These are the lands you have known or met people from all your life. Though you might never have travelled more than a few miles from home, wanderers from across the known lands will have stopped by now and then. There is no great kingdom or mighty empire, only small towns as flickering bastions of civilization separated by many days of wild and rugged wilderness. These towns are no more than a few thousand people each once you include the outlying farmsteads and many are much smaller.
The people of the known lands, by and large, are not rich and must work hard for a living in all manner of trades. No professions or roles in the towns societies are seen as being the purview of any specific gender. When bandits or trolls threaten the town any hand that can hold a spear is needed. When harvest time comes, provided the crops have not been blighted, all hands are needed to bring in the crops from the fields. In short these are not lands from which one would expect great heroes to rise.
The towns and settlements of the known lands are scattered across the wilds like glittering candles in a vast and dark mead hall. The only connections are the ancient roads that cut straight and true across the countryside. Though the rivers are plagued by trolls and other strange creatures, a hardy crew of sailors and guards will see most boats safe to their destination. While the roads are by far safer rivers are necessary for trade and the movement of heavy goods across the wilds.
The safety of the roads is put down to the marker stones. These weathered and battered pillars signal the path every hundred meters or so and are said to repulse all manner of dark forces. Grandparents of all towns have a saying “Old as the roads”. They are a constant, unchanging, marker in the wild landscape.
Every character can speak, write and understand a common language (represented by English). More ancient languages may exist but are unknown in current times.
There is no uniting faith of the Known Lands, no overarching temple to whom all pray. Folk wisdom and superstition abounds however, often specific to the people of a town. Many believe in spirits of the wild places such as dryads and knockers, citing grandma's warnings and grandpa’s drunken tales. Others form more organised cults around charismatic leaders but these are always small affairs of no more than a dozen or so and many are short lived when said leaders are shown to be no more than grifters and charlatans.
You are welcome to create your own superstitions or cults that your character might believe in. Please include this in your backstory when you create your character so that we can make them part of the world.
Not many people have travelled beyond the lands of the five towns. And even then, much of the land surrounding the towns is empty or unexplored wilderness. The world is dangerous outside of the walls, else why would we have a need for Roadwardens. That said, whether it be in the lakes of Wyrdr, the mountains of Keld, the forests of Thea, the islands of Durnmire, and the plains of Aligona, there’s adventure to be found, provided you are brave enough.
This map marks the limits of that which is well-known by any player characters, but any wanderers or well-travelled characters may have heard of what lies beyond the edges...
To the south west, you can find warm coastal plains. Traders may be seen taking the long journey to Ustica and the ocean beyond, but this is a journey made mostly by the Vernean river.
To the west lies rolling hills without roads or settlements. Explorers who try to head that way are met with unrelenting winds and storms, with no shelter to protect them.
To the north west you can find a vast valley. The cold icy winds roll down loose rocks from the mountain at either side, making travelling this way a dangerous endeavour.
To the north are snow tipped mountains and glaciers. The temperatures starts to drop suddenly beyond the five towns, and many a climber has frozen trying to see what lies over the mountain range.
To the east lies a steep and impenetrable mountain range into which Keld is built. Not many have tried to scale this, or at least no one has survived the attempt.
To the south east a dark and twisted forest stops any curious explorer. Not much is known as to what if anything lies beyond it.
Pronounced: (AL-ee-go-na)
“Come tired wanderer and roamer, to vine wreathed and warm Aligona,
Where merchants hawk and cry, about their wares they will lie,
And thank you for being such a kind donor”
Timon the Galavanteer
When visiting Aligona the first thing one would notice is the great shadow of Mount Sigmerus above the town and the shining belt of the Vernean river that falls from it. The town itself is distinguished by the lush grape vines which cling to every building and criss-cross the winding alleys. All of this is fed by the water of the river and fertile igneous earth upon which the town stands.
The town itself has shrunk much since ancient times and the ruined houses and walls along the outskirts lend a sense of age to the place. The centre of Aligona is loud and vibrant, with markets, tavernas and the salty smell of the docks. Traders from Keld and Wyrdyr come down from their hills via the Wild Road to purchase goods and even travellers from far Ustica sail upriver to bargain at market stalls.
Ruled by: Currently Vacant. Once ruled by Arch-Vendor Andrei Copletti, the richest merchant and trader of the town he had fled under mysterious circumstances.
People from here are called: Aligonians (AL-ee-go-nee-an)
People from here might be named: Many names from Aligona use Latin, Spanish or Italian as inspirations such as Maria, Lucius or Lucinetti.
People from here tend to value: Wealth, opportunity, and presentation
People from here look like:
Life is lived in the public eye in Aligona and for many appearances matter.
Doublets and breeches are common, as are feathered caps or, for the richest and most ostentatious, side capes. Some fashions use slashing to show multiple colours at once.
With the propensity of purse cutters and pickpockets on the streets clothing or belts with hidden compartments are worn by the wise.
People from here act like:
Your public life as a member of the community is the same as your private life. Deals, marriages and meeting with friends all occur on the streets of Aligona.
As a face in the crowd many strive to appear distinct and uniqueness has a value of its own. Many oddities dug up in Keld might be sold to an Aligonan rake eager to cloak themselves with an air of mystery or a touch of history.
People from here believe:
Excluding the people themselves, everything is for sale and anything can be bought. You just need to name the right price and sometimes the price is enacting violence or thievery.
Since magic has returned the popular perception of it is that it is wondrous and beautiful, though its results can be called good and evil magic itself is a thing of wonder, and another route to profit.
Some people in the town believe that flicking a coin into the river in a time of need will bring it to you, provided you wait long enough.
Once a year near the height of summer many of those who tend the vines leave offerings of grapes for the horned folk of the mountains lest they run amok through the fields. Some say the grapes are replaced with potent wines or horns.
What some people from here may think of the other towns:
Durnmire: “I respect their entrepreneurial spirit but how by the earth and sky do they live with all that mud?“
Keld: “Not exactly known for their humour but they're reliable, excellent caravan guards if you can get them.“
Thea: “The woodfolk? Takes a braver person than I to live under the boughs of those haunted trees, give me good open vineyards and hill sides any day.“
Wyrdr: “Who understands why someone would bow down to someone just because their great grandparents were better at fighting than anyone else? They'll always cast a covetous eye our way and we have to be ready to stop their warmonger of a king!“
Leader: Vacant
The guild of Merchants effectively runs Aligona, with their control over the gold of the town, there aren’t many who stand against them, at least not for long. They own a large majority of the shops and markets within the town borders, and are more than happy to make deals with any up and coming entrepreneurs - willing to lend some capital for a cut of their future profits.
Under Arch-Vendor Copletti’s watch, the guild grew lazy and comfortable, with no need to expand further than what they already own. For many citizens of the town this is a good thing, as they all benefit in some way from markets, and most are unwilling to challenge the status quo.
Now though the Guild has been shaken to its core by the disappearance of Arch Vendor Copletti and their rapidly eroding power in the face of the rising Awakened Guild and other new challenges.
