Homebrew Campaign: The Gazetteer of Estegalle

scruffygrognard

Adventurer
The World of Gaile is a campaign setting for Dungeons and Dragons that I have worked on for several years. This current incarnation is adapted for use with Dungeons and Dragons 5th edition, and focuses upon the eastern continent of that world... Estegalle. The setting is well-suited to using the 5th edition rules as they are presented, using nearly of the the races and classes presented in the PHB. This gazetteer presents the nations, people (particularly the various human cultures), and gods of Estegalle.
The continent of Estegalle is divided, principally, into ten regions ruled by humans. Of these, the lands of Caerleon, Suttegarde, Mauridia and Kashgar are called the Great Dominions. The vast Plains of Algur are home to three semi-nomadic tribes, Carmascia, Sarathia and Voruskai, collectively called The Tribes of Vors. To the extreme north and southeast are found Narahim, Yssgelund and Vinnisklad, which are known to men of The Great Dominions as the “Savage Lands.”
I hope you get some use out of this, even if you only mine it for ideas for your campaign world!

PS: I've updated the file, to incorporate backgrounds and bring human players more in line with the 5th edition rules.

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scruffygrognard

Adventurer
BRIEF HISTORY
Here are some events that make up the known history of Gaile and their estimated dates PCY (Pre-Common Year) or CY (Common Year):

THE FIRST DARKNESS
The First Darkness, a period of frozen, impenetrable gloom fills the heavens for years untold until it erupts into a chaos of churning elemental forces. Stars and nascent worlds, devoid of life and wreathed in flame, coalesce throughout the heavens. Out of the maelstrom of burning worlds and colliding stars comes the first of living beings, The Great Old Ones.

THE AWAKENING
Born amid swirling vortices of destruction The Great Old Ones were terrible creatures, monstrosities that battled among the stars for eons, destroying newly-formed planets in their wake. From the blood of these Elder Gods and the remains of shattered worlds sprang The Elemental Lords.
These beings fashioned our world and its sisters amid the destruction reeked by The Great Old Ones, hiding their creations from the unremitting violence of their forebears. In this task they were aided by elemental factotums that helped shape the surface of those worlds according to the wishes of their lords. It is said that the same creative force that ended The First Darkness, and brought about both Elder Gods and Elemental Lords, brought inspiration to the greatest of these elemental servants.
30,000 PCY: Not content to toil for the masters’ benefit, seven elemental servants defied their lords and brought life to the barren worlds they fashioned. These seven, rebellious, factotums worked to foster their creations. Unlike their sires, who only sought to create a refuge for themselves, the seven nurtured their mortal servants and granted them autonomy. As such it is to these beings that the sentient races of Gaile pay homage, revering them as The Defiant Gods. The amoral Elemental Lords, on the other hand, are seen as distant and beyond petition; while The Great Old Ones are largely unknown to the people of Gaile. The Defiant Gods include:
• Aeldris, the bringer of law and wisdom, god of sovereigns
• Caledh, god of the wilds, the hunter-god and lord of beasts
• Illandae, the dreamer, goddess of inspiration and the arts
• Maedra, goddess of insight, healer and protector
• Thryd, the Frost-Maiden, death-goddess and scribe of fate
• Tyros, harvest-god, fertility god and god of brewers
• Uldrem, lord of storms and the seas
The Defiant Gods fashion treants, the elder fey, such as sylphs, dryads, nymphs and fossergrim, and true giants (storm giants, fire giants, frost giants and stone giants) from the fabric of the world to serve as its stewards, much as the Elemental Lords created elementals. These creatures venerate their creators.
Tensions crops up almost immediately between these creatures and the elemental minions of The Elemental Lords. This, in turn, leads to strife between the Elemental Lords and The Defiant. After years of conflict, the loyalties of the fire and frost giants shift to the Elemental Lords.
The conflict also leads some of the more powerful, and malicious, servants of The Elemental Lords to create the races of trolls and dragonkind. Chief among these Fallen Lords is Moloth, a lord of fire, ash and soot, who sought to aid the giants in their struggles against the creations of The Defiant Gods and, in doing so, gain their worship and his own rise to power.

20,000 - 15,000 PCY: Birth of the Elves: From the union of elder fey and godlings, known as servitors, the elven race is born. The first lines of elves awaken beneath the stars, on the shores of the Western Ocean (Ulmar Avandai) and migrate northward to the great mountains of the west, Arn Illandir (Moongates), and eastward towards Arn Haldari (Sungates), settling in the forests and along the shore of Lake Naeril in central Gaile. Unlike the elder fey, elves are not bound to a specific grove, spring, or forest and migrate throughout Gaile. Elves establish vast forest realms and settle along the shores of Lake Naeril, laying the foundations of the great citadels at Asgiroth and Esgavule.
During this period lesser fey (also called faeries) such as sprites, pixies, and brownies are created as guardian spirits and watchers of the forests by the gods of nature. Unlike the elder fey, faeries are not bound to a specific grove, spring, or forest and migrate throughout Gaile. Over the following thousands of years, the races of gnomes and halflings are descended from the faerie races of phooka, leprechaun, and brownie-folk.

15,000 PCY: Sundering of the Elves: The high elves of Asgiroth (Whitecliff) are corrupted through the machinations of Bes, who is bent on the domination of Gaile’s mortals. Bes crafts Illariun, a magnificent black opal, and presents it as a gift to the high elven queen, Aenori. This magnificent gem, set upon a mithril crown, is said to grant her great insight into, and influence over, the minds of her subjects. The realm of Aenori and her consort, Kharec, prospers under their rule, which becomes increasingly tyrannical and oppressive.
Over time the Kingdom of the Asgiroth encroaches upon the sylvan elven realm of Celindale. Niriel, daughter of King Halengir of Celindale, warns her people of the dark influence that has gripped the elves of Asgiroth and foretells of a great war between their kingdoms.
The Sundering of the Elves begins when the high elves of Asgiroth annex sylvan elven lands, leading to a massive war between these two kingdoms of elves. The war is fought upon Ulmirdon (The Golden Sea), vast grasslands bordering the southwestern expanse of Celindale. As years of civil war decimate the two most powerful elven realms, Aeldris intervenes. His servitors fight alongside the elves of Celindale, leading them to victory over the Kharec’s forces.
Aenori flees from her battle-ravaged kingdom and seeks the shelter of Bes, Lady of Lies, while Kharec remains as commander of Asgiroth’s might. Following his defeat, many elves of Asgiroth are driven into exile, hiding within vast caverns beneath the Shadowroot Mountains. Ulmirdon serves as the grave for over 20,000 elves, including the Forest King, and is renamed Olmad Nolgr (The Sea of Corpses).
Following the defeat of Kharec, the elves remaining in Asgiroth fall into civil strife as those loyal to Aenori and Kharec wage war upon those loyal to the elven lord Osriel. The bitter struggle razes most of the city, and brings about a wasting plague that drives many from the ruins of Asgiroth. During the struggles Osriel shatters Illariun, releasing many held in thrall to its power.
Osriel, crowned king by his host of exiles, entreats Niriel, queen of the sylvan elves, for peace. Osriel’s people are pardoned by Niriel but, unable to return to the Asgiroth, march northward. Osriel and his followers found the city of Esgavul (Whitegull) many leagues to the north, along the shores of The Middle Sea.
Years of darkness, isolation, and bitterness twist the elven followers of Kharec into the dark elven subrace. Following his defeat, the gravely wounded Kharec is taken into Bes’s service after taking the life of Aenori as his last act of grief and despair. It is rumored that the offspring of Bes and Kharec are the first of the cursed goblinoid and orcish races. These mockeries of the
elven people act, at first, as a servant-race to the dark elves. Bes is cast from the heavens and joins the ranks of The Fallen Lords.

12,000 PCY: The Forging of the Dwarves: After hundreds of years goblins, orcs, trolls, and dark elves rise from the bowels of the Shadowroot Mountains, through a series of cave-mouths called The Mouth of Hell (Borukhel), slaughter the high elven guardians of Asgiroth, and raze most of the city. Following this, the vast army of Kharec the Deathless sets alight the Celindale and slaughters many of Niriel’s people.
Ord, with the approval of Aeldris, forges the race of dwarves from the very stone from which trolls were formed. With armies of these dwarves under his command, Ord comes to the aid of the elves of Celindale and drives Kharec, once more, into hiding. Following the battle the dwarves begin their migration from central Gaile to all corners of the vast continent.

11,500 PCY: The first meetings of elves and dwarves at Arn Illandir (The Moongates) and Arn Haldari (The Sungates) leads to a series of small skirmishes, as the races argue their claims to these mountain realms. Outnumbered and disgusted, the dwarves embark upon their Trail of Sorrow, toward Asgiroth and Tol Gorog (Grim Peaks).

11,000 PCY: Dwarves drive goblins from Asgiroth and most of Tol Gorog under the leadership of Duergrid Angreddin, Daroc Morudson, and Baldrim Greybeard. The dwarves divide into ten clans and search for more territories to claim as their birthright.

10,750 PCY: The Betrayal of Clan Angreddin Duergrid Angreddin, head of clan Angreddin and Dwarven Lord of Asgiroth, is corrupted by a shard of Illariun found within the ruins of Asgiroth. Through it, and its false promise of power, Duergrid grows increasingly paranoid and driven by greed. He and his 10 sons call forth an avatar of Moloth and kill his clan council in order to wrest total control over their clan. The line of Angreddin is cursed through these actions, driven deep beneath the earth as they become ever-more sensitive to the light of the sun. In time the scions of the Angreddin clan become the dwarven subrace of duergar. Eventually the high elves reclaim the abandoned citadel of Asgiroth.

