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[Let's Read] Midgard Worldbook
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<blockquote data-quote="Libertad" data-source="post: 7578947" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.*****.com/QxUCgBD.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The peninsular region known as the Seven Cities today was shaped by the old elven empire, its human vassals intentionally divided by the elves exploiting rivalries and grudges. The Great Retreat was a time of turmoil for the now-independent humans, and saw all manner of would-be emperors and warlords seeking a claim as rightful ruler. The larger cities managed to gain a level of security, but generations of war soon became a way of life for the Septimes (name for the people living in this region). But these are not viewed as dark times; on the contrary, just about every citizen looks on with pride that few other places in Midgard are more famed for its warriors.</p><p></p><p><strong>METAPLOT:</strong> The big changes are listed right up front. The oracles of Hecate managed to find a way to imprison the sea god Nethus whose very form was shackled in his temple. 8 years ago he was freed, brainwashed into thinking that she was his wife instead of his true beloved. Mnemosyne. The latter goddess is imprisoned in the very same temple which held her husband, and whose tears sustain the sea gods' heart. Illyria has been conquered by the Mharoti Empire, causing the Septime city-states to consider an alliance among each other as well as foreign groups against the dragons. Nethus aided the fleets of Capleon, Kammae, and Triolo along with Nurian Theurges to destroy the main Mharoti armada in the Battle of the Golden Wave. The Shadowy Fey attached a section of the Stross Library to the Great Library of Friula, causing all manner of supernatural woes to occur. The former Mharoti Sultana is a guest of Emperor Loki in Valera, her political knowledge of the dragon empire a useful tool in gathering together a Septime Alliance. Mharoti soldiers landed troops on Kyprion, and Kammae attacked Capleon due to factions among the latter city having years of financial relationships with the Mharoti. The Black Strangles spread to Trombei's cavalry.</p><p></p><p>We have an outline on the city-states and their unique military and economic strengths, as well as some cultural notes which we will cover in their entries proper. Amusingly there would be eight cities, nine if we count the isle of Kyprion which is part of the region: Capleon, Friula, Illyria, Kammae, Melana, Triolo, Trombei, and Valera. Even when Illyria still stood in the 2012 guide it was still known as the Seven Cities. Melana is described as technically not part of the region proper due to its proximity to the Wasted West, and Kyprion is a vassal of Triolo. The latter explanations make sense, but you have to read the appropriate sections to suss it out.</p><p></p><p style="text-align: center"><strong>The Season of War</strong></p> <p style="text-align: center"><img src="https://i.*****.com/eFY20CU.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>We cannot cover the Seven Cities without an overview of their distinct military culture. Mavros the war god is the most popular deity and patron of every city save Kammae, where Hecate reigns supreme. Warfare can be conducted for a variety of reasons, but there are divinely-set rules and guidelines for proper conduct. First off, there are five traditional reasons a city must claim to commit war and be made public, there are clear designations between enemy soldiers and noncombatant civilians (who are not to be harmed save in self-defense), government soldiers and free companies alike must wear clear uniforms to denote allegiance, the campaigning season ends at the winter months, and diplomatic lines to negotiation between warring cities must be always remain open. This last part is important, as the financial profit motive for war is taken into account: razing a city and/or committing genocide against a population not only falls under a war crime in Mavros' teachings, it also robs a conquering city-state from potential new resources and tax revenue. Payment of tribute, ransoms generated from prisoner exchanges, and <a href="https://en.wikipedia.org/wiki/Condottieri" target="_blank">Condottieri-style mercenary companies</a> prioritize monetary and tactical advantages of war over bloodlust and vengeance. Unfortunately the Mharoti Empire has no sense of adhering to these ancient traditions, which gives them an advantage due to lack of scruples but more or less earns them the enmity of just about every Septime.</p><p></p><p><strong>METAPLOT:</strong> There were traditionally five legitimate reasons to call for war: to seize territory to which one has a proper claim, to secure Mavros' blessing, to avenge an insult against a ruler or people, to force payment of tribute, or to support an ally. Now with the fall of Illyria, punishing a city for supporting the Mharoti is now a sixth cause.</p><p></p><p><strong>The Republic of Valera</strong> is our first stop. Although not the richest it is the most devout, and it's common for poor families to give their sons to be trained among the priests of Mavros. An empire in name only, its government is divided between an Emperor and the Senate, although a military coup moved almost all the power into the former's hands. Emperor Loki V (not the god) is popular among the people, although the Senators are ones to hold a grudge. He hosts ambassadors from the Wind Lords and Nuria Natal along with the deposed Sultana in the eventual goal of repelling the Mharoti invaders. The Sultana is doing this in hopes of gaining enough allies from abroad so that she can reclaim her former throne. All these political dealings take place in the Adelian Palace, a remnant of elven architecture. The Palace contains magical features from ambient lighting, hidden shadow portals, and secret tunnels which exit out into various smaller areas around the city. There's also a growing movement of elf-worshiping cults who believe the shadowy fey's return is a herald to lost glory days. They are easily manipulated by their would-be gods into performing dangerous acts and are one of Valera's growing dangers.