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AGE OF IRON

Age Of Iron

Welcome to the rough draft of the Age Of Iron setting guide.

Before we get stuck in, we would like to take this chance to explain why we thought it would be a
good idea to let people take a look at the system as it comes together.

What we present here is the core of the system. Hopefully it is enough to convey the intended ethos
of the game – enough to start inspiring character ideas, enough to start people asking questions
about all the aspects of the setting not included in this draft.

There is a lot more material that will be in the completed guide, but before then, we want to hear
those questions, we want to hear your thoughts and discuss your characters. That way, we will be
able to weave your ideas together with everything we've been developing, so that we can hit the
ground running when the system begins.

There is a heavy bias towards humans in this draft. The bigfoots and dinosaurs have only been
touched upon here, to allow their cultures to be explored by characters in play. If you want to play
either of these species, get in touch, and we will be able to give you more information.

Finally, we reserve the right to completely change anything in this rough draft, should we think of
something better before the system starts.

Right, enough waffling from us. Onwards now, to Awesome!

The Refs.
Kairos

There is an old belief among the Narga that when the gods moulded the world, they set it spinning
in just the right place for life to blossom and thrive.

Had they placed it any further from the sun, the coldness of the void would have frozen the air
itself, and encircled the world in a cage of ice.

Had they placed it any closer to the sun, the fires of that celestial orb would have left the world a
baked and barren desert.

So they set the world spinning in such a place that everything would be kept in balance; and so,
according to their design, life did indeed blossom and thrive.

When the Narga taught humanity this story, the humans bowed their heads before such wisdom, and
named the world Kairos.

For Kairos was their word for Perfection.

The Perfect Moment in Time.

The Perfect Point in Space.

Purest Perfection.

But then the demons came, and the world fell far from that ideal...
A History Of Grain And Glory
The King Of The World
In the beginning, there was only the abyss of the void.

It was not a void of matter, for then, as now, the world churned with life both fair and foul; it was a
void of morality. There was rot in the earth, and the sky was a pall; all that could would stand, and
ripped and clawed to see all else fall.

The people of this land, to whom the gods had gifted reason, chose not to use their blessings. They
succumbed instead to the gilded lie and cunning tongue, and were shackled for their folly under the
yoke of tyrants. They looked beyond their walls and saw the riving swarms, and the lie of the
powerless people sank deep into their bones. They came to believe the lie was their own, and
claimed they could never change the way that it had always been.

Yet Truth and Hope are not mere flames to be snuffed and plunged to darkness, and even in the
abyss there flickered rising stars.

The Swineherd Acacius came to Calidon, armed with no more than a plan and a prayer. He spoke to
the people, but they did not hear; for his was a plan for life and living, where surely victory called
for war and death.

Yet there were still those whose eyes were open. First among them the smith Amara, readying flesh
for the fray. Then the priest Sibillia, who bound their souls with equal resolve. These and twenty
others gathered to the Swineherd's side, and as the Dark Star marked the changing year, they
marched to meet their fate.

Through the gates of Calidon they cut into the chaos. Trees baulked and rocks reeled, and the
darkness that sought to drown the light was shown the turning tide. Three days the axes swung.
Three days the hammers fell. Three days of magic and sinew, three days of blood and iron.

And on the third day the land was tamed.

The names of gore-wreathed champions rose from the watching walls and, to these sounds of great
elation, Acacius set his plan in motion. Sacks were carried forward, a cargo that could not have
seemed less promising. Small seeds of grain, brown and unimpressive, but the warriors went to
work, scattering them all on the battle-ploughed ground. And with their toil done, they took position
to guard their prize.

The spectators returned to their homes. The Morning Star passed overhead. Not one day, nor one
week, but many months passed. That nothing happened at first was remarkable in itself. No
creatures crawled from the river. No demons lurched from the woods. The dead stayed dead in the
earth and the earth stayed dead beneath their feet. Then the crops emerged, growing towards the
sun, encircling the city in a golden girdle that filled all souls with hope. As the Dark Star once again
marked the time of change, the harvests were gathered, the silos were filled, and the people knew
that winter would see them safe and fed.

Yet the Swineherd saw the dangers of complacency. While others revelled in excesses of bread and
beer, those who had fought for these luxuries braced themselves for the coming storm. They had
stolen a year from the void, and knew that the evils within would soon seek retribution.

It came slowly at first; controllable, defensible. The world spat forth its horrors and the warriors
ground them back into dirt. They pointed to the wild shadows and warned the Tyrant of worse to
come, but the Tyrant watched with jealous eyes and refused to send them aid.
The daylight dwindled, the Morning Star died, and the darkness grew in strength. Greater were the
hoards that threw themselves against the walls, but still those warriors held the line. They called to
the Tyrant to rally his troops and send them against the night, but the Tyrant would not relinquish
even the smallest share of power.

Frost settled and blood froze and still the creatures came. Corpses climbed the walls. Demons
battered the gates. Thoughts of Malice made manifest slithered through the night. Still the
broadswords swung, still the shredded armour shone, still the litanies were sung...

Yet this was not enough.

One by one they began to fall. Lucan torn apart by thorns. Valerian impaled on claws of bone.
Leona caught by grasping mud. The more their numbers dwindled, the more hard pressed their
ranks became. Positions were overrun, resistance routed to retreat. They fled to Calidon's gates, and
there Acacius rallied the survivors for one final act of defiance.

As he spoke, an inaudible order rang out behind the walls. Horns bellowed through the darkness.
The gates were thrown open. The people of Calidon marched forward, a thousand knives and axes
running to their heroes' aid.

The Swineherd led the charge and the abyss buckled. The void beasts were slaughtered like cattle.
Darkness fled the field. The dust cleared, and the people found themselves victorious, though their
glory had come at heavy price.

Acacius surveyed the dead, then marched with solemn silence back into the city. The people
followed him through the streets, to the Thousand Steps that led to towering palace doors. There the
Tyrant waited, flanked by fresh clean guards, and the people halted before him, so deep was his lie
in their bones.

The Swineherd alone began the marble climb, proving the Abyss could be fought, calling the Tyrant
coward for not committing to the fight, blaming the inaction of his grey fleshed court for each and
every death that day.

The Tyrant answered with polished words; their walls had held, Calidon had stood untouched,
Acacius had risked his own life by moving beyond the Tyrant's protection. Such folly was, of
course, the Swineherd's choice, but endangering the Tyrant's people was a crime he could not
permit. He ordered the criminal's arrest, and, as Acacius reached the summit, the guards advanced
upon him.

Just two sword swings sent three heads tumbling. The faces of guards and Tyrant bounced down the
steps as their bodies folded over. Sibillia's heel crushed the crown that rolled before her feet, and
the people of Calidon rose with one voice and took their freedom for their own.

Such is the speed that old ways crumble. News spread of the miracle grain, that sanctified the land
and vanquished the Abyss. It was carried forth from Calidon, and where it grew, tyrants fell; while
those who found new freedom took the Swineherd's side. Acacius was crowned a King, and the
people named his domain Magna Thule, The Land Of The Free.