10,000 PCY: The Wasting: Years of warfare by elves and dwarves against the races of goblinoids, trolls and dark elves leads to The Wasting, a terrible plague that also blights the lands of Gaile. Treants and the elder fey suffer unrelenting agony and die in great numbers. Other forest dwellers suffer as the blight kills most sources of sustenance and causes pestilence to spread throughout Gaile. In Gaile’s mountains, dwarves wage ceaseless war against hosts of troll and goblin armies.

9,500 PCY: The Rise of Mankind: The gods, lamenting the demise of the fey, elven and dwarven races through unceasing, bloody battles against the foul creations of Moloth and Bes, create the race of Man from the blood of Aeldris. To this race is given the gifts of fertility, adaptability and ingenuity.

9,000 PCY: The First Great War: Over the next millennium, the races of dwarves and elves guide the “Child Race,” teaching them much in the ways of craft and lore. Many battles are fought by the united forces of humans, dwarves and elves against the corrupted races of The Fallen Lords.
Nearly 200 years of fighting follow, involving all of the races of Gaile as well as the servitors of the gods and Fallen Lords. Widespread death and destruction makes central Gaile into a veritable wasteland. All races are driven to near extinction in The First Great War. Survivors of the war fall to the famine and pestilence that grips all of Gaile.

8,800-7,500 PCY: The races of Gaile recover from the devastation of the Great War. This era is marked by great cooperation among the races of Gaile, with great exchanges of knowledge, culture and goods taking place.

7,500 - 5,000 PCY: This period of time is called The Great Migration, a time when races of humans, elves and dwarves sought new frontiers and explored that far reaches of Gaile. Small wars erupt over disputed territorial claims, but these are minor compared to past wars. During the relative peace of this era, the pursuit of knowledge and the arts leads to great technological and social changes throughout the realms of Gaile. Cities grow mighty along the coasts, rivers and trade routes that link the realms of the three races.

4,500-3,000 PCY: Theological and scientific studies lead to the study of Arcanology in the major cities of Gaile. Once shrouded in mystery, the manipulation of magic becomes accessible to those academics who immerse themselves into this burgeoning discipline.
The use of magic leads to leaps of knowledge, productivity and creativity. Both construction and destruction are aided through its use, as magic is employed in all manner of craft and upon the field of battle. Over time, masters of magic, called Archons, become increasingly at odds with the priests of The Defiant.
Priests of the gods consider these powerful wizards to be grasping traitors, who sought to deify themselves through the use of magic. The Sect of Aedhr acts as intermediary between the Archons and priests of The Defiant, trying desperately to quell the rising storm caused by their conflict.
Seizing this opportunity servants of Moloth and Bes emerge from long years of hiding and send their avatars into the world to gather those hostile to The Defiant. Desperate to turn the tide in their struggle against The Defiant Gods, The Fallen Lords call upon the Elemental Lords in the hope that they sought retribution against the their former servants. The Elemental Lords, however, remain impassive and leave The Fallen Lords to their machinations.
In desperation Bes and Moloth seek to create rifts in the barriers that shield Gaile from the notice of The Great Old Ones, so that they may commune with those beings and gain power through them. Disciples of The Fallen Lords are charged with the task of creating gates to the “elseworlds” that are home to these powers in order to channel their power.
To bring practitioners of magic into their service, The Eldritch Spire is erected in the greatest city of Gaile, Tarn Hirrod. Its warlock, sorcerer, and wizard adherents, The Assembly of Magi, spread their arcane knowledge, and their opposition to The Defiant, throughout the lands. The influence of The Assembly of Magi leads to religious upheaval and political turmoil, as the corruption of The Fallen Lords turns the lands’ rulers against their gods and each other. Servants of The Eldritch Spire establish gates to an alternate Prime Material Plane ruled by illithid followers of The Sleeping Gods, who use these gates to begin their infiltration of Gaile.
Meanwhile, the monstrous agents of The Fallen Lords renew their attacks upon the strongholds of their ancient enemies. The Great Wyrm, Chrysophyllax, terrorizes the Kingdom of Edanil and weakens its defenses against the waves of inhuman marauders that ceaselessly attack its northern borders.

3,000 PCY: The Second Great War pits the priests of The Defiant against The Assembly of Magi, kingdom against kingdom, and the unholy creations of The Fallen Lords against the races of mankind, elf, and dwarf. Years of unremitting warfare follow, ending with a cataclysmic meteor strike that obliterates much of central Gaile, splitting Gaile into the continents of Avandunil (The Western Lands) and Estegalle (Eastern Gaile). The epicenter of this catastrophe is The Eldritch Spire, which was located in what was then central Gaile.

THE DEEP GLOOM
2,730-1 PCY: Once again, the races of Gaile fight their way back from the brink of destruction. The Men of the West (Avadain) gradually unite the people of Avandunil and rebuild great kingdoms out of the ashes of The Second Great War.
In Estegalle, savagery and chaos reign over the lands, as starved and desperate tribes wage war over fertile lands and hunting grounds. Small clanholds are the only semblance of civilization during this period of time. As the kingdoms of Avandunil grow mighty, the people of Estegalle start to form petty kingdoms that are locked in constant war. In 1035 PCY, the Tribe of Maurid, followers of Shar’edan the Wise, establish the Kingdom of Mauridia in the banks of the River Sahavim in the wilderlands beyond the Sheltering Sea.
The first waves of Avadain conquerors begin arriving on the shores of Estegalle in 12PCY.

THE AGE OF RESURGENCE
See each land’s description for the history of the Third Historical Period. The year 1 marks the year of the first permanent Avadain settlement on Estegalle, the fortress town of Caer Lyon or Lion’s Fort. This campaign begins in the Gaile Common Year of 575 (1610 by Mauridian Reckoning).
 
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scruffygrognard

Adventurer
CHARACTER RACES
Player characters may choose to be of the following races: hill dwarf, mountain dwarf, high elf, wood elf, forest gnome, rock gnome, half-elf, half-orc, halfling, or human.
The descriptions for each race are given below, as are campaign specific variations. Human characters should choose a culture that they belong to and region that they hail from in order to add depth to their character background. In addition, human characters may choose to be the bear the blood of godlings, fey creatures or humanoid monsters.
Regional descriptions, and detailed characteristics of the humans of these regions, are in found in The Lands of Estegalle section of this campaign setting.


DWARF
Dwarves are stocky and broad-shouldered. Their skin tends to be ruddy and their eyes are usually black, grey or blue. They tend to have large noses and feet for their size. Hair coloration is usually shades of brown, with black or reddish blond being rare. Men often wear braided beards. All dwarves tend to have wavy, coarse hair that goes grey once adulthood is reached, though northern clans tend to have lighter, straighter hair that turns white with age.
They favor warm woolen garments in solid colors or tartan patterns, with leather bracers and girdles being common. Deep shades of blue or grey are common colors used, with black and red also used at times. Kilts or hooded cloaks are often the garb of choice. Their homes are usually beneath mountainous or hilly lands, with access to the surface for farming and raising livestock. Not as fertile as humans, they have few children. Less than a third of their people are women, who are guarded jealously within their cavernous halls.
Dwarves are a hearty people; lovers of salted or smoked meat (goat and roast pig being popular), song and stout ale. They are suspicious of outsiders and tend to be pugnacious, possessive, stubborn and moody. Their blood is thick and their oaths are honored until death. Once trusted and befriended, dwarves can be the greatest of allies. Likewise they make fearsome, tenacious enemies; their wars against goblinoids, orcs and giantkind are legendary.
The dwarves are superior craftsmen who love to mine the earth for precious gems and metals, which they forge into weapons of strength and artifacts of beauty and power. Dwarf merchants and artisans frequently enter human cities to trade, staying briefly above ground before returning to their people. Dwarven trade caravans are well guarded and take well-patrolled, major trade routes whenever possible.

DWARVEN SUBRACES
Dwarves have nine clanholds beneath the major mountain ranges and hilly regions of Estegalle that are united as a confederacy. The clans elect their king, who acts as High King over all of the clans until his death, at which time a new king is elected. Most of the nine clanholds of are considered to be hill dwarves. Only the Ironshield clan of Suttegarde and Heimgard clan of Yssgelund are mountain dwarf clans. The duergar of the Angreddin clan are not recognized as a legitimate clanhold and are considered vile enemies of the “true” dwarven people. Dwarves worship the gods of The Defiant but have a special reverence for Ord, Lord of the Forge and of Oaths.

Clan Name/Location/Predominant Alignment
Baradsrud/Kashgar/Lawful neutral
Carroc/Caerleon/Lawful good
Greybeard/Suttegarde/Lawful good
Heimgard/Yssgelund/Neutral good
Khadzul/Kashgar/Lawful good
Ironshield/Suttegarde/Lawful good
Morudson/Carmascia/Lawful neutral
Redbeard/Suttegarde/Neutral good
Sturlisson/Yssgelund/Lawful good

Game Rule Information: Dwarves in Estegalle use the standard racial abilities and ability score modifiers listed in The Player’s Handbook.


ELF
As a race, elves are taller and thinner than most humans. Elven men have no facial hair and elves, on the whole, have less body hair than humans. Their clothing tends to be of light, though well made and durable, material and well tailored, with lovingly detailed needlework being seen in all but the cheapest of elven garb.
Elves are fairer and more graceful than Men, having finer features and unmarred skin. At the same time elves are slight of build and frailer than humans. Elves have discerning tastes in foods, favoring light meals of freshly caught fish and game, delicately seasoned and accompanied by well-aged wine or subtly sweet mead. The elven people also enjoy baked goods sweetened and preserved with honey.

