains centuries of collected knowledge some of which dates back before the fall. To gain access to the library, one must make a petition to the Chief Leabharlann, and state the purpose of the visit in the petition. Petitions are generally judged on their merit and the type of information that they are seeking. For simple matters, such as genealogy, or history, the petitions are generally received favorably. However, for more challenging requests, for example anything related to the nobility or magick, this can garner the interest of the Royal Bureau and could result in a lengthy questioning.

The Leabharlann is also responsible for all information regarding the lineage of nobility in Hybrasil. Given that there are regular claims to this caste, the Leabharlann is tasked with investigating these claims and confirming that they are legitimate. It is painstaking work and a constant battle again forgeries that find their way conveniently into the archives held below the tower. The Leabharlann will often provide teachers for the Guilds to assist in literacy as well as the more common disciplines of philosophy, math and metaphysics. The muinteoir provided by the leabharlann are not cheap and often tutor only the affluent nobles and merchant families and occasionally the craftsmen. The tutors for the Kings family are part of a very specific caste in the Leabharlann and are raised for the purpose of serving the kings family in their education.

The present Chief Leabharlann is Aodhan O’Cadhla, a gruff but well spoken older scholar who has weathered the storm of the change in the monarchy and still retains a majority of his reputation and credibility. He is friendly to those who show respect for the library and librarians and a terror to those who he believes are mistreating either. Aodhan is, despite appearances, a strong believer in the independence of the people of Murias. He has been questioned before by the Royal Bureau about writings that were deemed to be a seditious nature, although no evidence has ever been brought to light to prove those theories. His work and importance to the running of the Leabharlann has also given him some relief from unwanted attention, but he treads carefully around Veronwe.

##### The Fighters Guild

The Fighters Guild is one of the larger guilds in Murias, and sees a constant stream of adventurers pass through its doors. It is not uncommon for adventurers to join the fighters guild as it allows them to access any of the guild halls around Undriel. The fighters guild will welcome anyone who can prove their worth in the fighting arenas and are not linked with a specific organization or kingdom. It is highly unusual for knights or members of the military or police to be members unless they have left these organizations and are now working independently. The Guild frowns upon dual loyalties between the guild and another organization as well as fears of what information they may share with their organization. However, despite this, the guild is considered one of the most open guilds in all of Undriel.

The Fighters Guild has also been placed in a very difficult war of loyalties with Ricaek and the Royal Bureau, who have made it clear that they want to know more about the guild members that pass through their doors. The guild has done its best to protect its members but at the same time it has had to work with Ricaek to ensure its continued presence in Murias. The Guild has made concessions to train the constabulary in return for the continued support of the King.

Anyone wishing to join the Guild may do so. They must prove themselves in the fighting grounds without the use of magic. Then they must pay the guild fee of 25 ór and then a yearly fee of 5 ór. In return, they may train in the wide range of fighting skills that the trainers can offer. They can also gain access to the wide range of equipment and armor that the guild has to offer, although they follow the laws of Murias and do not allow their guild members to carry weapons inside the city.

The current Master of Combat is Igrina Fellblade, a sidhe of great renown and fighting talent. She has been the Master of Combat for the last 150 years and is known for her insight, intelligence and uncanny judge of character. She has managed the politics of the guild with great skill since Ricaek has taken the throne and avoided outright conflict with the king and Royal Bureau.

##### Crafts Guild

The Crafts Guild is one of the more important guilds in Murias. The guild, while not having as much control or political power as the Merchant’s guild, has still been able to maintain some degree of power due to the Merchant’s need for their products. This has allowed the guild to also escape the tighter control that is placed upon those born into the peasant class. However, the peasants also act as a reminder as to what can happen if the craftsmen ever stop being vigilant, as the merchant’s wait to assert more control and authority so that they can slowly increase their profits.

