Crucible

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The first Orcs wandered through the wilderness, foraging. As the elder gods began to take more notice of them, and newborn elves began raiding their bands, orcs cut their way to some defensible real estate and began agriculture, in order to maintain a dedicated warrior caste. These warriors allowed the orcs to define boundaries of what was to become the first orcish nation, and begin a maintained effort of kicking the elves out, along with any elder beings.<br>
The first Orcs wandered through the wilderness, foraging. As the elder gods began to take more notice of them, and newborn elves began raiding their bands, orcs cut their way to some defensible real estate and began agriculture, in order to maintain a dedicated warrior caste. These warriors allowed the orcs to define boundaries of what was to become the first orcish nation, and begin a maintained effort of kicking the elves out, along with any elder beings.<br>
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While purging elves, orcs discovered kobold settlements. After the first few defeats by superior weaponry and tactics, orcs realized that they were up against an organized foe, and began trading with the kobolds instead. They developed ships in order to find new things that the kobolds did not have.<br>
While purging elves, orcs discovered kobold settlements. After the first few defeats by superior weaponry and tactics, orcs realized that they were up against an organized foe, and began trading with the kobolds instead. They developed ships in order to find new things that the kobolds did not have.<br>
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At this point, enough wandering elves got together and realized that to survive, they would have to do a better job of this whole thing. They organized attacks on orcish patrols, stole their weapons and began a guerrilla campaign that forced the orcs to pull back in key areas as protecting them from the elves became too much of a chore. Some of the elves made peaceful contact with orc traders, gaining access to pigments and clays that they immediately began employing in crafts, which were also valuable to the kobolds. Because elves have very loose ideas of territory, they often just left these things around, and kobolds interpreted that as offers to trade. Some elves made a game of it, seeing what they could get back, and so now it is well known that if you find random crafts in the woods, take them and put something in their place, because an elf put it there to trade.<br>
At this point, enough wandering elves got together and realized that to survive, they would have to do a better job of this whole thing. They organized attacks on orcish patrols, stole their weapons and began a guerrilla campaign that forced the orcs to pull back in key areas as protecting them from the elves became too much of a chore. Some of the elves made peaceful contact with orc traders, gaining access to pigments and clays that they immediately began employing in crafts, which were also valuable to the kobolds. Because elves have very loose ideas of territory, they often just left these things around, and kobolds interpreted that as offers to trade. Some elves made a game of it, seeing what they could get back, and so now it is well known that if you find random crafts in the woods, take them and put something in their place, because an elf put it there to trade.<br>
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As the humans began appearing, they did not have the community to resist either the orcish territoriality or the elven raiding. Survivors that managed to band together and formed clans turned nomadic, following wildlife away from known territories. On the fringes, they discovered the gnomes, who were beginning to appear. With their help, the humans gained enough of a respite from the hazards of the wild to pitch fledgling cities that were able to check orcish and elven expansion when it reaches that far. The gnomes helped broker a peace, and through these negotiations penetrated into the societies of the other races.<br>
As the humans began appearing, they did not have the community to resist either the orcish territoriality or the elven raiding. Survivors that managed to band together and formed clans turned nomadic, following wildlife away from known territories. On the fringes, they discovered the gnomes, who were beginning to appear. With their help, the humans gained enough of a respite from the hazards of the wild to pitch fledgling cities that were able to check orcish and elven expansion when it reaches that far. The gnomes helped broker a peace, and through these negotiations penetrated into the societies of the other races.<br>
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The dwarves came in at an era of stability, and so avoided being destroyed by either the elder beings or warriors of other races. They took the land nobody else wanted and made it livable, and their technology made it possible to defend it with relatively small numbers. Dwarves are not well liked by other races because they tend to provoke the wrath of the elder beings more often than anyone else, but their technology makes them indispensable.
The dwarves came in at an era of stability, and so avoided being destroyed by either the elder beings or warriors of other races. They took the land nobody else wanted and made it livable, and their technology made it possible to defend it with relatively small numbers. Dwarves are not well liked by other races because they tend to provoke the wrath of the elder beings more often than anyone else, but their technology makes them indispensable.
