The World of Aeramor


The Continent of Ebreyon

The Regency of Lyon

History

The Lyons were the first family to leave Gadaron and settle in the wilds of Ebreyon nearly two centuries ago. They planned to use their vast agricultural knowledge to develop the large uninhabited land. They would then use their massive shipping fleet to transport food for sale to much of the rest of the world. The plan worked to perfection due in large part to the diplomatic capabilities of Valis I and Elessia Lyon, the heads of both family and company. They developed strong relationships with the dwarves of Grymmsfist and elves of The Vale who had both been previously reclusive even to the point of xenophobic. This alliance between the three races combined with the natural borders and the willing provision of Lyon grains to all the world has kept the region free from attack for decades. The recent discovery of a magical metal called Allustrium around the Frozen Spine Mountains north of Gronnskull has caused problems for the alliance. Excursions have been launched by other nations through Lyon and Grymmsfist to be the first to get there and lay a claim. The Gronnskull region is wild, untamed and extremely dangerous, prompting large and heavily armed excursions. These excursions are causing problems along the trade route as the mercenaries willing to go on suicide missions are not known for adhering to local laws on their way through. Grymmsfist imposed martial law in the north forcing all excursions to go through Lyon by land or sea. This has caused Lyon’s military resources to be stretched thin.      

Government

Lyon started as a monarchy when the quickly growing nation made it clear that they wanted Valis I and Elessia to be their King and Queen. They reluctantly agreed but wrote into law that within ten years the government would be split into five equal parts: judicial, legislative, defense, economic and executive. Most of the power would be ceded back to the people who could vote for their representatives in each of the four departments with the royal family providing the fifth, by assuming the executive function. The crest of the Kingdom of Lyon is a stalking six-legged lion on a white field with a wide red stripe and a central blue stripe diagonally from lower left to upper right. 

Faith

In the Kingdom of Lyon faith is a matter of choice. Neither crown nor government have any interest in dictating matters of faith to their people. Temples are allowed wherever they may be planted. The government and law enforcement only get involved if the peace is disturbed or people are incited to activity not conducive to peace. The Kingdom of Lyon is the only nation on the continent that truly allows freedom of worship. 

Current Events

Lyon is the richest nation in the known world. They have maintained a tenuous border with Valinor whose regent adheres to diplomacy but secretly envies and despises the strength of their neighbor. They believe that if they can secure the Allustrium deposits they can swing the balance of power in their favor. Lyon remains also a force of good on Aeramor. As such they are a constant target for scams as well as a destination for immigrants looking for opportunity. The military has been stretched thin guarding the trade route while also manning borders in the north and south. Enemies have seen this as a sign of weakness and rumors of spies testing security and even the accessibility of the royal family. There are even rumors that someone inside the government is actively working with enemies to destabilize the alliance, though agents of the Cohort, a covert spy organization of elves, dwarves and humans protecting the assets and dignitaries of all three nations.

Dignitaries

Regent King Valis Lyon VI  

Valis VI is young, but he is a benevolent King. He is completely devoted to his nation and its people. His youth and decades of strong Kings before him have made him soft. He fails to see the harsh realities of the world. The emergence of Adonai and the changes in Gadaron have overwhelmed him. He sees hope in the stories coming from the region, and choses to ignore the potential dangers of the God they worship as well as the reactions of less benevolent leadership on the continent.   

Regent Queen Thalia Valinor 

Thalia is the daughter of the current King and Queen of Valinor. The marriage was arranged as an effort to cease hostilities between the two nations. There are many in Lyon who think Thalia is a plant and that the efforts by Valinor for peace are a thinly veiled ruse to get access to the Allustrium in the mountains only accessible through Lyon.  

 Judicator Paulus Jonans - This judge is the head of the judicial branch of the Lyon government. This branch has no say in creating law or legislation. They simply decide whether the laws being proposed fall within the constitutional provisions outlined at the founding of the Regency. Paulus is considered a constitutionalist always erring on the side of the constitution as it was written. The other two justices on this triumvirate court are less stringent though they do seem prone to fall back to the written word. They would rather the legislators pass laws that the people are invested in instead of practicing judicial activism. 

 Minister Sendrayha Lurielle - This elven transplant is the current head of the legislative branch of the Regency government. As an elf she is honorable and adheres to the written law to the letter. This can be a good asset to have in politics, but her personality also comes with a downside. She doesn't allow herself the latitude to seek the spirit of the law when there is a commonsense dispute in the way the law was originally written and how the world has changed since. 

 Adherent Evers Hadrion - This elder human is the longest tenured member of the council. He oversees the entire military through his air, land and sea generals. The only part of the defense force that is not under Hadrion's purview is The Pride, the Lyon Regent Guard. He is unusually stressed lately as his forces are stretched thin with all the expeditions traveling through Lyon to get to the mountains of Gronnskull to mine Allustrium. 

 Steward Rodrick Rhodes - The economy minister is the newest member of the council. Many thought that putting one so young in charge of finance was a mistake. He is a brash young man with bold ideas about new ways of generating revenue. He has a two-front plan to expand Lyon financially. First, he sent three expeditions to search for Allustrium. His hope is to stake a large claim and then sell the excess on the open market. His secondary plan is to charge tariffs for the transport of Allustrium back through Lyon. This gold-grab on his part could blow up in his face or could position Lyon as the economic leader on Ebreyon. 

 Dominika "Nika" Drake - This thirty-ish-year-old half elven woman is the leader of the covert arm of the Regent Guard called the Pride. She is extremely loyal to the Regent and his wife. Her infiltration and investigation skills are second to none. She has spies all over Ebreyon and probably the other continents as well, but she will never admit to it.

