Writing and Design: Ferrari Luca
Additional Content: Heavyarms, Giffygliph, Sandy Peterson, Ghostfire Gaming, Outlandish Adventure Productions, Benjamin Huffman
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BluewolfDEZ#4056
Introduction
A World wreathed by War.
Katarran is a land of magic and terror, of rising nations and crumbling empires. Humans have dominated the continent for centuries, but since the death of the gods every form of power is tenuous. From the ancient Falterran Empire to the bustling ports of Merbot, the ambitious and the desperate vie for control. From the frigid Yuvalis expanse to the sweltering Starless Archipelago, societies mobilize to combat invading armies and mystical forces that threaten civilization itself.
A Homebrew D&D Setting
Katarran is a new homebrew D&D setting created by Luca Ferrari (Better known as Ferrari Of Antioch online) as the setting. The world of Katarran as a whole is more than what is presented here, in this book are just the three continents of Primus, Akshasa and Yuvalis. This area, colloquially referred to as "World's Edge" is the most populous part of the world of Katarran, teeming with men, monsters, cultures and horrors. It is shrouded in mist, as some embrace the darkness around them, and others try and break through it all thanks to force of will.
This book is for D&D players that will embark on the journey through the lands of World's Edge. It contains an amount of information that would hardly be covered in an entire campaign, however it can give ideas, and further push the players in a certain direction involving their characters, their decisions, and so on.
This book also contains new options for players, entirely homebrewed that will help you fit into this strange new land you now call home. An entirely new class, subclasses and races that all present their own lore.
CHAPTER 1
Campaigns in World's Edge
Nations of World's Edge
Two men stand at world's edge. The air around them stings with the freshly disgusting smell of gore. They look to, then past eachother. The lands each is trying to protect. In their eyes, bittersweet admiration. They gather the tags of their companions, and walk back to their crumbling homes. The bodies left to be consumed by the thing we call Piety.
The Falterran Empire
Falterra
One of the two men walks to a shattered city. Droves of men and women bang at the gates, and guards look, confused. Exhaustion hangs in the air. A sharp eye glimmers as it delivers judgement upon those who it deems fit.
The Falterran Kingdom is a struggling, old nation. Born in the shadow of the distant Dragon King and his communion with The Flames of Man and the Seeker's, it has existed for over a 1000 years. Yet only recently have those years become a grueling mess.
Large, decadent cities, tight systems of administration and seclusive, yet powerful organizations govern this land.
The Nation is struggling with a gigantic horde of immigration, along with the threat of war and countless factions vying for political power.
The Communard of the Everflame
The Everflame
The other man walks to a small village, where many gather around a table. They ask him why he dared to come back. A flame is held up high, as many dance around a pyre. In a burning red city, fiery speeches are given, as men of power walk amongst peasants.
The Communard of the Everflame is a new nation of idealists and demagogues. Where one becomes many, and individualism is seen as a concept to be estranged.
Born after the discovery and subsequent constrast created by artifact called The Everflame, it is a collection of self-governing bodies that twist and turn around the Ideal of The Everflame itself to create a functioning, and radically devoted nation.
At the threat of collapse, if just enough right buttons are pushed, but with a burning spirit, this nation, supplied by other factions of interest, is quickly expanding more and more, proselytizing their ideas by either force, or conviction.
The Republic of Merbot
The Republic
The weapons of the fallen men are quickly snatched up by a young boy. He travels to a pristine port city to pay off his debts. He is beaten for his tardiness by an unassuming merchant. It will not be allowed to happen again.
The Republic of Merbot is a shining example of a newly formed nation. Incredibly rich, steadily expanding without the usage of violence, and the most tolerating of all.
But not all is good. Cutthroat merchants kill, shroud, and put on fake smiles in order to outweigh their competitors. Yet some would say life is even good, if you know and abide by the many unwritten rules of this country.
Born in the wake of the War of the Everflame, it has gotten incredibly richer thanks to profiteering from the war itself.
The Etenian League
The League
One of the bodies on the battlefield bares an unusual visage. A giant lion-like being lays in a pool of blood. Vengeance will be done in his name.
This union of warlike populations has taken a vow to honour their greatest leader and uniter.
Born after the glorious and bloodless of the Redeemer King, the warlike and aggresive races of Yuvalis have banded together in hopes of a greater future with the new systems and technologies brought by their now deceased King.
Still, they have not lost their sights on what they know best. Expanding and fighting further into the lands of Goblinkind and the unexplored islands of the Far North, they have been growing steadily.
However, the newly joined Drow are sparking racial tensions amidst the league, and the Redeemer is sorely missed. Who knows how much longer this League will last without it's driving force.
The Warhost
The Warhosts
One of the men standing around the pyre is called for war. It is not against a human enemy, but something much worse. Over the horizon, hundreds, no, thousands of green spots steadily march under the beat of the drum
The Warhost is the congregation of all Goblinkind under one banner.
After the collapse of the slave pens of Eten in the freezing and distant north, the Goblinoids have gathered under the lead of a mysterious Hobgoblin warmaster which has carved and conquered many lands up north.
Brutal, and now surprisingly cunning thanks to their new leadership, they have taken axe and bow in a pledge to conquer many lands.
Recently landed on Primus, in Everflame controlled territory, they have slowly begun to carve out the new nation in an image of their own.
The Frontier
The Frontier
A past comrade of the Falterran man recieves a letter. He dons his full body protection against the heat and checks his six-gun. He has been sent here with a very specific mission in mind. In the heat of high noon, he rides to fight a battle between freedom fighters and oppressors
The Frontier is not a Nation per se, but a collection of places scattered throughout Akshasia (The Desert of Akshasa) and it's nearby territories.
Considered to be an entirely inconceivable venture, many governments of World's Edge have tried and failed to conquer parts of the Frontier.
Small, littered tribes who practice many different customs litter this land, and while their differences may be large, their affinity for technology is not.
The Religion commonly practiced in the Frontier, the worship of Urdu, values itself on the cult to progress and technological advancement. Many, using this religion, have tried to unite the Urdu worshipping tribes, but have failed due to many factors.
One of them is the mortal enemy of the Frontier, the Yuan-Ti. From deeper in mainland Akshasa, a glimmering empire of the sands threatens to conquer this free territory with overwhelming military presence
But The Frontier has been known to house those who no longer wish to be oppressed: outlaws, seditious elements, and as such, many, not even of the Urdu tribes oppose themselves to this strange and inhuman oppression
More civilized ventures have been tried here, small villages set up by rich merchants, and even a decently big city, but only time can tell if they too will be swept away by the sands.
Vampyrnorden and Vampyrsuden
The Vampyrs
A thing sweeps the battlefield. It picks up two corpses and brings them back to his master. A dark ritual, the soul awakens once again. A powerful creature licks it's own lips in delight.
The strange, misty lands of the Vampire Lords are a timeless scourge upon human lands.
Born long ago, due to the disowning and subsequent war between Goethi and his father, the Dragon King, they have split up as Noctis and Laviz, both wishing to emulate the absolute power their father had over Western Primus, have been engaged in a century, if not millennia long war.
During this time, they have partly terrorised the nearby Falterran lands in order to seek for new undead servants
Men and women are still employed, whether through force or actual employment, to the Vampire Nobles of this land, some even say Laviz of Vampyrsuden has struck up a deal with Falterran officials...
The Pietous Congregation
Miracle's Children
A thing, undescribable and horrific slithers through the battlefield as it consumes the ones who have fallen. Many more follow in their wake. They always do.
The world-ending communion oft the forces of Piety has not, and will not stop until the world itself is conquered.
Born after The Ultima, that changed the world in its entirety, the Pietous congregation is a collection of Demons, Aberrations, and other Monstrosities that have been created, or have fallen under the guise of The First Miracle.
They advance, already having destroyed the Kingdom of Xang'en to the west, and now they set their eyes on World's Edge.
Only being stopped by the Jabal Alealam, the greatest mountain range on World's Edge, they plant havoc across nations by sending their spies and agents throughout them.
Who knows when they will march over the mountains, and strike across the world.
Calendar and Time
Keeping track of time using the Katarranian calendar can make the game world seem more realistic. It can also allow to align game sessions with important in-game dates, such as holidays. A monster attack on a rural village is a horrible and thrilling event, but the stakes are much higher if that monster attacks on the day of the Harvest's Close festival, causing previously joyful commoners to grab their children and flee to safety.
The Katarranian calendar year is divided into 280 days, grouped into seven-day weeks over the course of ten months. This calendar was created after the emerging of The First Miracle, and the subsequent shift in seasons.
The names of the seven days of the week are Morteg, Esteg, Whesteg, Uthteg, Fruhteg, Yunteg, and Fah'steg. Each day is 24 hours long
Katarranian Calendar
Month | Days | Holidays |
---|---|---|
Jenur | 28 | Dawnrise (1st); Freezermer (22nd) |
Fehne | 28 | Birth of the New (7th) |
Marizen | 28 | The Conquering (20th) |
Aletril | 28 | Harvest's Rise (11th); Evergreen's Folly (28th) |
Meygh | 28 | Opening of Fey (25th) |
Jen | 28 | Artisan's Faire (15th); Slayer's Oaths (20th) |
Jurni | 28 | Highsummer (15th); Dragontaal (14th) |
Aghes | 28 | Harvest's Close (3rd) |
Sarneh | 28 | Eyeshade (10th) |
Diezner | 28 | Embertide (5th); Night of Silence (13th) |
Seasons
World's Edge contains a collection of different types of Continents—and each of the regions experiences the passing of the seasons differently.
Most of Primus suffers from dismal, rainy springs and bitter winters. The northern Frontier is heated, but still pertains a level of natural wildlife, with roiling plains and many hills. Yuvalis and Eastern Primus is always blanketed by snow, but temperatures drop to deadly lows in the winter, then let up for a rainy, relatively mild summer. Finally, The Frontier is an infinite expanse of the Sands, where days are long and hot enough to kill men, and nights are freezing.
Holiday
The different nations of World's Edge celebrate different holidays, though some of the gods' holy days are consistent across the land. Notably, most nations have banned the worship of certain gods within their borders, and thus only celebrate the holidays of legal gods. These holy days are listed in chapter 1 of this book, along with the gods they celebrate.
Holidays unrelated to the gods celebrated across the continent in some form include:
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Dawnrise - The First day of the Calendar. Often celebrated with faires that show off new inventions.
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Freezermer - The annual recurring of the blessing of the Spirit of Ice. The coldest day of the year, often spent amongst family and friends.
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Harvest's Rise - The First day of the new cycle of agriculture, this holiday is of deep celebration and prayer
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Highsummer - The annual recurring of the blessing of The Spirit of Fire. The hottest day of the year, often spent outside as a form of celebration to the Spirit.
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Harvest's Close - The day where the agricultural cycle ends, is typically celebrated with feasting in rural regions and with carnivals in the cities.
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Night of Silence - Annual reminder of The Ultima. Often spent in reverence and silence, it is considered dangerous to do so little as shout, since Piety's forces are directly linked to human emotion, particularly on this day.
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Embertide - A day where Ash naturally falls from the sky, the essence of the now dead, previous Gods. Usually a day of veneration to one's own faith
Two Suns of Katarran
Katarran has two known suns that orbit the planet. Sol, the larger but farther of the two suns, is the herald of the day and shines a brightly and glistening when visible in the sky. Sol is considered to be intrinsically tied to Selûne the Original God of the Moon and Sun to provide warmth to all who need it after Chauntea, the Goddess of Bounty pleaded for it's creation as a source of warmth. Nihil, the second sun of Exandria, is much smaller but much closer. With a slower rotation around the world and seeming permanently eclipsed, Nihil is a permanent reminder of the past. Created as the ultimate Scar of "The Ultima", Nihil is said to emit an eery, droning sound when looked at during the night.
Daily Life in Katarran
Certain aspects of daily life in Katarran remain the same across nearly all cultures. Any character native to Katarran would be familiar with their nation's currency, languages, and relationship to technology.
Currency
The nations of Katarran all mint their own coins, and though some slight regional differences exist between currencies, all regions readily accept gold, silver, and copper coins. Spending money of Everflame mint in the Vampyrlands might turn heads, but a gold coin is still a gold coin.
Platinum and electrum coins are rarely minted by modern nations, but enough of both of these currencies survived The Ultima that both are considered valid tender across the land.
All the typical languages found in the Player's Handbook and the Monster Manual are fair game in Katarran.
Languages
This setting has three languages unique to the human cultures of Katarran: Urdu, Reichzunge and Xeng'enian. A human character can learn one of these languages instead of a skill or tool proficiency granted by their background, class, or variant racial traits. Each of these languages is described below:
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Urdu: The native language of the Urdu Worshipping tribes of the frontier. Many different variations of this language exists, but characters who know this tongue can manuever around all of them without much trouble
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Reichzunge: The highborn and scholar's tongue of Falterra and the Vampyrlands. Any character who knows this tongue may be able to read things such as orthodox religious texts, complicated and ancient scholastic tomes, etc. The Communard is actively on a mission to rid of this dead and useless language.
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Xeng'enian: The tongue of the people of Xeng'en, the empire recently destroyed by the Pietous Horde.
Technology
The level of technology in Katarran is typically more advanced than the technologies found in the Player's Handbook. Thanks to the tribes of The Frontier, cannons, mobile war engines, and even things such as rudimentary flying machines have been recently created.
Black powder weapons are highly priced, and are rarely available to the general public. However, militarily they are rather widely spread, in particular the Heavy Ordinance of Falterra is renowned for it's effectiveness in breaking enemy morale.
History of Katarran
The continents of World's Edge has undergone many ages of discovery, conflict, and renewal. These bygone eras are more than ancient history. Whether the people of World's Edge know it or not, the struggles they face in their daily lives were set in motion by the turbulent events of past ages. This section explores this history and the major figures whose actions shaped the physical and cultural landscape of World's Edge.
The Myth of Katarran
Life ever seeks to understand its inception. Every civilization has its own interpretation of where its story began. Even within the world of Katarran, different cultures have creation myths that eventually converge with recorded history, but there is no universally accepted story. Even so, the ancient city of Mahdiurnens on the distant continent of Landzfall is largely considered to be the oldest surviving city, having endured a terrible war that wiped out most of civilization nearly a thousand years ago. Mahdiurnens houses the earliest known temples to the Gods.