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==The Stone Lair (Kobolds)==
==The Stone Lair (Kobolds)==
According to commonly held historical views, the Stone Lair is the second state to be created, shortly after the Orcs got one. Sheltered by the mighty peaks of the Greyjaw mountains, the Stone Lair civilization formed as an alliance of individual warrens ruled by a patriarch loosely subject to the Supreme Matron. These positions can be quick to change hands due to various violent reasons, so to maintain the appearance of an uninterrupted royal presence, each patriarch wears metallic armour of a unique colour. The Matron’s armour is said to be an elaborate iridescent pearl design that represents her dominion over all the colours. As only patriarchs are permitted to even know the location of the Matron’s warren, very few kobolds, and no outsiders, have seen her in person.<br>
According to commonly held historical views, the Stone Lair is the second state to be created, shortly after the Orcs got one. Sheltered by the mighty peaks of the Greyjaw mountains, the Stone Lair civilization formed as an alliance of individual warrens ruled by a patriarch loosely subject to the Supreme Matron. These positions can be quick to change hands due to various violent reasons, so to maintain the appearance of an uninterrupted royal presence, each patriarch wears metallic armour of a unique colour. The Matron’s armour is said to be an elaborate iridescent pearl design that represents her dominion over all the colours. As only patriarchs are permitted to even know the location of the Matron’s warren, very few kobolds, and no outsiders, have seen her in person.<br>
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A patriarch is required to maintain a royal guard of at least fifty master swordsmen, and a contingent of spellcasters that make up the administrative branch of the patriarchy. Typically, a patriarch will also command several legions of warriors, depending on the patriarchy’s budget and the necessity of such a force.<br>
A patriarch is required to maintain a royal guard of at least fifty master swordsmen, and a contingent of spellcasters that make up the administrative branch of the patriarchy. Typically, a patriarch will also command several legions of warriors, depending on the patriarchy’s budget and the necessity of such a force.<br>
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A new patriarchy can be formed by either a binding decree from a Matron or a coalition of patriarchs that willingly pledge some of their soldiers and citizens to form the royal guard and administrative office of the new settlement. The prospective patriarch must, however, pay for his own armour and construction labour, and so must be extremely wealthy in addition to his talent.<br>
A new patriarchy can be formed by either a binding decree from a Matron or a coalition of patriarchs that willingly pledge some of their soldiers and citizens to form the royal guard and administrative office of the new settlement. The prospective patriarch must, however, pay for his own armour and construction labour, and so must be extremely wealthy in addition to his talent.<br>
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Until recently, the Stone Lair was the only nation without a southern frontier, as they were cut off from development in that direction first by the terrain and then by the dwarves. That, combined with the strength of the Lair’s warrior caste, guarantees stability for the lower classes of koboldkind (and whatever other races – usually gnomes and dwarves – choose to live in the Lair). Anyone with any connection to the nobility, however, is soon drawn into a subtle war, with patriarchs jockeying for position, wealth, and influence against one another, as well as against neighbouring states. The losers of this struggle that are deemed likely to make a comeback are rarely killed or imprisoned, but either exiled or posted to the Tail.<br>
Until recently, the Stone Lair was the only nation without a southern frontier, as they were cut off from development in that direction first by the terrain and then by the dwarves. That, combined with the strength of the Lair’s warrior caste, guarantees stability for the lower classes of koboldkind (and whatever other races – usually gnomes and dwarves – choose to live in the Lair). Anyone with any connection to the nobility, however, is soon drawn into a subtle war, with patriarchs jockeying for position, wealth, and influence against one another, as well as against neighbouring states. The losers of this struggle that are deemed likely to make a comeback are rarely killed or imprisoned, but either exiled or posted to the Tail.<br>
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The Greyjaws are both a blessing and a curse to the kobolds. While their narrow passes and treacherous slopes deter any would-be attackers, the high altitude and cold climate of the mountains has always made food difficult to find. Kobolds developed advanced weaponry largely as a result of this scarcity, climbing up the food chain with impeccably constructed hunting tools. It is said that skilled weaponsmiths became the first patriarchs, gathering warriors to them with the promise of the best tools with which to fight.  <br>
The Greyjaws are both a blessing and a curse to the kobolds. While their narrow passes and treacherous slopes deter any would-be attackers, the high altitude and cold climate of the mountains has always made food difficult to find. Kobolds developed advanced weaponry largely as a result of this scarcity, climbing up the food chain with impeccably constructed hunting tools. It is said that skilled weaponsmiths became the first patriarchs, gathering warriors to them with the promise of the best tools with which to fight.  <br>
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The Lair has mostly good relations with orcs, going back to their shared history. Orc shipping along Clearwater Lake and Silver River provides the Lair with a lifeline of trade and markets for its rich natural resources and locally produced weapons. They are less friendly with the elves, admiring their crafts but being generally distrustful of their lack of organization. They have no problem with gnomes, as they have no sovereign territory, and even permit them into positions of authority, as the gnomes don’t play the kobold game of power. Kobolds see dwarves as manufacturing and trade rivals and often try to undermine their mining operations, and view humans as immature savages.<br>
The Lair has mostly good relations with orcs, going back to their shared history. Orc shipping along Clearwater Lake and Silver River provides the Lair with a lifeline of trade and markets for its rich natural resources and locally produced weapons. They are less friendly with the elves, admiring their crafts but being generally distrustful of their lack of organization. They have no problem with gnomes, as they have no sovereign territory, and even permit them into positions of authority, as the gnomes don’t play the kobold game of power. Kobolds see dwarves as manufacturing and trade rivals and often try to undermine their mining operations, and view humans as immature savages.<br>
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===Stone Lair Culture===
===Stone Lair Culture===
'''Casus Belli:''' A method of planning initially developed by kobold nobles to draft attacks on elven and human holdings turned into a game after a general peace was reached, and embraced by many of the other races (including the very same elves). Over time, it has developed into a competition of historical knowledge as well as strategy, and includes complicated combinations of cards, pieces and dice.<br>
'''Casus Belli:''' A method of planning initially developed by kobold nobles to draft attacks on elven and human holdings turned into a game after a general peace was reached, and embraced by many of the other races (including the very same elves). Over time, it has developed into a competition of historical knowledge as well as strategy, and includes complicated combinations of cards, pieces and dice.<br>
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Play requires at least two parties of any size. Every round, each member makes three of the following checks (chosen by party consensus), and the party uses the highest result in each: Bluff, Diplomacy, Knowledge (History), Knowledge (Nobility & Royalty), Sense Motive, Survival. If the party got the highest result for that skill, they gain a token (unchallenged rolls must still exceed DC11 + the number of objectives). Subsequently, parties may use the tokens they have to make double blind bids. The winning bidder gets to claim an objective on the board. It is possible to take an already claimed objective, but you must win the bid by more than the objective’s bid was originally won by. Once all objectives are gone, the game ends.
Play requires at least two parties of any size. Every round, each member makes three of the following checks (chosen by party consensus), and the party uses the highest result in each: Bluff, Diplomacy, Knowledge (History), Knowledge (Nobility & Royalty), Sense Motive, Survival. If the party got the highest result for that skill, they gain a token (unchallenged rolls must still exceed DC11 + the number of objectives). Subsequently, parties may use the tokens they have to make double blind bids. The winning bidder gets to claim an objective on the board. It is possible to take an already claimed objective, but you must win the bid by more than the objective’s bid was originally won by. Once all objectives are gone, the game ends.
