THE SUTENLUND CAMPAIGN  
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  CONTENTS
SECTION 1
CHARACTER GENERATION
SECTION 2
THE SUTEN PEOPLE
SECTION 3
THE ESTBURG REGION
SECTION 4
DEMIHUMANS

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  SECTION 1
CHARACTER CREATION

Human Ethnic Groups

Suten:



A major offshoot of the Ancient Cerelian race, being the followers of Teutonikar & Helga Sutar. Fair skinned, fair haired ( sandy blonde/light golden brown in the deep southern regions and golden blonde being common in the north) eyes are commonly grey, with blue being common in the north, and violet to the west. Avg. male ht. Is 5'8, avg. female ht. Is 5'2. Sutens inhabit Sutenlund and Danchlund. Being industrious, expansionist, and orderly, the Suten people have become the major civilization in Northern Arda. Their culture and influence is felt throughout the region, in the west through trade and in the east with wars to expand the Sutenlund. Primary enemies are orks from the Midden Alps, and the Slavs to the east.

Sutarl:


WOTC PC PORTRAITS

Another offshoot of the Cerelian race, being the descendants of Thargrim Sutar's followers. Fair skinned, fair haired people that dwell in the extreme northern region of Scandara. The most common eye color is blue, with grey being the second most common. They are tall, strong, fierce, and feared throughout the North. Raiding the coasts in their long ships, Sutarl have become a major power in the North and in the lands to the east. Avg. male ht is 6', females are 5'5-5'8. Sutarl society is comprised of clans that are loosely led by jarls or kings.

Slavs:



Slavs are native in the eastern part of Arda. They are one of three offshoots of the ancient Kudizi race. Fair skinned, dark brown to light brown haired, brown and grey eyes are common, avg. male ht is 5'6, avg. female ht is 5'2. The Slavs are a feudal society, primarily agrarian, and frequently resisting Suten expansion into their lands. Hard working, stubborn, and resilient, Slavs have proven to be a difficult people to conquer. On the Suten Frontier, Slavs that have been conquered live as second class citizens.
As peasants, laborers, and poor merchants, they endure the rule of the Sutens. Many flee to the east, to only toil under their own brutal rulers.

Humanoid Races Permitted

Dwarves( Khalzak):



The Khalzak are the only dwarven ethnic group in the north. They are fair skinned, golden haired, and green or grey eyed. 90% of the regions dwarves dwell in the dwarven empire of Khalzak Karek, to the west of the Sutenlund. Other smaller communities are scattered throughout the Sutenlund and Scandara. The Khalzak prefer the company of their own kind, are fierce, and expansionists, never reluctant to make war with their western neighbors to expand their mountainous domains. Since the time of Teutonikar, the dwarves of Khalzak Karek have been allies of the Suten people, and have had an honorary representation in the Imperial council.

Half Orks( Kaferz ):



½ orks are the product of human contact with orks. Unfortunately the contact is not pleasant, and the unions are formed in violence. As a consequence, the fruits of these unions are shunned by humans and orks. ½ orks have a better time within the orkish society ( if they survive to reach adulthood). Orkish sorcerers are usually of ½ ork blood, as well as many champion warriors and shamans. In human  society, Suten in particular, ½ orks are outcasts at best and burned at the stake at worst. ½ orks live on the fringe of society  as scouts, mercenaries, and laborers.


Character Generation( Human)

3d6/6 columns
4d6 - the lowest die/3 columns

CharacterGeneration(Dwarf)

str- 12+d8 dex-15 max con- 12+d8 int- 18 max  wis- 18 max cha- 17 max

Character Generation(Half Ork)

str-11+d8 dex- 16 max con- d10+8 int- 15 max wis-16 max cha-15 max

Classes Restricted By Race & Ethnicity

Sutens- barbarian and sorcerer
Slavs-paladin, barbarian, sorcerer,paladin
Sutarl-sorcerer, paladin, wizard
dwarf-barbarian and wizard
½ ork-wizard, paladin, bard

Restricted Classes
NO DRUIDS!
HUMANS CANNOT BE SORCERERS!

Beginning Funds                                               
4d10x10xlvl ( Sutens )
3d10x10xlvl ( Sutarl )                                   
2d10x10xlvl ( Slavs )
1d10x10xlvl ( ½ orks )

Wizard Spell books


0 d8
1st d6
2nd d4

Wizards receive a bonus skill: Profession ( merchant, lawyer, diplomat, professor ) 4 ranks.
This reflects 4 years of university schooling, then another four years as an apprentice in a secret lodge.
Wizardry is not a public practice, people associate it with fairies and demons. A knowledge skill relating to the profession must be chosen as well. Example lawyer will need knowledge/local law.

Bards no longer cast spells

*Clerics receive the bonus skill: Knowledge (religion) 4 ranks.  Beginning Suten clerics must be clerics of Teutonikar and Helga.  Non Suten clerics must be approved by the Dm.

Monastic Orders of Sutenlund

Devout followers of Teutonikar & Helga, the monks of Sutenlund also have chosen a specific lesser divinity to follow. These lesser divinities are saints who ascended to god hood for their service to Teutonikar & Helga. Each saint has a monastic order that specializes in the activities of the saint when he or she was still a mortal. Members of the orders believe that by following the path of the patron saint, that they may achieve sainthood upon their deaths. Most of the faithful do not receive spells, but instead are blessed with extraordinary abilities for their service. Monks are raised from infancy. Orphaned children of mixed Suten and Slav blood make up the majority of the monastic population. Orphans of ork and Suten blood are accepted as well. Being of mixed heritage, the general populace is suspicious of most monks, but tolerates them. The Monastic orders strive to better themselves and the communities near them, they are sworn to defend the Suten people from enemies, but have sympathy for the plight of Slavs and ½ orks that suffer hardships as well. ( that sympathy has at times endangered monastic orders within the Sutenlund, as a consequence, the majority of the orders are based near the frontiers of the empire. ) Monks have little interest in the material, they are required to only acquire enough wealth to survive on a basic level. The exception is when wealth is used to construct a new order or public structure that will serve the community. The monastic orders accept donation and require those that can pay for services, should do so. The monasteries are self sufficient and usually sell/barter crafted goods to maintain their domains.

Saint Arvin
Patron Saint of Healing and Mercy, Lesser God
Members must be male. It is the duty of all members to heal the sick, comfort the dying, and mend the wounds of the injured. The Order of Saint Arvin operates many free clinics throughout the empires frontier, offering care to Slavs and ½ orks. Consequently their clinics are found only in Slav districts of cities and within Slav villages. The Church of Teutonikar despises the order, and has called for it’s elimination every year for the past 150 years of its existence. Fortunately for the order, Sainthood cannot be revoked, therefore the order cannot be disbanded, except by divine order.
To the dismay of the Church of Teutonikar, The Church of Helga supports the order, making a divine order unlikely. Monks of Saint Arvin have been known to wander the extreme edges of the frontier, offering their services to Slav tribes and sometimes even ork tribes, in the goal of promoting peace and understanding amongst traditional enemies. Monks of this order receive a +2 bonus heal skill, diplomacy, and alchemy.

Sister Lena Von Olstav
Patron saint of Mercy, Healing, and Charity, Lesser Goddess
Sister order to Saint Arvin. All members are female, may be of any ethnicity. The sisters offer services to all humans, Dwarves, Hobbits, and Gnomes that are in need of medical attention. The order will not provide services for Half Orks, Orks or any other humanoid that is a traditional enemy of humanity and its allies.
Clinics and Monasteries can be found throughout The Empire, Brettonia, and Hessia. Non magical services are free to those who cannot pay. Magical services are rare and  depend on the goodwill and availability of local churches and their gifted clergy. Such services are usually expensive, unless the sisters petition for the reduction or elimination of any  donations due to the clergy for their assistance. In times of war, the sisters will be close behind advancing armies, tending to the sick and wounded. Soldiers refer to them as " Krieger Nuns ", holding the sisters in the highest regard for their life saving services. Monks of this order receive a +2 bonus heal skill, diplomacy, and alchemy.

