It is the town of gold and silver,
The city of cloth and shawl,
Where evil is but a sliver.
The nargds, the primitives of the land,
Such a blight and awful sight,
Cut off from the world and stranded,
Until we came and showed them the light.
For years and years the city endured,
Until the rebellious governor came,
And all that we had worked,
Came crashing down in horrible flame.
And after that this glorious city,
Fell into such terror,
And a looming giant o'er came and sent them running to the siërri,
And so what became of the city, a great horror.
This giant, vast in size, terrible in power,
Was none other than an empire,
And sent the people of the city, constructing a great tower,
And those who fell lame or died, were cast into a burning pyre.
Alas, what is this city now,
A home for all, a city rebuilt,
Great light shines from all around, now,
And our city is a'gilt.
And that is the history of our great city.

Overview
It has been ten years since the burning of Fenrik, one year since the fall of Mirandûr and six months since the orks of Helcêh have been let loose from the bowels of Mithraleen. Now, the lands south of Vettach have fallen under the dominion of the orks and their kin and trolls and beasts worse still march unchecked through the lands east and west of the Braggoldir.
But, despite this plague, despite the hardships, some of the many people of Eusiac have rallied under a common banner. The Imperial Senate, the Kingdoms of Esgaragoth, Ajjergoff, Fjerk and Bjorf, they have united to face a common threat. The dragons of Dal'Scatha, the dead returned, have joined this unusual alliance under the guidance of the Group, a band of adventurers, mages, warriors, thieves and peasants, the last true hope for the world.
Like all things on Eusiac, bar the most foul and evil things, the Group has been weakened. Death, betrayal, exhaustion. The Group has faltered. Only a handful of people remain, bonded only to fight, fighting only to survive, surviving only to see the evil destroyed. The Group has come to Palmu, drawn there by the promise of more recruits, of rest and relaxation, of peace and of adventure, for all things that come to Palmu find this, in equal number.
Your character is in Palmu, for whatever reason. You may have already been part of the Group, you may live there, or, just like the Group, you have been attracted to the city for some reason or another. You hear of this group of adventurers that is set up in Long Inn, of its aims and of the prize you seek, be that untold wealth, unstoppable power or a chance to see the world for what it was before the corruption of Helcêh tainted the lands. Before you join the Group on their journey, however, you can explore the city of Palmu in its entirety. You can visit every shop, speak to every person in the city, do quests and even buy your own house.
Palmu
Palmu is a city on the southern coast of Eusiac. It is the capital of the country of the same name. Unlike many places in Eusiac, it has remained untouched by Helcêh and his orks and the outlying lands have retained their natural beauty. Despite there being no orks, the city has been tainted to its core by something almost as foul as Helcêh himself; mortal greed, mortal avarice and mortal corruption. Poverty is rife within the city. Crime is commonplace. The poor starve while the rich fill themselves with expensive food and wine. The corrupt ruler, Supreme Senator Adrianus Segestius, has managed to stay on as governor long past his appointed time through a web of bribery and political ties.
The nobles, the select few, have enclosed themselves within the Old City and have left the people to rot within the Slums and the Middle District. The guards maintain a presence, but their duties are limited to throwing any wrongdoers into the jail cells or, worse, the asylum. Hundreds of people, misdiagnosed or undiagnosed, have been left to die within the asylum, never to see the outside world again.
On the outside, Palmu seems to be the greatest place to live. It is a trading capital. It is rich in wealth and in diplomatic ties. It has links to the capital of the Imperial Senate, Socra, to Dír and to the ports of the Elven Confederacy, such as Sangéth and Vír. The reality is that none of this is true. Although Palmu is in a bad state, this brings a lot of opportunity. Quests. There are many people in the city, thousands. Many need things done. Errands. Help. All kinds of jobs can be found, especially in the most lawless and deprived areas.
Guilds of Palmu
The Magical Order of Palmu –
Map reference: ai
The Magical Order of Palmu is a group of mages who formed a new guild following the dissolution of the Guild of Heneth. They have retained much of the ways of the old guild from an outside perspective, however, they enjoy greater freedoms now that they are no longer governed from Heneth or from another guild hall. They are embroiled in a battle with the secret witch coven that has infiltrated the city and are trying to destroy it.
The Guild of Warriors -
Map reference: aj
The Guild of Warriors is made up of fighters, adventurers, retired soldiers and ex-guards. It works closely with the poor of the city and tries to restore a degree of law and order to the city. They commonly receive and give out contracts about escorting traders, caravans and ships, guarding premises, recovering artefacts and stolen goods and uncovering the corruption of the thieves and assassins that inhabit the city. They are enemies of both the Den of the Quick of Hand and the assassins.
The Den of the Quick of Hand -
Map reference: ak
The Den of the Quick of Hand is an organisation of thieves and pickpockets that make a living through stealing from the upper and middle classes. In the past, they were the defenders of the slums, however, they grew greedy and now keep all of the earnings for themselves. They are contained to a secret hideout within the walls of the city. They are at war with the Guild of Warriors and try to criminalise them. They have contacts within the guard force.
The Coven of Serna -
Map reference: unknown (suspected to be at al)
The Coven of Serna is an ancient witch coven rumoured to meet at every full moon at the Broken Sundial (map reference: al). It was founded by a powerful witch called Serna, a few years after the disaster. It worships Alitura, the Goddess of Nature and Witchcraft. It is hated and feared by the majority of the city, stirred up by propaganda from the Magical Order of Palmu. It is embroiled in a clandestine war with the order and seeks to destroy it.