The Crafts Guild is open to anyone that is born into the crafts caste and demonstrates the appropriate aptitude for woodworking, stone masonry or smithing. To gain entry one must begin a long apprenticeship in which the apprentice lives in the Guild hall and works under the masters of their craft. If they are able to maintain the quality of their work, they can prepare to take the Journeyman's exam, which, if passed, allows the apprentice to work semi-independently under the eye of a master and earn an income. The Journeyman must offer 10% of any earnings to the Guild as compensation for their training. Any Journeyman found guilty of keeping back earnings will have their guild tattoo defaced and lose three fingers on one hand to stop them from working again. If a Journeyman wishes to be free from this burden, they need to become a Master, which is no easy thing to do. The Masters of the Guild are particular and exacting in what they deem a masterwork and as such it can date decades for a journeyman to attain the skill needed to achieve this, if at all.

The Guild also opens its doors to anyone from outside Murias who is a Guild member, although they cannot work in the city of Murias. While these outsiders are welcome, the suspicion that is bred into the natives of Hybrasil, combined with a fear of being upstaged by outside talent, has led to the Guild imposing heavy fines and sometimes even arranging for arrest by the constabulary should a craftsman be found working in the city.

The current guild master is Baaldvet of Kaalkar, an intimidating woman who has spent her life dealing with the Merchants and government of the land. She is a true artisan in every form, known for her exquisite metal working, which has funded a great deal of the Guild's maintenance in the last few years. Once a dreamer and with high hopes, time and the life in Murias has weighed heavily upon her, forcing her to give up on many of her dreams. This has made her deeply cynical which is often expressed in her work, although only to the most skilled artistic eye.

##### Sagarts Eaglas

The Sagarts Eaglas, while not a guild per se, is a training ground for those wishing to be closer to the gods that they worship and represent those gods' interest on the mortal planes. While it is not very common for the Eaglas to see a large swath of young recruits, there is always a steady stream of young men and women wishing to join. The Sagarts path is one that is both long and demanding, and although many enter, only few will ever attain a rank above núíosach. This is due to the need for the divine spark, an element that is very uncommon. Núíosach that demonstrate the divine spark and are able to overcome the trials of the God or order they wish to enter will be able to wield powers of the divine.

Those who do not have the divine spark are still valued members of the community and often perform extensively in a pastoral role and tending to the needy. Núíosach that enter the Eaglas in this role may rise to the rank of Sagart and can sit on the Council of their order as representatives of all the Sagart that are currently active in that particular tradition. It is not uncommon for Sagart to become very influential as they often have more votes than their divine colleagues, who each represent their deity with a single vote.

The current Eaglasta is Onec the Pious, a quiet humble man that is a member of the Congregation of the Immortal Morning and represents the will of Bile in Murias. Onec has worked hard with the peasants, indentured and slaves to try and bring comfort under the tyranny of Ricaek. While the Sagart generally enjoy a degree of immunity from the Royal Bureau, they must still tread cautiously in case they suffer an accident and Onec has worked hard to keep his more righteous Sagarts from engaging in more radical responses to Ricaek’s persecutions in case it impedes their ability to help those who need it. Still, quietly Onec shares their frustration and anger, and has on occasion permitted some of his trusted members to free slaves from the Ráithe Sclábhaite.

##### Druí Shrine

The Druí Shrine is located in a small enclosed area that seems to have avoided the encroachment of the city around it. The Shrine, in many druí eyes, has been captured by Ricaek and the city, trapping it behind walls and deep inside a city. The walls built around it were grown by the druí to protect their Shrine as the city was purposely built up around it, and blood seeped into the land where the druí sought to defend their space from those who would shut them behind stone structures. In particular, a clan of Sídhe Draoi have taken up residence and forbid any who would harm the land from entering. Ricaek has tried on many occasions to burn them out, but the trees have been resilient against the fire, and the constabulary and Royal Bureau agents that have entered, those that return, talk of a space that defies the logic of the land, taking up a much greater area than the walls allow. The druí, whenever possible, will try to visit this shrine, but have found that it is getting increasingly more and more difficult to access the city, the constabulary attempting to punish them for the insolence of the Shrine continuing to exist.

