
Table of Contents
Current Leaders are NPCs
If you wish to take on available role or be of royal blood from a listed country, please contact the Sim Owner.
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Regional In Character Guide
A Note to the Reader of this Guide
"Welcome, adventurers, to Etharis.
I would rather you had arrived here at a happier time, when civilization was still at its height, when there were still gods who watched over this land’s denizens. Those days are long past, and we all must somehow carry on.
Etharis has changed. It is a land haunted by restless dead and unspeakable monstrosities. Its people have grown colder, insular, superstitious, partial to violence and murder.
I cannot say it is a good time for adventurers, so I share this guide with you to help you find your bearings faster in Etharis and increase your chance at survival. Know that some of the writers have paid great personal costs to acquire their knowledge. I hope you will put what you find here to good use.
Perhaps you are destined for greatness. Or perhaps you will very quickly know the number of your days. Etharis will test your mettle. Regardless, I pray you will live an interesting and worthy life, that I may one day record your exploits in my journals. May you thrive here, adventurers. Till we meet in brighter times."
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— Odis Tremain, Historian of Sarmar Academy
Regional Lore
The Bürach Empire
Languages: Imperial Norm, Valikan, Raulish, Dwarven, and all Imperial dialects
Currency: Bürach Crown
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Occupying the central region of Etharis is its largest and most powerful nation. The Bürach Empire arose when four gods formed a pantheon that united the four kingdoms of Abendland, Nordenland, Rauland, and Unterland. When the assasination of Emperor Leopold I drove these gods mad, they killed each other in a cosmic war known as the Gods’ End.
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Since then, a great unease has festered in the heart of the Bürach people. Ostoya continues to threaten its eastern borders, while restive Valikan Clans challenge their power from the north. Meanwhile, an entity known as the Great Beast stalks the countryside, killing indiscriminately and creating aberrations born from nightmares. The Hearthkeeper Church is using all its powers to destroy the Great Beast while simultaneously suppressing all talk about it.​

“Imagine four terrified halflings standing atop each other
and masquerading as a tall king, and you’ll get an idea of
what the Bürach Empire is like.”
— Ingmar Harkon, Erlefurt Grand Librarian
Still, the Bürach Empire clings to a vestige of power. It still commands the largest army in Etharis, its spellcasters remain the envy of other nations, and its currency, the Bürach crown, is recognised everywhere in the continent except Ostoya.
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The Bürach is divided into four distinct provinces, each separated by religious and political ties.
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Abendland
Ruler: Aratron I and the Holy Order of the Hearthkeepers
Nowhere else can one experience the height of Bürach culture—as well as the depth of its debauchery—than in Altenheim, the City of Joy, capital of Abendland and the Empire itself. The Gods’ End left a terrible wound on the Bürach Empire, and perhaps this is most felt in Abendland. The people in the City of Joy have thrown themselves into enjoying every moment they have. Music fills the city morning and evening, and even at midnight, the city is aglow. While Abenland is the seat of Imperial rule, it is clear that the Holy Church of the Hearthkeepers is the power behind the throne. The Hearthkeepers maintain order by preaching fidelity to the tenets of the late goddess Aurelia: kindness, humility, and temperance. Newcomers may find this odd, considering the wild, drug-fueled parties that occur every night in the city. One finds that the citizens of Altenheim are able to worship fervently each day and still not lose sleep over breaking every law of the goddess at night. There isn’t a desire or whim that can’t be sated in the City of Joy. With its trade routes and acres of farmland, Abendland is one of the richest provinces in Etharis. The Silverstream Markets offer goods from as far north as Grarjord to as far south as Sante Viegre. Those eager to sample the culture of the Bürach Empire can visit the Bard Colleges and the famous Starhold Theatre. For the more religiously inclined, they can learn much from the priests of the Grand Temple of Aurelia. Finally, those looking for a good time can hardly do better than the many-storied Caledan Inn, open at all hours and usually booked full. Newcomers to Abendland and the Empire would do well to familiarise themselves with the laws of the land. One recent law stands out: it is a crime to talk of the Great Beast. The Hearthkeepers deny any such being exists and forbid any discussion of it. Gossip of this threat is considered a grave insult to the Church, doubtlessly landing the speaker behind bars. Yet simultaneously, the Hearthkeepers made it a serious crime to withhold any information regarding the Beast. All encounters with the entity must be reported to the Hearthkeepers, and all its monstrous progeny must be destroyed. Failure to do so may arouse suspicion that you are in league with the unmentionable entity.

