Aeledd

Agrarian people living in a flood plain who place little value in possessions and material wealth, instead finding wealth in the sublime impermanence of existence.

If there was a single phrase to describe the lands of Aluvair, that phrase would be “Flood Plain”. The low lying terrain is dissected by numerous rivers and their tributaries, leaving the land at a constant threat of flooding in the spring when the rains come and in the summer when snowmelt from neighboring mountains come running down. The rivers and the floods have shaped the land and people of Aluvair in a very fundamental way. While the land can be summed up by Flood Plain, the people of Aluvair can be summed up with the word “Impermanence”.

Knowing that a flood can wash away houses, crops, and even people has shaped the identity of Aluvians. Since anything can be taken away by a flood, Aluvains learn that nothing is forever, and the absence of a thing is as important as the presence of it. Many things have evolved to accommodate living in these lands, such as a tradition of building houses that will float in a flood rather than be washed away, with the only permanent anchor to the ground being a heavy weight and stout rope. The people of Aluvair are a famously giving people, known for their altruism, as next season it could easily be you who loses all their stores and home so it is right to give what you can to those who are suffering now.

Within Aluvair, there is only one settlement built with canals, breakwaters, and dikes sufficient to survive all but the most horrific flooding. This settlement can barely be called a city by the standards of many nations, but serves as the seat of government for Aluvair. From each settlement a representative is sent to sit on the Senate for a limited few years, and no individual may serve more than a single term. This is often where outsiders feel most comfortable visiting for trade and commerce, as those from outside Aluvair are decidedly less keen to see all their possessions and goods wash down the river at a moment’s notice.

### Dovenost

Honor, hard work, craftsmanship, autonomy

Almost entirely isolated for centuries when the Lattice broke, the people of Dovenost developed a peculiar rhythm to the life of their country: long stretches of idyllic peace shattered by civil war at the death of the country’s head of state.

Known as the Arbiter, Dovenost’s ruler claims the throne in a winner-take-all contest of strength of arms, charisma and stamina, and remains there for life. Any citizen over the age of fifteen may vie for the throne when the death of the previous Arbiter is announced. The conflicts that rage while the throne is vacant may last years or days depending on how many candidates there are, but the deep vein of personal honor running within the people of Dovenost mean that when the last challenger dies or surrenders, the matter is considered settled for a generation. Once crowned, the Arbiter lives in supreme comfort so that need cannot override honor when they are called to fulfill their role as the final judge in any conflict that the citizenry cannot solve for themselves.

The Dovenosti believe that there is no honor in debt, and go out of their way to live within their means. Most live in small agrarian communities where Craftsmen and Farmers barter for each other's wares. Ostentation and pretension are the height of bad taste, and this is reflected in every aspect of their life. A small cottage made without a hint of draft or leak is deemed better than a mansion with corners that aren’t quite square or floors that aren’t quite level. An unadorned shirt, perfectly tailored with even stitching shows more class than one with lace and ribbons that catch and fray. Certainly, if one has the means for a large home or embellished garb, these flourishes can reflect status, provided they are well-made, and the best Dovenosti craftsmen pride themselves on making quality goods for any price point.

As the Lattice has come back into being and contact widely reestablished with all parts of Dovenost, the skill of its craftsmen and the superiority of their work has gained renown and become highly sought world-wide. The new influx of people and trade has caused mixed reactions among the Dovenosti, with some feeling invigorated by new ideas, and others concerned about what traditions may be lost.

### Eltiel, The Skyways

Pride, Invention, Paranoia, Introspection, Mysticism

Located on some of the highest peaks of the continent, Eltiel is a wonder of Arcaneering with cable ships traveling between the cities located on different mountain peaks. The people within Eltiel are a paranoid people as their mountains contain significant deposits of precious ore and they hold many of the most advanced Arcaneering innovations. One defining aspect of the country of Eltiel is that they perceive everyone else wants what they have so they spend much of their wealth in building defenses. Everyone must join the military when they come of age and the rulers of the lands are military offices as everyone has been part of the military at one point or another. These defenses are believed to be some of the most powerful in the known world, however they are untested as Eltiel has never been invaded nor engaged in any wars with other countries.

Another defining feature of their culture is their adoption of the use of phylacteries. As each citizen of Eltiel comes of age or naturalizes into the culture, they transfer some part of their essence into a phylactery using what is believed to be an Arcaneering ritual. It is not known what exactly is contained within the phylactery in this process, but the Eltiel call it Vulder and it remains there until their permanent death. The distinction between the self and the unspoken self is an important hallmark of Eltiel culture, and is represented most notably by the relationship between the people and their phylacteries.

