Gratus Confederacy

### Also known as

Olanlar (by Faj Tarrasu), Zemarpak (by Kegvarkin), Rhudol (by Altarnie), The Oppressive State (by Wylders)

### Races

Humans, dwarves, gnomes, enslaved elves and orcs

### Population

7.3 million

The **Gratus Confederacy** is the only central authority left. The old Dwarven forts were abandoned, their populous fleeing into Gratus lands.

Life in the Confederacy is rigidly structured. In the centuries following the rebellion, the noble intentions of old were replaced by hypocritical depravity on par with the ancient elves. Suffering is common place, there is not enough food to go around. This has led to a new faction of humans and other races breaking off from the Confederacy, known as the Wylders.

## Overview

The wealthy eat like kings and the common folk are kept in line with the most severe of authoritarian regimes. Military police are on every corner watching for any infraction that may disturb the fragile peace they have managed to maintain. Any sedition or rebellion is quashed, and the offenders executed along with their families and friends.

## Society

The Gratus Confederacy is a human centric empire that operates on a caste system in order to control the population. Humans are on top, with access to the most opportunities based on their birth and the deeds of their ancestors. Most humans still live on the lower levels of the city, with only those of high birth permitted in the highest level of the city.

The Confederacy is ruled in each region by Noble Houses:

* House Ardenne of Bastion, debt collectors and brokers for lower families.
* House Baratus of Bretheria. The Gratus Confederacy's information network.
* House Eventi, agricultural experts for the Confederacy based in Tarfordia.
* House Lorencé, extremely wealthy traders in Honsia who do nothing by half measures.
* House Sevren, providers of the most soldiers to the Gratus forces. They are based in Anilalia.
* House Withers, arms dealers and largely apathetic to the common folk. They are based in Arigmo.

## Non-human Races

The dwarves and other diminutives are permitted to hold merchant jobs and military jobs. Their pacifism and inactivity within the rebellion is remembered well by the humans. They are tolerated but not loved by the administration. They are useful due to their innate technological knowledge and knack for business but are tolerated rather than liked by the general human populace.

The elves were hit worst. They were systematically enslaved, their culture destroyed and ruined as a people. They were put to back breaking labour or serving as exotic toys for the nobles. Due to the slow breeding cycle of elves, they are a dying race. Some nobles are known to keep “stocks” of prime elves to use for purposes only known to them. Each elf is branded on the face with an Elvish symbol for “tyrant”, a permanent reminder of their forebears. This brand is magical and can never be removed.

Orcs are used as a labour force in mines and factories, they are kept under control by techno-magical implants into their skulls when they are born. This keeps them relatively docile and able to be controlled by the magi.

Tieflings are seen as devil spawn and are almost universally cast out or killed at birth. Those who don't are normally chained with magic bindings and kept as amusement for nobles or rich tavern owners. Their horns are cut for grinding down into a herbal remedy for human medicine.

## Relations

* Kegvarkin: Outright, fierce war over territory.
* Wylders: Seen as little more than a pest, though one that the Gratus would like gone.
* Altarnie: Suspicious of their presence and keeping a close eye on reports from their scouts.
* Faj Tasarru: The Gratus are suspicious of the tribes, though do not see them as a direct threat.

## Notable Places

* Bastion: Capital of the Gratus and a sprawling, authoritarian nightmare.