==The Tail (Kobolds)==
==The Tail (Kobolds)==
Nominally a colony of the Stone Lair, the Tail is a small stretch of land in the Greyjaw mountains bordered by the Deeplands to the north and frontier land to the south. Though it is ruled by a patriarch, he is not expected to remain in contact with his equals in the Lair due to the foreign lands separating the two. Etiquette demands that he make no attempt, allegedly because of risking intelligence leaks but in actuality because the leadership of the Stone Lair uses the Tail as a dumping ground for dissidents more than anything else. The Tail is formally known as the White Patriarchy, both for the colour of its patriarch’s armour and the snow that blankets the area most of the time.
Nominally a colony of the Stone Lair, the Tail is a small stretch of land in the Greyjaw mountains bordered by the Deeplands to the north and frontier land to the south. Though it is ruled by a patriarch, he is not expected to remain in contact with his equals in the Lair due to the foreign lands separating the two. Etiquette demands that he make no attempt, allegedly because of risking intelligence leaks but in actuality because the leadership of the Stone Lair uses the Tail as a dumping ground for dissidents more than anything else. The Tail is formally known as the White Patriarchy, both for the colour of its patriarch’s armour and the snow that blankets the area most of the time.
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Rivers to the east and west allow the Tail to maintain trade with humans, dwarves, and orcs, and thereby ensure a continued survival of the colony. Racial prejudice is all but forgotten in the face of adversity, and for this reason, the Tail is the best springboard for an expedition into the unexplored South due to its considerable goblin population. Likewise, there is no tolerance for the political games of the Stone Lair here, and few even make the attempt, because being even the patriarch of the Tail is not worthy of very much respect by the standards of the Lair.<br>
Rivers to the east and west allow the Tail to maintain trade with humans, dwarves, and orcs, and thereby ensure a continued survival of the colony. Racial prejudice is all but forgotten in the face of adversity, and for this reason, the Tail is the best springboard for an expedition into the unexplored South due to its considerable goblin population. Likewise, there is no tolerance for the political games of the Stone Lair here, and few even make the attempt, because being even the patriarch of the Tail is not worthy of very much respect by the standards of the Lair.<br>
==The Great Host (Orcs)==
==The Great Host (Orcs)==
The Host was the very first civilization, a confederation of small nomadic tribes banding together at the dawn of history to defend themselves against attacks by elder beings and elves. Since the first orcish town of Spearpoint was built on the coast of the Inner Sea, the orcs have relentlessly expanded both east along the rocky shore and south into dense forests and fertile flood plains.<br>
The Host was the very first civilization, a confederation of small nomadic tribes banding together at the dawn of history to defend themselves against attacks by elder beings and elves. Since the first orcish town of Spearpoint was built on the coast of the Inner Sea, the orcs have relentlessly expanded both east along the rocky shore and south into dense forests and fertile flood plains.<br>
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Orcs have a very strict social hierarchy, a relic of the days when disciplined armies made the difference between life and death for the race. Military rank is equated with social standing, and tightly woven into the responsibilities of citizenry. The lowest class, apprentices and students, are relegated to militia status, expected to learn their trade first and foremost, for in times of war they will have to manage things at home while the skilled warriors fight for their country. They do not have the right to self-enterprise, and must work under a master. The next step up consists of professionals of their craft. They must maintain a passing acquaintance with the art of war in addition to their work, and are permitted to labour for their own profit. As an orc’s ranking increases (through achievements on the field of battle as well as in his craft), he is expected to spend more time practicing combat, and less on his work, which is why experienced orcs usually take on apprentices and underlings to perform time-consuming tasks (without sufficient rank, no orc has the right to do this). The orcish nobility trains regularly, convening rarely to make general decisions that are then passed down the chain of command for execution. It is said that the greatest of orcs are so skilled with the blade that they are tireless and can move through the motions of their training while asleep. The high marshal of the Host certainly conveys that impression, as he has a habit of shouting orders to his subjects while in the heat of mock battles.<br>
Orcs have a very strict social hierarchy, a relic of the days when disciplined armies made the difference between life and death for the race. Military rank is equated with social standing, and tightly woven into the responsibilities of citizenry. The lowest class, apprentices and students, are relegated to militia status, expected to learn their trade first and foremost, for in times of war they will have to manage things at home while the skilled warriors fight for their country. They do not have the right to self-enterprise, and must work under a master. The next step up consists of professionals of their craft. They must maintain a passing acquaintance with the art of war in addition to their work, and are permitted to labour for their own profit. As an orc’s ranking increases (through achievements on the field of battle as well as in his craft), he is expected to spend more time practicing combat, and less on his work, which is why experienced orcs usually take on apprentices and underlings to perform time-consuming tasks (without sufficient rank, no orc has the right to do this). The orcish nobility trains regularly, convening rarely to make general decisions that are then passed down the chain of command for execution. It is said that the greatest of orcs are so skilled with the blade that they are tireless and can move through the motions of their training while asleep. The high marshal of the Host certainly conveys that impression, as he has a habit of shouting orders to his subjects while in the heat of mock battles.<br>
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This combination of martial prowess and skill in their craft has allowed orcs, among other things, to build and man the best ships of all the races, and use them to establish trading outposts along the coast of the Inner Sea and the Tusk Islands. With trade comes piracy, and orcish buccaneers often venture as far as human and elven shores to plunder and pillage.<br>
This combination of martial prowess and skill in their craft has allowed orcs, among other things, to build and man the best ships of all the races, and use them to establish trading outposts along the coast of the Inner Sea and the Tusk Islands. With trade comes piracy, and orcish buccaneers often venture as far as human and elven shores to plunder and pillage.<br>
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The majority of orcish trade exports go to the kobolds, in exchange for weapons and minerals that the orcish lands are poor in. They grudgingly maintain trade with dwarves as well. Elves have little to offer the orcs, who hold an ancestral grudge against them. Orcs are perhaps the only race to dislike the gnomes, seeing them as little different from elves, and thus suspicious at best. As the only nation that does not border human lands, orcs are largely indifferent towards them; they see humans as hardy, resourceful, and dependable, and will often hire them as sailors.