Most Vulderi are contained within small elegant cases, often attached by a chain like pocketwatches, but others choose to frame their unspoken selves within the hilts of swords, the buttons of a uniform, a doll they carry around, or something else of personal significance.

### The Five Duchies

Salt of the earth folk, found family, hard work, rumblings of war

The Five Duchies are located just south of the Howling Cliffs Mountain Range. Historically close allies with the Kingdom of Valarmore, the Five Duchies served as a source of raw materials and labor for the great Valarmore, the Jewel on the Sea. In return, Valmarmore funneled their finished goods through the Node within the Boar Duchy’ to put their wares out into the world. Fiercely proud of their work ethic, the people of the Five Duchies have always treated every job–small or large–with equal care and dedication. Though the five lands that make up the Duchies refer to themselves as duchies, they are not ruled by traditional, hereditary nobility. Each Duchy is ruled by a leader chosen by the people, either for their skills, strengths, diplomacy, or sheer work commitment. In nearly all cases, rulers have stepped down when they feel they have served in a satisfactory manner and another leader more suited to the position has presented themselves. Even after the fall of Valarmore, the Duchies of the Boar, Fox, Hare, Bull, and Stag continue to live and work in harmony, as they have done for generations.

The Boar Duchy has served as the council seat of the Five Duchies since its inception, each representative traveling there to discuss current affairs. It not only houses the council chambers, but it is home to Boar’s Run Bank and a major lattice Node. The people of the Boar Duchy are known for their candles and soaps and make excellent tallow for cooking. Bristle brushes and simple leather clothing are also notable exports of the Boar Duchy. Finally, this duchy is known for its excellent road system that makes travel to and from the other duchies safe and simple, even without the help of the lattice.

The Fox Duchy is the least habitable region of the Five Duchies. The ground is more clay than soil, and with the exception of a few tall trees, very little grows there. It is said that this landscape fosters the hardiest of soldiers. While the fighters from the Fox Duchy may not be as well equipped as some soldiers in other lands, pound for pound, you will not find better trained soldiers anywhere. Barracks in the Fox Duchy regularly train officers from other lands, and even hire themselves out as mercenaries to supplement the meager earnings they can get from the land. Stonekeep stands as the capital of the Fox Duchy. Its walls house numerous blacksmiths and an armory that can supply the all five duchies in a time of need. Though this proud city was once a busy mecca for soldiers near and far, it is now quiet and sparse as many of its citizens are at the Howling Gate preparing for the impending Vargoth invasion. Many have noted that the birds of prey overhead seem to outnumber those who are left.

The Bull Duchy is made up of rolling fields graced by herds of cattle. Many of the people here are content to raise their livestock and live simple lives. Cattle Ridge could be called the capital of this duchy, although it is little more than a well-appointed ranch run by an established and respected family. In the past, the Bull Duchy saw little excitement–other than travelers going to or from Valarmore by way of the Howling Gate, which lies in the Northern part of the Bull Duchy and among the Howling Cliffs Mountain Range. Now, the folk nearby watch in dread for what horrors might come through the Gate. It is all that stands between the Vargoth and Bull Duchy.

The Hare Duchy is the breadbasket of the Five Duchies. Farms of every sort blanket these lush fields. Hare Duchy farmers are known for their hospitality and are always happy to take in a weary stranger and feed them cabbages, carrots, potatoes–simple but delicious farm-to-table fare. The Capital, Northfield, is in the northern part of the lands, and it is home to Spring and Harvest festivals each year. These festivals provide a much needed respite from the endless toil, and excess food is shipped to nearby duchies in need. Northfield houses the leaders of the duchy, and many healers come here to practice their medicinal arts with the abundance of healing herbs and roots that are available each season.

At first glance, the Stag Duchy appears distant and isolated from the other four. The roads here dwindle from cobblestone and hard-packed dirt down to meager paths, and it is easy to lose one’s way. Deep in their forests, these carpenters and woodworkers do not mingle often with strangers. But despite appearances, these people are known for their gruff compassion and big hearts. When disaster has befallen the Five Duchies, the Stag Duchy has mobilized and traveled to the affected place with tools in hand. Within days, new houses are erected, roofs repaired, and bridges rebuilt. With no words of acknowledgement expected, the folk of Stag Duchy are content to pack up and return to their lands, living deep in their forests. Those who have traveled to their capital of Oakdale do not speak of amiable people, but they do tell stories of the quiet way that their needs were attended to and the serenity the forests brought them.