Nordenland
Ruler: Archduchess Maelfa, West Nordenland Patriarch Alfric, East Nordenland
Long been named as the focal point of magical studies in the Empire, Nordenland is politically split down its center. West Nordenland has declared itself loyal to the Bürach Empire, while East Nordenland has taken advantage of the Empire’s distraction and declared itself an independent state. Two capitals cities exist: Erlefurt in the West, and Ulmirac in the East. While an uneasy truce reigns between the two factions, the schism remains as deep as ever, with both sides maintaining troops at their borders. Travellers, and especially adventurers, have trouble crossing the border between East and West, as both sides are quick to suspect strangers of spying for the other side. Politics isn’t the only thing the Norden are clannish about. They are also split in terms of magical education. Indeed, arcane education is the primary export of the province, with both sides relentlessly training their own brand of magic-users. West Nordenland specializes in arcane magic. The city of Erlefurt began as a mage college, training wizards for many years before growing into a city. A total of eight wizard schools have since arisen in Nordenland, and while graduating from one is considered a great honor, Erlefurt’s Magister College is considered the foremost institution for arcane magic, rivalled only by the Ravencourt Sanctuary in Ostoya. Scrolls, spellbooks, and various magic items abound in the shops along Viternas Lane. Archduchess Maelfa and her magistrate focus on training more mages to cement her importance to the Imperial family and to hold the East in check. Meanwhile, East Nordenland draws magic entirely from the natural world. The capital city of Ulmirac houses the Order of the Golden Bough, the most powerful druid sect in the Empire. Nearly everything worth learning about nature can be found in their Library of Trees. Potions, ingredients, and herbs of all kinds may be found in the Silverine Market. Alfric, Patriarch of the Oaken Circle, maintains order while encouraging his citizens to live in harmony with the natural world. Thus, the Circle maintains protective magical boundaries on the forests of East Nordenland, but even these are failing due to the power of the Great Beast. Indeed, the only thing keeping the Norden from all-out civil war is the ongoing threat of the Beast. The entity seems more active in Nordenland than in any other province, with large sections of forests having been turned into a twisted hellscape populated by corrupted monstrosities. Unlike Abendlanders, the Norden recognize the threat of the Beast and prioritize its destruction. To this end, they offer riches and magical secrets to any who can help recover the lost Imperial artifacts that have birthed this monstrosity

Rauland
Ruler: Archduke Ulrich Eisenherz
As visitors enter Rauland, they notice lumber yards stretching across denuded hills and plains. Eventually, they spy a dark cloud hovering over the mountains of Hermansdatt, only to realize it is a dense plume of smoke from the city on the slopes. This is Stehlenwald, crown jewel of Rauland. Rauland is the seat of the Empire’s arms and crafts industry. People from all over the continent come to Stehlenwald in hopes of learning from its schools of architecture, woodwork, stonecraft, and most of all, smithing. The fortunate few who show talent (and the majority with good social connections) may apprentice under a maestro, eventually founding their own shop in Rauland or elsewhere. Such a craftsperson would find themselves in great demand all over the continent. The loss of the god Galt has brought down the quality of Raulish goods but has not completely tarnished their reputation. Rauland still leads Etharis in terms of craft skill and raw materials. At the Stehlenwald Grand Market, buyers have a choice of fine steel weapons, armor, jewelry, and sundry items—all well crafted and equally expensive. Despite its perennial bustle, a pall hangs over Stehlenwald. Its once majestic buildings are covered in soot, and its weary-eyed citizens stare blankly from their windows at newcomers. Workers trudge joylessly from their shops to their home. And at nightfall, the bells toll to warn others not to loiter after dark. Despite these warnings, guards often find yet another body in the gutter with its face and skin flayed off—the leavings of the Beast and its monstrous spawn.