Saint Gustien
Patron Saint of Learning & Knowledge, Lesser God
Members may be male or female. The order requires one to be human, preferably of Suten blood, but Slavs and those of mixed Suten and Slav heritage are accepted as well. Saint Gustien’s monks strive to educate the Suten people. The majority of public schools are operated by this order, and ask only for enough money to maintain the schools. Monks of this order also maintain libraries, and offer their services as record keepers, historians, scribes, and press operators ( this order is also credited with the rediscovery of the printing press and are the primary builders of the devices ). The order is held in high esteem, and is one of the most affluent of orders. Members have access to libraries, paper, inks, and other supplies. The use of public libraries is free, but supplies and services are charged, and quite expensive in some areas. Monks of this order receive 1 rank in a knowledge skill of their choice. And must place one rank in a craft ( print press, paper making, etc..)

Sister Hester Von Klausshaffen
Patron Saint of the hearth and the home, Lesser Goddess
Members are female only, and of Suten blood. The sisters are the midwives, councilors, and advocates of Suten women. Every Suten community hosts a chapter of this order, which contains 3-30 sisters. The order promotes family unity, and the ancient custom that states that the man may own the home, his wife is the ruler. Sisters of this order receive a +1 to heal skill and must choose a domestic craft.

Saint Calvin Bauer
Patron Saint of the Harvest and Brewing, Lesser God
Members are male or female, of mixed Suten and Slav blood, and expert in all aspects of agriculture. Monks of this order assist farmers with the care of their animals, farming techniques, and support in times of disaster. The order is found in ever Suten community, and is renowned for it’s fine wine and ales. Monks of this order receive 1 rank in craft: Brewing or wine making and must choose knowledge skill: Agriculture and at least one rank in healing and handle animal.

Saint Rupert
Patron Saint of Law and Order, Lesser God
Members are male, and of pure Suten blood. The order is devoted to the study and preservation of the common law. Monks maintain libraries in courts, scribe, print, and serve as lawyers for the defense of accused Sutens. This order is present in every major Suten city and town. Monks of this order receive 1 rank in knowledge: Law, and must choose the skill profession: Lawyer.

Saint Archibald Ruhpert was a champion of the Suten commonlaw, and
the first magistrate that served in Tuetonikars court upon the
founding of the empire.
Members of his order believe that when they pass on to the great
courtroom, that the following will happen. Those that were true to
the commonlaw and performed their duties well, will spend eternity
in the great court, prosecuting and defending newcomers to the
afterlife.
Those that do not perform well, and or are disbarred from the order,
will be tried and sentenced to rebirth.

Saint Karl Mauser " Champion of Helga " Lesser God
Patron Saint of Leadership, Courage, and Missionaries
The latest addition to Suten Sainthood. Males and females can be found in this order. All human ethnic groups are welcome, as well as Dwarves and Hobbits. Monks of this order promote and support missionaries ( of Helga ), train officers for local militias, and are gaining fame for their skills in unarmed martial arts. The emporer himself has requested unarmed martial training from this order, as well as all 12 of his sons.
The only monastery of this order is located in the sleepy frontier town of Karlsburg, in the Barony of Larswald, but members of the order are rumored to have begun work in Brettonia, Avalon, The Dwarven kingdoms of Khalzak and Aegol.
Monks of this order receive a one time +2 bonus to their Ref save, 1 rank in tumble, jump, and climb. To gain the leadership feat ( In this campaign it is given freely at 6th level ), the monk must take at least 1 level in Fighter, Ranger or Cleric.



SUTEN GODS


Two gods are available for Suten characters



Teutonikar ( Father of the Suten people, the Lawgiver )

WOTC PC PORTRAITS

granted powers: +2 to turn undead
domains: War, law, protection, and healing

ethos:

1. must be of lawful alignment
2. 50% of income is donated to your church
3. Worship of non Suten gods by Suttees is forbidden
4. Suten heretics are to be converted or shunned
5. Three prayers a day must be made to your lord Teutonikar ( morning/midday/evening )
6. Wizardry is the work of devils, demons, and fairies
7. Enemies of the Suten race receive no mercy, no sanctuary, no blessings of your lord
8. Must preach the word of Teutonikar three times per day
9. Non Suten infidels are tolerated, but forbidden to preach the word to Sutens
10. It is the duty of clerics of Teutonikar to protect, serve, and teach the Suten people

Teutonikar has earned a bad reputation over the past few centuries,
due mostly to extremists within his base of followers. Tuetonikar is
the Lawgiver of the Suten people, the first emperor, the champion of
warriors, and the embodiment of strength, courage, and wisdom. He is
very much the tough love father of his people. Strict and wise, he
continues to guide his people.

Extremists within the faith have taken a narrow view of Tuetonikar's
teachings. Why Tuetonikar allows this branch of his followers to
continue is uncertain, but it has tainted the faith as a whole. As
civilization progresses, and men turn to science and magic to better
society, they also turn to the more liberal mother figure, Helga for
guidance. Tuetonikar will always have a place, but his influence
will lessen as reason and learning take hold...Non extremists of his
faith believe that this is Tuetonikar's will. Both parents have a
role to play in the raising of their children, and the people are
ready for their mothers lessons now.

Extremists refuse to let go, and cling to the old ways. Perhaps
Tuetonikar allows them to exist as an example to the more
enlightened. As Helga's influence grows, the Suten civilization will
have a section of their society's past preserved within the
extremists...A reminder of a harsher past, a reminder of how far the
new enlightened generations have come.



Helga ( Mother of the Suten people, the Culture Bearer )

WOTC PC PORTRAIT

granted powers: +2 heal skill
domains: Healing, good, magic, protection

ethos:

1. must be of good alignment
2. must pray three times a day ( morning/midday/evening )
3. Duty to protect, serve, and teach the Suten people
4. may only use edged weapons blessed by Helga
5. Must not indulge in excess of food, drink, or sex
6. Diplomacy before combat
7. Mercy to those that request it, good or evil, all intelligent creatures
8. Suten heretics are to be  converted or shunned
9. Must preach the word once a day
10. Wizardry is dangerous, but is to be tolerated if not used for evil


THE NORLANDER GODS
& THE GODS OF THE SUTARL


  Who's Thargrim?

WOTC PC PORTRAIT

Thargrim Sutar was the brother of Teutonikar Sutar. During the Exodus from fallen Cerel, Thargrim grew angry with his brother and sister-in-law/cousin. They and their followers forsake the old gods, claiming that the gods had abandonned their own people.
Thargrim beleived that the gods were just waiting to be received by the faithful. So with one third of the refugees of fallen Cerel, Thargrim and his followers settled the Scandara region.

Thargrim is beleived to have been the first of the fallen Cerelians to make contact with the old gods. Upon returning from the meeting in Asgard, Thargrim had scribes record what was to be called The Eternal Covenant Between Gods and Men . The covenant declared which human gods survived the Great War, what gods were to be shunned, and the conditions on which the divine may interact with humanity. The original text is entombed in the base of the Colossus of Thargrim, in the city of Biorngard.
The Valkyries are said to guard the text from the unfaithful.

Thor and Thargrim's Children

Thor is just one of many of the old gods of the Cerelians that
Thargrim declared worthy of worship. Those that worship the old
gods, do so with Thargrims guidance. The Scandaran view on the gods
is as such;

The gods are fickle, and will help when they feel like it.
The gods are powerful, but it is men that give them their power.
Following a god, one god is acceptable as long as that god returns
the favor and blesses the follower in some way...Gods that ignore
their followers are not worth following.

Thor is by far, the most engaging and generous of the gods, thus
the most popular...even over Odin! Who is the self proclaimed King
of Asgard, but is very inactive with regards to his people in
Scandara.