Kit ideas: Rich looking clothing, bags and pouches full of money or other wares, jewels, gold accents, feathered caps.
Leader: Troupe Leader Enzo
The market always has something going on, whether that’s the gentle music playing in the background, the comedic plays at the theatre, or the nighttime carnivals, the entertainment does not disappoint. With regular festivals and performances taking place across the city, the town takes its leisure seriously.
The guild comprises many troupes and acts of different sizes and formats. Enzo leads the group under the patronage of the Arch-Vender, as a way to part tourists from their money, or to distract from some of the more seedy goings on, there’s always work for a performer in Aligona.
Kit ideas: Bright and colourful clothing, light fabrics, makeup, red accessories, instruments or other entertainment gear.
Leader: Luca Rosco
The slopes below Mount Sigmerus are particularly fertile, with many vineyards having sprung up around the town giving Aligona the moniker of the Town of Vines. The largest group of these are the ones owned by the Rosco family.
The trade between the winemakers, the wineries, and the barges are one of the only areas the merchants have not got full control over, with those transactions being handed by the Vintner Guild instead. The guild is one of the oldest organisations within the town, and maintains the many old traditions involved in the wine making process.
Kit ideas: Leather accessories, large backpack, bottles, fine looking clothes, well worn boots, purple and blue highlights.
Leader: Fiore Conti
The Guild of the Awakened has risen rapidly in power after the attack on Aligona by the dragon Atamo-Roth. With the aid of grateful citizens a grand new Guild Hall was raised in the town and has become a notable centre for organised magic, not only in Aligona but beyond. Even the Awakened of Aligona who do not come to the Tower are members of the Guild. Their first Guild Master Fiore Conti has so far preached a message of collaboration with other guilds, the Awakened offering their services to the ventures of the others. The Guild House has become a hub of trade and commerce for the town enriching the Awakened.
Aligona is a town of opportunity, and many smaller organisations have sprung up under the guidance of the Merchant Guild. These groups have a wide variety of purposes, whether practical or leisure based, they all contribute to the economy of the town itself.
Some other buildings within the town you may be aware of are a museum which collects antique and esoteric items, and a small sword school tucked away in the back alleys.
Leader: Silver
Not everyone can be rich, or even well off. There are those that wander the streets with little to their name. The Dodgers are one of the many groups of young cutpurses, pickpockets, and small-time thieves forced to make a living on the streets of Aligona. If you know where to look, you might be able to hire them.
After the previous leader died several years ago, Silver stepped up to lead the small gang, keeping the members fed and housed when possible. Based out of an old orphanage, the group is more of a family than an organisation, they have been known to give up on a score if it would get too risky.
Members have no obvious uniform, but carry a black handkerchief hidden upon their person, to subtly identify themselves to their other members.
Kit ideas: Tattered clothes, a black handkerchief, many pockets, dirty or unwashed, fingerless gloves, odd trinkets, stolen jewels.
Leader: Pellegrino Soubeyran
The noted Awakened Pellegrino Soubeyran returned to Aligona with a new passion. To found an order of citizens who offer charity and protection to others, all in the name of a being called the Helm.
Pellegrino began to gather like minded individuals to them, hosting meals and philosophical discussions in their museum home. As the gatherings grew larger and more boisterous it was suggested by the redoubtable Octavia Soubeyran that a larger venue may be more prudent and the Companions have taken over a once ruined tower on the edge of Aligona, restored with the money of several wealthy Companions.
This company prizes obvious bravery and generous public charity and have set themselves up to be Aligona's first line of defense whilst debating what new projects of compassion they should devote themselves to next. It is noted by many that they believe the Helm is a being in the stars whom they offer prayers to.
Kit Ideas: Fancy and preferably shiny helmets to emulate their patron, quilted armour and doublets studded with gleaming metal, breast plates, bags of alms to ostentatiously offer.
A string of kidnappings, thefts and killings happened in Aligona as the first Awakened emerged. The cause of this turned out to be another group of Awakened who served some kind of golden dragon statue. These crimes were merely the groundwork being laid for an attack on Aligona by the dragon’s worshippers who aimed to claim it as their new base of power. This was only stopped by the Awakened of the Tower before they hunted the creature down and destroyed it.
Aligona suffered a lot of damage which has taken time to repair but ever people capitalize on a new opportunity; many Awakened of Aligona have taken actions that have led to the addition of a new Guild to Aligona, the Guild of the Awakened. The majority of people in Aligona look up to the Awakened and celebrate this new guild as a route forwards to a bright (and of course wealthy) future for Aligona.
With the departure of Arch Vendor Copletti, a year or so after the return of magic, the Awakened Guild has risen to prominence as one of the most powerful guilds. The other guilds and groups come to them, seeking magical aid and petitioning them to deal with immediate dangers. Several members of the Guild are now considered pre-eminent citizens along side the Guild Leaders and as Wyrdr grows stronger in the north the eyes of the town turn to the Awakened Guild for their ongoing prosperity.
Mount Sigmerus despite some sudden renewed activity at the beginning has ceased its rumbling for now.
Pronounced: (A-shane)
“Among the blasted earth
which fallow long has lain
Anew the green shoots stir
And hope is born again”
Southwest of Aligona, further even than Soldia, is a desolate and blasted land. Old ruins are scourged by dry winds, and what little water can be found is foul and brackish. Yet in the centre of this waste, around an oasis of fresh, pure water at the base of a petrified tree, life blooms anew. Healthy plants, yet young and green, push out from crevice and crack, and scattered peoples long made nomads repurpose long-abandoned temples into granaries and houses.
Ruled By: No specific individual. A number of leaders of the Restoration are effectively in control of administration in the oasis, but they lack codified laws.
People from here are called: Ashainites, Ashainians
People from here might be named: Persian or Babylonian names, such as Gahal, Tammuz, Monireh, Parisa, Nasim, or Nima
People from here tend to value: the environment and communal spirit. The wastes have made life a bitter struggle for generations, and it is only those who have been able to trust their fellows that have survived. The gift of green and growing things is never taken for granted, nor the simple luxury of fresh water.
People from here look like: Well-travelled wanderers. The Ashainites favour both cloaks and cool robes as required to fend off the harsh weather, and many of them favour green, white and silver hues in their clothing. Gold is considered an ostentatious and crass colour.
People from here act like: the community is the heart of life, with everyone being expected to pitch in when the group is in trouble and to share what they have with their companions. There is no written law: you should do right by your people and if you don’t the people will judge you.
People from here believe: that the sins of the past can be forgiven and remedied, that it is always possible to rebuild after calamity, and that nothing is more precious than home.
The faction of Ashainites who pressed for renewal of the land while eschewing the faith and fervour of their ancestors, the Restoration is dedicated to healing Ashain until the wastes are nothing but a memory, and aims to reunite the wandering peoples from across the land for rebuilding.