Unterland
Ruler: Lord General Vassily Roemer
East of the Empire, Unterland guards the border of the Grey Spine Mountains. Under the guidance of the god Maligant, the Unters rose to become the premier warriors of the Bürach Empire. Unterland is a haven for warriors. In their capital of Olstenberg, the Unters train a host of new fighters, paladins, and rangers. Students of war find a treasure trove of reading material in the Ironblood Archives, while those seeking to prove their skill and win fame may participate in wargames held at the Imperial Arena. Finally, those from outside Unterland who aim to be warriors of great renown spend every available coin to join the famous Academy of Swords. Attendance in the Academy is free and mandatory for capable Unter citizens; each person takes two years of rigorous military training, an achievement they wear with honor.

A warning to all travellers in Ostoya: Bürach crowns are not welcome in either the province of Soma or Raevo. Likewise, the Ostoyan gold currency, leura, is not welcome anywhere in the Empire. One must clandestinely trade with underground dealers like the Ebon Syndicate in order to obtain the right currency before entering or leaving Ostoya.
Regional Lore
Ostoya
Languages: Ostoyan, Imperial Norm
Currency: Leura (roughly 1 Bürach Crown)
East of Grey Spine Mountains, surrounded by forests of pine and cold, pale mists, Ostoya stands in challenge against the Bürach Empire. It’s a testament to the magnitude of the Ostoyan threat that despite the Empire’s extensive military, they are reluctant to wage a full-scale invasion against their neighbor.
Ostoya is a haunted nation, steeped in necromancy and secret, unholy pacts. Beneath the surface of the land lies a vast sunken metropolis, the City Below, through which untold hordes of undead roam and often reach the surface. This undead plague has created the Crimson Court, the vampire aristocracy that now rules the southern province of Soma, and have thus far held all challengers to their power at bay.
The northern border of Ostoya is similarly formidable. Raevo is a secessionist province that has defied the Crimson Court with the help of powerful allies: the mages of the Ravencourt Sanctuary and the undead hunters of the Order of Dawn.
Despite their efforts, the wilds of Ostoya still teem with undead that boil up from the City Below. Its necrotic power has covered the skies with black clouds that block sunlight. And after sunset, Ostoya is even more dangerous.

Soma
Ruler: Grand Duke Daemon Koshevek and the Crimson Court
The southernmost province is entirely under the thumb of the Crimson Court, a cabal of vampires that have ruled the land for centuries. From their capital of Nov Ostoya, the Court projects their power across its borders, backed with undead soldiers and necromancy. Nov Ostoya sits at the southeastern end of the province. A natural harbor, it was once a popular port for trade ships. However, an Empire blockade currently prevents most trade to and from the city, so Nov Ostoya must do with what raw materials the outlying towns can extract from their mountains and forests. Nov Ostoya is a walled city, known for its high walls, spiraling clock tower, and gated upper districts. The highest structure sitting just outside the city is, Blackharbour, is the fortress stronghold of Grand Duke Daemon Koshevek. The Karstein Market serves a central hub for goods and services, but one will be hard-pressed to find weapons and armor of quality—most of these have been co-opted by the nobles for their own armies. Other places of note are the docks, where a local unit of the Ebon Syndicate operates, and a small temple devoted to Solyma, goddess of righteous vengeance. Newcomers are warned to avoid the now-desecrated Vosantra Cathedral. Apart from being haunted, the Cathedral houses the Grand Duke’s greatest weapon, a monstrous bat known as the Chiropteran Behemoth. The Behemoth’s presence has long deterred the Bürach navy from attempting an assault by sea on Nov Ostoya. Soma’s wealth is concentrated in the capital; each day, the goods from farms, workshops, forges, and fishing boats wind up here, as do taxes from all provincial towns. An underground economy does exist—the Ebon Syndicate does brisk business here when it comes to smuggling and human trafficking, but even they are obligated to pay a cut to the nobility. The Court’s vampiric nature is universally known by the citizenry but never spoken of, especially not to outsiders. In fact, despite the prodigious cloud cover blanketing Ostoya, which allows vampires to walk about for short periods during the day, neither the Grand Duke nor his Crimson Court is often seen in public. Instead, the aristocrats prefer to hold lavish masked balls every few months. Any adventurer of high renown certainly receives an engraved invitation to one of these gatherings. The festivities are a form of test, a way for the nobility to see what use they can extract from these heroes. Doubtless, the adventurers will be asked to undertake a task in exchange for the aristocrat’s favor. Depending on the noble, these tasks may carry a suitable reward, but the attention rarely ends well for adventurers in the long run. The further one goes from the capital, one finds fortified towns with farms, lumber yards, and mines—all mired in grinding poverty. The Ostoyans are not ones to question their lot in life. They remain loyal to the nobility who protect them and their families and who keep them safe from the dangers the Soman nights bring. And if anyone thinks of the aristocracy as oppressive, they do well to keep that opinion to themselves.