The Assassins -
Map reference: unknown
Nameless. Shameless. The assassins of the city are a force to be reckoned with. They hide in the shadows and eliminate targets, regardless of wealth, respect or importance. They are not a solid, tangible organisation. They are a presence. An idea. A state of chaos. It is rumoured that if you want to join them, one simply has to express their want in public and the assassins will sent a representative to you.
Places of Palmu
Outlying Lands
Piross -
Map reference: Piross
Piross is a small village outside the city of Palmu. It has six houses and a large manor, Piross Manor. Each house has a small croft in which foodstuffs can be grown. It boasts a population of about forty residents.
Melworth Farm
Map Reference: ag
Melworth Farm is a small homestead to the north-west of the city. It is very near to the city and is only a few miles' walk from the west gate. It has a barn, three houses and a few fields. A population of about ten residents live and work on the farm.
Broken Sundial
Map reference: al
The Broken Sundial is an ancient altar located north of Melworth Farm. It is rumoured that a secret witch cult meets at the sundial every full moon.
Grime Cave
Map reference: af
Grime Cave is a tunnel that leads into a vast, subterranean network of interconnected caves and caverns. These caves expand far under the city and are home to many foul and dangerous beasts. It is said that the creatures at the bottom-most pits of these caves have never seen the light of day for thousands of years. Hundreds of budding adventurers have died trying to find the treasure that is rumoured to be found deep in the cave.
Arek Island
Map reference: ah
Arek Island is a small island off the coast of Palmu. It is of little importance and has no permanent settlements. A few hermits live a secluded life here, shut off from the rest of the world. The ruins of an old fort lie on the eastern edge of the island, facing far out at sea.
Districts
The Docks
The Docks are located at the south-eastern edge of the city. It is home to many homeless people and beggars. There is also an inn reserved entirely for sailors and traders. There are many warehouses used for storing imports and exports. The ship, The Explorer, is docked there. The Den of Thieves is rumoured to be located here.
The Slums
The Slums are the most populated area of the city. Despite taking up less than half of the city's space, it is home to over four thousand citizens. It is filled with densely-packed rows of flats and shops. Around forty people occupy each flat, owing to the district's large population. The barracks and the prison are also located here, due to the high crime rates. The city's only brothel is in the western side of the district.
The Middle District
The Middle District is the largest district in the city. It occupies around half of the city's area. Roughly one thousand people live in this district. It is home to the city's only marketplace, which possesses a wide variety of shops and stalls. The infirmary and the asylum are also located in this district.
The Old City
The Old City is, as the name suggests, the oldest part of Palmu. The few houses that are in the city have been standing since the ael'ùvah first arrived in the region and are thousands of years old. They are very expensive. The Governor's Palace is also to be found here. The district is closed off from the rest of the city and only those permitted entry by the ruler of the city are allowed into this district. The Great Church of Lokve (the city's only church) is located here.
Streets
Forick Street
Map reference: A
Forick Street is a street in the Docks. It is one of the most narrow streets in the city and two men can barely walk abreast. It is filled with many beggars and drunks, who wait to ambush people who choose to walk along the street. It is named after the banker, Derrick Forick.
Arden Street
Map reference: B
Arden Street is the street north of Forick Street. It is wider than Forick Street and is more commonly used by the sailors and dockworkers. It is named after the spice merchant, John Arden.
Olvigie Street
Map reference: C
Olvigie Street is the widest street in the Docks and the second widest in the city. As a result, it is more commonly used by horse-and-cart drivers transporting their goods to and from the Docks. It is named after the paint trader Brëiùs Olvigie, who purchased many warehouses to store his paintings.
Long Street
Map reference: D
Long Street is a narrow street found in the Slums. It stretches from Belloc's General Store near the Docks to Small Street. Due to the amount of flats around it, it is a very busy street. About one thousand people live in this street, accounting for one quarter of the population of the Slums.
Wide Street
Map reference: E
Wide Street is the widest street in the slums and one of the widest streets in the city. It starts at Barther's General Store (which is across from Belloc's General Store) and ends at Long Inn. It is the second most populated street in the Slums, with just under one thousand people residing there.
Small Street
Map reference: F
Small Street is the smallest street in the city. It is home to only one hundred residents and is commonly overlooked by the guards due to its insignificant size. It is south of Narrow Street.
Narrow Street
Map reference: G
Narrow Street is a street located in the Slums. It is slightly longer than Small Street. It has a slightly larger population than Small Street.
Dark Street
Map reference: H
Dark Street is a street located in the north-west part of the Slums. It is called Dark Street as the tall walls of the city cast a shadow on the street. It is also named this because of the seedy activities that commonly go on at the street. It is home to the city's only brothel.
Straight Street
Map reference: I
Straight Street is a street in the north of the Slums. It is the third most populated street, after Wide Street and Long Street, and stretches from Kæna's Bits and Bobs to The Shield.
Baker Street
Map reference: J
Baker Street is the third widest street in the city. It is located in the Middle District. It is home to the Infirmary. Almost two hundred people live in the street.