The majority of orcish trade exports go to the kobolds, in exchange for weapons and minerals that the orcish lands are poor in. They grudgingly maintain trade with dwarves as well. Elves have little to offer the orcs, who hold an ancestral grudge against them. Orcs are perhaps the only race to dislike the gnomes, seeing them as little different from elves, and thus suspicious at best. As the only nation that does not border human lands, orcs are largely indifferent towards them; they see humans as hardy, resourceful, and dependable, and will often hire them as sailors.
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==Tusk Islands (Orcs)==
==Tusk Islands (Orcs)==
In addition to the contiguous territory controlled by the Host, it also claims the Tusk Islands, a chain of nine islands that defines the boundary of the Inner Sea to the east. Gradual expansion has added small areas on both continents to the Tusks, as the colonies are informally known. Each island is ruled by a knight-captain of the Host, who must pay an annual tithe of goods to the high marshal, as a demonstration of administrative competence, in order to retain the position. Unlike all other high ranks in the Host, other races have earned the rank of knight-captain in the past, mostly human sailors or mercenaries taking the initiative after their employers were killed or abandoned their posts. Most Tuskers (permanent residents of the Tusk Islands) consider themselves a separate nation and people from the far-off Great Host.  
In addition to the contiguous territory controlled by the Host, it also claims the Tusk Islands, a chain of nine islands that defines the boundary of the Inner Sea to the east. Gradual expansion has added small areas on both continents to the Tusks, as the colonies are informally known. Each island is ruled by a knight-captain of the Host, who must pay an annual tithe of goods to the high marshal, as a demonstration of administrative competence, in order to retain the position. Unlike all other high ranks in the Host, other races have earned the rank of knight-captain in the past, mostly human sailors or mercenaries taking the initiative after their employers were killed or abandoned their posts. Most Tuskers (permanent residents of the Tusk Islands) consider themselves a separate nation and people from the far-off Great Host.  
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==The Deeplands (Dwarves)==
==The Deeplands (Dwarves)==
The appearance of the dwarves into a more or less organized society that was familiar with the idea of record-keeping gave scholars an insight into the formation of the other races. Not a lot of insight – kobold scouts reported seeing glimpses of short, bearded humans far east of where humans were supposed to live, and within days, bands of these creatures were spotted wandering the mountains. A platoon ordered to capture all humans in the mountains returned in tatters with reports of a fortified mountain pass, staffed by these humanoids. Within a year, several of these fortifications had developed, some seized from the kobolds or orcs and others constructed in the stone cliffs. It took somewhat longer for these strongholds to become aware of one another, mostly because they were besieged by kobolds and orcs seeking to destroy this new enemy.<br>
The appearance of the dwarves into a more or less organized society that was familiar with the idea of record-keeping gave scholars an insight into the formation of the other races. Not a lot of insight – kobold scouts reported seeing glimpses of short, bearded humans far east of where humans were supposed to live, and within days, bands of these creatures were spotted wandering the mountains. A platoon ordered to capture all humans in the mountains returned in tatters with reports of a fortified mountain pass, staffed by these humanoids. Within a year, several of these fortifications had developed, some seized from the kobolds or orcs and others constructed in the stone cliffs. It took somewhat longer for these strongholds to become aware of one another, mostly because they were besieged by kobolds and orcs seeking to destroy this new enemy.<br>
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The current borders of the Deeplands were established only after a series of brutal wars against the kobolds and orcs. The dwarves had poor weapons, few numbers, and no resources, and managed to grab a foothold only through the element of surprise. Certain dwarves quickly emerged as inventors, cobbling together weapons and magical rites that were as powerful a they were unstable, and the remaining population of the strongholds eventually aligned itself into three castes – those that use the weapons, those that try to make them explode less, and those that make sure everyone else doesn’t starve. The genius inventors, and those military dwarves willing to use their weapons, gradually all blew themselves up, leaving the dwarves as a cautious race that emphasized safety and order over flashes of individual genius. The social structures of the old order remained, however, with each dwarven stronghold resembling a research institute more than a city. The scientists are indisputably in charge, led by a rector who has oversight of the chief warriors and administrators in addition to his researchers. The rectors of each city form a national council with a rotating chairmanship called the Lord Rector. <br>
The current borders of the Deeplands were established only after a series of brutal wars against the kobolds and orcs. The dwarves had poor weapons, few numbers, and no resources, and managed to grab a foothold only through the element of surprise. Certain dwarves quickly emerged as inventors, cobbling together weapons and magical rites that were as powerful a they were unstable, and the remaining population of the strongholds eventually aligned itself into three castes – those that use the weapons, those that try to make them explode less, and those that make sure everyone else doesn’t starve. The genius inventors, and those military dwarves willing to use their weapons, gradually all blew themselves up, leaving the dwarves as a cautious race that emphasized safety and order over flashes of individual genius. The social structures of the old order remained, however, with each dwarven stronghold resembling a research institute more than a city. The scientists are indisputably in charge, led by a rector who has oversight of the chief warriors and administrators in addition to his researchers. The rectors of each city form a national council with a rotating chairmanship called the Lord Rector. <br>
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Dwarves do not settle new land much mainly because this arrangement results in resource allocation that benefits technological development and education more than it does any competent organization and expansion outside of the labs. Only when new resources or testing grounds are needed do dwarves actually start caring about that stuff. Dwarves that are not happy with this arrangement (i.e. the dwarves that would have blown themselves up building cool stuff) usually join merchant caravans as guards or traders, and leave in search of new resources to tap for the Lord Rector – a government contract is a very lucrative thing even for an adventurous dwarf.<br>
