Agnon sits on the ruins of old settlements that were destroyed in the calamity, some of the older ruins perhaps predating it. As such, it has retained some of the better infrastructure such as paved roads, rudimentary plumbing for the higher classes, and some basic walls to defend the city during the night.
As a city-state, Agnon has a region of land around it that it has sovereignty over. This land produces much of the raw resources to be later refined into products and exports by the artisans of the city. Ores, lumber, fish, and grains are the primary yields of the land. Small villages are usually inhabited by serfs, unprotected save for some sparse volunteer militia. They often fall subject to pillaging by attackers or annihilation by monsters.
The actual inhabitants of the main city are primarily artisans or influential figures. These are often the people that own the surrounding land and have a vote during the democratic elections of the parliamentary. The stores here are more aimed towards consumers that can afford to buy the finished products, such as bakers, blacksmiths, and other craftsmen. Although there is a plentiful population of slaves, indentured servants, and other workers who perform construction and maintenance tasks.
The government of Agnon focuses primarily on its judicial and executive duties. The city foregoes formal jailing systems, and consequentially there is no real distinction between civil and criminal courts. Here laws focus primarily on retributive or reparation justice; if a man is convicted of murder, they will usually have two options: they can pay an assigned fee and become an indentured servant to the victim’s family, or be executed by the hands of the law. Property disputes are settled in black and white, and often result in one party empty-handed.
Religion appears more superstitious than organized, focusing on the Agnon Pantheon with some slight discrimination on other pantheons. There are shrines, temples, holidays, and clergy, but very few of them actually expect public participation on a large scale. Agnon Clergy generally keep to themselves but perform public rituals. The average Agnene is expected to have their own personal shrine in their home, usually dedicated to one or more of their preferred gods. Some gods are exclusive to certain households, and generally act like mascots of a sort.
Tartaruga has not had an easy existence. First established in the far north nearly a hundred years ago in 148 🜄-1, it became a split between Agnon and a clan that decided to make their own way in the world of Morgath. However their luck was pitiful, as shortly after their establishment and finalization of their construction, several large monster nests were revealed to be nearby. This proximity with monsters had created a need for protection, as such Tartaruga became a much more defended and xenophobic city. Their architects built massive stone buildings suspended above the proximity of monster attacks while the citizens of Tartaruga began to implement combat and survival training from a young age.
As such, Tartaruga has been a spawn of many formidable warriors of great martial prowess, leading to many different forms of combat sprouting from Tartaruga. Their need to defend from monsters also brought in a skilled hunter caste called “Marshals” into their midst.
Originally known as the Clan of the Dragon Turtle, Tartaruga’s split from Agnon left its leadership bitter. It has only had two kings in its brief history, both men have been assassinated, with the most recent one being in 241🜄-1; merely a year ago. Unfortunately, their militaristic nature has turned the city into a volatile mess of factions and alliances all seeking to claim the currently empty throne, as their somewhat underwhelming senate tries to pick up the pieces.
Tartaric hatred of monsters also carries over in their treatment of other races. On top of being xenophobic and a reclusive people, many of them carry resentment towards monstrous looking or seemingly monstrous races. A resentment which can lead to unprovoked lynches. Most Tartariots have lost friends and families in monster attacks, as they cannot farm and gather resources in their stone halls. As such, Tartaruga has expansive forested lands that they use for their resource needs, often warranting unprotected settlements under their control to be located in the region. Tartaruga also has a trend of bullying smaller sovereign states and settlements, plundering and extorting them.
Because of their history with Agnon, their religious practices and justice works very similarly. Although Tartaruga justice often hinges on bodily harm reparations rather than repayment. Their sense of spirituality is also somewhat estranged, with festivals being rare, but superstitions in surplus; often being related to their xenophobia or fear of monsters.
Sudal is the most reclusive and somewhat wild of all the known city-states. It was founded at roughly the same time that Agnon was, but by an independent group of elves that preferred to embrace the overgrown and wild landscape. Sudal is the most unique of the three major settlements, originating from an isolated group and developing independently led to some stranger customs and practices as well as an entirely new pantheon.
Sudal itself was established in the ruins of a citadel located on a rough cliff in the midst of a modest jungle. Its position doesn’t lend itself well to expansion, so its population and sovereign region is limited. Due to its isolation, Sudal has taken to using magic to help fuel their self sufficiency, and boasts one of the major theaters of learning magecraft, although their reclusive location makes them undesirable for the more practical spellcasters. This has also led them to have fairly luxurious living conditions as well, with very little waste and trash, as well as working plumbing.
Sudal also has a larger connection to their spiritual side, often worshiping a mix between their pantheon and the more primordial fey courts due to their connection with the land around them; which has remains untouched.
The Sudal government is commanded by the oldest high elf known, who is said to have flashes of the old world that help him lead. It is functionally a dictatorship, made efficient by its small population and borders. The High Elf has full say over every aspect of Sudal life.
Justice in Sudal is fairly reparative rather than retributive. Most offenders are banished from Sudal rather then imprisoned, enslaved, or harmed. When a crime is committed, any victims are usually heavily cared for by the state. While in the case of non-violent crimes, the offender is usually put through programs meant to recondition them as a healthy part of society.
Sudal’s relationship with the monsters of the night is more than a little estranged; their position is an excellent defense spot, but the residents of Sudal often see monsters in a spiritual way- an embodiment of past sins, taking “overcoming your demons” to an entirely different level. As such, monsters aren’t really hated by Sudal, often they are pitied. This can lead to trouble with the less violent examples of the monstrous races.