HIGH ELVES
High elves are sturdier, paler of skin and darker haired than wood elves, with silky black or dark brown hair, that runs from straight to wavy, and eyes of grey, brown or hazel. Fair hair is very rarely seen among the high elven people. High elves tend to wear deep blue garments, along with silver, gold, black and pale grey. These elves are the builders and craftsmen of the elven folk, most skilled in the crafting of fine metalwork: armor, weapons and beautiful jewelry.
Many high elves are masters of lore and chroniclers of the ages, contributing to the great libraries of the high elven citadels.
At one time elves were great teachers to the race of man and an ally to the dwarves in the western lands of Estegalle. The growing power of man and the waning of magic from the world have caused them to become increasingly isolationist, dealing with neighboring humans and dwarves mostly for the purpose of trade while maintaining relations through perfunctory diplomatic exchanges.
Most of Estegalle’s high elves live in one of three walled, coastal citadels found along the western shore of Caerleon and Suttegarde. These citadels are ruled by Lord Stewards who act in the name, and according to the wishes, of the high elven queen, Eran Miranduil, who reigns from the great, hidden island of Mir Thanduil or Isle of Resting. This island, situated between the continents of Avandunil and Estegalle, is said to be the final destination of all of Gaile’s elves.
Smaller communities of high elves exist upon islands in Estegalle’s larger lakes, far out in the Western Ocean, or lie hidden within verdant river valleys and depths of ancient forests. High elves worship the gods of The Defiant, particularly Illandea, goddess of inspiration and the arts.

Citadels/Location/Predominant Alignment
Asgiroth/Caerleon/Neutral good
Esgavule/Caerleon/Lawful good
Illandor/Suttegarde/Lawful neutral

WOOD ELVES
Sylvan or wood elves are shorter and slighter of build than their high elven kin. Their skin tends to be ruddier than that of the high elves; their hair is usually blond or light brown and their eyes are green or blue. They prefer clothes of forest green, grey or brown, with emphasis being placed on functionality.
Music and dance are favored pastimes of the sylvan elves, who are masters of the wilds. Sylvan elves are slow to trust outsiders, even other, non-sylvan, elves and, as such, are guarded around strangers. However, this mistrust is often hidden beneath a facade of mirth.
Sylvan elves (who call themselves the Arvecir) isolate themselves deep within forests, living amid the trees or beneath the rolling hills in beautiful natural caverns. They reside within the ancient forests of Caerleon and Suttegarde, the dense, semi-tropical forests of Narahim and the frozen pine forests of Yssgelund. Though each of these four realms has its own King or Queen individual villages are democratic, with village meetings of adult sylvan elves being called to decide on matters of import. Village elders preside over these meetings and provide counsel and settle disputes among their people.
In larger communities, and in dealings with the area’s King or Queen, representatives for groups are sent to these meetings in lieu of all members. Sylvan elves most often worship Caledh, Lord of The Hunt.

Arvecir Realms/Location/Predominant Alignment
Celindale/Caerleon/Neutral good
Spiritwood/Narahim/Neutral good
Silverbirch/Suttegarde/Chaotic good
Rimewood/Yssgelund/Neutral

Game Rule Information; Both high elves and wood elves gain the standard elven racial abilities listed in The Player’s Handbook except that they are ageless, dying only through injury or illness. At the same time all elves are drawn to Mir Thanduil and must make a wisdom saving throw once every 100 years after reaching the age of 500. A success or failure has no effect by itself. On your third failure, however, your character is irrevocably drawn to the Isle of Resting and must depart from the Realms of Men.
The successes and failures don't need to be consecutive; keep track failures until you fail three checks. Once an elf reaches 1,000 years of age, these checks are made with disadvantage.


GNOME
Gnomes, in Gaile, are small humanoids who reside in idyllic forests away from the noise and bustle of human settlements. Their small size and innately magical nature allows them to hide from larger folk and their mastery of illusions keeps their settlements safe from discovery. Gnomes tend to be round bellied and ruddy cheeked. Their bright eyes are of light brown, hazel, blue, green or violet. Like dwarves, gnomes tend to have large noses and feet for their size. Their straight to slightly wavy hair is usually shades of pale gold and red, with white hair being common among adult gnomes. Men often wear well-groomed beards and women wear their hair in braids. They favor warm woolen garments in solid colors. Pale shades of blue or green are common colors used, with yellow and red also used at times. Vests and conical hats of bright colors often compliment these outfits. They make their homes in warm, dry cave complexes, well appointed and masterfully camouflaged. Gnomish crops are grown among the wildflowers of their forest domains. Fish farms are maintained in the streams and ponds near their homes, with apiaries and foraging supplementing their crops.
Gnomish clans have holdings in the lands beneath the forested hills and vales of Caerleon, Suttegarde and Yssgelund. An elder or, at times, a council of elders guides these communities. There are over 50 separate clans throughout Estegalle, though none owe fealty to a common sovereign. Despite this, gnomish clans are strongly allied with each other: gnomes view others of their kind as brethren or, at least, distant cousins. Community meetings, like those of the sylvan elves, are typical in gnomish clanholds. Occasionally, a particularly ambitious gnome "presides" over the community as mayor. Some major gnomish clans include those of: Cyrwith, Grumbel, Vinniskillen, Binkeldorry, Gimbel and Boggleston.
Gnomes’ alignments tend towards neutral good. Gnomes worship the gods of The Defiant, with shrines to Tyros and Caledh being most commonly found in gnomish communities.

GNOMISH SUBRACES
Most gnomes in Estegalle are forest gnomes. Rock gnomes are found in the forested mountain slopes of Suttegarde, Yssgelund, and Kashgar.

Game Rule Information: Gnomes use the standard racial abilities and ability score modifiers listed in The Player’s Handbook. Gnome characters speak Sylvan rather than Gnome as a starting language.


HALF-ELF
Half-elves are typically the offspring of humans and elves, with few half-elves being born to two half-elven parents. Half-elves tend to exhibit both human and elven traits and physical characteristics, with considerably longer lifespans than humans. The features of half-elves tend to be finer than those of humans and they possess some of the graceful beauty of the elves.
Half-elves of high elven blood hail from Caerleon and Suttegarde, while those of sylvan elven blood come from Caerleon, Narahim, Suttegarde and Yssgelund. Most half-elves are raised in human communities and, quite often, are estranged from their elven roots. It is rare for elves to accept humans into their communities, though half-elves are met with more tolerance and, often, with a small degree of sympathy on account of what elves view as half-elves’ relatively short life spans. Half-elves raised in elven communities tend to revere Caledh or Illandea. Those raised among humans typically worship the gods revered by the local people.

Game Rule Information: Half-elves are played as per The Player’s Handbook.


HALFLING
Halflings range from 3 and 4 feet in height and tend to be plump. Their feet are large and their tops are covered in hair. The thick skin on the bottom of their feet and their "fur" enable halflings to go barefoot most of the time. Lovers of good food and drink, they spend much of their time at friends' houses, eating, and smoking pipeweed. They are an inoffensive people, who prefer the quiet and comfort of home over foolish adventures.
They are able to move very quietly, are nimble fingered, and possessed of a strong will in the face of fear.
Their complexion ranges from ruddy shades to nut brown, and their hair varies from shades of brown to less commonly seen shades of blond and red. They usually have brown or hazel eyes. Halflings have no facial hair and their faces are round and expressive. Clothing consists of comfortable shirts and trousers of all colors, though shades of brown and grey are favored. Bright vests and caps are common.
Halflings do not hold claim to any realm in Estegalle; their farming communities exist within the human realms of Caerleon and Suttegarde. Within their communities, halflings' local politics consists of town meetings presided over by an elected Mayor. Women play an important part in halfling politics, as halflings are patriarchal.
Prominent Caerleonic halfling families include: Appleton, Gladwynne, Lillywhite, Merchant, Mirren, Peregrine, Primrose, and Merriweather.
Prominent halfling families in Suttegarde include: Andrews, Bidwell, Cullen, Smith, Burgess, and Burton.

HALFLING SUBRACES
Both lightfoot and stout halflings are found in Caerleon and Suttegarde, with stout halflings living in the foothills of those lands great mountain ranges. Lightheart halflings live along the rivers, and in the vast prairies and moors of Caerleon and Suttegarde.

Game Rule Information: Halfling characters in the Gaile campaign use the standard racial abilities and ability score modifiers listed in The Player’s Handbook.
Halfling characters speak the local regional language of humans rather than Halfling.


HALF-ORC
Half-orcs are almost always born out of violence and subjugation, the offspring of orc masters and human slaves or the end result of rape following a goblinoid raid upon a human settlement. In any event, the commingling of orc and human blood is a subject of extreme distaste among most ordinary humans, who view the resulting children of such a union with abhorrence and loathing.
Most half-orcs are raised in orc encampments where they are raised under the whip to a life of servitude or, in those instances where their aptitude is noticed, are trained as scouts and spies to infiltrate human lands. Some rare individuals even rise to positions of authority, hardened by their years of adversity. Those raised in human communities are often isolated, viewed with suspicion and disdain by the humans of their community.
Half-orcs tend to be slightly taller than humans, longer of limb with broader shoulders. Their facial features have a slightly orcish caste to them, with thin-slit eyes and nostrils, broad, jutting jaw-lines and slightly pointed ears being common. Their canine teeth are somewhat larger than those of humans and their coloration tends to be ruddier than usual for men of their lands. They can sometimes pass for human, though there is something disquieting about their appearance that reveals the cruel nature of their orcish heritage.
Half-orcs are usually encountered in the northern lands of Estegalle, particularly near mountainous or coastal areas. Typical homelands for such characters include Carmascia, Suttegarde, Vinnisklad, Voruskai, and Yssgelund. Depending upon their homeland and upbringing, half-orcs may worship the gods of their human communities or the dark gods of The Fallen, particularly Yssghul and Vurael the Slaughterer.