However, ignorance is plenty in the Post-Ultima world, because Ignorance is safety and bliss. Not many, if no-one at all, knows of the Myth of the Immaculacy, and as such, it shall remain a secret.
The Age of Gargantuans
After the Divine Hands birthed the world, and for many eons controlled its shape, the earliest recorded figures of history are that of the Giants.
The Jotunbrud, forming under Annam the All-Father were a deeply intelligent set of creatures, born differently based on the element that they were imbued with at birth. Their strict hierarchical society made for the first true inhabitants of the world to be able to build immense structures and myriads of markers throughout the known world.
Times shifted, and a new threat would come to their complete hegemony. Dragons. Originally a relatively quiet and selfish race, preoccupying themselves with gathering of singular hordes and often even infighting amongst eachother, the Draconic race would do little more than prey on the Giant's cattle or servants for food.
However, something must have changed. A war brewed, a war that would forever change the fate of the World. Perhaps, one of the Draconic Gods had sought to gather up faithful servants and finally take what is theirs, or even, Annam, his fiery yet wise personality, foresaw terrible things at the prolongued existance of Dragons.
This war had a decisive ending, the Giants would never be seen again walking the realms of Katarran, other than a few sparce survivors and their offspring.
Dragonkind, however, selfish in nature and naturally confrontative, given the split between chromatic and metallic dragons and their paternal Gods, would fall into war, after having gained their maximum power.
Humanity in the Age of Gargantuans
Humanoids in this era were often servants to either Giants or Dragons in some form or another, but one thing was certain, Elves, Dwarves and finally Humans walked the lands in this bygone time.
Elves, after an exodus out of the Feywild in search for something new to entartain themselves, found Katarran, and in a hopeless and arrogant attempt at subdueing the Giants, many of them remained stuck in the Material Plane.
Dwarves, unfortunate enough to be inhabiting the mountains, Giant's natural terrain, were amongst the first races to be enslaved. However some, instead of keeping their chins up high and serving their new masters humbly would dig deeper into the Dark. This is where Duregar originated, considered traitors for not having stuck through with their brothers in a time of desperate need.
Humans, however, were the most angry at their enslavement. Few in number, but undefeatable in will, they would prove a large thorn in the side of both Gargantuans.
The Conception of the Arcane
Magic has always existed in the world of Katarran, or atleast there is no reason to say it hasn't. How it was bestowed unto the races we know today however, is different.
The Elves, coming from the Feywild, the natural well of Magic, would naturally transport it to Katarran through their sorcerers and wizards in their effort to take over the world.
The Dwarves, bestowed onto them the Marks of their predecessors, combining them with the Runes of the Giants would make Rjunkaaft, the magic of the runes, to be naturally embeded into objects.
Humans, however, recieved few gifts in their constant struggle. However some, the ones who believed in higher powers and their guidance, would be looked upon by the Gods with interest. They were blessed with Divine Magics.
But it would not take long for the three to intertwine and exchange ideals, for as different as they may be, they were all serving, unwillingly under the same lords.
The Court of the Dragon King
And those same Humans talked about before would finally endeavour to rise up against their oppressors.
The Founder of the Kingdom of Falterra, and liberator of the people's of World's Edge specifically, the Dragon King would set a match for the history to come.
A scholar with the innate power of harnessing the Dreygunhar, a force that allowed him to forcefully take over Dragons, he would cut out a place in the world for mankind.
In his efforts, he would gather many supporters, joining many races, even the diametrically opposed Elves and Dwarves, but many other too, such as the Goliath, the Halfling, the Gnomes, etc.
After successfully taking over a horde of 20 Dragons, some of them even without having to use Dreygunhar, he would carve out the Mythic Kingdom of Falterra with his own two hands.
Of course, he could not do it entirely alone, even as immaculate as he was. Two advisors would forever mark the history of mankind.
Ironside, his most trusted general, was a dwarven sailor with extremely keen leadership abilities, he would be the one to lead the armies of the Wyvern and Dragon mounted Knights called The Flames of Man.
The Sorceress of Rebirth was a gifted elven woman in terms of both her charm and intelligence, she would come to bend what was seemingly possible of simplistic races such as humanoids: the inklings of immortality through magic, created after maddening study after maddening study, and the conception of Vampirism.
In the sorceress's name, the greatest order of scholars of magic in the entire world were founded: The Death Seekers.
The Curse of Vampirism
Vampirism, previously mentioned as a creation of The Sorceress, was not an intentional process. In their hopes to mantain relevance, and lead their people into the great and unknown future, the King and his two Advisors would put themselves under the duress of experimental arcane treatment for a disease known as Death.
And, strangely, it seemingly decided to work. They would all live far longer than expected, and none of them would see a recorded death. But one thing was for certain, it would all come at a price.
Son of The Sorceress and The King was The Vampire, his name, Goethi. A travesty brought unto the world, a monster born under the care of the most two brilliant minds humankind has ever generated.
Goethi would be kept a closely guarded secret for most of his early life. Landed, and kept in a closely guarded castle in the county of Vampyren, he was shut off from society, and unable to be seen from anyone other than a selected few.
Anger, jealousy, and most importantly, hunger would all overcome the young boy in due time. After the strange and unexplained disappearance of Dragon King, Goethi would set his plan in motion.
Revealing his true nature, he would make armies of the undead and terrorize the lands around him, in an effort to make his presence known, and most importantly feared.
In her efforts to repel her son, the Sorceress would disappear, and, according to some, die by her son's hand in the brutal combat because of her hesitation.
The World without a King
Humanoidkind would find themsleves without two of the greatest leaders they had ever seen.
Naturally, turmoil, combined with the proclaiming of Goethi's unnatural birth and properties because of these two people's willful ignorance regarding experimental immortality would lead to a difference of opinions.
The People of Yuvalis would naturally part with the Dragon King, admiring his strenght in combat and leadership, but rejecting the very human emotions and impulses that brought to his downfall.
The People of Falterra would forever see their patron saint be struck down into nothingness, and would continue to revere him as a martyr, and as the beginner of civilization.
The People of the Frontier had very little connection to this distant lord that did not seem to respect the ideals of Urdu, and as such maintained their level of indifference towards the rest of the world.
In this time, the population of the Drow would also split from their elven brothers, retiring to the far nothern lands of Yuvalis.
The Ultima and the First Miracle
In the light of trouble, impending war, and confusion, the First Miracle came.
The Miracle, also known as the Sorrowful Miracle or the Grievous Miracle, is a mysterious, supernatural entity or event that manifested in the lands of Katarran after the disappearance of the Dragon King.
Some say it was a direct cause for the universal imbalance his immortality technique brought, and some say it was something simply destined to happen.
The Miracle is described as having a will of its own beyond mortal comprehension, manifesting in bizarre and often cruel ways upon mortals in the shape of blessings and curses alike. The monstrous and inhuman beings found throughout Katarran are presumed to have been born of the Miracle, created from humans who were punished by its power.
And so, The Miracle would begin to grow, amassing power in a sweeping surge, devastating all it came across, including many of the Dragons that still lived outside the borders of the Kingdom of Falterra.
Until one day, it could grow no longer. When the miracle reached it's peak form in the Material Planes, it would spread to the Domains of the Gods.
An unseen enemy cannot be struck down by things such as Lightning. And the Hordes that the Miracle brought forward could match continent's worth of armies.
The Gods would fall, one by one, with only few survivors. Their ashes scattered across the lands every year.
And when the final move, complete entropy was in sight, the Miracle took form, a gigantic black blotch of a figure, reaching up for the sky. But the Miracle would do little except be sucked into its own form, and give birth to Nihil. This event would become known as "The Ultima"
Katarran after the Ultima
In the wake of the vast destruction of the Katarran and the destruction of the pantheon, the survivors began to emerge from the ash and shadows to reclaim and rebuild it. Across the continents, many took the pieces of their cultures and sought a place to forge a new age. This tome focuses on the rebirth of the deeply scarred land now known as World's Edge, the site of the most terrible conflicts of The Ultima, where the echoes of those deadly battles linger to this day.
In the Wake of the Gods
After The Ultima, the lands of World's Edge lay battered, beaten and broken. The few countries that remained solidified what they could, and constantly fought against Piety. The masterless creations of the Miracle ruled their own territories, ever expanding.
As the dust settled, surviving mortals grasped at what they could from their bygone lives and hid away in fear of what would come next. Those of faith dealt with their sense of failure and abandonment, while enlightened scribes mourned the loss of their research and the great magical secrets that had enabled the previous age to rise to such prominence.
Others picked up what they could from the ruins and chose to start anew, hoping that their descendants would learn from their mistakes. Over those early centuries, the scattered survivors fought back the terrors that stalked the abandoned lands of World's Edge, continuing to endure and build new societies, civilizations that eventually reclaim World's Edge and bring the world to this modern age.
Primus, The Falterran Empire and The Everflame
The Lands of Primus, being the most central, were not the ones that suffered the most during the Ultima, but that did not exactly leave them in a pleasurable position given their already present instability.
Legacy of Iron
Ironside, having lived through the entirety of The Ultima, would be the last to stand in order to defend the legacy of his old friend, the Dragon King.
He would consolidate power absolutely, installing himself as Iron Fisted King. All traces of Piety must be wiped out if the country wants to survive. And no doubt, this merciless and ruthless uprooting of freedom put many innocents to the torch, but no doubt saved many others.
His warband, the Flames Of Man, however, were always extremely independent warriors, often gathered in the Frontier and the Tribes of Urdu, some in Yuvalis, they would disdain this controlling nature that their leader displayed.
Flaming Sword Kensis Magellian would officially renounce Ironside's right to leadership in the Flames of Man, and the warrior band would become free agents, for a time.
The Vampire War
The Miracle, in his wake, had promised many unthinkable power. Goethi, Vampire Lord, was one of such men. However, as with anything relating to the Forces of Piety, there would be a price.
Goethi lost his mind, and eventually was torn to pieces by a lowly dwarven soldier named Clangeddin, after his hundred day trek through the undead lands of Vampyr.
This left a power vacuum in the Vampyrlands, where the two Counts, brothers, Laviz and Noctis would fight for hundreds of years over ownership of their father's lands.
The War of the Everflame
The Everflame was an artifact, belonging to the Flames of Man. It was the symbol of Selune, that would be ignited as long as she watches over Sol and Luna. With the Empire adopting a strict, and unbending pantheon and hierarchical system, the Flames of Man grew even more frustrated with the lack of Equality in Falterra.
They would move to Eastern Primus, a land of cold peaks and secluded communities to start the beginnings of their own nation. But it would not be a nation of kings and servants, but one of simply men.
Equality in all aspects of life, no matter how severe, were the basic ideals of their mission. Along with that, an unrelenting dedication to being a servant of not any man, but simply of the Everflame as an ideal, would blossom into a growing series of different, yet mostly alike communities.
The Communard of the Everflame would be formed. And eventually, declare war on Falterra. This raging war, recent in memory, and ending in a victory for the Everflame, as they have been allowed to continue existing, marks an important event for the history of Primus.
This war would generate, through the incessant use of Arcana Ultima, the rift that now separates Primus in two. The two continents connected by destroyed strips of land, covered in ash.
Akshasa, Xeng'en and The Frontier
The continent of Akshasa has suffered much more from The Ultima given its position. However it's typically steadfast and decisive people have made what they can with the hand they were given.
Xeng'en
Xeng'en, completely destroyed by the Incursion of Piety, has seen many survivors track their way across the World's Edge Mountains in order to see to a better future. Many of them have not made it, but thanks to the help of Elder Wu Hupei, and his order of The Threefold Iridescent Spears, an elite of warrior monks, have been able to safely transport many survivors.
They are looked down upon by some who welcome them, as some of them very clearly present the marks of Piety, deformed, or scarred forever. Some are driven out, some transform into wretched beings after being allowed in, and some try and make their own future, without relying on others.
The Frontier
The Frontier has been largely unchanged. The hardy people of the Urdu tribes have maintained their technological superiority and have used it to repel the forces of Piety with great effect. In the more civilized northern frontier, lawlessness and bounty hunting work has become even more affirmed, a perfect staging ground for any adventurer.
However, some efforts have been made to centralise the tribes. The city of Uruhalda has just recently been proclaimed the official religious site of Urdu, and many tribes go to join the city.
Still, that is only a small number of the many tribes of The Frontier.
Yuvalis, The City-States and Goblinkind
The continent of Yuvalis barely saw The Ultima In war, almost as to spite them, The Miracle would give them an enemy they simply could not fight against, a massive tsunami would submerge their lands.
The City-States
The Warlike City-states of Yuvalis were thrown into complete disarray by The Ultima, only feeding into the hatred they possessed for eachother. Bloodied combat would be seen here, race versus race, and sword versus sword.
Stability would come in the wake of another great pioneer and visionary. King Eten Irazak better yet known as The Redeemer King, a Goliath, first took control of Goliathkind after being exiled from his people because of unknown crimes. Steadily he would have begun to create new systems of governance, and enlightened his people with new technological advances from overseas. And then, after advancing his people, Eten expanded.
For the first time in the biting North, a truce that was more than just temporary was offered. Eten convinced the people of the north to band together, against hostility, in the name of expansion, and conquering.
And so, as First King of The Etenian Leagues, he would, controversially release the Slave Pens of Yuvalis, which held many-a-races, including many of Goblinkind.
Recently, tensions have once again risen. With the death of The Redeemer King and the shaky race relations, especially worsened by the uncooperative Drow race are bringing into question if the League will last at all.
The Warhost
Goblinkind, before The Ultima and for some time later, would simply be a separated force, acting in small groups as hunter gatherers in the north.
However, with their contact against the City-States of Yuvalis they would find their true calling: Conquest.
After the Redeemer King's so generous action of releasing most of them, they would band together under the banner of the Warhost, and terrorise the lands of both Primus and Yuvalis. The Starless Islands The great archipelago, only expanded by the Everflame War has suffered little in the wake of The Miracle. As such, new interests have been taken to these rich islands, abandoned by their original governments because of their own struggles.
