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Published by lee.griffith0991, 2021-12-20 09:55:47

Among Thieves Lore Document

A lore document for the world belonging to my game project; Among Thieves.

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Lee Griffith

Solura – Lore

West Reach

West Reach, or Par’keet (as the entire continent is known by those from the nation to the south), is
the western most continent on the world of Solura. Initially thought to be uninhabited when
explorers from the eastern continent of Halessia first landed in the region now known as the Bastard
Coast, they soon discovered they were wrong.

A nation of desert dwelling humans occupied the southern side of the continent, claiming the new
settlers to be invaders.

A brief war ensued, known as the War of the First Landing, however the settlers arrived in large
numbers, bringing their powerful magics with them, and the people of the land now known as
Par’keet had no choice but to accept an uneasy truce. In the two hundred years since, the settlers
have built cities and nations, destroying any real chance for Par’keet to remove the ‘invaders’.

Nations of West Reach – The Bastard Coast

More a conglomerate of individual city states than a single unified nation, the cities of the Bastard
Coast have come together in mutual pacts of defence and trade.

An eclectic mix of cultures and religions has earned the region this title. Used as an insult by others,
those that live here have deigned to wear it as a badge of pride.

Due to the geography of this area, the people have enjoyed a mostly peaceful existence. A vast
desert separates them from the desert nation of Par’keet to the south, and a great citadel that
strides the path between the mountains and ocean known as Amarok, the Sun Fortress keeps the
region safe from the east.

Cities of the Bastard Coast
Kadjar, the City of Bridges – A truly unique city. As the name suggests, the majority of Kadjar is built
on a series of bridges that climb sharp cliff faces up toward the Sun Fortress.

Home to the only true university on the continent, Kadjar is a sight to behold. The city hides a deep
and dark underbelly. A handful of thieves’ guilds run gambling halls, brothels, and smuggling rings
throughout the city, bribing officials and killing others who get in their way.

Population and demographics

• Population – 35,400
• 74% human
• 10% Halfling
• 6% Half-elf
• 5% Dwarf
• 5% Other

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South Shore – The de-facto capital of the Bastard Coast, the city of South Shore boasts the largest
human population on the continent.

South Shore is the twin city to that of North Shore across the bay, and home to both the council of
the Bastard Coast and the collective defensive fleet.

The first place to be settled during initial exploration, the beginnings of the city were mostly
destroyed during an attack from Par’keet during the War of the First Landing.

Now the city operates as a booming trade port and the heart of human civilisation in West Reach.

Population and demographics

• Population – 312,600
• 66% Human
• 14% Halfling
• 7% Dwarf
• 7% Half-elf
• 6% Other

North Shore – The smaller twin to South Shore, North Shore is home to much of the old nobility
from across the ocean.

Initially built to be a getaway for the gentrified, but still close enough to a ‘real city’, this plan
backfired somewhat on the nobility, as gangs and ne’er-do-wells flocked to the growing city.

A grand class divide now cuts through the city. An all but abandoned street aptly nicknamed ‘No
man’s land’ divides the rich from the poor, with bands of mercenaries and guards hired by the
nobles on patrol, keeping those without invitation from entering.

Population and demographics

• Population – 78,100
• 80% Human
• 4% Halfling
• 3% Dwarf
• 3% Half-elf
• 10% Other

Stoneford – Not initially planned as being more than a mining outpost, the lands around Stoneford
proved to be exceptionally rich in minerals.

Growing over the centuries as more miners flocked to the area with their families, Stoneford has
grown into a city itself. With the aid of the largest Dwarven population outside of the great Dwarven
holds in the north, the city has prospered magnificently, bringing large amounts of gold to those who
employed the miners.

Population and demographics

• Population – 38,900

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• 45% Human
• 35% Dwarf
• 10% Halfling
• 10% Other

Greenfield – Founded by a hero from the War of the First Landing; the Halfling ‘Bardon Shelsley’,
Greenfield is the only majority Halfling settlement of size on the continent. Known as ‘Happy Town’
by those in the surrounding area due to the stereotype of Halflings being relaxed and joyous in
nature.

The people of Greenfield live a safe and slow life; living off their farms and brewing dozens of
different ales and meads, such as ‘Jolly Green’, a particularly high alcohol content ale.