</p><p></p><p><strong>The Theocracy of Kammae Straboli,</strong> or Kammae for short, is a theocratic city-state undergoing a spot of nationalist fervor. The aid of Nethus' sea-titans and supernatural animals known as ghost-boars enhance their army's already respectable legions of warriors and divine spellcasters. Now that not one, but two gods are on their side and walk among the populace, it seems that Kammae Straboli has nowhere to go but up. But one of its social ills are requiem dens, addictive drugs which allow imbibers to speak to the ghosts of long-departed people. Even mages and priests use it to their advantage to commune with wise spirits from history, but the drug takes a potentially fatal toll on a person's mind and body. The Halls of the Oracle is a magnificent religious building, and the re-purposed High Sanctuary of the Waves sees the arrival of Nethus himself to bless an adoring faithful two to three times a year. In addition to divine services the oracles sell a magic drink called the Tears of Memory which invoke obscure lore, and there's a waiting queue of rich clients and more than a few would-be thieves with their eyes on discovering its secrets.</p><p></p><p><strong>METAPLOT:</strong> 25 years ago Hecate and her greatest oracle managed to imprison the sea god Nethus in one of his temples in Kammae. They also robbed his Mnemosyne of any memories of her husband, and gave the couples' newborn daughter to be raised by said oracle. Hecate sought to find a way to add Nethus' faithful to hers, and via a backers-only adventure obtained as a stretch goal for one of Kobold Press' KickStarters, she tricked several bands of adventurers into gathering Nethus' divine spark in the belief it would free him. Instead it removed Nethus' heart, allowing him to fully fall under Hecate's sway. He now believes that the goddess was his true wife all along, and that his "captivity" was him being nursed back to health after a grievous assault from the Mharoti dragon gods. Dalyora Podella, Nethus' daughter, has now been raised into the role of the city's warleader for an eventual campaign against the Mharoti. Now Mnemosyne is the imprisoned one, her never-ending flow of tears sustaining Nethus' heart and also used by the priesthood of Hecate for fueling powerful divination spells.</p><p></p><p>We have a list of other sites near Kammae, from small towns to adventuring locations such as a volcanic mountain teeming with monsters and a legendary island with a ghost-haunted palace. The Ringwood hosts several isolated towns responsible for training elite units of Hecate as well as the creation of the ghost-boars, monsters imbued with the powers of Charon the god of death.</p><p></p><p style="text-align: center"><img src="https://i.*****.com/wGKrYlW.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>The Barony of Capleon</strong> is the southernmost of the Seven Cities and once counted Cindass and Roshgazi among its territories. Its ruling Baron Cazagoza sought to court favors with the Mharoti Empire...</p><p></p><p><strong>METAPLOT:</strong> ...which bit him right in the ass, causing a significant portion of his own population and people from the other city-states to call for his removal. It's no longer safe for dragonkin merchants to visit after violent hate crimes from "so-called patriots." This angered the Mharoti, viewing the Baron as a ruler who can't seem to keep his own populace in check. Cazagoza's few remaining allies are the City Council and some merchant families who rely upon his navy for protection.</p><p></p><p>Capleon's ironically-named City of Peace is home to some of the largest banking institutions in Midgard. The Salt and Spice Bank in particular is a veritable bazaar where speculative markets see the rise and fall of fortunes. The Southern Quarter is home to ethnic neighborhoods comprised of immigrants from Nuria Natal and Cindass. There's a gang problem of violent skirmishes which are kept in check by heavy fines for civil disruption and property damage...which implies that gangsters care about the rule of law. In regards to the seedier elements of the city, Lion's Rock is the Baron's secret prison of dissidents and a patriotic Guild of Poisoners use their talents to slay all manner of threats to the city-state. The Tumbles are the ruined Temple of Seoggotan, now hosting a floating tent-city and series of tunnels home to smugglers and desperate faithful huddling out of society's view. The priests of Seggotan were accused by Nethus of aiding Mharoti soldiers, and pronounced his judgment by demolishing the place. Finally there's a Roman-style colosseum known as the Blood of the Sea Arena whose proximity to the waterfront allows the building to host mock naval skirmishes at high tide.</p><p></p><p><strong>The Canton of Melana</strong> is in the far north of the peninsula and as such controls much of the overland trade between themselves and the Crossroads. Its system of government elects a pair of Censors (traditionally a dwarf and human) to leadership, although the most recent elections propped up candidates of radically different ideologies: one is an expansionist named Seppo Voller who has support among dwarven monarchists who seek to "liberate" the Ironcrags, while the human Jacopo Massaro is more isolationist military-wise and seeks only to keep trade relations with neighbors open. The city-state's significant dwarven population lives in the Undercity, comprised of Ironcrag refugees who resisted the region's transition to a more democratic form of government. The book also points out that the Monarchists are gender-egalitarian in comparison to their Ironcrag cousins, who "cloister their women" and do not let them choose occupations based on merit and capability.* There's also a hidden tomb of the last dwarven monarchists. A collection of notes written by the last King's oracle sister contain many prophetic insights; these publications were banned by Malena's censors yet still circulate.