Game Rule Information: Half-orc characters in the Gaile campaign use the standard racial abilities and ability score modifiers listed in The Player’s Handbook.


HUMAN
Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest shades of yellow. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown. See each the regional descriptions in The Lands of Estegalle and The Player’s Handbook for detailed descriptions of human characters.

Game Rule Information: All humans are played as described in The Player’s Handbook and gain the racial abilities listed therein.

HUMAN CULTURAL OPTIONS
There are 11 cultural groups for human characters in Estegalle to choose from, though many humans in Caerleon and Suttegarde are of diverse heritages. Such individuals choose one cultural background as dominant, gaining the benefits of that culture. The following 8 cultures are strongly tied to specific regions of Estegalle:

Avadain: The people of Caerleon, Mauridia and Suttegarde (as well as the Avadain exiles of Mauridia) gain Adanae as a bonus language.

Cirhedin: The Children of Wisdom of Mauridia gain Adanae as a bonus language.

The Free People: The Free People speak Common as their native tongue and, as such, may choose any other regional language as a bonus language at the start of play.

Kashgari: The Kashgari, descendants of The Mountain Tribe of Kas, gain Khalmiri as a bonus language.

Narahim: The Narahim gain Daegaru as a bonus language.

Tribes of Vors: The people of Sarathia, Voruskai, and Carmascia gain Terrilec as a bonus language.

Vinniskur: The people of Vinnisklad speak Terrilec as a bonus language.

Yssgelundian: The northmen of Yssgelund and Suttegarde gain Teug as a bonus language.

For detailed descriptions of each of the regions of Estegalle, and to learn more about each of the cultures listed below, read The Lands of Estegalle section that follows. There you will find information on the names, physical characteristics, preferred character class, and preferred weapons for the human inhabitants of each of the 10 regions of Estegalle.
In addition to the 8 regional cultures listed above, there are 3 cultural groups that may be chosen by starting characters that are not directly linked to any of Estegalle’s regions:

Callandae: The Callandae, or People of the Song, are a race of nomadic humans living throughout Caerleon, Kashgar, Carmascia and Suttegarde. They worship Iddyn, Hespa and Thrym, whom they called The Three Queens, above all others but also revere ancestral heroes and nature itself. A superstitious people, they are known for their many folktales and folk remedies (as well as curses). Their history is passed through oral tradition and their language, Callend, is an archaic form of Common.
The skin tones of the Callandae range from pale to tan; their hair is usually wavy and ranges from light-to-deep brown or black, with grey, blue, hazel and sometimes green eyes. They are of average height and weight, though men tend to be broad-chested and athletic of build.
The Callandae typically inhabit the rivers and lakes of Estegalle, particularly in Caerleon and Suttegarde. Water-born Callandae live nearly exclusively upon barges that hold individual families, while those that travel by land travel in wagon trains. They are often mistrusted by outsiders and are thought of as thieves and worse, though there are a few, rare communities and cities that welcome them.
They have social taboos that are perceived as virtually unbreakable that prohibit such things as marrying outside of their own culture, or teaching their language to non- Callandae. They also have cultural standards that allow them to treat non-Callandae differently from their own people. They can lie, cheat, steal, and deceive outsiders but are harshly punished if bilking their own people.
The clothing of the Callandae is well-made, with dark- colored wools being combined with brightly dyed silks, velvet, and linen. Intricate patterns are often woven into the jackets, vests, skirts and shirts of the Callandae. Shoes and boots of soft leather are commonly worn, and these typically have pointed toes and patches of bright color. Jewelry, particularly earrings, is worn by both men and women. The Callandae share many names with the Carmascian and Voruskaiad people due to their ancestral links to these people.

Common Male Names: Aleksei, Anagast, Ardalion, Arian, Balaban, Baroch, Bedogost, Belimir, Belofost, Bmilosh, Branimir, Chernye, Dalabor, Dalemir, Dargorad, Denogard, Demian, Dmitrii, Domabor, Domarod, Dragon, Dragorad, Elizar, Evagrii, Evangel, Falimir, Falon, Feodor, Garov, Gustov, Hereban, Iurii, Ivan, Kaspar, Kassion, Kazarin, Ladimir, Levent, Mina, Olav, Vanin, Vasilii, Vlad, Vorus

Common Female Names: Adleida, Agna, Anna, Anya, Avanasia, Avda, Balemila, Bolemila, Branislava, Cheslava, Daria, Dinara, Ekaterina, Elena, Faina, Fedia, Garynia, Gerta, Irina, Helga, Katalena, Katya, Kira, Lala, Laila, Milesa, Mileva, Mira, Nadzha, Nastka, Olga, Tanya, Tatyana.

Game Rule Information: The Callandae are speak Callend as a bonus language. They favor the following character classes: Bards, druids, clerics, fighter, rangers, rogues, and wizards (enchanters).

Ebothi: The Ebothi are from lands far to the south of Estegalle and are thought to be the progenitors of the Kashgari people. They are an insular people, on the whole, but sometimes are found serving aboard sailing ships, living among the Free People of Sanctuary, or serving as slaves in Mauridia and Kashgar. In their own lands, the Ebothi are farmers, herders, hunters, miners, and fishermen. They are an animistic people, who hold great reverence for sacred animals and their ancestors. Village elders hold councils to decide on matters important to their people, while tribal warriors enforce the laws of their people and the decrees of their elders.
Ebothi tend to be tall, with sinewy muscle. Their skin ranges from light brown to an almost ebon hue, and their black hair is wavy to curly. Ebothi often have grey or black eyes, with hazel or brown being rare. Clothes are usually of loose, light materials, such as linen, that are dyed in bright colors or a deep indigo. Clothing usually consists of a long tunic with elaborate patterns sewn about the collar and cuffs or a voluminous, patterned robe of wool or linen. Sandals are commonly worn, though wealthier folk wear high boots decorated with semi-precious stones and fabric patterns. Jewelry and the use of perfumes are common to both men and women, with even the poorest of farmers owning some trinket to adorn themselves with. Headwear is also common, with small, brightly colored, caps being worn by during social occasions and large-brimmed straw hats being worn by those working outdoors, beneath the blazing sun of the Ebothi homelands.
A hard-working people, the Ebothi mistrust strangers, even those of other tribal lands. Wars between tribes are commonplace, as are violent raids into others’ lands in search of plunder. The Ebothi are known to take slaves from opposing tribes, and have taken to selling slaves to foreign slavers in return for goods and gold.

Common Male Names: Acam, Aduni, Anan, Baako, Barundi, Chinua, Churumbe, Dakar, Ekua, Enobe, Faru, Iwambe, Kayin, Kofe, Kwame, Masanga, Masembe, Nkegi, Omo, Rumbai, Sembo, Tufari, Ukenge

Common Female Names: Adae, Afi, Chiame, Daela, Ebele, Ekua, Eni, Kaya, Lindiwe, Mbala, Nia, Olambe, Sola

Game Rule Information: The Ebothi gain Bothi as a bonus, regional language and favor the following character classes: Barbarians, druids, fighter, rangers, rogues, warlock servants of fiends, and wizards (necromancers).

Maelnach: The Maelnach are an ancient people, the last remnants of a race who ruled a great empire throughout western Estegalle in the years following the cataclysm.
With the coming of the Avadain, the Maelnach were driven into the forests and mountain passes of western Caerleon and Suttegarde, and south, into the subtropical forests at the foot of The Greatwall Mountains. Those who remained in Avadain-conquered lands gradually lost their cultural identity as they intermarried with the conquering western people.
Today the scattered tribes of the Maelnach remain deep within great forests that stretch from the Ostenberg Mountains, that define the border of Yssgelund and Suttegarde, and The Greatwall Mountains on The Island Federation.
These tribes have formed a loose confederacy, with each being led by a chieftain or prince and a council of judges comprised of druids, bards, wizards, rangers, and elite warriors. Their lineage is traced from mother to son, with each Maelnach holding their relations above all other considerations.
Maelnach youths above the age of twelve are expected to defend their tribe and are trained in wilderness survival from early childhood. Tales are often told of painted, feral Maelnach warrior bands that are made up of men, women and children. Those who hold these lands have held to their ancient customs and religious practices, engaging in animism and nature worship. They are the sworn enemies of the Carmascians and will attack them on sight.
Maelnach warriors are usually hunters or oath-sworn retainers who serve their laird in return for lands. Household warriors of lairds, princes or chieftains are usually close kinsmen to their liege lord and called their “hand.” Thus, the elite warriors of a chieftain name Aonghus would be called Aonghus’s Hand.
Despite their past differences, it is common for Maelnach tribes to assist Caerleonic, Suttegardian, Federation forces as mercenaries. Unfortunately, for these people, it is also common for tribes to raid the frontier settlements of these nations for livestock and supplies. Because of their skill at arms and mastery of their forested realms, these lands maintain an uneasy truce with the Maelnach people.
The Maelnach are slightly shorter than most humans. They are of medium to tanned complexion, with wavy hair of brown or black and blue, green, or grey eyes. Their clothes are similar to those of their Suttegardian neighbors, though of coarser materials and simpler fashion. Knotwork adorns their woolen cloaks and tunics, and signifies their lineage. Rings of are often worn in their braided hair and knotwork patterns are often tattooed onto the arms or torso. Honesty, bravery, and generosity are most-valued, as are celebrations and revelry. The Maelnach are known for their wild revelries and ferocity in battle.