Dwarves do not settle new land much mainly because this arrangement results in resource allocation that benefits technological development and education more than it does any competent organization and expansion outside of the labs. Only when new resources or testing grounds are needed do dwarves actually start caring about that stuff. Dwarves that are not happy with this arrangement (i.e. the dwarves that would have blown themselves up building cool stuff) usually join merchant caravans as guards or traders, and leave in search of new resources to tap for the Lord Rector – a government contract is a very lucrative thing even for an adventurous dwarf.<br>
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Though the populations of dwarven strongholds have a low opinion of kobolds and orcs, their historical enemies, trader dwarves have let bygones be bygones. Gnomes and elves, with their decentralized and “primitive” lifestyles, have very little to offer to the dwarven culture. Dwarves dislike humans the least of all the great races, though the mountain range separating their lands makes any military assistance unlikely.<br>
Though the populations of dwarven strongholds have a low opinion of kobolds and orcs, their historical enemies, trader dwarves have let bygones be bygones. Gnomes and elves, with their decentralized and “primitive” lifestyles, have very little to offer to the dwarven culture. Dwarves dislike humans the least of all the great races, though the mountain range separating their lands makes any military assistance unlikely.<br>
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==Brinkwood (Elves)==
==Brinkwood (Elves)==
Brinkwood is the ancestral homeland of the elves, insofar as a race like theirs can have one, and lies to the west of the Great Host, nested between the peaks of the Greyjaws and the waves of the Inner Sea. It was here that the first elves appeared, clashed with orcs and kobolds, and then retreated into heavily forested areas to hide when it was clear they would lose that war. The sudden appearance of elves continued elsewhere, but for a very long time, it was only here that they would make it to maturity, and then organize themselves to push back against the orcs and kobolds. Brinkwood is still the most civilized of all elvish lands precisely for that reason, and it is usually here that traders come when seeking their goods. Even gnomes tend to stay away from other elvish lands, as their interests in mortal societies are not piqued often by this race of ageless loners.<br>
Brinkwood is the ancestral homeland of the elves, insofar as a race like theirs can have one, and lies to the west of the Great Host, nested between the peaks of the Greyjaws and the waves of the Inner Sea. It was here that the first elves appeared, clashed with orcs and kobolds, and then retreated into heavily forested areas to hide when it was clear they would lose that war. The sudden appearance of elves continued elsewhere, but for a very long time, it was only here that they would make it to maturity, and then organize themselves to push back against the orcs and kobolds. Brinkwood is still the most civilized of all elvish lands precisely for that reason, and it is usually here that traders come when seeking their goods. Even gnomes tend to stay away from other elvish lands, as their interests in mortal societies are not piqued often by this race of ageless loners.<br>
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When the humans appeared, driven west through Brinkwood by orc attacks, they naturally came in contact with the elves. There was no love lost between the tired humans and paranoid elves. Many of the fortifications and other settlements built during the war against the orcs were destroyed when elves discovered that humans tended to hunker down in these places and try to use them, instead of continuing their journeys. Thus developed the notion of “elvish hospitality,” meaning that the host would readily burn down his own house if it meant inconveniencing his guest. Eventually, humans left the elvish lands, mostly by dying, though many made it to the west and created their own kingdom. <br>
When the humans appeared, driven west through Brinkwood by orc attacks, they naturally came in contact with the elves. There was no love lost between the tired humans and paranoid elves. Many of the fortifications and other settlements built during the war against the orcs were destroyed when elves discovered that humans tended to hunker down in these places and try to use them, instead of continuing their journeys. Thus developed the notion of “elvish hospitality,” meaning that the host would readily burn down his own house if it meant inconveniencing his guest. Eventually, humans left the elvish lands, mostly by dying, though many made it to the west and created their own kingdom. <br>
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As they do not need to eat, elves never went through the hunter-gatherer stages of society. All that they required for survival was not being killed by anything, including other elves, which encouraged a more individualistic lifestyle. Groups of elves are usually formed during their feral stages, with a pack leader ruling largely by force. As the elves mature and get stronger, their need for protection declines along with their respect for the alpha, and eventually the group will disperse completely. The long memories of elves help them remember this stage of their life for a long time, so it is not uncommon for an elf to recognize the passage of a former pack-mate that he has not seen for decades. They often communicate this way, by leaving messages woven with plants that other elves will recognize, and can organize themselves quickly without having to speak a single word.
As they do not need to eat, elves never went through the hunter-gatherer stages of society. All that they required for survival was not being killed by anything, including other elves, which encouraged a more individualistic lifestyle. Groups of elves are usually formed during their feral stages, with a pack leader ruling largely by force. As the elves mature and get stronger, their need for protection declines along with their respect for the alpha, and eventually the group will disperse completely. The long memories of elves help them remember this stage of their life for a long time, so it is not uncommon for an elf to recognize the passage of a former pack-mate that he has not seen for decades. They often communicate this way, by leaving messages woven with plants that other elves will recognize, and can organize themselves quickly without having to speak a single word.