A New Player
Originally just a small trading company from the deep South, even below the Frontier visited Falterra, in a state of stagnation, and offered a simple deal.
Land for resources. But not just the simplistic kind of resources that any nation could get, Arcane Artifacts, Heavy Ordinance, and much, much more.
Soon enough the Starless Archipelago would come to belong to the now Republic of Merbot, who has done nothing but grow in the time since The Ultima
Even more recently, it is said they have discovered something incredible, a mine to a city, Giant in conception.
The Republic of Merbot has persisted through cut-throat mercantilism and shady deals, and is only looking to grow.
Katarran after the Ultima
With the death of the Gods many things have changed. However, the Divine is still very much there, be it covered in ash and soot. Dieties live, and some new Dieties are born out of necessity. Even lesser entities try and vye their way to higher levels by making pact with Mortals, and some achieve Godhood through the Power of channeled Belief.
Old Idols
Gods that have persisted throughout the Ultima, bringing a small sense of hope towards those who still believe in them
Name | Province | Alignment | Domain | Symbol |
---|---|---|---|---|
Amaunator | Sunlight, Harvest, Justice | LN | Life, Light, Nature | Golden Sun |
Asmodeus | God of the Nine Hells | LE | Order, Trickery | Ammunition Three inverted triangles arranged in a long triangle |
Bahamut The Platinum Dragon | Honour, Justice | LG | Life, Order, War | Silver dragon's head in profile |
Corellon Larethian | Art, Beauty, Elves | CG | Arcana, Life, Light, War | Quarter moon or starburst |
Cyric, God of Lies | Betrayers, Lawlessness | CE | Trickery | White jawless skull on black or purple sunburst |
Deneir, God of Writing | Knowledge, Reverance of the Past, Arcana Basica | N | Arcana, Knowledge | Lit candle above an open eye |
Gond, God of Craft | Craft, Creation | N | Forge, Knowledge | Toothed cog with four spokes |
Lolth | Deceit, Spiders | CE | Trickery, War | Spiders |
Selûne, The Moonmaiden | Moonlight, Sunlight | CG | Knowledge, Life, Light, Twilight | Pair of eyes surrounded by seven stars |
The Raven Queen, Matron of Death | Death, Fate | LN | Death, Grave | Humanoid mask framed in black feathers |
Tiamat, The Scaled Tyrant | Dragon God of Evil | LE | Order, Trickery, War | Taloned dragon claw |
Urdu, The All Machine | Technology, Progress, Craft | LN | Forge, Knowledge | A man holding two orbs, one light and one dark |
The Immortalised
New beings that have ascended through Godhood (or are suspected to have done so) because of the shared power of belief that has been put on them
Name | Province | Alignment | Domain | Symbol |
---|---|---|---|---|
Clangeddin Silverbeard | Warriors | LG | War | Crossed silver battleaxes |
Ironside, King of Steel | Lawfulness, Inquisitiveness | LN | Order | A flaming fist |
Ilmater, God of Endurance | Self-Sacrifice, Martyrdom | LG | Life, Twilight | Hands bound at the wrist with red cord |
Kord, The Storm Lord | Battle,Competition, Storms | CN | Tempest, War | Four bolts of lightning radiating from the center of a shield |
Mask, God of Thieves | Con-Artists, Cheaters | CN | Trickery | Black mask |
The Conqueror | An Aspect of the Dragon King | LG | Order, War, Knowledge | A haloed spear |
The Redeemer | Progress, Unification | NG | Knowledge, Order | A rune-enscribed eye |
The Vampyr | Vampires, Undeath | LE | Death, Arcana | Bloodied Teeth |
Waukeen, Goddess of Trade | Merchants, Riches | N | Knowledge, Trickery | Upright coin with Waukeen's profile facing left |
Xerxes the Evergreen | Self-Sacrifice, Protection, Time | NG | Twilight, Life, Nature | Vines growing on rock |
Lesser Idols
After the banishment of the pantheon in The Ultima, the mortal realm was left to its own devices. Beyond the trickle of divine assistance allowed by the Old Idols, mortal creatures are now the keepers of the future of Katarran. This vacuum of influence has given rise to a number of powerful entities who may not rival the gods in their abilities or influence, but now unchallenged, can amass a modest following of their own.
Name | Province | Alignment | Domain | Symbol |
---|---|---|---|---|
Desireum | Desire, Primal Urges | CE | War, Tempest | Two Horns, one pointing up and one down |
Elshileya | The Last Fey God | CG | Life, Nature | Pointed fey ears |
Kieratosis | The Great Old One | CN | Arcana, Knowledge | Three eyes surrounded by teeth |
The 4 Spirits | The 4 Primal Spirits of Nature | N | Tempest, Twilight, Life, Nature | 4 differently colored wisps of flame |
The Ash Collector | Collector of the Ashes of the Gods | NE | Trickery | An urn with it's top removed |
The Everflame | Equality, Determination | NG | Peace, Life | A burning torch |
The Miracle | The Ultimate Source of Destruction | CE | Domain Unknown | Symbols vary |
Yahar'Umnistaal | The Leviathan Lord | NE | Knowledge, Tempest | A great tentacle |
Deities of Katarran
You might recognise some names here. Some of the popular Gods of Faerun also rule over Katarran, unless otherwise stated, they behave and act the same, their deeds, however, may differ. Here is a list of new Dieties, and old Dieties that might differ.
Asmodeus
Asmodeus still rules over the Nine Hells, however his influence is greatly diminished due to the Overturning of the Demons to The Miracle, and he now sits sealed in his plane. Devils now make many more deals with men, however, due to their natural position on the backfoot, these deals are often plain, simple and non-problematic. Devils who still try and con those they bond with are naturally decreasing the influence of devils as a whole.
Corellon
Corellon, the father of Elvenkind also has a diminished presence. He is stuck beyond the Everportals in the Feywild, leading the Courts of the Fey as their ruler.
Deneir
After the death of his master Oghma, Deneir was made to carry out his legacy.
Lolth
Lolth, and by extension some of the lesser Drow Gods have gained much power in the confusion of The Ultima, the Drow people, safe from most harm, were able to carry out a great deal in their God's name.
Selune
Selune is the most powerful and widely believed God to still be alive, and some even believe that her, accompanied by the undying Raven Queen were the ones to stop the Miracle before it was too late.
Clangeddin Silverbeard
Clangeddin has ascended into immortality, a simple dwarven hammer-wielder in life, through his hundred day trek deep into the lands of Vampires, even before The Ultima, he would ascend after beating The Vampire's head in with his hammer alone.
Ilmater
Ilmater was a simple pure-hearted man, during the tjme of The Ultima. As the Miracle spread it's blessings, he would purposefully draw them, keeping them away from others. Having accrued horrific modifications, his smile would never fade, until eventually, he would ascend.
New Deities of Katarran
Ironside, The King of Iron
Alignment: Lawful Neutral
Category: Immortalised
Domains: Order
Province: Lawfulness, Inquisitiveness
Symbol: A Flaming Fist with an Eye etched into it
Where those who want to find the truth, and in it, the Law, they must look no further than The King Of Iron. All watching and All seeing he is the Patron God of the Forset.
Having ascended into Godhood after a battle which seemingly killed the man out of sheer exhaustion, the holiday of Eyeshade is dedicated to him.
Kord, The Storm Lord
Alignment: Chaotic Neutral
Category: Immortalised
Domains: Tempest, War
Province: Battle, competition, storms
Symbol: Four bolts of lightning radiating from the center of a shield
Where thunder booms and conflict rises, prayers to the Storm Lord are shouted into the maelstrom. Reveling in all tests of strength, Kord blesses those who prove themselves on the battlefield. Worshiped by athletes and warriors all across Katarran, he exalts those whose force of spirit and desire for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him.
He was the first Commander of The Redeemer King, having outlived him, he ascended after a battle of catastrophic proportions against the Warhost.
The holiday of Slayer's Oaths is dedicated to him.
The Conqueror
Alignment: Lawful Good
Category: Immortalised
Domains: Order, War, Knowledge
Province: Aspect of the Dragon King
Symbol: A Haloed Spear
In the wake of those who seek a righteous path, who forgets not old, but merely wishes to conquer what is new, The Conqueror stands in their wake. Blessing men of ambition, great politicians and those who find a path they are wholly dedicated to, he is worshipped by those who wish to perform impossible tasks.
An aspect of the Dragon King, perhaps a part of him having come back after his disappearance, his holiday is The Conquering.
The Redeemer
Alignment: Lawful Good
Category: Immortalised
Domains: Knowledge, Order, Peace
Province: Progress, Unification
Symbol: A Rune-enscribed Eye
Where those who seek the light of Progress, and Unification amongst a divided people, they ask for help of the Redeemer. Blessing those who wish to bring Peace, and progress in the life of others wanting nothing in return, he brings stillness of mind and supernatural intelligence to those who venerate him
King Eten Irazak, made God after his natural death.
The Vampyr
Alignment: Lawful Evil
Category: Immortalised
Domains: Death, Arcana
Province: Vampires, Undeath
Symbol: A Bloodied set of Teeth
To those who wish to peel back the veil of mortality, and achieve a personal strenght in spite of those who try and oppress them, there is someone who will lend them aid. Necromancers, experts of Arcana Basica and overachievers are all scions of The Vampire Lord. Not to mention, of course, the many Vampires left behind in his wake.
Goethi ascended after his fight with Clangeddin.
Xerxes The Evergreen
Alignment: Neutral Good
Category: Immortalised
Domain: Twilight, Life, Nature
Province: Self-Sacrifice, Protection, Time
Symbol: Vines growing on Rock
Some men have simplistic goals. To protect those they love, and live a simple life. They often pray to the Stone Giant and his never ending protection. Blessing harvests, and symbol of the slow healing process that is time, his body sits in the city of Xersia.
A mage, hellbent on protecting others during The Ultima, he would spend days, still, in preparation to cast spells and deter other spells launched by The Miracle. However the Miracle had imbued him with a disease that would prevent him from moving, and slowly turn him to stone. But Xerxes did not stop until he was fully turned to stone, and by then, The Ultima was over.
Desireum
Alignment: Chaotic Evil
Category: Lesser Idol
Domains: War, Tempest
Province: Desire, Primal Urges
Symbol: Two Horns, One pointing Up and One Down
Desire is an inherent part of any creature. Instinct is a simple mechanism to follow up on Desire and Need. Needs and Wants might as well be the same thing for the worshippers of Desireum, the Seekers of eternal pleasure under their own means.
Desireum is a Demon, who has made his way forward from the Abyss.
Elshileya
Alignment: Chaotic Good
Category: Lesser Idol
Domains: Life, Nature
Province: The Last Fey
Symbol: Pointed Fey Ears
The Fey has not been completely cut off from The Material Plane. Some of them, sent as envoys by Corellon, they have begun to link to humanoid kind in order for them to work together to open up the Everportals.
Elshileya is the most powerful Fey still in The Material Plane, and in the Holiday of the Opening of The Fey, where a random Everportal opens up once again, she Is believed to move back and forward to report to Corellon.
Kieratosis
Alignment: Chaotic Neutral
Category: Lesser Idols
Domains: Knowledge, Tempest
Province: The Great Old One Symbol: Three mismatched eyes surrounded by teeth
A being that slipped from the Far Realm into Katarran during The Ultima, Kieratosis is one of the oldest creatures in the world. A single creature of many minds, Kieratosis reveled in chaos. When Chaos was divided into four planes, Kieratosis retreated underground, their minds unraveling as they entered a nightmarish slumber.
The creation of the Sun woke Kieratosis a long time after. Though their minds were scattered, each desired the return of chaos to unite themselves. So Kieratosis sent thoughts to the surface, offering magic to those who could create chaos in the land above, so that they might one day regain their full power. Kieratosis tells their followers that chaos brings clarity and destruction begets rebirth.
The 4 Spirits
Alignment: True Neutral
Category: Lesser Idol
Domain: Tempest, Twilight, Life, Nature
Province: The 4 Primal Spirits of Nature
Symbol: 4 differently colored wisps of flame.
Recently discovered, however theorised for long, the 4 Spirits of nature, Ice, Fire, Wind and Stone, these 4 Spirits are the unbending and uncaring tide of nature.
They encompass nature as a constant cycle of death and rebirth.
The Ash Collector
Alignment: Neutral Evil
Category: Lesser Idol
Domain: Trickery
Province: Collector of the Ashes of the Gods
Symbol: An urn with it's top removed.
A thing, a creature, humanoid in shape once inhabited the Celestial Plane of the Gods. Whether he was some prisoner brought to the Plane or a Celestial himself is unknown.
But when the Gods died, he was free to do as he pleased. And so he gathered the ash of the Gods, said to have mystical properties in order to gain more power.
His goal is simply to become something more. Through the absorption of the Gods, perhaps, he may be able to become something akin to the Miracle. He has blessed those who are equally as hungry as him with the Ashes of the Gods, so that they may find more of it, as it is a highly addicting substance
The Everflame
Alignment: Neutral Good
Category: Lesser Idol
Domain: Freedom, Peace
Province: Equality, Determination
Symbol: A Burning Torch
The Everflame is a relic, said to have been imbued with the burning breath of Selune.
Imbued with energy, and with the power to "set people free" upon gazing on it, many Flames of Man have seen the Everflame. 10000 lifetimes worth of wisdom are said to be contained within the shimmering embers of the flame, and it is still burning to this day.
Those who bare witness to the flame experience absolute focus for the rest of their life. They are sharper, quicker, and care more for others.
To some less religious folk, the connection the Everflame has with Selune is irrelevant, and worship it directly.
The Miracle
Alignment: Chaotic Evil
Category: Lesser Idol
Domain: Unknown
Province: Ultimate destruction
Symbols: Many
What is The Miracle? Nobody knows, it is a formless, and seemingly immortal force that releases itself by twisting human form. The Miracle could be inside the man at the corner of the tavern. It could be floating around you as you read this Text. I could be The Miracle writing this epic, twisting it to my own will.