Wall Street
Map reference: K
Wall Street is the longest and widest street in the city. It is south of the Marketplace. It is named Wall Street as it borders the wall to the Old City. It is the most populated street in the Middle District, with almost three hundred residents.
Mad Street
Map reference: L
Mad Street is named such as it is home to the Asylum for the Terribly Insane. It has no houses or shops and is populated only by the residents of the asylum.
Shops and Homes
Elluré's Armour
Map reference: a
Elluré's Armour is a shop owned by the ael'ùvahian female Elluré. As the name suggests, it is an armour shop. It is located at the end of Long Street and is close to the Docks.
Belloc's General Store
Map reference: b
Belloc's General Store is a general commerce shop that trades in random items, from foodstuffs to furniture. It is owned by Jim Henderson, grandson of Belloc Henderson, after which the shop is named. He is the rival of Barther, the owner of a neighbouring general store.
John's Finest Potions
Map reference: c
John's Finest Potions is a apothecary owned by John Felix. It primarily deals in potions and cures, however, he is known to sell poisons to less reputable people. He also trades in ingredients for potions.
Long Inn
Map reference: d
Long Inn is the inn at the end of Long Street. It is the only inn in the entire city and is a common retreat for the men of the Slums. It is owned by Jock Henderson.
Barther's General Store
Map reference: e
Barther's General Store trades in various items. It is owned by Barther Graham. He is a rival of Jim Henderson, owner of Belloc's General Store. He is rumoured to be part of a witch's coven.
Decrepit House
Map reference: f
The Decrepit House is a house next to Long Inn. It is a blackened ruin and was destroyed in a fire a few decades ago. It is rumoured to be haunted.
Sariäh's Tailor Shop
Map reference: g
Sariäh's Tailor Shop is a clothes shop owned by Sariäh Cérésiä. She is rumoured to be part of a witch's coven. She is the half-sister of Fæna Cérésiä, owner of the city's brothel.
Narrow Knock Grocery
Map reference: h
Narrow Knock Grocery is a grocery shop located at the end of Narrow Street. Fruits, vegetables and other produce can be bought here. It is owned by Arter Merrin.
Palmu Prison
Map reference: i
Palmu Prison is the only prison in Palmu. It is located in the Slums. It has become increasingly busy in recent years due to the rapid surge in crime. It is overcrowded and, as a result, prisoners are commonly executed for simple crimes such as stealing apples. The corrupt guard captain, Meldroch, is the overseer of the prison.
Kæna's Bits and Bobs
Map reference: j
Kæna's Bits and Bobs is a general goods store owned by Kæna Cérésiä, sister of Fæna Cérésia and half-sister of Sariäh Cérésiä. She is a rival to both Barther and Jim Henderson.
The Brothel
Map reference: k
The Brothel is the city's only brothel. As a result, it is one of the most commonly visited landmarks of the city. It is owned by Fæna Cérésiä. It is to be found in the north-western part of the Slums, at Dark Street.
The Shield
Map reference: l
The Shield is a shop that deals in armour and weapons. It is owned by Wulf Brae. It is located on both Straight Street and Dark Street and has an entrance for each street.
Chaucery Manor
Map reference: m
Chauchery Manor is a manor owned by the Chauchery family. It is one of the ancient homes of the Old City. It is home to Sir Chauchery and his relatives, as well as a small army of cooks, servants and maids.
Téllù's Manor
Map reference: n
Téllù's Manor is a manor owned by the Sepilodiæ family. It is named after Téllù, the famous ael'ùvahian architect who designed many houses within the city. It is home to the Sepilodiæ family and many servants.
Siënolicé Estate
Map reference: o
Siënolicé Estate is a manor owned by the al'ùvah Erricé Siënolicé and his family. It is in the shape of a bird. Siënolicé is rumoured to be a member of a secret witch coven. His wife is a famous member of the Magical Order of Palmu.
Northern Watchtower
Map reference: p
The Northern Watchtower is the smallest watchtower in the city. It is located in the Marketplace and is staffed by only a few guards. Despite being small is diameter, it is the tallest building in Palmu. It is very old and very unstable as a result.
Markus' Fine Spices and Herbs
Map reference: q
Markus' Fine Spices and Herbs is a shop owned by Yerik Markus (mithraleenisation of 'hēri· Mhārキus, a barabic trader who is regarded as the last barab on Eusiac. He deals in exotic spices, salts and herbs, as well as ingredients for potions.
Arés' Seductive Potions
Map reference: r
Arés' Seductive Potions is a potions' shop owned by Arés, a promiscuous ael'ùvah who lives in the Middle District. Her shop is located in the Marketplace, beside Markus' Fine Spices and Herbs.
Various stalls
Map reference: s
These various stall change their wares constantly. Their owners are commonly foreigners who have arrived in the city from elsewhere, bringing their native goods with them.
The Great Church of Lokve
Map reference: t
The Great Church of Lokve is the only church in Palmu and one of the largest of its kind in the world. It is even larger than the Holy Seminary of Lokve in Socra. The Great Church holds many masses which are led by one of the two high priests. There are about a dozen priests and many more under-priests. The congregation commonly reaches one thousand. Citizens from the Slums are escorted here by an armed guard, more for the protection of others than for the slum-dwellers.
North-Western Watchtower
Map reference: u
The North-Western Watchtower is the largest watchtower in the city. It is staffed by a small regiment of about two to three dozen guards. It is quite short in height and doesn't even reach over the city's walls.