The Kingdom of Valinor

History

Valinor has a strange and interesting history. It was founded about twenty years after Lyon was founded to the east. The Valinor family were also agricultural magnates on Gadaron but were always considered second to Lyon. They tried to work harder and adjust techniques but never could close the gap with their rival. When the Lyon expedition left for Ebreyon, Valinor had to try to mimic the behavior, so they threw together a crew and sent ships further south and west in Ebreyon than their rivals. They went so far as to pay pirates to try to harass or even destroy the Lyon fleet. This sabotage plan failed. The Lyon fleet of corsairs escorting the cargo ships was more than skilled enough to repel the enemy. The pirates demanded recompense for their lost ships and men which Valinor had no choice but to pay. This left them strapped for resources upon arrival on Ebreyon. During that time their colony on Ebreyon struggled. They made little progress inland, failed to establish homesteads and farms in time for the season. When the first winter hit, the settlers were sorely unprepared and unlikely to get supplies from home. They had no choice but to try to forge alliances with the native creatures in the northwest corridor of their newly claimed land. The lizard-men, yuan-ti, and goblinoids had no use for the humans of the Valinor expedition. They played along until invited back to their homestead. Once inside they secretly allowed entry to their soldiers massacring the entire colony in a night, including the eldest son of the Valinor family. Breeland Valinor was incensed. He practically bankrupted his resources in Gadaron to send a retaliatory invasion force. Force succeeded where diplomacy had failed. The mercenaries pushed the lizard, serpent and goblin forces back through the Dreadwash and set up sentry towers and outposts to prevent their return. To this day those races have stayed in the swamps of the Freelands living in tentative tolerance with the elves, halflings and dwarves of the region.

Government

Breeland Valinor declared himself King of Valinor as soon as he arrived on the continent. He created a logo using an unassuming bird, the shrike, as their emblem on a field of blue and brown to signify the land and sky. His wife, Ranaya, ruled by his side though she had little say in matters of state. She was content to handle matters of diplomatic appearance. Breeland's second son, Tomin, ascended the throne upon his father's death because of Breeland II’s death in the initial colonization attempt. The throne has stayed in the Valinor family to this day. Unfortunately, the family has become extremely entitled and self-serving. There have been small uprisings that have always been put down by the Valinor elite guard called the "Black Talons".   

Faith

The royal family allow only four gods to be worshiped in Valinor. Royals and highborn citizens all worship Dayspring, the lord of gods. The lowborn and working classes of the nation are allowed to worship one of three gods, Terrania the goddess of nature and agriculture, Atmos the god of storms, and Alyrria the goddess of the stars. Even the choice of gods for the people is self-serving as they believe these gods are directly responsible for the harvest and of course subservient to the Dayspring. The Unseen, a missionary group serving to spread the word Adonai, the One True God, (see factions for more information) began to appear in Valinor about a year ago. The people, who have lived centuries under the thumb of the royals, have been very receptive to the teachings forsaking their allowed gods. The royals have responded brutally arresting and publicly flogging anyone found to be in the service of Adonai. In just the last few months an underground has formed, home churches are happening. The brutality of the response has only had the opposite effect than was intended. Word is spreading at an accelerated rate due to the persecution. People sense fear of the truth of Adonai in the response of their government and they are emboldened by it and ready for change.

Current Events

Valinor as a nation is at a critical point. Their brutal handling of the Unseen/Adonai situation has amplified the unrest among the people of Valinor. They have always been told that they have it better than other nations. They believed their government protected them and helped them. They are currently learning that they were mostly being shielded from the truth of their place in society. They are to do the work and the leadership was there to reap the benefits. This has created unrest and violent protest across the country. The royals have little time or patience for a revolt. They have assigned the Black Talons the gruesome task of eliminating all traitors including any Unseen instigators they may find or even suspect. Meanwhile the government has sent multiple expeditions east to the mountains of Gronnskull seeking Allustrium  

Dignitaries

 

King Tomin Valinor IV 

King Tomin IV is the weakest in a long line of increasingly weak kings in the Valinor line. He is greedy and values personal wealth above the lives of his people. The lower classes despise this King and the royals and military see an opportunity to wrest power from the founding family once and for all. The only thing standing in their way are the Black Talons. No one can explain their loyalty. No Black Talon has ever failed to follow orders. They do so with unquestioning brutality. What the rest of Valinor, and the rest of the nations of Ebreyon, don’t know is that the Black Talons are awakened dead. They are reanimated, sentient undead soldiers, the next step in necromantic studies. 

Queen Gadalla Valinor 

Many believe she is really in control of the nation. The King is so vacuous that it is easy to believe that he couldn’t be in control. Her father is the Alchemist in charge of Project: Morituri, which means “we who are about to die”.  

Prince Tomin Valinor V 

Tomin V is the crown prince but is no supporter of the current regime. His father ignores his protests and advocacy for a more democratic government. He plays his son off as a debutante, but it is unknown if he is discrediting his heir or protecting him from his own words. It is likely that any coup would result in the deaths of all the Valinor heirs. 

Prince Jace Valinor 

The second son is the favored of his mother. Unknown to the king or queen, Madrigan, father of the queen, experimented on the boy with a version of the Morituri chemicals. To date the process has made him sickly and weak, but the elder necromancer is certain that time will yield results, making the boy the first in an army of unstoppable soldiers.  

Princess Thalia Valinor 

The first daughter of the King and Queen was married to the crown prince of Lyon to cool the rivalry between the nations. Thalia seems to be the perfect beneficent future queen but does the decades-old rivalry between the families split her loyalties? 

Gene-gineer Madrigan (Father of the Queens of Lyon and Valinor) He is the head of the Genetic Research division and inventor of the Morituri Program. 

Shrike (Head of the Black Talons, elite royal guard) 

Shrike is not a product of Project: Morituri. He remains alive and human but has been imbued with the secret to controlling his soldiers. No one knows what motivates his loyalties, but all are aware of the level of power he wields because of it.