Urdu
Alignment: Lawful Neutral
Category: Old Idol
Domain: Forge, Knowledge
Province: Technology, Progress, Craft
Symbol: a man holding two orbs, one light and one dark
Urdu is what was, what is, and what will always be. Living in a plane of his own creation, with his personal army of Clockwork construction, Urdu blesses those who herald change and progress, in order to progressively grow closer to an ultimate state of calculated perfection, a Rebis, a creation that is everything and nothing at the same time.
Mostly worshipped by the Urdu tribes, hence their name, he is an entity that is not so much something one prays to, but something that you must answer to, and venerate with your own craft.
Yahar'Umnistaal
Alignment: Neutral Evil
Category: Lesser Idols
Domains: Knowledge, Tempest
Province: The Leviathan Lord
Symbol: A Great Tentacle
Yahar'Umnistaal was created by a distant God of Creation and terrorised the seas of Katarran until the Ultima left the leviathan without master or purpose. The surviving indigenous people of the Starless Archipelago, the Neeb-ie, took Yahar'Umnistaal as their guide and god to rule the waters and bring them prosperity. The leviathan elevated the Neeb-ie to conquer the southern coasts of the continent until the jealous will of The unnamed Creator reached beyond the Celestial Plane and discovered the insolence of his creation, commanding his followers to seal away Yahar'Umnistaal in the bedrock beneath the Ocean.
Yahar'Umnistaal now reaches out to the dreams of nautical wanderers and shipwrecked sailors, lending his power to those who wish to rule the sea as he once did, beckoning them to free him from his suboceanic prison with promises of arcane gifts.
The name of this Creator God, and who they might be is still a complete mystery.
CHAPTER 2
Factions and Societies
Katarran after the Ultima
From the ashes of a land devastated by the Ultima grew the civilizations of a new age. The survivors claimed land across the continent, forged alliances, and made enemies as they fought for power and influence. World's Edge is shaped by the ideals and interests of its factions, from powerful governments to covert societies. This war-torn continent is a fertile landscape for adventurers on a quest for greatness.
The Ardenians
Ardenian Society. The Ardenians are the people inhabiting the Karazak Mountain on Eastern Primus. This lone peak was once a great fortress of an unknown people, assumed to be dwarves given the location. These people are perhaps those most completely immune to the spirit of the Miracle and its powers. They are survivalists, and nothing more. Craft is something used to get something, like an object. Desire does not exist, and neither does individual want. Pleasure is a concept that is unknown to them.
Straying from the Path. Many Ardenians do not choose this path, nor do they want to choose any other path, because they simply do not know other ways. Given their large population, they must get by in ways other than agriculture.
Ardenian Fighters. The way of the Sword is this people's preferred method. Constantly employed by those with the right coin, they will accept any job. Clad in clean full plate armor, all wearing helmets, they are a marching line of practiced perfection. An enemy cannot decieve you if you do not listen, neither can he beat you if you do not hesitate. There must be more to these strange peoples, but not much is known outside of their own community, commonly referred to as "The City."
Goals
The Ardenians have always had simplistic goals, and thee main one has always been to survive.
Ardenians do not remember, or care for the fact that their way of thinking would make them impervious soldiers to the Miracle, no matter how much convincing from other world powers
Relationships
It's rare that Ardenians become friends with others, as within itself, the concept of friendship is strange to them.
The closest ally they have had since the Everflame War has been the Communard itself, which has provided the Ardenians with plenty of work, especially against Goblinoids
Communard of the Everflame
The Communard. The Communard of the Everflame is now the main force in Eastern Primus, new, and developed through newly acquired interests of foreign powers. Rule in the Communard is kept through its people's self regulation in according to their radical dedication of the countries ideals. This utter dedication, at times turning to public upheaval, is what has kept this strange mess of a system in place.
The Savjer. The Savjer, an assembly of intellectuals, common men, and military men is constantly evolving with new interpretations of their own ideals and how to deliver them to the public. The Savjer entrusts local authorities to behave under the Everflame, and swiftly punish them, at times letting the subjects of these authorities do said punishing themselves.
The Sarjev is typically a one minded party, or at least, they typically come to one minded decisions after extensive discussion.
The Flames of Man. The Flames of Man, the original founders of this nation have recently devolved from being just an elite of military goons. Many of them, after laying their eyes on the Everflame, have become scholar militants, in their struggle to maintain relevancy however, strictness, and a "dictatorship", or at least a more organized form of government of the people must be momentarily maintained in order to keep things afloat.
Society in the Communard. Society within the Communard values equality amongst all others ideals. Social classes do not exists, and any person who is considered "Superior" does not receive special treatment, they merely do it out of volition.
Cities and Communities. Cities and communities are typically left to their own devices, many of them adapting different systems which, so long as they meet the standards set by the Sarjev, work based on their needs and wants.
The Military. The Communard's military force currently stands at 65,000 Brothers of the Flame (Typically Militia Forces), 5,000 Flames of Man and 3,000 Ardenians. Most of the military force of the Communard is stationed across the trenches of the Warhost, but some are still posted in the rift of Primus, at the gates of the Falterran Empire.
Religion. Religion is keenly observed and stigmatized against, unless it involves some very specific Gods or ideals. There are many crimes relating to Religious worship, the biggest being that public religious worship is completely disallowed, and as such everything must be done within assigned buildings and temples
The Religions allowed are: Amaunator, Corellon, Illmater, Selune, Elshileya, Urdu and the 4 Spirit.
Goals
The main goal of the Everflame is stability, as their system, fragile as it is, but ultimately glued together by the will of the people to follow this new ideal, is potentially possible.
Obviously, The Warhost's attack on the eastern front is the first thing to really manage.
Relationships
The Etenian League. The Etenian League sees the Communard in a skeptical light, their systems simply make no sense, however their warriors and their dedication to their progressive cause is something to strive towards. The people of Everflame see the Etenians in neutral light.
The Falterran Empire. The people of the Everflame have a fiery anger towards those who are willing to stand for oppression, and as such, have many problems with Falterran institutions and subjects.
The Merbotian Republic. Their relationship with the Merbotian Republic is prolific, the Merbotians have a particular interest in this country's success, funding them, even at a loss, at times, in order to ensure that this newly blossoming nation has everything tended for, and has numerous accruing debts.
The Urdu Tribes. The people of the Everflame respect the Urdu tribes, seeing their also focused dedication and commitment to equality through craft. However, business has been difficult, seeing Falterra's overall more prolific contacts with the Tribes.
The Death Seekers
History. Naturally following in the wake of the Sorceress, the Death Seekers were formed countless ages ago. In the search for new and daring technologies, in the light of their daring Matron, the Death Seekers have made themselves known, and rightfully feared. Slowly developing in the organisation that they are now, the Death Seekers have been passing down information on Arcana Basica and, more recently, have become the main wielders of Arcana Ultima.
Training and Combat. The only real way to become an established Wizard is to join this organisation, but given that most members are recruited at an early age, mostly orphans and other young persons who seem to express magical capabilities, joining them at a later date is hardly ever possible. They walk the battlefields with scrolls, warding amulets singed into their skin and stuck onto their clothed and deathly stares commanding fear. From birth, many of them are trained to become more than human, or less, according to some. Emotion is ripped at the seams and apathy is instilled, one focus only, progress in the name of Rebirth. Their marks are recognisable, a typically shaved head and a burnt tattoo across their left arm.
Organisations. They are divided into 13 "Notches", each handling a different school or specialisation of magic. Here is a list, with their school and given name ranked in order of importance.
Their current leader is Master Retineum Leeman Dedran, a decently young and springy 32 year old Strategician, unlike many of his comrades, he is much more sympathetic and more respected amongst the general populace.
Magical School | Name |
---|---|
Evocation | Hellhounds |
Bladesinging | Feywhisps |
Onomancy | Ultimators |
War | Strategicians |
Conjuration | Apparators |
Illusion | Shrouded |
Divination | Farseers |
Transmutation | Shifters |
Enchantment | Masked |
Scribes | Deneir's servants |
Graviturgy | Physnegators |
Chronurgy | Heralds of Change |
Necromancy | The Thirteenth |
Goals
Being a secretive organisation as it is, the goals of the Death Seekers are often up to the Thirteen Preceptors that lead each of the Notches, one of them appointed every 5 years as "Master Retineum".
While many of them are seen as emotionless, they have progressive views in their political mind's eye, believing that wider and further reaching education might bring to the discovery of how to permanently use Arcana Ultima without any of the risks associated. They use their influence, in particular their military sway in order to gain majority amongst the three factions of the Crown.
Aside from political matters, the Seekers are focused on locating and excavating powerful relics and magic lost to the Ultima. Its members believe that their original Matron was the apex of human capability. Thus, all salvaged texts and artifacts of power from that era are to be recovered at all costs.
Relationships
The Death Seekers barely meddle with outside politics, and as such, have very little interest or sway in them.
The Kingdom of Falterra Within the Kingdom of Falterra, members of the Seekers are seen as cold, heartless, and at times even destructive forces to stay away from. It's not uncommon for them to be called witches by hushed voices when they walk through a village.
The Forset. This extends also to the naturally paranoid members of the Forset. Due to their naturally conflicting views on Arcana Ultima, and magic in general, they often clash, but often also have to work together.
The Etenian League
The Etenians The Etenian League is a collection of hardy people, virtually unstoppable in military might. This is limited by the League being a collection of separate City-States who mostly operate on their own terms. Populated by many races, it is certantly a diverse, yet functional systemms
The City-States Each City-State operates on it's own, all electing a master or differently named leader, based on each of the Cities systems. They are all gathered up in the Grand Jury, where one King/Leaguemaster is elected, and watches over the relations within the states.
The Leaguemaster Leaguemaster Teramis Tuhur is a Leonin which has seen much in his days. Teramis is a man not trying to shape himself like his predecessors, but searching for his own path. Leading the races into reluctant, but functional cross-race work, he has tried to somewhat forcefully create an air of peaceful coexistence of the prejudiced and proud races amongst eachother.
Teramis has been a leader from the front for a long time. He does not shy away from conflict when it is needed.
Societies of the League Society within the various City-States varies greatly, from the reserved and self-controlling Aaracockra to the athletic and cheeky Goliaths. The City States count over 30 in number, the biggest being Zaksitte, the Goliath City-State, Mount Avia, the Aaracockra City-State, Loedenfields, the Centaur City-State, and Roaderim, the Leonin City-State.
Military The League's military force currently stands at around 74,000 Soldiers across all City-States. Most are set upon the forces of Goblinkind, but many have endeavoured to be explorer's to the Far North of Yuvalis, teeming with monsters and abominations of the Miracle, and the periless seas of unexplored Islands in the Trackless Archipelago.
Religion Religion is something seen as natural and personal, unless very obviously worshipping the Miracle, there are no law instated against Religion.
Goals
The Etenian League is in search for new races to assimilate into their empire, and for enemies to crush.
Thanks to the many expeditions made by the soldiers of the League, they have expanded much, and only plan to continue.
However, with the assimilation of the Drow being of particular difficulty and some race relations slowly becoming more and more tense, the League is also looking for direct stability.
Relationships
The Etenian League sees much of the world with a welcoming, yet skeptical light.
Falterra: They consider Falterra a historical ally, but do not have any treaties signed with them at the moment,
The Communard: They also consider the Communard a collection of intelligent men and warriors with much potential.
The Republic: If there is one "enemy" of the League, it's the Merbotian Republic, which, to most populations of the League, are cons, cowards and overall of very little use, if not for second-hand trading of goods from distant lands nobody knows nothing about.
The Falterran Empire
The Falterran Empire has reigned over Western Primus for countless generations. Imperial rule is maintained through its powerful military, its policy of religious restriction, it's strict hierarchical focus, it's fantastically maintained records and burocratic processes, and the support of the secretive Forset and Death Seekers. These organisations, ultimately well known, and most importantly well feared, have been arbitrators of yes, The Emperor's Law, but also their own.
Falterran Politics
The King and the Family. King Conrad Kins is now two months past his seventieth birthday, and his iron will has not wavered with age. A tall, powerful man, King Conrad rewards loyalty and swiftly punishes insolence and failure. However, some said he has grown soft during these years. The constant political battle between the Forset (Leader of which is rumoured to be his illegitimate daughter), the Death Seekers, and the King's Court has made the old man tired of inciting terror within his subjects. The Kins family has recently joined the political landscape, but in this time, they have brought strength to the Kingdom, along with reasonable taxation, growing less and less reasonable the closer one is to Meistr, the capital of Falterra, and an active policy of constant infrastructural expansion, the Kins have secured their place in the future.
Eras of Control. The control of Falterran high society is constantly switching between three factions, The Forset, The Death Seekers and The King's Court (Two of which will be expanded later in this faction). This thousand plus year old balancing act typically determines the direction the country is going into for that period. Forset-dominated eras are marked by careful, but systematic technological progression, and pragmatist views, often caring little for preestablished values and not unwilling to readily stab those who they have used in the back. Death Seeker-dominated eras are those of arcane expansion, where many expeditions are made to recover Artifacts, and campaigns, desensitizing the populace against the Miracle and Arcana Ultima are actively encouraged. Periods dominated by the King's Court (like the one we are currently in) vary greatly based on the whims of the King and the surrounding nobles.
Falterran Society
Social Mobility. Falterran society has a rigid system, in which denizens who have highborn connections are considered elite members of society. Many Falterran ladies and lords came from a bloodlines ages old, some stemming from The Dragon King's time. However, social stagnation is not complete and absolute, there's a couple of ways one might be able to rise the ranks. One is mercantile work, which in the dog-eat-dog markets surrounding Merbot can only be done by those most shrewd. Obviously, being recruited into the Forset and the Death Seekers is another way, but that is hardly a choice you actively make. The last, and most commonly chosen, is climbing the military ranks of the Falterran armed forces. Many have tried this last path, and failed, but many more have succeeded.