And as the new world order spread to the horizon and beyond, those of open eyes were always at
the fore. His warriors, his prophets, his adventurers. Those who had proven the void can be fought,
and who still fight it even now. And they will go on fighting, until darkness dies its final death, and
all are one with the King of the World.
The Rise Of Magna Thule

It is said that several centuries have passed since the coronation of King Acacius and the founding
of Magna Thule. Some understanding of those times can be gleaned from holy scripture and
traditional folklore, but finding truth amid a sea of exaggeration and embellishment is no easy task.

However, there are certain facts that can be confirmed simply by looking around at the modern
world.

That King Acacius ascended to godhood upon his death is without question. His blessings are still
bestowed upon his chosen children, and demons still flee the invocation of his holy name. That his
adventurers in their own time went on to stand at his side is also clear. Visions and manifestations
have answered prayers to these saints the whole world over.

Acacius's palace has long since spread across his ancient city. The Courts of Calidon are now the
hub of an empire, teeming with senators and clergy and countless scurrying clerks. Pilgrims come
to visit the tomb of the king, magistrates keep the peace amid heated political debate, and everyone
with an opinion about anything can be found voicing it in the public forum.

Surrounding these courts stands the city of Magna Thule itself, and beyond lie the lands named after
their capital. Legends say that for generation after generation the fields of grain were sown, with
each generation providing new ranks of adventurers to lead the charge, until only the oceans could
halt their advance. With no land left to tame, the adventurers rested their blades, and enjoyed the
peace they had fought so long for.

Then the dreams began.

One of the Church's oneiromancers claimed the first recorded example, but as news spread, many
others reported similar visions. They dreamed of great ships crossing the oceans, of Thulian flags
being planted in uncharted lands. They dreamt of mountains that dwarfed all those previously
scaled, and secrets hidden amid their winding valleys. Most of all they dreamed of a gleaming city,
of sparkling towers and glittering gates. A city that promised wealth beyond imagining. A city made
of unfathomable quantities of gold.
These dreams met varying responses. Some considered them a sign from their departed king that
they had for too long stood idle. They urged that the name of Acacius needed to be carried forward
to all those who had not heard his divine message, and claimed that the golden city was a vision of
the world they were destined to create. Others claimed the dreams were a reflection of simple
economic practicality. They pointed to the rising populations within their cities, and compelled
people to seek the new wealth and opportunity that foreign expansion would bring. There were even
those who took the dreams as literal truth, and desired nothing more than to find such a city of gold
for themselves.

All these motivations and more met in common purpose. Wealthy backers put forward their
finances, while those with nothing to lose set out to make their fortunes. The church sent their
missionaries and the politicians sent their diplomats, and at the head of them all sailed fresh
adventurers, continuing a tradition that had never been forgotten.

Establishing colonies abroad was no easy task. Bereft of the grain's blessing, all foreign soil still lay
ridden with demonic taint. Adventurers were sent to carve beachheads into new-found lands, but
they were far from completely successful. Where the initial assaults gained ground, the army was
quick to follow, and fortresses were established in several locations. Then began the task of
sanctifying the land, and of transporting the colonists that would make permanent settlements
possible. A hundred and more obstacles were stacked against each attempted colony, yet against all
odds some of these endeavours began to succeed.

The years that followed brought fair share of both victory and defeat. A poor harvest could cost a
colony dear. Disease and famine were rightly feared. Those who already lived in these new worlds
were not always willing to share, but were often readily willing to fight. Some colonies failed fast,
while others grew for years before the world finally conspired against them.

Yet a small few prevailed. Peace was struck with several foreign interests. Trade routes developed
that shipped wealth back and forth between Magna Thule and these other nations. New technologies
were developed, new cultures were explored, new understandings were reached; and while the
Thulian colonists are yet to find any golden cites, Magna Thule itself has grown stronger than it was
before, and grows stronger still with every passing year.

Such are the accounts of the rise of Magna Thule that can be confirmed simply by looking at the
modern world. Though for those who are willing to take a leap of faith, history can hold any
number of surprises...
Nova Thule

The visions of that golden city hidden beyond a secret mountain path were not the Thulian people's
first sight of foreign soil. Magna Thule had long welcomed those from beyond its shores, trading
riches and grain around the world, inviting all to enjoy their nation's splendour.

As such, when word of the dreams began to spread, all eyes turned to the south. There, across a
churning ocean, sprawled a land as dark and dangerous as Magna Thule before the grain. That far
south, the very heavens themselves seemed steeped in turmoil. During the winter, the night would
sneak upon you without warning and last for days on end. During the summer, the sun would hold
its position for just as long, driving people mad for lack of sleep. Without the grain to sanctify the
soil, demons spilled from the earth. Gods that Magna Thule had long since cast aside were still
offered praise and sacrifice. The various peoples that lived in this hell warred with each other as
much as they warred with the world. At the heart of this chaos rose a range of mountains that
dwarfed all others, that even the roving adventurers had failed to scale, and which the natives only
spoke of in fearful whispers.

All this was more than enough to fuel the Thulian fantasies. The continent was named Nova Thule,
and the people of the Land of the Free set out to snatch away the prophesied riches.

Their first attempts at colonisation were dismal failures. The generals leading the charge were
among the most distinguished of Magna Thule, but tactics forged defending grain-purged land were
inappropriate for assaults on untamed wilderness. An age of peace had washed away all memories
of defeat, and overconfidence left the military unprepared for what they would face.

Time after time they pushed inland, and time after time Nova Thule rose up to meet them. Survivors
spoke of predators in the trees that made mangled corpses of hardened veterans, of mockeries of
human forms lurking in the darkness, of mouths in the ground chewing up whole regiments. The
waters spread sicknesses that twisted mind and body alike. The air carried spores of carnivorous
mould which devoured people from the inside out. Monsters dimly remembered in Thulian legend
ripped through ranks unhindered. Even the bravado-fuelled spirit of the Thulian Dream could not
prevail against such adversity.

Sure enough, the initial surge faltered, but it gave way to a more measured response. Wise minds
began devising more robust plans. When all was made ready, the ships set sail once again, and this
time their failure was much more prolonged. The next settlement lasted several seasons before the
rot in the world took its inevitable toll. The following colony lasted longer still, with every defeat
teaching a host of lessons. Prefects in the Courts of Calidon wrote off every loss as a necessary
expense, for the veil of mystery was being pulled away from the savage continent.
Beyond hull-shredding reefs and the storm-carved coast spreads a tangled mess of a continent.
Towering forests and bracken-covered crags intertwine with rolling plains. Mile wide rivers cut
through the landscape, while quicksand and tar pits swallow any who stray from native paths. To
the east, the land crumbles into the sea, giving way to scattered islands and stray icebergs. To the
west, herds of mammoths vie for space next to lumbering thunder-lizards. Further inland the
savannah turns to tundra and the mountains begin to rise, before drowning beneath the endless
glaciers that smother the turning point of the world.

The people of Nova Thule scratch a living wherever they can. Ancient stone edifices house
countless crawling Narga, while nomadic Sasquatch scurry about in endless flight from the abyss.
Dragon ships carry slouching mud-folk between the eastern islands. Cannibal cave clans fight over
ancient blood feuds. Even beyond the frozen axial frontier, there are tales of reclusive and merciless
reptiles, who slaughter all that encroach upon their realm. Above all others loom the lands of Amon-
Tor, ancient prophet of the Earth-Wyrm, whose clergy hold infallible sway over ever-increasing
territories.