The current Arch Druí is Menrellie Moon Seer, a Sídhe Draoi of considerable power and age. It was said that when Ricaek attempted to hem in the city, that she rose from the earth itself to protect the Shrine and her power is what allows the Shrine to prosper and maintain its presence even against the power magick users that the Bureau has brought to destroy the great trees that wall the Shrine. There are a great deal of arguments as to what Menrellie looks like, as she appears to be many things and none at all. The most common description seems to be a duineoid woman with a great wolf by her side, although others have argued that she has also appeared in the form of a great tree located at the center of the Shrine and as a boar with razor sharp tusks. It is said that if Menrellie should fall, her death will bring about the collapse of the druí in Hybrasil, but as long as she lives, none may bring harm to their shrines.

##### Merchants Guild

The Merchants Guild takes up one of the larger buildings in the district. It is a symbol of the wealth of the class, daring to be on par with the beautiful palatial structures of the Nobles but just pulling back enough not to incur their wrath. The Merchants Guild only accepts people from Murias who have been born into the caste and have a business that has been successful for five years. The merchant must then make a donation of 1000 ór to the council of five that run the guild proper. They will then decide whether to accept the merchant or not based on their standing and business. Without Guild status, a Merchant must contribute 25% of their earnings to the guild a year. Upon becoming members of the guild this is reduced to 10%, making guild membership almost a necessity to any business wanting to grow.

The Merchant Guild has a strong relationship with the Crafts Guild and Manor Lords, relying on them to supply the products that they guild will sell. In particular, those wanting high demand items need to be members of the guild so they can get early bidding rights which help greatly by having products that the nobility would be interested in and opening access to the noble quarter. Further to this, it’s an opportunity for guild members to make exclusive claims on popular craftsman’s work. Many rich merchants will pay a patrons fee to the Crafts Guild which allows them to get a certain masters work exclusively. The cost of patronage varies greatly depending on the popularity of the master and only lasts for one year, after which the bidding is open again to any who are interested.

The current Merchant Lord is Ragnar Oluffson, a Korr who settled in Murias many decades ago and who bought his way into the Merchants Guild through some smart backroom deals and a variety of gifts that ingratiate himself to Ricaek. He then systematically began to bribe and cajole his way into power, often using blackmail to encourage nobles to see his perspective and keep away the Royal Bureau. Veronwe in particular has an intense hatred for Ragnar and has tried many times to remove him from power without success. Ragnar always appears friendly and even from time to time befuddled, but it is all an act to lower the guard of those that might be a cause for concern before pouncing.

##### Magic Guild

The Magic Guild is a guild in name only, being primarily an extension of the Royal Bureau and Veronwe’s obsession in controlling magickal forces within the kingdom. The Magic Guild is broken into two distinct towers of magic that distribute the magick users throughout according to rank and status. Each tower is a stage in the apprenticeship of a magick user, the first represents the beginning of a magick users path, they choose the kind of magick they wish to embrace, if it has not already been chosen by their actions. The second is the journeyman stage of the magick user in which they are thought to manage their growing power and they receive their first brands. The main mansion in the square is where the masters reside, often bearing many brands that control their magickal output and also the amount of feedback they suffer from their use of magick. They are the primary teachers of the apprentice and journeymen in the towers. They also assign journeymen to tasks appointed to them by the Royal Bureau.

The towers are the main source of all information about Magick as well, outside that which is kept in the Leabharlann. However, the information in the towers is much older and reflects centuries of discipline and research. The information in these books is virtually priceless although Veronwe has made sure that any information about the brands is kept strictly within a tightly knit circle of magic users that reside outside the towers and in the main fortress.

Magick users dress in somber clothing, their brands clearly displayed on their cheeks and shaved heads. Each magick user daubs their faces in blue woad and are treated with deep suspicion and fear by the local population of Hybrasil. A life of a magic user here is one of constant fear and pain, the brands also being used to cause painful feedback to the user should they attempt to use their magick themselves without the brands being activated. It is a mystery as to who controls the feedback or how which adds an element of fear to trying to use magick by those that do.

