Farltiff

### Farltiff's History

The humans of Huldain started in Farltiff and because of the highly fertile soil, they prospered for many years. Though some were not content staying still and looked for adventure in Norfvice, Essapin, Kygan and even the Outer Islands. The Farltiffers’ success was halted as Essapin began dumping their waste in Farltiff, (including undesirable people). Unfortunately Farltiff's soil allowed diseases, pollution, and infection to grow just as easily as fruits or vegetables. This quickly changed Farltiff irreversibly as vampirism, lycanthropy and monstrous mutations began. Even though they were now beasts of all different shapes and sizes, the residents of Farltiff tried to hang on to their humanity by keeping their traditions. This included their traditional ceremonial robes and once every three months when the moon was the brightest, going out and asking neighbours for Lord Samhain's blessings. Recently Caidyn have migrated to Farltiff for opportunities and a fresh start.

### Farltiff's Environment

Farltiff is a dark place with long nights and many forests made up mostly of maple trees. Most of the land is flat though towards the north of Farltiff there is a mountain range. Farltiff has famously very fertile lands that many people take advantage of for farming. Farltiff's common animals are bats, crows, wild cats, owls, wolves, ravens and spiders.

### Farltiff's Religion

Most of Farltiff worships Lord Samhain, god of arcana, death, solidarity, trickery, and twilight.

### Farltiff's Politics

Farltiff has two classes of people Magi (people who can do magic) and Nulls (people who can't do magic). The population is split into six castes:

**The Caste of Creation** are Conjurers, Illusionists etc. who deal with physical items. They are artisans and builders. The Nulls in the Creationists generally deal with getting materials and detail work (as fine detail is possible only by the most powerful of Magi)

**The Caste of Destruction** are soldiers, generally Evokers/Fire mages and so forth. They deal with war and the protection of the state. They are the smallest Caste, as one Mage can do the work of many Nulls, and those beneath them are generally servants and strategists, along with the odd scouts.

**The Caste of Learning** are part scholars, part law enforcement, diviners for the most part. They keep an eye on everything that happens in the state, past, present and future, as well as maintain the libraries and schools. Those beneath them are split between academics, scribes and the police.

**The Caste of Ruling** deal with making the world the most palatable for them, Weather-controllers and healers, along with those who can control the minds of animals. They make the farms more productive, the weather on schedule and other useful things. Those beneath them are farmers and other labourers.

**The Caste of Spirituality** are the caste of religious members, nulls can only be a part of this caste by being a nun. This caste’s purpose is to be in touch with Lord Samhain and represent his wishes for the country

**The Caste of Freedom** is made entirely of Nulls. They deal with entertainment, prostitution and other such things; for all intents and purposes, they are the rest of the population.

Farltiff is under magocracy which means the most powerful spell caster rules known and is known as The Lord. The Lord can be challenged at any time in Hallow as long as the challenger has the support of one of the castes. Hallow is a duel between two spell casters, there are no rules except that the two competitors can only use spells and nothing else. Laws are made and enforced by The Lord but if all six castes are able to agree then they can choose to get rid of one of the laws. Caste's are represented in the Lord's court by elected members. The last Lord, Bram Ullah, was defeated in Hallow by the current Lord, Candon Cornellius. At the start of Candon's ruling, the public was compliant and kind but unrest grew as the more monstrous races believed they were being mistreated. As no one has been able to beat Candon in Hallow, a revolution has began.

### Farltiff's Races

Farltiff is made up of many different races, though mostly monstrous ones such as Awakened Undead, Blessed Children, Bugbear, Dragonborn, Goblin, Half Orc, Hobgoblin, Illithid, Kobold, Orc, Scarecrow, Shifter, and Void Walker. As do the other countries, Farltiff has animal races like Aarakocra, Arachne, Canus, Equine, Hog Folk, Kenku, Minotaur, Ratkin, Tabaxi, Ursine, Vespertilian, and Vulpin. Many other races such as human and elf are either killed or infected by Farltiff's many diseases such as the ever rampant Lycanthropy. Though a few survive and create Half Elves. Recently Farltiff has accumulated a large Caidyn population.

### Notable Geographical Locations

Adovar Peak, Borule Trail, Catardel Creek, Cautela, Ditruge Outer Woods, Fadrick, Lenfig, Maples of Rettick, Monart, Raggnon Hole, Storda Forest, and Vadare Woods

### Notable Man-Made Locations

13 Adversity Avenue/Fadrick/Farltiff, Acefal’s Ranch, Candon’s Miracle Monster Medicine Company, Candon’s Protection Towers, Cautela’s Library, Cloaked Camp, Death’s Edge Safe-House, Fallen Maple Cemetery, Lords’ and Ladies’ Crypt, the Lord’s Court, Monart Onyx Mine, Nymary Manor, Orange Ale Tavern, Rogues and Rascals Hideout, Royal Farltiffer Arachnid Stables, Saint Firsant’s Church, Saint Monerica’s Church, Spire of the Blustered Court, and Varcolac’s Apothecary