As much as the stereotype of Halflings persists, they often feel wanderlust, and when pushed can
provide stout and courageous warriors.

Population and demographics

• Population – 19,000
• 61% Halfling
• 29% Human
• 7% Half-elf
• 3% Other

Nations of West Reach – Cornost Dominion

A land bordered by the Bastard Coast on the south, and the Dwarven holds to the north; the Cornost
Dominion is an alpine country of fertile, rolling hills.

Their soldiers; known as ‘Arbiters’ ride mighty elk into battle. These soldiers from the Dominion are
regularly sent north to aid the embattled Dwarves in their persistent war against the Greenskins
from the Blasted Wastes.

The Dominion is also home to a militarised religious order called the Chantry. Knights and Paladins
who have received specialised training in the monasteries of the Chantry often join the Arbiters in
striking out north into the Blasted Wastes in aid of their Dwarven allies.

The founding of the Dominion as a country happened only within the last hundred years, when
‘Thane Wright Blackwell’ of the city of Cornost campaigned in a series of blitz wars against the
surrounding cities; thus founding the Cornost Dominion.

Current Ruler – King Larius Blackwell.

Cities of the Cornost Dominion
Zelemburg – The modern day capital of the Cornost Dominion; Zelemburg is a mighty fortress city,
and was the last to fall against Thane Blackwell’s might, bringing the Thane’s blitz campaigns to a
screeching halt, as the siege lasted for more than two years before their food supplies ran dry.

Though the population has grown outside of the thick fortress walls, if pressed, the entire
population of the surrounding area could fit ‘snugly’ inside the fortress walls twice over.

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The city has few commodities to trade. Instead lending out the strength of their Arbiters in exchange
for coin and food.

Population and demographics

• Population – 106,200
• 70% Human
• 13% Dwarf
• 7% Halfling
• 4% Half-elf
• 3% Half-orc
• 3% Other

Cornost – The city in which the first king of the Dominion arose. In the shadow of the Emerald Peak,
the people of Cornost live at the edge of the continent, tunnelling ever deeper into the nearby
mountain to claim its riches.

The elk that the Arbiters of the Dominion ride were initially tamed and bred in this region, and whilst
not as fast as horses, these creatures are more hardy in nature and able to ride long distances over
extremely rugged terrain. This is what allowed Thane Blackwell to execute his blitz campaigns
against the surrounding Fiefdoms.

Population and demographics

• Population – 46,800
• 65% Human
• 20% Dwarf
• 7% Half-orc
• 4% Halfling
• 4% Other

Engelwald – Initially, what is now Engelwald was a half dozen smaller towns spread across a
particularly fertile stretch of the Engel Valley. But as these farming towns grew in size and eventually
began to border one another, bonds of kinship grew.

After Thane Blackwell conquered the area, he amalgamated those smaller towns into one city now
known as Engelwald, named for the valley and nearby forests.

Population and demographics

• Population – 27,100
• 54% Human
• 36% Halfling
• 4% Dwarf
• 3% Half-elf
• 3% Other

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Salzbruck – Salzbruck is a farming town bordering the Cloudback Mountains to the north. Due to the
close proximity to the mountains, Greenskin raids during the summer whilst the more tricky
mountain passes are open are often a cause for concern.

Because of this, Salzbruck hosts a large garrison of Arbiters, sworn to defend the surrounding area
from Greenskin raids from across the Cloudback mountains.

Population and demographics

• Population – 21,000
• 64% Human
• 18% Dwarf
• 10% Halfling
• 4% Half-elf
• 4% Other

Healing – Founded by a Wood Elf shaman some hundred and fifty years ago, Healing is a town
devoted to its namesake.

Surrounded by natural hotsprings, waterfalls, lakes, and forests; Healing is a secluded and peaceful
spa town that is popular with the nobility, retirees, and often volunteers to care for wounded
soldiers.

Population and demographics

• Population – 14,300
• 70% Human
• 15% Halfling
• 5% Half-elf
• 4% Dwarf
• 6% Other

Nations of West Reach – The Blasted Wastes

Not so much a nation, but more a spattering of tribes that hold similar values, The Blasted Wastes is
a hellscape of cracked earth and fissures that most civilised people dare not tread.