They have seen the gift of the Grey Tree bring new life to the land, and they set to work making the most of this blessing with love and zeal. The Restoration cleaves strongly to a sense of custodianship, and is most quick to turn on those they perceive as risking the safety of the newborn oasis. They preach the near-sacred duty of preserving and nurturing this second chance, and scorn any who would threaten their hard-bought future.
Some others voiced their ideas for the future of Ashain before the end of the Grey Tree. While their paths were not trod, they retain the loyalties and priorities that led them to seek those ends.
While most Ashainites have firmly rejected their legacy from the previous Age, the Reclaimers believe there is still merit in the relics and power Ashain had of old. Many of their fellows judge them as petty imitators of Dominion, ready to repeat the mistakes of the past, but the Reclaimers protest that today’s Ashain must use every tool at their disposal to protect themselves, and that refusing their legacy in full simply leaves it for others to pick at like vultures.
The Exodus originally sought to leave Ashain altogether, but have adjusted their views as the oasis grows. With sustainable life now a real future for Ashain, they seek to build roads and travel, mapping the changing of the wastes, reaching from the oasis to Soldia and beyond, connecting their home to the wide world beyond and forging alliances. Even where there are groups leaving Ashain, they are committed to keeping ties with their old home.
It has been a turbulent and exciting year for the people of Ashain, following the Arynian Gate opening to that wasteland and the choices made by the Awakened of the Tower their lands will never be the same again.
Where they might have become refugees fleeing from a broken land there is now hope. The monsters of the wastes are scattered and Dominion’s Throne lies shattered. The Grey Tree fades and withers, its long life ending but as it does it blesses the land one last time thanks to the aid of the Tower. First a trickle, then a spring and now streams of power flowing outwards. what was once blasted wasteland starts to bloom. Stagnant water starts to flow and freshen, once fearful, starving animals begin to thrive. A small number of people still leave for their own reasons, but the majority of the people stay to start to reclaim the land for themselves.
Those under the thrall of one of the Shards of Dominion, at least those whose minds were not broken by the experience, return to their families once again. Damaged, but with a chance to heal. Others who followed willingly for their own power are either dealt with or manage to skulk off into the wilderness and disappear. No one knows for sure what happens to them, but most hope that they never return and are taken by the monsters that they sought to use
Pronounced: (d-URN-my-UR)
“In the Deck Town line I served my time
To me way-aye-aye, hurray-ah
And that's the line where you can shine
Hurrah for the Deck Town Line”
Timon the Galavanteer
In the midst of the Unbound Bog, a trackless mire formed by the estuary of two rivers, is Durnmire the Decktown. It is so named for the criss crossing boards in the marshy ground that keeps the majority of its buildings out of the mud and mire. Near the centre of the town there is one section that is always dry. A small island rises from the reeds and at its centre a large, stone obelisk, ever warm to the touch and visible on even a misty day. The folk of Durnmire run ribbons and garlands about the obelisk and often leave small offerings for luck besides it.
There’s a saying that “no one is born in Durnmire” and while not entirely true there are a number of individuals who have left their hometown to settle there. Whether to avoid kings, rivals, parents or a scorned lover, Durnmire is somewhere they are unlikely to be found. The people of Durnmire make their living on fish, swamp beasts and rare mangrove woods that grow in some parts of the bog. Many also act as guides for those who wish to travel from Aligona and Wyrdr in the west to Keld in the east. In many places the roads are sunken or treacherous so having a good guide is essential for traversing the Unbound Bog.
Many have come to Durnmire for their less than savoury past and some still indulge in said past. There is a vibrant trade in smuggling goods from the western to eastern Known Lands while others act as thugs for hire, racketeers or mercenaries. All of this leaves Durnmire with a rather unsavoury reputation in other towns.
Ruled by: Cutter Hanneth, the leader of the toughest crew of cut throats and smugglers in Durnmire. He is in charge by strength of arms and all others pay him and his crew a tithe.
People from here are called: Durnnies (d-URN-nees) / Mirian (my-UR-ran) / Dunnites (dun-ITES)
People from here might be named: People here often go by pseudonyms or nomme de guerres like Quick Knot, Rider, Iron or Hook.
People from here tend to value: Resourcefulness, independence, and ambition
People from here look like:
Fancy clothes will swiftly be ruined by muck and water, instead, they wear good waterproof skins and hoods to keep them dry in wet weather.
They wear light leathers to protect them from bog eels and other folks' knives.
People from here act like:
We come from mud and dust and to it we all inevitably return. Don’t wait for opportunity but seize or make it yourself.
Direct confrontation is for the heroes in ancient stories. Why fight someone who is looking right at you when you can hit them from behind or, even better, avoid a fight entirely?
That said you’ve got to stand up for yourself, others look down on Durnmire but there is pride in the Decktowners and they don’t take insults lying down.
People from here believe:
The Bog eels are the spirits of those who died cold, wet and alone in the marsh and now they come searching to steal warmth from the living.
Marking the back of their hands and the heels of their shoes in mud or paint will lead hunters astray.
What some people from here may think of the other towns:
Aligona: “Flash folks who think they know tough living, that's my thought on them, still their coins good.“
Keld: “All sorts of weird stuff gets dug up in Keld and theirs a good living to be made selling it to fools elsewhere who want to muck around with it.“
Thea: “Practical folks, if a little idealistic, no time for their worrying about tree hugging down here, lest you want to catch your death by eel.“
Wyrdr: “The only difference between Cutter and their king is that Cutter's honest about what he is.“
Leader: Cutter Hanneth
An old gang, but one that has risen to prominence in the last decade, the Hooks, or more commonly known now as Cutter’s Gang, are the current group in charge of the town. Previously starting as a group of pickpockets trying to survive the harsh conditions, they slowly grew in power, claiming a vast majority of the town as their territory. After one fateful incident involving a well known lawmaker being strung up on a meat hook, the name Cutter Hanneth began to strike terror in the streets of Durnmire.
As his reputation grew, so did his enemies, but no for long. It seemed becoming an enemy of the Hooks was a quick way to end up on a hook yourself, acting as eel bait. After cutting a deal with the Bank, Cutter set about solidifying his rule over the town, and has maintained the status quo ever since. He’s been working to keep this hold against the other gangs, but he’s wary about the strangers and the new magics they seem to possess.
Their symbol is that of crossed hooks, tattooed somewhere on their body, often on the cheek.
Kit ideas: Nets and hooks, barbaric implements, rope, tattoo prominently placed or visible on clothing, cap or headscarf, leather armour, green accessories or tunics, scars or burns or other old injuries.
Leader: Clinker
The Bank is a long running gang working in Durnmire, having been passed down through the generations. It’s said they’ve touched every single coin in the town, handling most of the transactions between townies and boat crews. Whilst the least violent of the three gangs, they are considered the most dangerous ones to cross - Shrieker and Cutter would kill you, but Clinker: she’ll get her money back, and more, and you’d feel every second of it.