The current Arch Mage is Kirnje Bjornson, a sídhe who has held the position for as long as anyone can remember. It is said that he is one of the few magick users seen in the city without brands and some even hint that he is the lover of Vernwe. He is treated with fear by even the Royal Bureau and was on the front line of the Shannon Fields purge when a sizable force of peasants raised a fjord and attempted to kill the Manor Lord. The legends speak of unspeakable power sent forth by Kirnje, enough that the army broke within minutes of the battle beginning and fled, being slaughtered by the Constabulary and Knights of Glin. Kirjne is aloof and radiates an aura of fear. He is an arrogant creature, and knows his worth to the King. He is also wise enough to not become too much of a threat in the kings eyes and maintains a veneer of loyalty, even as he sneers at the man behind his back.

#### Ceantar Feirmeoireachta

The Ceantar Ferineoireachta is the farming region of Hybrasil and the chief supplier of food to the city of Murias. While Murias has some smaller farms to the north that are protected from potential attack, the main farming region is a wide sprawling area of endless fields and small farming communities that comprise mostly of peasants and some crafts journeymen that ply their trade in the small towns that have sprung up around the fields. Travelers that pass through these areas often remark on the picturesque quality of the land, the large windmills and watermills painting a pretty picture of the villages that are nestled between the great fields and the larger manor houses that occupy the regions.

What they often miss are the garrisons of constabulary and the Manor Lords opulent homes that are hidden behind walls. The manor lords are the true rulers of these regions and make huge demands upon the people of the villages below. The manor lords are often minor nobles who have earned tillage rights to the land and so are able to claim taxes from the peasants. As such, all peasants are required to give 10% of their crop and livestock to the manor lord as tithe and 80% is then sold to Murias through the Merchants Guild. The manor lord pockets 90% of the profits from that with the Merchants Guild take 10%. Finally the peasants are entitled to 10% of their yield to feed themselves. They are also required to send one family member to work at the lord's manor. In turn the Lord is supposed to give the peasants protection and ensure their well being, but there are few lords that extend these courtesies to their workers.

Peasants are free to travel from village to village and may move into another village with the permission of the manor lord. This is often a source of bickering and conflict amongst the Manor lords as they vie for the larger number of peasants working their land. It is not unusual for manor lords to engage in sabotage of a rivals land or structures to gain an economic advantage or to extend their influence. At court manor lords take up the most amount of time in the judges hall, arguing about land ownership and claiming they have been wronged by other lords.

Peasants lives are one of the most difficult of all the castes. They are magically marked at birth with the symbol of a grain wheat on their right cheek which will forever mark them as part of the peasant caste. They took in the fields or mills to produce crops and food from first light until dusk. They are not allowed access to the munteoir although there have been tutors that have attempted to help educate them in various hedge schools that sometimes pop up until the Royal Bureau or Constabulary find them and arrest the munteoir. While they are given the 6th day of each week off to recuperate, they are rarely given much more than that.

This region has a few inns that travelers can stop in at during their travels and do not allow travelers access to more than the food markets for supplies.

###### *The Silly Goose*

The inn is a single storey timber and brick building, with a heather-thatched roof and well-made wooden tables and chairs. Accomodations consist of several hammocks in the common room. The innkeeper is a heavyset male sidhe named Guloy.

**Menu**

Boiled Eggs and Dried Lentils, Tankard of Mead (7 cp)

Roasted Pork and Oat Biscuits, Tankard of Cider (13 cp)

Stewed Mutton and Dried Carrot, Tankard of Ale (11 cp)

Boiled Eggs and Dried Turnip, Tankard of Bitter (12 cp)

Vegetable Stew, Mug of Mead (5 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (1 ad)

Luxury room: single bed and large chest and washroom (5 ad)

Large room: three beds and large chest, washroom (1 or)

###### *The Sleepy Willow*

The inn is a single storey timber and brick building, with several leaded glass windows and unusually high ceilings. A collection of weapons hangs on the walls. Accomodations consist of several small rooms with wooden cots. The innkeeper is a tall male duine named Reder. He seems to never sleep.