Life in the Five Duchies changed drastically just a decade ago. Their close ally Valamore fell horrifically to a Vargoth invasion, and an influx of Valarmore refugees has made its way to the Duchies, telling tales of violence and death. It has been noted that the number of refugees is relatively small considering the great size of what was once Valarmore, and folk often wonder what happened to the rest of its citizens. The Five Duchies rallied armies from nearby lands and attempted several times to retake Valamore, but were unable to breach the Howling Cliffs each time. The hope of retaking Valarmore began to fade in the citizen’s minds. Now, a Vargoth army gathers in the Howling Cliffs. All that stands between them and a full-scale invasion of the Five Duchies is the fort known as the Howling Gate in Bull Duchy. Soldiers from each duchy and even foreign nations have come en masse to man the fort. But a palpable tension can be felt in the lands as a Vargoth invasion seems imminent.

### Kindaria

Adventure, Monsters and Monster Hunters, Tight-knit Communities

Most of Kindaria is lush grasslands, but it’s shot through with canyons and ravines creating hundreds of “islands” of grass. The soil of the region is quite fertile which makes it attractive farmland. In the canyons, the combination of the soil and limited sunlight creates a unique environment inside these canyons with dense vegetation and large, strange wildlife.

In a few places, the canyons provide access to a vast underground complex of unknown origins that seems to stretch under much of the grasslands. This enigma has become known simply as “The Deep.” The Deep remains to this day only partially explored, and there are rumors that it can never be fully explored because it is changed by the whim of Garioch himself. Within the Deep are traps, treasures, and monsters at every turn, and an equal number of would-be explorers find their deaths as find their fortunes.

In order to work the land efficiently and provide protection from rare but dangerous incursions from chasm-dwellers, most permanent residents of Kindaria live on large farmsteads that blur the line between extended family groups and villages. Family is very important to them, but for them that certainly includes 4th cousins and may include people who aren’t blood relations at all.

For a typical farmer, visiting the next farm over could be a several day journey to the high road and back. It’s far more practical simply to cross the canyons. Quick forays, especially at midday are reasonably safe, so locals simply make a habit of getting into the canyons and back out quickly. Thus, most locals are expert climbers by the standards of other cultures. Since climbing cliff walls and navigating crude rope bridges, often while carrying farming equipment or weapons,  is such an integral part of life, wearing various straps, hooks and buckles is the norm. Over time this has evolved from a practical necessity for attaching tools, weapons, climbing gear or crude rope bridges into simply an element of the culture.

The only large city of Kindaria is the Timeless Bazaar. This name is misleading, as the Bazaar is just as affected by time as anything. It simply never stops functioning, trading at all hours and remaining lively and active every day and night of the year. The chasms of Kindaria as well as the Deep draw adventurers, explorers and monster hunters from all over the world, and the Bazaar's main industry is catering to these travelers.

### L’Dahn

Travel, fairness, equality, hard work, leaving things better than before

Too long ago for recorded memory, Archibald Dahniley was tired of moving because of the conflicts that tore apart anywhere he tried to settle. Along with his best friend and partner, Lester Leshon, they traveled the land, learning about each place they stayed and what made it unique and special. Over time, others began to travel with them, to learn as they did. Archibald was a skilled orator and used his knowledge to mediate disputes. He quickly grew a reputation of being fair and unbiased and was soon called an Advocate. Lester, also known for his open mind and fairness, used his strength of arms to protect Archibald and the others that traveled with them. He soon became renowned for his fighting skills and was called a Guardian.  Their adopted daughter Dihnora learned from all of the crafts and tradespeople she could and became a highly skilled artisan and Fixer.

The three of them, their traveling lifestyle and titles are the historical and cultural basis of those who now call themselves the L’Dahn. The L’Dahn are a nomadic people who must complete a Journey of the Lines to be considered a full member of the society. Those who are on their Journey are considered to be Linked to the Lines.  Those who have completed the Journey have Crossed the Lines. The L’Dahn are respected in most cultures and societies for their fairness and unbiased dealings with other cultures. Some L’Dahn settle after their Journey is completed, and others choose to travel their whole lives. No matter the option, once a L’Dahn has Crossed the Lines, they are considered an honored member of the society marked by the emblem of their chosen field. Advocates have a copper pentagon surrounding a gavel, Guardians have a gold square surrounding a sword, and Fixers have a silver triangle surrounding a cogwheel.