Infirmary
Map reference: v
The Infirmary is located in the Middle District. It is the only hospital in the city. It is run by nuns. Despite this, the services are not free as the Infirmary is taxed heavily by the ruling class of the city. Due to kind donations, prices have been able to be kept low, however, many, especially those in the Slums, rely on potions-makers to cure them. There is a small chapel within the Infirmary.
East Watchtower
Map reference: w
The East Watchtower is one of the three watchtowers of the city. Of the watchtowers, it is in the middle. It has a smaller diameter than the North-Western Watchtower but a larger one that the Northern Watchtower. It is slightly smaller in height than the Northern Watchtower.
Asylum for the Terribly Insane
Map reference: x
The Asylum for the Terribly Insane is the only asylum in the city. Its haunting moans carry throughout Mad Street and into Wall Street. Many of the people inside were not originally mad but were thrown into the asylum for numerous reasons (inability to pay taxes is the most common reason) and later became mad. Only highly trained battlemages are allowed to act as wardens as normal guards can be made mad by the moans of those inside.
Abroích's Mystical Museum
Map reference: y
Abroích's Mystical Museum is a museum owned by the eccentric magical historian Abroích Dír. It is home to many ancient artefacts, especially those of valiän origin.
Wall House
Map reference: z
Wall House is a house once owned by Graehame Erricson. When he died, it was taken over by the governor. It is on sale for five thousand senate napleans (SN).
Shaft House
Map reference: aa
Shaft House is a vacant house in Baker Street. Its last owner was an old woman known as Sally Maggins. When she died, her house fell into disrepair. It is on sale at the reduced price of one thousand SN, however, the house is unfurnished.
West Flat
Map reference: ab
One of the rooms at West Flat (located in the Slums) is vacant and is being sold for nine hundred SN. West Flat has a reputation for crime and murders are frequent in the area.
Southside Home
Map reference: ac
A room at Southside Home is being sold for one thousand SN. Despite being in the Slums, Southside Home is a respected flat and crime is rare in that part.
Greyhame Home
Map reference: ad
A room is being sold at Greyhame Home. The price is nine hundred and fifty SN. It is close to Belloc's General Store and Elluré's Armour.
Arren Manor
Map reference: ae
Arren Manor is a large house in the Old City. The last owner, Sir Arren, was kicked out of the house along with his family for his crime of treason. He is being kept in the prison until his execution. Meanwhile, his house is on sale for fifteen thousand SN.
Other Landmarks
The Marketplace
Map reference: Marketplace
The Marketplace is located in the north of the city. Although it is part of the Middle District, it forms its own sub-district and is walled off from the rest of the Middle District. It is the home of many stalls and shops. At certain times of the year, especially during festivals, the Marketplace can become the busiest location in the city. At the most important festivals, a stage is set up near the stalls and plays are held. They commonly have a religious theme, however, comedies are not uncommon.
The Governor's Palace
Map reference: Governor's Palace
The Governor's Palace is the largest building in the city. It has its own walls and its own guard force, which is housed in the palace barracks. The Governor's Palace is owned by Supreme Senator Adrianus Segestius, a corrupt ruler who has only remained in power through bribery and lies. As Palmu is one of the largest cities of the Imperial Senate, he is allowed more powers than other senators would be.
The Explorer
Map reference: The Explorer
The Explorer is one of the largest ships in the Imperial Senate's navy. It has been docked in Palmu for months, receiving repairs for damage sustained in the Battle of the Straits of Socra. It is captained by Captain Gallerian Viderus, who is staying at the Governor's Palace while his ship is repaired. For some reason, the ship has been taking longer than expected to be repaired and it has been the victim of a failed sabotage twice.
Cells and the Prison Towers
Map reference: Cells + Prison Towers
The cells and the prison towers are extensions of Palmu Prison. The cells are reserved for those held in custody until they can be tried or for those convicted of petty crimes such as being drunk and rowdy or being a public nuisance. The prison towers are reserved for serial killers and rapists and are normally their home until they are moved to the asylum.
Warehouses
Map reference: Warehouses
The warehouses are a group of buildings that inhabit the Docks. They are used by sailors and traders to store their goods in. Traders that are unable to pay import tax for their goods have their items locked in some of the warehouses until they can buy them back. The less used warehouses are commonly used by beggars as a hideout.
Factions of the World

The Alliance of Lokve
Map colour: Dark green (Kingdoms of Fjorr), Red (Imperial Senate)
The Alliance of Lokve is a faction that represents the united peoples of the Kingdoms of Fjorr (Bjorf, Ajjergoff, Fjerk and Esgaragoth), the Imperial Senate and the Dragons of Dal'Scatha. They are united under a common aim: to see Helcêh defeated and his corruption brought to an end. They are prepared to bring war to the orkish legions of Helcêh to achieve this goal.
The Imperial Senate forms the backbone of this alliance. As a continuation of the Mithraleenean Empire, it wields much power. Although much reduced in size, the Imperial Senate has control over Socra, Palmu and parts of Kroyhatheff and Donton. It commands a few legions, militia troops and paramilitary armies. Its navy is one of the strongest in the world and ships like The Explorer and The Great Mariner are unmatched. The Imperial Senate is also an economic power and its lands are rich in natural resources as well as gold and silver reserves. It is ruled by High Chancellor Ramocca and the Imperial Senate of Socra.