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==Shadowvale (Elves)==
==Shadowvale (Elves)==
Though elves had established a land of their own in Brinkwood, their wanderlust and need for excitement resulted in many elves travelling outward, through the lands of other races. As they did so, they discovered feral elves pretty much everywhere, though most were hunted as vermin by the locals. Determined to create a place for these elves, the wanderers banded together and, through a mix of negotiations and military action, won a place for the elves of the south-west to congregate. Shadowvale, so called because it lies in the shadows of the Greyjaws, is surrounded on the other three sides by human colonies. The only thing separating it from frontier regions is the concentration of elves – Shadowvale contains some of the deadliest monsters known to anyone. Many adventurers, mostly humans, dwarves, and kobolds from the Tail, come here to test their mettle, hoping that the large elvish presence makes the enterprise somewhat less risky than delving into uncharted territories. Two rivers bordering Shadowvale make it easy for traders to service the area, but human control of the sea shores to the west into which these rivers drain gives them a tight stranglehold on what actually gets to its destination. It is common to find goblins in this land, fleeing the mountains for any number of reasons, from rival clans to attacks by primordials.<br>
Though elves had established a land of their own in Brinkwood, their wanderlust and need for excitement resulted in many elves travelling outward, through the lands of other races. As they did so, they discovered feral elves pretty much everywhere, though most were hunted as vermin by the locals. Determined to create a place for these elves, the wanderers banded together and, through a mix of negotiations and military action, won a place for the elves of the south-west to congregate. Shadowvale, so called because it lies in the shadows of the Greyjaws, is surrounded on the other three sides by human colonies. The only thing separating it from frontier regions is the concentration of elves – Shadowvale contains some of the deadliest monsters known to anyone. Many adventurers, mostly humans, dwarves, and kobolds from the Tail, come here to test their mettle, hoping that the large elvish presence makes the enterprise somewhat less risky than delving into uncharted territories. Two rivers bordering Shadowvale make it easy for traders to service the area, but human control of the sea shores to the west into which these rivers drain gives them a tight stranglehold on what actually gets to its destination. It is common to find goblins in this land, fleeing the mountains for any number of reasons, from rival clans to attacks by primordials.<br>
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==Windgrove (Elves) ==
==Windgrove (Elves) ==
Just as travelling elves from Brinkwood that headed west, east-bound travellers discovered many feral elves throughout orcish and dwarven lands. Unable to extract any concessions from either race, these elves merely headed further south to establish their sanctuary. Like Shadowvale, it is bordered by rivers that make it easy for adventurers and supplies to come in, but as these rivers drain into the Inner Sea, the amount of traffic that Windgrove receives is far larger. Most of that traffic is because orcs control that shore, and trade with the Tusk Islands brings in many ships riding in on the constant winds that give the area its name.<br>
Just as travelling elves from Brinkwood that headed west, east-bound travellers discovered many feral elves throughout orcish and dwarven lands. Unable to extract any concessions from either race, these elves merely headed further south to establish their sanctuary. Like Shadowvale, it is bordered by rivers that make it easy for adventurers and supplies to come in, but as these rivers drain into the Inner Sea, the amount of traffic that Windgrove receives is far larger. Most of that traffic is because orcs control that shore, and trade with the Tusk Islands brings in many ships riding in on the constant winds that give the area its name.<br>
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Bordered by orc colonies to the north and east, and dwarven lands to the west, Windgrove’s remaining border is with the frontier lands. LAKENAME3 stops many of the continent’s nastier monsters from wandering into Windgrove by accident, and orcish colonies further south-east draw the attention of the rest. This makes Windgrove an ideal place for many beginner adventurers to acquaint themselves with the frontier without the risk of being overrun by a large number of foes.
Bordered by orc colonies to the north and east, and dwarven lands to the west, Windgrove’s remaining border is with the frontier lands. LAKENAME3 stops many of the continent’s nastier monsters from wandering into Windgrove by accident, and orcish colonies further south-east draw the attention of the rest. This makes Windgrove an ideal place for many beginner adventurers to acquaint themselves with the frontier without the risk of being overrun by a large number of foes.
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==Terminus (Human)==
==Terminus (Human)==
Driven from their original homes by raids from orcs and kobolds, and given no hospitality from the elves, humanity came to a shore beyond which they could go no further, and this was where they made their first home. Largely safe from foes that dwell along the Inner Sea, humanity began expanding along this coast, guided first by trial and error and then by the gnomes that discovered them here. Having an accessible sea route to ferry troops and supplies made this position easy to defend against kobold invaders, who had to move their own supplies through mountainous terrain.<br>
Driven from their original homes by raids from orcs and kobolds, and given no hospitality from the elves, humanity came to a shore beyond which they could go no further, and this was where they made their first home. Largely safe from foes that dwell along the Inner Sea, humanity began expanding along this coast, guided first by trial and error and then by the gnomes that discovered them here. Having an accessible sea route to ferry troops and supplies made this position easy to defend against kobold invaders, who had to move their own supplies through mountainous terrain.<br>
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Terminus is a land rich with trouble. Many predators such as harpies make their homes among cliffs on the shoreline, harassing shipping and settlements. The weather is prone to hurricanes, tides behave erratically, and the open ocean is a home for many gigantic monsters. Many dragons also make this place their hunting grounds, swooping in from the Greyjaws and taking advantage of sea winds to cover large distances looking for prey. To the south, past Shadowvale, a day where there was only a goblin raid is a good day – humans have made it further into the frontier lands than anyone, and pay the price for their temerity daily.<br>
Terminus is a land rich with trouble. Many predators such as harpies make their homes among cliffs on the shoreline, harassing shipping and settlements. The weather is prone to hurricanes, tides behave erratically, and the open ocean is a home for many gigantic monsters. Many dragons also make this place their hunting grounds, swooping in from the Greyjaws and taking advantage of sea winds to cover large distances looking for prey. To the south, past Shadowvale, a day where there was only a goblin raid is a good day – humans have made it further into the frontier lands than anyone, and pay the price for their temerity daily.<br>
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For this reason, humanity has a strange relationship with many of these monsters. Seeing no need to bend down before a ruler that can’t personally beat up them and their entire clan, most human settlements are actually ruled by monstrous creatures – most commonly dragons in the south and giants on the foothold on the northern continent and islands. Thus, one of the duties of the royal court is to periodically sweep the land to put the fear of the King into said monsters. That title is not entirely accurate, as Terminus is a theocracy, ruled by the pantheon of humanity’s gods. These gods tolerate the presence of monstrous rulers in their kingdom because they are so short-staffed, but in reality would like nothing more than to wipe out every single non-human creature in Terminus, and often secretly sponsor would-be monster hunters to take on some ruler or another that has annoyed them without officially breaking any laws.<br>
For this reason, humanity has a strange relationship with many of these monsters. Seeing no need to bend down before a ruler that can’t personally beat up them and their entire clan, most human settlements are actually ruled by monstrous creatures – most commonly dragons in the south and giants on the foothold on the northern continent and islands. Thus, one of the duties of the royal court is to periodically sweep the land to put the fear of the King into said monsters. That title is not entirely accurate, as Terminus is a theocracy, ruled by the pantheon of humanity’s gods. These gods tolerate the presence of monstrous rulers in their kingdom because they are so short-staffed, but in reality would like nothing more than to wipe out every single non-human creature in Terminus, and often secretly sponsor would-be monster hunters to take on some ruler or another that has annoyed them without officially breaking any laws.<br>
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Terminus maintains terse relations with its former enemies. What trade comes from the islands to the north is usually sent to other settlements in Terminus rather than abroad. Due to the ambassadorial influence of its significant gnomish population, some lines of communication are maintained with kobolds (mostly for teaming up on dragon hunts), elves of Shadowvale (to combat frontier threats), and orcs (to coordinate fleets against pirates). Terminus trades often with the Deeplands, however, and human travellers wishing to head east often wisely choose to brave the mountain passes rather than take the sea route.   