### Melluria

Collective, Miners, Metalworkers, Ore Processors, Machinists, Metallurgy, Heavy Industry

To be born a Mellurian means you're going to see sparks fly and have a heavy pair of gloves by the time you're two. Nestled in the Ingot mountains many spend their days deep inside mining the rich ore deposits which are brought down to Allore, the city at the base. Those who don't mine may be found pounding metal into new shapes and refining their techniques.

Sometimes the skies grow hazy as the machines run and the work seemingly never ends, but for many their pleasure comes at seeing what they do have a tangible effect, and it doesn't hurt that they're well compensated by the ruling guild. To work in Mellurian industry or on their lands means admission to the guild and a guarantee you'll have enough to live comfortably. If you show additional aptitude, especially for new techniques with existing metal or working magic infused metals, you could ascend to the highest ranks in the guild. However, even the highest ranked Mellurians are not excluded from their required weekly shift in the mines, which has brought a lot of stability.

### Merrigor

Gothic Aristocracy, Comfort with Death and Undeath, Pride in History and Lineage

Merrigor is a land of nobles and master artisans. Though the forests and fields are worked, they are sparsely inhabited, at least by the living. The vast majority of the farmers, woodsmen, guards patrolling the roads, indeed most of the labor force, are revenants. There are a few living overseers and those who simply prefer a little seclusion but most of the living people in the region live in or near a few large cities. Merrigor is a place of luxury. Fine artisanal goods are readily available and the cities are filled with ornate architecture. The people live lives of comfort with their needs attended by the dead. Most of those who do any kind of work are master craftsmen and artists.

This lifestyle works because Merrigor accepts death as an inevitable part of life and welcomes it into their city rather than relegating it to the crypts and cemeteries. The citizens also by-and-large accept their final duty to the nation. The elderly, the ill and the infirm make their way to the Necropolis, built on a bluff overlooking the capital city. Those who choose to venture to the Necropolis participate in a mysterious ritual that severs them into their constituent parts. The body, now largely mindless and animated by entropic magic rather than vital force, joins the laborers in the forests and fields, bringing prosperity to the city. The purpose returns to the Tallow Man’s pot. And the spirit goes wherever it is that spirits go, though popular belief in Merrigor claims they return from time to time to watch over their descendants and proteges.

The people of Merrigor honor the dead, especially their ancestors. They are well aware that the courage, efforts and ingenuity of those who came before them, as well as their final sacrifices enabled life as it is known in Merrigor. Small shrines in honor of ancestors are commonplace, though they aren’t exactly worshiped and many citizens know their lineages in great detail. And though Merrigor has no hereditary nobility, being able to trace one's ancestry back to a city founder, local hero or other individual of note is a point of pride.

### Myos Islands

Ships and boardwalks, front room and back room deals, rich and poor houses all trying to get ahead, honor in negotiation

The Myos Islands were discovered around 500 years ago, when an adventuring ship captain named Carolin Myosine set out and got caught in a terrible storm. With visibility at a dangerous low, she sailed in the only direction she could: dead ahead. After half a day of terrible winds and rain, suddenly they came upon clear weather–and tall islands rearing up from the horizon.  Upon landing, Carolin and her crew broke out the rum to celebrate that they had lived through the journey. As their hangovers dissipated, they began to scout the land.  They soon discovered that the islands were rich in wildlife and natural resources, but had no people.  Seeing that, Carolin immediately declared herself Queen and the rest of her crew to be Nobles. The three main islands were named Myos Misi, Myos Cori, and Myos Okelis.

It took time and grit, but eventually it was discovered that the Islands were at the center of a convergence of working Lattice Thresholds. All are surrounded by storms, though the islands themselves rarely suffer damage.

Because of the Sea Thresholds, the Islands have become a thriving culture and gigantic trading hub. If you’re willing to brave the storms and the Strait of Salts, you can trade in Myos for virtually anything:  Scyllinari silk, Kindarian climbing gear, and almost any kind of magical item or gadget.  If it’s not on a boat, it might be in a noble’s salon or a barkeep’s drawer; you just have to be willing to search.  In the Islands, the sale and trading of goods has led into an entire culture that works through negotiation.  Ruled lightly by the current King, nobles, merchants, mercenaries and sailors all live cheek-to-cheek and negotiate everything from a drink at the bar to a marriage between firstborn sons.  Like the first Queen and her crew, those on Myos also celebrate almost any occasion. A ship arriving, a masterpiece made, a full moon in the sky are all reasons to celebrate and enjoy life on these pleasant islands.