Raevo
Ruler: Mina Taliesin, the Lady of Masks
The northern province of Ostoya is steeped in magic. Their wizards rival the abilities of the members of the Erlefurt Imperial Colleges and the elves of the Charneault Kingdom. In the fortress city of Castalore, the mageocracy of Raevo stands in opposition to Soma’s Crimson Court. Castalore is known for its magical crafts, among the finest in Etharis. The Raevan wizards have perfected the art of golems, such that they have pioneered ways to manufacture constructs made of diamonds, orichalcum, and other exotic materials. The Shaper Guild employs the foremost crafters of magical items in Raevo, constructing staves, potions, and spellbooks by the thousands each year. All magic in Raevo was learned from one source—the fabled wizard academy of the Ravencourt Sanctuary, located on an island southeast of Castalore. Travelling there on your own is impossible—not only does an enchanted mist hide the island, but the ocean surrounding it is also roiling with sea monsters eager to swallow intruders. The only way to get across is by invitation. A boat arrives at the Castalore dock once every seven years, bearing the names of those deemed worthy to cross over. Of every ten candidates who go, only nine ever return. The last one, it seems, remains on the isle, and the Ravencourt wizards never reveal why this is done or the fate of those left behind. Raevo holds plenty of opportunities for enterprising adventurers. First Minister Mina Taliesin continually seeks out talented operatives to spy on and sabotage the Soman Aristocracy, offering rewards to those who serve her. Meanwhile, General Artemios Dulka, Ostoyan dissident and leader of the Order of Dawn, seeks to destroy the undead plague and the vampire aristocracy through whatever means necessary. He seeks out those of like mind and strong in arm. Doubtless, adventurers who can stomach his rhetoric find ample opportunities in his employment.

Advice of Farmer Laslo of Crowsbend
If you should wander into one of our towns or farmsteads, stop by. Have a drink with us, and listen to a tale. Then move on. Keep to the path when in the woods. Do not let night catch you before you make it to the next town. Travel in large groups, carry weapons with magic or forged with silver. If you must camp, circle your wagons and post a watch at all times. Never let the fire go out. If you should meet someone among the trees after dark, never speak with them, not even if they call you. If you should find a large hole that goes deep into the earth and hear a voice from within pleading for mercy, hurry onward. Remember, you are in Ostoya now, and there is no word for mercy in our language.
Regional Lore
The Valikan Clans
Languages: Imperial Norm, Valikan and its dialects
Currency: Bürach Crown, barter trade
Grarjord, the northernmost province of Etharis, is a land of pines, tundras, glaciers, and the forbidding cold. To survive the warring Valikans must fight not just each other but the unforgiving environment, rampaging elementals, and the ongoing threat of coldfire. Since the Schism, the six Valikan Clans have been divided into two nations: Thrull and Kandar. Both of these factions are in a deadlock for control of Grarjord.