Common Male Names: Aeddan, Aonghus, Branwen, Brian, Cairbren, Cathal, Ceallach, Coeth, Conarn, Conall, Cormac, Dermaid, Guiare, Eoghan, Fearghus, Ian, Liam, Liogach, Loarn, Niall, Oenghus, Oisin, Raeghan, Raon, Seamus, Sean, Tuathal, Ultain

Common Female Names: Aileen, Aillin, Anara, Bragwaine, Brighid, Caer, Cearnait, Caite, Daona, Eadaoin, Eanna, Fiachra, Maire, Nease, Niam, Oona, Rhiannon, Sadhbh, Sinn

Maelnach Clans: Agallamh, Ailech, Cathach, Comhlann, Connacht, Drebhain, Eachlach, Erachlaigh, Gelaidhe, Lochlan, Meath, Ollaibh

Game Rule Information: The Maelnach gain elven, their native tongue, as a bonus language. They favor the following character classes: Barbarians, bards, druids, fighter, rangers, rogues, warlock servants of The Archfey, and wizards (illusionists). Paladins among the Maelnach are usually choose The Oath of the Ancients as their sacred oath.
 



scruffygrognard

Adventurer
THE LANDS OF ESTEGALLE

HUMAN REGIONS
The continent of Estegalle is divided, principally, into ten regions ruled by humans. Of these, the lands of Caerleon, Suttegarde, Mauridia and Kashgar are called the Great Dominions. The vast Plains of Algur are home to three semi-nomadic tribes, Carmascia, Sarathia and Voruskai, collectively called The Tribes of Vors. To the extreme north and southeast are found Narahim, Yssgelund and Vinnisklad, which are known to men of The Great Dominions as the “Savage Lands.”

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scruffygrognard

Adventurer
THE GREAT DOMINIONS: THE REPUBLIC OF CAERLEON
Before the coming of the Avadain (Men of the West) this land was held by the Maelnach peoples, their elven allies and, in its northern climes, by Yssgelundian jarls. After several centuries of war and expansion the Avadain had claimed all of the Maelnach lands, from the western shores of Estegalle to the vast Plains of Algur.
To the north the tall, fair men of Yssgelund repeatedly sacked Caerleon’s fortress-cities and all-but-crushed legions of Avadain forces sent against them.
To the south, across Wrathborn Sea, the domains of the proud and cruel Mauridians stood poised to drive the Avadain back across the Western Ocean. The Mauridians had with ancestral ties to Avadain but were set against their kin through the preaching of their emperor, Shar’edan the Wise. Having been prophesied by their Emperor, the arrival of Avadain forces upon the shores of Estegalle brought immediate and unremitting war with the Cirhedin of Mauridia.
Faced by opposition from all sides the Avadain could not hope to conquer the whole of western Estegalle but managed to bring order and prosperity to the lands they held. The Maelnach, driven to the north and east, were forced to settle in the foothills and forests south and west of the Ostenberg Mountains or were gradually assimilated into Avadain society.
Great cities grew along coastlands and in fertile river valleys. Dwarves of the Carroc clan, who opposed the Avadain, saw several of their strongholds stormed, their treasures brought into the sunlit world to be used by the conquerors of Caerleon. The elves, who had aided the Maelnach in their earliest days, hid themselves from the Avadain and fortified their mighty citadels in order to hold their ancestral lands against the “Lions of the West.” Soon stonework fortresses lined the border territories of Caerleon and great roads spread out like a vast web, linking the growing cities of the Avadain people.
With the passage of time Yssgelundians managed to reclaim much of northern Caerleon while Yssgelundian raiders and hordes of nomadic tribesmen claimed the plains east of Caerleon, eventually uniting under the leadership of Overlord Ceordan to become The Tribe of Vors.
Treaties made with the dwarves of the Carroc clan saw the return of heirlooms and payment of reparations to the dwarven people, while the elves, faced with the growing might of men, increasingly sought shelter in the wild lands of Estegalle rather than dwell in citadel “islands” surrounded by Caerleonic lands. Eventually Mauridia completely drove the Avadain forces out of their lands and crushed any chance for a united Estegalle under Avadain rule.
So it came to be that King Bael the Fair ruled a kingdom and people that were estranged from their former greatness. Most in Caerleon came to bear little resemblance to the mighty Avadain who once landed on Estegalle’s shores so many years before. In order to ensure their survival, the lords of Caerleon were forced to make truces with the northmen who harried their northern holdings. All Avadain claims to the lands of modern day Suttegarde were rescinded some 250 years ago.
Thirty years ago, after repeated and devastating raids upon the eastern marches of Caerleon and Suttegarde, a united force of Caerleonic and Suttegardian troops took to the plains of the Voruskai in order exact vengeance upon the Overlord of the Voruskai, Morikai. To mollify the pride of the Avadain king, Bael the Elder was given command of these forces and the rampant lion of Caerleon flew highest upon the lances of the standard bearers. When, four months later, the Overlord’s daughter returned the King’s head to Caerleon, it was ordered that Caerleon would have no king or queen save Morikai of Vors. Furthermore, an annual tribute was exacted as reparations for the attack on Voruskaid lands while lands were ceded to the Carmascians of the western plain.
Today Bael’s grandson, Gueran Dennigal, acts as the elected Lord Regent of the lands. With the weakened ties of the Voruskai tribes and the resulting reduction in their might, Caerleon has begun, over the past decades, to recover. This prosperity is aided by the Caerleon’s wealth of resources, including its rich soil, deposits of silver, tin and copper, and an abundance of yew, oak, ash, and hickory wood. The moderate climate allows Caerleon’s farms to be the most productive in Estegalle; its vineyards and livestock are unsurpassed. Duchies to the East are gradually reclaiming lost lands and trade routes are being reclaimed from Carmascian bandits and raiders.
In order to meet the challenge of reviving Caerleon, Gueran has adopted measures that earlier Avadain rulers would have railed against. First, Gueran is assisted in this urgent undertaking, the rebuilding of a kingdom, by a mage, Hirrel Tanissant. The Avadain mistrust of mages and reliance on patriarchal advisement made such a measure highly unorthodox. Secondly, breaking from the autocratic monarchies of his forefathers, Gueran’s post as Lord Regent makes him accountable to a body of representatives, called the Ducal Assembly. These men, representatives of each duchy and their respective earldoms, are entrusted to advise the Lord Regent on behalf of the landholders they represent and elect a new Lord Regent every seven years.
Knights are the enforcers of the Assembly’s laws and are authorized to dispense low justice in the name of the Regent. Local Lord Magistrates act as judges for more serious crimes. The majority of Caerleon’s military might rests in its vast army of professional soldiers, the ranks of Caerleon’s Legions. In border and coastal cities, mercenary orders of warriors have profited from the turmoil that has gripped these lands.

THE PEOPLE OF CAERLEON
Caerleonic humans are of average height and build. They have medium complexions, with wavy to straight hair that ranges from light brown to black and blue, hazel, green or grey eyes. Clothing usually consists of a cloak, breeches and a tunic. Cloaks and breeches are commonly dyed blue, brown or black, while tunics and blouses are usually of embroidered linen. Leather boots are commonly worn, with gloves or jewelry being worn by wealthier individuals. Hair is worn short by most men, as are beards, when they are worn at all. In rural areas longer hair is more common and the influences of the Maelnach are more readily seen. These folk are more festive and less reserved; bearing superstitions and folklore with ancient, Maelnach roots. Urban dwellers have adopted the Avadain standards of courtesy and self-restraint.
Caerleon, as the first conquered kingdom of the Avadain, still has many great families of Avadain lineage. Descendents of these lines tend to be slightly taller and broader of shoulder than other men of Caerleon. They are darker haired and fairer of skin than those of lower status, neatly groomed and often haughty in their bearing.
Garb usually consists of fine tunics of deep blue or white, decorated with fine tracery about the collar and wrists. Capes and cloaks are commonly worn over tunics and leggings. Black boots and gloves are also worn frequently. At court, the Avadain wear brooches that display their family crests. Avadain warriors display the heraldry of their lord and of their lineage upon their shields and surcoats.
Overall, the people of Caerleon are known for their civility and pride. Of course, the lower classes do not abide by the same social mores as their nobly-born countrymen.

Common Male Names: Accolon, Adalard, Adane, Aeron, Alberon, Alec, Alisander, Amante, Ambrose, Agrellan, Aradan, Arion, Baedon, Berengar, Bernard, Bors, Brunam, Calaven, Cale, Caraden, Caradoc, Celedan, Celephan, Clairemonde, Claudius, Corneus, Danain, Eagillen, Earendor, Eladrim, Eliand, Eremere, Ethan, Eustance, Falgrim, Falstaff, Gabriel, Gaheris, Gaidon, Galadhil, Galatine, Galerus, Gareth, Geoffrey, Gerard, Geriant, Gervase, Isengal, Isendor, Jared, Jordan, Julian, Junius, Kaherdine, Lothien, Lucan, Luther, Mallor, Marcus, Maurian, Meleas, Miles, Morgan, Morien, Nidian, Owain, Paladine, Peredor, Reynard, Stephen, Tancred, Tarcil, Taron, Terence, Thomas, Tristam, Valien, Valerin, Xavier

Common Female Names: Aelise, Agnes, Alicia, Anna, Annael, Armide, Catherine, Carellia, Cecille, Claire, Clarise, Elanor, Elenna, Elessandra, Elianor, Elisa, Elisabeth, Genevieve, Jacqueline, Joan, Julia, Juliette, Lenore, Liliane, Marie, Margot, Morgana, Mirabel, Rianna, Rowenna, Sara, Sibille, Stephanie, Teresa, Valerie, Viviane

Royal Households: Abelard, Aethelhere (of Suttegarde), Armitage, Berennor, Dennigal, Domiere, Gilborne, Gramille, Leonelle, Maginus, Perrendel, Saradoc, Sirannon, Thalleon

CHARACTER CLASS NOTES
Bards: Bards function as poets and storytellers, recounting past glories and assuring nobles and commoners alike that the darkest days of their people are behind them.