**Menu**

Stewed Pork and Almond Bread, Tankard of Bitter (13 cp)

Stewed Goose and Dried Beetroot, Tankard of Mead (9 cp)

Stewed Pork and Spelt Bread, Tankard of Mead (12 cp)

Wheat Porridge, Mug of Cider (5 cp)

Boiled Duck and Peas, Tankard of Stout (7 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (1 ad)

###### *The Hogs Head*

The inn is a simple wooden shack, with several shuttered windows and unusually low ceilings. Accomodations consist of a few small rooms with straw mats and several hammocks in the common room. The innkeeper is a short female Korr named Algablung..

**Menu**

Boiled Carrot, Mug of Bitter (3 cp)

Oat Porridge, Mug of Bitter (3 cp)

Millet Bread and Curd Cheese, Mug of Mead (4 cp)

Pinenut Bread and Soft Cheese, Mug of Stout (5 cp)

Boiled Eggs and Artichoke, Tankard of Bitter (10 cp)

Salted Partridge and Dried Onions, Tankard of Beer (10 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (1 ad)

###### *Rumors*

*The Merchants Guild is looking for mercenaries.*

*Ravens have been gathering at the Abbey of White Light.*

*A swarm of aberrant horrors has gathered in the Lost Labyrinth of Death.*

*Owls have been gathering at the Red Ravine.*

*The chancellor of arcana is actually a greedy dragon.*

*The village of Heathorp has been destroyed by fire.*

#### Báile Nua

Báile Nua is the newest part of the city and is only a few decades old. This particular part was a rapid expansion to give more options for the growing number of nobles that were inhabiting the Dúiche Vasal. In particular the area became the home of many of the nobility that had begun to get into the Royal Bank, a new system to allow for money to be safely moved around without risk via a promissory note that could be exchanged in similar banks that exist in other major cities in countries around Undriel. This resulted in many suddenly very wealthy nobles building the types of mansions that are both works of art and a source of jealousy from the other nobility who did not try to tap this profitable market. This is also the location of the Knights of Glin’s barracks where they train their order in combat and houses the upper echelons of the order. In addition, the Laukort University, the Temple dedicated to Aoi and a very elite market district is located in this area as well. This market is not available to any who are not of noble blood.

##### Laukort University

Laukort university was founded by King Laukort some one hundred and fifty years ago. The King wished that all nobility would be educated and leaders for the kingdom. His dream was that they would herald in a golden age of educational discovery and technical evolution. Unfortunately, this never saw fruition as the King died, and his daughter Brunhalde became queen. She was a hedonist and pleasure seeker, and turned the university into her own personal playground, apart from the hustle and bustle of the keep and away from the rest of the city. After dying of a cornucopia of drugs that even the magick users could find no cure for, she was replaced by Ricaeks grandmother, Lilacia, who returned the establishment to an order of learning. Lilacia instituted a number of reforms and even allowed those not of the noble class to enter, before an untimely death some twenty years into her reign. The university however, was able to maintain its open policy for learning up until the death of Ricaek’s father and the start of Ricaek’s rule, during which he instituted rules banning any of non noble blood from receiving an education. The only exception was the training of the Leabharlann, who can come from any caste if they have appropriate sponsorship and make the oaths that their line will continue as Leabharlann.

The current Dean of Studies is Auga Bystrom a bitter and angry man who feels he has been left behind by his fellow nobles to rot in the university. Auga was given the role by Ricaek, more a punishment than a gift, given his hatred of learning, in return for embarrassing the king at a banquet. He simmers away in his plush apartment on the campus of the university. Hoarding the money donated by other nobles while the scholars have to make do with donations and what they can earn from their work in the city.

##### Temple of Aoi

There is a small temple dedicated to Aoi that is found on the grounds of the university. The temple is an unassuming place, but those who spend time there and are seen to have the spark of creativity often speak of a profound sense of inspiration and often what follows is an extended period of artistic creation. The fact that this place catches the eye of a god has been one of the few reasons it has not been torn down by the Bystrom. There are rumors that a stranger has been seen in and around the temple of late, normally in the evening and that he vanishes into the shadows whenever anyone calls out to him. People have begun to wonder if Aoi himself has come to see what has happened to this place of learning.