The Kingdoms of Fjorr have unified out of necessity. In the past, they have warred with each other but the orks and goblins have brought them closer. Commanded by King Garion, they are a force to be reckoned with. They dominate the central north of Eusiac and have political influence over the state of Kroyhatheff. Like the Imperial Senate, they are a military and economic power, however, their navy is lacking in strength and numbers.
The Dragons of Dal'Scatha, led by the legendary Angadithrùl (formerly known as Angadiël), are a unique faction on Eusiac. Joining with the Imperial Senate and the Kingdoms of Fjorr so that they can defeat Helcêh and reclaim divinity, they add substantial military power to the already mighty alliance. All is not well amongst the dragons, however. Their faction has split into two groups. The bulk of the group has remained loyal to Angadithrùl, but, many, especially the older and more powerful dragons, have joined Kaaruthkái and Helcêh.
Mahíär
Map colour: Light pink
The Mahíär, known as Those Who Forgot to the Elven Confederacy, are a group of ael'nonùvah who refused to travel to Gil-Navarié to join their elven cousins. They are ardent believers of Thiëtism, an ancient religion that predates the Mithraleenean Empire by tens of thousands of years. They practice a simple, nomadic lifestyle and commonly move between places. It has no single ruler and is instead ruled by a group of leaders of the different tribes.
Although their religion practises peace, they view the orks as an unholy evil and wage war against them. Many Mahíär tribes, like the one under the command of Siöré commonly patrol around the Braggoldir and attack any orkish patrols. Using the ruvahequii as mounts, they are excellent horse-archers. On foot, they excel at hand-to-hand combat and their archers can hit enemies from a distance that would be impossible for most.
They are a reclusive faction and rarely communicate with the other kingdoms of Eusiac. They are ambivalent towards the Imperial Senate and dislike the Elven Confederacy. They have little opinion of the other factions as they have not had much interaction with them.
The Kroy
Map colour: Light green
The Kroy are a faction of hardeteels that inhabit the northern country of Kroyhatheff. They are similar in both cultural and history to the Kingdoms of Fjorr but years of war have driven a rift between them. They are worshippers of Lokanus and are very devout. Their capital is the city of Kroy, where the Kroy (the ruling council of the faction) meet.
Years of war have trained the soldiers of the Kroy into skilled veterans. Although small in number, their soldiers are very adept at hand-to-hand combat and are among the strongest infantry in Eusiac. They have also retained a degree of naval power and have some naval bases along the northern coast of Kroyhatheff. Their navy is weak compared to the likes of the Imperial Senate and Stjerkaj, but it is strong enough to protect its ships from pirates.
Although, in the past, they have fought with the Kingdoms of Fjorr, they have also united with them before against the Imperial Senate. Now that the Kingdoms of Fjorr have aligned themselves with the Imperial Senate, many people in the Kroy believe that they have been betrayed. They are angry at the Imperial Senate for conquering Hinnl, an important port, and for what they view as aggressive actions along the borders such as constructing forts. They are allied with Stjerkaj and have supplied soldiers to assist with their war with Dír
Dír
Map colour: Light orange
Dír is one of the two remaining nargdoc factions on Eusiac. It inhabits the southern parts of Nargd'Hcuthd and is the unification of dozens of tribes, which have been absorbed through violence and other means. Unlike Stjerkaj, it worships Lokve and believes in the Imperial Pantheon. The capital is at Dír. The leader of this faction is Queen Imrith the Fair. Despite having the title of queen, a lot of the power is held by elected officials who represent the citizens of Dír.
A few decades ago, Dír was a faction of considerable strength and influence. It was able to fight Stjerkaj on one front and the Imperial Senate on the other. Now, however, it has lost a large amount of land to Stjerkaj. Despite the reduction in size and power, its military is rightly feared. Whereas Stjerkaj favours tough, strong shocktroops supported by conventional infantry and horsemen, Dír favours lightly-armoured, lightly-armed but swift infantry that can set up ambushes and lead enemies into traps. While this tactic has claimed many victories for Dír, it has not allowed them to advance into enemy territory well, where Stjerkaj has the home advantage.
Dír has very little allies. It is politically weak. It has only survived thus so far by proxy assistance from the Imperial Senate, who fear that if Stjerkaj conquer all of Nargd'Hcuthd they will be unstoppable. They are enemies to Stjerkaj and, as a result, the Kroy.
Stjerkaj
Map colour: Dark orange
Stjerkaj is the second of the two nargdoc factions on Eusiac. It is found in the north and central parts of Nargd'Hcuthd. It also has a colony in Arctictas. Stjerkaj has stayed true to the nargdoc gods of old. Lokve is worshipped as an honorary god, but is not considered equal to the traditional gods. It is ruled by Hjùrm the Once-Elven, an eighty year-old king who has retained a youthful appearance due to his elven blood. Hjùrm reigns as the absolute leader of his kingdom and his loyal soldiers enforce his laws. He and his ruling council have banned magic and kill witches and mages alike. He is rumoured, however, to practise magic himself.
Akin to their Kroyhatheffian allies, Stjerkaj soldiers rely on strong infantry to break the enemy army. Unlike the soldiers of the Kroy, however, they are supported by weaker infantry and horsemen. They are the second most powerful naval kingdom on Eusiac, beaten only by the Imperial Senate. Of all kingdoms, Stjerkaj is the largest and dominates most of Nargd'Hcuthd.