</p><p></p><p><strong>METAPLOT:</strong> Instead of a dwarf, the last Censor in the 2012 sourcebook was the kobold Vinzlo, who ushered in a new era of rights and respect for his people in the Undercity. After his term, he is now the leader of the Warren Guild, a group of kobold spies, couriers, trapmakers, and assassins.</p><p></p><p>Some other interesting sites around Melana include the warlock of the Scarlet Citadel and his private army who sells his talents to the highest bidder. There's also the abandoned Sinkhole Mine, whose bottom levels literally fell off into a huge bottomless pit many believe to lead to the other side of Midgard.</p><p></p><p></p><p>*I know that I pointed out earlier with Perunalia that Midgard is overall a patriarchal world, but the book doesn't exactly do a good job of showing this save in exceptions like the one above; the Ironcrags section of the Crossroads makes no mention of "cloistered women," so we have to find out about an important social aspect of their culture several chapters later in the book. Other gendered social norms in the setting are referenced in small snippets, like "giving a son" to Mavros' mostly-male priesthood or how Kariv women "drink and whore and gamble as much as the men do." This persists in several of Midgard's supplemeents, like how the aforementioned Kariv women are frequent targets of sexual assault from outsiders in <em>Dwarves of the Ironcrags;</em> or how in the <em>Midgard Legends</em> sourcebook there's a tale of how the gnoll scholar Calm-Tongue demonstrated to the people of the Northlands the value of women warriors. One of my pet peeves with Midgard is not that it has a patriarchal social system at all, but doesn't make this setting element obvious enough for prospective players and GMs. It's a major difference from otherwise-egalitarian settings out there, because a PC's gender in certain races or regions can be a significant hurdle socially if not mechanically. It would be like failing to mention that a certain nation in your setting is incapable of producing clerics, but said reference is buried under entries to an unrelated group later on in the book.</p><p></p><p style="text-align: center"><img src="https://i.*****.com/WLm6iFF.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Friula, City of Secrets</strong> is no stranger to war, but that is not its strong suit. As the inherited legacy of a surviving monastery of a long-gone mystic order, Friula houses one of Midgard's greatest collections of books, scrolls, and records. Only the Magocracy of Allain and the Nurian temples of Thoth-Hermes can be count as its competitors. They even permitted Mharoti refugees and Arbonesse elves to donate their findings, much to the chagrin of other city-states. Friula's natural defenses include hills filled with basilisks so this is not a significant problem for them yet. The city's government is ruled over by the bibliotori, a council of 12 whose means of entry are by how much lore they can contribute to the city. They do not have control over the Great Library, which is presided over by the Keeper Lynnean Verdia...</p><p></p><p><strong>METAPLOT:</strong> ...who is in fact a disguised silver dragon defector from the Mharoti Empire! There's an uprising of fear among the populace, as the Great Library's vaunted halls seem to grow in size into endlessly twisting dark corridors. More than a few visitors and scholars mysteriously vanished, and the bibliotori fiercely debate how to handle this problem. The bibliotori's newest member is Primus Balack Giolan, whose alliance with the hags of Ghostlight Reef granted him an endless supply of artifacts to donate. He is in favor of using adventurers to save the problems of the Great Library, but finds himself blocked by the Keeper and his peers in this regard. The Bibliotor Uthan Bianco's family lives under a curse where a demon will claim a newborn child unless the parents can answer its riddle. When he could not answer it on the eve of his daughter's birth he agreed to serve in her stead. Now the demon manipulates Uthan to vote against issues which would help solve the problems plaguing the Great Library.</p><p></p><p>The Great Library was a magical place even before the corruption. Living illusions, simulacrums of historical events, and eldritch guardians could be found within its halls along with a series of magical portals containing varying levels of danger. But two years ago the emergence of a portal to the Stross Family Library within the Plane of Shadow appeared. Its storehouses contained tomes believed not to exist or did not survive ancient cataclysms, such as Ankeshel vril technical manuals, a private diary of Baba Yaga, and tablets of the Southlands Titans. But the tradeoff is that one of the senior staff members is now enthralled to a demon, and a growing number of scholars and visitors are being killed and corrupted into shadowy thralls. Lynnean Verdia's fighting a desperate struggle, but even a dragon's power may not be enough...</p><p></p><p>There is not much in the way of interesting surrounding sites near Friula besides Ghostlight Reef, which reaches deep into the earth and is believed to lead to other planar worlds.</p><p></p><p><strong>The Republic of Trombei</strong> is an economically powerful city-state with fertile farms and flanked by impassible marshes as natural defenses. The Republic's ruled by a council of landholders known as the Commune who elect a First Speaker to serve as a main administrator. Trombei's famed cavalry and centaur soldiers were a sight to behold in many campaigns, but the Black Strangles may cripple this great advantage. A dust goblin from the Wasted West perfected an alchemical compound to halt the process in horses, but with a 50% chance of killing the horse outright. As there are not enough clerics to eradicate the plague and those who do exist charge a pretty penny, the goblin's "miracle tonics" are the preferred option. Unfortunately the goblin's alchemy comes from moss scrapings of a Lovecraftian Waste Walker, and some of his racial brethren seek to kill him for this great heresy. The nearby settlement of Carpere is home to the annual Trombei Horse Fair, which sees tens of thousands of horses from mundane varieties to supernatural ones such as fey walkers and sleipnirs.