It was perhaps unsurprising that Magna Thule would struggle to gain ground. Some turned their
attentions elsewhere, and began founding colonies in comparatively easier lands. Yet the spirit of
challenging enterprise runs deep in Thulian culture, and there were always those who persevered
against all odds. Today those efforts continue, as does the endless cycle of success and defeat. Most
recent to fall was Port Amber, a colony of some twenty eight unprecedented years, but its rival, Fort
Petronia, has continued unabated. Now this settlement stands as the shining light of Nova Thule,
with refugees from Port Amber taking their place next to Petronia's own citizens, all walking
together into a brave and unknown future.

“You think the wastelands are dangerous because of venom-blooded reptiles and hideous
mud-folk. Well, I've been beyond the colonies, and I'll tell you, that's not the worst of it.

The troglodytes, they say the world has a soul, that Kairos itself is alive.

I've seen enough to know there is some truth in all that. There is a life in the earth, a life as
hungry and vicious as any other.

It could be that the wilderness feeds on us as we feed on grain. Perhaps it takes offence at
the fact we walk all over it. Either way...

The world is alive, and it wants us dead.”


Port Amber And Fort Petronia

The number of colonies in Nova Thule rises and falls as fate sees fit. The recent fall of Port Amber
has left Fort Petronia to stand alone, but there is no doubt that this city will soon be joined by
others. Refugees have fled from port to fort, continuing to bind the history of these cities.

Byron Ambrosius and Vortigern Petronius were both apprentices to the famous entrepreneur Ustrina
Eisenbarth. Ustrina made her name by daring to achieve the impossible. She proved the Sea of
Knives could be traversed, invested in any inventions or Thulian Fads in which she saw potential,
and used shrewd business acumen to earn a reputation as one of the richest people in Magna Thule.

From a young age, her apprentices were instilled with these ideals; that they should not be content
with merely existing, but that life was a game won by wealth. Vortigern was a gifted accountant and
strategist, but suffered from an indelicate way of dealing with others. Byron preferred to rely on his
amiable yet consistent personality, making decisions on a whim, and relying on chance for success.

Following their apprenticeship, both established themselves as reputable businessmen. A rift


developed, however, for Vortigern could not comprehend how Byron's ad hoc methods could
compare with his careful planning. Jealousy developed into bitter rivalry; at least, it did in
Vortigern's mind. Everything Byron set out to do, Vortigern wished to better. As such, when Byron
set out to found a colony, Vortigern could not help but follow suit.

Port Amber was established as an entrance to the eastern archipelago and the ocean beyond. Byron
aimed for the colony to make use of the vast creatures that swam through distant depths. By looking
to the sea for its livelihood, the port resisted the urge to expand into Nova Thule, instead keeping a
small, easily defended boarder between themselves and the abyss. True, the sea holds dangers of its
own, but it is generally regarded as a more survivable environment; provided you have the required
nautical experience.
Vortigern was quick to devise a competitive business plan. He founded Fort Petronia atop a high,
granite outcrop, making this staging post safe before pushing further inland. It had long been the
practice for colonies to send out miners and hunters and other such workers to establish smaller
summer settlements, allowing them to retreat to their stronghold in darker seasons. Vortigern sought
to create the most desirable trading hub, compelling all to flock to his city rather than Port Amber.

The usual few years of hard work saw both settlements established and thriving. There was still a
lot of tension between the two Praesidiums, not least because Byron's more charismatic personality
made it much easier for him to earn favour back in Calidon. Vortigern realised that if his colony was
to best all others, he would have to rely on more than simple market factors.

Vortigern spent several years attending to careful personnel management. Those most loyal to him
found it easier to rise through the ranks. Those less trustworthy would find themselves deployed in
dangerous situations, or resigned to more remote duties. Finally, when all was ready, he conspired
against the adventurers, framing them for a variety of foul crimes.

In one night his people moved through Petronia, subduing most of the adventurers and killing the
rest. The next morning, those that survived were brought to trial, found guilty, and hanged.
Vortigern spoke to the assembled crowds of how the adventurers had betrayed them, of how they
needed to grow beyond such ancient methods of defence. He claimed that oppressive traditions had
come to erode the foundations upon which the Land of the Free was founded. Finally, he announced
that Fort Pertonia was declaring independence from Magna Thule.

With three legions at his disposal, and a fortress nigh-impregnable from naval assault, there was
little the Senate could do. The gates of the Land of the Free were as open for those who wished to
leave as they were for those who wished to enter. The army was unwilling to declare war on those
they still considered their own people. The High Praesidium declared that no time would be wasted
on a colony not yet a decade old, and that any who wished to reclaim Thulian citizenship would be
welcomed; either immediately, or after Petronia's inevitable fall.

There were those within Petronia who opposed Vortigern's decision. Many feared he was acting
against God, that his motivations were destined to lead to tyranny. They formed a resistance group,
and the following years saw them gain much support among the people. They became known as the
New Adventurers, a replacement for those who had been executed.
Their struggle culminated in a battle for the Praesidium Palace. Though they had made careful
plans, Vortigern had never dropped his guard, and his troops soon had these new adventurers
corralled in a position from which they could not hope to escape. As all seemed lost, the palace
came under attack from fresh forces. The legion stationed in Port Amber had come to Petronia's aid,
and Vortigern was soon deposed.

With order restored, Petronius' family seized upon the opportunity to restore their name. During the
insurrection, Vortigern's sister had pursued her own career in Magna Thule. Her reputation was
enough to gain the Senate's favour, and she was granted ownership of the colony. As Praesidium
Flavia Petronius took command of the Colonial Senate, many called for the New Adventurers to
take her side. They declined, claiming warriors make unsuitable rulers. Many even took their leave
from Petronia altogether.

Life is never simple at the frontier, but following those difficult years Petronia enjoyed a period of
comparative prosperity. Flavia set about healing the rift between her city and Port Amber. The town-
house of the adventurers was restored, and a third band of warriors came to live within its halls.
They enjoyed much friendlier competition with the Port Amber adventurers, fighting with them
against the abyss.

One noteworthy occasion was an unfortunate explosion that destroyed the adventurers' town-house.
For the duration of the building's reconstruction, the adventurers were housed across the city in the
Golden Grain. They came to strike up a good friendship with the publicans; so much so that, even
when the town-house was completed, they elected to continue holding the weekly meetings in their
company.

The adventurers of the Golden Grain became known as Petronia's fourth group of adventurers. It is
a profession of such rapid turnover that those who remembered the days before the Golden Grain
quickly disappeared. This new group gained a reputation as peace-brokers, achieving great feats of
diplomacy with the peoples of Nova Thule.

The fall of Port Amber saw the adventurers' numbers bolstered. The fishing settlement had been
placed to take advantage of nearby tar pits, but calamity struck when these caught fire. Burning
beasts tore from the pits, rampaging through the settlement in a night of terror. The port had already
suffered many losses to the blue-black algae that had oozed through the seas a year previously.
These two disasters took their toll; on their defences, on their numbers, and on their morale. The
following winter saw Port Amber fall to the Abyss.
The combined strength of two adventuring corps makes recent developments even more
inexplicable. The adventurers set off last week to fit in one final expedition before winter. Such an
event was unremarkable, until this morning's ominous discovery. Soldiers patrolling the outer
defences found an adventurer face down in a ditch. Armour and body were ripped to pieces, but
there was no sign of assailants, or of the other adventurers.