Tyr, Frigga, and Loki are also popular.


Languages                                                                     

Suten ( Sutens, Danch, Elbians, Olunders, and Sutarl ) runic

Hessian ( Hessia ) runic                                                               

Slavic ( Slavaria ) Cyrillic

Khalzak (dwarvish) runic

Orkish ( Kaferz-Alp) no written form

Ancient Languages

Elvish ( Alnunin ) hieroglyphic/only known in written form

Cerelian (ancient Suten, still spoken by priests) runic

Kudizi ( ancient Slavic ) Cyrillic

Dargol ( ancient dwarvish ) runic

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  SECTION 2
    THE SUTENLUND PEOPLE & SOCIETY


The Suten civilization is the envy of northern Arda. Suten cities have public schools, constabulary, courts, sewers, water works, paved streets, fortifications, courts, and universities. 60% of the urban, and 40% of the rural population is literate, the printing press was rediscovered and has been in use for a century. Life within the urban areas is relatively safe, clean, and filled with less hardship. Life within the rural areas near the borders and the Midden Alps is not so idyllic. Wars, orks, giants, the occasional dragon or bulette makes life a struggle, but  the Suten Grenzlanders manage to defend the Suten heartland and continue the expansion of the empire in spite of the misery they endure.

The Sutenlund is covered in dark forests, fertile valleys, rolling hills, high mountains, and mighty rivers. The winters are mild, and bring much precipitation in the form of cold rains in the lowlands, and blankets of snow in the highlands. Summers are warm and pleasant.


The Empire of Sutenlund is actually a loose knit confederation of merchant republics, leagues, kingdoms, and city states. Each political entity sends a representative to the central metropolis of Teutoniheim, the ancient capital of the old empire. Each rep. Has one vote in the Imperial Council. A hereditary emperor lives in and rules the capital city, is the head of state, and has 2 votes on the council. The High Priest of Teutonikar and the High Priest of Helga also sit on the council, and have 2 votes each. In theory the emperor is the head of state, but the bickering leagues, merchant republics, and kingdoms have stripped the emperors of their power, making them little more than figure heads. Civil wars are commonplace, and the rise of emperors that seize power from the council, only to be assassinated is all to common as well. The Sutens do obey this one law set into stone by the lawgiver....” Attacks upon the empire are to meet a united response.”

The Common law of Teutonikar

Germanic Law References

All communities shall have courts, magistrates, and lawyers for the prosecution and for the defense of it’s participants. Convicted are to receive a fair, just, and swift trial, under the final judgement of the magistrate after hearing all arguments. Those charged are guilty until proven innocent, the burden of proof being placed upon the accused. To accuse, one must have no less than three witnesses or complainants  to petition for charges.

Murder is resolved by weregeld as determined by the family and moderated by the magistrate, execution that is carried out by the victims next of kin, publicly, or exile after being flogged twice by every willing member of the victims family. Execution options are hanging, beheading, and burning at the stake.
Those that are wrongly convicted shall be publicly declared innocent, and their next of kin reimbursed by weregeld.

Other crimes are a local affair and subject to various punishments.

  THE SUTEN PEOPLE

The Suten people have diversified over the centuries, and have formed into five distinct subgroups. The purpose of this section is to add a little more depth to PC's and NPC's for the Sutenlund campaign.

Central Sutens ( Middenlanders ): Central Sutens consider themselves the culture bearers of the Suten people. It is from this core group that the other subgroups sprang from. Central Sutens are considered snobbish and intolerant by the other subgroups. The majority of middenlanders choose the path of Teutonikar over Helga, are very orderly, and traditional ( believing that the Suten culture must be preserved and kept free of "barbaric" influences ). Women are encouraged to stay home and fufill their duty to raise future generations for the fatherland. families are usually large ( 4-8 children per family is the norm ) All emperors come from middenlander bloodlines, as do all high priests of Teutonikar. Middenlander dialects are very formal and proper.

Northern Sutens ( Norlanders ): Northern Sutens are close kin to the Sutarl, and maintain strong family ties with their Scandar dwelling relatives. Norlanders are a bit taller, lighter haired, and politically fractious. Their society is still somewhat clan orientated, but to a lesser degree than their northern kin. families are modest ( 2-6 children per family is the average ). Norlanders value freedom and independance from central authority. Their territoty is comprised of city states, petty merchant kingdoms, and merchant republics. They are master seafarers, trading as far as mooria and Sadia! This sea trade has made their region one of the wealthiest in all of northern Arda. Norlander dialects are curt, saturated with vulgar slang, and fast paced. Teutonikar is the prime patron deity, but many still accept the " old gods" as patrons. Norlanders are not a pious people, and devote little time to religious activities.

Western Sutens ( Westlanders ): The westlanders are the empires source of change and popular culture. Westlanders consider themselves enlightened, liberal, and more advanced then their kinfolk in other regions. In the 12 and 1300's the people of this region drove out the established nobility, and after a bloody civil war with the empire, they won the right of commonwealth status. The western commonwealth is divided into three republics, that have representation in the imperial council, and are bound by the commonlaw to defend the empire against foreign invasion. The commonwealth may engage in its own foreign policy, does not have to send tax revenues to the empire, and cannot have its internal policies overturned by the imperial council.
Westlanders are a bit shorter, stockier, and darker than their fellow Sutens. Many are bilingual ( speaking Brettonian and Suten ) and marry within Brettonian families. Their dialect is slow paced, smooth, and mixed with brettonian words. The Church of Helga is the dominate religious institution.

Eastern, Border, and Southern Sutens ( Ostlanders/ Grenzlanders ):
A fusion of westlander and norlander people, Ostlanders are the bastard children of the empire. The majority of the populace descends from fugitives, misfits, landless nobility, and heretics. The physical features of the Ostlanders is varied, as are the customs and societies within their region. Immigrants from all over the empire pour into the Ostlanders domain, creating the most diverse society in northern Arda. Although few will admit it, Ostlanders are the most tolerant of Suten groups.

Hessians ( Auslanders ):
The Hessians are descendants of mainland Cerelians, colonists that were on the front line against the Kudizi and the Elves during the Great War. After the cataclysm, the survivors quickly began the reconstruction of their civilization, enduring plagues, Mountain Ork invasions, savage Kaldain ( Gaul ) raids, and reawakened dragons. The Centuries of Suffering, as the time period is called, made the Hessians " mean " for lack of a better word. Their society is extremely lawful ( Lawful Evil/Lawful Neutral ), militaristic, and expansionist ( The Hessians beleive that they must expand their realm in order to crush  barbaric influences that may bring down human civilization again ).
Hair colors are usually dark brown to black, most prefer dark colored, conservative garb. The Hessian dialect is unique for its antiquity, being the closest example of ancient Cerelian as a living language. Unlike the rest of their Suten kin, Hessians prefer crowded urban life. Cities within their kingdom boast very large populations, with the average city containing 200,000+ Hessians.


A BRIEF HISTORY OF THE SUTENLUND & NORTHERN ARDA


Time line & calendar set up for Sutenlund and Northern Arda

BCE = before common era CE = common era


5,000 BCE : The first human settlers arrive in Northern Arda through great shimmering gates. Three ethnic groups, Cerelians, Kudizi, and Kaldains have escaped from a world that is over run by creatures called the Illithar. Many millions are slaughtered or enslaved by the vile creatures. The gates are then destroyed.

4,000 BCE : The elves declare a holy war to destroy the new breed of advanced ork that has infected their world. The Three human groups had formed into three warring empires, competing for the control of Northern Arda. The elven holy war proved disastrous to the Kaldain, and the Kudizi, but the Cerelians held their ground with the aid of their allies...the Khalzak dwarves.

3,000 BCE : More humans are discovered in the southern region of Arda, and on other continents. Apparently they had escaped worlds that were in distress as well. The newcomers also formed empires  and chose to unite to exterminate the elves.