Stjerkaj has been at war with Dír for centuries. Initially, Dír had crushed Stjerkaj and forced the ruling family to seek refuge in the Kroy, however, they returned with a vengeance and retook the capital of Stjerkaj. Their recovery was so swift that they turned the tide of the war to their favour. Their allegiance with the Kroy is due to the Kroy assisting them in the war with Dír. They see the Imperial Senate as a threat and are angered by the fact that it has been assisting Dír.
Clan Tiberius
Map colour: Dark blue
Clan Tiberius is one of the three clans of Mithraleeth. It has always been a military power and was the home to many knightly orders. Even after the disaster, Clan Tiberius is still powerful and is the largest of the clans. It has influence over Clan Braeburn and the ruler of Clan Braeburn is essentially a Tiberius puppet. The leader of Clan Tiberius is Warlord Jular. He is a very strong, very tactical ruler and has managed to strengthen his kingdom. They are loyal to the religion of the old Mithraleenean Empire.
Clan Tiberius has a varied and strong military. They have good archers, good infantry and good horsemen, as well as very skilled knights, such as the Timorium Knights. Although few in number, these knights can change the course of battle by their presence. Their armies are also commanded by strong generals who are elected on merit instead of on family ties.
They are enemies of Clan Vettach and have a rivalry that stretches back several thousands of years before the formation of the Mithraleenean Empire. Clan Braeburn is unofficially a client kingdom of Clan Tiberius, although it is not made to be so in public.
Clan Braeburn
Map colour: Purple
Clan Braeburn is the second of the three Mithraleenean Clans. Of the clans, it is the weakest, in both military and political influence. Its army is barely capable of fighting the bandits that plague the clan's countryside and it is unable to wage a war. It is ruled by Brae Mjuralla Breída, who, despite his best intention, has been forced to swear allegiance to Warlord Jular.
Clan Braeburn's army is little more than guards and mercenaries. The Brae almost took his nation into bankruptcy by bribing many bandits to become soldiers. Clan Braeburn has also witnessed ork attacks coming from the west, since the Braggoldir became active. Without the assistance granted to it by Clan Tiberius due to its status as a client kingdom, the clan would have fallen years ago.
Clan Braeburn is neutral towards Clan Vettach and does not have an opinion of the other factions, being to immersed in its own politics and stability. Its only ally is Clan Tiberius and it is more like a client kingdom to Clan Tiberius than a friend.
Clan Vettach
Map colour: Light blue
Clan Vettach is the third of the three Mithraleenean Clans. Though surrounded by Clan Tiberius, it is strong and manages to hold out against its enemy. This is due to its strong leadership under the rule of Vettachius Gramochel Vettal, a twenty-three year old king. Through political guile, he has managed to stop the Tiberius advance into his lands. The capital is Vettach, which is on the shores of Loch Vettach.
Although it doesn't command the standing or power that the army of Clan Tiberius does, Clan Vettach's army is a force to be reckoned with. Unlike Clan Tiberius, it uses a mixture of light and heavy horsemen, making it good against knights and infantry alike. Its own infantry is mediocre, however, its real power lies in its navy. Clan Vettach has the fourth best navy on Eusiac and is the most powerful naval force of the clans. It has won many naval battles against Clan Tiberius and controls both Loch Vettach and Lake Tiberius.
Clan Vettach has been involved in a long war with Clan Tiberius. It has no allies and remains neutral towards all other factions of Eusiac. Its ruler is currently trying to find a diplomatic resolution to the war with Clan Tiberius so that they can deal with the orkish threat.
The Dwarven Kingdoms
Map colour: Brown
Reclusive, isolationist states, united only in racial and cultural similarity, most of the Dwarven Kingdoms have not been active for one-hundred and eighty-two years and Khâzadûru has not been heard from since the disaster two-hundred and fifty-eight years ago. Despite this, there are rumours that the khârg of these mountain kingdoms are marshalling for war and will march one last time with the rest of the races of Eusiac against Helcêh. It is unknown who is in charge of the khârg of Khâ, Khâmol-Sûltra, Khâmol-Astrû and Khâzadûru or if some of these kingdoms even remain.
Despite being unknown to the world, the military of the khârg is legendary. Although small is stature, the khârg are brave, strong and resilient warriors, with a natural resistance to magic and a small immunity to pain. Their leaders are strategical geniuses and have a commanding presence. Despite this, their axe throwers, although powerful, have a short range compared to archers and the khârg have little cavalry in their ranks. It is rumoured, however, that before the disaster, the khârg of Khâzadûru discovered gunpowder and made a destructive weapon, akin to a catapult but able to fire lead balls a further range.
The khârg are a naturally warrior-like race. In the past, they have warred with each other and with the other races of Eusiac, however, above all else, they hate the mequë and all other spawn of Helcêh.
The Elven Confederacy
Map colour: Pink
The Elven Confederacy, known as vo Uniteriä iyu Valëo to the ael'ùvah, Líré Vælén Æniterié to the menagi and vedas Únistarí inisá Valsero to the Essence Elves, is nation consisting of Gil-Navarié, the Havessé Islands and the rest of the Elven Isles. It is the last home of the elves and the ael'ùvah, the menagi, the ael'nonùvah, the remaining Essence Elves and the remaining X'azzeeri live here. They are ruled by Paramount King Almdír and the Council of the Meras (the Morassi Council – liré Morassi - to the menagi).
