KINGDOMS OF FENMIRE
Leader: Banshee, the Willow
Population: unknown
Governmental Structure: formerly, a Federation of Kingdom states.
The songsmiths would tell ballads of what was before. Of when the lands now known as the Kingdoms of Fenmire, were filled with all of the peoples that stretch across Archaea. All of the kin coexisted in a world that was balanced. The art was more beautiful, the buildings were more expansive, the liquor was better, and the grass was so green that it would blind you. What could be better than this world we live in today? All songs point to the Kingdoms of Fenmire having been that utopia. That is until the Empire of the Sun attempted an invasion a century ago. When the first Kingdom’s regent died, the land itself rebelled as an ancient pact was broken and the Banshee was awakened.
For those who live in the hellish lands today the Banshee and her slavish monstrosities do not discern between the descendants of the Kingdoms, the Empire or any other land. They only see those who are living, and those who are dead - and the spark of life is all that they sate their hunger with.
Incorruptibles
Trait: Blood Rot
Known as the Incorruptible, these people are those who skulked and survived within the Kingdoms. When other more reasonable people fled, this miserable lot stayed long enough to learn to survive in the conditions brought on by the Banshee. Some say their light is burnt so low that the dead do not even crave them. However, when the Incorruptible do find themselves in the unenviable position of facing down the Banshee’s minions they are said to be the first to throw themselves into the fray.
Muck Walkers
Trait: Hidden Cache
Finding safe places within Fenmire is nearly impossible, but the Muck Walkers have managed to navigate the swamp lands and create safe pathways beneath the Banshee's gaze and away from her minions' clutches. Whether it is to move goods, people or things more nefarious the Muck Walkers are the ones to talk to before heading through the Fen.