Occupied by sixteen differing tribes of Orcs, Goblins, Hobgoblins, and Ogres, each with their own
speciality, such as rearing the giant bore that some Orc tribes ride into battle, or the cultivating of
psychedelic herbs and mushrooms that can drive a user into single minded bloodlust. These tribes
often raid through the mountain passes that lead to the fertile and ripe lands of the Cornost
Dominion.

The tribes rarely unite under a single banner, but when they do, it will spell devastation for all those
to the south. This last happened near two hundred years ago, when the great Orc warchief; Zugan
the wicked conquered Darkrock Hold from the Dwarves, slaughtering all inside and raiding freely
into the lands that are now known as the Cornost Dominion. Darkrock Hold was retaken near twenty
five years later when an allied army of Dwarves and Humans assaulted the Hold, reclaiming it for
Dwarven kind.

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Cities of the Blasted Wastes
Jagd Drak – The only settlement that could be regarded as anything close to a city in this region,
Jagd Drak is the only safe haven to be found.

The city is sanctuary to any that come, with safety guaranteed by the Goblin kings of the Stoneclaw
tribe.

Many outcasts and outlaws find themselves here, as only the most daring and skilled bounty hunters
would travel to reach this city.

Whilst there are hundreds of buildings above ground, and at this level it would seem as though most
of the population was human, the vast majority of this city is actually beneath the surface, where
hundreds of thousands of goblins live out their lives without ever setting foot underneath the sun.

Population and demographics

• Population – 865,900
• 74% Goblin
• 16% Orc
• 4% Human
• 2% Ogre
• 4% Other

Locations – Atheleas

Atheleas is an island continent occupied by two species of Elves. Said to be the first settled lands on
the surface of Solura, the First Nation was founded fifteen elven generations ago. Whilst these Elves
founded the First Nation, others went to the forest that occupies the south of the continent. Here
they formed the Wood Elf Realms, living in tandem with the forest creatures of the Bark that Bites.

The land is temperate and fertile, with large swathes of coastline teeming with fish. This
combination has allowed the people to survive, and even thrive on their own.

The south of the continent is choked with a verdant, seemingly endless forest. Home to the reclusive
Wood Elves, and an assortment of woodland spirits. Those who enter uninvited rarely return, and
those who do have often lost their minds.

Nations of Atheleas – The First Nation

The First Nation has stayed out of the politics of the rest of the world, keeping to their own island
whilst the rest of the world is settled around them by myriad races.

Three cities make up the First Nation; from their beautiful coiled city, to a sprawling port town, and a
bastion to keep the entryway into their lands safe from threats to the east.

Cities of the First Nation
Y’ves Taurel – Y’ves Taurel, known as the ‘Coiled City’, is home to the High Elf people of Solura.

A beautiful multi-tiered city surrounded by snow-capped mountains and miles of fields, Y’ves Taurel
is ruled by an immortal queen and her council.

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Outsiders are allowed temporary residence here, yet even these are few and far between, as the
council strives to keep outside influence at bay.
Population and demographics

• Population - 174,300
• 96% High Elf
• 2% Half-elf
• 2% Other

Y’ves Thalor – This city is the First Nation’s main link to the outside world. Here you will find more
outsiders than anywhere else on the continent, as they hope to ply their wares to the First Nation
people, or even gain entry to Y’ves Taurel itself.
The city contains a magnificent indoor harbour capable of holding three hundred ships at full berth.
This harbour also contains the hundred magically enchanted ships of the First Nation navy.
Population and demographics

• Population – 58,100
• 94% High Elf
• 3% Human
• 3% Other

Y’ves Sanctor – Y’ves Sanctor is the fortress city that protects the eastern approach into First Nation
lands. Very few outsiders are permitted within the walls of the fortress, due to the military nature.
More than three hundred attacks from long forgotten kingdoms have failed to claim this fortress
during its eleven-thousand-year life.
Built with three individual walls that gain in height with each consecutive row, each one of these
walls is ten metres thick, clad in adamantine, and lined with magical ballistae. Truly a more
magnificent fortress has not been seen on Solura.
Population and demographics

• Population – 35,000
• 99% High Elf
• 1% Other

Nations of Atheleas – Wood Elf Realms

The Wood Elf Realms do not have a singular ruling body, nor are they united as one faction. They are
instead a series of druidic groves and enclaves built into the trees themselves.
A fiercely isolationist people, those who enter the Bark that Bites without invitation, and somehow
gets through the creatures and spirits inhabiting the forest, they will be hunted down and taken by
the Wood Elves, where they are never heard from again.

