Archives: The Strength of Empires
Xcotl
Description: A large city-state inland along a river in flat plains, Xcotl is ruled by a magocracy steeped to the bone in the blasphemous lore of Necromancy. Though not built high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist. Now subservient to the Midnight Empire, her wealth and people are recovering following a great battle which decided her status as a vassal of the Lord of the Earth
Settlements:
Xcotl | Population: 5 - 4 Peasants, 1 Artisan | Military: Grade 1 - Militia | Public Order: 3 | Resources: Great Wolves, Native Copper, Oak, Gold | Bonus Food: 6 | Danger: 3
Government District - School, Archives
Military District - Barracks
Agricultural District: Irrigated Farm, Irrigated Farm, Farm, Farm
Agricultural District: Farm, Farm, Farm
Mining District: Mine (Gold)
Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Advancements: Ant-Hound Comprehension, Social Contract, Tame Ant-Hounds
Domestic Crops: Maize, Apples, Wheat
Explored:
North: [Plains (Giant Elk, Apple Trees, Blackstone)
Northeast [Desert: Giant Sand Worms, Spice, Obsidian]
East: Ancestor Region [Arid (Cassiterite, Dust-Bulls, Great Wolves, Psarmelon, Sandwalkers, Purple Crystals)]
South East: [Arid: Giant Ground Squirrel, Flowering Cacti, Stout-horn deer]
South (Plains): Wheat, Antelope, Salt
Northwest [Plains (River): Beavers, Edible Grasses, Cotton, Rubies - The Kingdom of Fergdal]
East of East: Arid [Maize , Silver, Ant-Hounds]
Northwest of Northwest [Tundra: Pine, Elk, Oysters, Dye-Snails - The Great Zhou Imperium]
West of Northwest of Northwest [Shallow Seas: Armor-Whales, Obsidian, Redkelp]
North of Northwest of Northwest [Tundra (River): Salmon, Clear Crystals, Hematite - The Great Zhou Imperium]
Hvasskyn - Stalheim Hierarchy
Description: A boisterous city-state located on a large watercourse, the Great River, near the Endless Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north. Tarasheim, a new settlement, lays just northwest. Cadmus, once a proud independent state, lays far across the northern seas, but is now joined to the Hierarchy - her sister city of Nightstone is just north of Brightcliff across a great bay. Notable for the reach of her military, and her resistance to the Midnight Empire.
Settlements:
Kharbarinth | Population: 10 - 1 Scholars, 5 Artisans, 3 Peasants, 1 Serf | Military: 5 - Regulars | Public Order: 3 | Resources: Copper, Salt, Medicinal Herbs, Cattle, Crystal Trees, Apple Trees, Cotton | Ley-Lines Mapped | Bonus Food: 12 | Danger: 0 | 1 Large Army (Bloodsilver Weapons, Bloodsilver Armor, Mounted), 1 Medium Squadron (Triremes)
Government District - Governor's Palace, School, Archives | Grand Wall
Housing District
Fortress District (Unique) - Mosaic of Time (+5 Growth) | Grand Wall (+50% Bonus)
Industrial District - 2 Blast Furnace, 2 Artisan's Quarters | Grand Wall
Industrial District - 1 Blast Furnace, Gateway (Tier III), Market, Artisan Quarters | Grand Wall
Industrial District
Military District - Smithy, Barracks | Grand Wall
Academy District (Unique) - The White Academy | Grand Wall
Agricultural District - 4 Irrigated Farms
Agricultural District - 4 Irrigated Farms
Mining District - 3 Mines (Copper), Quarry
Mining District - Mine (Copper)
Forestry District - 1 Managed Forest
Harbor District - Shipyard, Trading Port
Steelsworn | Population: 6 - 1 Scholar, 2 Peasants, 2 Artisans, 1 Serfs | Public Order: 6 | Resources: Meteoric Iron, Cotton, Wheat | Bonus Food: 8 | Danger: 0