The Vale

History

The Elves of the Vale were on Ebreyon long before any of the other races were around to document their movements. They lived tens of centuries in peaceful existence, their only enemies being the cousins who left the splendor of the woodlands for the dank lightless caverns of the 'Beneath'. They formed the Obsidian Order to balance the Viridian Order of the surface elves. The two factions had their own battles to fight in their chosen realms, so they paid little attention to each other. Over the centuries the elves have had skirmishes with the battle-hungry orc and goblin races, but their superior magic and fighting prowess always discouraged their foes from repeated attacks. Once the humans found their way to Ebreyon the orcs goblins saw them as softer targets and began to harass them through the Freelands pass. The elves resisted diplomatic overtures by the Regency of Lyon for many years. It wasn't until The Vale was attacked by the Dread Lich Zanth 'Adar and his undead legion that the elves considered their neighbors worthy of alliance. On the night of the Battle of the Midnight Run the elves had resigned themselves to a last stand in the Capitol city of Mystria. They had secreted the non-fighters north to Tyshdala. Once there the children were sent through the East Pass (now called the Midnight Run in memorial) to King’s Crest, the northern capital of Lyon. They were unaware that the Lich had sent a flanking force to advance from the north. The elven refugees would have been massacred had it not been for Valis Lyon and his Military. Dwarven and Human Border patrols had noticed the undead movements. Valis arranged an alliance with King Ragan Grimbeard to protect both of their borders. The human and dwarven forces collapsed on the undead as they entered the pass. Midway through the bloody fight a small force of elves joined the fray from Tyshdala with thousands of elders and children in tow. The battle was bloody, but the fragile alliance was victorious against the dead. The humans and dwarves gained the respect of the elves when they each sent relief forces to support Mystria while their rear guards provided protection for their families.  

The three armies battled the seemingly endless horde of undead. Meanwhile a small force was sent to deal with the Lich himself. The twin elves Halaruil (rogue) and Heraliel (cleric), two dwarven warriors Jondorli (fighter) and Aghack (ranger) and Prince Valis II the Paladin of Atmos and son of the King of Lyon confronted the foul being and emerged victorious.     

The three races have lived in peace and cooperation since, though they agreed to respect each other’s privacy they vowed to be vigilant in having the backs of their neighbors. 

Government

The elves have a court of elders that is made up entirely of people who have earned the positions through sacrifice and service to the greater community. There are five seats on the Viridian Council with an Archdynast (Highlord and lady) who get a vote each preventing a split vote. The elves have stayed out of affairs of state in Ebreyon in the past, but the events of the Midnight Run showed them that they had a responsibility in continental peace-keeping and other diplomatic affairs. They remain skeptical of everything they are told and have little social grace. 

Faith

Generally, the elves of The Vale don’t seem to display their faith. Whether they simply keep it secret and personal or don’t have faith is unknown. People who have managed to get close to them have heard them mention concepts or beings like the elements of earth, air, fire and water with personal characteristics. 

Current Events

The elves have been quiet about the Allustrium situation and have given no indication that they have heard anything about the Unseen or Adonai. They have accepted the invitation to the Continental Conclave to discuss these and other issues. They are expected to send one of the Solons, but the Archdynasts themselves will attend showing that they believe these situations to be more serious than they are letting on.  

Dignitaries

Archdynast Lord Tyriax Lyre -  Tyriax changed drastically after the death of his wife Emaela and their son during childbirth. Emaela had given him two amazing daughters but no heirs until this pregnancy. He was devastated at their loss. He remarried a year later but this union was purely political. Zyrania's father was awarded a seat on the council as part of the arrangement which Tyriax hoped would curb his constant protests and accusations against the council. Tyriax treats his new wife well and always adheres to all protocols and expectations in public. In private he keeps his wife at a distance. He has no ill will toward her, but he has no intention of having his heart ripped out again.     

Archdynast Lady Zyrania Lyre - Zyrania is the second wife of Tyriax. When his first wife died in childbirth the court chose the daughter of a political rival as his second wife. The thought was that it would soften the animosity between the families and give Zyrania's father enough power in court to cease his machinations. Several of the younger women of the court have taken to calling her the 'black widow' despite her seemingly complete devotion to her husband. She is ambitious to a fault and overly concerned with the thoughts of others. This has led her to be a people pleaser in her service to the Vale, which always results in half the people being displeased.  

Solon Khyrmin Araqen - He is by far the oldest (657 years old) and most pompous of the Solons in recent memory. Khyrmin can be difficult to work with because of his harsh personality but he is truly brilliant and has lived a rich and exciting life. He was a foot-soldier during the Battle of the Midnight Run. Most of his unit was wiped out as they protected the escape route of the refugee children and families. He became close friends with the Human Lieutenant who risked his own unit to reinforce the battered elven unit on Butcher's Rise. 

Solon Ardreth Marghana - Ardreth earned her spot at the table through her economic efforts. She worked diligently, and with little assistance from the rest of the council, to develop a trade network that revitalized the elven economy. The economy was dedicated to rebuilding and revitalization for decades after the Lich War with. The occasional incursions by orcs and goblins from the west hampered their efforts in the southern and western mountains. Even their dark elf cousins used their underground warrens to mine resources that used to be exclusively elven. Ardreth focused on developing the rich land of the Vale and the skills of the druids and farmers to increase food production for trade for the other needed resources. In the last few decades The Vale has become the breadbasket for Ebreyon. This has made it difficult for even their staunchest enemies to show open aggression.   

Solon Jastira Olamaris - Jastira earned this position through her educational efforts. She has single-handedly revamped the training for all elven children of the Vale to include cultural studies of all races of the continent and beyond. She will be very interested in the emergence of Adonai and the changes it has wrought upon Gadaron, now called the Fertile Crescent. 