#### Seanbhaile

Seanbhaile is literally the old town. It is a residential district that had sprung up outside the original walls of the city. The majority of the occupants of this region are guildsmen, normally who are ranked as journeymen, and their families. The old town is a bustling center for this community, who can be quite insular and, while not exactly hostile, will be suspicious of any foreigners who enter the area. It’s also not uncommon for the constabulary to take an unhealthy interest in non residents who decide to explore this region. To access this area, a letter of freedom is needed that allows a non resident to enter. There are a small number of inns that can be accessed but can be incredibly costly to stay in.

The major draw of Seanbhaile is the major market that is on the north east end of the area. Journeymen take advantage of this market to sell their wares and possibly catch the eye of a patron who will provide them with funding for a master work.There are a range of weapons and armor available, which cannot be taken, but will be brought to the walls for them if purchased. There is a small chance to get some rarer potions as well in the thriving black market that is kept under the watchful eye of the Thieves Guild, and only accessed with the right passwords and identifying the associated symbols.

##### Thieves Guild

The Thieves Guild is a small but persistent group that has flourished under King Ricaek. The Guild maintains all the black market goods and services that exist in the city and in the country at large. The guild knows what hands to grease, who to threaten and what to sell to not draw the ire of the Royal Bureau. The Guild is broken down into four main sections; the black merchants, the thieves, the assassins and the faces. Each aspect of the guild works together to ensure that they can maintain their presence.

The current leader of the Thieves Guild is Storrun Wraithsurge, an outsider that arrived in Murias about twenty years ago and has managed to achieve the almost impossible by building and developing the network until it was the powerhouse it is at present. It is said that he has come to a tentative agreement with Veronwe that allows his guild to operate as long as he toes the line with what is sold. He also takes contracts from the Royal Bureau to ensure that the nobles remain loyal to the king.

#### Ceantar Mairghaidh

This is the central marketplace for Murias, and indeed is a popular destination for merchants from all over Hybrasil. If you are looking for equipment or gear, then this is by far the most likely place where you will be able to find it. All guilds are normally represented on Luan when the market opens in the city, while a larger market is on the second Déardaoin of the month and is open to foreign traders as well as the local merchants and guilds. To enter the local market, outsiders are required to have their documents of freedom, if they do not have them, they may enter during the open market that takes place once a month with all the others by paying a 10 ór fee for entry.

Once the fee is paid or papers shown, it opens up huge opportunities to gain access to rare items that may not be available normally. However, there are still limitations to what can be bought. As per the stipulations of the king, no peasant, craftsmen or merchant may be armed with anything larger than a knife. Knights and those in the constabulary or those that know the correct signals may access the armories of the smiths and the Magic Guild. However these services are not cheap, although they are known for their excellent quality. Foreigners should take into account that they will always pay 20% above the cost to a noble or warrior of Murias. The only exception to this is members of the Fighters Guild, who benefit from a more standard price. As per the rules, no one may take weapons away from the smith, but must instead await the delivery of these items outside the walls of the city.

The market district also boasts a number of inns that can be accessed by those with the right papers or tattoos. These inns have a good reputation for providing quality food and board, although they are known to be a little expensive. Most visitors on market day will often take an inn at the port.

###### *White Chandler Inn*

The inn is a large building of stone walls, with carved wooden doors. Accomodations consist of several small rooms with beds and woolen mattresses. The innkeeper is a heavy set male Korr named Edhrorn. He was once an adventurer, but retired after defeating the Devil of the Avon Forest.

**Menu**

Baked Phoenix and Whey Cheese, Glass of Mead (2 ad)

Steamed Lamb with Cardamom and Poached Eggs, Glass of Gin (3 ad)

Roasted Sausage and Lentils, Tankard of Ale (7 cp)

**Cost of bed and board:**

Simple room: single bed and a small chest (5 ad)

Luxury room: single bed and large chest and washroom (1 or)

Large room: three beds and large chest, washroom (5 or)

###### *The Sycophant & Artisan*

The inn is a two-storey timber and brick building, with a tiled mosaic floor. It is brightly lit by magical candles and crystal chandeliers. Accomodations consist of several large rooms with beds and woolen mattresses. The innkeeper is a righteous female duine named Fiona. She keeps a collection of exotic coins and trinkets..