After her father died, Clinker won the leadership in a game of poker rigged against her, outwitting her rivals with ease. She was the first to broker a truce with Cutter’s gang, eager to stop the Howlers’ interference with the town’s trade. Under her leadership, the Bank has flourished, growing to a power that some say threatens to rival the Hooks.
Their symbol is that of four bars within a circle, tattooed onto the backs of their hands.
Kit ideas: Tattoo on hands or belt sash, blue and gold accessories, money bags, lightly armoured if at all, expensive necklaces, earrings, mostly clean and mercantile clothes.
Leader: None, Disbanded
The Howlers started out as mercenaries, offering protection against the gangs of Durnmire for any crew and their cargo, provided they could pay the fee. Over time, their business grew, and so did their reach, breeding greed and corruption throughout the group. Pretty soon, they became no better than the gangs they acted against. At this time, Shrieker took control in a violent coup, cementing the official birth of the gang, and dictating the way they would operate from now on. Acting more like thugs than guards, the group began to harass the merchants, taking a cut of the profits. Anyone who didn’t pay quickly found themselves in the bog as eel food.
The Howlers started to seek out the other gangs, starting brutal fights in the street to make their mark upon the town. Eventually they made a truce of sorts with the Bank and with Cutter, splitting parts of the city between themselves. Unfortunately, this agreement was severed by the abrupt arrival of a group of strangers, who cut Shrieker down, feeding him to the very eels he feared.
Since then the gang has been harried and hunted to extinction, they are now only a footnote in Cutter and Clinker's tale of rising to power.
Their symbol was that of a beast’s vicious teeth, tattooed onto their throats.
Leader: Hemlock
Said to be the true heart of Durnmire, the Physiks are a group of ex-mercenaries, cut-throats, and physicians who keep an uneasy peace in the halls of the Proctor Inn. It is the only neutral ground in the town, where all violence is forbidden by Oaths instated by the Awakened Notary and medical treatment is... mostly free. The current gangs respect the rules, knowing that in return, they will always be safe within the walls - provided they continue to pay the service fee. Good medical care is hard to get in the swamps. Nowadays they are the only slight balancing group to Cutter and Clinker. However since their former leader, Stitch, met a grisly end they have been keeping their heads down...
Their symbol is that of a pair of wings, clearly worn on their arm or hanging from their belt.
Kit ideas: Either worn leather armour with an intimidating look or grimy aprons and overalls full of bandages and equipment, clearly visible group symbol.
Not all gang members find themselves falling in with the main four. Whether it’s out of a desire to bring a ray of hope and goodness to the dark streets of Durnmire, or purely a matter of ambition, many smaller groups exist within the ecosystem of the town. Their methods and aesthetics change between groups, but most wear more subdued colours, and hide their gang markings to avoid standing out and being targeted by the larger gangs.
Gang members use a mix of symbols depending on the group they belong to.
Kit ideas: Loose and hanging fabrics, dull or muddy colours, scarves, scars, hidden gang tattoos, hidden pockets, worn and tattered clothing.
Until recently they were considered an up and coming gang, with many influential Awakened and growing roots in the town. Dredger’s Run, were operating under the radar, biding their time. But now no one seems to know where they have gone. Their crew almost completely vanished from the streets of Durnmire...
They can be identified by the mark of a hand grasping a dagger, usually sewn onto a handkerchief, or spare scrap of fabric, easily hidden.
A relatively new gang, the Burning Hammers have grown around a fiery smith-leader and mark themselves with hammer tattoos. They consist of smiths and craftspeople and well-muscled types who are as comfortable beating iron as they are breaking bones when defending their gang’s workshops. They prize ingenuity and skilled craft, and take pride in selling quality goods to those willing to pay.
They speak with pride of their cunning and puissant leader, who burns with the forge’s flame and works iron like dough in their fingers.
Some find themselves working on the water. Whether to escape the gangs or work for them, it’s a tough way of life. There’s no constant when working on a boat. The weather and locations constantly change and boaters need to be able to adapt to whatever situation they find themselves in. As such, crew members tend to dress in a mix of practical and identifiable. After all, a crew needs to be memorable to pull in the big jobs.
Crew members use a mix of symbols depending on the boat they belong to. One notable group, the crew of the Salvation, has no fixed uniform, colour, style or fabric as their roots lie in various cities. They can be identified if one looks closely, however, as every member of the crew wears a unique set of old runes they dug out of the swamp.
Kit ideas: Nets, hooks, crew symbol / primary colour scheme, many pouches, belts and bags, other seafaring memorabilia.
The people of Durnmire are always ready to take advantage of changes in the status quo and this time it has been no different. The Iron Hooks and the Bank were quickly able to secure support from the Awakened of the tower leading to the death of Shrieker and the scattering of the other big gang in town, the Howlers.
However not all is well, rumours abound that Clinker, head of the Bank, is also an Awakened leading to strained relations. People continue to disappear in the Bog and all sorts of rumours are flying. Of packs of eels devouring whole crews, an entire small village being drowned by the bog and dead things digging their way out of the bog. They say the Awakened fought something called the Eel That Walks. They say it is made of a thousand Eels and speaks with a thousand voices and the Awakened killed it. But they are saying its back and looking for revenge.
Though the Bank and Ironhooks are in control (especially after a series of recent killings) and their rule now looks mostly unchallenged there are still some big questions. The Gang called Dredgers Run have vanished from the streets. They were potentially rivals to the Ironhooks and Bank with a number of powerful Slaugh in their group. but no one has seen much of them or their leader Glint for sometime.
The other source of challenge is the Proctor Inn where the Physicks are centered, with the Awakened Notary pushing oaths and agreements to strengthen the places importance as a neutral ground.
One bright spot are the continued works of the Barge "Salvation". Many of their members still being active in the community providing aid and miraculous cures or off on strange expeditions...
Pronounced: (kh-eld)
“I walked a darkling wall where once a sculptor made
mark with chisel where upon stone was to be laid
I wonder idly now what distant crafter would say
If they could see this great and rearing fastness here and now, today”
Timon the Galavanteer, “Musings on the Tumbledown”
All towns of the known lands are built upon the remnants of old kingdoms and empires but this is clearest at Keld which even in this age dominates the surrounding lands with its megalithic walls. The modern town huddles deep in the depths of the ancient fortress, knocking through walls to create halls and walkways where one can go several hundred meters without stepping outside. Within the walls there are even small fields and vegetable gardens watered by ancient cisterns to feed the denizens of Keld.
The town is noted as having the largest collection of books in the known lands as many of the people in Keld learn to read and write in this library where topics like agriculture, stone masonry and philosophy are well covered.
Some claim that secrets of ancient lore not covered in the library can be found in the depths of the ancient fortress. Many such places have never been plumbed and lore masters and treasure hunters often venture down into these dangerous vaults and catacombs. Some do not return, others return shaken, wounded and empty handed and the most skilled might come back with small trinkets or ancient scrolls in hand. Out of fear of what might lurk below however many routes down have been blocked by order of the Castellan.