Solon Tialha Kelyra - No one knows how Tialha earned this title. No one has any doubt that she did as the elves are great proponents of order. She is aloof in public appearances, leading people to give her a wide berth. Few have ever dared to ask for her history, and no one has ever heard it.   

Solon Onas Pernala - Onas is the highest-ranking cleric of Alustra in The Vale. He is a truly giving and selfless person and serves the community in any way he can. He has been assigned the duty of choosing an emissary to go with the group heading to the Fertile Crescent (formerly Gadaron) to investigate the appearance and claims of the followers of Adonai. 

Inquisitor Taenaran Eiljyre - Taenaran is the head of all military for the Vale. She is the most evasive and deceptive person you would ever want to meet. She rarely gives a straight answer, answers with questions, or outright lies just for practice. When any envoy or emissary is sent anywhere outside of the Vale Taenaran will try to include an assistant (assigned by her) or at the very least give the emissary directions or instructions on things to try to learn. If the person is agreeable, she will give them a method of communication to report directly to her.   

 Overseer Emarille Chaecian - She leads The Vale’s covert investigation force that they refer to as the “Moon Shadows”.

The Freelands Confederacy

History

For centuries untold the free lands were a wild and untamed place. The swamps to the south were dangerous and inhospitable to even the hardiest explorers. Precious few curious investigators ever returned from excursions to the area. The northeast forests were inhabited by tribes of wood elves, the far northern and eastern mountains were home to gnomes and dwarves respectively. The livable areas in the swamp were once the domain of the Mudfoot Halflings. That was true until Breeland Valinor retaliated against the goblins and lizard folk for their murder of his eldest son. His brutal revenge pushed the goblins and lizard folk north into the swamps. They clashed once again with the Mudfoot people who had grown complacent after two centuries of peace in the mire. The battles were bloody causing great losses on all sides. Eventually all three sides saw reason and ceased hostilities for the sake of their remaining people. They split the lands and began to barter with each other, reluctantly at first, but centuries later trade became open and lucrative. Humans from the south and north began to migrate in to join in the now exploding herb and mineral economies. Excursion began to delve deeper into the once unapproachable quagmires, finding lost and sunken cities from some race no one could even remember. Today, the Freelands are a place of exploration, archaeology, and adventure for all who would brave the many dangers still present. 

Government

There is no central government in the Freelands. Cities have been founded along exploration paths out of necessity. The human ones are run by the rich people who funded the excursions that founded the town. The Mudfoot Halflings are governed by a dozen or so clans. They meet on occasion to discuss the greater good, but more often than not just do whatever they want within individual clans. They do respect each other's borders though. The lizard-people are strangely spiritual. Their tribes are led by shaman who are dedicated to an animal or nature spirits. They are the most xenophobic of all of the races of the swamps, but they can be bought with coins and shiny objects. The goblinoids see only strength as worthy of leadership. They skirmish within their clans for power and leadership and between clans for land or items. Their constant bickering keeps their attention on each other which encourages them to ignore the rest of their neighbors. This is the case most of the time, but it keeps them angry and making bad decisions prompting any who live near their tribes to stay on guard and treat them with little, if any, trust.  

Faith

As the Freelands are not a true nation but a conglomeration of free people affording each other protection from aggressors within and without the swamplands. This conglomeration has resulted in vast differences in faith. The Mudfoot Tribes tend to worship Terrania (nature, agriculture), but due to their merry-making natures they also find faith in the fool-god Lemus (mirth and drink). Some of their darker brethren worship the god of decay and death Nihilus. The lizard folk have simplistic belief structures. They believe that Sauridae, the great mother, is responsible for the lizards' evolution to bipedal, intelligent creatures. The goblins have only two deities. First and foremost, to them is the Goblin King Rhauggh. He epitomizes all the values of the goblinoid people, strength, stealth, and greed. Through many years of subjugation at the hands of the orcs of the Endless Waste and Thrace before they fled south for freedom, the goblins were forced to pay homage to Warlord Kragg. Orcs believed that Kragg had usurped the throne of the underworld when he died and now sits on the throne as god of death itself. 

Current Events

The Freelands have no government. Instead, each city has a mayor, its own laws and law enforcement. Each major city or region provides a representative to a Trader's Council of five business leaders. The Humans of Hommlett, the Dwarves of Grim Vegram, the Elves of Wyrd, the Orcs and Goblins Galzul and the Grove, and the Drow, Duergar and Deep Gnomes of the Underbarrows make up the current council. The Mudfoot Halflings of the Sorrowmire have applied for admission several times but have been rejected each time. Only the humans and elves have every voted affirmatively for their inclusion, but they were outvoted by the other members. The dwarves have vowed to accept the swamp halflings only if they can maintain an odd number of members. This means another faction would need to be added with the halflings to bring the council to seven. Many of the exploring, mining and archaeological companies have seen this as their opportunity to gain power in the Freelands. This has increased the urgency for one of these companies to find a massive deposit of the mysterious Allustrium in the mountains of Gronnskull. It is not clear that this will ensure the expansion of the council, but it seems to be the only avenue open to the Mudfoot people. The rest of the region coexists in peaceful profiteering. Things remain quiet as long as profits are up. Negotiations break down whenever one side doesn't see value in the resolution for themselves. 

Dignitaries

Trade Lord Vugiltag (orc) of Galzul: Vugiltag is a former warlord who turned to trading in his 'second pass.' He is still muscular and in good shape, but he had lost his left hand. He will often wear ornamental prosthesis but has been known to conceal weapons in the apparatus. Like most orcs he doesn't lie. He will be brutally honest and honorable in all agreements. If he thinks an adversary is weak, he will overcharge, refuse to agree or simply refuse to even acknowledge the person.   