Rumours immediately began to spread. Many feared that the adventurers had succumbed to a threat
that was poised ready to launch at the city. Others wondered if old rivalries might have caused the
factions of port and fort to turn against each other. A few even claimed that they had been
kidnapped by themselves from the future, but these were dismissed as the ravings of lunatics.

What was certain was the danger the city was in. Petronia was left without any adventurers, and the
harvest was now complete. The darkness was crawling from the forests, and nothing was known of
the potential dangers that moved within. Praesidium Flavia was quick to act; word was sent out that
volunteers were needed to search for the missing warriors. A new band of adventurers was to be
formed immediately, regardless of their findings. Should all prove well, these new recruits could
choose to stand down. Should news prove ill, the very fate of Fort Petronia would lie in their hands.
Life In The Lands Of Magna Thule
The Senate, The Praesidium, And The Prefecture

Following his rise to power, King Acacius vowed that his people would never again suffer tyranny
or oppression. To this end, he set about organising a council of advisers to assist in his rule; to listen
to the demands of the people and direct the course of civic development to where it was most
needed.

The council comprised of his trusted friends, along with representatives from various factions of
Calidan's population. They constructed fortified farms and outposts, better defending themselves
from the void and protecting the grain until harvest time. They funded many public works to
improve the lives of citizens, including the Valerian Hospital and the Theonoa Forum that still stand
to this day.

As time passed, the council came to be a collection of respected elders who guided the kingdom
along its path to glory. Amongst the younger generations, these elders became known as the Senate.
The seasons marched ever onwards and gradually the numbers of the Senate began to dwindle;
members withdrew due to illness or were claimed by the Pilgrim.

The appointment of new Senators was required. To ensure that the vision of Acacius was continued,
it was agreed that any potential candidate had to have the recommendation of at least two existing
Senators. Ideally the new candidates would possess wealth, education, and the respect of a sizeable
portion of the community. This meant that potentially anybody could become a member of the
Senate if they dedicated themselves to it. The Senate grew and came to include great generals, pious
clergy, enlightened academics, shrewd merchants, and hard-working craftsmen among its members.

Even Acacius himself eventually met his end. Across Magna Thule a thousand different tales are
told of that final day, but all agree that he sacrificed himself in defence of the kingdom, and in doing
so ascended to godhood. There followed a crisis of leadership; Acacius had never sired an heir nor
named a successor to his throne. Furthermore, before leaving on that fateful day, Acacius had
promised that should he fall he would continue to watch over his people, to return at their time of
greatest need. The Senate decreed that Acacius' throne must remain empty, awaiting his return.
Until this time, a leader would be elected from among the Senate to act as head of state and preside
over the running of the kingdom. The election followed and Porphyrius was elected as the first
Praesidium of Magna Thule.

As Magna Thule expanded, more public servants were required to administer its infrastructure.
Agricultural, military, political, and financial bureaucracy; all fell under the auspices of public
offices. A hierarchy of civil servants developed under the title of the Prefecture. Those wishing to
become a prefect were required to first pass an interview, and a writing and arithmetic test, to prove
they had the necessary skills to perform their role. The work requires sound education and
developed organisational skills, and those who reach high ranks in the Prefecture are recognised as
worthy candidates for the Senate.
Magistrates

Following the miracle of the grain, the population of Calidon began to boom. Over time it became
impossible for the king to hear all pleas for justice or deal with the sentencing of all criminals. A
judicial body was established to hear appeals and enforce the laws of the kingdom: the vigils. The
vigils were funded partly from taxes, but primarily from fines collected from criminals.

This led to problems, such as overzealous vigils levying large fines for trivial offences, or inventing
new crimes so they could collect more money. Senior vigils and prefects began measuring their
success though financial gain, and other meaningless statistics. Wealthy criminals began to offer
'donations' to the vigils, to deter investigations or to ensure favourable trials.

Into this corruption came the vigil Aquilina, who saw the folly of their ways and devised a solution.
Over several years she crafted her dream and persuaded others to rally behind it; a new form of law-
keeper, the magistrate. She founded an academy which took in children at a young age, particularly
the vulnerable such as orphans, and instilled in them a strong sense of justice, morality, and respect
for the law.

They were educated with the aim of creating incorruptible enforcers, and to an extent this worked.
Corruption continued but at a far lower rate than before. Some of the new enforcers began to hold
the law as sacred, and a cult of justice began to develop within the Magistrate. Members of the cult
were considered ideal for the task of guarding the magistrate's own ranks, and some were set to this
task under the rank of justiciar.

The magistrates' devotion to their duty, and their perception of illegal acts as acts close to
blasphemy, led to effective peacekeeping as they patrolled the streets and enforced the law. They
earned respect amongst the law abiding, and a fearsome reputation amongst the criminal element.
For though the Land of the Free is greater than any other, there are still those that would deal in
contraband, gamble in illegal sports, steal, murder, and perform a multitude of other crimes. News
that the magistrates are on patrol is an effective deterrent to all but the most determined
lawbreakers.
The Glorious Legions Of Magna Thule

Though the adventurers form the vanguard of Magna Thule, it is the legions that perform the bulk
of the task of defending the Land of the Free.

Kairos is no place for endless ranks of numberless troops. When lifeless enemies spring from the
ground without thought or fear, there is little protection offered by neat formations. Those nations
that have grown to require professional armies seek alternate strategies. Often, armies will comprise
of numerous smaller forces; the men-at-arms of Luxantium, the raptors of the Gedrosi, and, of
course, the adventurers of Magna Thule.

The miracle of the grain makes the Land of the Free safer than others, but their role often takes
them far beyond protected realms. It was General Theonoa who found a way to combine both
numbers and flexibility, forging a structure for the legions that Magna Thule makes use of to this
day.

Each legion comprises of roughly one thousand soldiers, though numbers vary depending on
casualties and recruitment. These ranks are divided into ten companies, and each company into ten
platoons; all to allow for fast and flexible deployment and dispersal. The first company of each
legion is comprised of the elite of their number, while the tenth is often allocated to those skilled in
reconnaissance. Those between form the core infantry, though one or two companies will usually be
dedicated to either siege artillery or mounted infantry. This is the shape of a legion as devised by
Theonoa, but she emphasised that generals adapt the scheme in accordance with demands of the
moment.

Across these ranks are scattered any number of supporting roles. Each legion will be accompanied
by prefects and support staff. Some soldiers join the priesthood, and form a chaplaincy that tends to
military faith. Physicians and weapon-smiths are allocated to each company. Those too young or old
for military service may join as reserves, the young building their strength aiding the movement of
supplies, the old acting as consultants to all the ranks.