2,000 BCE : The elves of southern Arda are brought to the brink of extinction, Northern Arda is locked in a stalemated war between the Cerelians, Dwarves, and Elves. With victory for the humans in the south, they soon turn on each other, unleashing terrible forces of destruction.

0 CE : after thousands of years of wars, famines, and destruction, the gods decide to settle the great war, as it was called, once and for all. The world was shaken and flipped. Mountains fell and rose, seas swept over the land, civilizations were destroyed in the blink of an eye. For those that survived, a long struggle out of barbarity awaited.

1,000 CE : Humans finally restore parts of their civilization after centuries of barbarity. The dwarves emerge from their isolation in the mountains, and the elves find themselves scattered throughout the remote areas of the world...their once mighty civilization is dust. Teutonikar and Helga lead the Sutens to Northern Arda. Thargrim and Avar lead the Sutarl and Avalonians to  settle Scandara and the western isles respectively.                      

2,000 CE: Elves reestablish some strongholds in the remote regions of Arda. By now their race has been further divided into many ethnic groups, with different tongues and customs. Humanity still poses a threat, but the short lived race has little memory of the elves. To many humans elves are but a myth. Elves remain isolated from humanity.

2500 CE present day. The Empire of Sutenlund is the dominant power of Northern Arda. Brettonians, Gauls, Slavs, Sutarl raiders, and other human nations compete for power and position in the new world.
The elves remain a myth, and the dwarves have begun expanding their domains. Evil humanoids threaten the vast wilderness between the cities, and the dragons have awakened from their long sleeps to plunder humanity.



Calendar:

10 months per year, 5 weeks per month, 6 days per week, 30 hours in one day

The Suten Calendar begins around 1000 CE, the formation of the Empire (current date would be 1500IY)

Sutar ( 1st month, spring ) Teutonikar’s birth
Helga (2nd month, spring ) Helga’s birth
Avar ( 3rd month, summer ) Teutonikar & Helga’s rise to godhood
Thargrim ( 4rth month, summer ) Thargrim’s birth and later rise to godhood
Elbach ( 5th month, summer ) summer festival
Danchmar ( 6th month, autumn ) harvest festival
Oktober ( 7th month, autumn ) Oktoberfest
Nuebergen ( 8th month, winter ) When the empire and the common law was created
Frigga ( 9th month, winter ) Winterfest/gift giving
Endewinter ( 10th month, winter ) Endewinterfest

The sixth day of every week is a holy day. Executions cannot be held on holy days, public services are closed, and Sutens are expected to attend their local church. Major holidays have the same restrictions and expectations. Festivals last for 1 week.

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  SECTION 3
THE ESTBURG REGION


The city of Estburg was founded in 1281, by Baron Erwin Mauser, on the west bank of the mighty Estony river. It was and still is the southern most major city on the eastern frontier. Estburg is the gateway to the East lands and the riches of the Midden Alps. In 1324 The Estburg region was still under the rule of The Mauser family, The new Young Grand Duke, Heinrich Mauser invited settlers to the region, offering free land for 10 years to settlers. Suten wagon trains and river boats stretched for miles on their journey to Estburg. Dwarves came in large numbers too, opening the thirteen mountains area to mining and settlement. By 1340 Estburg had grown to 50,000, and shared the region with four other cities, and numerous villages and towns.

In 1424, orks from the Midden Alps swept into the region. Thousands were slaughtered over the next 4 years. The young heir to Estburg, Grand Duke Erwin Mauser the 3rd, fell in battle during the Siege of Bogen.
The orks were eventually driven out by 1428, but the region was in chaos. By 1438 the Estburg region was divided into petty Baronies, counties, and free cities. In 1481 the second ork war began, thousands more were slain, and it looked as if Estburg itself would fall to the hoards.  In the spring of 1482, Baron Lars Kaufman, Bishop Karl Mauser, and their companions led an army against the ork hoards. Within a month, the siege on Estburg was lifted, and the army had driven the surviving orks all the way to Swarzbogen. By 1483, The remaining ork armies in Swarzbogen agreed to make peace. Swarzbogen and the fertile lands for 20 miles around it would be ceded to the orks, in return, the orks would provide a buffer between the lowlands and the mountains....Lar’s determined that trading with the orks, may reduce the frequency of their raids into the region. Lar’s work was not finished with the peace deal of 1483. In 1484, the council of seven was organized by Baron Kaufman and Bishop Mauser. This new council of seven barons united to form the Estburg League.
Each Baron has a vote on the council, which convenes once a month, for one week, to carry out business.
Members of the council rotate to represent the League in the Imperial capital for a year. The league is divided into seven baronies, and 1-3  counties per Barony.

The power of the barons is balanced in theory by community councils. Each village, town, and city has an elected council that creates local law, collects local taxes, and controls local public services. The Nobility collects taxes to support armies, maintain roads, and to maintain fortifications. Under the charter, The community councils can be overridden by the barons with a majority vote of the council of seven. The system is beneficial to the wealthy merchants, but carefully constructed as to not oppress the masses to the point of rebellion.

Taxes, Fees, & exchange rates

property tax: 1 silver marc per acre a month
gate fees: 1-4 pennies
road tolls: 1-8 pennies
river tolls: 5-50 pennies
weapon permits: 1 silver marc per weapon , per year
import tax: 1 penny per pound
export tax: 1 penny per pound

1 gold marc = 10 silver marcs = 100 copper pennies
silver marcs are the standard, while gold is uncommon in most regions except the eastern frontier.


The Church of Teutonikar & Helga services

Clinic service (mending wounds, herbalists, bed rest) free to the poor, avg. donation 1 silver marc to 1 gold marc per day.

Magical healing may not be available in some communities, when it is available these services and fees are standard:

healing of wounds: 1 silver marc per hitpoint
heal spell: 100 gold marcs per level of the caster
cure disease: 100 gold marcs per level of the caster
restoration: 1000 gold marcs per point of restoration
resurrection: 1000 gold marcs per day of death


Das Wagon:

A private company owned by the Baron Ludwig Brenner. A century ago, the Baron proposed a solution to the problem of transit throughout the empire. To continue the expansion and defense of the empire, roads were required. Good roads that would need little maintenance. Baron Brenner and some of the empires finest dwarven and Suten engineers set out to work on an imperial road network. Within 60 years a completed network of roads spanned across the empire and soon followed settlers east. Realizing that there was going to be little support for his request to actually be the owner of the roads ( even though 50% of the funding was from his own treasury ), The Baron created a coach and freight service called Das Wagon. With a few bribes and a lot of political favors, Baron Ludwig Brenner created the empires official overland coach and freight service. Das wagon is the official transporter of imperial mail, freight, and personnel. Das wagon does not pay road tolls, nor is it obligated to pay local taxes on property it owns. Tariffs still apply however. Das wagon is a ruthless competitor, and seeks to dominate the overland coach and freight business 100%, at present it controls about 60%.


Das Wagon services and fees:                                                        

passengers 5 silver marcs per person, per day of travel
( priests of Teutonikar & Helga ride for free )

freight fees are 1 silver marc per pound/per day of travel

secure service ( two armed guards and 50% reimbursement insurance ) is x 4 cost

Das wagon maintains coach houses every 40 miles or so along the roads. Each coach house has an inn, a tavern, a stable, usually  a toll house, barracks for road wardens and toll guards, and 12-24 misc. employees ( bartenders, valets, stable hands, etc...) For secure rate passengers, use of the  inn and tavern is free of charge. Non secure passengers  must pay for use of the inn and anything ordered in the tavern.