Mayor Grubnibbler (goblin) of Throrrooq: Grubnibbler comes from a line of Goblin artificers. He approves of all plans to enhance his town with invented technology. He feels this will give him an advantage in future endeavors and seeks to ingratiate himself with the Technomancers of Zenoth any chance he gets. To date his designs have been well beneath the standards of the Technomancers. He hopes that securing some Allustrium can help him to up his game. 

Tradesman Edworth (half-elf of Hommlett): Under Edworth's leadership Hommlett has become the trade hub for the southern Freelands, even venturing into Valinor. His city has experienced impressive growth due to his efforts and partnership with the mayor. Edworth himself led an expedition to Gronnskull seeking Allustrium. He has found minute veins but not the motherlode everyone is hoping for. 

Mayor Falcon Hale (human of Hommlett): Falcon inherited her position from her father upon his untimely death. The major trading companies tried to intimidate her into relaxed taxation and more government subsidies in their ventures. Her alliance with Edworth helped calm things and prompted her decision to fund the Allustrium expedition that employed many and promises a great payoff if successful.  

High Trader Perysvael (of Wyrd): Perysvael is a middle-aged wood-elf woman of incredible beauty. She handles all trade within the small elven community and is solely responsible for the entire economy of the city and surrounding villages.  

Minister Xandervel (of Wyrd): Xandervel is the Minister (equivalent of a mayor) of the wood-elven tree-city of Wyrd. He holds great sway over the people of the outer villages who still live in tribes, some even nomadic, within the confines of the Wyrdwood. They are welcoming to travelers but wary of unannounced visits. No one will get within a mile of Wyrd or even a tribal village without being questioned.  

Forgemaster Molni (dwarf of Grim Vegram): Molni was assigned this position but would rather be forging. He is good at maintaining efficient processes and high profit margins. He will provide merchandise and tools for anyone not openly attacking any sovereign lands of Ebreyon. He will only provide weapons or armor for allies with legitimately signed treaties and proper diplomatic requests.   

Overseer Halmaeg (dwarf of Grim Vegram): Halmaeg earned his position through service in the dwarven military. He fought bravely for decades against the marauding orugs and hobgoblins to the north. He helped to quell two attempts at invasion from the Underbarrows by their duergar cousins before finally agreeing to always tentative peace.  The promise of Allustrium is never far from his thoughts. Three of his brothers led an excursion into Gronnskull to try to stake a claim.  

Deep Trader Elijaster (drow of Illum Unarith):  Elijaster is a shrewd negotiator and never makes a deal that he feels isn't weighted in his favor. He is part of a Drow superiority movement called the Midnight Union who looks to go back to the old ways of colonization and strength. He uses his position to gain access to other cities, leaders and fringe groups in each city.  

Taskmaster Hedwig (duergar of Kham Doral): Hedwig is nothing more than a pit boss who is out of his depth in politics. If there is one thing the duergar hate more than the surface people, its politicians. More often than not a person is 'promoted' to that position to keep their personal ambitions under wraps, and them in plain sight of their enemies. More than half of the political transitions in the duergar society are enacted by coup or assassination. This fact has made Hedwig paranoid and over-protective. 


The Grymmsfist

History

The dwarves of the Grymmsfist have been almost as reclusive as the elves of the Vale. The dwarves focused their lives inside the mountains as much as they could. They mined ore and various stones and built nearly impregnable strongholds in the mountain itself. Some of their people preferred the light of day and dedicated themselves to farming, fishing, hunting and exploring the frontiers of the lush lands to the south. They had minor clashes with the reclusive elves from time to time, but they never pushed into their lands. When they met the humans of Lyon, they were tentative but found these humans to be trustworthy, eventually achieving a mutual trust. That unlikely alliance may have been the saving grace for the elves. The dwarves and humans saw Zanth Adar’s incursion into the Vale as just the beginning of his plan. They were certain that the Lich would regroup and continue to move through their territories if the elves fell. The two armies never saw the reclusive elves' adversaries but more as unspoken allies who would fiercely guard the passes from the west into their lands. For that reason, they intervened, sparing the elves and eventually resulting in an actual alliance between the three nations. 

Government

The dwarven government is a traditional monarchy. They have a King, Magnar IX and Queen Vendryg, but no other royalty. There is a military chain of command whose generals report directly to the King. There are counselors in charge of all areas of need in the community. They have full authority to deal with issues under their control, meeting with the King weekly to update him. The dwarves like to keep governing as simply as possible and truly make all decisions that are best for the community. Disputes are few and far between as most dwarves are raised without the jealousy and envy prominent in most other cultures.  

Faith

The dwarves of the Grymmsfist region fully believe in a higher power and are dedicated to the servant mentality when it comes to their people and allies in general. That said, they have no God in the true sense of the word. They tend to show reverence to heroes of legend. For example, they may call on Durgar Hammerfist before a battle. Durgar led the Dwarves to victory over the deep races during the Barrow Wars centuries ago. Farmers, hunters and fishers might call upon Hildegarde Greenthumb who once led the community through a great five-year long drought, refusing to let her people starve. The dwarves find it odd that of all the recognized gods of the other races none of them are dwarven.

Current Events

The dwarves were the ones who discovered the mysterious metal Allustrium in the central Frozen Spine. They shared the information with their allies, one of which must have a leaky counsel as the word got out quickly. What the dwarves told no one was that they found the deposit in a valley between two of the highest peaks in their territory very near the Gronnskull border. An expedition further into the mountains yielded a second, slightly larger deposit. Again, it was not deep in the mountain. With their best Prospector, Pokken, and excavator, Auranna on the job the dwarves now believe that the Allustrium they have found were not natural deposits but rather from meteorites that had hit in the mountains. They have shared this information with no one outside the King and the team that has made the discovery. 