Terminus maintains terse relations with its former enemies. What trade comes from the islands to the north is usually sent to other settlements in Terminus rather than abroad. Due to the ambassadorial influence of its significant gnomish population, some lines of communication are maintained with kobolds (mostly for teaming up on dragon hunts), elves of Shadowvale (to combat frontier threats), and orcs (to coordinate fleets against pirates). Terminus trades often with the Deeplands, however, and human travellers wishing to head east often wisely choose to brave the mountain passes rather than take the sea route.   
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===Kobolds: Karraltak===
===Kobolds: Karraltak===
Karraltak stands on the spot where the rivers Scalefall and Bluetongue flow together. Originally a trading post between the Orcs and Kobolds, and later with the Elves, Karraltak has expanded into a prosperous town with a 200-year historical record. To mimic the typical warrens of the Stone Lair, its more permanent buildings such as the palace of the local patriarch are constructed from granite brought down from the mountains. Everything else (including the town’s walls) is made out of wood. <br>
Karraltak stands on the spot where the rivers Scalefall and Bluetongue flow together. Originally a trading post between the Orcs and Kobolds, and later with the Elves, Karraltak has expanded into a prosperous town with a 200-year historical record. To mimic the typical warrens of the Stone Lair, its more permanent buildings such as the palace of the local patriarch are constructed from granite brought down from the mountains. Everything else (including the town’s walls) is made out of wood. <br>
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While the population inside these walls is mostly kobold warriors and administrators, beyond them lies a rich market that never truly dies down (not so long as there are elves and gnomes manning stalls). A steady stream of orc traders maintains a more or less constant population of orcs, and the proximity of elven territory results in a number of them spending time in the city as well. It is rare to see humans here, but the occasional trading ship will come up Clearwater with news from the human frontier. Gnomes adore this city for its multiculturalism, and make up much of its permanent population, some even rising into the ranks of the ruling classes. Karraltak is also the most common place to see dwarves outside their territory, as they run a tidy profit carrying goods between the city and the orcish frontier.<br>
While the population inside these walls is mostly kobold warriors and administrators, beyond them lies a rich market that never truly dies down (not so long as there are elves and gnomes manning stalls). A steady stream of orc traders maintains a more or less constant population of orcs, and the proximity of elven territory results in a number of them spending time in the city as well. It is rare to see humans here, but the occasional trading ship will come up Clearwater with news from the human frontier. Gnomes adore this city for its multiculturalism, and make up much of its permanent population, some even rising into the ranks of the ruling classes. Karraltak is also the most common place to see dwarves outside their territory, as they run a tidy profit carrying goods between the city and the orcish frontier.<br>
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The patriarchy of Karraltak is a lucrative position for a kobold to hold – it is sufficiently removed from the capital to allow significant autonomy, but unlike backwaters with similar benefits, it rivals that capital in wealth. The patriarch of Karraltak is adorned with gold. The Golden Patriarch maintains three legions, a massive number of troops given the city’s distance from the frontier, mostly out of tradition. <br>
The patriarchy of Karraltak is a lucrative position for a kobold to hold – it is sufficiently removed from the capital to allow significant autonomy, but unlike backwaters with similar benefits, it rivals that capital in wealth. The patriarch of Karraltak is adorned with gold. The Golden Patriarch maintains three legions, a massive number of troops given the city’s distance from the frontier, mostly out of tradition. <br>
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===Orcs: Ogden===
===Orcs: Ogden===
Ogden is the Host’s capital city, made wealthy by the ancient trade route between the INNERSEA coast and the kobolds. Built on Clearwater Lake, Ogden has three rings of heavy wooden fortifications typical of orcish settlements. It is the heart of orcish military might, as the vast majority of influential and high-ranked orcs make their home here. Humans coming up Clearwater to trade will usually make their stop here, and many kobold traders conduct their business in Ogden rather than attempt to guide heavy trade ships up the congested Scalefall river. Thanks to the wide, fertile plains on which it was constructed, Ogden supports a large population, and the taxes from that population allow the government to maintain a few serviceable roads and something approaching a reliable system of communication through mounted couriers.<br>
Ogden is the Host’s capital city, made wealthy by the ancient trade route between the INNERSEA coast and the kobolds. Built on Clearwater Lake, Ogden has three rings of heavy wooden fortifications typical of orcish settlements. It is the heart of orcish military might, as the vast majority of influential and high-ranked orcs make their home here. Humans coming up Clearwater to trade will usually make their stop here, and many kobold traders conduct their business in Ogden rather than attempt to guide heavy trade ships up the congested Scalefall river. Thanks to the wide, fertile plains on which it was constructed, Ogden supports a large population, and the taxes from that population allow the government to maintain a few serviceable roads and something approaching a reliable system of communication through mounted couriers.<br>