Thrull
Ruler: The Prismatic Circle; Chief Nolgr Magnusson
To this day, the people of Grarjord fear Gormadraug, the legendary Prismatic Wyrm that sleeps in the northern oceans and whose waking could bring about the end of the world. An order of druids known as the Prismatic Circle dedicate themselves to stopping this from happening. Through sacrifices of blood and war, they believe they can prevent the awakening of Gormadraug, and thus keep the world safe. Three Valikan tribes— Rune, Syr, and Volgr—supported this belief, forming the theocratic province of Thrull. Thrull covers most of western Grarjord, which is mostly tundra, mountains, and islands. With little farmland, its inhabitants have turned to raiding and pillaging to sustain themselves. These raids originate primarily from the Thrull capital of Tyburn, a coastal town for longships that prowl the coastline. Tyburn is largely composed of wooden longhouses and huts, some with thatched roofs. Where wood is scarce, many families have to make do with turf and sod roofs, and animals often climb atop homes to feed on stray grass. Tyburn’s economy runs on captured laborers. Prisoners are brought via longships to the city, where most are sold to work in fields or in rich households. The more able-bodied are put to work in mines or operating the bellows of a forge. The most unfortunate are handed over to the druids, where they are ritually sacrificed to the Wyrm, their bodies skinned and hung on the branches of sacred trees. The blood that seeps into the soil is said to warm the earth, deepening Gormadraug’s slumber. Tyburn itself is controlled by the largest tribe: Clan Volgr. A tribe of devoted warriors, the Volgr are the muscle of the Prismatic Circle and responsible for raiding. The other clans maintain a presence in the city as well. Clan Syr is most adept at forging and supplying weapons to the Thrull army, while the powerful magics of Clan Rune keep their enemies at bay. Being isolationists, Thrullfolk see all foreigners as meddlers with imperialistic aims. Any who show up on their lands without clearance from their clan leaders are met with violence and likely enslaved. Currently, Chief Nolgr Magnusson of the Volgr leads the three clans. His goal is to project Thrull power across all of Grarjord, hence their docks are full of new longships and his clans continue to train more raiders. Thrull is also known for their expertise in elemental magic. Here, Clan Syr are without peer. Their mages are adept at fashioning runestones containing powerful and destructive spells. The rest of Grarjord have learned to fear the Thrull raids. First come torrents of lightning and fire, destroying homes and creating havoc among the town’s defenses. Then follows a deafening war cry as the Volgr berserkers rush into battle, wielding Syr-made magical axes and shields. Such an assault has made even the most stalwart defenders falter.

Kandar
Ruler: Queen Andrea Helsing
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With the threat posed by Thrull, the remaining clans of Mithra, Limri, and Morgong banded together to defend themselves against wicked incursions. The nation of Kandar opposes the barbaric tenets of the Prismatic Circle and embraces a progressive approach to other nations. Unfortunately, Kandar does not possess the same fervent unity of Thrull; the leaders tend to bicker over everything, including how to best handle the matter of survival. Kandar’s capital of Hrist lies in the center of Valikan lands. Despite the strategic benefit this provides, Kandar fights battles on many fronts. In the west, they must deal with incursions from Thrull; to the east, they must contend with coldfire emanating from across the sea. Now that the Bürach Empire is making offers of protection in exchange for some Kandar’s sovereignty, a bitter argument has arisen among the clan leaders— surrender part of their freedom for an alliance, or forge ahead on their own? The fortified city of Hrist features architecture that is more akin to those of other nations than its own Valikan roots. Thick stone walls and towers surround the thatched houses and wooden buildings with steep, multi-layered roofs. The seat of government, Hajra, features a circular inner wall and a keep made up of several large longships fitted one atop the other. The sails have been changed into windmills to power the keep’s granary. Hrist thrives on trade with other lands. Located at the very end of the Caravan Way trade route is Caravaner’s Rest, a sea of tents and kiosks where traders ply their wares and hunt for bargains. Most anything can be found and bought here—as it turns out, foreign traders are willing to give up good money for dried dream leaves, a powerful narcotic found only in the mountains of Grarjord. The overwhelming demand for this addictive substance, and the current flagging state of Kandar’s economy, has left the government with little choice but to control its trade through heavy taxation

On the Coldfire Crisis
Regional Lore
The Castinellan Provinces
To the southeast of the Charneault Kingdom is a cursed place that no one approaches: Tol Kerdwyl, the Dead City. Here, skeletal trees feed off of poisoned waters, corrupted nature spirits are at their strongest, and the Dark Mist prevails over all. Tol Kerdwyl is the bastion of Thaelkinei, the Lich Princess.
Centuries ago, Thalkinei was a sorceress whose beauty and power had no rival. She was not content with this, so she sought terrible magic that would provide her with greater power. The ritual she enacted gave her the ability to command reality itself.
It took the combined might of all the elven sorcerers to stop the Lich Princess, and even then all they could do was make her fall into an endless slumber. While the world is safe from her, Tol Kerdwyl remains corrupted with evil magic. Only monsters and dark elves haunt its twisted forests and black springs.