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The Nation of Syndrill

Syndrill is unique among every other nation on Solura. A floating archipelago kept aloft by unknown
and ancient magic, each island holds dozens of buildings, ranging from homes and libraries, to
wizard towers and enchanted forges.
Each island is connected by a series of teleporters, and will only allow those to use them who have
been granted authority by the ruler of Syndrill.
The ruler of Syndrill is currently a young hero, responsible for the defeat and overthrow of the
previous King and his dark cult. She fought with a small resistance group, and a band of fellow
adventurers known as ‘The Myrmidons’, to bring freedom back to the archipelago.
Population and demographics

• Population – 17,800
• 27% Human
• 23% Elf
• 15% Halfling
• 10% Plane-touched
• 7% Dwarf
• 6% Goblin
• 6% Hobgoblin
• 6% Other

Halessia

The largest continent on Solura, and the original homeland to those that migrated to West Reach.
Halessia is home to a multitude of races who first came to the surface around nine millennia ago,
and a handful of ancient nations all vying for power of this eastern continent.
A land with a variety of climates; from deserts in the south, to snowy tundras in the north, Halessia is
home to a hundred races and creeds.

Sentient Races of Solura

Solura is the home to many sentient species. From Dwarves in their deep mountain holds, to Wood
Elves living high in their tree cities, the world is a melting pot of different cultures and races.

Elves

There are three variants of elven kind on Solura. Each of these share a handful of traits with the
others; such as their pointed ears, or thousand year life span, showing the ancient ties to their kin.

High Elves
The High Elves of Solura were the first species to settle the surface. Founding a nation built around
the free use of magic, the elves thrived on their island.

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Content to stay on their island, they were unknown to the rest of the world at large until later
human explorers from the eastern continent of Halessia landed on the elven island of Atheleas.
There they discovered towering cities of white stone, enchanted with powerful magics.

All High Elves are born with the latent ability to wield magic, and they may train less than those of
other species to master these skills. Combined with their venerable life span, this makes High Elves
some of the greatest magic users on Solura.

Wood Elves
The Wood Elves make their home in the forest of Arvandor, or ‘The Bark that Bites’ to outsiders.
Fiercely isolationist and protective of their forest homes, Wood Elves are rarely seen without their
borders.

The majority of Wood Elves make their home within great tree settlements, whilst those more
inclined to magic live in quiet druidic groves.

Natural born hunters, there are none on Solura more adapt to living within forests. Their bark-like
skin and hair which changes colour with the seasons allows them to blend in near perfectly with
their environment. Combined with considerable skill with the bow and nature magic, they have
become masters of this great forest.

Dark Elves
The Dark Elves are the final variant of Elven Kind. With milk white eyes, and charcoal coloured skin,
they live deep beneath the surface of Solura; in cities of obsidian where they run their slave empire.
A deeply xenophobic people, the Dark Elves keep out of the politics of the surface, only travelling up
to conduct raids.

Deceit, assassination and betrayal are societal norms within Dark Elf culture. Only being frowned
upon if one is caught engaging in these acts.

Great noble houses dominate the political landscape of the empire, built upon the backs for their
numerous slaves.

Gladiatorial fighting pits are a large part of the culture, with daily fights being held even within the
smallest towns of the empire. The men and women who fight in these pits fight only for their
prolonged survival, as a dark elf offering freedom to those beneath them is unheard of.

Humanity

Humanity is the most widespread and numerous of the sentient species on Solura. Coming in all
shapes, sizes, and colours, humanity is able to survive, adapt, and thrive in near any climate and
situation.

Humans live a much shorter life than some of the other species on Solura, such as Elves and
Dwarves. Some theorise that this is why they spread so far and fast, and fight great wars of conquest
so often; endeavouring to achieve as many grand deeds as they can in their comparatively short life.
Human empires have risen and fallen within a single Elven lifetime, giving the impression that
everything they do is doomed to fail within a few short centuries.

Regardless of this though, Humanity could be classed as the rulers of this world, as the majority of
the population of Solura falls under the dominion and banner of one human Queen or another.