Ruled by: Castellan Ygritte Cole, an elected official for the town, the title dates back to ancient days and Ygritte is only the latest in a long line to take up the mantle.
People from here are called: Keld (kh-eld) / Kelddish (kh-eld-ish)
People from here might be named: The people of Keld use many names inspired by real world Gaelic names such as Adair, Oisin, Guin, Siusan or Aoife.
People from here tend to value: Discipline, cautiousness, and curiosity
People from here look like:
Robes are worn by many of the townsfolk here often in sombre greys and stone hues.
Some instead choose to make a bold statement with bright colours.
People from here act like:
When you look upon ruins of what was once so mighty a fortress many a mortal would consider their own impermanence and what any slip in vigilance might cost.
Life in Keld is strictly controlled to make sure everyone gets their share and many would describe the folk of Keld as disciplined if they were being kind or sheep if they felt cruel.
People from here believe:
Lines of salt can act as a ward against creatures that the walls don’t stop and many of the still open entrances to the lower level are lined with this.
All things will fade in time, even memory, important information should be committed in writing and if possible in the very stone of the walls.
The learned and knowledgeable should be treated with respect. Those who have dedicated their time to studying and mastering their art are of high regard. It is common to be awarded a ceremonial staff to show mastery of a field of study.
What some people from here may think of the other towns:
Aligona: “They are frivolous and anarchic, the only time their civic pride shows itself is when there is profit to be made.“
Durnmire: “A town of those who have forsaken their birthplace, sadly they are necessary to keep communication with the west open.“
Thea: “They have a lot of faith that the creatures and dangers of the woods won't come calling, I would much rather rely on high walls than old stories.”
Wyrdr: “Their traditions of monarchy are different from our own but they understand the importance of tradition and discipline.”
Town Leader: Castellan Ygritte Cole
Assistant: Niall Tew
The town is run by a group of elected officials, led by the Castellan. The citizens vote for their representatives who then hold the position for life or until a vote of no confidence is cast. Commonly, officials will step down when they feel that they can no longer fulfil their duties. The current Castellan, Ygritte Cole, has been in power for many years, and has focused their work on securing the town from the dangers beneath, often sealing and trapping passages to the Old City.
Representatives tend to be busier than most within the town and have clear roles, such as scribes, messengers, and investigators. They also tend to be more aware of the dangers that lie beneath them, sometimes having seen the horrors first hand.
Kit ideas: Colourful and well kept robes, paperwork, parchment and quills, an index of laws and rules, colourful accessories.
Elected Representative: Dean Ailbhe Quinn
In the lower layers, you can find old libraries that are carefully curated by Keld’s famous scholars. Researchers and sages work as far down as they need so they have better access to the tomes and treatises required for their work.
They are managed by a team of librarians, and their dean, as elected in by the students and faculty. All citizens of Keld are able to have an education, teaching a range of subjects, from farming to stonework, from physics to archaeology, no topic is too vocational or too theoretical to learn.
Students tend to be buried in their research, whether that’s reading it, writing it, or teaching it, education is the focus of most citizens' lives. They rarely think of the hidden knowledge beneath their library, giving the vast amount already within their reach, with the exception of the most curious.
Kit ideas: Grey and black robes, ties and cravats, shoulder bags, books, paperwork, mechanical equipment, candles, study materials.
The modern town is precariously stacked on top of the old ruins and crumbling caverns that make up the ancient fortress. Houses are built on top of each other and any spare surface is covered in lanterns to keep the darkness at bay. Part of the work of the masons is expanding the space, digging deeper into the old city to find more room for the new. It is dangerous work and is carefully managed by the office of the Castellan.
Trades tend to be singularly managed and without competition, with most citizens starting out as an apprentice, both learning the craft on the job and through part time study at the library. As such, practices are handed down from master to student, often with them taking on the surnames of their professions.
Kit ideas: Grey working clothes, farming equipment, muddy and worn boots, stone working tools for masons, bandages and herbs for physicians.
In the lowest areas of Keld are many unexplored, criss-crossing passages and tunnels that sometimes give way to natural caverns dug by creatures of the deep earth or caused by earthquakes and cave-ins. Those deep areas that are not blocked by debris are mostly barred or trapped on the Castellan’s orders to discourage adventurous folk from delving too far and never returning.
One such group, the Thursday Night Gin and Debate Club, serves as a cautionary tale. Once a popular student group, a drunken misadventure into the labyrinth led to their downfall. What few members of the group survived emerged slowly but surely over the five years that followed. Deciding that none should experience what they did, the survivors joined the Castellan's office to help safeguard the tunnels against unauthorised intrusion.
Also in the lower levels can be found groups who collect and care for the old artefacts that are often found in the most ancient halls and passageways. One group, known as the Cruinneachán or the Repository, is a guild of people tasked to seek and protect ancient and dangerous relics. Members of the team venture into the catacombs below Keld risking their lives to find items before foolhardy treasure hunters can accidentally activate them.
Kit ideas: Practical but well kept robes, plenty of bags and paperwork, ropes and grappling hooks, maps, odd trinkets and archaeological finds.
As the Awakenings began the mighty citadel was rocked by subsidences and quakes. The deep catacombs exposed, many of those more foolhardy than wise went down into these newly exposed ruins to seek their fortune and almost none returned. None slept easily in Keld, troubled by dreams of what lay below in the dark of the earth.
No more hapless adventurers dared venture down. Except for the Awakened of the Tower: they arrived in Keld from places unknown and delved into the depths. Only rumours have been heard amongst the populace. Of nightmares in the dark being driven out by light, of great cost in life, of an ancient and insidious creature lurking below Keld being destroyed and exercised. Gossips speak of them delving yet deeper, and uncovering strange devices of brass and cogs. Since then the citadel has begun to put its affairs in order, new areas beginning to flourish, such as the Blood and Berries, an apothecary owned by a pair of Awakened.
In the time since, a steady flow of refugees has arrived from a place called Gullnane, claiming to have been driven from their homes by the wrath of the forest. They have settled in a shanty town outside of the walls as a small number are slowly accepted and the plight of the people of Gullnane becomes more desperate. That flow has only recently stemmed, as Wights and Skeletons have marched from Hrath Dain, and raised a fort south of the town. None know their purpose, but many are driven to grim speculation.
Pronounced: (sol-DEER)
“By my Right, I claim this Crown in the name of Soldia. Let those undead bound to it know rest.
Let my people know they can come home.”
Lord Rycharde, Sovereign of Soldia and Bearer of the Crown of the Wraith Lord
Soldia, a town reborn through the actions of the Awakened of the Tower, is now a regional but slowly growing power, a fair distance west of Aligona. The core of their people are the Barrow Wights of Rycharde. Fleeing the destruction of the city in the last Age at the hands of an army of Ashain, they built a barrow under the guidance of Eadric, binding themselves to it. As a new age dawned they rose from their slumber to find their former home filled with restless undead soldiers. That cursed legion was all that remained of the population of the city who had sacrificed themselves to become an army strong enough to defend it.