Toletum
The seat of government for the Castinellan theocracy, the province of Toletum is the nation’s military nervepoint. Located southeast of the Charneault Kingdom, the province serves as a gateway between the Castinellan Provinces and the rest of Etharis. Toletum possesses a proud military tradition, one that matches Bürach’s own province of Unterland. Per the teachings of Empyreus, the theocracy emphasizes readiness for war and strength in battle. As such, even a child as young as seven knows the rudiments of the bow and spear. Various military schools have been established outside of the city, each one competing in annual games to gain prestige and attract more students. Those who choose to enroll receive membership to a mercenary company, as well as gain access to the best weapons training outside of the Academy of Swords. Supporting this militaristic stance is a highly developed smithing industry. It is said that the fires of the Ember Forge never go out, not with the continuous flow of coal and ore from the nearby Corova Mountains and the provinces’ appetite for a righteous war. Toletum strictly adheres to the teachings of Empyreus as codified in the theocracy’s laws. The laws themselves are absolute, as citizens that espouse other beliefs are accused of heresy. The Inquisition’s influence is most potent here. A reward awaits those who inform on arcane spellcasters foolish enough to enter the city.

Faro​
Visitors entering the Castinellan Provinces by sea most likely enter through Faro. Located at the fork of the Salves River, the harbor city of Faro projects their naval power not just in the Castinellan Provinces but across the whole continent. As the economic powerhouse of Castinella, Faro provides an enormous food supply for the Provinces, largely sourced from a superbly fertile land called the Blessing. With the fine produce from the Blessing’s farms, the bountiful fish from the Salves, and the presence of wild game from the surrounding forests, Faro has more than enough to feed its citizens and trade with other nations. The Farosi are great sailors, having traveled and traded throughout the continent. Those fortunate enough to be allowed into the Great Arsenal can witness how this massive shipyard constructs the ships that make up the Mighty Farosi Fleet. Those seeking work as sailors won’t find a better place to gain experience than serving in Faro’s navy.
Therpena
The third Castinellan Province, located at the southernmost tip of Etharis, is known for three things: expensive fine wines, elite cavalry, and the Arcanist Inquisition. Therpena’s vineyards, located in Sante Viegre, dot the temperate mountain slopes. Sante Viegre wines are prized everywhere, but the Castinellan theocracy has a monopoly on its industry. A black market for Sante Viegre wines bustles away from the Inquisition’s watchful glare. Therpana is also home to the High Cavalry School, making Therpenan riders renowned for their racing and mounted combat. Under the tutelage of the Red Horse, Aban Dahlrum, the High Cavalry School produces unparalleled light cavalry and heavily armored coursers. Lastly, the province of Therpena holds the Ember Cairn, the ancestral home of the dragonborn and headquarters of the Arcanist Inquisition. The Age of Expansion saw human armies raze the Ember Cairn, driving the dragonborn from the Shattered Peaks. Years later, Valieda the Unifier returned their homeland, allowing dragonborn to rebuild the Ember Cairn. In turn, dragonborn abandoned their gods in favor of Empyreus’s teachings. Therpenan dragonborn are the most zealous inquisitors, functioning as the Cathedral of Embers’ protectors.

Regional Lore
The Charnealt Kingdom
Languages: All Elvish dialects, Imperial Norm
Currency: Armile (roughly 1 gold crown)
To the uninitiated, the nation beyond the enchanted forest called the Grove Maze seems like a promised land of magic, fairy tales, and unbounded natural beauty. Here, the Spirits of Nature can still walk in physical form and communicate with mortals. Yet darkness and corruption now grows in the Charneault Kingdom, driven by the lingering enmity between elves and men.
The Charneault Kingdom covers a vast expanse of land in the southwestern portion of Etharis. Its name comes from the elvish Caer Neiada, which means “land of a thousand rivers.” The Kingdom stretches from the Grove Maze in the northeast to the Thousand Rivers to the south. The Rock-Teeth Mountains form a barrier against the Bürach Empire in the north.
The Charneault Kingdom began with much promise. King Aymeric Noblecouer ended a generation-spanning war between humans and elves and brought peace across the Thousand Rivers. Aymeric forged the Pact of the Sacred Lands, which hinged on two special tasks. The elven king would bring his first daughter to the enchanted Temple of Mists, where she would learn the ways of the shamans and help keep the balance with nature. The humans would maintain order across the land through the establishment of Knight Chapters, organizations founded on honor, virtue, and a vow to vanquish evil. With this agreement in place, both sides lived in peace and prosperity.
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That is, until the dark elves’ curse.​