Cities and Townships. Most cities and townships throughout the empire are ruled by a local government under the leadership of a Meister, usually a native baron appointed by the Crown or the Forset. Reporting directly to the king's council, the meisters are given absolute control over local government, appointing and maintaining responsibility for the heads of the city guard (watchmaster), the regional military (warmaster), local commerce (coinmaster), infrastructure (pithmaster), religious practices (idolmaster), and the courts of law (lawmaster). Twice a year, tithe collectors (nicknamed "Roosters") visit each imperial city to inspect households for records and proof of income, collecting a percentage of their earnings in coin as determined by the tithe collector
Military. The empire's military force currently stands at around 40,200 Reichimperialer soldiers across all regiments, and 6,000 Kraalguard across all cities. Large numbers of the Reichimperialer forces are deployed along the border of the Communard at the onset of the current war, and others along Vampyr territory and the World's Edge Mountains
Religion. Religion is widespread, and given the many Immortalised originating of Falterra, it is within the ruling class' interest to keep the mythos of those heroes of the nation alive. That being said, the Forset has seen precedents of how religion, if kept unchecked may provide problems, in particular, a risk of feeding and worshipped The Miracle without knowing. All temples must be government approved, and pay a tithe to the crown. Keeping private shrines or worshiping outside official temples is punishable by fines or imprisonment. The deities that are approved by the empire are Amaunator, Bahamut, Corellon, Deneir, Gond, Selune, The Raven Queen, Clangeddin, Illmater, Ironside, Kord, The Conqueror, The Reedemer, Wakeen, Xerxes, Elshileya, Urdu and the 4 Spirits
Goals
The crown has been on a continuous slide into irrelevance since the Ultima. However, with new technologies, and new discoveries in Arcana Ultima it seems as if the decaying empire is slowly standing back on its own two feet.
An immediate goal is the disbanding and dissolution of the Communard of the Everflame, which has been theorised a thousand times by many spymasters, but has never quite succeeded yet.
Relationships
The Empire of Flaterra is owed much in the way of ancestry and history.
The Etenian League. The Etenian League has taken a neutral, but sympathetic side to the old kingdom during the War of the Everflame, but given their already present internal struggle, they have not helped actively.
The Communard of the Everflame. The people of Falterra and those who have turned to the Everflame have trouble staying connected. Some lowborn, who care not for world politics cannot see the people they had been living with for so long as enemies, however, thanks to the ideals of equality amongst men being spread in the Communard, many have turned devoted to this idea and see the Feudal World as insulting.
The Most Serene Public of Merbot. The Falterrans have had contact with the Merbotian family, the main profiteers of the Everflame war, and have had to trade with them, reluctantly.
The Urdu Tribes. Many of the tribes of Urdu however have good relationship with Falterra, in exchange for their technological know-how, they are given aid, material and help with the encroaching hordes of Xeng'en immigrants.
Relationships
The Empire of Flaterra is owed much in the way of ancestry and history.
The Etenian League. The Etenian League has taken a neutral, but sympathetic side to the old kingdom during the War of the Everflame, but given their already present internal struggle, they have not helped actively.
The Communard of the Everflame. The people of Falterra and those who have turned to the Everflame have trouble staying connected. Some lowborn, who care not for world politics cannot see the people they had been living with for so long as enemies, however, thanks to the ideals of equality amongst men being spread in the Communard, many have turned devoted to this idea and see the Feudal World as insulting.
The Most Serene Public of Merbot. The Falterrans have had contact with the Merbotian family, the main profiteers of the Everflame war, and have had to trade with them, reluctantly.
The Urdu Tribes. Many of the tribes of Urdu however have good relationship with Falterra, in exchange for their technological know-how, they are given aid, material and help with the encroaching hordes of Xeng'en immigrants.
The Forset
Rethoric. Where those who wish to truly find the Truth, nightmares lay ahead. Formed after The Ultima on Ironside's orders, they have become an all watching eye over Falterra... And sometimes other territories.
Organisation and Training. This shady organisation is formed of intelligent, and inquisitive people of all backgrounds. Little does it matter of their age, their origin or other details, their recruitment is aimed towards only one goal, the Exorcising of the evils of the Miracle. Often chosen by other members, becoming a Forset Initiative (Or Seer) is often a thing one may not refuse. It is not only considered one of the highest honours amongst common men, but also an incredible climb within social ranks They are trained to have a supernatural understanding of reality, seeing beyond, and at the root of reality itself. They are also trained in the usage of high value technologies, some even dabbling in the Arcane or Divine.
Typical Look. Typically wearing silver masks and piercing gazes, you will know when you see one. Or you might not, as espionage is a often used tool by this organisation.
Leaders. The Conclave of Truth is the assembly of expert Forset members, or Real-Observers, that establishes the main guidelines and enemies of the organisation, led by a Master of Truths. The current Master of Truths is one Maria Yvresse, a puritan woman of ideals shaped from stone.
Goals
The goal of the Forset is simple, the Truth and the Absolute Truth, to shield humanity from the non-sensicle horrors of the Miracle
The Forset vary greatly amongst their ranks, as they mostly seek out jobs, and at times, sustenance for their own selves. Answering only to their superiors, and once reaching the rank of Real-Observer, to the King himself, they are free to do much of what they deem fit.
They also typically have judicial immunity and superiority to many, including some members of the military. Pragmatic at their core, they are shrewd, at times ruthless, and at others exaggerated with their dealings, they are feared just as much as they are respected.
Relationships
Foreign Countries. The Forset are often involved in geopolitics, whether that be under the awareness of other countries or not, varies on the mission assigned. Still it is not unusual to find disguised members of the Forset whenever and wherever one might go.
Falterra. Within the Kingdom of Falterra, many think that the Forset are the only organisation with a spine worth anything, as they delve where others might not. Naturally, fear and intimidation is a natural part of their world, their imperiousness only preceding them.
The Mandate of Xeng'en
The Mandate. The Mandate of Xeng'en was a great nation west of the World's Edge Mountains. After its falling to the Pietous Congregation, Elder Wu Hupei and his personal elite of the Threefold Iridescent Spears have taken much effort to secure their people over the periless trek over the mountains.
Ethics. Focused on respect, respect between master and servant, and balance within all aspects of life, the people of Xeng'en possess an undeniably strong focus.The people of Xeng'en have however split into many different groups hosted across many different lands, but it is obvious that many of them wish to join back with their people at some point or another.
Military. There are 2,600 Threefold Iridescent Spears, that have pledged themselves temporarily to many different peoples as payment for hosting their own.
Religion. The people of Xeng'en are strictly lacking in religious worship, believing in ideals within themselves much more than the arbitrators of those ideals, especially after the Ultima showed how brittle these immortal beings seem to be.
Goals
The goals of these shattered people is something simple, survival.
Wu Hupei, however, is moving to reunite the people on a graciously offered island, which is being arranged for by the Merbotian Republic.
Relationships.
International Relationships. Many of the people of Xeng'en are regarded with cautious eye by the people of Word's Edge. Some of them clearly have the mark of the Miracle set upon them, and as such many of those are estranged in some manner.
Merbot. The Merbotians have taken a particular interest in sheltering the people of Xeng'en, even housing Wu Hupei himself.
The Merbotian Republic
The Republic. The Merbotian Republic (Or Respublic Serenissima) is an newly formed institution supported by far-removed foreign powers. Rule in the Republic is kept simple, and surface level, money and influence is power. Law is relative, and maintained through the many unspoken rules and contracts one makes when entering these circles.
Leadership. Doge Porrim Ieracles is an interesting character. This shrewd halfling plays a daily game of intricate manuevering every day with his many moving pieces, and seems to be all the happier doing it. Seeing it as an intellectual challenge this peculiar man has been nothing short of a patron of many circles, whether they be of the arts, political, or of other faucets of society.
High Society. The control of Merbot's highest echelons of society is actually rather closely guarded. Those who wish to achieve a truly high and safe position have to be "vetted", or at least, have to meet certain prerequisites. The mobile strati of society are the middle and lower parts of mercantile trade, where one must use his intelligence to gain higher and higher positions. Of course, the most highest standing members typically have ties to this unknown off-continent country/company.
Cities and Townships. Most cities and ports are run by a local Marchese, abiding to the laws of the Republic at Large and answering to the Concio, a council of elected members.
Politics. Suffrage is inherently tied to one's revenue, votes varying in power based on certain wage-bands.
Military. Merbot often employs military forces for coin, having particular luck with some of the peoples of Yuvalis who have not adhered to the Etenian League. Their force stands at 13,000 Mercenaries and around 4,000 Pavesani, city-protection force that the Merbotian trading company brought from their continent of origin.
Religion. Religion can be freely practiced, so long as it does not bring direct harm to those around a worshipper.
Goals
The Merbotian Republic's Goals have already been met, establish itself in the area of World's Edge. Now it's only goal is to keep expanding, and to make more and more allies.
Relationships
The Republic has kept at least relationships with most groups.
The Communard. They obviously have funded the Communard, and have kept close ties with the country, hypocritically supporting a group that is the direct opposite of their own systems.
Falterra. Falterra has requested many wondrous weapons from Merbot, and they have delivered, for a price.
The Etenian League. The relationship they have with the Etenian League is kept cordial, as making enemies of the biggest traders of the continent is nothing short of self-destructive.
Urdu. However, for as many times as they have tried, the tribes of Urdu fundamentally reject their offers. Diametrically opposed in thought, the Urdu tribes have even resorted to violence in order to kick out double-faced traders.
Xeng'en. It is worth noting however that they have offered many of the people of Xeng'en a place to live in the Starless Archipelago.
The Satrapy of the Golden Serpent
The Satrapy. This foreign invading nation has only recently made its way into World's Edge.
Rulers. The Satrapic rule is maintained by a distant overlord, in true Yuan-Ti fashion, based on strong military power and influence. It's hierarchy, based on one's own shape, the closest one resembles an actual snakelike being, the higher one's rank is.The ruler of this expedition is one Sachchee Shakti, a Yuan-Ti Abomination of considerable wit, and incredible strenght.
Military. The expedition's force is supposedly numbering in the 20,000s of various Yuan-Ti castes.
Goals
Little is known of this nation, over than it wants to expand its already (supposedly) massive rule over the sands of the Frontier.
The Tribes of Urdu
The Tribesmen: The People of the Southern Frontier are a sparse, yet incredibly resourceful population. According to the myriads of different cultural customs, they have mostly kept apart from eachother, however, recently, efforts are being made to finally build something more.
The Tribes often structure themselves in loose hierarchy based in accrued knowledge and age.
**Urhara:**The City of Urhara is the biggest of the cities, housing a collection of tribes, that, given the material brought by the Falterran Empire, manifest their worship to Urdu through their craft.
The current leader of Urhara is Master Artificer Jabalpur Akshani, an extremely old, bit incredibly practiced creator, who, for not entirely known reason, has decided to unite some of the Tribes in order to form a closer connection to Urdu, together.
Ethics: Focused on self-sufficiency, utilitarianism and inherent progression, these people may often come off as rude, or uncouth, but they simply do not consider social standards as something useful to the expansion of the craft.
Military: In total, there are suspected to be about 30,000 capable fighting forces in the Frontier tribes, however, in the City of Urhara, there is a registered force of 10,000 Battle-Creators, who are a decentralised fighting force.
Goals
The Tribes have always had one simple purpose, to serve their God with their craft.
Obviously Artificer Jabalpur has a more complicated goal in mind, using the things afforded to them by foreign powers to build something truly magnificent.
Relationships
Every nation has kept close with atleast some of the Tribes in the Frontier, as they provide an undeniable edge in the ever expanding and progressing world.
Falterra: In particular, the city of Urhar is funded mostly by the Falterran Empire.
The Vampyrs
Society: The Vampire Lords have kept much to themselves, but their success throughout the ages has been undeniable.
The Vampyrlands present a hierarchical society of bloodlines originating from the days of Goethi himself. Servants are usually human slaves or, in some cases, volounteers.
The two nations of Vampirekin vary greatly in their approaches
The Moonbranded: Vampyrnorden, of Count Laviz, is a dreary and bleak land where moonlight glistens and fog covers the sun. The servants of Laviz are slaves taken from the surrounding Falterran settlements, or from wherever Infiltrated vampires can get their hands on.
The Colorbranded: Vampyrsuden however is a land of extravagant taste. Count Nactis, given his attitude, has welcomed many humans who have managed to cross the Corpse Lands in the promise of eventual immortality under Vampirism.
The Undead Forces: The forces of Undead of the Vampires is unknown in number, but most are used in the endless conflict that sparks between the two Vampirelands themselves.
Goals
It's obvious that these Vampires wish to spread their kin far and wide to bring about a new ruling class of the world.
However, Count Nactis' attitude in particular is often whimsical and sudden, to the point that he seems interested in opening up to the greater world, as a regular nation.
Relationships
Vampyrnorden does not wish for diplomacy, however Vampyrsuden has made a couple of deals relating to their neighbours.
Uneasy deals they may be, the power of the Vampires is undeniable, and often well kept as a last resort, rather than an enemy.
The Warhost
Origins: The continent's largest horde took shape about fifty ago, when the slaves of the pens of the Yuvalis City-States banded together. This tightknit group of clever Goblinoids soon began to centralize their power, employing shows of strength and offering membership to their organization as an alternative to elimination.
The Horde grew with alarming speed, infiltrating the underbelly of every major camp.
Society: The Warhost now operates across the northern lands of Yuvalis as a loose network of tribes who run their own local sects. Those who fail to prove their worth receive quiet threats of enslavement or assassination—and the Horde always makes good on its threats.
Training: Members of the Warhost are dedicated to Vengeance against those who have discriminated against them for long. Trained in respective arts of war based on their different races, and their classes also adhering to the races, they are a deadly and organized force.
Military: The Warhosts military force is presumed to be at 100,000 capable warriors. Their forces are spread against the Etenian League and the Communard.
Goals
The Warhost has the goal of hegemony at it's core, their love of Combat, in particular in honour of their now dead God Gruumsch, and against the previous slavers of Eten has given them a clear path.
Some have tried diplomacy, but the mysterious forces at the top of the chain have always refused
Relationships
The Warhost has not had many allies since it's inception, only the Duregar of the Underdark have taken to aiding them, since they also see themselves as oppressed by the Etenian League
CHAPTER 3
CULTURES OF WORLD'S EDGE
Locations of World's Edge
Along the western shores, turbulent ocean currents batter trade ships as they ride the winds toward port cities that shine like diamonds on the verdant coastline. Monstrous behemoths plod across the cracked and blighted barrens of the eastern and northern valley. The desolate northern tundra is a lawless wilderness where power-hungry scavengers hunt for ancient artifacts buried beneath the ice. World's Edge is a vast and varied landscape brimming with possibilities for any adventure.
