More Recent History
In the nearly eight decades since the treaty of Arvahill, the Three cities have in truth become three countries. Forged by three key events: The War of the Dark Druid and the two Gate Wars, the peoples have begun to identify themselves as five distinct nations.
- The Druid Nation – the Tribes once united under one Druid Council – are now split in two, the Druid Nation is the common reference for those tribes that remain loyal to the Druidic Laws and follow the direction of the Council.
- The Free Tribes – the nomadic tribes that split from the rule of the Druid Council after the War of the Dark Druid. Each tribe is now ruled by a Cheiftan instead of a Druid, and the Nation is guided in times of need by a Cheiftan Council.
- Talanthas – the kingdom of Talanthas is ruled by the decendants of the man of the same name, the great hero of the first Gate War. It was the sacrifice of Axyss’ greatest wizard that sealed the gate from which the goblinoids had poured into this world. In gratitude, many swore fealty to his descendants and the country is now ruled by his granddaughter. The monarchy is the home of the Mage Guild, and it is the most advanced in the mystical arts of all the countries. It is mostly made up of humans and elves with only a smattering of halfling and gnome villages within its demesnes who only loosley consider themselves a part of the country – mostly when they need protection.
- The kingdom of Khul was profoundly shaped by the second Gate War. Once ruled by the Miners’ Guild – the corruption of that body from within deeply effected the trust of the people. Some, including many Dwarves, blamed the the Dwarves who made up the majority of that august body. A sharp schism drove most of the Dwarves underground, and most of the other left, or turned over control of their cities to the other nations. In truth, the Khul is really two distinct communities of Dwarves, one led by the remnant of the Miners’ Guild, and another ruled by a rotating council of Craftsmen.
- Ergoth is the final country. Ruled by a Merchant Council, coin is the only real law of this nation. It is said widely that anything can be had in Ergoth – for a Price. Smallest, and most remote of the Countries – it is only their material wealth – largely in artifacts and lost technology that grants them status as a country at all. Their army is a force of ancient constructs that is said to outnumber the nations actual living population, and the living warriors are famous for their weapons of destruction that eclipse anything the other countries are known to hold.