THE CITY OF ESTBURG                                                                          

population 250,000                                                                                        
industries river trade and ship building
military 21,000
constabulary 2100
community alignment LN

Estburg is the jewel of the eastern frontier. It’s city walls are some of the finest in the empire, standing 60' tall, 20' thick, made of dwarven cut limestone block that has been hardened to with stand the most powerful of siege engines. The city’s buildings are constructed of clay brick, the streets are paved with cobblestone, and has an impressive sewer system. Estburg has the regions largest university, a cathedral of Helga, a cathedral of Teutonikar, several monastic orders, and a thriving merchant district.
Hundreds of Sutens from the west arrive to settle Estburg every year, and even more pass through the city to settle lands beyond the Estony river.

Other Major Cities of the Estburg League

Bogen:

population 40,000
industries river trade, metal working, and gem cutting
standing military 1500
constabulary 500
community alignment NE

Bogen is ruled by Count Roland Wiess, brother of the Baron Gerald Wiess. Roland is infamous for his dirty dealings, and ruthless politics. His community councils are comprised of wealthy merchant associates and lackeys. The city is a seedy riverside bastion for smugglers, prostitutes, murderers and unscrupulous merchants. Magistrates are corrupt, and citizens are prone to vigilantism and assassinations of political or business rivals is commonplace. A few monastic orders maintain chapters in the city to alleviate some of its foulness.


Faule:

population 50,000
industries mining, metal working, lumbering, and quarrying
standing military 3000
constabulary 500
community alignment LN

Faule is ruled by Count Hans Pilgerman, an obese and ruthless man. He is a devout follower of Teutonikar, and opposes equal social status for Slavs and ½ orks. The city is a gritty industrial center, and home to hundreds of dwarven artisans, miners, and engineers. The result of this large dwarven presence is evident in the cities sturdy stone architecture and fortifications. The countryside around Faule is poor for farming, so most of its food is imported from Vormarsch, this is a problem in the spring when ork raiders come down from the Alps to loot the convoys. The citizens are a tough, no nonsense people who thrive on hard work and strong drink. ½ orks are forbidden in the city and will be hung if caught. Slavs are not welcome, but are not dealt with as brutally.

Vormarsch:

population 44,000
industries river trade, lumbering, quarrying, metal working, and paper making
standing military 4000
constabulary 400
community alignment LG

Vormarsch is ruled by Count Gerald Pilgerman the 3rd, a wise and resourceful merchant/engineer. Somewhat forced into the role of Count by his family, “Gerry” as he is affectionately known, is an honest ruler. The people of Vormarsch and the rest of the county enjoy an efficient government, uncorrupted courts and constabulary, and a beautiful city. Vormarsch is surrounded by fertile farmland, thick forests, an abundant fishery, and has a good sized dwarven population that has contributed to the cities sturdy constructs.



Larsburg:                      

population 30,000
industries mining, lumbering, and quarrying                                        
standing military 1000
constabulary 300
community alignment LN

Larsburg is Ruled by the beautiful Baroness Eva Kaufman. She rules her domain from a mountaintop fortress that overlooks the city. 90% of the inhabitants of her city are Slavs, Slavs that dearly love their Suten baroness. The Kaufman family, beginning with Lars Kaufman, have been advocates for the equal status of Slav subjects for decades. The Barony of Larswald was the first Suten ruled domain that granted its Slav subjects the same rights under the common law as Sutens.
The city is a crude collection of brick, fieldstone, and wooden structures. The streets are paved with cobblestone, and the fortifications are still under construction by Suten and dwarven engineers. Larsburgs southern approach is a series of cliffs and steep hills, making travel along the only road into the city treacherous for both friend and foe alike. Farmland in the hills is fertile, but difficult to cultivate, so the primary food source are the hundreds of sheep and sturdy mountain cattle herds. Despite the ruggedness and gloominess of this mountainside city, it is a fast growing city. Slavs from the region are leaving the Suten dominated lands to the west to settle the Barony, and mine the hills around Larsburg.

Tusla:

population 20,000
industries mining
standing military 1000
constabulary 500
community alignment LN

Tusla is a majority Slav city set amongst the hills of Estonbogen. It is ruled by Countess Nisha Morotoseu, a ruthless and ambitious woman. She rules her city with an Iron fist, with the motto “ Civilization is dependent on the rule of law”. The people fear her, but respect her. Miners from all over the Barony of Larswald cut through the hills to extract its abundant veins of silver. The cities fortifications are timber palisades and recently constructed fieldstone and mortar towers. Ogres and giants make mining dangerous, so there is always work for mercenaries.

Hoscht:

population 23,000
industries lumbering, medicine
standing military 1200
constabulary 230
community alignment NG

Hoscht is ruled by Count Edward Mauser, a former general for the army of Estburg, he retired to take possession of his cousins county. His subjects are a free spirited, and rural people. The city is constructed of mostly wooden buildings, and its defenses are quite poor. The city has little to offer as far as attractions, but it is the Leagues major producer of medicines and elixirs.

Mistkafer:
                                                                                                   
population 21,000
industries mining, lumbering, and horse breeding
standing military 500
constabulary 210
community alignment LG

Mistkafer is ruled by Count Reginald Mauser, a young, adventurous man that is loved by his people. His passion for horses led to the cities status as thee place for quality horses, mules, and oxen. The city is a cluster of wooden buildings, winding, unpaved streets, with an old castle in its center.  Mistkafer is also a major source of leather goods within the league.



Middensarn:

population 15,000
industries mining
standing military 500
constabulary 150
community alignment NG

Middensarn is ruled by Count Magnus Wiess. A successful merchant turned noble by appointment. He rules the county and the city like a business enterprise. Government runs smoothly, but is very unimposing, the constabulary has a strong presence, but is not oppressive. Citizens of the city enjoy adequate defenses, sewers, and water works. The surrounding countryside is fertile and ideal for farming. Middensarn is a major tin and copper producer within the league.

Seelicht:

population 12,500
industries caviar and medicine
standing military 250
constabulary 125
community alignment CG

Seelicht is ruled by Count Eric Vonwolfhotch.. Eric is a good man, but a poor leader, as a consequence the community council has a lot of power in the county. The city is fortified by timber palisades and ditches, most of its buildings are wooden, and the land around the city is swampland. Outbreaks of yellow fever are common in the summer, so Seelicht has become a major producer of medicine. Seelichts other major industry is caviar, a recent discovery that will make Seelicht into a boom town.

Bohrer:

population 12,000
industries mining, wool, leather goods
standing military 1200
constabulary 120
community alignment LG

Bohrer is a hilltop city built around an ancient dwarven outpost. It is ruled by Countess Ezmerelda Vonwolfhotch, a devout sister of the Church of Helga. The city is constructed of dwarven cut granite and  defended by superb fortifications. The city hosts several monastic orders, and a cathedral of Helga. Fine wool and leather goods are produced, and a recent gold strike have added to the good fortunes of this relatively new city.

Swarzbogen:

population 50,000? Orks
industries mining, lumbering, and leather goods
standing military 10,000?
Constabulary na
community alignment LE

Swarzbogen is an orkish city that is built around the ruins of an ancient Kudizi fortress. It was briefly occupied by Suten settlers until the second ork war. The city, by treaty was granted to the Bloody Skull tribe. The tribe has settled down into the area, proving the theory of Baron Lars Kaufman, that using orks as a buffer against more savage Midden Alps orks is a sound course of action. With the Bloody Skulls settlement of the region, ork raids have been reduced, at least on the eastern side of the Estony river. The rest of the Estburg League refuses to trade with, or consider the establishment of a similar buffer zone on the western side of the Estony. This has proved to be disastrous for cities like Faule, and Vormarsch, which have to deal with yearly spring ork raids.
Swarzbogen trades moderately with the Barony of Larswald. Trading it’s mineral resources for food, and to the anger of the rest of the league, weaponry. The greatest demands in Swarzbogen, are the demands for ale, liquor, and human women. The Estburg league has declared the trade in human women a crime punishable by death, but unscrupulous Suten and Slav smugglers will round up orphaned young girls for shipment to Swarzbogen. In Swarzbogen, ½ orks are prized as sorcerers, shamans, and warriors. Breeding programs over the years have produced a disturbing rise in the ½ ork population...for reasons that are most likely unthinkable.