Clerics: Priests serve in communities throughout the realm, in a multitude of capacities. In these dark times, as many people look to the church for solace, the ranks of Caerleon’s priesthood are swelling. More militant orders serve as knights or crusaders for the realm, particularly as Knights of the Eagle. This religious order serves the Regent and acts as protectors of The Defiant.

Druids: Priests of this ancient order are not common in Caerleon. Those who practice druidic rites are usually of Maelnach descent and/or from isolated areas.

Fighters: The most common character class in Caerleon is the fighter. Many serve as hirelings, militia members, knights in the service of the Lord Regent and professional soldiers, such as infantrymen and archers. Duelists are found in the southern, coastal cities of Caerleon. These lightly-armored rakes, mercenaries, pirates and privateers typically employ small swords or cutlasses and bucklers, or paired small swords and daggers.
The Knights of the Crown are Caerleon’s first knightly order of Caerleon; established by Bael the Fair nearly 500 years ago. The knights of this order are strong proponents of Caerleon’s monarchy, calling for the coronation of Gueran as King. Regent Gueran has yet to accede to their wishes. While most knights are fighters, others are rangers, paladins, and clerics.

Monks: Monks are not found in these lands.

Paladins: Paladins are typically knightly warriors in the service of The Church of The Defiant.

Rangers: Rangers and wardens sometimes act as military scouts or knights in frontier areas. Many act as wood-wards and protectors of shrines dedicated to Caledh or Tyros.

Rogues: Members of this class are usually found in cities, either as minor cutpurses and burglars, or in the service of a guild or criminal network. Rogues often act as spies, military scouts and hired killers. Assassins are employed by the wealthy, the powerful and, at times, the desperate to eliminate threats or rivals.

Sorcerers: Sorcerers are rarely seen in these lands, for those with natural magical talent are often secretive about their gift due to the mistrust in engenders.

Warlocks: Practitioners of “pact magic” are rare, and stand in great peril, throughout these lands. Those who would consort with demons or The Old Gods, if discovered, are usually imprisoned or executed for practicing this most-feared form of magic.

Wizards: Mages are typically eccentric and solitary individuals immersed in the study of arcane lore. Nearly all magic-users and illusionists are affiliated with a college of magic and guild. In a land where magic is mistrusted, wizards often are discreet in their use of magic. Rarely, individuals without formalized training exhibit talent in the arcane arts. These hedge wizards are self-trained practitioners of magic typically found in rural areas or among the lower classes.
The practice of necromancy is outlawed in Caerleon, and practitioners of it are punished severely.

ARMS & ARMOR
The favored weapons of Caerleon are the dagger, glaive, spear, lance, longbow, mace, longsword and short sword. Their preferred armor is chain or platemail and shields.
 

scruffygrognard

Adventurer
THE GREAT DOMINIONS: THE KASHGARI FEDERATION
Nestled between the Cloudspire Mountains and the Enyros River, and located at the foot of The Titans mountain range, is Kashgar. Kashgar is dominated by foothills and river valleys. Like the vast plains to its north, northern Kashgar is semi-arid, with rocky soil ill- suited to most farming or travel.
Traversing these lands is a feat for any man not accustomed to such rough terrain, as few proper roads or areas with level ground are to be found in Kashgar’s foothills. Horses are practically useless for long-distance travel; one’s best aid in travel is a sturdy pair of boots or sandals that protect against the hard and jagged earth of the Kashgari hill-lands. The lands of the south are more forgiving, yielding crops such as dates, grapes, olives and wheat, and level enough to accommodate the numerous roads that connect Kashgar’s coastal cities. Kashgar’s coastal communities have grown to become key centers of trade, vast walled cities of marble and granite that are kingdoms unto themselves. Alliances and trade with Mauridia helped shape the development of these cities and their culture.
The Kashgari came to value the superior engineering, mathematics and scientific knowledge of the Mauridians, incorporating these disciplines into their teachings and erecting universities within their larger cities. Study of arcane lore was also instituted, though the rational scholars of Kashgar saw magic as a science unto itself and spurned the Mauridian mingling of magic and theology.
As southern Kashgar grew into a nexus for trade and knowledge, its merchant and military fleet of ships grew, allowing Kashgari merchants to trade with all of the nations of Estegalle. In the meanwhile, northern communities thrived through the riches that their hills offered up; rich veins of ore and precious gems were found in abundance beneath the sparse foothills of The Titans range. Skilled artisans from Mauridia and southern Kashgar traveled north, establishing the Estegalle’s finest smithies in the well-fortified keeps of the north. The north also became the proving grounds for Kashgar’s growing army, which was charged with the defense of the region’s great wealth. The Kashgari people are a logical, mercantilist people who enjoy the lifestyle afforded by their wealth.
Today each city is a state onto itself, ruled by a council of senators that represents each city’s powerful factions and families. These plutarchs act as the administrators and legislators their cities. Enforcement of the law and defense of each city- state is the responsibility of each city’s army, which is commanded by a senate-appointed general. These cities are loosely allied under the rule of King Tyrtaeus of Triphos, a ruthless and peerless leader in matters of state and war. Tyrtaeus has, in his 25-year rule, limited Mauridia’s influence in Kashgari politics and trade. Kashgar’s coastal cities all maintain war fleets that are second only to those of Mauridia’s armada.
Most who live within Kashgar’s cities shun religion of any kind, likening it to idle superstition meant for the simple of mind. This does not prevent urban Kashgari from calling upon the gods in times of trouble or holding onto superstitious beliefs; it only makes such practices distasteful and worthy of scorn. Rural folk still worship The Defiant Gods; honoring them upon full moons, the changing of the seasons, and at other auspicious times. Oracles are still consulted for their wisdom, even within large cities, and are regarded as wise men with knowledge of the world unseen. Like Mauridia, Kashgar employs slaves from other regions, as well as indentured servants, using them primarily as laborers in cities and along roads, as miners, and as house servants. Kashgari slaves are treated far more humanely than those of Mauridia, with Kashgari slaves being able to buy their freedom. Gladiatorial sport, involving slaves, seekers of glory, and those desperate enough to enter the arena in search of coin or renown, is practiced in Kashgar’s larger cities.

THE PEOPLE OF KASHGAR
The native Kashgari people are said to have conquered this region long before the god-invoked devastation of Gaile. Though much of their early history was lost in the great cataclysm, it is speculated that the Kashgari people are descended from the Ebothi.
Native Kashgari tend to be tall and thin, with sinewy muscle. Their skin ranges from tan to dark brown, and their black hair is wavy. Kashgari often have grey or black eyes, with hazel or brown being rare. Clothes are usually of loose, light materials, such as linen, that are often worn beneath robes clasped at the shoulder. Wealthier people have ornate clasps or robes of fine material, such as silk, dyed with indigo or royal jelly. Boots, and sandals in outlying farmlands, are usually made of leather, with stout soles to protect against the jagged stones that are found throughout the hills and grasslands of Kashgar. Jewelry and the use of perfumes are common to both men and women, with even the poorest of farmers owning some trinket to adorn themselves with. Kashgari men usual are clean-shaven, wearing their hair extremely short or shaving their heads altogether.

Common Male Names: Aeneus, Aeschylus, Aegil, Alcion, Alexander, Altair, Ambrosius, Anaxigoris, Andrius, Archides, Arius, Artorius, Brasidas, Caedon, Calidos, Cleodinas, Constantine, Coraestes, Craeus, Damian, Delios, Demetrius, Dorian, Dracon, Erasmus, Heraestis, Korudon, Kyrillos, Kyros, Leander, Leonidas, Lycurius, Macchus, Macellus, Menetor, Oraesius, Oraeon, Philip, Perodus, Pyraedas, Salaris, Saradan, Sevidias, Spyridon, Stelios, Tanedus, Titus, Vaeton

Common Female Names: Adara, Adonia, Agatha, Alexandra, Amarande, Arete, Arrelia, Aura, Calandra, Callia, Callisa, Cassia, Catalin, Celena, Claudia, Corine, Cybele, Cynthia, Damaris, Delphine, Dionna, Elena, Eleanor, Elenia, Ellen, Evangel, Evania, Galadia, Helena, Irena, Karena, Leda, Lelia, Lydia, Melania, Melissa, Myra, Nyssa, Perrine, Selena, Tessa, Vanidae, Zoe

CHARACTER CLASS NOTES

Barbarians: Barbarians are not found in these lands except as slaves and mercenaries.

Bards: Bards often act as troubadours in wealthy villas or serve as chroniclers of Kashgar’s ancient glories, recounting the deeds of long-dead heroes and of the diminished gods.

Clerics: Priests are usually oracles or sages; who are sought for wisdom and guidance. They are hard-pressed to find believers in The Defiant Gods, especially in Kashgari cities, and are rarely part of an organized church. Only the Order of Maredon remains in Kashgar and has not abandoned their beliefs or shrines.

Druids: Druids are only found in rural areas, as itinerant preachers or shamans who follow the ancient traditions of their people.

Fighters: Kashgari warriors are typically professional soldiers that are part of Kashgar’s army. Other warriors include mercenaries, thugs and bandits. Due to Kashgar’s rugged terrain, mounted warriors are a rarity. There are, however, noble warriors and mercenaries who have trained in the arts of mounted combat.
Kashgari sailors, rakes, and gladiators are often fighters.