As the representation of a large variety of races, the Elven Confederacy's military is likewise varied. It has a selection of good quality infantry, horsemen and mages. As Gil-Navarié was once a naval power, the Elven Confederacy has retained some degree of maritime skill. Although small in number, the navy's ships are among the best in the world, only beaten in power by ships such as The Great Mariner, the flagship of the Imperial Senate.
The Elven Confederacy have no allies or enemies. Many dislike them purely because the ael'ùvah once had a reputation for being arrogant and elven supremacist. For the most part, the ael'ùvah of this alliance are extremely different from the ael'ùvah of old and readily welcome ael'nonùvah and menagi into their society. There still exists some fringe groups that wish to place the ael'ùvah as the ruling race of the Elven Confederacy, however, the king and his council have stated that all races are equal and deserving of respect.
The Kingdom of Albion
Map colour: Yellow
A newly-forged kingdom, an alliance of towns and villages in southern and central Miraleen, the Kingdom of Albion is based at the capital of Albion, a town built on the ruins on the ancient city of Albion (Mira: Albíorrach). The fledging kingdom is led by King Keídù the Brave (Kaíld Keídù faíc Bréich).
Barely a month old, the Kingdom of Albion has not had a chance to prove itself militarily, however, its soldiers are strong in both valour and arms. They are skilled in guerilla warfare and archery. They rely on light cavalry to scout of enemy positions and lure the enemy into traps. Their soldiers are skilled enough to have held their borders against the Orks of the Braggoldir. The Kingdom of Albion has no standing navy. Its only ships are re-fitted fishing boats and some canoes. Along the shores of Miraleen, some galleys are under construction.
The kingdom owes its foundation to the Group, who freed its founding villages from the orks and pushed the taint from central Miraleen. As a result, it will ally itself with whomever the Group considers a friend. It has not been approached by the Imperial Senate, yet, however, when the Imperial Senate does offer an alliance, the Kingdom of Albion is sure to accept the proposal with open arms.
Factions of Evil
The Orks of the Braggoldir
Map colour: Grey (beside the Kingdom of Albion)
The Orks of the Braggoldir are a variety of orks based at the fortress in the Braggoldir, an area of Miraleen still tainted by Helcêh. These orks are commanded by three spectres who are dressed in jewels and crowns. They are well-spoken and masters of manipulation. The Orks of the Braggoldir are weaker than other varieties of orks. They are more akin to the Orks of Norkel (based in Mithraleen) than to the Mequë of the North. The Orks of the Braggoldir are more like humans than any other variety of ork and have more human emotion.
The Orks of the Braggoldir are fighting a two-front war with the recently-founded Kingdom of Albion and the Mahíär under the command of Siöré As a result, they have been able to send their troops to Mithraleen to join the other orks rallying to Helcêh's calls.
The Mequë of the North
Map colour: Brown (beside the Kingdoms of Fjorr)
The Mequë of the North are the original breed of Norkel's orks. Because of this, they are harsher, uglier and stronger than most other orks. Many of them are old enough to have fought the Valiö in the original war between Norkel and Lokve. It is rumoured that they are ruled by the powerful and ancient Shischelkë, giant dæmons that serve Norkel willingly. They are masters of both conventional and guerilla warfare. They are based in many castles and fortresses in both Miraleeth, Miraleen and western Fjorr. They were the orks that attacked and destroyed Esgaragoth.
They are currently building up their armies to help in the final stages of the war. They have not committed to any major assaults since conquering Esgaragoth and mostly spy on the Kingdoms of Fjorr. Many legions of orks have been sent south to Mithraleen, following Helcêh's demands for troops.
The Trolls of Mithraleeth
Map colour: Dark grey (near Loch Mordach)
The Trolls of Mithraleeth are a collection of troll tribes allied to Norkel. In the early years after the disaster, in Mordach, trolls were hunted down and slain in great numbers. When Helcêh attacked Mordach, he pledged the land to the trolls, if they agreed to join him. The majority of the Viddish trolls were horrified by this and were kicked out by the Vannish and Vinnish trolls, who were happy to help Norkel. The trolls have already begun to attack the clans of Mithraleeth, under the command of Helcêh.
As stated earlier, the Trolls of Mithraleeth are harassing the borders of the clans of Mithraleeth. They have not made any serious advances into the clan's territories, however, the clans are wary of them, especially Clan Braeburn. The Trolls of Mithraleeth are looked down upon by the other servants of Norkel, especially the Orks of the Braggoldir, who wish to gain more favour with Helcêh.
The Witches of Eíldor
Map colour: Dark red
Corrupted by Norkel, the Witches of Eíldor serve him willingly, thinking that he is Alitura. They are led by several coven leaders and are united in their faith in Alitura. They excel in magic. Many of them are descendants of Alitura and her offspring. The main coven within this group is the Coven of Mortock, based off of the ancient Mortock Witch Clan. They are composed of a mixture of races but are mostly human.
Part of an army of orks, trolls and goblins, the Witches of Eíldor stand out from their peers, being human and elven in nature. They are feared, even amongst the orks. They are fighting a war of attrition with the clans of Mithraleeth, until Norkel (or Alitura, as he has made them believe him to be) gives the order for them to begin their final assault.