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Greenskins

There are a few species that fall under the common name of Greenskin. This, however, is a
misnomer. Whilst these separate peoples do occupy the same area of the world, and operate
together, they are each distinct and separate species.

Orcs
The Orcs of Solura are a proud and fearless people. Living in scattered tribes across the area known
as The Blasted Wastes, the Orcs excel at surviving in this hostile climate.

Riding huge boar pulled chariots into battle, the Orcs are in a constant state of war and raiding with
the Dwarves that occupy the mountain passes to the south of The Blasted Wastes.

They allow the smaller and more numerous Goblins to work beneath them, affording them
protection from the cruel environment.

A stereotype exists that Orcs are savage, and of low intellect. However, this seems to be a biproduct
of their environment, as Orcs raised outside of The Blasted Wastes may excel in many walks of life
besides war and conquest.

Goblins
The most numerous of those that fall under the name of Greenskins, Goblins are small, vicious
creatures.

Deceitful and cowardly, Goblins will often shy away from confrontation, unless bolstered by their
vile grog, or overwhelming numbers. They are often found living within Orc tribes, entering a
symbiotic relationship with them. The Goblins will work menial jobs around the tribe, for the
promise of stronger security that the Orcs can provide.

Outside of these tribes, when living alone, Goblins will often choose to occupy caves, caverns, and
deep fissures, digging out hovels zigzagged with shoddy scaffolding, that often leads to a slow fall
and a quick death.

Hobgoblins
A larger cousin of the Goblin, Hobgoblins eclipse their smaller kin in almost every manner, save for
deceit and trickery.

Whilst not as powerful physically as an Orc, they are skilful wielders of magic, and can use these
powers to rain down death upon a battlefield. Knowledge of this magic is passed down through
tribal shamans, whose job it is to keep their cultural heritage, and their comprehension of magic
alive within each individual tribe.

Similarly to the Orcs, Hobgoblin tribes will often have their numbers swelled by large amounts of
Goblins within their ranks. Ironically, Goblins found within Hobgoblin tribes are generally treated
worse than those within Orc tribes.

Planetouched

Planetouched are those whose ancestry has been either blessed or cursed by entities from without
the mortal world of Solura.

Members of any race may be born as Planetouched, however they are all viewed with varying levels
or wariness, contempt, or outright worship, depending on the culture.

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Those with ancestry blessed by beings from the upper planes may have visible indications of this,
ranging from golden glowing eyes, to sparking skin, silver white hair, or a halo of gold above their
heads.

Those whose ancestors cavorted with demons of the lower planes may be born with goat-like legs
with hooves, bat like wings, impish red skin, or dark and twisted horns.

Regardless of what species these people have been born into, they all feel a kinship toward each
other, even toward those that would otherwise be their natural enemy.

Snake-folk

A species that most believe to be a devilish mutation of Humanity, the Snake-folk occupy a small
island of rainforests and grand tiered temples.

At first glance, most people would expect these Snake-folk to be devious due to their snakelike
features, they are in fact a humble and quiet folk, staying to their island and keeping out of the
business of others.

Similar to a fingerprint, each Snake-folk will have a different combination, pattern, and colour of
scales that dot their skin in random locations. They may also have snakelike eyes, and a long, thin
tongue.

Halflings

A people slight of stature, but strong of heart; Halflings tend to spread wherever Humanity does, as
they have enjoyed peace and safety within Human kingdoms since ancient times. They enjoy a quiet
and peaceful life, full of song, dance, food, and drink. They are overlooked by many people in the
world, due to this. However, when pushed to it, they are strong and stalwart, willing to fight for their
land and their people.

The bravery of Halflings was proven once again during the War of the First Landing, when the
Halfling volunteer ‘Bardon Shelsley’ lead a mixed contingent of Humans and Halflings to break the
Par’keet siege on the then budding town of South Shore.

Dwarves

Living in their deep mountain holds, Dwarves are a hardy, stout people. The Dwarves of West Reach
find themselves in an everlasting war with the Greenskins out of the Blasted Wastes. Combined with
low birth rates, these Dwarves are a doomed race, unless the war can be brought to an end.

Masterful smiths and inventors, the Dwarves are one of the most technologically advanced race on
Solura. Making use of steam technology, they create marvels unseen in most of the world.

Dwarves will mostly be found outside of their mountain holds within mining communities. They have
a deep love for the activity, and the riches that can be discovered from which.