</p><p></p><p>Other troubles facing Trombei include centaurs in an old elven fortress closing theirs doors after the appearance of the Black Strangles. There's also a renegade section of Ceres worshipers known as the Reapers who use vandalism along with poisoned sickles and scythes to strike out at merchants who reap the bounty of the harvests instead of the farmers. A crumbling former castle known as the Wreck is occupied by a coven of hag cannibals who seek to construct a golem out of flesh and bones. They hope to house the avatar of their evil god in this when the time is right.</p><p></p><p><strong>The Republic of Triolo</strong> is home to corsairs famed across the western seas. The occupation of Illyria has hit the people hardest due to their proximity to said, and the Triolans are united in the goal of driving the Mharoti back. Its government is a complex system of two dozen merchant families, but the people who really get things done are its naval admirals: they include First Duke-Admiral Cadua, a minotaur who embarked on a voyage across Midgard where he sacrificed a horn, an eye, and a hand in exchange for peerless wisdom and a divine connection to Mavros. This earned him great acclaim when he returned to the city. Duke-Admiral Andreos Galatino is also a respected man, even as he spends most of his time in bed due to old age. Finally there's Commander Raniero Daliato, who heads Triolo's magical forces and elite units. Although Triolo is seeking alliances with the other city-states, there is worry among the leadership over the real reasons for Nethus' return which are only suspected, and Cadua is conflicted over when to send aid to Kyprion. For when he does, the dragons will attack Triolo directly.</p><p></p><p>Triolo's harbor city is home to a large amount of Illyrian refugees. They joined the military forces and naval occupations in vast numbers for the eventual hope of freeing their homeland, and a fortified island known as the Sphinix holds large trade fairs. The neighborhood of Spada Quays is home to many taverns, gambling halls, informal duels, and all matter of entertainment. The minotaurs live in a labyrinth-like Minotaur Quarter where they more or less rule themselves. The invasion of Kyprion has caused fierce debates among them over whether to protect Triolo first, or join their kin on the isles to fight the dragons. The Illyrian Quarter is a sprawling tent-city, and the Stews of Triolo are home to the city's artisans and well-educated sex workers who supplement their income with divination, mapmaking, and alliances with corsairs and merchants.</p><p></p><p>Factions near Triolo include Raguza, a city of pirates containing both licensed privateers and illegal scalawags; the griffon-mounted Sky Riders of Illyria who supplement Triolo with aerial scouting; the priesthood of Archae (one of Rava's masks) whose head oracle is magically frozen in sleep; and the secluded harbor of Turtle Cove, home to diabolist pirates unwelcome in Spada Quays and the rest of Triolo. One of Nethus' sea-titans, the Living Colossus, guards the habor of Raguza and single-handedly destroyed several enemy fleets.</p><p></p><p style="text-align: center"><img src="https://i.*****.com/3cqHRBG.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>The Serene Isle of Kyprion</strong> is not so serene anymore. Long the homeland of the minotaurs after the fall of their Moon Kingdom, Kyprion is a vassal of Triolo leaving its people without a true home of their own. Queen Kitane puts on a good public face as a serene priestess, but is privately angered over Triolo's refusal to send military aid. Although aware of the political realities of the dragons attacking Triolo in such a situation, this does little to alleviate feelings of betrayal.</p><p></p><p>Kyprion's capital is Vespra, a lush and well-maintained settlement whose inhabitants greatly value music. Queen Kitane invites guests to her Palace to sleep in her labyrinthine halls, but every night bloody screams can be heard. This lead to rumors that both enemies and friends are invited but only the latter survive the visit. A Great Labyrinth surrounds the palace as a defensive region, home to many ancestral shrines and temples to Hecate. At night its many beasts and traps activate, and several times a year a great hunt of convicted criminals is held throughout the maze as a festival. Vespra's other "blood sports" location is the the Dancer's Courtyard arena. The Courtyard hosts ritual combat, duels to solve disputes, and ritual sacrifices of prisoners of war and criminals to the gods. Petitioners seeking justice, mercy, or revenge can be granted by the Queen if the person can sing a good melody.</p><p></p><p><strong>METAPLOT:</strong> Chamiras was once a modest settlement whose fine rope was crucial to the island's sailors and maritime trade. It also held a necropolis believed to hold a literal portal to the underworld. But as of the publishing of this Worldbook, it was invaded by a Mharoti Legion two months ago. They gained a foothold via magically created fog and invisibility spells, and most of the city's defenders were put to death. Now its inhabitants are press-ganged into working on defensive trenches and walls. The Legion leader Aarush Vedula wants to invade more of the island but her superiors want her to hold out for now, much to her consternation.</p><p></p><p><strong>METAPLOT:</strong> The city of Gramvar is a ruined realm, home to undead and demonic forces let loose after its binders were slain by an aerial assault of fire dragons. A small detachment of guards have their hands full in containing the monstrosities.</p><p></p><p>Other locations include Longezza, whose population of Rava-worshiping weavers are exclusively women, and Spintarra whose great ironworks and mines supply Kyprion with its tools of war. There are Mharoti spies in the latter, and attempts to land Legions here have failed against the city's strong defenses.