The Orks of Norkel
Map colour: Light grey (in Mithraleen)
The Orks of Norkel are the most common group of ork. They inhabit Mithraleen and answer directly to Helcêh. They are stronger than the Orks of Braggoldir but weaker and younger than the Mequë of the North. Their ranks are bolstered with goblins and trolls, unlike the other orkish groups. Like other orks, they excel in both ambush and direct combat. The Orks of Norkel field mounted troops and spearmen, along with the more common infantry, unlike the other orkish tribes.
Of all orkish tribes, the Orks of Norkel are the most active. They were responsible for conquering Clan Mordach and commonly attack settlements. Ever since the Slave Revolt of the Orks, they have been reluctant to use slaves, however, it is rumoured that thousands still toil in mines and in farms to help the orkish war effort. Of all the ork groups, the Orks of Norkel pose the biggest threat to the factions of Eusiac. They have marshalled their forces in Mithraleen, in preparation for Helcêh's final stage in taking control of the world.
Rartjuum's Orks
Map colour: None
Unlike the other orks, Rartjuum's Orks have no permanent territories. They are constantly moving in their task to hunt down the Group. They are composed of orks, goblins and trolls from all backgrounds and tribes. They are lead by the great, fearless general Rartjuum, who is Helcêh's right-hand man. They are feared throughout the world and rightly-so as they have been responsible for the destruction of many towns and villages. Rartjuum himself is feared throughout the world and he uses torture and rape to get what he wants.
As the right-hand man of Norkel, Rartjuum is allowed to use any resources necessary to fulfil his aims. He has jurisdiction over all orks and can command the Orks of the Braggoldir and the Mequë of the North if he wishes. Because of this, Rartjuum is unpopular among the Orks of the Braggoldir and the Mequë of the North.
The State of the World
The world is in turmoil. Since the disaster that heralded the collapse of the Mithraleenean Empire and caused Eusiac to become separate from Cerceres, the world has been weak and fragmented into different, warring factions. Only in recent years, out of necessity, have alliances been formed. The Alliance of Lokve is the largest alliance of its kind and is expected to grow larger as the Group travel to different factions to request aid.
Current Wars
The War of Nargd'Hcuthd
The War of Nargd'Hcuthd has been raging for decades. It is seen as a war between the socially-progressive and less tyrannical nation of Dír and the power-hungry Stjerkaj, though the causes are much more complex and underlying than this. The war has taken a dip in activity and there have been no major assaults or movement of troops in the past year. The war has seen events such as the Kidnapping of Queen Imrith the Fair and the Battle of Loígh Dréich. Dír has received economical and political support from the Imperial Senate. Stjerkaj is supported militarily by the Kroy. The war is something of a worry for the Imperial Senate. If Stjerkaj wins then they will be able to attack the Imperial Senate directly.
The War of the Clans
Like the War of Nargd'Hcuthd, the War of the Clans has been raging for a long time. It has seen the deaths, births and resignations of many kings and generals. Unlike the War of Nargd'Hcuthd, it is not seen as important by the rest of the world. Many think that if Clan Tiberius is allowed to win the war, they will be able to stand strong against the orks. Currently, there is a ceasefire between Clan Tiberius and Clan Vettach while the war is resolved through diplomacy.
The Disaster
The disaster was a cataclysmic event that happened two-hundred and fifty-eight years ago. It was a giant shockwave of fire that centred around Crusada. The fire scorched the lands in Mithraleen and as far away as Mithraleeth, Miraleen and Donton. The event coincided with the Eruption of Mt. Fíroíc (Menol Firos) and the Earthquake of Vitae. At the same time, Afrik and other continents of Cerceres suddenly disappeared from the world, leaving only expatriate barabs, Essence Elves and X'azzeeri.
The death toll of the disaster (and its consequent disasters) was in the millions. The entire population of Mithraleen was wiped out in seconds. Although shielded by the Khâzak Mountains, southern Mithraleeth was devastated. People living in the far south of the country were killed along with the people of Mithraleen. Crops in Mordach were poisoned by the ash and there was a famine in Strabo and Broumar. These three clans later fell to the less affected clans or were attacked by orks. Donton was devastated by the disaster and by earthquakes. The city of Vitae was destroyed and the majority of its population killed. The country was largely abandoned. Miraleen had its southern parts reduced to ash. The central portions were flooded with lava and the north was overrun by the mequë coming from Miraleeth. With the capital and a significant part of its territories destroyed, the Mithraleenean Empire was weak. Provinces seceded and generals turned rogue. Gil-Navarié cut off all ties from the empire. There was a period of two months when it was leaderless. A council of nobles desperately attempted to discovered a successor. Emperor Jerren Cahil was named as the leader of the ailing empire and was only distantly related to the previous ruler. His line lasted until fifty-eight years after the disaster. With the death of his grandson, Emperor Janus Cahil, the Mithraleenean Empire was declared dissolved and became the Imperial Senate.
It is rumoured by some that the disaster was caused by Helcêh's exiting from the Void and that when the fireball happened, Helcêh took control of the world. Others say that the disaster was actually Lokve's last resort to destroy an evil army from the very pits of the Void was sitting in Crusada, ready to be unleashed on the world. Whatever it was, it was responsible for the destruction of the empire, the deaths of millions and, perhaps, indirectly, the end of the world.