### Ovrailes Republic

Nobility, peasants, magic, and…  something stirring

The Republic of Ovrailes is a nation with a curious balance of power between the people and the rulers. The government is made up of three branches - Executive, Legislative, and Judicial.  Each has its own unique authorities and responsibilities, with no branch having unfettered power over the others. Ovrailes is nominally a Democratic Republic, where the people elect representatives, and those representatives elect the Grand Duke (from among the titled nobles)  and the Judiciary. However, for more than a dozen generations, the Leonate family has held the position of Grand Duke - a position currently held by Eviar Leonate. Though the position is an elected one, the election has virtually always been uncontested since the first of the Leonate Dynasty came into power.  In the rare instances where someone has contested it, they have overwhelmingly lost. This is all on the up-and-up - the people genuinely love the Leonate Dynasty, and it has served the people well over the centuries. The government is made up of three branches - the Executive, headed by the Grand Duke; the Legislative, divided into the House of the People (elected by the people) and the House of Dukes (titled nobility); and the Judiciary (including local elected magistrates, regional appointed tribunals, and a High Court).

The Republic is a feudal one, with noble Dukes owning and governing the lands, and Peasants laboring for the good of the nation. The Peasant class includes non-landed gentry, merchants, farmers, and other laborers. If a peasant family falls upon hard times (disease, natural disaster, famine, drought, etc) and is unable to even support themselves, let alone contribute to their community or pay their taxes, they may petition their Duke for help. In exchange for the Duke’s help, the family incurs a debt and become bonded peasants until that debt is repaid. Bonded peasants owe additional taxes to their Duke to repay the debt; and beginning one year after a family become bonded peasants, the Duke has authority to direct their labor, including retraining them to perform other duties.  Often, the grown children of bonded peasants are sent to apprentice with other tradesmen or merchants, where they may be better positioned to earn enough to repay the family debt. Dukes are also responsible for dealing with any hardships that befall bonded peasants who are indebted to them - if a bonded peasant family is unable to pay their taxes due to hardship (disease, natural disaster, what have you), the Duke is responsible for making up the difference; if crops fail, the Duke is responsible for providing food to live and seed to regrow; though this support may add to the debt the bonded peasants owe.  The law forbids Dukes from abusing their authority to make repayment of the debts too onerous, and a Duke who violates this law may find the debts canceled.

The practice of the Arcane is important in the Republic. For its entire history, the Grand Duke has been a powerful mage of some kind, and every noble family has at least one mage among their ranks.  The powerful Gift of Jade guild counts among its members many of the highest ranking nobility, including several advisors to the Grand Duke and at least two members of the High Court; though the guild is open to peasant mages as well.

Though the nation has been a relatively peaceful and even serene one for several decades, recently there have been reports of strange creatures with glowing green eyes wandering the forests and in rural areas late at night; including a few attacks on people.  Rumors abound that the Gift of Jade are responsible for the creatures, though they of course deny it and have promised resources to help identify the true cause.

### The Principalities of the Reach

Upheaval, ambition, A chance for Greatness, profit and legacy made in endless conflict.

The Principalities of the Reach are referred to collectively because at any given time nobody can be exactly certain which Principalities exist. Within the Reach, anyone may ascend to rulership or fall to poverty at any time, with only their own skill, acumen, drive, and support to define the scope of their domain. With varying titles from Warlord to Prince to Marquis to Doge, determined and enterprising individuals or groups conquer whatever territory they wish and hold it as long as they can. While many of these Principalities fall victim to others in short order or simply vanish in time, some few have lasted for a generation or two through power, alliance or simply luck. Among the would-be Kings and Sultans are many mercenary companies who maintain a holding within the Reach. Knowing that there will always be employment and excitement holds a special allure for anyone willing to sell their sword, and the Reach is never short of employers.

There is no simple description for the life of an individual from the Reach. In fact, living a life farming or raising cattle an individual may find themselves the subject of multiple different rulers in their lifetime. The more simple the life, the more likely it is that one can live out their years essentially unbothered by the chaotic state of the Reach. That does not mean that life within the Reach is easy or that one will live unmolested by the whims of an upstart Prince, but many remain within the Reach because they are certain that no matter how cruel a new ruler may be, it is only a matter of time before they are gone.

Costume Inspiration: By their nature, any look can be from the Reach. There can never be one look for those from the Reach because there is never one single culture represented.