</p><p></p><p><strong>Thoughts so far:</strong> I really, really like the Seven Cities. The region has a diversity of locations and adventure material. Get your hands on the Tears of Memory in Kammae and possibly discover the dark secret behind Nethus' subservience. Go delving in a haunted library in Friula one day, then hunt criminals for sport in Kyprion's maze the next. Put a stop to shadow fey cultists up to no good in Valera and free dissidents from Capleon's secret prison. And that's not including the region's potential for soldiers of fortune to profit from military campaigns and sieges!</p><p></p><p><strong>Join us next time as we endure a trek across the Wasted West, the spellscarred ruins of demonic magocracies!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7578947, member: 6750502"] [CENTER][IMG]https://i.*****.com/QxUCgBD.jpg[/IMG][/CENTER] The peninsular region known as the Seven Cities today was shaped by the old elven empire, its human vassals intentionally divided by the elves exploiting rivalries and grudges. The Great Retreat was a time of turmoil for the now-independent humans, and saw all manner of would-be emperors and warlords seeking a claim as rightful ruler. The larger cities managed to gain a level of security, but generations of war soon became a way of life for the Septimes (name for the people living in this region). But these are not viewed as dark times; on the contrary, just about every citizen looks on with pride that few other places in Midgard are more famed for its warriors. [B]METAPLOT:[/B] The big changes are listed right up front. The oracles of Hecate managed to find a way to imprison the sea god Nethus whose very form was shackled in his temple. 8 years ago he was freed, brainwashed into thinking that she was his wife instead of his true beloved. Mnemosyne. The latter goddess is imprisoned in the very same temple which held her husband, and whose tears sustain the sea gods' heart. Illyria has been conquered by the Mharoti Empire, causing the Septime city-states to consider an alliance among each other as well as foreign groups against the dragons. Nethus aided the fleets of Capleon, Kammae, and Triolo along with Nurian Theurges to destroy the main Mharoti armada in the Battle of the Golden Wave. The Shadowy Fey attached a section of the Stross Library to the Great Library of Friula, causing all manner of supernatural woes to occur. The former Mharoti Sultana is a guest of Emperor Loki in Valera, her political knowledge of the dragon empire a useful tool in gathering together a Septime Alliance. Mharoti soldiers landed troops on Kyprion, and Kammae attacked Capleon due to factions among the latter city having years of financial relationships with the Mharoti. The Black Strangles spread to Trombei's cavalry. We have an outline on the city-states and their unique military and economic strengths, as well as some cultural notes which we will cover in their entries proper. Amusingly there would be eight cities, nine if we count the isle of Kyprion which is part of the region: Capleon, Friula, Illyria, Kammae, Melana, Triolo, Trombei, and Valera. Even when Illyria still stood in the 2012 guide it was still known as the Seven Cities. Melana is described as technically not part of the region proper due to its proximity to the Wasted West, and Kyprion is a vassal of Triolo. The latter explanations make sense, but you have to read the appropriate sections to suss it out. [CENTER][B]The Season of War[/B] [IMG]https://i.*****.com/eFY20CU.jpg[/IMG][/CENTER] We cannot cover the Seven Cities without an overview of their distinct military culture. Mavros the war god is the most popular deity and patron of every city save Kammae, where Hecate reigns supreme. Warfare can be conducted for a variety of reasons, but there are divinely-set rules and guidelines for proper conduct. First off, there are five traditional reasons a city must claim to commit war and be made public, there are clear designations between enemy soldiers and noncombatant civilians (who are not to be harmed save in self-defense), government soldiers and free companies alike must wear clear uniforms to denote allegiance, the campaigning season ends at the winter months, and diplomatic lines to negotiation between warring cities must be always remain open. This last part is important, as the financial profit motive for war is taken into account: razing a city and/or committing genocide against a population not only falls under a war crime in Mavros' teachings, it also robs a conquering city-state from potential new resources and tax revenue. Payment of tribute, ransoms generated from prisoner exchanges, and [URL="https://en.wikipedia.org/wiki/Condottieri"]Condottieri-style mercenary companies[/URL] prioritize monetary and tactical advantages of war over bloodlust and vengeance. Unfortunately the Mharoti Empire has no sense of adhering to these ancient traditions, which gives them an advantage due to lack of scruples but more or less earns them the enmity of just about every Septime. [B]METAPLOT:[/B] There were traditionally five legitimate reasons to call for war: to seize territory to which one has a proper claim, to secure Mavros' blessing, to avenge an insult against a ruler or people, to force payment of tribute, or to support an ally. Now with the fall of Illyria, punishing a city for supporting the Mharoti is now a sixth cause. [B]The Republic of Valera[/B] is our first stop. Although not the richest it is the most devout, and it's common for poor families to give their sons to be trained among the priests of Mavros. An empire in name only, its government is divided between an Emperor and the Senate, although a military coup moved almost all the power into the former's hands. Emperor Loki V (not the god) is popular among the people, although the Senators are ones to hold a grudge. He hosts ambassadors from the Wind Lords and Nuria Natal along with the deposed Sultana in the eventual goal of repelling the Mharoti invaders. The Sultana is doing this in hopes of gaining enough allies from abroad so that she can reclaim her former throne. All these political dealings take place in the Adelian Palace, a remnant of elven architecture. The Palace contains magical features from ambient lighting, hidden shadow portals, and secret tunnels which exit out into various smaller areas around the city. There's also a growing movement of elf-worshiping cults who