Though the duties of the armed forces see many to their deaths, there are rewards for such service to
the state. Those who serve in the army are given good pay and pension, to be claimed by family
members in case of ill fate. Successful generals may be considered candidates for the Senate, and
their victories bring celebrity among the general populace. Those who achieve distinguished
success may even be granted early retirement for their efforts.
The Church Of The King Of The World

Although the law states that any religion may be openly practised in Magna Thule, that of King
Acacius overshadows all others in terms of both numbers and influence. While state and church are
officially separated, Acacius's legend is highly ingrained in Thulian culture, shaping the minds of
people from all walks of life.

The passing centuries have seen much change throughout the Land of the Free, and religious
practices have changed as often as any other. As such, the Thulian faith is one of great contrasts,
with different times seeing different people find different meanings in the holy scriptures. What is
today referred to as the Church of the King of the World is an accumulation of countless opinions
woven together by constant dogmatic discourse.

As the First Adventurer, Acacius took up the fight against the abyss of the void. In doing so, he
established the central belief of the Thulian Faith; that humanity should never be slave to the rot in
the world. Before Acacius came to Calidon, people lived in fear of the demons, in fear of the
wilderness, in fear of tyrants and thieves and malice itself. Now the faithful of Acacius strive to
fight oppression and apathy in any form, wherever they may find it.

Acacius bears the title of the Once And Future King. He stood for those who no others would stand
for, and now many seek to follow his example. They consider the purpose of the church to be to
protect the people and ensure they prosper.

In the darker days of their lives, people even find solace in ancient tales that claim Acacius will one
day return to lead Magna Thule to victory in its darkest hour. While to modern minds such stories
sound fanciful, the legend of the swineherd that became a god gives hope that anything is possible.
Acacius is an example that anyone, regardless of upbringing or even species, may achieve
everything they set out to. Some go as far as to teach that all of life's challenges are divine trials to
be overcome, to prove to Acacius that one is worthy of standing by his side in the life beyond.

Others call Acacius the Saviour of the World. The miracle of the grain is in many ways as
astounding now as it was the first time the seeds were sown. Magna Thule owes its prosperity to
that miracle, and there are those that believe the miracle should not be kept from the rest of the
world. From individual missionaries to colonial crusades, there are people across the world
spreading both the grain and the word of King Acacius.

These are the theological themes that bind the Thulian Faith. The Swineherd, the Adventurer, the
Harvester, the Saviour, and the Once and Future King of the World, all fused together in the minds
of every follower of Acacius. Those adventurers who stood with him are remembered as saints, and
even those born into the generations that followed may be canonised; albeit only after rigorous
examination by the church.
The Saints Of Magna Thule

There are countless saints that stand at the head of Acacius's army, and their numbers continue to
swell. Most are canonised long after their deaths, though a lucky few manage to prove their divinity
while they still live. The remit of a saint can change as the years pass. Popular saints can gather a
long list of causes, while others have been known to disappear into obscurity. Some principles are
represented by a whole host of saints, though every saint tends to find a niche to make their own.

Sibillia the Prophet

Though Sibillia was a priest of the old ways, she was one of the first to have faith in the Swineherd.
She formed a bridge between the past and the future, and became the First Pontiff, the leader of the
Acacian faith. Many pray to Sibillia for guidance, but she is most often seen as a symbol of piety, a
champion of the faithful, and the deliverer of Acacius's divine word.

Amara the Unfading

Amara was the weapon-smith and armourer of the first adventurers. She forged the Iron Crown that
so many churches claim to hold in their possession. It is said that her resolve and determination was
as strong as her metal, that she would never back down from any challenge and that no enemy could
rout her from the field of war. Those who pray to Amara seek confidence, courage, and fortitude.

Valerian the Physician

Even in those ancient days, the adventurers held more than just soldiers among their number. Long
before he met Acacius, Valerian strove to improve the world. He wished to make sense of humanity,
and his researches into anatomy and physiology are still respected to this day. Valerian is the patron
of surgeons and scholars, of healers and the sick, of strength and vitality.

Leona the Lion

Rampaging through enemy lines, far ahead of her fellow adventurers, charged Leona the Lion. A
thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, her axe painting arcs of
blood across the field of war. Leona is the saint of recklessness, of passion, of hopeless endeavours
and the untamed heart. Those who find themselves at their lowest pray to Leona to help them rise
again, while those on the verge of a fall ask her to help them first achieve greatness.

Peregrinus the Pilgrim

As Acacius tamed the land, Peregrinus travelled before him, telling others of his deeds and
gathering those who would take up the cause. They say that even today, Peregrinus continues his
work, gathering the fallen and taking them to Acacius in the world beyond. When people fear for
someone's health, they leave the Pilgrim offerings of food and shoes on their doorstep. The Pilgrim
stands with a foot in both worlds, a saint of passing, a saint of travellers.

Belcantos the Singing Saint

Though Acacius's adventurers hold a high place in the hearts of the pious, many among those who
followed have also been canonised. One of the first of this new crop was Belcantos, who placed
such faith in his king that he needed no weapons to walk in the wild. Turning back the demons with
song and psalms alone, he became the lord of the dance, the saint of music and miracles. Battle-
hymns, acts of faith, works of art – all are blessed by the singing saint.
Aquilina, Mother of Justice

The adventurers do not hold a monopoly over sainthood. Perhaps the most famous of those who
have established their divinity elsewhere is Aquilina, Mother of Justice. Seeing the corruption of the
vigils, she both created the Magistrates, and campaigned to establish them as the official state
justice system. Her body now lies in the Palace of Justice, drawing pilgrims from across Thulian
lands.

Theonoa, the Mind of God

The adventurers have always been adept at defeating demons, but it was inevitable that the
expansion of Magna Thule would eventually bring them to war against other states. These new
battles required new tactics, and throughout recorded history one name rises above all others.
Theonoa was a general whose stratagems were trusted by adventurers and soldiers alike. She
acquired the nickname “the Mind of God”, for it was said that the clarity of her thought was as
divine as Acacius. She is the saint of wisdom, warriors, tactics, strategy, planning, and forethought.

Dionidus the Dreamer

Dionidus was the first oneiromancer to witness the golden city, heralding a new age for Magna
Thule. In doing so, he earned his place as the saint of visions, dreams, and omens. Sailors pray to
the dreamer for good winds and fair seas, and those wishing to find a new road in life pray to him
for success.

Lucan the Luminous

The holy scriptures record Lucan as the first adventurer to fall in battle, but, aside from that, very
little is known about him. Some records call him the fire-eater, though these are generally
considered apocryphal. The church, in an effort to find Lucan a place among his comrades, have
designated him a saint of fires, hearths, sunrises, and cooking.

The Green Reaper

Though the faith of Acacius holds sway over Magna Thule, older traditions have insinuated
their way into modern life. One example of this is the figure of the Green Reaper, a jolly
spirit of the harvest and prosperity.

As the grain grows, people will tie a bushel of wheat, shaping it into a crude human figure.
While the harvest is completed, this straw-man is left standing, and offerings of food and
drink are left at its feet.

Then the harvest celebrations begin. One person dresses up as the Green Reaper, while
others dress as jovial mockeries of demons. The Reaper chases the demons through the
streets, hitting them with a pig bladder on a stick. This dance leads the community to the
straw-man, where offerings of food and drink are piled at its feet. Then this final bushel is
cut down, beginning a party that will last through the night. A bonfire is lit, songs are sung,
and ale flows free.