Government District - School | Grand Wall
Industrial District - Blast Furnace, 3 Artisan Quarters | Grand Wall
Industrial District - Market
Agricultural District - Irrigated Farm, Farm
Mining District - Mine (Meteoric Iron), Quarry
Forestry District - Timber Camp
Rivermouth | Population: 5 - 1 Scholar, 2 Peasant, 1 Artisan, 1 Serf | Public Order: 4 | Resources: Silver Fish, Amber, Rice, Cotton | Bonus Food: 9 | Danger: 0
Government District - Public Square, School | Cracked Stone Wall
Housing District | Cracked Stone Wall
Agricultural District - 2 Irrigated Farm, Plantation (Cotton)
Industrial District - 2 Artisan's Quarters | Cracked Stone Wall
Industrial District
Forestry District - Managed Forest
Brightcliff | Population: 5 - 1 Artisan, 3 Peasants, 1 Serf | Public Order: 5 | Resources: Bloodsilver, Shimmerstone, Chickens | Bonus Food: 9 | Danger: 0
Government District - Public Square | High Stone Wall
Housing District
Industrial District - Blast Furnace, 3 Artisan Quarters | High Stone Wall
Industrial District - Market
Agricultural District - 2 Irrigated Farms
Mining District - 2 Mines (Bloodsilver), 1 Mine (Shimmerstone), Quarry
Forestry District - Timber Camp
Tarasheim | Population: 3 - 1 Artisan, 1 Serf, 1 Peasant | Public Order: 1 | Resources: Sheep, Coal, Crystal Trees, Cotton | Bonus Food: 9 | Danger: 0 | 24 Riches
Government District
Industrial District - Artisan Quarters
Agricultural District
Mining District - Mine (Coal)
Cadmus | Population: 5 - 1 Scholar, 2 Artisans, 2 Peasant | Public Order: 5 | Resources: Wheat, Blackshells, Fish, Marble, Cotton | Bonus Food: 8 | Danger: 1 | 1 Medium Army (Bloodsilver Weapons, Bloodsilver Armor)
Government District - Public Square, School, Temple of Itempas (+2 Growth, +Health) | Grand Wall
Industrial District - Earthpyre, Artisan's Quarters, Gateway, Market | Grand Wall
Industrial District
Housing District | Grand Wall
Agricultural District - 3 Irrigated Farms, 1 Plantation (Cotton)
Mining District - 2 Quarries
Nightstone | Population: 3 - 1 Peasant, 1 Artisan, 1 Serf | Public Order: 2 | Resources: Greatshells, Seabirds, Blackstone, Grapes, Cotton | Bonus Food: 9 | Danger: 0 | 22 Riches
Government District - Public Square | High Stone Wall
Industrial District - Artisan Quarters, Artisan Quarters, Market | High Stone Wall
Agricultural District - 2 Farms, 1 Plantation (Cotton)
Mining District - 2 Quarries
Details:
Arcana: Rune of Wellness, Rune of Preservation, Rune of Protection, Rune of Strength, Rune of Shielding. Healing Hands. Tempered Chronos, Quickening. Ley Sight, Geolocus Travel. Geolocus Strengthening, Geolocus Healing. Dao of Structure, Dao of Regeneration, Dao of Resilience. School of Blood Magic, Raise Dead, Sacrificial Rites, Slaughter of Storms, Arcane Refining
Technologies: Enhanced Smithing, Enhanced Smelting, Advanced Smelting, Bronzeworking, Ironworking, Blackstone Comprehension, Floatstone Comprehension, Shimmerstone Comprehension, Bloodsilver Comprehension, Starmetal Comprehension, Social Contract, Horse Domestication, Cow Domestication, Shipbuilding, The Saddle, Arboriculture, Enhanced Construction, Food Preservation
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees, Apples
The Honori People
Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their city once had a mighty wall, but was laid low by the Midnight Horde. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.