believe the shadowy fey's return is a herald to lost glory days. They are easily manipulated by their would-be gods into performing dangerous acts and are one of Valera's growing dangers. [B]The Theocracy of Kammae Straboli,[/B] or Kammae for short, is a theocratic city-state undergoing a spot of nationalist fervor. The aid of Nethus' sea-titans and supernatural animals known as ghost-boars enhance their army's already respectable legions of warriors and divine spellcasters. Now that not one, but two gods are on their side and walk among the populace, it seems that Kammae Straboli has nowhere to go but up. But one of its social ills are requiem dens, addictive drugs which allow imbibers to speak to the ghosts of long-departed people. Even mages and priests use it to their advantage to commune with wise spirits from history, but the drug takes a potentially fatal toll on a person's mind and body. The Halls of the Oracle is a magnificent religious building, and the re-purposed High Sanctuary of the Waves sees the arrival of Nethus himself to bless an adoring faithful two to three times a year. In addition to divine services the oracles sell a magic drink called the Tears of Memory which invoke obscure lore, and there's a waiting queue of rich clients and more than a few would-be thieves with their eyes on discovering its secrets. [B]METAPLOT:[/B] 25 years ago Hecate and her greatest oracle managed to imprison the sea god Nethus in one of his temples in Kammae. They also robbed his Mnemosyne of any memories of her husband, and gave the couples' newborn daughter to be raised by said oracle. Hecate sought to find a way to add Nethus' faithful to hers, and via a backers-only adventure obtained as a stretch goal for one of Kobold Press' KickStarters, she tricked several bands of adventurers into gathering Nethus' divine spark in the belief it would free him. Instead it removed Nethus' heart, allowing him to fully fall under Hecate's sway. He now believes that the goddess was his true wife all along, and that his "captivity" was him being nursed back to health after a grievous assault from the Mharoti dragon gods. Dalyora Podella, Nethus' daughter, has now been raised into the role of the city's warleader for an eventual campaign against the Mharoti. Now Mnemosyne is the imprisoned one, her never-ending flow of tears sustaining Nethus' heart and also used by the priesthood of Hecate for fueling powerful divination spells. We have a list of other sites near Kammae, from small towns to adventuring locations such as a volcanic mountain teeming with monsters and a legendary island with a ghost-haunted palace. The Ringwood hosts several isolated towns responsible for training elite units of Hecate as well as the creation of the ghost-boars, monsters imbued with the powers of Charon the god of death. [CENTER][IMG]https://i.*****.com/wGKrYlW.png[/IMG][/CENTER] [B]The Barony of Capleon[/B] is the southernmost of the Seven Cities and once counted Cindass and Roshgazi among its territories. Its ruling Baron Cazagoza sought to court favors with the Mharoti Empire... [B]METAPLOT:[/B] ...which bit him right in the ass, causing a significant portion of his own population and people from the other city-states to call for his removal. It's no longer safe for dragonkin merchants to visit after violent hate crimes from "so-called patriots." This angered the Mharoti, viewing the Baron as a ruler who can't seem to keep his own populace in check. Cazagoza's few remaining allies are the City Council and some merchant families who rely upon his navy for protection. Capleon's ironically-named City of Peace is home to some of the largest banking institutions in Midgard. The Salt and Spice Bank in particular is a veritable bazaar where speculative markets see the rise and fall of fortunes. The Southern Quarter is home to ethnic neighborhoods comprised of immigrants from Nuria Natal and Cindass. There's a gang problem of violent skirmishes which are kept in check by heavy fines for civil disruption and property damage...which implies that gangsters care about the rule of law. In regards to the seedier elements of the city, Lion's Rock is the Baron's secret prison of dissidents and a patriotic Guild of Poisoners use their talents to slay all manner of threats to the city-state. The Tumbles are the ruined Temple of Seoggotan, now hosting a floating tent-city and series of tunnels home to smugglers and desperate faithful huddling out of society's view. The priests of Seggotan were accused by Nethus of aiding Mharoti soldiers, and pronounced his judgment by demolishing the place. Finally there's a Roman-style colosseum known as the Blood of the Sea Arena whose proximity to the waterfront allows the building to host mock naval skirmishes at high tide. [B]The Canton of Melana[/B] is in the far north of the peninsula and as such controls much of the overland trade between themselves and the Crossroads. Its system of government elects a pair of Censors (traditionally a dwarf and human) to leadership, although the most recent elections propped up candidates of radically different ideologies: one is an expansionist named Seppo Voller who has support among dwarven monarchists who seek to "liberate" the Ironcrags, while the human Jacopo Massaro is more isolationist military-wise and seeks only to keep trade relations with neighbors open. The city-state's significant dwarven population lives in the Undercity, comprised of Ironcrag refugees who resisted the region's transition to a more democratic form of government. The book also points out that the Monarchists are gender-egalitarian in comparison to their Ironcrag cousins, who "cloister their women" and do not let them choose occupations based on merit and capability.