Then the sun rises, and people scurry to their homes before the darkness descends...
The Colonies

Each colony is Magna Thule in microcosm. They have their own Senate and Praesidium, their own
magistrates and prefects. Depending on the favours granted by the Courts of Calidon, various
numbers of legions will fall under the colony's call. The colonies have spread from their homeland
in all directions, to Nova Thule in the south, and to other continents elsewhere.

Colonial expeditions are given state funding; this money used to establish the initial settlement and
prepare farmland. The farmland is owned by the state. If a colony survives establishment then it will
hopefully thrive and flourish, with many people heading to it in search of wealth and opportunities.
Many venture beyond the safety of the colony during the relatively safer spring and summer
months, to locate and exploit valuable natural resources such as ores, lumber, furs, and alchemy.
The most successful may establish well-defended outpost settlements. During autumn, the land
becomes more dangerous, and these pioneers retreat to the colony to aid with the harvest. They
remain at the colony throughout winter, when the abyss is at its most fearsome.

Every few weeks, the prospectors, lumberjacks, and trappers return to the colony to sell their wares.
Some goods are brought by the colonists themselves, while others are sold to merchants seeking to
make profit back on the continent. Shipping companies carry home the colony's produce; the tariffs
and port duties collected from this commerce are split between funding the colony and swelling
Imperial coffers back in the capital.

At this time, a colony often holds many who have just received large sums of money with nothing
to spend it on. Entrepreneurs travel to the larger trade hubs and open businesses that take advantage
of this situation, establishing taverns, eateries, gambling dens, brothels, and even the odd theatre.
These places are particularly busy during the winter months as people who have no alternative
employment look for ways to occupy their time. The magistrates are often busiest during the winter
months dealing with drunken brawls and similar affray.
The Adventurers

When Acacius gathered the first adventurers to his side, he did more than secure a single victory. He
created a legacy that would reach down through the centuries, one that has shaped Thulian history
at every turn.

To some, the adventurers are religious symbols, representing everything the King of the World
stood for. Many consider them saviours of the people, and an equal number consider them
champions of the state. All agree, they are an indispensable necessity against the rot in the world.

The adventurers represent an ideal of independence and liberty, even among the Land of the Free.
An adventurer's life is their own and belongs to no other. They are gifted simple bed and board.
Arms and armour are provided, though many choose to invest in their own. They are exempt from
taxes and allowed to make earnings without declaration to the state. They are permitted to pursue
their own interests. They have the opportunity to win the hearts and minds of the people, to rise to
wealth and power, to do deeds that will be remembered for generations.

In return, they are expected to defend the boons they are granted. They must fight for Magna Thule,
against the abyss, or any other threat. As they are not required to contribute to the financial well-
being of the state, so they are not eligible to partake of state benefits. Experience has shown that
their maintenance of Thulian security requires a degree of legal leeway, but this leeway is given also
to the magistrates should the adventurers overstep their mark. For all that the people love tales of
daring heroism, they also appreciate the harsh realities of the world. The adventurers spend their life
steeped in slaughter, while constantly close to death themselves.

So it is that the adventurers walk a fine line between ignominy and glory. They are thrown from the
nest of society, to fall to their deaths or soar to the heavens. Some join the adventurers to prove
themselves; be it to their families, their gods, or simply to the world. Blacksmiths and armourers
sign up for the financial advantages and the chance to perfect their art. Scholars seek the freedom to
study without worrying about the price of their next meal. Those of less high minded lifestyles
thrive outside the constant glare of the magistrates.

Whatever motivates the individual, the adventurers as a whole have so far proven themselves to be
worthy successors to Acacius. Now, as before, the future belongs to those who would continue to
live as he did, grasping the moment and forging their own destiny.
Tour of duty

Today, the adventurers of the Thulian Capital perform a mostly ceremonial role. The grain has
purged the land to such an extent that even the winter months bring them little challenge. They act
as guards for the Courts of Calidon, as escorts for travelling senators, as a spectacle at the heads of
grandiose parades.

In order to ensure that such light duties do not weaken them, every spring sees them dispatched to
one of the colonies. After the grain is sown, the darkness begins to retreat, but there is still much to
be feared before the grain shows through the soil. During this time, the adventurers of the capital
engage on training exercises, experience the abyss, and bring an air of celebration after an
inevitably hard winter.

While the chosen colony is under their protection, the local adventurers begin what has become
known as the 'Tour of Duty'. They set out from their homes, and are given the freedom of the world.
This time is spent exploring, finding opportunities for glory, seeking out rare alchemies, or doing
anything else the adventurers deem worthwhile.

During this time, the adventurers are completely cut off from Magna Thule, both physically and
politically. The Senate claims no responsibility for what the adventurers do during their expedition.
This means that the adventurers can attempt feats that would otherwise bring unwanted retribution
down on the Land of the Free. It also means they stand at greater risk, for they do not have the
protection of the state should they push themselves too far.

Famous Adventurers

Daedalus and the Warriors of Iron

Perhaps the most famous tour of duty is the doomed voyage of of the Warriors of Iron. They take
their name from their colony, Ionidon. Though Daedalus stood among a group of adventurers as
chaotic and untameable as any other, his name has risen above all others in that band. For it was he
who ignored the warnings of local legend and defiled the cavern temple of Mammut, voice of the
roaming mammoth. Troglodyte shamans cursed Daedalus as he fled, summoning storms to cast the
warriors' ship to the furthest edge of the world. The adventures they enjoyed in their twenty year
journey home have become the stuff of legend, as has their battle to usurp the corrupt thieves that
took their place in their absence.

Petronia's 4th adventurers

Among the people of Petronia, the adventurers of the Golden Grain have a reputation for being
peace-brokers and diplomats. Their greatest victory, however, was won against a highly unlikely
foe. Rumours spread of a black slime that swam across the sea, devouring all in its path. Ships
began disappearing, trade routes collapsed, and it seemed the oceans themselves were being
conquered by the abyss. That was until the Golden Grain's adventurers took to the sea and purged
the threat from the depths. The details of their victory are hard to come by, for they were
surprisingly reticent upon their return. It would seem they utilised some form of magic crystals to
repel and ensnare the blue-black slime. What is known is that their valiant efforts made the seas safe
to sail once more.
Suns And Moons And The Thulian Year

Long before the age of Acacius, some believed that there was to be found in the heavens a balance
that reflected the ideal of life on Kairos. Astrologers noted that as Kairos had two moons, so too did
it have two suns. Shapes were charted in the stars, and the magic of their beliefs developed in ever
more recondite ways.

Thulian astronomers have brushed such superstition aside, for they have at their disposal the tools
necessary to gain a more complete understanding of the cosmos. Mathematics and careful
observation have unlocked the secrets of comets and wandering stars, of the twisting of seasons and
the turning of years.

The shadows of ancient days, however, stretch far across history, and their legacy can still be read in
the words of the present.

So it is that people still know the sun as the Morning Star; while Sai, the first planet, is called the
Dark Star, for it appears twice every year as a black blot against the sky. Astronomers derived its
official designation from its colloquial name, the Star of Sighs. It earned this title by having a
rotation in tune with the harvests.

