Kingdoms and States

HOMELANDS



AQUILA

Aquila was once an empire that spanned the eastern coast of the continent of Nowalde, and is still the largest and most powerful of the human kingdoms. Its capitol is the City of Aquila, a sprawling metropolis, and there are several other major cities within the kingdom. Aquila is a military and economic powerhouse, and its ruling class yearn for the days of the old empire. Aquila is well-mapped and settled, and there are few true frontiers or wilderness areas within its borders.

Characters from Aquila start with 1 die each in Ride, Melee, and Athletics.



CUMBRIA

The northern barbaric land of Cumbria—called Valengard by the orcish natives—was once a frontier province of Aquila, but is now a lawless land of warring tribes of orcs, elves, men, and monsters. There is one major city, Fort Cumber, an Aquilan hold-out that is the last bastion of Aquila's domination of the orcish lands.

Characters from Cumbria start with 1 die each in Melee, Survival, and Athletics.



FALKEN

A forested and relatively wild colony of Aquila carved out of the easternmost border of the Elvish homeland of Sylvania, Falken is inhabited by a hearty and determined people. Falken has one major city, Falkenstad, a walled fortress that is an island of civilization in a sea of wilderness. Falken is home to many homesteaders and rangers who must be on constant guard against raids by the savage elves who seek to reclaim the land that was taken from them, and to send home the human invaders who are always expanding further into their territory.

Characters from Falken start with 1 die each in Archery, Survival, and Melee.



GROSSEE

An island kingdom of the eastern coast of Nowalde, Grossee does not have an actual king, but is ruled by several merchant princes. The people of Grossee are natural sailors and explorers, and their ships are found in every port, as legitimate traders or smugglers and pirates. Grossee has no true central authority, but a nominal Duke as a figurehead, and the merchant princes do as they like.

<p style="margin-top:1em;margin-bottom:0in;">Characters from Grossee start with 1 die each in Sailing, Athletics, and Deception.

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<p style="margin-top:1em;margin-bottom:0in;">NISSTAD

<p style="margin-top:1em;margin-bottom:0in;">A city-state high in the Appalian Mountains between Aquila and Cumbria. It is mostly underground, in caverns carved by the dwarves thousands of years ago. Once the capitol of a great dwarven kingdom, wars with orcs and men have reduced it to a remnant of its former glory. The surface town is inhabited by a mixture of dwarves, humans, and other races. The underground city itself is forbidden to any non-dwarf, including those of mixed dwarven heritage.

<p style="margin-top:1em;margin-bottom:0in;">Characters from Nisstad start with 1 die each in Repair, Artistry, and Investigation.

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<p style="margin-top:1em;margin-bottom:0in;">SUDENIA

<p style="margin-top:1em;margin-bottom:0in;">Aquila's greatest rival, Sudenia is a magocracy ruled by human wizards. The 'true' nobility of Sudenia all have some level of magical aptitude, and those without magical ability are considered common, second-class citizens. Sudenia is rich and powerful, and its citizenry tend to be more educated than their Aquilan neighbors. Sudenia has decadent cities and vast farmlands, but the southern end of the Sudenian peninsula is wild marshlands and forests where tribes of savages hold sway.

<p style="margin-top:1em;margin-bottom:0in;">Characters from Sudenia start with 1 die each in Knowledge, Sorcery, and Archery.

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<p style="margin-top:1em;margin-bottom:0in;">SYLVANIA  [with GM approval only]

<p style="margin-top:1em;margin-bottom:0in;">The sacred homeland of the elves, called Sylvania by the Aquilans, is inhabited by xenophobic tribes of nomads. The elves of Sylvania allow no intruders, and rarely allow any visitors who are not elvish. The elves are ruled by their living goddess Metis, who governs through the tribal leaders, called Speakers. Every elf in Sylvania hears the voice of Metis in their head, softly singing. Exile elves who live outside of Sylvania will sometimes hear the song near the borders of Sylvania, and find themselves driven to return to their ancestral home. Note:  If Sylvania is chosen as your homeland, you are automatically of Elvish race.

<p style="margin-top:1em;margin-bottom:0in;">Characters from Sylvania start with 1 die each in Survival, Archery, and Stealth. <p style="margin-top:1em;margin-bottom:0in;">