* There's also a hidden tomb of the last dwarven monarchists. A collection of notes written by the last King's oracle sister contain many prophetic insights; these publications were banned by Malena's censors yet still circulate. [B]METAPLOT:[/B] Instead of a dwarf, the last Censor in the 2012 sourcebook was the kobold Vinzlo, who ushered in a new era of rights and respect for his people in the Undercity. After his term, he is now the leader of the Warren Guild, a group of kobold spies, couriers, trapmakers, and assassins. Some other interesting sites around Melana include the warlock of the Scarlet Citadel and his private army who sells his talents to the highest bidder. There's also the abandoned Sinkhole Mine, whose bottom levels literally fell off into a huge bottomless pit many believe to lead to the other side of Midgard. *I know that I pointed out earlier with Perunalia that Midgard is overall a patriarchal world, but the book doesn't exactly do a good job of showing this save in exceptions like the one above; the Ironcrags section of the Crossroads makes no mention of "cloistered women," so we have to find out about an important social aspect of their culture several chapters later in the book. Other gendered social norms in the setting are referenced in small snippets, like "giving a son" to Mavros' mostly-male priesthood or how Kariv women "drink and whore and gamble as much as the men do." This persists in several of Midgard's supplemeents, like how the aforementioned Kariv women are frequent targets of sexual assault from outsiders in [I]Dwarves of the Ironcrags;[/I] or how in the [I]Midgard Legends[/I] sourcebook there's a tale of how the gnoll scholar Calm-Tongue demonstrated to the people of the Northlands the value of women warriors. One of my pet peeves with Midgard is not that it has a patriarchal social system at all, but doesn't make this setting element obvious enough for prospective players and GMs. It's a major difference from otherwise-egalitarian settings out there, because a PC's gender in certain races or regions can be a significant hurdle socially if not mechanically. It would be like failing to mention that a certain nation in your setting is incapable of producing clerics, but said reference is buried under entries to an unrelated group later on in the book. [CENTER][IMG]https://i.*****.com/WLm6iFF.jpg[/IMG][/CENTER] [B]Friula, City of Secrets[/B] is no stranger to war, but that is not its strong suit. As the inherited legacy of a surviving monastery of a long-gone mystic order, Friula houses one of Midgard's greatest collections of books, scrolls, and records. Only the Magocracy of Allain and the Nurian temples of Thoth-Hermes can be count as its competitors. They even permitted Mharoti refugees and Arbonesse elves to donate their findings, much to the chagrin of other city-states. Friula's natural defenses include hills filled with basilisks so this is not a significant problem for them yet. The city's government is ruled over by the bibliotori, a council of 12 whose means of entry are by how much lore they can contribute to the city. They do not have control over the Great Library, which is presided over by the Keeper Lynnean Verdia... [B]METAPLOT:[/B] ...who is in fact a disguised silver dragon defector from the Mharoti Empire! There's an uprising of fear among the populace, as the Great Library's vaunted halls seem to grow in size into endlessly twisting dark corridors. More than a few visitors and scholars mysteriously vanished, and the bibliotori fiercely debate how to handle this problem. The bibliotori's newest member is Primus Balack Giolan, whose alliance with the hags of Ghostlight Reef granted him an endless supply of artifacts to donate. He is in favor of using adventurers to save the problems of the Great Library, but finds himself blocked by the Keeper and his peers in this regard. The Bibliotor Uthan Bianco's family lives under a curse where a demon will claim a newborn child unless the parents can answer its riddle. When he could not answer it on the eve of his daughter's birth he agreed to serve in her stead. Now the demon manipulates Uthan to vote against issues which would help solve the problems plaguing the Great Library. The Great Library was a magical place even before the corruption. Living illusions, simulacrums of historical events, and eldritch guardians could be found within its halls along with a series of magical portals containing varying levels of danger. But two years ago the emergence of a portal to the Stross Family Library within the Plane of Shadow appeared. Its storehouses contained tomes believed not to exist or did not survive ancient cataclysms, such as Ankeshel vril technical manuals, a private diary of Baba Yaga, and tablets of the Southlands Titans. But the tradeoff is that one of the senior staff members is now enthralled to a demon, and a growing number of scholars and visitors are being killed and corrupted into shadowy thralls. Lynnean Verdia's fighting a desperate struggle, but even a dragon's power may not be enough... There is not much in the way of interesting surrounding sites near Friula besides Ghostlight Reef, which reaches deep into the earth and is believed to lead to other planar worlds. [B]The Republic of Trombei[/B] is an economically powerful city-state with fertile farms and flanked by impassible marshes as natural defenses. The Republic's ruled by a council of landholders known as the Commune who elect a First Speaker to serve as a main administrator. Trombei's famed cavalry and centaur soldiers were a sight to behold in many campaigns, but the Black Strangles may cripple this great advantage. A dust goblin from the Wasted West perfected an alchemical compound to halt the process in horses, but with a 50% chance of killing the horse outright. As there are not enough clerics to eradicate the plague and those who do exist charge a pretty penny, the goblin's "miracle tonics" are the preferred option. Unfortunately the goblin's alchemy comes from moss scrapings of a Lovecraftian Waste Walker, and some of his racial brethren seek to kill him for this great heresy. The nearby settlement of Carpere is home to the annual Trombei Horse Fair, which sees tens of thousands of horses from mundane varieties to supernatural ones such as fey walkers and sleipnirs. Other troubles facing Trombei include centaurs in an old elven fortress closing theirs doors after the appearance of the Black Strangles. There's also a renegade section of Ceres worshipers known as the Reapers who use vandalism along with poisoned sickles and scythes to strike out at merchants who reap