Settlements:
Mara | Population: 5 - 1 Scholar, 2 Artisan, 2 Peasants | Military: 1 - Militia | Public Order: 5 | Bonus Food: 7 | Danger: 3 | Resources: Agave, Maize, Fire Snakes, Sand Striders, Cactus, Tin | 17 Riches
Government District - Governor's Palace
Housing District
Military District - Barracks
Agricultural District - 2 Irrigated Farms
Divera | Population - 1 Peasant | Public Order: -1 | Bonus Food: 1 | Danger: 1 | Resources: Copper, Rock Rabbits, Leopards | 0 Riches
Government District
Agricultural District
Details:
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Technologies: The Saddle, Domesticated Camels, Bronzeworking
Domestic Crops: Agave, Maize, Wheat
Explored:
East [Mountains (River): Llama, Maize, Condor]
North [Mountains (River): Rock Rabbits, Leopards, Copper]
Northeast [Mountains: Cedars, Obsidian, Blueberries]
West [Desert: Camels, Opals, Giant Scorpions]
Southeast [Plains (River): Galena, Glowwood, Oak]
South [Desert (River): Crocodiles, Goats, Maize, Gold]
Southwest [Desert: Camels, Copper, Bitumen]
Northwest [Temperate: Deer, Coal, Dodos]
South of South [Desert (River): Cacti, Pitcher Plants, Lions]
West of West [Desert (River): Papyrus, Hematite, Giant Winged Serpents]
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)
N of N of N of N: Mountains (Ita Settlement)
The Great Zhou Imperium
Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for their Cold War with the Wastelanders and the Midnight Empire, having formally rebelled, but never seen a decisive engagement.
Settlements:
Zhou | Population: 6 - 1 Scholar, 3 Peasants, 2 Artisan | Military: 0 - Tribal Warriors | Public Order: 8 | Resources: Pine, Elk, Oysters, Dye-Snails | Bonus Food: 5 | Danger: 0 | Medium Army (Iron Weapons), Small Squadron (Galleys)
Government District - School | Palisade
Industrial District - Foundry, 2 Artisan's Quarters | Palisade
Agricultural District - 2 Irrigated Farms
Forestry District - 3 Timber Camp
Huisu | Population: 3 - 3 Peasants | Public Order: 2 | Resources: Clear Crystal, Salmon, Hematite | Bonus Food: 4 | Danger: 0 | 4 Riches
Government District
Housing District
Agricultural District - Irrigated Farm
Mining District - 3 Mine (Hematite), Quarry
Shoval | Population: 1 - 1 Peasant | Public Order: -2 | Resources: Horses, Gazelle, Wheat, Pear Trees | Bonus Food: 5 | Danger: 0 | 0 Riches
Government District - School | Palisade
Agricultural District - Irrigated Farm, 1 Farm
Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience, Dao of Structure, Dao of Regeneration.
Technologies: Enhanced Smelting, Ironworking, Machinery, Siege Equipment, Social Contract
Domestic Crops: Winter Wheat
The Kingdom of Aled Aederyn
Description: A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.
Settlements:
Dol Aelyd | Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 0 - Tribal Warriors | Public Order: 7 | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Bonus Food: 5 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Housing District
Industrial District - Artisan Quarters, Market
Agricultural District - Farm
Dol Angren | Population: 2 - 2 Peasant | Public Order: 5 | Resources: Cattle, Barley, Blackberries | Bonus Food: 7 | Danger: 0
Government District
Docks District - Trade Port
Dol Caelin | Population: 2 - 1 Artisan, 1 Peasant | Public Order: 5 | Resources: Gold, Snowberries, Giant Firs | Bonus Food: 5 | Danger: 0
Government District
Dol Blathanna | Population: 2 - 2 Peasants | Public Order: 5 | Resources: Downy Deer, Oxen, Marble | Bonus Food: 6 | Danger: 0
Government District
Agricultural District - Farm
Details:
Technologies: Shipbuilding
Domestic Crops: Barley, Sweetplums
Explored
North [Mountains: Gold, Snow-Cherries, Yeti]
East [Arid (Twin Rivers): Silver, Date Trees, Lions, Hezia]
West [Plains (River): Rocs, Pear Trees, Gazelles]
South [Plains (Coastal): Cattle, Barley, Blackberries]
Southwest [Plains (Coastal): Hops, Tomatoes, Wild Dogs]
Northwest [Mountains: Gold, Snowberries, Giant Firs]
The Many Mothers of Fastaqui
Description: A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washed up in their delta from the endless ocean. Behind their high walls, they live secure and proud.