This chapter presents the various areas of World's Edge, broken into nine major regions: The Starless Archipelago; Western Primus and Eastern Primus, which together form Primus; Juturstaal and The Great Northern Plane, which shape what is known as Yuvalis; and lastly The Lawless Lands and The Machine Desert, which comprise The Frontier. Each section describes the region's important locations.
The Starless Archipelago
Occupying the west and center of the Phoenixian Ocean, the Starless Archipelago is the most varied region of World's Edge. Anywhere from lush tropical islands nearing the south, rocky seaside cliffs and beaches, to temperate and secure locations as the islands near Primus, to even Islands with snapping and bone-chilling cold up in the north and bustling trade routes that traverse the perilous seas.
The Region is ruled by the Most Serene Republic of Merbot, a nation birthed out of one of the biggest, and successful financial moves of the continent's history. This land is known far and wide as a place for lively trade, vibrant art, performance, and excellent food—as well as the indulgence of vice, piracy, and illicit business.
Almost all islands have some form of trading port, however many have been relegated as privately owned lands of influencial politicians, or even vacation spots for those who can afford them.
The major cities that comprise the Starless Archipelago are Waukeen's Wake, Germinal and Paradise City. As any adventurer will attest, all this danger guarantees that travel along the Archipelago is an anxious, thrilling, and profitable experience—if you know where to look.
Bara-Bara
Population: 4,5056 (Mostly Tabaxi)
Government: The settlement is run by portmaster Shadow-over-moon and his personal Feline Guard. Minor power struggles occur with local business leaders.
Commerce: Many supplies are available, in particular, the islanders have a particular interest with anything that is exotic to them: mostly being items from far up north.
Organisations: Aside from scattered shrines, no full temples exist in Bara-Bara. The Trade Guild of The Swiftest has its central headquarters here.
Defence: Beyond the Feline Guard, there is a small volunteer militia of fishers and ex-military locals.
Bara-Bara is a coastal settlement occupying one of the lush islands of the Merbotian Republic south of Primus. Its bustling docks that are filled with foreign ships coming and going at a moment's notice. It is the first major entry port for the Republic coming from south; most trade ships and shipping vessels check in at Bara-Bara to resupply and submit to official inspection before entering any of the coastal ports. However, since Shadow-over-moon seems to lack the interest to become an actual marquis, keeping things de-facto, probably due to some restrictions being put in place when someone covers such a title, it is not technically a self-governing city.
The constantly shifting clientele, who often arrive after many weeks at sea, leads to fruitful and rowdy nights in Bara-Bara's crowded taverns and many entertainment sites.
Germinal
Population: 18,400
Government: The settlement is run by Officer Gradgrind and a plethora of Pavesani.
Commerce: This city exports in bulk, and is not often visited by those seeking luxury, but by those who wish to make big deals with the Republic at the root.
Organisations: The main temple in this city is dedicated to Gond. There are no trade guilds here.
Defence: The Pavesani and some local guard protect this city.
Germinal is a large island that has been completely refurbished, just north of the split of Primus. From coast to coast, it is a wonderous demonstration of an era-to-come, it's wildlife has been eradicated in place for perfected and productive industry-work manufacturing and refining plants. A city truly unique in the entirety of World's Edge, it is large and filled with a buzzing hive of workers. Officer Gradgrind looks over the settlement in an interest to deliver their products to the deadlines they put in place. This is where most of Merbot's high-quantity product is exported from.
There are not many things to see, if one was not interested in the ever growing progress of technology, however entertainment, although scarce, for the locals is still in place.
Paradise City
Population: 3,578 (With a seasonal influx of many more)
Government: The settlement is lead by the Merbotian Family itself, in particular one Scion sent to World's Edge, Miya Merbot.
Commerce: Everything can be bought here, at highly marked-up prices. It is a place of excess.
Organisations: There are "temples" dedicated to Corellon and Waukeen here. There are no real trade guilds, unless one were to count the Merbot Family as one.
Defence: An Elite Guard of Pavesani are trained to be unseen but highly effective, they protect this city.
Paradise City, just north of the coasts of Falterra is the city most well known for its complete and utter luxury afforded to those who can stay here. Most cannot afford to stay here for long, so it is a premiere stop for any who wishes to take some time off from the stresses of life. It's markets are filled with the most wondrous findings of the most distant lands, and it's taverns, brothels, and theatres only display the best of the best. There are no interruptions to this luxury, and many places have been left overgrown in an effort to make the city look as impressive as possible.
Neeb-Lah
Population: 2,360 (Mostly Triton)
Government: The settlement is lead by Elder Master Nubita and the Council of the Neeb-ie.
Commerce: The Triton have a particular craft, the ability to gather the most pristine acquatic materials and transform them into new items, that is their main form of trade.
Organisations: With the sealing of Yahar'Umnistaal, the Neeb-ie have found themselves Godless. They are forbidden to worship him in accord with this distant entity that sent the order to banish him in the first place.
Defence: Most Neeb-ie have been trained in the basics of spearhunting, and the location of this island keeps the population protected.
Neeb-lah lays north of the Starless Archipelago, often visited by the peor of Yuvalis. Most of Neeb-lah is below ground, essentially causing the humanoid populations of the settlement to create stilt-houses in order to house themselves, while using the above ground parts of the settlements for a port and trading hub. Merbot has been of a particular help to the Neeb-ie, funding many of the Triton with specialist tools in the exchange of some luxury material. The Triton, stoic and focused, have found a particular kinship with the populations of the Etenian League, which have been trying to incorporate them for a while.
Due to settlement life being mostly below ground, unless one manages to receive the blessing of a Triton Spellcaster, it is hard to visit anything more than the port.
Sinless
Population: Unknown (Estimate of about 1000)
Government: The settlement is spearheaded by the King of the Maw Barbanera and his Toothy Grins
Defence: The host of Toothy Grin pirates control the seas around this island.
The volcanic rock that forms the jagged cliffs of Darktow Isle, where Sinless is located is wildly varied in height and shape, creating the impression of a massive, toothy maw. The Dragshallow Reefs that surround Darktow Isle have claimed many ships over the years. Their wrecked skeletons have been dragged atop the rocks as an additional barrier to intruders and as a warning to trespassers. After a rebellion of navymen of Falterra, in the wake of the Everflame war, the Toothy Grin, a Pirate Crew lead by Laughing King/King of the Maw Barbanera has caused no shortage of trouble for local traders, however, due to the location being so fortified, and rumors of Barbanera having made a deal with a sea-creature in order to protect Darktow Island, none have dared to come and attack him yet.
Waukeen's Wake
Population: 50,5600 (Varied Mix of races)
Government: The Settlement is run by Marquis Louis Vertàn.
Commerce: This city is the main hub for trade in the entirety of World's Edge. It houses many markets for many different products.
Organisations: There are many scattered temples, the main one belonging to Waukeen.
Defence: The local guard militia, along with a regiment of Pavesani protects this city.
The jewel of the Starless Archipelago, spanning over 6 islands connected together by different sets of bridges, the original Merbotian colony, and the official capital of free trade, Waukeen's Wake is a bustling city filled with music, color, and commerce. The massive port hosts ships from all around the world, creating a mishmash of cultures and trades that mingle to form the society of Waukeen's Wake. Trade routes splinter from all other sides of the city to ensure rapid transport of goods to destinations throughout World's Edge and beyond.
The city's architecture is varied and inconsistent; the inner wards display their own historical roots or lavish opulence, while the outer wards attempt to combat the slum-like atmosphere with cheap, colorful banners and street buskers. The city has a roiling underbelly of crime, murder, and corruption that many say is regrettable but necessary for the city to function.
Western Primus
Along the frost-dappled peaks of the western mountains, the heart of the Falterran Empire is formed by a sprawl of dirt-packed roads, dense forests, and austere townships that fight back the dangerous creatures of the wilderness.
Divided from the Vamyrlands by the mountains of the Einander Ridge, this region is known for its gray skies, fits of cold rain, and occasional snowfall, keeping the feet of the denizens muddy and their crops healthy.
The World's Edge Mountains shield the people from the threats that loom beyond the boundaries of the king's rule, with the Reichimperialer to the west holding firm against the deadly Pietous Hordes.
Home to the mighty imperial capital of Kraal, these fields are the seat of power and commerce for the empire. Diplomats often find themselves traveling to and from Western Primus, while traders and merchants from around the world traverse the long roads in hopes of making their fortunes in the capital city.
Even so, the growing ferocity from beasts and creatures that share this region mingle with the whispers of a recovering criminal element and the escalating tensions with the Communard to create a perpetual air of tension and anxiety.
The main cities of Western Primus are Arcanus, Fort Mars, Kraal and Xersia.
Arcanus
Population: 11,430
Government: The Settlement is lead by Master Retineum Leeman Dedran, and the 12 ither Preceptors of the Death Seekers
Commerce: The city's main export is wizards and arcane artifacts, and magical items
Organisations: The main temples here are dedicate to Deneir and The Conqueror. The Death Seekers have their main seat here.
Defence: The high amount of arcane forces in this city make it an inexpungeable city
A marvel of the Arcane, a city, literally, half-suspended in the sky, it's tall spires an unforgettable setpiece. Nearing the Einander Ridge and it's mountains in the west of Falterra, thus making it not easily accessible to those travelling the country. The city is marked by incredible arcane contraption devices, teleportation circles, and floating carriages.
Anyone that wishes to acquire knowledge, power, or anything more related to the Arcane visits this city.
Forbidden City Aeri Is the floating part of the city, divided in 13 rings, based on the different schools of magic.
Even though many say the Eerie presence of the Miracle hangs in this place, it is a city of progress, where many live in decency, helped unconditionally by the Wizards, who, at a first sight, might appear high and mighty.
It is however known for being incredibly clean, of both unrest and crime, and actually clean in the streets, to an obsessive manner.
Colourfeld
Population: Unknown (Estimate ~5,000 living people)
Government: The Settlement is governed by Count Laviz and his council of The Three Heads, three popular vampire lords that cycle out every 5 years.
Organisations: The Laviz Vampires worship the immortalised Goethi and have a particular admiration towards another Immortalised, Mask, and Kieratosis, which, some suspect Laviz made a personal deal with.
Defence: This city has the might of the Vampire Nobles protecting it, along with some of the mercenary groups which have been bought by Laviz
The city of the Colorbranded, the bombastic and joyous brand of Vampires, who find entertainment in gore, challenge, and reckless abandon, this is a strange city for many reasons. Located in the heart of Vampyrsuden it is a city sometimes visited by reckless merchants, who wish to acquire great deals and interesting partners, or criminals on the run. It is recognised by its many banners and differently colored buildings, along with the constant presence of music, exhibitions, blood and liveliness.
A surprising amount of humans call this place home, anywhere from skilled mercenaries, wizened and young necromancers, all thanks to the openness of the city, if one successfully makes it through the more dreary Deadlands stalked by undead.
It has it's own functioning port, manned by crews of sentient bones and bodies.
Gloomfeld
Population: Unknown
Government: The city is governed by Moon Count Nactis.
The city of the Moonbranded, the powerful and shadowy Vampires, who work as an army for the unmatched power of their lord, Nactis. This city and the surrounding area is marked by the Moonbrand, a powerful magic set in place by Nactis himself which shrouds the area in near permanent moonlight. Located near the Einander Mountains in Vampyrnorden, it is a city barely anyone knows anything about, despite many scouts having tried their hand at getting a further look into this city of dark spires and even darker masters.
Humans, typically gathered after an undead raid in the surrounding areas, are instantly turned into mindless, undead thralls to do their masters bidding.
Fort Mars
Population: 20,300
Government: The city is governed by Feldmareschall Grodek Trakl, with part of it relagated under the command of Master of Truths Maria Yvresse and the Forset.
Commerce: This city's main export is weaponry, and capable fighting men, along with the many metals found across the Words Edge Mountains
Organisations: This city presents the main hold of the Forset, the part of the city colloquially known as Watcher's Perch. This city presents temples to many Gods and Immortalised that watch over soldiers, the main temple being that of Ironside the Immortalised.
Defence: This city is surrounded by the mighty Walls of Iron, a (supposedly) impenetrable curtain over the World's Edge Mountains, already difficult to cross in in of themselves. This is also where the Reichimperialer soldiers operate out of, centrally, making this a highly defended city.
The biggest fort of Falterra, eventually turned into a massive city. Sitting on the World's Edge Mountains to the West, this is the first line of defence against the Congregation, and previously, the powerful Empires of the open fields West.
This city, formed as war veterans were given progressively increasing amounts of lands around the Mountains, eventually kept growing into what it is today.
Everything in this city means war, combat and exhibition of one's power. It is even said that culture in Fort Mars is so different than other city-cultures that many that move here struggle to keep up. Swarming with reserves, and men and women who are capable of holding the sword alike, it is a never-stopping system of highly disciplined cogs. This city is also home to Watcher's Perch, the highest fortified position in the city, symbolically and literally watching over the rest of the Empire. Although seldom in this location, this is also where, supposedly, Maria Yvresse resides. However, this place, as many might know, is little more than an official hold for the sake of it being an official hold. The Forset, decentralised as it is, has little to do in the highly disciplined culture of Fort Mars.
Kraal
Population: 120,450
Government: The city is watched over by King Conrad Kins himself and administrated by Hellian Kins.
Commerce: This city's exports are many: vegetables, grains, and refined goods are some of the major ones. In particular, however, is one prized possession: a metal dug up from under Lake Vestige, Kraalgeld, which never rusts, and is extremely durable.
Organisations: This city presents many temples of all God's worshipped within the Empire, along with seats from many Imperial organisations. The Grand Archivium also finds its place here, meticulously recording every bit of Imperial information available.
Defence: This city presents over 5 thousand stationed Reichimperialer and Kraalsguard combined, and many veterans. Along with its gigantic walls, it is a mighty fortress and city.