Magic in Solura

The world of Solura is rife with magic. Some are born into the power, through their bloodline or
race, whilst others pour over ancient tomes for hundreds of hours. One thing is clear though;
anybody may learn, with the right intellect and teaching.

There any many forms, or schools of magic however;

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Battle Magic
Battle Magic is the most unrefined, and brutal of the magic schools on Solura. Used to spread deadly
miasmas that will rot an entire military formation in seconds, or call down storms of fire from the
sky, the use of powerful spells from this school can be used to turn the tide of any battle in an
instant. The main elements used by practitioners of this school are fire and ice.

Mending Magic
The complete antithesis of Battle Magic, Mending Magic is used to heal and protect. Those
experienced in mending magic may heal wounds, cure disease, and even resurrect those recently
deceased. Shield magic also falls under the banner of Mending Magic, allowing users to create
powerful magic barriers, effective against all forms of attack.

Demonology
Demonology is a dark form of magic, used only by the most desperate, or most immoral of men.
Requiring blood, dark pacts, and even darker promises, a user may call to the lower planes of
existence, summoning forth a portal of the darkest abyss, and pulling a demon or a spirit through.

The power of the demon depends on the power of the user, the amount of blood spent in the
casting, and the rewards promised. The lowest of these which can be called are spirits, which create
an undead after occupying a corpse.

Enchantment Magic
Enchantment is a much different form of magic than the others. It consists of weaving magical
energies to provide boons to allies, or to inflict malice’s upon one’s enemies. These may lean
anywhere from granting superhuman strength to a friend or crippling an opponent with muscular
fatigue and slowing them down.

Enchantments may also be placed upon inanimate objects to strengthen them; including weapons,
armour, defensive fortifications, or in the case of the High Elves, an entire fleet of ships.

Phantasm Magic
Those skilled in the usage of Phantasm magic excel in confusing and confounding their opponents.
They may call upon their abilities to befuddle the mind, and to create illusions.

Most street performers encountered within the world of Solura are apprentices of Phantasm magic,
using their spells to entertain others, instead of in combat.

Nature Magic
The use of nature magic is a closely guarded secret by those who have mastered it. Kept within close
knit druidic circles and groves, nature magic involves the manipulation of the world around the user.
It may cause hands of earth to erupt from the ground, or trees to suddenly lash out and attack. The
main elements used by practitioners of this school are earth and air.

Technology of Solura

Technology in Solura differs significantly across cultures, and species. Those who are more inclined
toward magic, such as the High Elves, have made no significant technological advancements in
millennia. Instead, they rely on their powerful magic; whereas the Dwarves are seemingly always

Lee Griffith

advancing. They build great mine shafts, filled with steam powered winches and cranes, and are
currently in the process of prototyping airships.
Other people’s such as the Halflings and Snake-folk care little for technology, content to live their
lives the way their ancestors did for generations past.
Humanity is the most varied in their levels of technology; as they can adapt to almost any situation,
their use of technology stems from colture.
Nomadic tribes within the deserts of Par’keet, surviving on captured game and desert flora. Feudal
Kingdoms exist in many parts of the world; their people living in serfdom, whilst the nobility rule
from stone castles. Some human nations are great trade republics, always advancing in their naval
technology. Then there are a handful of nations on the eastern continent of Halessia whose close
proximity to Dwarven holds has brought them into an early steam age; where their industry is
powered by the bounty of the earth, and not by the sweat of their people.

Religion of Solura

Religion in Solura is split across a pantheon of a hundred Gods. Whether or not these Gods exist as
celestial and demonic beings in the upper and lower planes is still a hotly debated topic. Regardless
of this though, most people on Solura do follow one God or another. This may be for moral reasons,
or a virtue they believe that God signifies, or simply because its what their people have always done.
There is a God worshipped for almost everything on Solura; such as Rhantar, the God of justice and
law, Ysus, the God of marriage and fertility, Setin, the God of murder, or even Cetia, the God of
broken things.
Due to the widespread nature of religion on the world, wars have rarely been fought for a God.
There are a number of militaristic holy orders that follow some of these though, such as the Chantry,
who follow the teachings of Rhantar; or the Shadow Hand, who revel in killing, carrying out
assassinations in the name of Setin.

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