Bogenwald:

population 10,400
industries wool, lumbering, and mining
standing military 1200
constabulary 150
community alignment LG

Bogenwald is ruled by Count Herbert Eisman, a devout worshiper of Teutonikar. The city has a cathedral of Teutonikar, several monasteries, and excellent fortifications. It is the Leagues primary source of fine iron ore and the very hard twisted oak.


Fussweg: population 10,000
                 indusrties: agriculture and lumber
                 military: 500
                 constabulary: 100
                 community alignment: L

Fussweg is ruled by Count Ross Eisman. A young man that takes pride in the efficiency of his rule. The community council is relativelt free of corruption, and the citizens of his city are prosperous. The main industry is agriculture, with grain being the most common crop grown. Fusswegs grain is shipped all over the league for making ale and rich breads. The milling of twisted oak is the cities second largest industry, with shipments to as far north as Tobenstrom and as far west as Klausshafen. Peace, order, and prosperity is the motto of the city.

Perron Rauchen: population 8,000
                          industries: livestock, leather goods, and paper
                          military: 400
                          constabulary: NA
                          community alignment: LE

Perron rauchen is a fortified town under the jurisdiction of Count Kramer Kalusman Ludwig. Perron Rauchen defines the border between the Perronburg Alliance and the Estburg League. The town is heavily fortified and patrolled by the military. Common law is administered to the letter. The church of Teutonikar has a strong presance in the town, making life rather uncomfortable for Slavs. Weapon permits are required to enter the city, usually at 1 silver marc per weapon, Slavs are not permitted to carry weapons in the town, and 1/2 orcs will be turned away.


Kalussberg: population: 15,000
                  industries: mining
                  military: 500
                  constabulary: 500
                  community alignment: LE

Kalussberg is a mountainside city built by the regions finest engineers in 1356. The city has sturdy fortifications, paved streets, it is terraced, and contains an elaborate lift system to ease travel between the terraced sections of the city. Penalties for crimes are severe, and few dare to provoke the often brutal constabulary. The reason for the heavy hand is the cities reason for being....gold, and lots of it. 50% of the gold coins minted in Estburg originated from the mines here. The city is officially ruled by Count Kramer Kalusman, and is the place of his residence. The community councils within his county, and in this city in paticular, are little more than corrupt puppet councils. The citizenry is heavily taxed, and Slavs find it difficult to live under such rule, prompting occasional uprisings that are brutally suppressed.


Sarnhafen: ( Sarnica ) population: 25,000
                                 industries: fishing, agriculture, and livestock
                                 military: 1500
                                 constabulary: 500
                                 community alignment: CG

Sarnhafen is the last majority Slav community west of the Estony river, it was conqured and governed until 1454, when the Slavs rebelled and drove out the Ludwig family. The incident nearly caused a civil war when the newly formed council of seven granted the community the right to govern itself. The ludwigs were enraged, but were appeased with the offer of a seat on the council. The city is called Sarnica by the locals, and is reestablishing temples to Slavic gods. The Ludwigs harass the citizens with high road tolls, privateer bandits, and other annoyances.
Sarnica is ruled by a council of elders, and have adopted a modified commonlaw with courts and magistrates. Sutens that visit the city will be treated fairly, and expected to behave themselves.  The community is not officially represented in Estburg, but the Church of Helga has declared the city a protectorate. The Slavs appreciate the protection of Helga, but with good reason, they distrust Sutens resolve. Should the Ludwigs attempt to retake their former city, will Sutens fight each other to ensure the freedom of Slavs? The Slavs think not, and maintain a highly trained army.
The cities location, being near many ancient Kudizi ruins, makes it a favorite base for explorers and adventurers.
 Despite its bad reputation, Sarnica is a clean and prosperous city. A well organized and equipped constabulary patrol the streets,  people seem content, and strangely, there are no beggars to be found.  The air smells of the lake, fresh baked breads, and sausages...
 The city is a mixture of Suten stonework and Slavic brick construction. Unlike most Suten cities, the streets here are narrow, and the buildings very close together.  The streets are crowded with people, and carriages struggle to get past them. Only a few blocks from the harbor district, at the end of a street the locals call Sarbodon’s March, is the three story Inn/Tavern/ General Store named “ Da, Stoi? “. Sutens, Slavs, and even a few ½ orks can be seen going into or out of the building...A sign in Suten and Slav posted above the main entrance reads: “ BRAWLERS AND TROUBLEMAKERS WILL FEEL THE FULL FORCE OF THE LAW...”

Inn:
bunk room 1 copper per night ( 8 -16 beds )
Common room 5 copper per night ( 4 beds )
Private room 1 sil marc per night ( 1 bed ) 5 sil w/ lock
bath 5 copper per bath
room service 5 copper per meal
laundry service 1 copper per item washed
crier/messenger service 5 copper per message



Tavern:

ale 1 copper per mug/ 5 copper per pitcher
liquor 3 copper per shot/ 3 sil per bottle
wine 1 sil per bottle
meal 5 copper

prostitute 1 sil per session/ 5 sil per night

General Store:

as PHB, prices +10% for equipment
+25% for weapons
+50% for metal armor


Places of interest

Gregovny’s Blade: weaponsmith. +25% PHB prices ( can create masterwork items )

Toperov: armorer, +25% PHB prices ( can create masterwork items )

Madam Zora’s Apothecary: mild poisons, healing salves, minor potions. May have other items in stock...if her prices are met.

Srenyovitz: “ merchant” who happens to have a price on his head in the Barony of Ludwig. An importer/exporter. ( Fence lvl 4/rogue 8/ wizard 1 )

Temple of Ukko:

basic healing ( non magical ) 1 sil per hp restored
gifted healing ( cure light ) 1 gol per hp restored.

Church of Helga:

Clinic service (mending wounds, herbalists, bed rest) free to the poor, avg. donation 1 silver marc to 1 gold marc per day.

Magical healing may not be available in some communities, when it is available these services and fees are standard:

healing of wounds: 1 silver marc per hitpoint
heal spell: 100 gold marcs per level of the caster
cure disease: 100 gold marcs per level of the caster
restoration: 1000 gold marcs per point of restoration
resurrection: 1000 gold marcs per day of death



The Noble Families of The Estburg League:

Kaufman: A family that originated from the western empire. Their land holdings were lost during a revolt, so they resettled in the Estburg area a few years after it was founded. The Kauffman’s were one of  the first noble Families to  settle and develop the region. The Kauffman’s control a significant portion of river trade on the Estony river, and are ruthless when their majority stake is threatened.

Vonwolfhotch: A prominent military family with close ties to the Imperial family. The family was granted domains in recognition of their service during the Brettonian war of 1275-1279. The family is aristocratic and quite idle. Some members have become prominent merchants, but for the most part the family produces little and enjoys a life of privilege.

Pilgerman: A mercantile family that followed the Kauffman from the west. They were once the third most powerful family along the Brettonian Border, but an uprising drove them to the eastern frontier. The Pilgerman’s compete with the Kaufman’s for dominance of the River trade industry, have extensive mining operations, and a prosperous cartwright enterprise.

Wiess: Aristocratic nobles from the northern empire. They have extensive holdings in the north, and were rewarded with some domains during the period before the League, as payment for a high stakes card game. The family has little interest in its holdings, leaving the wild country to their troublesome family members to look after.

Eisman: A deeply devout family, that has provided 3 of the empires high priests of Teutonikar. The Eisman holdings were granted by the High Priest of Teutonikar to offset the ever growing influence and power of the Church of Helga in the region. The Eismans have also produced some of the empires finest artists and architects, pioneering the construction of cathedrals throughout the frontier.