Each year, the first appearance of the Dark Star brings sighs of relief, for those still in a state to
express opinion have survived the worst of another winter, and the time has come to sow the grain
again. The second appearance of the Dark Star brings sighs of despair, for it marks the time to
gather the crop, and prepare for the months of darkness.

Such is the nature of the Thulian calendar. The completed harvest marks the end of one year and the
beginning of another. The adventurers take their place at the frontier, and the demons begin their
assault. They come slowly at first, but gather strength as the days shorten. When Sai appears, the
grain is sown and the worst is past, but it takes some time for the crop to show, and complacency is
an ill-bred vice. When the crops begin to emerge from the soil, the demons disappear, leaving the
land in peace. The spring festival is celebrated with healthy cheer, and over the following weeks the
grain grows with a golden flourish. Then Sai appears once more, and the reapers begin to toil. Their
work continues long after Sai has disappeared, and as harvest festivals mark the end of year, the
adventurers return to their posts.

The length of each year varies in its exact number of days, though none can fathom why this should
be the case. The years are tallied and recorded in correlation with the current Praesidium. The spirit
of independence so cherished by the Land of the Free has led to each colony taking their own
calendar. So, if standing in Pretoria, you may mark the coming year as the 18th year of Praesidium
Flavia, or the 5th year of the High Praesidium of Magna Thule. Of course, most people get by
without ever needing to know one year from another, and only senators, prefects, priests, and
scholars have to make regular use of this mildly confusing system.
Thulian Education

Most people in Magna Thule learn everything they know from their families, their friends, official
orators, and the church. Parents teach their children their crafts; leading, in a few cases, to family
names that become instantly recognisable brands.

There are a few philanthropists that have seen fit to establish schools for children, but these are not
compulsory and there is no official regulation of their curriculum.

Some manage to find their children a place as an apprentice, and they will be sent off to learn the
ways of a whole new life. Others are given to the magistrates, who teach a very single minded
credo. The army offers much for a teenager with nothing else to show for their life, and while they
wait there is a cadet corps for the youngsters. Money can pay for private tuition, and it has been
noted that there is a bias in the Prefecture for people of such background.

In the Capital, the Theonoa Forum stands as a free resource for all. A central, open court provides a
welcoming arena for debate of all kinds, while the surrounding buildings house rooms of various
sizes, that can be booked out for lectures aimed at all ages.

Perhaps the height of Thulian education is to become an apprentice to someone of such wealth that
they peruse knowledge for the pleasure and possibilities, rather than as a means to an end. There are
a few wealthy patrons that have established academies around the Land of the Free, the largest of
which housed roughly one hundred researchers, though most are somewhat smaller affairs.

The Many Monies Of Magna Thule

In the provinces of Magna Thule, barter has always been an adequate method of commerce. When
everyone in a village knows each other, it is a simple enough matter to ensure that people get what
they are owed.

For larger communities, and for those travelling further afield, there are various currencies known
as 'small coins'. These are legacies of an older age, before the land was unified under Thulian rule.
The denarii, the drachma, the obel, the as, all denominations that now have very little value, yet are
still used for daily needs. An apple from the market place, a pint of ale, a pair of simple shoes, all
can be bought with such small coins; easily earned and easily frittered away.

Those accustomed to a more opulent way of life have little need for such paltry tokens. Magna
Thule's own currency has long held strong value, a value that now outstrips even that of the metal
used to make the coins. The acat, named after Acacius himself, forms the basic unit. Ten acats make
a decat, while one hundred acats make a cenat. These coins are accepted across all Thulian land, be
it in Magna Thule, Nova Thule, or any of the other colonies.

Even beyond Thulian territories, many respect the strength of the acat, and both Mud-Folk and
Narga are usually more than willing to make use of them. Of course, the people of Nova Thule have
long been trading between themselves, most often with coins of silver and gold. The independent
nature of these cultures means that there is no particular standard, and as such the worth of a coin
lies in the value of its metal rather than the propaganda stamped upon it.
Thulian Fads

It has long been noted by scholars, both within Magna Thule and beyond, that the people of the
Land of the Free have an exceptional receptivity to new and outlandish ideas. Some suggest that
this is due to the comparative prosperity of Thulian citizens; for though their lands are not without
poverty, the benefits of the grain reach rich and poor alike. Even at the remote frontiers of the
colonies, people give much less thought towards the danger of demonic assault than those who live
beyond the grain's protection. This allows for more time to be given to leisurely pursuits, and it has
been observed again and again that people are ravenous for new ways to enjoy this luxury.

So often have certain patterns been witnessed, that people who care to take note of such things have
dubbed the phenomenon the Thulian Fad. A fad will usually begin with either an individual
enjoying a moment of inspiration, or a group of people bouncing an idea between themselves before
it reaches fruition. Given the right conditions, the idea will spread rapidly, as boredom, curiosity,
jealousy, and any number of other factors coincide. Splinter-fads will rise as the original idea is
modified and distorted, sometimes bringing the new fad into direct opposition with its progenitor.
How the fads come to an end varies. Some simply disappear as public interest wanes. Others are so
successful that they stop being considered fads and become simply another part of Thulian culture.
Then there are those fads which develop unforeseen side-effects, prompting swift governmental,
military, or magistrative intervention. The repercussions of these fads are usually contained, and the
loss of life is generally minimal.

Most famous of all fads is the Thulian Dream, the visions that compelled people to surge forth from
their homeland to find new wealth elsewhere. Over two centuries have passed since the first dream,
and the literal interpretation has been largely discredited by a complete absence of any golden cities.
Yet there are those who still enjoy the visions while they sleep, and regularly meet to discuss their
dreams over wine and finger-food.
Beyond Fields And Thule
Laisaurs

Laisaurs, Reptile People, Squamoids, Narga, Saurians, Sun-spawn.

From the depths of savage jungles, to high, ice-lashed peaks, the cities of the laisaurs stand
alongside and yet strangely separate from humanity.

The oldest of Magna Thule's historical records speak of dinosaurs, the terrible lizards, squamous
beasts of tooth and claw. Ancient art depicts savage monsters, ripping flesh from living bodies with
blood smothered maws. Now however, the term 'dinosaur' is considered a highly racist term, one to
be applied only to a certain class of wild animal.

Today most people call them laisaurs, the reptile people. Their cultures spread across the world, as
varied as those of humanity. Some hide in ancient stone ziggurats, while others carve lairs amid
clustered volcanoes. Nomadic tribes cut a swathe through the wilderness, and scavengers pick a
living amid coastal detritus.

Wherever one finds the laisaurs, their hatcheries will not be far away. Some use underground lakes
filled with jelly and spawn. Others keep careful track of the temperature in rooms packed with
tough, rough eggs. Those that crawl from the nests are as wild in shape as they are in spirit. Parents
birth children as different to themselves as they are to each other. Sleek or hulking, wet skinned or
armour plated; some even speak of monsters given over completely to nature, on the brink of losing
all semblance of sentience.

The life of a laisaur is often brutal and short. They survive the horrors of the world by living fast; a
reptile person that survives to the age of five is fully mature, while any that last twenty years are
considered venerable elders. They have an intensity to their character that perhaps reflects this rapid
development; a laisaur lives as much in those few years as a human might in twice their time.