**Menu**

Steamed Phoenix and Almond Bread, Glass of Mead (4 ad)

Braised Crayfish and Leek, Glass of Brandy (2 ad)

Roasted Phoenix and Cherry Pie, Glass of Gin (1 ad)

Baked Duck and Barley Bread, Glass of Wine (2 ad)

Boiled Bear and Rye Biscuits, Tankard of Cider (7 cp)

Braised Whitefish with Clove and Dried Lime, Glass of Cider (3 sp)

**Cost of bed and board:**

Simple room: single bed and a small chest (7 ad)

Luxury room: single bed and large chest and washroom (2 or)

Large room: three beds and large chest, washroom (6 or)

###### *The Strange Raven Arms*

The inn is a grand half-timbered building, with a gray tile roof and elf-wrought tables and chairs. Accomodations consist of several large rooms with beds and feather mattresses. An attached three-storey tower suite is reserved for noble patrons. The innkeeper is a young female duine named Withbealdthr. She is a retired adventurer, and often tells stories of distant lands and terrible monsters.

**Menu**

Roasted Oxen and Millet Biscuits, Glass of Gin (2 ad)

Roasted Shark and Onion, Glass of Mead (4 ad)

Boiled Eggs and Lentils, Tankard of Bitter (10 cp)

Roasted Sausage and Turnip, Tankard of Cider (12 cp)

Roasted Dragon and Strawberry Tart, Glass of Mead (3 ad)

**Cost of bed and board:**

Simple room: single bed and a small chest (7 ad)

Luxury room: single bed and large chest and washroom (2 or)

Large room: three beds and large chest, washroom (6 or)

###### *Rumors*

*The Cathedral of the Trí Dí Dana has a magical stairwell which leads to Tír na mBeo .*

*An undead knight in the ruins of Leyne Tower holds a demon imprisoned for eternity.*

*Lord Gobertr's new hound is actually a polymorphed rival.*

#### Dúiche Vasal

Dúiche Vasal is the home of all the nobility of Murias. Their houses are some of the finest in the land of Hybrasil, and they spend small fortunes trying to outdo one another in the beauty and scale of their homes. Their homes also lie behind some of the oldest and strongest of walls, magically protected to ensure their safety. Their streets are patrolled by the finest of the constabulary and the Knights of Glin, who make regular patrols around the area to ensure that the nobles are not interrupted and freed from the need to be aware of those they consider beneath them. Indeed, when the nobility travel outside their quarter, they often do so in palanquins and carriages with heavy blinds that hide them from the masses.

During market days, they often send their servants to procure the items they want or to have a craftsman or merchant visit them at their homes. Access to this quarter can only be gotten through written invitation and the personal seal of a noble living there. Those who are uninvited found here are normally killed on sight. Indeed , there have been incidents where a craftsman or servant has been murdered by the constabulary even though they had a letter. Normally, there is a claim that they were forgeries, but there is talk that the constabulary in the area are often called upon to deal with craftsmen or merchants that particularly displease the nobles.

One of the major features of this area is the great tower of the Royal Bureau, that is a constant reminder to the nobility to not consider treason or rebellion. The tower contains powerful magick users and the main archives and prisons of the Bureau, and is a constant hive of activity. Those that can go to the tower are known to the constabulary, and carry seals from Veronwe herself. Those who interfere with an agent put not only themselves but their families at risk as well.

Finally, walled off from the other nobles is the home of the First Minister, Gharebra Draldori, a Sídhe who has ensured the will of her ruler for three generations. Her opulent home and the shrine she keeps to Badb are considered works of art in and of themselves. She is one of the few people that seems to be immune to the scrutiny of Veronwe, and it is rumored that she has her own network of spies in the region that assist her in ensuring that her will is carried out.