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Ogden’s non-orc population is mostly concentrated at the docks and inns, and is transient in nature. Humans make up the largest minority, and many are permanent citizens of the city, with their own rank within orcish society. Some kobolds live here, many of them exiles from the Stone Lair that are unwilling to travel far from their homeland. <br>
Ogden’s non-orc population is mostly concentrated at the docks and inns, and is transient in nature. Humans make up the largest minority, and many are permanent citizens of the city, with their own rank within orcish society. Some kobolds live here, many of them exiles from the Stone Lair that are unwilling to travel far from their homeland. <br>
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===Dwarves: Dvergrad===
===Dwarves: Dvergrad===
Entrenched firmly in a well-defended mountain pass, Dvergrad serves as the gateway between the Deeplands and the Great Host. Merchants wishing to ferry their goods from the East without having to sail around the lands of the Great Host and up Scalefall River take the Silver river up to Dvergrad and then hire a caravan to carry them to Ogden or Karraltak. Dvergrad is the docking site for a significant part of the Dwarven navy (the rest is docked at nearby Ogre’s Beard Lake which offers more space) which mostly serves as a deterrent for Orcish military action against the Dwarves. The city itself towers over the docks, a magnificent edifice of granite that descends deep into the mountains from which it rises. Those unwilling to spend their time in small, dark rooms surrounded on all sides by stone (i.e. most visitors) have, over time, built a zone of wooden structures around the docks that extends all the way up to the Host’s border. Traditionalist dwarves refuse to consider this area part of Dvergrad, and refer to it derisively as the Echo – a fleeting copy of the genuine thing.<br>
Entrenched firmly in a well-defended mountain pass, Dvergrad serves as the gateway between the Deeplands and the Great Host. Merchants wishing to ferry their goods from the East without having to sail around the lands of the Great Host and up Scalefall River take the Silver river up to Dvergrad and then hire a caravan to carry them to Ogden or Karraltak. Dvergrad is the docking site for a significant part of the Dwarven navy (the rest is docked at nearby Ogre’s Beard Lake which offers more space) which mostly serves as a deterrent for Orcish military action against the Dwarves. The city itself towers over the docks, a magnificent edifice of granite that descends deep into the mountains from which it rises. Those unwilling to spend their time in small, dark rooms surrounded on all sides by stone (i.e. most visitors) have, over time, built a zone of wooden structures around the docks that extends all the way up to the Host’s border. Traditionalist dwarves refuse to consider this area part of Dvergrad, and refer to it derisively as the Echo – a fleeting copy of the genuine thing.<br>
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Since most dwarves are traditionalists, the only dwarves living in the Echo are those that travel often or have businesses catering to foreigners, and are too lazy to walk up and down the many steps that Dvergrad is famous for. Few outsiders are willing to make that trip themselves – kobolds are the only non-dwarves that are, as a species, comfortable in Dvergrad’s stony halls, though foreign emissaries have to put up with the dark, cramped spaces whether they like it or not. Because of their small stature and obsession with the quirks of other races, gnomes sometimes take up residence there as well, though few stay for long. Despite their keen eyesight, the powerfully built orcs and free-roaming elves have little tolerance for Dvergrad’s interior.<br>
Since most dwarves are traditionalists, the only dwarves living in the Echo are those that travel often or have businesses catering to foreigners, and are too lazy to walk up and down the many steps that Dvergrad is famous for. Few outsiders are willing to make that trip themselves – kobolds are the only non-dwarves that are, as a species, comfortable in Dvergrad’s stony halls, though foreign emissaries have to put up with the dark, cramped spaces whether they like it or not. Because of their small stature and obsession with the quirks of other races, gnomes sometimes take up residence there as well, though few stay for long. Despite their keen eyesight, the powerfully built orcs and free-roaming elves have little tolerance for Dvergrad’s interior.<br>
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The Echo is the best place to find elves and humans of all the Great Cities. Many elves choose to pass through the Deeplands when travelling between their forests than risk dealing with the bureaucracy of their ancient foes, the kobolds, and their more recent human enemies. Ironically, humans also like to travel through dwarven lands, as crossing the Greyjaw mountains puts human traders from the West right on top of RIVERNAME2 without having to deal with any kobolds or elves.<br>
The Echo is the best place to find elves and humans of all the Great Cities. Many elves choose to pass through the Deeplands when travelling between their forests than risk dealing with the bureaucracy of their ancient foes, the kobolds, and their more recent human enemies. Ironically, humans also like to travel through dwarven lands, as crossing the Greyjaw mountains puts human traders from the West right on top of RIVERNAME2 without having to deal with any kobolds or elves.<br>
Demographics (Dvergrad): 80% Dwarf, 14% Kobold, 5% Gnome, <1% Elf, <1% Orc, <1% Human<br>
Demographics (Dvergrad): 80% Dwarf, 14% Kobold, 5% Gnome, <1% Elf, <1% Orc, <1% Human<br>
Demographics (Echo): 40% Orc, 30% Elf, 15% Human, 7% Dwarf, 5% Gnome, 3% Kobold
Demographics (Echo): 40% Orc, 30% Elf, 15% Human, 7% Dwarf, 5% Gnome, 3% Kobold

Revision as of 00:29, 7 January 2013

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