Settlements:
Fastaqui | Population: 5 - 1 Scholars, 1 Artisan, 3 Peasants | Military: 2 - Conscripts | Public Order: 7 | Resources: Amber, Quinoa, Copper, Granite | Bonus Food: 2 | Danger: 0 | 1 Small Army (Bronze Weapons)
Government District - School | High Stone Wall
Military District - Barracks, Smithy | High Stone Wall
Housing District | High Stone Wall
Industrial District - 2 Foundries, Artisan's Quarters | High Stone Wall
Agricultural District - Irrigated Farm, Irrigated Farm, 1 Farm
Mining District - Quarry, Mine (Copper)
Harbor District - Fishing Docks, Fishing Docks, Fishing Docks, Trading Port
Karowa | Population: 2 - 1 Scholar, 1 Peasant | Public Order: 0 | Resources: Lead, Goats, Cassiterite | Bonus Food: 1 | Danger: 0
Government District
Details:
Arcana: Slaughter of Storms, School of Runesmithing, Rune of Shielding.
Advancements: Social Contract, Camel Domestication, Bronzeworking
Domestic Crops: Quinoa, Apples
Explored:
0,-1 [Desert (River): Papyrus, Quartz, Desert Vegetables]
0,-2 [Mountains (Arid): Lead, Goats, Cassiterite]
1,0 [Temperate (River, Coast): Shimmerstone, Copper, Medicinal Herbs]
1,-1 [Temperate: Deer, Apples, Gourds]
-1,-1 [Desert (River): Myrrh, Tin, Ant Lions]
-1,0 [Desert (Arid): Scrub-Brush, Saguaro, Camels]
-2,0 [Desert (Underground Forest, Oil, Desert Lichens)]
Nekhen Kingdom
Description: The jewel in the desert, the Aslani Kingdom, sits in the farthest deserts of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led. Near the coast, west of the homeland, stands the port-city of Arshak, and to the south is the small settlement of Isin.
Settlements:
Khasut: Population: 4 - 1 Scholar, 2 Artisans, 1 Peasants | Military: 1 - Militia | Public Order: 5 | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | Bonus Food: 3 | Danger: 1 | Small Army (Undead)
Government District | Cracked Stone Wall
Military District - Barracks | Cracked Stone Wall
Industrial District - Artisan Quarters
Agricultural District - Irrigated Farm
Arshak: Population: 1 - 1 Peasant | Public Order: 1 | Resources: Amethysts, Salt, Saltwater Crocodiles | Bonus Food: 2 | Danger: 1
Government District
Mining District - Mine (Amethysts), Quarry
Agricultural District
Isin: Population: 2 - 2 Peasant | Public Order: 1 | Resources: Gourds, Rhinoceros, Giant Shade Trees | Bonus Food: 4 | Danger: 1
Government District
Forestry District - Timber Camp
Agricultural District - Farm
Details:
Advancements: Bronzeworking, Domesticated Aurochs, Social Contract
Arcana: Star-Sigil of Birth, Star-Child Constellation
Domestic Crops: Wadj Reed, Wheat
Explored:
[2,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Purple Berries, White-Silver Metal, Wadj Reed]
The House of Armasht
Description: Fire-worshiping former nomads of the plains, the folk of the Armasht have now come together to build a great temple-city on the shores of the sea, protected by sturdy walls and men of great valor.
Settlements:
Armasht: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 7 | Resources: Cedars, Wheat, Sheep, Pear Trees | Bonus Food: 4 | Danger: 0
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm, Farm, Farm, Farm
Docks District - Fishing Docks, Fishing Docks
Details:
Advancements: Bronzeworking, Shipbuilding, Machinery
Arcana: None
Domestic Crops: Wheat
Karath Kartulum
Description: A venerable Triarchy, a government built in a myth and a common descent. The Three Kings sit on the shore of the Tap River, living humble lives full of plenty, but the needs of the City are many, and harder each season to satisfy within the lands of their ancestors.