To the monotheistic Thulians, the laisaur worship a bewildering array of gods, more monstrous to
human eyes than the reptile people themselves. Theirs are legends of jagged-toothed birds whose
battling wings bring night and day. Restless leviathans control the oceans, while the mountains are
the spines of stirring titans.

Such is the world of the laisaurs, a world that only a few humans have had the privilege of
witnessing. On the other hand, though humanity forms the majority of Magna Thule's population,
many reptiles have found a home in the Land of the Free. In the cities they find ways of flocking
together, forming enclaves in out-of-the-way corners. In the provinces they are a rarer sight, but still
common enough to cause little comment. It is said that there will always be at least one reptile
amongst an adventuring band, and the army finds obvious use for those of suitable build. Shop
owners, accountants, even occasional senators, all walks of life are open to the laisaurs.
Troglodytes

Troglodytes, Cave-Beasts, Mud-Folk, Sasquatch, Yeti, Trolls, Ogres.

Though troglodytes can be found around the world, nowhere are they more numerous than Nova
Thule. Those who sail from the eastern, ice-littered archipelago have been trading with the Land of
the Free for centuries. Adventurers have more recently pushed inland, making contact with the
wandering sasquatch. There are even rumours that the mountains hold cannibal ogre clans, but those
who have tried to substantiate such claims have never returned.

It is said that humanity's first hints of the mud-folk were monstrous footprints outside blood-
splattered caves. This led to many misconceptions, which people are only now starting to look
beyond. The word 'bigfoot' was used to conjure images of looming behemoths, and people spoke of
troglodytes, thinking they lived in subterranean tunnels.

Though there are the occasional few that tower over even the largest laisaur, most mud-folk are in
fact mildly shorter than the average human. Their renowned intimidating shape is a combination of
their squat form, and thick, bulky pelts of fur.

They have embraced the name troglodyte and made it their own. While they do not live
underground, their shamans find holy places in deep caves, or else carry stones for hundreds of
miles to listen to their songs. They listen to the voices in the earth and the woods, in the sea and on
the winds. Thulian scholars call their gods genius loci, spirits of places.

Their connection to the world around them is how they survive the abyss. Shamans speak to these
spirits, offer them sacrifices and beg to be spared. While humans and laisaurs both revere and adore
their gods, troglodytes seem more motivated by fear than faith. They seem to offer more respect to
their ancestors, though humans find it hard to reconcile this with the tales of how they feast on their
own dead.

The landscape is littered with signs of troglodyte life. Exploring adventurers will often come across
wooden painted pillars, or grotesque heads carved out of stone. Clusters of mud huts lie abandoned,
encircled by defences of wood and stone. The wandering ways of the sasquatch will lead them to
reclaim their homes as quickly as they abandon them, and those who take shelter from the night in
these settlements have been known to wake up in the middle of bustling clan activity. There are
some places that stay occupied throughout the year, with different tribes meeting to exchange goods
and news.

Of these towns, known as oppedia, the most famous is Drak'hod Sruth; built onto an artificial
plateau and surrounded by six rings of ditches, banks, and stone palisades. This is known as
something of a capital for the mud-folk, though they have no centralised power structure and none
would spend an entire year within its defences. It seems to have gained its status by being one of the
few places where it is possible to cross the river Sruth, a raging torrent that winds down from the
mountains and cuts the savannah in two.
Foreign Powers
Though the strength of Magna Thule is without question, it is not the only power in the world.
There is a safety in numbers that has caused many civilisations to rise through the ages, even if all
eventually fall to the abyss.

Most recent of those to succumb is the kingdom of Luxantium. Though only small compared to
Magna Thule, Luxantium held a station far outweighing its size. Marble walls towered above pine
forests, defending a proud and prosperous people. Philosopher monarchs ruled their subjects with
legendary wisdom, obeying a code of honour honed over countless generations. Peasants wove silk
that was carried by tall ships across the whole world. Farmers toiled in hard-won clearings, while
hunters carried boar and stags back from the wild woods. Small bands of warriors were trained to
patrol and secure their hinterland; for without such protection as the grain, vast legions are
inappropriate for making war with the darkness.

All this came to an end merely a few years ago. It is said that a wall of water and fire wiped away
all trace of Luxantium in a matter of hours. There were a few survivors, a small number of
dignitaries who happened to be safely abroad. They have found sanctuary, in Magna Thule and
elsewhere, a last legacy of a past now otherwise lost.

The fall of one nation often allows for others to rise. While Magna Thule has the luxury of being the
sole holder of its own continent, others lands are not so lucky. In the highlands north of Luxantium,
warlords battle each other for dominance, and the family Gedrosi has long been top of the heap.
They took this position by tearing it from the grip of others much like themselves, and none have
since been able to topple them. How the family takes advantage of the space now available to the
south remains to be seen.

Magna Thule held a difficult diplomatic relationship with both Luxantium and the Gedrosi. The
Gedrosi rise to power has been compared to that of Acacius; and their iron rich lands have gifted the
invention of steel at a particularly fortuitous time. The Land of the Free stands opposed to both
privilege of birthright and slavery, and the Gedrosi practice both. Luxantium, of course, had a royal
family that could trace its bloodline back through the ages, but was generally considered a far lesser
evil than the mountain tribes they stood as a barrier against. As such, Magna Thule played a difficult
game, trading with both, and turning a blind eye to their sins.

While the fall of Luxantium has set that game in turmoil, a far greater concern lies in Nova Thule.
Travel so far south that you once more head north, and there stands Amon-Tor, prophet of the Earth-
Wyrm. His religion stands at odds with the King of the World, and he buys slaves by the ship-full
from the Gedrosi to work to death on his pyramids. Humans and mud-folk and reptiles all march to
his banner, and the magics and artificers at his disposal are without compare. So far, Magna Thule
and Amon-Tor have been separated by the shape of the world, but the gradual success and
expansion of the colonies seems set to one day bring war on them both.
Magic

It is self evident that there is a force in the world binding all things together. Mind and matter and
gods and mortals, all are encompassed by this power in ways that seem constantly beyond
understanding. It is known by many names by many people, but perhaps the vaguest, and therefore
by default most accurate, is magic.

There are those who tap into this energy, becoming part of the swirling fury of the cosmos. These
people can achieve wonderful and terrifying feats, shredding the very fabric of reality and stitching
it back together at a whim. These magics are practised at great risk, for there are tales of the
universe retaliating with equal treatment, ripping sorcerers apart and scattering their remains to the
winds. In Magna Thule, these energies are considered to be dangerously akin to the abyss, and are
only exploited under extreme circumstances.

Some turn to the gods for control of these mystic energies. Faith can bring tangible reward; the
ability to stand defiant against the dark, to cast aside demons, even the power to hold back death.
Yet across the world, such gifts are viewed with cautious suspicion. It is said that magic must
always balance, and saving the life of one must mean the sacrifice of another. Even the paladins of
Magna Thule give careful consideration before evoking the holy name of Acacius.

Others have investigated subtler ways of manipulating the world. They believe that magic need not
be so strained, that much can be accomplished without assailing reality. Such artisans allow the
magic to stay wherever they find it, making artefacts or alchemies that cage and control this power.
The vistas of ignorance are particularly grand in this discipline, and none know what such dabbling
will ultimately lead to.

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