Dignitaries

King Magnar Forgeborn IX - Magnar is ninth to hold this position in the Forgeborn line. The first three were stubborn and xenophobic. The next two softened that stance. The sixth was assassinated by a traitor during the third Barrow War. His wife reigned as Queen Mother until their son Magnar VII, the current King's grandsire, was of age. Magnar's grandsire and father brought the Grymmsfist dwarves into the global political arena. They were diplomatic, tactful and truly interested in the "greater good". Magnar IX reigns in that tradition. He cedes much of the decision making to his counselors. Their meetings are more to inform the King than to ask permission.   

 Queen Vendryg - The Queen is a truly giving person. She tours the city and sometimes the countryside ensuring that all people are cared for and their needs are met. It is not uncommon for her to give items or gold to people in need. She has even brought orphans into the Keep to be raised and educated with her own children and those of the staff.    

 Grand Hammer (General) Throck - Throck is the highest-ranking member of the Grymm Guardians, Grymmsfist's well regarded military. He is also the direct reporter of the members of the King's Hammers, Magnar's personal guard. Due to his age, experience and the fact that everyone fears him, Throck's power in the community rivals even the King's, though he would never abuse that power or overstep his bounds. 

 Coin Tender Zark - Zark is a weaselly dwarf. He has little, if any, personality. He is incredible at his job of budgeting and making sure every financial need is met. He has found unique revenue streams throughout the near territories and has done a good job of expanding Grymmsfist's reach among the allied races.   

 Prospector Pokken - Pokken loves his job more than anyone should. He has foregone family and any other attachments in the execution of his duties for the King. He will take the secret of the Allustrium origins to his grave before revealing it even on pain of torture. He knows that whoever holds the power-infused metal will have a great advantage among the other nations of Ebreyon.  

 Excavator Auranna Lodestorm - Auranna is an elder dwarven woman. Pokken called in favors for her to come out of retirement to lead the search for the Allustrium.


The Technarchy of Zenoth

History

The Technarchy of Zenoth is a mystery to the other nations of Ebreyon. The Technomancers who rule it are unknown, fiercely reclusive, and guard everything about their society so closely many think they are xenophobic. When they take part in regional or global politics, they do so through use of ambassadors who have little power to make decisions or effect change. It is a very rare occurrence that they invite a dignitary to their lands and when they do, they are only allowed to see a carefully curated series of events designed to give them a specific narrative to leave with and communicate back to the world. Zenoth, in general, is highly advanced technologically. Even their magic is focused on artificing, infusing magic into technology for use in war and societal needs. The nation has possibly the strangest origin of any other nation on Aeramor (except the Fertile Crescent, of course). The region was wild and unexplored until a massive object fell from the sky, hitting the western range of the Frozen Spine. Excavation companies, all representing different nations, were dispatched and soon found the 'object'. It was not a meteor as expected. Instead, it was a craft of alien origin. All the people on site, regardless of national origin, at once ceased contact with their patrons and governments. Those governments sent investigative teams who also ceased contact and did not return. Some then sent military forces. Those forces were met with a force field that even the greatest minds and magic could not penetrate. It took nearly a century for the excavation teams inside the force field to decipher the technology onboard the damaged craft. 

Government

The government of Zenoth has an impressive racial diversity that includes representatives from every nation that sent expeditions, rescue teams or military forces. Every being inside the force field was eventually mentally overwhelmed and 'convinced' of the greater good of advancing the technological agenda of the Triumvirate. The few who resisted the mental assault were hunted and killed except for one. When the triumvirate tried to overwhelm a young gnome sorcerer, named Tukwic Sluselvoss, his aberrant mind was unleashed, causing enough chaos for him to escape. Somehow, he managed to walk right through the force field and out of Zenoth to tell his tale to any who might listen. He later changed his surname and became a hermit with only his family around himThe council of Zenoth is made up of thirteen representatives, but the final authority for all decisions for the nation falls to the mysterious 'Triumvirate' that exists and operates behind the scenes. No one has ever seen them in person. They communicate either telepathically or using technology. The great secret from the world is that no biological citizen has ever left Zenoth. All 'dignitaries' sent outside the nation are Synths, which are highly advanced automatons that will pass for the biological races they represent. 

Faith

There are no people of faith in Zenoth. 

Current Events

The Synths are not inherently sentient. They were designed by the Technomancers as a method of turning the populace of a new world into compliant workers and soldiers. They have a soul harvester built into them. When a person is killed in range of an active soul harvester the Synth is infused with their entire essence. That Synth becomes a sentient being in a synthetic, cyber-robotic body. Anyone who learns of this secret is hunted down, taken into custody and questioned by the Triumvirate. If found to be of use to Zenoth they will attempt to assimilate the person. If they resist, act in a violent manner, or have no use discernable to the Triumvirate they are killed. 

Dignitaries

High Psionist Sh'riss: These Psionists of the Triumvirate have no discernable differences from each other. They are identical in every way. They speak only mentally. Their manner of communication is soothing but altogether without personality or emotion.   

High Psionist Thar'kun: (Same as above) 

High Psionist Char'veen: (Same as above) 

Technomaster Nuglut: This goblin male is the current leader of all technological research and development. He is nearly impossible to get to as he never leaves his labs. His current projects involve rebuilding and reprogramming automatons found on Aeramor to receive the essences of humanoids as their Synths are capable of doing. He sent expeditions east to find "Allustrium" believing that it may be part of the alien's own ship that broke off during the crash.