Ludwig: A very old family, claiming to have been one of the ancient Cerelian families that joined Teutonikar and Helga on their journey to northern Arda. The Ludwig’s are ruthless, intelligent, and brutal. The family settled the western part of the Estburg League in 1299, to expand its influence in the eastern frontier. The family’s primary business is agriculture, and ranching. The formation of the Estburg League was at first opposed by the Ludwig’s, but after a tense period of being on the brink of civil war, the family agreed to join the League.

Mauser: The Mauser family is a relatively new addition to the empire’s nobility. The family achieved its position by producing some of the finest generals ever known, the founding of Estburg, and many sisters and bishops of the church of Helga.

Von Tobenstrom: A family from Tobenstrom, that primarily deals in imports and exports. The family is based in the city of  Tobenstrom, but has a few holdings in Estburg. Von Tobenstrom's are renowned for their good character, wisdom, and honesty. The family has strong ties with the Kaufman family, although they occasionally bicker over river trade, the two families are inseparable allies.

Stonefist Clan: A Dwarven family originally from the Kingdom of Aegol. The Stonefists were one of the many that migrated to the region upon the invite of Baron Mauser in the late 13th century. The clan has influence in all the major cities of the Esburg league and the Barony of Larswald. The family's primary business is metalcraft, but rumor has it that the clan settled this region for another purpose, what that may be, nobody knows.

Grummbeard Clan: A Dwarven family that settled the region early, building many of the fortifications that surround the leagues major cities. The clan is not very politically active, and prefers to keep to itself. There is a friendly rivalry between the Grummbeards and the Stonefists, that provides the cities they inhabit with the annual Beard Festival. The Beard Festival is a public bazzar, where the clans sell their goods and compete in various games of skill and intellect...The  Drinkers Doom Contest is a favorite feature of the festival. The contest requires the consumption of large amounts of Dwarven ales and liquors. The winner receives the Drinker's Crown and several kegs of fine dwarven drink.


GUILDS AND ORGANIZATIONS OF ESTBURG


DER NOCHTFIENDS


A thieves guild headed by the infamous Nochtfiend. A mysterious and shadowy man, that has plagued the law abiding people of the Estburg League for decades. The organization is responsible for smuggling, fencing of stolen goods, assassinations, and rumored to control prostitution in the cities it operates in. The guild is known to operate in Estburg, Ostriesen, Bogen, and Vormarsch.

Headed by the grand master thief, Nochtfiend. The guild is the major criminal network in the region. Fences, smugglers, robbers, beggars, prostitutes, and assassins all are members and pay dues to the guild. Dues are negotiated by level and occupation.
Fences and smugglers generally pay 2% of monthly income per level, robbers and beggars pay 1% of monthly income per level, 0 level members pay the % only. Assassins pay 10% of their fee received only. The grand master has a council of 5 advisors, a master fence, smuggler, robber, beggar, and assassin. The guild meets once a month to collect dues and conduct business.
Guild membership has the following benefits: Access to free lawyers, discount on bordello use, discount at guild taverns and inns, discount on river travel. Discounts are usually 50%. Access to illegal weaponry.
Advancement occurs by the traditional thief procedure, murder, bribery, blackmail, etc....council members and the grandmaster positions are only to be challenged during monthly meetings. When thieves reach 10th level they are expected to leave the guild and begin a new guild not within 40 miles of Estburg, or challenge a council member for their position.


DER SPYDERS

WOTC PC PORTRAIT

A thieves guild that terrorizes the southern Estburg League, and the sworn enemies of the Nochtfiends.
The guild is infamous for its brutality and destructiveness. It is responsible for the assassinations of merchants, constabulary, and attempts to assassinate local counts. It is believed that the organization is based in Faule, but nobody is alive to confirm it. Der Spyders operate in Mistkafer, Middensarn, and Seelicht, and are believed to be engaged in a turf war with Der Nochtfieds in Hoscht.

Guild members are identified by the black wolf spiders tattooed upon their left breast. The overall alignment of the organization is chaotic evil. Sven Der Gren is the rarely seen master of the guild, and is reputed to be the brother of the infamous Spider...founder and now deceased arch enemy of Nochtfiend. Members advance through bribery, murder and blackmail. The guild has no rules about advancement, basically anything goes.
Assassins report to Sven directly. They are known throughout the guild as Gestapo, ensuring the loyalty of the bosses and members. The assassins are fanatical servants and will go to any lengths to complete their assigned missions or root out traitors.


FREISTAM

WOTC PC PORTRAIT

A Slav  thieves guild that operates in the Barony of Larswald. It is believed to be based in Tusla. The guild is less violent than it’s brothers across the river, but still a force to be feared by those that would cross it. The guild is primarily involved with smuggling, the smuggling of women to the orks being the primary activity. Only Slavs may become members.


ANVIL OF GRUND

WOTC PC PORTRAIT

A dwarven guild of artisans, engineers, and miners. It is based in Estburg, with a chapter in every mining community in the League. It’s purpose is to facilitate good business amongst its members and clients through collective bargaining. The guild has recently offered membership to Sutens and Slavs of great skill and moral character. Members receive access to guild lawyers, discounts on supplies and goods produced by its members, and support in dealings with troublesome clients.


THE BLACKMOON SOCIETY

WOTC PC PORTRAIT

Founded by the Sorcerer/Lawyer, Blackmoon. The society is a secret organization of wizards and alchemists that exchange knowledge and services between members.

Membership requirements: Must be a wizard of 3rd level or higher. Must keep societies facilities, membership, and activities secret. 1000 gold marcs, per level, yearly dues.

Membership benefits: 2 cost for magical research when using society facilities. May research up to 3rd level spells. Magical items cannot be researched or produced at society facilities due to a lack of resources.
Access to society library. Contains material for the research of spells up to 5th level. Cost is 100 gold marcs per spell level, per spell researched, per week.
Lab equipment and minor components may be purchased through the society at a reasonable cost.

ORDER OF HELGA
( DER  HELGANRITTERS )


A Paladin order that is based in the cathedral of Helga in Estburg. Its members are sworn to the defense of the Suten people, and the Church of Helga. The holy warriors are raised from birth to serve, protect, and die if necessary, for the Suten people and their goddess.

ORDER OF TEUTONIKAR
( DER  TEUTONRITTERS )



A paladin order that is dedicated to the preservation of Suten culture, the common law, and the eradication of the enemies of the Suten people. The order is based in the Cathedral of Teutonikar in Estburg. Members are zealots, and have been a major force in the drive to expand the empire’s eastern frontier.

THE CULT OF SARBADON
( THE INFERNAL COVENANT )

WOTC PC PORTRAIT


A feared Slav cult, that claims to be the reborn priesthood of the ancient Kudizi Empire. It promotes the worship of devils and uprisings against the Sutens. Priests of Teutonikar and Helga are targets for the cult, as well as paladins. They are cruel, merciless, and efficient adversaries.

Local rumor claims that the cult is based near the tomb of Sarbadon the Vile ( Wherever that is? ). It is also said that the cult seeks to raise the fallen king, and drive the Sutens from ancient Kudizi land.


The Old Gods of the Kudizi ( Koo-deetz-chee )
**these gods are still worshipped in Pohjola**

Asmodeus ( Amotoc ): Father of the first emperor of the mighty empire of Sarn. Worshipped until the cataclysm as the primary deity of the Kudizi. LE domains: Law, evil, travel, magic

Geyron ( Gerotan ): Devil worshipped as the Kudizi deity of war. LE domains: War, strength, destruction, fire

Melikov: Deified hero that was the spawn of Isha the Succubus and Agatov the Terrible ( An ancient Kudizi noble ). According to myth, Melikov held open the gates to Arda when his people fled from their homeworld. For his noble sacrifice he was deified and worshipped as the protector of the Kudizi. LE domains: Protection, war, luck, strength.

Tuonia ( Tuonetar ): Goddess of the underworld : Wife of Tuoni, mother of the dead, mistress of ravens, queen of the deadlands. CE domains: Chaos, death, trickery, and travel.