the bounty of the harvests instead of the farmers. A crumbling former castle known as the Wreck is occupied by a coven of hag cannibals who seek to construct a golem out of flesh and bones. They hope to house the avatar of their evil god in this when the time is right. [B]The Republic of Triolo[/B] is home to corsairs famed across the western seas. The occupation of Illyria has hit the people hardest due to their proximity to said, and the Triolans are united in the goal of driving the Mharoti back. Its government is a complex system of two dozen merchant families, but the people who really get things done are its naval admirals: they include First Duke-Admiral Cadua, a minotaur who embarked on a voyage across Midgard where he sacrificed a horn, an eye, and a hand in exchange for peerless wisdom and a divine connection to Mavros. This earned him great acclaim when he returned to the city. Duke-Admiral Andreos Galatino is also a respected man, even as he spends most of his time in bed due to old age. Finally there's Commander Raniero Daliato, who heads Triolo's magical forces and elite units. Although Triolo is seeking alliances with the other city-states, there is worry among the leadership over the real reasons for Nethus' return which are only suspected, and Cadua is conflicted over when to send aid to Kyprion. For when he does, the dragons will attack Triolo directly. Triolo's harbor city is home to a large amount of Illyrian refugees. They joined the military forces and naval occupations in vast numbers for the eventual hope of freeing their homeland, and a fortified island known as the Sphinix holds large trade fairs. The neighborhood of Spada Quays is home to many taverns, gambling halls, informal duels, and all matter of entertainment. The minotaurs live in a labyrinth-like Minotaur Quarter where they more or less rule themselves. The invasion of Kyprion has caused fierce debates among them over whether to protect Triolo first, or join their kin on the isles to fight the dragons. The Illyrian Quarter is a sprawling tent-city, and the Stews of Triolo are home to the city's artisans and well-educated sex workers who supplement their income with divination, mapmaking, and alliances with corsairs and merchants. Factions near Triolo include Raguza, a city of pirates containing both licensed privateers and illegal scalawags; the griffon-mounted Sky Riders of Illyria who supplement Triolo with aerial scouting; the priesthood of Archae (one of Rava's masks) whose head oracle is magically frozen in sleep; and the secluded harbor of Turtle Cove, home to diabolist pirates unwelcome in Spada Quays and the rest of Triolo. One of Nethus' sea-titans, the Living Colossus, guards the habor of Raguza and single-handedly destroyed several enemy fleets. [CENTER][IMG]https://i.*****.com/3cqHRBG.png[/IMG][/CENTER] [B]The Serene Isle of Kyprion[/B] is not so serene anymore. Long the homeland of the minotaurs after the fall of their Moon Kingdom, Kyprion is a vassal of Triolo leaving its people without a true home of their own. Queen Kitane puts on a good public face as a serene priestess, but is privately angered over Triolo's refusal to send military aid. Although aware of the political realities of the dragons attacking Triolo in such a situation, this does little to alleviate feelings of betrayal. Kyprion's capital is Vespra, a lush and well-maintained settlement whose inhabitants greatly value music. Queen Kitane invites guests to her Palace to sleep in her labyrinthine halls, but every night bloody screams can be heard. This lead to rumors that both enemies and friends are invited but only the latter survive the visit. A Great Labyrinth surrounds the palace as a defensive region, home to many ancestral shrines and temples to Hecate. At night its many beasts and traps activate, and several times a year a great hunt of convicted criminals is held throughout the maze as a festival. Vespra's other "blood sports" location is the the Dancer's Courtyard arena. The Courtyard hosts ritual combat, duels to solve disputes, and ritual sacrifices of prisoners of war and criminals to the gods. Petitioners seeking justice, mercy, or revenge can be granted by the Queen if the person can sing a good melody. [B]METAPLOT:[/B] Chamiras was once a modest settlement whose fine rope was crucial to the island's sailors and maritime trade. It also held a necropolis believed to hold a literal portal to the underworld. But as of the publishing of this Worldbook, it was invaded by a Mharoti Legion two months ago. They gained a foothold via magically created fog and invisibility spells, and most of the city's defenders were put to death. Now its inhabitants are press-ganged into working on defensive trenches and walls. The Legion leader Aarush Vedula wants to invade more of the island but her superiors want her to hold out for now, much to her consternation. [B]METAPLOT:[/B] The city of Gramvar is a ruined realm, home to undead and demonic forces let loose after its binders were slain by an aerial assault of fire dragons. A small detachment of guards have their hands full in containing the monstrosities. Other locations include Longezza, whose population of Rava-worshiping weavers are exclusively women, and Spintarra whose great ironworks and mines supply Kyprion with its tools of war. There are Mharoti spies in the latter, and attempts to land Legions here have failed against the city's strong defenses. [B]Thoughts so far:[/B] I really, really like the Seven Cities. The region has a diversity of locations and adventure material. Get your hands on the Tears of Memory in Kammae and possibly discover the dark secret behind Nethus' subservience. Go delving in a haunted library in Friula one day, then hunt criminals for sport in Kyprion's maze the next. Put a stop to shadow fey cultists up to no good in Valera and free dissidents from Capleon's secret prison. And that's not including the region's potential for soldiers of fortune to profit from military campaigns and sieges! [B]Join us next time as we endure a trek across the Wasted West, the spellscarred ruins of demonic magocracies![/B] [/QUOTE]
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