Monks: Monks are not found in these lands.

Paladins: Increasingly rare in Kashgar, paladins still believe in The Defiant Gods and sometimes serve the Order of Maredon.

Rangers: Rangers and wardens are rarely found in Kashgar. They typically serve in rural areas, particularly in the north, as protectors of isolated villages or as military scouts.

Rogues: Members of this class are usually found in cities, serving as assassins, cutpurses, burglars, military scouts, and spies. Wealthy merchant families and senators often use assassins to silence those who threaten their interests. The assassin guilds of Kashgar hold political clout, borne of their wealth and connections.

Sorcerers: Sorcerers are uncommon in these lands. Those who are known to possess such talents are viewed with some measure of suspicion.

Warlocks: Warlocks are viewed with great mistrust and unease in these lands and, as such, are rare.

Wizards: Mages are usually academics, delving into magic as a scientific discipline, focusing upon subtle magic that brings knowledge and wealth to the patrons of Kashgari universities. Mages who cast destructive magic face swift and harsh punishment for their misuse of magic. Mages often serve as counselors, oracles or diplomats with other kingdoms.
Hedge wizards are usually found in remote villages as folk practitioners of simple magic who peddle minor incantations for coin or room and lodging.
The study of necromancy is viewed with mistrust and revulsion, but is not explicitly illegal in Kashgar. While laws prohibit animating dead citizens and indentured servants, no such prohibition exists against animating mindless undead from the corpses of slaves, provided they have died of natural causes. Undead servants are not permitted in public areas.

ARMS & ARMOR
The favored weapons of Kashgar are the shortbow, dagger, javelin, mace, sling, spear, and short sword. Their preferred armor is breastplates and shields.
 
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scruffygrognard

Adventurer
THE GREAT DOMINIONS: THE ETERNAL EMPIRE OF MAURIDIA
Mauridia is the oldest civilization in Estegalle and its people the first to thrive after the gods rent the great continent of Gaile into Estegalle and Avandunil. Those of Estegalle who survived the cataclysm found themselves struggling to survive in an inhospitable land; cast into darkness and facing the plagues and upheaval of nature that wracked their lands.
While the men of other lands waged near-constant war with each other, fighting desperately for food and land; the Tribe of Maurid, under advisement of their leader, Shar’edan the Wise, traveled south, away from the warring of northmen, plainsmen and Maelnach tribesmen. Their long journey through The Sheltering Sea desert shielded them from the wars that gripped the northern lands but saw the death and near-starvation of many of their number until, at last, refuge was found along the fertile banks of the River Sahavim.
Shar’edan, of the line of Mauridoc, was revered as the great leader of his people and came to be worshipped as their savior. His laws and rule raised the Mauridians out of the chaos that the gods had visited upon them, bringing prosperity, unity and peace to the deserving Mauridian people. Over many years, cities began to grow about the temples raised in his honor and, as the years passed, the “petty gods” were thoroughly cast aside as Shar’edan became the universal object of their worship. Shar’edan, whose reign spanned nearly three centuries, sought to educate his people, particularly his priests. Promising youths were sent into the service of Shar’edan’s inner council, the Sarnhedin or Seat of Wisdom, to study the philosophies of The Old One.
Because of his laws, nearly all Mauridians are literate and learned in the history of their people. Mathematics, science, theology, and philosophy are taught at universities throughout Mauridia. By subtly infusing these teachings with his own doctrines, Shar’edan has united the Mauridians into a fiercely nationalistic people who despise the superstition of the “petty gods” and the “savages” of Caerleon and Suttegarde who still worship them. Slaves from these, and other, lands are kept by wealthier Mauridians and seen as sub-human by all Mauridians, who enjoy watching slave-fights in the large arenas of Mauridian cities.
Today the Sarnhedin, in conjunction with the various guilds of each city, govern the cities of Mauridia in the name of the current empress, Correna. The Sarnhedin enforces the Laws of Shar’edan through its warrior-priests, the Ankallibec. Counts are responsible for counties which usually encompass 1 or 2 cities. While they only hold as much power as any other member of the Sarnhedin within the cities, they alone command the people of the surrounding lands and its troops. These troops are made up of the Ankallibec and of supporting levy forces.
The mighty Armada of Mauridia patrols the sea-lanes surrounding Mauridia, attacking all hostile ships and protecting Mauridian and Kashgari merchants. Through this, the Mauridians are able to collect high tariffs at their ports and ensure that trade is restricted as best befits the coffers of Mauridia.
Mauridians wear layered robes over tunics that protect against the sun and heat of their homeland, with wealthier members wearing silks and jewelry instead of cotton or muslin garb. Rural garb and that of the Avadain exiles is not dyed, in shades of pale brown or white. Silks are often dyed in rich shades of purple, blue, grey and black; with delicate patterns embroidered into the edges of robes and tunics. Sandals are common footwear, though boots are often worn in urban areas and by the wealthy. Members of religious orders wear pale white robes and tunics in public. Slaves are typically branded with the sigil of their owner.
Among the Mauridian people, the virtues of reason, bravery, temperance, honesty and respect for one’s elders and superiors are valued. Mauridians are guarded around outsiders, often adopting stern or haughty airs around strangers. With family and friends, however, Mauridians share their warmth and dry humor.
The lands of Mauridia are divided into three provinces, each ruled by one of the Empress’ personal advisors. These legates oversee the administration of the counties and cities within their province, disciplining or rewarding their inferiors as their empress wills. Elite guards and eunuch servants serve the legates. They are transported in ornate caravans, riding in vast, silk-covered palanquins that are guarded by an honor guard of Ankallibec. The palaces of the legates are mighty strongholds; filled with stores of wealth, weapons and books of lore. These citadels are cities unto themselves, provisioned by the surrounding farmlands and by endless streams of merchants who are granted special permission to trade in these Holy Fortresses.
The Empress is rarely seen by any except her Lord Stewards and her handpicked Guardians of the Phoenix, drawn from the most powerful members of the Ankallibec. It is believed by most Mauridians that the current Empress is an avatar of the god Shar’edan, Keeper of Mauridia. In keeping with this belief, which underlies most of the Empress’ power, she has adopted Shar’edan’s symbol, the Phoenix, as her own; a symbol of Shar’edan’s rebirth.
The Holy City of Estelline (the Eastern Star), situated at the mouth of the River Sahavim, is the Empress’ home and the capital city of Mauridia. Pilgrims from all of Mauridia come to pay homage to their divine ruler, filling the Outer City within their numbers. The Outer City is the largest city in Estegalle, a bustling center of worship and trade. The Inner City is off limits to all save those who have been granted permission by Estelline’s Sarnhedin. This portion of the city is awe-inspiring, a walled-fortress with towering spires and ancient architecture that could only be accomplished with the aid of magic. An army of Ankallibec guards this city, though they have never had to fight invaders in the 1,600 years since the city’s founding.

THE PEOPLE OF MAURIDIA
The people of Mauridia share a common heritage with the Avadain (Men of the West) and have kept their bloodline pure, “untainted” by that of “lesser men,” for over 1,600 years. As a tribute to their deified ruler, the people of Mauridia call themselves the Children of Wisdom or Cirhedin. Mauridia’s desert-dwelling outcasts are of Avadain blood.
Non-Cirhedin men are often slaves, merchants, mercenaries, or the descendents of foreigners. They are typically viewed with disdain and mistrust by native Mauridians. Human characters that live in Mauridia, but are neither Cirhedin nor nomadic Avadain, should be created as humans from other lands.

Common Male Names: Accolon, Achard, Adalard, Adanus, Alberon, Alexis, Alexander, Ambrosius, Agrellan, Aradan, Arion, Armande, Berellor, Brunam, Camerard, Calavus, Caradas, Caradoc, Celedan, Celephan, Clarmond, Claudius, Corneus, Danaeus, Eladrim, Eliand, Eriadoc, Erasmus, Eustance, Gabriel, Gaheris, Gaidon, Galadrius, Galadine, Galerus, Gerian, Gervase, Isengal, Isendor, Jaraedan, Jordan, Julian, Junius, Lothion, Lucan, Lucas, Luther, Mallor, Marcus, Maurian, Meleas, Morien, Nidian, Nimrais, Paladine, Peredon, Sacraeus, Tarcis, Taros, Valinus, Valerin, Xavius

Common Female Names: Aelise, Alexis, Alexandra, Alicia, Anna, Annael, Armide, Caterina, Carellia, Cecillia, Clarise, Claudia, Cordellia, Elanor, Elenna, Elessar, Eliana, Elisa, Julia, Juliette, Liliana, Lucilla, Margause, Mirabel, Rianna, Viviane

Royal Households: Cordellion, Gravis, Illaria, Maurid’ir

CHARACTER CLASS NOTES

Barbarians: Barbarians are not found in these lands, except as slaves and mercenaries.

Bards: These characters exist in these lands as troubadours and ministers of propaganda, often unwittingly. Some bards live as outlaws among the nomadic Avadain, giving hope to a defeated and hunted people.

Clerics: Priests are usually clerks, scribes or scholars that serve the bureaucratic Sarnhedin or as warrior- priests in the ranks of the Ankallibec. Many high-ranking priests and members of the Sarnhedin are multiclassed wizard/clerics, sorcerers, or warlocks. Priests of other deities are almost always slaves or members of the nomadic Avadain.

Druids: Priests of nature gods are only found among slaves or living in isolated areas along Mauridia’s southern frontier.