The Thrace Dynasty

History

For as long as anyone can remember Thrace has been considered a land of 'monsters'. At least that is what the civilized races of Ebreyon claimed. The giants, ogres, trolls, and orcs have long been the stuff of the cautionary tales of men. In some ways the fear was warranted, but in other ways the fear caused the division that still exists today. The Giants are extremely reclusive. They stay in their mountainous regions in the north and far south and rarely venture from their habitats. The foolhardy have sought fame and fortune by challenging the creatures who defend themselves fiercely. This has served to increase their xenophobia. Ogres are even less intelligent. They are considered evil but only because they don't hesitate to kill even humanoids for food. They are simple creatures who stay in small groups, have no organized government or leadership and just see everything else living as a potential food source. They are intelligent enough to negotiate and even trade. They are not clever enough to lie or see through the lies of others. They do, however, have long memories when it comes to betrayal and vengeance. Trolls are solitary in nature and again fiercely protective of their territory. They do not hunt humanoids for food as some claim, but they will kill anyone who invades their home. Orugs are something between ogres and orcs and some believe the orc species spawned from the orugs. They are a powerful and fierce war-like race. They live in tribes that migrate with the seasons and whenever their food and resources are exhausted in a place. They will fight anything and anyone in their path and are not likely to negotiate or make treaties. Due to this war-first mentality they are all but extinct in Ebreyon with only a few surviving tribes roaming the wilds of Thrace. Five or six centuries ago the orcs began to find their way to Thrace. Highly intelligent, aggressive and incredibly capable in battle, they easily overwhelmed the goblins of the land. Many goblinoid tribes fell in line under their leadership, while others fled south into the Freelands. though almost extinct. Over the centuries more orcs arrived or were revealed. There are currently four species in Thrace. They often fight with each other over borders or resources or just for practice. The clans are very exclusive though they do work together when it serves them and stand together against any incursions into Thrace by outsiders.   

Wild Orcs: The descriptor for these orcs is deceptive though maybe purposefully. They are referred to as wild orcs because of their chosen habitats in dense wooded areas and jungles. They allow the use of wild in the "untamed" sense because it buys them some freedom from incursion by outsiders. They are ancestral enemies with elves of any type. 

Blood Orcs: The blood orcs are the fiercest fighters, just ask one, they will tell you. They live on the plains of central Thrace. They tend to be aggressive and rarely interested in talking or negotiating for any reason. Blood orcs consider all other humanoids as enemies, unless they prove themselves in battle. 

Ashen Orcs: These orcs are the fewest remaining tribes. They live in the harsh 'firelands' to the far south, near the desert. They wear ash mixed with aloe oils on their skin as protection from the relentless sun. They are the least xenophobic, though they also get the least visitors. They have had many battles with the dragonborn people that live in the southern desert, but they have long since lost their taste for wars. They have instead turned to pursuing divinity and mastery of the forces of nature. 

Shadow Orcs: Subterranean: These orcs have long since secluded themselves in the mountains along the south and east of Thrace. They felt strongly that they protect their homeland from incursions through passes, tunnels or even over the mountains. They are not as aggressive as the Blood Orcs and do not seek fights. They are the self-designated defenders of the borders and will fight anyone they do not think should be there or doesn't have proper documentation of their travel into Thrace. 

Government

The government of Thrace is very much a coalition of tribes with an Overlord who hears their counsel before deciding the path the nation will take. In true orc fashion the title has changed hands on a regular basis. The title of overlord changed hands via treachery, challenge and nepotism over the years. There are no real rules to taking the throne except that if the former Overlord is defeated the one who defeated them ascends until the next lawful change. This instability and the constant bickering between the four clans has kept Thrace from attaining any goals of exploration, conquest or colonization outside its borders. About a year ago a half-orc named Nicolaes Wollstonecraft, ascended to power through treachery. He was the top advisor to Thanatos III. Thanatos was a typical Blood Orc who saw everything, even in council chambers, as an insult worthy of war. Thrace languished under the leadership of three generations of Thanatos' leadership. Nicolaes arranged for the other three clans to take part in the murder of Thantos III. For his execution of the plot, he was granted the throne. Using the strength of the three tribes against the one he ascended and immediately began looking outside of the borders of Thrace. He sent armies to the Western Wilds by sea to begin colonizing. He reached out to various city states of the Freelands to negotiate archaeological rights for digs around the territory. It was clear that he was looking for something, but as to what it was, only he knew. 

Faith

Faith is not unheard of in the orc world. They believe in strength, honor and dying a good death in battle. They have little use for rules or steps involved in most organized religions. They don't have books or scrolls with written traditions or scripture. Their histories are passed down orally by oracles and shaman of the tribes and clans. They served as teachers, healers, judges and preservers of culture for the clans. Kragg, The Orc Lord is the most worshipped being in the orc clans in Thrace though each clan has a different take on who Kragg was, where he came from and what he did to earn their respect. This complete lack of theological understanding makes some of the changes Nicolaes has made since being in charge questionable. He has sent excursions into nearby lands to collect items of power said to have divine significance. The orcs remain unaware of his dealings and will likely not care as long as he distracts them with war and conquest. 

Current Events

Thrace has had its share of turmoil in recent years. Leadership changes hands often in a war-like meritocracy. There is always someone who thinks they are stronger than the reigning Warlord. The current Warlord, Gresh, wasn't in power for a month before he was challenged for leadership. The challenger was met and easily defeated by the brutal orc barbarian. Recently Gresh has been seen with a new human advisor who he seems to have great confidence in. His name is Nicolaes Wollstonecraft. People close to Gresh are confused as to where this man came from and how exactly he won the ear of the Warlord. Many have speculated that extortion or even mind control may be involved. The orcs who had the Warlord's ear before Nicolaes met recently to plot and plan, considering challenging Gresh or making Wollstonecraft disappear from the picture. The next day after that meeting Dreig, the orc leading the rebellion, was murdered. Parts of him arrived at the doors of each of the other conspirators with a note saying only, "Dreig stepped out of line. This is the only warning." 