Through the perseverance of the Awakened of the Tower, the dangerous magical site called the Pit was laid to rest, the generals bound to it slain, and the spirits that resided within sent to whatever comes next for them. In so doing, they released thousands of tormented spirits and preventing a ruinous rampage that could have devastated the Known Lands.
Rycharde, with the power of the Crown of the Wraith Lord upon their head, has set themselves up as the leader of this town and is determined to rebuild what he views as his kingdom. The Crown is a powerful tool in the defense of the town, with tales people tell of it allowing Rycharde to be unharmed by mundane weapons and freezing people in their tracks.
Ruled by: Lord Rycharde, Sovereign Barrow Wight and their Companion Eadric.
People from here are called: Soldians (sol-dee-ans)
People from here might be named: The wights of Soldia bear names such as Ryan, Elwind, Ortaire, and Albrecht. All the living people (and thus new Awakened) who have arrived in the last year or so have come from a variety of places and hold names of their homelands.
People from here tend to value: Cosmopolitan attitudes, even before its original fall it was a place of many people brought together.
People from here look like: A variety of cultures and dresses mark the fledgling people, driven by the cultures where they hailed from.
People from here act like:
Determined survivors and resolute rebuilders, taking advantage of ruins to build new homes.
The walking dead are a fact of life. It is better to be protected by the strange creatures of this age of magic than be hunted by them in the dangerous wilds.
People from here believe:
Soldia is a fresh start. Whatever they may have left behind, Soldia is a new opportunity being built on old stones.
The past is a tool to understanding the future.
Magic cuts both ways, what is more important is the intent of those using it.
Whilst much of Soldia was ruined in the previous age by Ashain forces, led by the creature Dominion, the past year has seen a lot of change. Pieces of the town that were too ruined have been pulled down and portions of what can be reclaimed and rebuilt have been. By no means as glorious as Aligona, nor with walls as high as Keld, the tiered town of Soldia now offers simple places to live and work, huddled together in the much larger ruins. Even if parts of the city are still ruined and carry the marks of the past.
The town seems to hold no grudges against the Ashainites of this age, Rycharde declared them welcome and so they are. Over the past year, taking advantage of the skills of the remaining barrow wights in masonry and carpentry, a small but growing core of craftspeople has developed; no doubt helped by some of them having a much reduced need to sleep.
Tavar Reithu, the tower where the Throne of Soldia sits, still commands a view over the town and is where Lord Rycharde holds court.
Magic is not as feared amongst the people of Soldia and the constant presence of the barrow wights in and around the town has made people, if not comfortable, at least used to undeath.
Following the routing of the undead horde by the Awakened of the Tower, Rycharde was crowned Sovereign of Soldia and led his wights to resettle the ruins. A steady trickle of refugees and opportunists from across the nearby lands has followed to the reclaimed settlement, including a few small groups from Ashain to the south.
Rycharde welcomes all who will come, so long as they bend the knee to him, and he offers sorcerous protection to those who do so.
Pronounced: (th-EER)
“A frost was on the darkened leaves,
The branches shook with the breeze,
And within deep shadows figures loom,
Watching towns from beyond sacred bloom”
Timon the Galavanteer, “Dark Forest”
Between the dark pine bows of the Mishkinwold stands the forest town of Thea. A redoubt of civilisation, the people here are hardy and used to the outdoors and living beneath the shadowy trees. They make their living harvesting herbs and mushrooms and hunting the wild beasts of these forest covered hills.
All the other towns show signs of ancient walls, crumbling and tumbledown for sure but a barrier and separation of them from the outside world. Thea has none and is sometimes called Wall Less Thea or the Fortress With No Walls in even the old songs. Many of the folks of the town consider the border to be a strip of vibrant wildflowers that many locals call the Blumefold. Beyond that point you are in the forest and the laws of mortals no longer apply.
Ruled by: A council of important and noted townsfolk, most often the heads of families and those with a profession important to the town.
People from here are called: Theans (th-ee-an)
People from here might be named: Names for Thea are often short and unisex such as Maggs, Tam, or Con. Many might draw from the names of trees or birds like Ash or Rook.
People from here tend to value: Community, stories, and tradition
People from here look like:
The people of Thea wear furs, hides and tunics. Often natural motifs such as flowers and vines are used as decoration, and blackening around the eyes is believed to scare off forest creatures.
Good luck charms such as claws or teeth from dangerous monsters are also thought to bring protection.
People from here act like:
The People of Thea are often cautious and like to prepare contingencies. If you fall and break your leg while alone on a hunt no one can save you and if you run out of food on a long journey you will starve.
By the same token all plans can go awry and when that happens you need to fall back on your neighbour. If you spare another some meat now in a month when you need aid you can know they will help you in kind.
People from here believe:
Do not cut from living trees, only collect dead wood or that which grows within the Blumefold.
Do not build beyond the bounds of the Blumefold, the townsfolk tell stories of greedy farmers who clear land in the Mishkinwold yet within a month the ground they tilled and the house they built is swallowed by the woods without a sign. No one can name anyone specific as the figures in these stories but they still give the people of Thea pause.
Stories of all manner of monsters are told around fires on dark nights. Some include wraiths draining the life from someone's bones with a touch, frost spirits that blight and freeze trees in dead winter and the shrike a bird that impales its victims on sharp pine tops, though feel free to create your own horrors.
What some people from here may think of the other towns:
Aligona: “They put power into the hands of the people over monarchs so there is at least one positive about them.“
Durnmire: “Of all the towns they are the only other ones who have learned to fear the wild beyond the town borders sufficiently, it's only a pity that they don't always respect it as well.“
Keld: “Both the people of Keld and us are bounded by danger, just theirs come from beneath the earth whilst we are surrounded by the forest. Their vigilance does them credit.“
Wyrdr: “They seek to dominate rather than seeking harmony, thankfully they are far from us and not an immediate threat.“
Counsellor: Elder Rassim
The Keepers are an old and rare profession in Thea. Whilst Keepers have sworn to avoid any leadership roles amongst the communities in the forest, they are well respected and often provide counsel on matters of tradition. They maintain and grow the laws of the forest, a library of contracts and deals, oaths and promises sworn between the communities. Some of these can span back before the memories of even the oldest keeper. Stranger yet are some of the materials used in these bindings, the bark of an old tree, a carved marker stone, the skin of a once fresh kill. And yet it is these strange contracts that fare much better against the weathering of time than those of parchment and paper.
There are not many Keepers left, with many having forgotten the ways of old, but there are still a few around to manage the bargains made within the forest. Elder Rassim, the oldest of the Keepers and most well known, stays within the town proper to train younger recruits.
Keepers wear Bluebell flowers, to show their profession.
Kit ideas: Long robes in earthy tones, keys, rope, parchment and quills, an index of laws and rules, ink stained hands, a pile of scrolls and paperwork.