Tuoni: God of the underworld, father of the dead, warlord of demons, king of vultures. Tuoni is an ally of the abyss and enemy of Asmodeus. CN(E) domains: Death, chaos, trickery, strength, and destruction.


New Gods of the Slavs, Carpathians, and the  Ievar

Ukko: The wise man of the post apocalyptic world, the law maker, keeper of the covenant. God of the sky and thunder. LG domains: Air, strength, law, good, and knowledge.

Mielikki: goddess of nature, mistress of the forest, queen of the wilderness. Mielikki is popular among rural people, and prayed to by the majority of Slav farmers. NG domains: Earth, plant and sun.

Hiisi: god of evil, champion of old Sarn, destroyer of covenants. This god is secretly worshipped by a few cults in Carpathia. Followers are encouraged to practice demonology, sacrifice to demons, and spread evil. CE domains: Chaos, evil, trickery, and destruction.

Ahto: god of the seas and waters, king of the rain and storms. CG domains: water, air, luck, travel.

Vainamoinen: Son of the Wind. Champion of the Slavic race. The heroic first king that ruled after the demise of the Kudizi Empire. The Lawgiver and Savior of the Slavic race. LG domains: law, good, travel, air

Ilmatar: goddess of mothers. The mother of the first king, patron of women and the home. LG domains: law, healing, protection, good

Pestilius: god of pestilence, disease, and death. An ancient god that is still secretly worshipped throughout the Slav regions. CE domains: evil, destruction, chaos, travel, death



THE PERRONBURG LEAGUE/ALLIANCE


The Alliance is a collection of autonomous citys and towns, ruled in the west by wealthy merchants and in the southeast by one powerful noble family, the Ludwigs. Perronburg is the center, both  politically and economically. Each of the western communities has a represenative in Perronburg's grand council ( which settles disputes, discusses foreign affairs, and trade issues. ), while one Ludwig Baron represents the Ludwig domain ( effectively an independant Barony that is half heartedly a member of the league. ). The people of the western part of the league are mostly Suten commoners from the far west of the empire, being free spirited and prone to squabbling. The Ludwig portion of the league is Fuedal in nature, composed of conqured Slavs and a Suten Upper class. Dissent is crushed brutally.
The Western city states of the league despise the tyranical Ludwigs, but are too bogged down with their petty disputes to do anything about them.
The region is primarily agrarian, with only four major cities. The road system is poor, and most communities are sperated by miles of untamed wilderness. All communities are fortified and suspicious of strangers.

Perronburg: population: 50,000
                     industries: metalworking, lumber, agriculture, and overland trade
                     military: 3,000
                     constabulary: 1,000
                     community alignment: L

Founded in 1322 by Harold Perron III,Perronburg is a heavily fortified city that sets upon a hill that overlooks the Perron river. From Perronburg, river boats travel into the heartland of the empire. Harold Perron VII, a wealthy merchant/aristocrat rules the city efficiently. Perronburg is famous for it's ale, and liquor which is in great demand throughout the empire. Perronburg is also the largest miller of twisted oak in the region. Visitors can expect a proffesional constabulary, clean streets, and above average inns and taverns.

Urinstadt: population: 10,000
                  industries: agriculture, livestock, and lumber.
                  military: 200
                  constabulary: 100
                  community alignment: CG

A small, fortified town that is governed by a very popular Mayer by the name of Glen Vontobenman. Urinstadt is a quite agrarian community that enjoys peace and prosperity. Das Wagon maintains a large coachhouse and several Inns in the town, making Urinstadt a regular stop for travellers.

Ludwigberg: population: 20,000
                      industries: agriculture, livestock, lumber
                      military: 2,000
                      constabulary: NA
                      community alignment: LE

A heavily fortified, gloomy city that sets upon a hill that overlooks hundreds of plantations, orchards, and ranches. Baron Gerhardt Ludwig rules his fuedal barony from his castle in the center of the city. The majority of the rural commoners are Slav peasants that toil in the fields for Suten lords. The city is reserved for middle and upper class Sutens. The church of Teutonikar has great influence in the city and throughout the Ludwig Barony, ensuring the piety of the Suten populace and the continued  pacification of the Slavs. Inquisitions are common, as demonic and hellish influences are rooted out for the good of the people. Those that practice the arcane arts, are of 1/2 ork blood, or preachers of Slavic faith are potential targets of inquisitors.

Anden: population: 15,000
             industries: rivertrade and  metal working
             military: 500
             constabulary: 150
             community alignment: NE

Anden is a gritty, fortified city that is surrounded by small farms and ranches. Mined ore from the Midden Alps flows into the city to be smelted and then shipped down river to Perronburg. A commitee of corrupt, wealthy merchants rules the city. Violence is commonplace, and the constabulary is notorius for turning a blind eye for a bribe.



Glossary of Local Slang and Common Phrases


Fritz: Suten ( Slav )

Ivan: Slav ( Suten )

Ice chewer:  Sutarl or northerner ( Suten )

Kafer: ork, 1/2 ork, and orog ( Suten, Sutarl, and Slav )

Softskull: human ( ork, 1/2 ork, orog )

Round head:  human ( dwarf )

Flat head: dwarf ( Suten and Slav )

Grenzlunder: Eastern border Sutens ( Suten )

Froschsutens: Western Sutens ( Suten )

Hossfiend: giant ( Suten and Sutarl )

Mother and Father be with you: fare well, safe journey ( Suten )

Gutenschritt: good walk, safe journey, fare well ( Sutarl )

You smell of elves and flowers: orkish insult to another ork, considered highly insulting.

Mmm: hello, greetings ( dwarf )

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  SECTION 4: DEMIHUMANS

THE ELVES


Elves do not mingle with humans. Most humans believe that the elves are extinct. Those that do make contact with elves are never heard from again. Regardless of their alignment, elves will seek to destroy humans on sight. Dwarves ( still unforgiven for their alliances with humans )  are 50% likely to suffer the same fate.

Wood elves: a tan skinned, rather tall elvish ethnic group( 6'2 for both genders is average). Hair color ranges from red to auburn, eyes are almost always violet or green. They are common in the isles and western Arda. Their territories are vast forests that are divided into kingdoms. Humans are driven away with force and or the assistance of fairies.

Wild elves: a fair skinned, smaller in stature( 5'5'3 for both genders) and more savage than their other elven relations.
Hair color is sandy blonde to brown, eyes are usually brown or green. They inhabit the eastern and central regions of Arda. Their territories are in just about any terrain and their organization is tribal. Wild elves regularly war with orks, humans, and each other for territory. They do not trade with other races. They are savage fighters and notorious for their warlike ways....they will not hesitate to kill captives and raze entire human towns that threaten them.

Ice elves: A light blue skinned branch of elves that inhabit the region of Scandara in northern Arda. They are fair haired and tall ( 6'6'5 for males/5'86' for females). Ice elves live in the frozen wastes and tundra...they trade with dwarves and humans occasionally and are the most open of the elven people. Their territories are divided into city states, each city is hidden away in the glaciers and icy wastes of the north...they produce fine jewelry, clothing, and drink.

Grey elves: a light grey skinned branch of the elven race that is of average height and various hair and eye colors. They're found in great mountain cities in central and southern Arda. Their society is closed to outsiders and human sages debate whether they exist at all...
Grey elves have devoted themselves to the suppressing of human development to ensure the survival of the elven race. Grey elves spy on and infiltrate human society with their mighty magicks to corrupt and bring down empires and kingdoms that grow too powerful. Grey elves disguise themselves or send doppelgangers into the courts and guilds of human society...removing powerful magicks, keeping humans in conflict with each other, and perpetuating the myths about elves.

Drow: The Drow are ebony skinned and as described in the fiend folio. The Drow were driven into the deeps of the world thousands of years before humans ever came to this world. Drow have little contact with humans..most confrontations are violent,but humans are a threat to the surface elves , and the Drow appreciat