The capital of the Empire, and mightiest city if World's Edge, this spectacle of human construction has found its stability after many ages of being torn asunder by different powers and factions.
House of the Grand Archivium, this city's every corner is meticulously watched over and recorded at every change.
The city grows in concentric circles, going from the richest spires of the centre to the immigrant slums, filled with Xeng'enian folk who have been given little in order to survive.
Located in the centre of the Empire, over Lake Vestige, it is a hub for anything Imperial, to be recorded, and exchanged.
Nobles vye and fight for control, and many are said to be corrupt, wishing to escape the ever unflinching eye of the Archivators, wishing to expose their every move.
This city most certainly has an underbelly of crime, death and disorder, however it is made sure to be kept as hidden, or as controlled as it can get.
Xersia
Population: 43,560
Government: This city is governed by High Confessor Maraille Hugo, and the Church of the Xerxes.
Commerce: This city does not have any specialization in trade, but many base goods make their way through here, such as grain, wood, and more.
Organisations: This city is the main stronghold of the Xersian Church, by far the biggest in Falterra in terms of followers and power. Related shrines to other nature Gods are also present here.
Defence: This city is said to be naturally watched over by the stone giant, however, it's defensive limits have yet to be tested.
A strange case, a city born from religion in a secular power structure, this is by far the largest seat of any one religion in World's Edge.
This city, born in the years following the Ultima, was originally a rather large problem for the Empire, built around the Hierarchy of the Church of Xerxes instead of it being government mandated. As it kept growing, the simple faith of Xerxes attracted many more men than the more esoteric faiths of the Empire. It came to a point where the Church of Xerxes had considerable sway and was ordered to be violently repressed. However, due to (admittedly good) military hesitation, the city would eventually be integrated into the Empire while still maintaining it's ecclesiastic system.
Most of the city is inhabited by land workers who have received housing from the Church of Xerxes itself, and live to cultivate the famously rich lands around the city.
Some parts of the city present a symbiotic relationship with nature, as many vines grow up walls, and trees make for homes for groups of so called "cleric-druids", with widely-ranging devotion to Xerxes himself. Of course, it is also a site of pilgrimage for many wishing to visit the centrepiece of the town itself, the Stone Colossus that is Xerxes himself.
Many find this austere place disturbing in some manner of another. Criminals loathe the ever-watching gaze of Xerxes, and less religiously-inclined folk find the complete devotion of the simple folk here to border on fanaticism, be it as harmless as the fanaticism of those worshipping such a peaceful god.
Eastern Primus
In the chilling plains of the east, a powerful flame blows, through a system of disconnected, yet wholly devoted villages and townships, in sprawling tundras and dying trees.
Divided from Western Primus by the area better known as Spell-Valley, a broken set of lands destroyed by the intense usage of Arcana Ultima during the Everflame War, and beset to the far East by the Warhost's scourge, it is a battered yet unrelenting continent.
The region is known for cold summers, and deathly winters. The Karazak Mountain, a lone, but utterly massive peak, covering the ground of entire ranges, stands tall over Lake Shurima, and at its foot is the seat of the Ardenian people.
Home of the Everflame Communard, many aspiring to advance in a more unorthodox way in society find their way here, and, even merchants, reviled by the Common Man, do still find means to live in these lands.
The city of Keritus finds itself as the major settlement of this regione.
The Main cities of Eastern Primus are The City, Keritus and the Hold of Golden Teeth
Hold of Golden Teeth
Population: 14,345
Government: This hold is governed Runeking Urmen Goldtooth
Commerce: This locations main export is Rjunskraaft and precious materials such as Gold or Silver
Organisations: This hold is the historic site of the Rjunguild and of the dwarves of Primus.
Defence: This cities hold is comprised of about two thousand combat capable dwarven warriors who all live within the city.
The place of birth of Rjunskraaft and if tradition is to be believed, the body of Annam the All-Father, Father of all Giants, the Karazak Mountain is a singular place within World's Edge.
Within it, many populations have a home. Most of them are minor, like small populations of Aarakocra or Goliaths, but It is safe to say that the biggest is the Hold, home of the Goldtooth King and his subjects.
Previously the biggest Dwarven Hold on the entire continent, the dwarves have split for the first time ever since the betrayal of the Duregar, long, long time ago. The dwarves of Goldtooth hold, unlike their name may suggest, fully support the Everflame rebellion, as they merely take pride within toil as a race, not as Individuals, unlike the dwarves of the west.
The Hold is a mighty and old construction, hailing from the old dwarven traditions synthesised with the new outlook of the Communard.
King Goldtooth himself is a singular character, known to be kind and understanding, which are attributes not commonly used for dwarves.
Keritus
Population: 63,400
Government: The city is governed by the Sarjev and the People.
Commerce: The city's main export is labour and prime materials, along with agricultural products.
Organisations: This city houses the Everflame itself and the Palace of the Sarjev, along with the barracks of the Flames of Man.
Defence: This city hosts most of the Flames of Man and many Brothers of the Flame to protect it.
The birthing place of the Flame that has forever changed the landscape of thought within Word's Edge is a rapidly expanding and gigantic city of stone and steel.
The city presents itself in a circular manner, and has no physical walls to speak of. Instead, a magical barrier, of unknown origin, shifts as the city expands, providing for excellent protection.
The Flame of the Everflame itself is guarded, and not seen by all, however it is projected onto the city in the long dark months of Eastern Primus, in order to provide light and hope to Keritus.
The Sarjev council works in this city, and when they gather, people flock to the streets to listen and give their own input.
It is safe to say though that a State such as that may not survive with its own resources. As such, some merchants, shunned, but still well treated economically, make an absurd amount of money by investing in the rapidly evolving economics of Keritus.
Many Xeng'enian immigrants have been welcomed here, and treated fairly. It is, after some centres in Merbot, the biggest gathering place of the Xeng'en.
Crime is eradicated, as the Everflame, but more it's devoted citizens, make no show to hide their cruelty against those who do not follow their ideals in a conflicting manner.
The Wyvernfields are just north of the city, holding the main fort of the Flames of Man, the highly capable and experienced force of Wyvern Riders, which, while few in number, are most probably the deadliest fighting force in World's Edge.
Strassa
Population: 9,759
Government: The city is governed by the Special Sarjev of Strassa
Commerce: The main exports are art pieces, glass goods and golems
Organisations: The city holds temples to many Gods of Nature.
Defence: This city hosts a volunteer militia of members of the Floatilla and golems.
Strassa was founded before the Everflame in the center of a bowl-like valley, surrounded by steep hills on all sides. It was intended to be a prison community, but the idea of filling the secluded city with criminals was unpopular among the nobility and aristocracy who thought the location was better suited as a retreat for the high-born.
Sometime between the centennial and bicentennial anniversary of its founding, the rain began. It did not take long for the residents to realize that the constant downpour was not going to abate. Many hypotheses were formed. A permanent portal to the elemental plane of water was one such hypothesis. Another was that the wrath of a storm god had been incurred. A third was that the rain was retribution for some unknown transgression, a curse laid on the city by a vengeful druid. None of these ideas have been confirmed - today the rain is still a mystery.
Some left in the early years, but many stayed, either to build the city up to keep from being totally submerged, or to try to drain the valley. All attempts to divert the water failed, and the lives of many workers were lost. Those who built up the city, however, transformed Strassa into a canal-city. The earliest remnants of the town formed the base of the new buildings and bridges.
After the torrential storms of the first few decades, the rainfall slowed considerably. The water level rises by about a foot per year. The people of Strassa still build higher and higher, leaving more and more abandoned shops, homes, bridges, and bodies beneath their feet.
A shanty town of the city's poorest residents came together, called the Flotilla. The use of paper is not recommended for anyone who needs to transport information outside of their homes. Couriers with glass plates run the streets and canals, each painted with special ink that can only be read when it is dry. Aesthetically, Strassa is dark and angular, with rain slicked walkways edging labyrinthine canals, and thick slabs of black granite lurching upward hundreds of feet into claustrophobic homes, shops, and tenements. The buildings themselves are the lids on countless stone sarcophagi entombed under the rising tide of unfeeling, unthinking, unstoppable water. Rumors of monsters swimming through the canals are popular tavern-fodder and are sometimes used to scare young children.
Temples to water and storm deities are spread throughout the city's districts, water cults occasionally crop up and are often responsible for brief but frequent kidnappings and murders. Shrines to other deities are often tended to by multi-denominational clergy and visiting proselytists.
Attempts by the Council of Ten to stock the canals with freshwater trout and salmon to build a new industry have all failed. The fish all disappear within a matter of weeks, but not due to over-fishing. The cause remains unknown.
Dive Week is an annual competition wherein competitors engage in different water sports for the entertainment of the city and for modest prizes. The week's activities include swimming, high diving (from buildings and bridges), aquatic wrestling, crew, sailing, octopus wrangling, river dolphin racing, and culminating in the shark hunt. The octopi and sharks are magically conjured so they may be easily dismissed to prevent serious injury to any competitor, but the river dolphins are usually owned by their breeders and jockeys. Dive Week draws visitors and athletes from hundreds of miles in all directions every year, and is a huge boon to the Strassan economy.
Lightning and thunder is rare in the city, despite its perpetual rain clouds. Attempting to magically manipulate the weather within Strassa is one sure-fire way to start a torrential storm, as though the clouds were retaliating for magical meddling. Weather-manipulation is therefore forbidden by law, and lightning magic is strongly discouraged.
The city guard maintains a collection of bathyspheres it uses as prison cells. They are sealed from the outside and and raised and lowered to and from the bottom of the city via (magically rust-proof) cable and a winch. Very few prisoners have escaped the bathyspheres, and none of them survived long enough to swim to freedom.
City Of Penance
Population: 5,640
Government: This settlement is lead by the Lady of Pain and the Order of the Penitent Shroud
Commerce: The main exports of this city are it's extremely devoted soldiers, and clergymen.
Organisations: The city holds the largest temple to Illmater and the seat of the Order of the Penitent Shroud
Defence: The Penitent make up this cities main defences
The Order of the Penitent Shroud is a curious one, having formed after the Ultima under the guise of Illmater himself (or so it is said).
According to their Interpretation and supposed vision, Illmater is not so much an everloving and forgiving God of rebirth, but much rather is a Prophet of the uncertain future, wishing for his followers to forever remain in penance so that when the end comes, they will all be spared from The Miracle. Many have considered this vision to almost be co-operative to the greatest enemy known to mankind, but many of the Order will say otherwise if asked, interpreting it as not them cooperating with the Miracle, but with Illmater.
The Lady of Pain, the Orders leader is an equally polarising figure. Noone, safe for a few high ranking Order members, have seen her face, let alone spoken to her. Her every word, however, is carried through script by her servants. It is said she is a powerful prophet who is able to see not only the words of the Gods, but also their true intentions.
Life in the City of Penance and life within the Order is marked by an incredible sense of devotion and willingness to forgive, if the appropriate penance is put in place. Flagellation, Self-crucifiction, Scarring, and burning of one's self are all commonplace here.
They have been curiously not opposed to the Everflame and their ideals, seeing as the Order values personal freedoms, that are allowed under the cost of self-sacrifice. The Soldiers and armed of the Order are said to be some of the most terrifying, even more than the Death Seekers, they are seemingly immune to harm, and regenerating, as they swing their great flanged morningstars across battlefields.
The City
Population: 12,540
Government: The City is run by Herself Merja.
Commerce: The main export of the city is mass produced weaponry and soldiers.
Defence: Almost all Ardenians are trained in the art of combat, and as such are the main form of defence. Along with the ancient constructions of the newly acquired dwarven fort of the Karazak Mountain, it is a difficult endeavour to defeat these people.
The City has always been the home of the Ardenians, and one can only speculate for how long one might've actually existed. But recently, what was once a city made out of wood and rough stone, has now begun to expand into the greatest hold of the old dwarves.
The Utilitarian notions of the Ardenians are what makes this place, special, yet the least special in the continent. Faces are hidden by masks so as to not arouse feeling or sensation. No thing such as alcohol exists. Every child is trained for combat by the age of 8 onwards, and the silence of this place is only broken by a hammer swinging to meet steel. To those who try and find anything other than a sturdy enough weapon and basic foods this place will not accommodate.
Herself, a title given to a leader (Himself if the leader is male) is simply the head of the original Scion of the Ardenian people, the only real recorded history of the populace is just that, heritage. Everything else is forgotten, why would someone need for it, anyhow?
Many Ardenians leave and return after having finished with mercenary work, but some, those who take witness to the greater world, of pleasure, temptation and whatever else lies beyond the stone walls of the Ardenians, they may be tempted to never come back.
Juturstaal
Occupying the northern part of World's Edge is a desert of ice and snow. This landscape of dense, desiccated forests, rolling mountains, and icy tundra is known as Juturstaal, the eastern part of the Yuvalis that encompasses this region as well as the Great Northern Plane. Occupied by the many wild people, who, under the leadership of the Redeemer King have found themselves united, emboldened and civilised. Tucked beyond the edge of the empire's reach, past the shadowed dangers of the dense, frozen foliage, lies the Drow citadel of Russ, which has become the home of many elves who survived the now ancient parting of the Elves and the Drow.
Loedenfields
Population: 16,400 (Mostly Centaur)
Government: The city is governed by Chief Explorator Iomen Seaventure
Commerce: The main export of this city is artifacts and exotic goods.
Organisations: The biggest explorer and adventurer group has their seat here, called the Millionsteps.
Defence: Most Centaurs are highly capable of defending themselves against the creatures of Juturstaal, there is however a garrison put in place, this garrison duty is used as punishment as it restricts movement.
The Centaur people are obsessed with travel, to an extent that is supernatural in nature. This shows in every aspect of their society. Any stationary job is considered hellish and almost all centaur have gone out and explored the wilderness before.
The city's architecture is wide and open, and always full of movement, even though the city is not necessarily too populated.
In their wholehearted dedication to their mother God, Selune, the Centaur have expressed their freedom through discovery, even building one of the most impressive naval fleets, with ships specifically tailored for Centaur build, and have scoured the ends of the earth in search for the new and the exciting.