Counsellor: Erin Silverbark
Another old role, but one that has grown more popular with recent times, the Tellers maintain the stories of the forest. Almost rebelling from the archaic order of the Keepers, the Teller pass their knowledge down through oral tradition, adding their own flourishes and amendments to the stories in a way that they might grow and evolve, taking on a life of their own. Teller have been known to wander between settlements in the forest, singing to new communities, and learning of new encounters that they can spin into their next tale. They are the ones inspiring the young in hushed whispers around a campfire, whilst singing of the enticing dangers of the dark woods that surround them.
The Tellers, like most groups in Thea, do not have a leader, but few have grown notable enough for their reputations to have spread beyond the forest’s limits like Erin’s has. With even some stories focusing on them, on a child found in the forest at a young age, finding themselves drawn to the notes and words of the Keepers nearby, on a bard said to even charm the creatures of the forest with their music.
Tellers wear Daffodils to show their profession, and they can often be found with an instrument.
Kit ideas: Travelling clothes, mostly clean, but in vibrant colours, an instrument, songbook, worn boots, a collection of knick knacks from their travels.
Counsellor: Bark of the Lost
The forest is too dark sometimes, and in those times, there are some in Thea who feel its call, the pull to wander beyond the Blumefold. Those too weak or too curious are called the Lost, as they leave their homes to walk into the woods. Most Lost are just that, and many fail to return alive, but those that do, return changed from their visit.
The Lost that survive spend little time in the town, only stopping to trade or receive requests from the inhabitants. They spend the rest of their time wandering the hidden and overgrown paths of the forest, finding hidden ruins, and fighting against the monsters in the dark. As they age, some are able to fight the compulsion, and are able to return back to their families, stronger and wiser for the journey. Bark is one of the oldest Lost, and helps to advise the town council on matters of the deep woods, and the creatures that live there.
The Lost wear Black Lilies to show the hold the forest has over them.
Kit ideas: Ragged and tattered clothes, furs and leather armour, leaves and twigs caught in their clothes, hunting gear, fresh wounds and bandages.
Counsellor: Mags the Blind
Many who wander the forest end up lost if they leave the paths. Most end up dead. But there are those who manage to return, alive, but changed. The Guides are a group that care for those less fortunate souls, and for any travellers who pass through the forest late at night. Started by Mags, one of the Lost themselves and someone who knows all too well what dangers the forest holds, the group has made many a shelter and camp fire along the paths, to help aid those in need.
Encountering many types of travellers, they are a friend to many, but especially to the Road Wardens and the Lost who wander the woods, often providing them with medicinal herbs to treat their injuries, and a soft bed to rest themselves.
Guides wear Yellow Roses to show their profession.
Kit ideas: Warm furs, woollen fabrics, bags and pouches full of ingredients, warm coloured clothes, with braided and woven accessories.
There are small pockets of people dotted around throughout the clearing, having made their homes amongst the small groves and streams that can be found within the breaks in the trees. These people truly embody the self sufficiency of Thea, able to sustain themselves on the nature around them.
These settlements are often named or known for the colour and types of flowers they surround themselves with. One such commune is located near to the Blumefold. Made up of only a few dozen people, mostly Tulani, they mainly forage and trap small animals instead of hunting larger game. Focusing on the arts, the homes within are decorated with pale flowers, and delicately dyed carpets, throws and tapestries. The people have a strong belief in the idea of the ‘wisdom from the wind’, the interpretation of sounds, smells and even pollen or petals off the breeze to determine warnings or omens.
These groups often use flowers or other plants as their symbols.
Kit ideas: Colourful natural fabrics, cloth, scarfs and loose clothing, hunters tools, leather scraps and armour, woven accessories, small furs and some herbs.
The town of Thea was slow to see the full impact of the newly Awakened world, it remained quiet and secluded for a short while longer than many of the other towns. The first hints of change were when several villagers fell afoul of ancient pacts with creatures of the woods they were unaware of. By felling trees beyond bounds laid down in times long past they lost the protection of the pines and were claimed by the woods.
A greater calamity befell the town soon however with a deadly plague ripping through the town. The Blumefold began to wither and none knew what the origin of the sickness was nor how to cure it. The Awakened of the Tower arrived to offer aid though. The generally believed, but oft debated, facts amongst the townsfolk is that some disfigured monster, clad in rusting armour had brought the plague, for what reason the townsfolk do not fully understand. But with the Awakened of the Tower’s magic they were able to find cures and the vast majority of those sickened recovered. Aid was rendered in other ways as well. Bandits who had long haunted the woods were hunted down and Road Wardens, even those that looked more dead than the rest, had begun to create new pathways linking Thea more closely with the rest of the known lands.
Now the sickness has abated, the town seeks to find its new path in this changing world. Do they cleave to the old ways and oaths sworn by those long passed or seek new paths for their town? They seek for the Awakened to lead them as they become a launching off point for many explorers beyond the Known Lands. All the while the Blumefold blooms with new life and healers come to the town to learn what they can.
Pronounced: (VEER-DEER)
“For what good is a throne and what good a crown
but to remind the have nots how low they sit?
Nay if you will mark one man's brow why not
another’s too and after that why not another?”
Timon the Galavanteer, “Banned and Burned”
Wyrdr is the only kingdom in the known lands, though it pales in comparison to the old tales of world spanning empires and a throne of light that all knelt before. In the modern day Wyrdr is a single town ruled by King Amran, rumours say he wears a crown forged with old magic from twisted black glass and passed down through his family for generations. Glass workers have always enjoyed high status in the rocky kingdom with stained glass windows adding colour to the otherwise dour skyline.
The raw resources for this glass come Loch Udron which borders the town and the rolling water has worn down the bleak rocks into mineral rich sand. The loch also provides kelp and fish which act as a major food source for the town and for variety sheep and goats can thrive here, herded by hardy shepherds.
Citizens do not enjoy the freedom they might in Aligona or Durnmire but they do have the protection of the King’s knights. These warriors are some of the most well equipped soldiers in the Known Lands outfitted in iron and steel from Wyrdrs mines and forges and few bandits trouble this region though some consider the knights themselves as bad as any bandit.
Ruled by: King Amran the Crowned, leader of knights and always willing to press their claim by force. They are often sabre rattling and proud but willing to go to great extents to defend their people.
People from here are called: Wyrdish (VEER-dish)
People from here might be named: Saxon and Norman names inspire many of the names of Wyrdr such as Godwin, Cat’Linne, Jennin, Oliver, Morcar, Edwin.
People from here tend to value: Nobility, oaths, and loyalty
People from here look like:
Glass and metal working are common professions in Wyrdr with many accenting their tunics with glass beads and colourful metal bracelets regardless of gender.
People from here act like:
Oaths are important to the people of Wyrdr, some will lie and cheat you nearly as much as the merchants of Aligona but many hold oaths in high regard and as binding in business as gold and silver.
People from here believe:
If you would name your hunting hound one should also name their sword, for it ought to be your constant companion as well. Most smiths will name a sword as they make it for only a small extra charge.