Dignitaries

Warlord Gresh - Gresh earned his position by combat, but not by challenge. When the previous Warlord Wreegh fell in combat his closest lieutenant Gresh and B'mudo a brash young challenger, fought for the right of ascension. Gresh won easily. No one is certain why Gresh has welcomed Nicolaes as an all let alone as an advisor. Much more is to be learned about this relationship.  

Nicolaes Wollstonecraft - This human appeared months ago seeking the council of the Warlord. After a single meeting Gresh notified his other advisors that Nicolaes was an ally and to be trusted. He meets with the man daily, and Wollstonecraft has unfettered access to any place in the capitol and all meetings of military and economic import to Thrace. His first advisory council was to inform Gresh about Allustrium and arrange an expedition led by Gresh's former second in command, who was one of the ones to question the relationship, but not one of the conspirators. This man has deep secrets that have yet to be revealed.  

Primula Bloom Shellyndare - Primula is a quiet and demure woman. She is always with Nicolaes though she rarely speaks in the presence of others, especially the orcs who do not respect anyone who is not physically strong. Primula is a woman of finery and is always dressed and mannered perfectly as if at court in a proper kingdom. In truth she is fully involved with the public relations of Nicolaes. As to what their true relationship is, no one knows. The orcs and goblins recognize power even in the eyes of another person. They give Primula a wide berth, there is something behind her eyes that no one ever wants to see set free. 

Spirit Binder Tallak - She is the high-healer of the Order of Terronia, goddess of agriculture and nature. 

Ebb Shaman Xorag – He, if you can call him that, as he is something other than alive, is the leader of a cult of death worshipping orcs, goblins and others. They draw their powers from Nihilus, citing that death comes to all and entropy is the ultimate end for all life. They don’t believe that physical death is the end. They have found mystical, magical and eldritch ways to extend existence beyond physical death.


Gronnskull

History

Gronnskull has always been a wild land. Few travelers even ventured into the jungle-like habitat until Lyon became a nation. Expeditions ventured northeast to find minerals and ore in the Frozen Spine. In the alliance between the dwarves and humans both nations agreed to leave Gronnskull relatively untouched. Neither nation has settled the land except for a few small outposts intended to provide supplies and hospitality for expeditions to the mountain range. Those outposts have grown considerably during the "Allustrium" rush. Gronnskull along the 'Expedition Road' is relatively safe and oft traveled. The rest of the region remains dangerous and overgrown with strange life forms and aberrations. 

Government

None. 

Faith

There are some tribes of wild humanoids (shifters) in this region. If anyone has ever contacted any of these tribes, they have not returned to tell the tale. Most of the tribes have segregated themselves based on animal type (wolf, cat, bear, etc.). There have been sightings of a pack of diverse shifters traveling together. They have given chase but have never actually attacked anyone. There are some who believe this is evidence of a diverse tribe that has broken with the traditional segregation of the other tribes. This may mean that they are highly intelligent and can possibly be reasoned with. 

Current Events

The search for Allustrium has changed the landscape of Gronnskull both literally and figuratively. 

Dignitaries

The Evomancer (Hedgar Wynon): If any of the tribes are convinced to talk to outsiders they will, only after establishing trust, tell of the man who created the shifters. They call him only Hedgar or The Evomancer. He had desired to create a new species of Awakened animal humanoids. This is not lycanthropy; it is magical mutation made permanent. Some are simply stuck in their half-animal forms. The Evolved are able to shift back and forth, though in some situations it happens unintentionally. In high stress situations i.e.: low HP, critical hit, extreme stress, etc. they must roll a wisdom saving throw (DC WIS - Prof Bonus or CR). On a failure they immediately shift and attack whatever is near them. They can reattempt the roll at the end of each turn with disadvantaged unless something mitigates their rage.  

Skarrla: She is the alpha of the Lykos Tribe of wolf-shifters. They appear half humanoid half wolf but are always bi-pedal versions unless they fail three consecutive Wisdom Saving Throws. In that case they begin to run in a quadruped fashion despite still looking humanoid. They are fierce pack-creatures. They will need extreme convincing to work with non-shifter races or even other shifter tribes. They are 100% loyal to the Evomancer and therefore sworn enemies of Anazazi's Skinwalkers. 

Sharpclaw: He is the leader of the Gata Tribe of feline-shifters. This tribe is highly intelligent, but completely self-obsessed. They have learned rudimentary magic, and several have become shamanistic sorcerers. They will only assist any faction if it benefits them in some way. If the benefit to them is met, or if the risk eclipses the reward they will immediately flee disappearing quickly. They have no loyalty to the Evomancer. If they have a goal other than self-preservation it might be to make the Evomancer stop creating shifters. 

Ursulaiah: She is the chief of the Arkouda Tribe of Bear-shifters. They are very strong and powerful. They are intelligent though not many of them have developed magical affinity. The ones who have, use a magic more hybrid in nature (paladins, rangers, etc.). There are some druids among the Arkouda Tribe, but they are rare. 

Bloodtusk: He is the Defacto leader of the Gourouno Tribe of Boar-shifters. They are of exceedingly low intelligence. The leader is the strongest and is always the target of the rest of the tribe. In a fight, if the warlord is injured every boar aware of the injury must make a DC15 Wisdom saving throw or immediately attack the warlord, even as a reaction attack of opportunity. They rarely think past their stomachs, but that one track mind can be used to control them. 

Anasazi: Anasazi is the Chieftain of the Skinwalker Tribe of shifters. This pack is diverse, including members from all the other tribes and a few who don't seem to fit anywhere. Anasazi sees the Evomancer as a necessary evil. He appreciates their creation and the new life that it provided them, but he also holds him responsible for doing so with impunity. He will defend his people and their gypsy-like mobile community fiercely. He has no interest in war, revenge, or competition with the other tribes. That said all are welcome to join the Skinwalker Tribe if they are willing to live by the rules.