Iomen, the leader of the Centaur, is a strange fellow, according to many, he is rather aggressive, compared to the regular easy-going Centaur, who is slowly building a crusade against the machine, that which ruins nature.
Mount Avia
Population: 7,560 (Mostly Aarakocra)
Government: Mount Avia is governed by Ahk Shadowing
Commerce: The city's main exports are wild game hides and meat, along with high quality wooden goods.
Defence: The natural height and defenses of Mount Avia and the resilience of the Aarakocra make for a good defense of the city.
The quiet and solitary Aarakocra have had to adapt to the shifting and dangerous world around them.
Sitting amongst one of the highest Mountains of Juturstaal is Mount Avia, a fortified and great nest of the Aarakocra people.
Usually this race would live in sparse communities, but with the destruction of The Miracle thrumming it's way from the Ultima desperate times have called for unity.
The Aarakocra have found a niche in their practice of the Shadow-Arts, making them invaluable spies for the Etenian League (even though the role of spy is frowned upon), and Ahk, leader and eldest of the Aarakocra is the prime example of this evolution. Hardy, old-fashioned yet endlessly flexible, he is a terrifyingly effective assassin and spy.
Roaderim
Population: 27,560 (Mostly Leonin)
Government: The City is the current capital of the League, under Teramis Tuhur.
Commerce: The main export of the city is Urukahara-Grade Equipment, Urukahara is a special type of magic, tied to the Leonin's long history of struggle with the Gods. As such, no other race is capable of recreating such enchantments.
Organisations: The holdings of the Masters of Breath, the main school of Urukahara magic is held in Roaderim.
Defence: Leonin, more than any other race within the League, are the most combat capable, making every single one of them, women and children included, capable warriors.
The history of the Leonin has been a troublesome one. Long ago, they were worshippers of the Gods of Infamy and Plague, making them the twisted and corrupt Scions of the forces of Entropy.
The mutations they had, the pox on their skin eventually turned into postules of blood, exploding and killing several of them. As it turns out, a deal had been struck between the Prince of all Devils, Asmodeus, and this God of Plague, that would involve a sacrifice of worshippers. However, spellcasters of true might were able to preserve their bodies after the betrayal, and use the Rotten Breath: Urukahara in order to extend their life in rebellion against the Gods. As such, they would come to live isolated, in small tribes trying to survive on their own, often mistaken for monsters due to their mutations.
But amidst the rise of the Redeemer King, when he swept over Juturstaal and united the Folk of the North, the Leonin would fight back in distress. But upon bearing witness to their skills, and the strange magic of Urukahara, King Irazak deemed it fit to let them join the League.
The Leonin, now, are often without significant mutation, other than the oldest of them, yet they maintain their solemn skepticism, and mistrust of the Gods. To be weak, is to be pray to those willing to exploit you: that, is the mark of Leonin, Strenght. Their Leader, Tuhur, is a man still bearing the visage of the old Leonin, mutated and empty, yet the mind of a new one. Skeptical, yet hopeful, he wishes to see his people not slog through the swamps of doubt, and advance to a higher state
Russ
Population: Suspected population of circa 64,500
Government: The Settlement is governed by Kiya Aethermire.
Commerce: The main export of this city is slaves and precious underdark materials.
Organisations: The Worshippers of Lolth have their main seat here.
Defence: The Settlement is naturally hard to attack, as only portions of it are not in the underdark.
The Drow have had a complex history. Ever since long ago they split with their elven brothers, due to their split worship of Corellon and Lolth, they have retreated to the Underdark and taken to the worship of the Spider Queen.
The matriarchal, enslaving society of the Drow has changed considerably since then, but the tenants still remain, power above all, and might of the Queen.
How did these people, so fundamentally different than the other members of the League come to join them? In truth, it was due to King Irazak himself, expressing his wish to being the Drow under the fold as a powerful ally. Many, however, suspect that Irazak, in his endless, yet still human wisdom, had made a deal with the Drow. A pragmatic one, in truth, that would result in peace and privileges with the Drow, so long as they received special accomodations.
And this shakey, unknown position of the Drow people has seen the tensions between the populations of the North worsen. Many have visited only the upper levels of Russ, pleasantly maintained for visitors, and some suspect that the deeper levels are where true horror transpires.
Kiya Aethermire is a venomous, charming and incredibly intelligent woman. Unlike her predecessors, she does not pride herself on pure might, as a matter of fact, she Is rather minute, yet she has survived countless scenarios due to her wit.
The Drow populace is a mystery, that many few prying eyes can peer behind.
Zaksitte
Population: 34,560
Government: The city is governed by Seventh son of Kord Jerevan.
Commerce: The main export of this city is the Knowledge of the Aphelion and Coldsteel.
Organisations: The Aphelion, the congregation of the greatest minds of the entire world of Katarran (or at least, the ones the League can get their hands on) is stationed here.
Defence: The advanced technology of Coldsteel defense and arcane, mixed with mechanical knowhow makes this city very hard to siege.
The home of the Goliath has gone through much to advance to what it is now. The place of birth of the Redeemer King, it has expanded to become the biggest city of the north.
But as the world shifts, the Goliaths do not transform into something new, they instead adapt. Maintaining their rituals, and their personality, while shifting to a completely advanced level of technology and civilisations.
Long have they come from barbarities, so long that the Aphelion, the greatest think-tank (perhaps only second to the Sarjev) of World's Edge finds its place here, and provide the League with innumerable successes.
The city is something to admire, unlike many cities of the Empire or Everflame it takes a far bulkier tone, the structures of coldmetal - a renown material of the Goliath people - occupy gigantic spaces and nestle themselves amongst Mountains.
The descendants of the Giants have not forgotten their old Gods, either, maintaining shrines in the hopeful resurrection of Annam, the All-Father.
The Great Northern Plane
The wind-swept, chilling planes of the north are not a forgiving place. Mastodontic predators and selfish creatures take heed in the evolutional arms race that only such a harsh climate can accomodate for. This is the home of goblinkind, and the staging grounds of an old world, long forgotten, and long untouched.
Ohk'Ena
Population: Suspected population of circa 345,000
Government: The Warhost's capital, it is lead by an unknown Goblinoid.
Defence: The settlement's gigantic population is the only real means of defence of the city.
The Warhost is the result of the freeing of the slaves of the Etenian League, and this settlement, which very few have been able to lay their eyes upon, is recorded to be gigantic, and vast in both brutality, and violent behaviour.
As they assemble for battle, the Warhost have their main port here, they have developed to become a raiding force to be frightened of.
Ruins of Illium
The Ruins of Ilium are a strange place. Long have the explorers under the Aphelion tried to reach this place and failed. An incomprehensible strata of constructions and omens left from someone, long ago, make this place an incredible spot for theory-crafting on the true origins of the world. So far, 875 levels have been theorized, however only 189 have so far been "explored" (most of them for a very, very short time). The creatures encountered here, and the artifacts dug out seem to make little sense, ever-shifting with an energy unlike any other.
The Lawless Lands
The Cenerian Planes, or the Lawless Lands, are a testament with how, in the wake of the Miracle, so many debts have been forgotten, and so many people have gone unaccounted. Criminals, cut-throats and thieves ran away here after the persecutions of Ironside, and their kin, living by the ways of their ancestors, have kept to living the fast life, in a fashion that very few times is successful, and often ruinous.
But many more regular folk call this place their home. Recognised by its swamps, gray forests and wide open plains.
Settlements are small, and often wreathed by conflict, with many criminals, vigilantes and the few who try and establish law under Imperial Belief.
Youngwater
Population: 3,450
Government: Youngwater is run by Lady Of The Waters Marie Cannen.
Commerce: The main export of youngwater is special medical salves and concoctions.
Organisations: The Druid Circle of the Waterfront is situated in Youngwater.
Defence: All druids of the Circle have the ability to transform into vicious beasts, making a frontal attack a troublesome affair.
Youngwater is home to the biggest known druid circle, the circle of the Waterfront.
This settlement, finding its place on the second biggest river of world's edge, the river Liya, was initially created after the persecutions and exhile of the druids by Ironside himself, who in his paranoid obsession, estranged any type of magic he deemed potentially dangerous.
The now expanded settlement is home to many families who all nurture their connection to the wild. It is overgrown with nature, and supposedly spanning a massive distance, even though the inhabited centre, that used for trade and communication with other settlements is rather small.
Marie Cannen, the Archdruid of the Waterfront is arguably one of the most capable magic Wielders of the west of World's Edge, and has recently been contacted by the Empire in order to solidify relations, as a way of bridging the harshness that has been presented previously. Few have met her, and few will, but her mystery shrouds her in an air of authority nonetheless.
Dushere
Population: 5,450
Government: The settlement is lead by Preceptor Pius.
Commerce: The main export of Dushere is wheat and other agricultural goods.
Organisations: The Godless Brethren have their seat here.
Defence: The members of the Brethren have built up gradual defenses, along with a hardened sense of sacrifice.
The history and premise of why this settlement exists is simple, to be a shelter to those who society has failed, and who feel left behind by all, Gods included.
This very new settlement, created by Preceptor Pius, is already picking up steam over its short 20 year lifespan, this is thanks to the work of the Godless Brethren, a group lead by Pius which promises brotherhood, and an escape to those who wish to reform under no supervision by mind-controlling agencies.
Pius is a stern man, who takes the Precepts of the Brethren very seriously. Infractions are soon met with exhile, but loyalty and change is rewarded.
The main work of the settlement is agricultural, where hardened criminals, languid widows and penitents of all kinds meet under the sun in a pact of honesty and collective.
The attraction this settlement has picked up however is not all positive, as, for as tough as the Brethren might be, they lack in serious equipment.
Bluthafen
Population: 6,760
Government: The settlement is unofficially governed by Richard Moss
Commerce: The main export of Bluthafen is narcotics and illegal substances.
Organisations: The Many Men, a massive criminal organisation has its strongold here.
Defence: The Many Men are brigands and bandits by profession, making them hardened against assault.
Unlike the reformed men of Dushere, the criminals of Bluthafen have not given up their ways. Many here, actually, have ascended to the ranks of their smaller organisations and been invited to the Many Men, a vicious and highly effective cadre of brigands.
Their families too live in this place, where violence is simply a way of life, and blood-sport the preferred form of entertainment. Some have considered it a self containing prison, but others are weary of the influence of this group.
Richard Moss, leader of the Many Men is a renown, sly and violent man. Known to often take manners into his own hands he has survived through thick and thin and has all the scars and experience to show for it.
Werekin's Lodge
Population: Unknown
Government: The Lodge is governed, or is suspected to be governed by a council of powerful werefolk.
Defence: No attempt has been made to attack the Lodge, but one can only suspect what might happen if someone might attempt to do so.
A phenomenon that could only appear in the Lawless Lands is the Lodge. A congregation of Werekin, of unknown origin and alignment that has slowly gathered over the years.
Shifters, werewolves and other such beings find their home in the Lodge, keeping away from mass societies who view them as monsters and take up arms to destroy them.
They have raided, at times, and made deals, at other times, but their general behaviour remains largely unknown, and many are weary to employ wards against these supernatural once-humans.
The Machine Desert
The endless roiling dunes of the desert of Akshasa have marked the greatest place for advancement in the known world. The presence of Urdu can be felt here, lingering in the dry air as millions of nomads create the most incredible things all in worship of the Great Architect. Ruins of old, creations of new, blend in to create a surreal place, that holds the future to humanity itself.
Permanent settlements are hard to find, and the elusive people of the tribes do not often welcome strangers.
Wahas Maris
Population: 1,560
Government: The moving settlement is lead by Elder Althar Arkawdim
Commerce: The main export of the settlement is technology, they specialise in transport.
Defence: The moving fortress of Wahas has been fitted with defense systems, and the greatest defense of all, movement.
Wahas Maris (Marching Beast in the Urdu Language) is a giant walking fortress, salvaged from an old wreck that the tribe of the Almu have salvaged. This behemoth, taking the shape of what appears to be a long limbed turtle, houses the settlement at the very top.
It is safe to say that the Almu are masters at developing technology regarding all manners of transportation, as they are the inventors of the first patent for flying vessels of small size.
The Almu however are most certainly not the most co-operative of the tribes, very few are allowed on Wahas, and the Almu conduct their deals almost entirely far away from the walker.
Tashkil
Population: Flux between a couple hundred to about 10,000
Government: The settlement is governed by Hadaad Adesan
Commerce: The main export of Tashkil is weapons.
Defence: The Forge is a (literal) powder keg of weapons and men trained to use them. Combine this with the skirmishing tactics of the Urdu, and the settlement becomes a problem to any attacker.
Tashkik (otherwise known as The Forge) is a shared place of worship between the tribes, and the place where most weapons of the Urdu tribes are produced.
It is the place, supposedly, where Urdu first reached out to his children and illuminated them with the gift of technology.
Tribes come and go from here, whenever they are in need of tools or assistance. It is in all forms a place of complete neutrality, and Hadaad, the current Forgemaster, is one of the many Forfemasters who have maintained this place one of the most mysterious yet intriguing of the Machine Desert.
It presents itself as a gigantic factory, with many moving and rearranging parts. The Forge is very often shown, or visited by outsiders.
Urhara
Population: 12,340
Government: The city is governed by Master Artificer Jabalpur Akshani
Commerce: The main export of Urhara is affordable technology.
Defence: The city, while only recently built, already possesses a plethora of defense mechanisms, Urdu made.
The new project of Master Akshani is the unification of the smallest of tribes into one powerful force.
This new enterprise, only having started within the last 10 years has ready encountered large success, as various foreigners invest in this idea, considering that the Urdu tribesmen are already hard enough to make deals with, having them gathered together under a more open-minded leader would surely make for massive profits on both ends.
As the city slowly expands into a true symbol of worship to Urdu, giant metal fabrications and fumes cover the sand-swept city.
It is said, however, that this city has bred something entirely unforseen of the Urdu tribes, criminality. Some suspect that this is merely a result of some Urdu Tribesmen to slowly becoming more "colonized" by their investors of mercantile persuasion.
Jabalpur is a controversial figure, as this project, according to some elders, goes against many of Urdu's fundamental laws.