### Rues

Legends and Fate, Sacrifice and Duty, Stranger in a Strange Land

Among the cultural options will be the choice to have come to this new land from the storied continent of Rues. While very few details about this option will emerge before the end of Numina 2, we can reveal that the timeline will have a gap in it, and that the means of having a character from Rues in the new lands will involve some supernatural means. More will be revealed regarding the different Rues options as Numina 2 comes to a close!

### Spyndelmere

Cobwebs and Fairytales; Pride, Honor, and Tradition; Darkness and Hope

The land of Spyndelmere sounds like a fairy tale come to life, full of green hills with winding dirt paths, dark enchanted forests, crumbling towers forgotten by time, gallant heroes, and wise beings with sound advice. The most fantastic tales of all twine together at the founding of the nation and promised a greatness and happiness ever after for its citizens. Spyndelmerians take great pride in their home and uphold a vast array of traditions that honor the past and assure the land’s continued happiness. It is still possible to pretend that the Thorn Trees’ shadows are not growing longer, and the sea is not rising on the stones, and that a strong heart will still win out over darkness.

Spyndelmere is the home of nobles with true nobility, brave knights, unexpected heroes, strange encounters, paths that lead to destinies, and old, treasured magic. Embervale castle is the heart of the founding tales and the rulers came from them. They are, of course, wise, and just as rulers should be. Spyndelmere players should expect a story with lots of fairy-tale elements and idyllic fantasy tropes that are just a bit cobwebbed, and just a bit crumbly. The pressure of expectations and traditions can be high. Malicious forests, curses, and ghosts of the past await heroes with strong hearts and unbreakable hope to earn the nation’s ever-after .

### Vale of Scyllina

Luxury, Simplicity, Idle Pursuits, Subterfuge, Treachery

The Vale of Scyllina is nestled among beautiful, misty hills. They are protected by an inland sea on one side, mountains on another, and a formidable river on the last. The land of the Vale is fertile and gentle for those who farm or raise livestock there. Rich natural resources have brought wealth and luxury to the land through trading, most especially the sought-after Vericulum, an ore found exclusively in the hills of the Vale.

The Scyllinari people live an easy life with the opportunity to pursue their passions in art, patronage, study, and travel abroad. With such abundant local resources and few external threats, there is really only one present danger in the Vale of Scyllina: holding power.

A land of such riches has no shortage of those who wish to control them, and the Scyllinari courts are like none other. Hereditary families of landed nobility vie with entrepreneurs and guildmasters for places in the power structure, taking any course necessary to elevate themselves and sabotage their rivals.

Places in the court are gained and held through luck, wealth, subterfuge, and cunning in a constant race of trying to keep up with the ever-changing etiquette and rules of court, and doing so in a more notable way than anyone else.

Most in the Vale choose the rewarding option of living their best life in the beautiful landscape. For those who choose to join the court though, it is understood to be an invitation for deceit, assassination, backstabbing, and constant vigilance.Those who join also learn of the High Court - a set of twelve mysterious masks worn by twelve mysterious individuals who have mastered the courts of Scyllina and now set the rules of etiquette that the others must scramble to fulfill.

### T’bariss

Beauty, danger and the mythical

Far to the south lies the warm country of T’bariss, the serpent lands, so named because the rulers of T’bariss are chosen by an unseen mythical creature known as the Scaled One. The people of T’bariss are known and respected across the land as alchemists of exceptional skill with a penchant for poisons. This stems from the many poisonous plants and animals that live in their borders and the ways that the citizens of T’barris have worked it into their lives. Using poisons for hunting, alchemical processes for handling hides and a superb set of cooking and baking skills (as they view those crafts as a type of alchemy). The people of T’bariss are also known as some of the most skilled leather workers producing not only traditional leather, but also leatherwork from reptiles and fish.

The most unique aspect of T’barris is the way in which the rulers are selected. There are five provinces within T’barris. Once every 5-10 years, someone in one of the five provinces will find the shed skin of the great Diamondback, a huge lizard with diamond like scales. No one ever sees the Diamondback, but for hundreds of years its scales have picked the future rulers. When someone finds the skin of the Diamondback, they have been selected to join the Council That Will Be. This council contains five people, one from each province. When a new member joins the council That Will Be, the old member from that province becomes the new monarch. The previous monarch joins the second council, the Council That Was. The two councils and the monarch run the kingdom and T’bariss has had prosperity and peace for many years. There are concerns amongst the citizenry of late as it has been 11 years since the last skin was found and there has been no sign of the Diamondback.