Fighters: Mauridian warriors often serve as mercenaries in the employ of its cities’ guilds. Some serve as levy troop members, performing their duties to the Empress and their people. Others are members of the Ankallibec, who serve as the elite forces of the Empress and guard the lands with religious zeal. Bandits, sailors, privateers and gladiatorial slaves are other examples of Mauridian warriors.
Mauridian knights and mounted sergeants are usually members of the Empresses’ elite guards, the Ankallibec.
In the sun-drenched streets of Mauridia’s cities swashbucklers are commonly found fighting, drinking and whoring their days away. Most are mercenaries or the children of aristocrats, made dangerous through arrogance and restlessness

Monks: Monks are not found in these lands.

Paladins: Paladins, if they exist among the Ankallibec, are sadly mistaken individuals whose faith is misplaced. Outlaw paladins live among the Avadain, working to end the cruel reign of Empress Correna.

Rangers: Rangers are often members of nomadic Avadain tribesmen who live in Mauridia’s Sheltering Sea. These people are independent of the Empress and her forces; trading in small towns and, occasionally, aiding lost wanderers.

Rogues: This class is usually found in cities or is encountered as bandits and renegade warriors. Military scouts and spies are often rogues. Mauridia’s army also employs some military scouts, either as commissioned soldiers or have as hired mercenaries.
Silent and discrete killers, assassins are highly valued for their services to the House of Mauridoc and other noble or wealthy factions in Mauridia. Rebellious groups have also employed assassins to strike down members of the royal family… though such attempts are rare and met with bloody retribution.

Sorcerers: Innate magical talent, though rarely exhibited, is far more common in Mauridia than in any other land in Estegalle. Those gifted with innate magical ability are often sought out, by agents of the Sarnhedin, for indoctrination or extermination.

Warlocks: Warlocks are common amongst practitioners of the arcane arts in Mauridia, and are often in thrall to Shar’edan or other Fallen Lords. Warlocks who operate independently of The Sarnhedin are seen are threats to order and duly punished.

Wizards: Wizards are often wizard/clerics who have studied the ways of magic and theology in the universities of Mauridia. They serve as advisors, scribes, and members of the Sarnhedin.
Self-taught magic-users and those who operate independently of Mauridia’s universities or state-church are difficult to monitor and seen as a threat to the Empire’s order. Necromancy is taught and practiced by many members of Shar’edan’s faith, though their powers and creations are hidden from the eyes of commoners.

ARMS & ARMOR
The favored weapons of Mauridia are the shortbow, dagger, javelin, lance, mace, short sword, and scimitar. The favored armor is chain shirt and shield.
 

scruffygrognard

Adventurer
THE GREAT DOMINIONS: THE KINGDOM OF SUTTEGARDE
Once a part of Caerleon, Suttegarde represented the northern frontier of the Avadain kingdom, its line of border fortresses acting as a shield against Northmen raids. Each year the Yssgelundians advanced further into northern Caerleon, eventually overrunning its border defenses, slaughtering the stalwart Order of the Watch, sacking northern towns and, gradually, conquering the lands the Northmen called “The Southern Watch.”
After 78 years of bloody warfare Osgar Godwinsson was crowned the first High King of Suttegarde after King Cered II of Caerleon signed the Treaty of Highgarden. The treaty rescinded all Caerleonic claims to these lands and put an end to all hostilities between the two kingdoms 253 years ago.
Today King Geraint Henegar rules this land under a constitutional monarchy, presiding over parliamentary meetings with Suttegarde’s 16 thegns (a hereditary title held by the head of each of Suttegarde’s royal families) once per season. These meetings between the king, his thegns, and each thegndom’s religious leader address issues raised by at local meetings (shiremotes) between landholders and their reeves, as well as those that affect the prosperity of the kingdom. In this manner, each thegn acts as both governor and representative to his respective thegndom and as marshal to his land’s military might when so commanded. In addition, each thegn votes, upon the king’s death, which thegn should ascend the throne at Highgarden, leaving his thegndom to the next in line (titles are usually passed down to the next eldest brother or sister of the former thegn and, when no such relation lives, to the thegn’s eldest child).
Ealdormen or earls are subordinate to these thegns and command their earldom’s knights under the banner of their thegn and king. They are also responsible for raising and outfitting levy troops during times of war. Reeves are local lords, responsible for the gathering of taxes and maintaining order within the lands of their shires. Levy forces, or hundreds, fall under the command of these reeves, also known as shire-reeves, and are mustered in times of war or when defending their homelands from other calamities. Each earldom can muster four to six hundreds, depending upon the number of shires that comprise them. Knights are charged with the task of preserving order; by patrolling the roads and outlying areas, repelling invaders, performing garrison duty, and enforcing the King’s justice.
Suttegarde’s trade and wealth are strongly linked to its rich deposits of iron, tin and gold. Suttegarde also produces some of the finest mead and ale in Estegalle. Weaponsmiths make use of Suttegarde’s wealth of iron ore and ash wood in the creation of well-crafted weapons.
In spite of the shared lineage of their kings, the people of Suttegarde and Yssgelund are fiercely opposed to each other. Faced with bitter-cold winters, regular incursions from Yssgelundian raiders in spring and fall, and occasional raids by Carmascian warhosts, the Suttegardian people tend to be pragmatic, temperate, reserved, and strong-willed by nature. Many have turned to the Church of The Defiant for guidance in these dark days and, as a result, the church, under the rule of Patriarch Rinhelg, has grown in wealth and in military might as young warriors join military orders within the church.

THE PEOPLE OF SUTTEGARDE
Suttegardians: Suttegardians are slightly taller than most humans, having Yssgelundian blood within them. They have fair complexions, with straight hair that ranges from dark brown to red or blond, and blue, hazel, green or brown eyes. They wear cloaks, broached upon the right shoulder, over woolen tunics and leggings. Leg bindings are often worn to protect them from wear and to provide the wearer protection from mud and cold weather. While they were once a brutal and warlike folk, who constantly thirsted for battle and glory, their glorious days are behind them and grim days lie ahead. Consequently Suttegardians are guarded and not given to excesses. Their word, once given, is kept; for honor and trust are highly regarded.

Common Male Names: Adalbert, Aelfwald, Aelric, Aethan, Aethelred, Aethelwulf, Albert, Alfred, Arthur, Bard, Bede, Bedwin, Bertram, Brand, Caedmon, Carl, Cnute, Coel, Conrad, Dunstan, Edgar, Edwin, Egbert, Frederick, Geoffred, Gunther, Halbard, Harold, Hereward, Jon, Jude, Lothair, Luke, Luther, Mark, Morkere, Osric, Oswald, Oswine, Oswulf, Rolf, Sigmund, Terence, Theodric, Uther, Walter, William

Common Female Names: Ada, Adelinde, Agnes, Anne, Berta, Brunhilde, Charlene, Eadda, Eaddith, Elspeth, Emma, Erin, Freida, Gerta, Gertrude, Gwenn, Helga, Hildegard, Ida, Idaine, Idelle, Judith, Lorelei, Loren, Margaret, Olga, Una, Ursula, Velda, Winnefred.

Royal Households: Aegrim, Berkeham, Brandt, Dennings, Dorset, Godwin, Halliard, Henegar, Hereford, Hildegarde, Kentwick, Maglor, Mercer, Rittenwald, Teudric, Walden

CHARACTER CLASS NOTES

Barbarians: Barbarians are found in isolated territories along Suttegarde’s northern frontier. They sometimes venture south from Yssgelund in search of mercenary employment.

Bards: Bards function as poets and storytellers for the people of Suttegarde.

Clerics: Priests serve in communities throughout the realm, in a multitude of capacities. In these dark times, as many people look to the church for solace, the ranks of Suttegarde’s priesthood are swelling. More militant orders serve as knights or crusaders for the realm.

Druids: Priests of nature are prevalent in these lands, especially among the Maelnach tribes to the east. Among rural folk and those along the northeastern frontier druids.

Fighters: This is the most common character class in Suttegarde. Many serve as hirelings, militia members, knights in the service of the king and men of the hundreds.
The Order of Watch and Order of the Eastern March are two knightly groups with chapter houses throughout Suttegarde. Its members are comprised of fighters, clerics, paladins, and rangers.

Monks: Monks are not found in these lands.

Paladins: Paladins are typically knightly warriors in the service of The Church of The Defiant.

Rangers: These characters sometimes act as military scouts or knights in frontier areas. Many act as wardens of the woods and serve as the protectors of the priests and shrines dedicated to nature gods such as Caledh.

Rogues: Members of this class are usually found in cities, either as minor cutpurses and burglars, or in the service of a guild or criminal network. Rogues often act as spies, military scouts and hired killers.
In spite of the Suttegardians’ regard for honor, assassins find employment throughout these lands… from the bustling coastal cities to the isolated frontier settlements of the northeast.

Sorcerers: Sorcerers are rarely seen in these lands, for those with natural magical talent are often secretive about their gift due to the mistrust in engenders.

Warlocks: Practitioners of “pact magic” are rare, and stand in great peril, throughout these lands. Those who would consort with demons or The Old Gods, if discovered, are usually imprisoned or executed for practicing this most-feared form of magic.

Wizards: Wizards are typically eccentric and solitary individuals immersed in the study of arcane lore. In a land where magic is feared by most, wizards often are discreet in their use of magic.
Hedge wizards are self-trained practitioners of magic typically found in rural areas or among the lower classes.
Necromancy is outlawed in Suttegarde, and practitioners of it are punished severely.

ARMS & ARMOR
The favored weapons of Suttegarde are the heavy crossbow, flail, lance, longsword, mace, and short sword. Their preferred armor is chain or platemail and shields.
 

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