Settlements:
Karath Kartulum: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 5 | Resources: Maize, Flax, Cassiterite, Salt | Bonus Food: 4 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm, Farm
Mining District - Mine (Cassiterite)
Details:
Advancements: Bronzeworking, Social Contract, Cattle Domestication
Arcana: None
Domestic Crops: Maize
The Arameri Dominion
Description: The descendants of the vanished Magnum Opus, the Arameri are the proud Chosen of Auri-Al. Their city of Myth Allanor rests on a lush island in the far west. Here the Elves live in insolation, their Dominion removed from the wars wrought by the Midnight Horde in the east. The Elves are unique for no longer being human and they are gifted with a dramatically increased lifespan and an affinity for the arcane arts.
Settlements:
Myth Allanor: Population: 4 - 1 Scholar, 1 Artisan, 2 Peasants | Military: 0 - Tribal Warriors | Public Order: 8 | Resources: Whitesilver, Breadfruit, Sheep | Bonus Food: 10 | Danger: 0
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters
Agricultural District - Farm, Irrigated Farm
Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Advancements: Ant-Hound Comprehension, Social Contract, Tame Ant-Hounds, Elvish Heritage, Sheep Comprehension
Domestic Crops: Maize, Apples, Wheat
The Folk of Orleans
Description: Sojourners from decadence, staunch allies of the Midnight Empire, the desert-dwelling folk of Orleans worship the mysterious Loa, and the mighty Sandworm that follows their will. Hardy, hard-bitten, and distrustful of outsiders, they nonetheless are known as great traders and merchants, their city in the sand guarded by the tamed beasts many men believe to be myths.
Settlements:
Loasoon: Population: 3 - 1 Scholar, 1 Artisan, 1 Slaves | Military: 1 - Militia | Public Order: 11 | Resources: Obsidian, Sandworms, Spice | Bonus Food: 2 | Danger: 5
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters, Market | Cracked Stone Wall
Agricultural District - Farm
Details:
Advancements: Bronzeworking, Social Contract, Sandworm Comprehension, Sandworm Domestication, Chariotry
Arcana: Loa Shrines, Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire, Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals, Healing Light, School of Runesmithing, Method of Intensity, Method of Externality, Method of Reshaping, Method of Channelling.
Domestic Crops: None
Scith
Description: A union of prosperous cities, destroyed or annexed into the might of Akkan by a legendary leader, Aksu Odorr. Now all men are ruled by the Bronze Condordant, and the Aksus seek advancement and security for their people.
Settlements:
Akkan: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 5 | Resources: Native Copper, Rice, Oak, Galena | Bonus Food: 3 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm, Farm
Mining District - Mine (Native Copper), Mine (Galena)
Details:
Advancements: Bronzeworking, Social Contract
Arcana: None
Domestic Crops: Rice
Tevinter Imperium
Description: A mighty Magocracy, standing bestride the edge of the world. The Imperium, ruled by the Archons with the aid of their skilled fire mages, prospers and thrives under the light of an order which values arcane talent highly, and blood magic tolerably.
Settlements:
Karath Kartulum: Population: 3 - 1 Scholar, 1 Artisan, 1 Peasant | Military: 1 - Militia | Public Order: 5 | Resources: Bloodsilver, Granite, Ice-Iron, Silver | Bonus Food: 0 | Danger: 0 | 10 Riches
Government District | Cracked Stone Wall
Industrial District - Artisan Quarters | Cracked Stone Wall
Agricultural District - Farm
Mining District - Mine (Silver)
Details:
Advancements: None
Arcana: School of Sunstrength, Sunfire, School of Blood Magic, Red Caress
Domestic Crops: None
Non-Player Civilizations
The Wastelanders
Denizens of the frozen north, east and in the cold tundra farther than even the Zhou live, the Wastelanders worship a god of ice and snow and raid down into the fertile lands of the Zhou, Fergal, and Xcotl upon occasion. Those few traders who venture to their wild encampment say the wild warriors are few in number and live in primitive hide tents, but their keen bronze arms and militant nature have made them a worthy foe for any they come against despite their relative lack of civilization.