There is an importance in fire. It brings life and warmth to homes, it transforms rock and ore to shining iron and glass and brings destruction in war. Many whisper small prayers when lighting forges or hearth fires to ask the fire to not bring danger.
The knockers are real, but it is difficult to determine which are the friendly ones and which will lead you into traps. Miners will pray at various intersections of the mines offering whispered words to keep them safe and call the attention of helpful knockers who will direct them to new seams of ore and minerals.
What some people from here may think of the other towns:
Aligona: “Aligona? Don't make me laugh they can't keep their own streets in order without drunkards in the street. If you ask me they need strong leadership to get them back on track.“
Durnmire: “Brigands and thieves, they should be thankful for the protection of the swamp else we would find them surplus to requirements.”
Keld: “Diligent and vigilant, of course they have to be, if their situation was better they'd be model citizens.“
Thea: “A village in the woods and of little concern to us.”
There are many noble houses that help support the kingdom. Aside from their crest, nobles tend to dress alike, in keeping with the latest fashions at court.
Kit ideas: Rich looking clothing, colourful accents, clean and polished metal or glass accessories, black base layers, metal armour
Leader: Lord Henrik D’Brey
D'Brey Motto: "Undying Devotion"
Shrewd and calculating, the D’Brey family hold a fearsome reputation within the court. Being one of the houses without profitable land, suitable only for livestock, the family honed their skills in trade and bartering, and now handle much of the exported goods that leave the city. Their land reaches to the north west of the town, leading up to the hills.
The house, like many others within Wyrdr, follows the tradition of the first born successor. As a result, and due to the level of education they tend to receive, some family members go on to be employed within the royal court as scribes or librarians.
Their house crest is that of a flame above a black diamond with a grey and blue background.
Leader: Lord Wilfred De Flint and Lord Bor Otolith
Otolith Motto: "Through our foundations, we rise"
These houses represent the backbone of the mining industry in Wyrdr. The newer De Flint family, whilst small, has been slowly growing in power, with their discovery of silver veins within their mines. The family is well liked by their workers, and there are rumours that the nobles of the family take turns to work in the mine to help keep themselves humble.
The Otolith family is an older one, and prides itself on rewarding hard work, with the successors to the house having earned the title through achievement rather than birthright. In addition, they put more emphasis on loyalty to the house over the crown. The family runs a large number of mines and quarries that help provide the town of Wyrdr with all the ore, stone, and sand that they need to maintain the grand buildings of the kingdom. Parts of their land reach all the way to the shores of Loch Udron.
The house crest for House Otolith is that of a castle with the colours of brown, blue, black and gold.
Leader: Lord Helena Fontaigne
Fontaigne Motto: "From earth we rise"
The family is ancient and rich with old money, propped up by the mines they own, but poor in prestige at court due to a mounting string of misfortunes and maladies that seem to plague the house. It is unclear when this seemed to affect the house, but the consequences are becoming much more dire for the household, an untimely death, a scandal, and damning rumours. Some say they might be cursed. Led by the widowed matriarch, the family remains strong and tightly knit despite the current circumstances.
The family usually employs servants and miners, but they have begun to seek out more varied help of late, including those more knowledgeable in the occult.
Their house crest is that of skulls facing a jewelled gauntlet holding a black crown rising out of the black earth.
Leader: Lord Seofon Varthale
Varthale Motto: "To live and conquer"
Whilst all of Wyrdr is steeped in tradition, there is perhaps none who follow them so rigidly as the Varthale family. The house is one of the oldest, with nobles from the family upholding many areas of the community, including positions amongst the royal knights, the judiciary, the crafting house, and the trade centre.
Not much is known about the family’s own traditions, except that the Lord’s seventh child is exiled upon the age of 18. Strangely, the current head, Lord Varthale, is a seventh child themselves, only having returned to the house after the deaths of all of their siblings.
Their house crest is that of a two golden griffins above a black crown with seven swords fanned out below it.
In Wyrdr, if you aren’t lucky enough to be born a noble, there are only two paths open to you. Either join and serve a noble family, or take up the trade, and work in metal or glass.
Leader: Forge Master Orlan
The forge exists in the centre of Wyrdr, with the bellows, furnaces, and the chimes of hammers acting as the beating heart of the town. Many skilled and trained craftsmen make their living within these walls, forging metal and blowing glass into the night.
Kit ideas: Colourful metal and glass accessories, black or brown base layers, full or partial metal armour, crafting equipment, hammers, goggles.
The Awakened of the Tower had few interactions with Wyrdr in the year or so since the Awakened emerged. But rumours have spread of a town invigorated, and afraid. The smoke from the forges rise ceaselessly above Loch Udron, new arms and armour are made at breakneck pace on command of Amran. Heralds go forth proclaiming treachery among the old houses, faithlessness towards Wyrdr will not be tolerated. Some claim many of the old houses, such as Van Otolith, have been all but swept away in a tide of sudden arrests and grisly executions. Meanwhile House Varthale has seen an epidemic of its sons and daughters following mad visions and dreams off into the woods, not standing by their house when war is on the horizon. Now some whisper it is the time of new houses to earn their knighthoods and be raised by Amran to replace the feckless and spent powers that came before.
One group that has certainly been raised are the glass makers of Wyrdr. They toil as hard as the smiths and the peasants of Wyrdr whisper about them creating the tall beings that accompany the knights on their patrols. Meanwhile amulets and broaches of black glass are sold by many to proclaim their loyalty to Amran and Wyrdr. All are shaped from the sand of Loch Udron which has seen a flurry of activity in recent months.
Still the rumblings of potential rebellion continue in dark corners and hidden cellars. Strangers to the town are said to breach curfew for secret gatherings to plot against Wyrdr.
“They’re the kind of folks who like to roam around, they walk the roads between each and every town,
oh they’re the wanderers, oh the wanderers ohhhhh... ”
Timon the Galavanteer “The Wanderers”
Those who wander the world in search of old knowledge are known as Lorekeepers; not tied to any particular place they follow old maps in attempts to find caches of knowledge and power. They will often hire guards or mercenaries for their more dangerous journeys into the wilds or the depths of Keld. Sometimes they will come together to discuss what they have found, share stories and exchange knowledge.
There are always stories floating around of a great cache of wealth found hidden in the ruins of the world, but probably not surprisingly most Lorekeepers are not wealthy people.
They value: Preservation, diligence, and rigour
Belonging to no town and to all towns, the Roadwardens are an organisation that survives by helping others to survive. They ensure that what paths remain across the land are kept as safe as possible and the roadhouses are protected so that travellers can stay at them as they make their way from place to place.
Built on old traditions they walk, maintain and protect the roads that connect the towns and villages together.
They wear well worn armour, plain clothes, typically shield and sword users with the occasional polearm to help deal with monsters. They often carry trophies of creatures that they have slain to remind people that the monsters are real and they are out there...
They value: Camaraderie, protection, and reliability