Charneault Kingdom
Ruler: King Thibault de Sauveterre
The Charneault Kingdom came into prominence with the founding of the Pact of the Sacred Land. The peace it forged between humans and elves opened the doors to prosperity. Tall castles appeared among the many branching rivers of the land, the greatest of which is Castle Lamesdhonneur, seat of government and residence of the current king, Thibault de Sauveterre. The Kingdom’s economy thrives on fishing and agriculture. Being a floodplain, crops thrive on the rich soil of Charneault. While fish is plentiful, hunting is limited to appease the spirits of nature. The kingdom also trades with the elves for ore from the Rock-Teeth Mountains. Charneault is known as the Kingdom of Knights. Several famous Knight Chapters have arisen in this kingdom, and they hold great power, as kings are chosen from the masters of these organizations. One of the most influential Chapters currently is the Knights of the Severe Templar. A highly militarized organization that promotes law and order, they grew in power when the dark elves corrupted the Dark Mist and brought misery to the land. They have since openly condemned the elven nation, abhorred mystic oaths and bonds with nature, and pushed for a return to war with the elves. Rumor abound that their Chapter master, Hermand le Severe, plots to take over rulership of the land. On the opposite end of the spectrum lie the Vermiel Guards, whose members swore a sacred duty to the elven shamans and help them maintain peace with the nature spirits. Those who join must whole-heartedly believe in the union between elves, humans, and nature, and be true to the Sacred Pact. As such, only the most virtuous and devoted of knights are allowed into the Chapter. In return, these knights gain extraordinary powers from their shaman counterparts. All the Chapters welcome new applications into their organization, but becoming a knight of Charneault is no easy feat. As a squire, one must don weapons and armor and go on a quest. They carry a blank shield until they have performed an act of bravery. Only then may they wear a coat of arms signifying their deed. And if a knight should prove their prowess and bravery well enough, they may be invited to join the Royal Council and directly serve the king. As of now, King Thibault is preoccupied with searching for heroes powerful and knowledgeable enough to rescue his daughter Tiphane and Ser Guilhelm from the Dark Mists.

Tol Leyemil, City of Elves
Ruler: Achen Elavain Nestled among the southern
Nestled among the southern foothills of the Rock-Teeth Mountains, the most ancient elven city of Etharis stands as a monument to a proud race. Here, one can see elven architecture that predates even the Bürach Empire. It’s impossible to tell precisely how long the city has been standing, as the archives of Tol Leyemil are closed to non-elves. However, elves of all origins and subraces are welcomed and accepted here, like wandering children returning to their ancestral home. Thus, Tol Leyemil has been called the Last Free Elven City, the final stronghold of the Fair Folk. Tol Leyemil employs an unusual system of government. The city is ruled by an elven assembly known as the Achen Elavain, which is composed of members drawn from the city’s populace. While they are not part of the council, the Bondmaker shamans also have a say in the government’s decisions, as they represent the will of nature itself. Tol Leyemil maintains an alliance with the Charneault Kingdom, but relations have since soured with the dark elf curse. Racial enmity has flourished once again on both sides, affecting bilateral agreements. Some of the more radical human knights have accused the elves of tightening their supply of ore, which in turn has impacted Charneault’s supply of weapons. Meanwhile, a growing sector of elves are demanding that humans return lands they claim have been stolen from their nation. No violence has occurred yet between these two sides, but with these escalating provocations that may not hold true for long.