###### *Rumors*

*Lord Selley lost all his gold gambling at the The Strange Raven Arms to a stranger.*

*Lady Gale has been seen near the Black Gauntlet with a company of adventurers.*

*Ghouls are gathering in the crypts beneath the Foulvale Necropolis.*

*Bizarre monsters have been encountered in the forests near the Razorback Mountains.*

#### Ráithe Sclábhaite

Ráithe Sclábhaithe is the slave quarter of Murias. Probably the source of the most amount of conflict and revulsion, it is also the cornerstone of how Murias has managed to maintain its strong economy. This has come on the backs of those that are indentured or enslaved by the various slave traders that roam the land, searching for the criminals and those that have been outlawed. The slave quarter also holds a number of foreigners who happened to be in the wrong place at the wrong time. In particular, Ricaek has an intense hatred of Milesians and has been known to encourage their capture for his games.

The Ráithe Sclábhaithe is a wretched place, filled with tents and guard towers that ensure the occupants do not try to escape. The slaves are all branded with the mark of a chain on their left wrist to ensure that they can be identified easily and brought back to the quarter. The punishment for escape is a second brand for the first offence and then a magical brand that will kill them should they try to escape again.

The slaves themselves are treated like cattle, and bought and sold at the marketplace once a month. Once they are sold, their wellbeing is placed in the hands of their new master, who is expected to feed and clothe them as part of their responsibility. However, this agreement is often lip service at the very least, and is not bound by a ban or oath. Many of the slaves become servants to the nobility or to the manor lords.

There are also those that Ricaek will pick out himself, sent to the stronghold as participants in his garden games that he holds once a year. The winner has the opportunity to gain their freedom, but the fights are lethal and bloody affairs. In particular Ricaek likes to watch Milesians and Tora fight, seeing them as nothing more than beasts.

There are many who see slavery as an abomination, something that is not needed in a time of magic. There are rumors of an underground group that moves slaves through the Razorback mountains into Jothunheim, which has resulted in a great deal of tension between the two nations.

#### Foulvale Necropolis

Foulvale Necropolis is the main cemetery of the people of Murias. However, only those of noble birth are allowed to be buried there. Those of lower rank are normally cremated and their ashes are cast into the great pit next to the necropolis. No one is entirely sure how deep that pit is, but it runs past the sewer system beneath the city and deeper still into the earth itself. There is talk that things are now living beneath the pit, sustained by the regular contributions of ash and bodies that are thrown down there by those who do not have the time or inclination to burn the body.

The nobility however enjoy parades, speeches and a feast to honor their dead who are taken through the city and finally placed in the family tomb. This often involves clearing the slave quarter of undesirables so that the parade can travel through and the people are rounded up by the constabulary to show appropriate respect for those who have died. It is said that there are many riches to be found within the tombs of these families for those who are foolhardy or crazy enough to attempt to break in and run the risk of a very slow death at the hands of the constabulary.

#### Windkeep Stronghold

Windkeep Stronghold is the home and the main keep of Ricaek Huntinghawk. This impressive and beautiful structure is built along the cliff face, facing out to the sea and above a roaring waterfall. The cliff face protects the stronghold from attacks from the sea while the river makes it difficult to attack from land. The stronghold has held strong for over two hundred years and contains a garrison of the finest Knights of Glin combined with the royal household phalanx that are trained from birth to protect the ruler of Hybrasil from danger.

The Stronghold is built with an outer palisade that protects the central keep. The keep in turn is connected to several towers that contain the living quarters of the royal family and their advisers. The towers themselves can be easily cut off from the rest of the castle should invaders manage to breach the outer defences. However, this is not an easy task as once the palisade is breached the enemy must navigate narrow winding streets, killboxes and elaborate traps that are designed to be triggered if the stronghold is attacked. If the invaders manage to get to the central keep, the main doors can be blocked by huge blocks of masonry, making it near impossible to break through without high magickal support. By the time the doors can be broken down, the royal family will be gone through the many secret tunnels that run through the main keep.

Despite the extensive defences, the keep also holds some of the most beautiful gardens in Hybrasil, with rare flowers and trees growing amongst the manicured lawns and greens that run around the stronghold. One can walk for hours amongst the beauty and not be disturbed by anything more than the sound of the sea far below.

Finally to the north are extensive fields that are used to feed the families that live in the stronghold. These are some of the finest crops in all of Hybrasil, and they are solely for the consumption of the royal family.