Population: 4 - 1 Artisan, 3 Peasants | Military Strength: Moderate
Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards on watch.
Population: 5 - 2 Artisans, 3 Peasants | Military Strength: Moderate
Gergan
A small settlement of trappers, tanners, and jewlers, Gergan, or the Palinate as her folk prefer to call her, is a thriving but labor-poor city. Notable for the slaves that walk her streets, forced there by strict laws about class and wealth, Gergan lies north around the Spine Mountains from the Serin lands, and is protected by a sturdy wooden palisade. Her military is small but remarkably professional, and supplemented by slave-soldiers give the chance to win their freedom in the fires of war. They trade in many opulent goods, particularly northern emeralds, and are known for their Gem-Sorcerers.
Population: 7 - 1 Scholar, 2 Artisans, 4 Peasants | Military Strength: Strong
Maelon
An isolated settlement, high in what they call the Mother Mountains, the Maelon are a hardy but suspicious folk, slow to trust and primitive, but doughty. Their homes are hewn from the mountainside, and though they are not many in number, their skill with stonework and masonry far surpasses that of most lowlanders. Located many leagues from their only trade partners, the Serin people in the far east, their graven goods of wood and rock are much in demand, and their warriors look down on intermittent trading caravans with hard eyes- but, so far, the gates of the mountain fastness have always remained open, under the Great Spirit.
Population: 4 - 1 Scholar, 1 Artisan, 2 Peasant | Military Strength: Weak
Saladonia
The last settlement of the Saelings, this modest city-state is located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, their outskirts defended by a stout wooden palisade. Though some districts are still marked by the fire of a riots that swept the city after a great plague, the worst scars of that distant turmoil are long since healed. A revolution has swept the city in recent years, however; ousting its vaunted Lord-Imperator in favor of a rough and ready Soldier's Council. A vassal now of the Men of the Bloodright, this once-proud home of oath-bound Imperators has been reduced to bartering its children for safety - and suffers the indignity of a Midnight garrison with poorly concealed ire.
Population: 5 - 1 Scholar, 1 Artisan, 3 Peasants | Military Strength: Moderate
Organizations
The Saladonian Marchers
Description: The Saladonian Marchers are expelled loyalists of the old regime of Saladon, driven forth in the wake of the military coup that deposed the Imperators and sent their followers fleeing seeking to cling to the new ways of their leaders. They have ranged far afield from their former homes, developing wild ways of surviving where others have faltered, adopting nomadic lifestyles like those of their former masters in the Horde.
Horde: Population: 2 - 1 Scholar, 1 Artisan | Military Expertise: 2 - Conscripts | Small Army (Copper Weapons)
Scientific Corps: +1 Science per Year base
Details:
Technologies: Chariotry, Bronzeworking, Domesticated Sheep
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding
Memories
Cadmus
Description: There was once a dream that was Cadmus. A large city-state once sited along the coast of the Western Ocean, Cadmus was a place of great monumental architecture and enlightenment but considerable poverty. Ruled wisely, and noted for its fertile hillside farms on the cliffs above the white marble that was emblematic of its city-scape, Cadmus was nonetheless troubled in her ascent from a tribe by not only drastic overpopulation and the strife that went with that age of disorder, but was struck by an immense storm and tidal wave many generations ago, a disaster from which she was slow to recover. Once she held a small settlement to the southeast, but after a period of stagnation and social strife she was conquered by soldiers from the Stalheim Hierarchy in the year 355, bringing an end to the Republic and People of Cadmus.
The Chosen of Neferkara
Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are an arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani. After many generations of life in the safety of Saladonia, aiding those people and surviving the depredations of the Midnight Horde, the leadership of the Chosen led their followers east, seizing the undefended Serrin city of Sarfuth. After a climatic battle accompanied by a fell ritual, the Chosen were no more, slain in combat by soldiers from the south or their lives consumed by the reawakening of their former master, the Liche-Priest Neferkara. Only some dozens survived, fleeing north into the Spine Mountains, where they were seen no more.