The Mists
Regional Lore
Tol Kerdwyl
To the southeast of the Charneault Kingdom is a cursed place that no one approaches: Tol Kerdwyl, the Dead City. Here, skeletal trees feed off of poisoned waters, corrupted nature spirits are at their strongest, and the Dark Mist prevails over all. Tol Kerdwyl is the bastion of Thaelkinei, the Lich Princess.
Centuries ago, Thalkinei was a sorceress whose beauty and power had no rival. She was not content with this, so she sought terrible magic that would provide her with greater power. The ritual she enacted gave her the ability to command reality itself.
It took the combined might of all the elven sorcerers to stop the Lich Princess, and even then all they could do was make her fall into an endless slumber. While the world is safe from her, Tol Kerdwyl remains corrupted with evil magic. Only monsters and dark elves haunt its twisted forests and black springs.

Regional Lore
Morencia
The city-state of Morencia is located on a small island in the Gulf of Lions, west of the Castinellan Provinces and south of the Charneault Kingdom. Morencia has maintained its independence for centuries, resisting the might of the Bürach Empire and, more recently, the Castinellan Provinces.
The most important topographical feature that enabled this defense are the Misty Reefs. Enchanted long ago by the city’s founders, the reefs create a maze-like water hazard that only the city’s guild navigators can traverse. This barrier has prevented nearly every naval attack on Morencia, giving the City Council complete control over those who go in and out of their territory. Thus, merchants enter through guild guidance, stay for a limited time and in a specific district, and leave the same way they came. ​

With their skill in navigation and their powerful ship-building capability, Morencia was able to establish a trading hub whose reach spanned the continent. The fortune allowed them to put up the Bankers Guild, which includes clients from among the most powerful nobles and government officials in Etharis. Eventually, the Augustine Trading Company established its headquarters in Morencia, gaining a controlling interest in both the Bankers Guild and the Supreme Council.
Those seeking to enter Morencia must do so with the guidance of a Morencian Guild Navigator. Otherwise, they lose themselves in the endless fog and quite possibly run aground on a sandbank or shatter their boat against a treacherous reef. Those who manage to enter the city-state marvel at its plethora of canals, bridges, ships, historical buildings, and of course, its markets brimming with goods from all over Etharis
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​Keep in mind: Morencia is not without its dangers. Rumors swirl that a monstrous cult has gained a foothold in the city. Many a moonless night has seen a dead body floating in the canals, ritually killed. The murders have become so infamous that they have been dubbed the Dread of Moonless Night, and the City Council has offered up a bounty to those who can put an end to it.​

Regional Lore
Lisech
Ruler: Countess Analita von Raiza
Language: Imperial Norm
Currency: Bürach Crown
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Liesech is a city in crisis. Once a thriving, wealthy trading hub that ruled over Bite Bay, it’s being eaten alive by a mysterious and deadly disease known as the Weeping Pox. Despite both the Bürach Empire and the Charneault Kingdom’s efforts to contain the malady within the city, the Pox has spread to their lands
The rise and fall of Liesech began with its founders, the Bouwengracht family. When Liesech was nothing more than a sleepy fishing town, the patriarch, Otto Bouwengracht, encountered a strange entity known as the Filth Gazer. The creature offered Otto a bargain: she would give him the means to turn Liesech into an immeasurably wealthy city, and in return, she would be allowed to feed from its refuse, including its dead bodies. Otto agreed, and with their contract, Liesech began to thrive. At the same time, Otto began a cult to worship and feed the creature’s bottomless hunger.
Leveraging its sea access and location between Bürach and Charneault, Liesech grew on trade and cultural influence. As the years passed, its territory expanded as it constructed a system of channels and ditches that controlled flooding and aided its merchant fleet. Soon, Liesech ships dominated the entire western Etharis.
So great was the wealth that flowed into Liesech that it attracted the attention of the Bürach Empire, which desired to add this jewel to its collection. To this end, they conscripted a captive vampire, Countess Analita von Raiza, to enter Liesech and use her powers to bend the Bouwengracht family under her will. With their influence, the city would let itself be annexed by the Empire.
But the Empire had underestimated the Countess’s power and desire for vengeance. On the day of the annual celebration of the Nurturing Sea, she slaughtered the entire Bouwengracht family, a heinous crime that became known as the Red Morning. With that, Analita usurped control of the city.

The Battle of Bite Bay

The Red Morning
