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AGE OF IRON

AGE OF IRON - socs10/files/AoI_Players_Guide.pdf · Age Of Iron Welcome to the rough ... succumbed instead to the gilded lie and cunning tongue, and were shackled for their folly

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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 thesavannah 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.