THE OLANSHIAN KINGDOMS

Back to the main page

The Olanshian Kingdoms

Language:
All the Olanshian kingdoms speak Common as their base language. In addition, all classes can learn Giant, Lower Draconic, and Orcish. Clerics, sorcerers, and wizards can learn all of the above, as well as Higher Draconic, Abberant, Celestial, and Infernal.

Gods:
The Olanshians worship a set of ten gods, based what they feel are the ten prime emotions. These gods created the humans, dwarves, halflings, and giants during the First Age, and are now the patrons of the Olanshian Lesser Races (humans, dwarves, and halflings). The Olanshian gods are as follows:

Sian, God of Hope
Lawful Good, Domains: Protection, Good, and Air. Favoured Weapon: Longsword
Sian, is generally considered to be one of the prime gods of the Olanshian pantheon. The patron of spring, creation, children, and the element of air, Sian is prayed to by those that are hoping for the world to become better. Priests of Sian are required to spread hope, and to protect and defend the innocent.
Sian's holy symbol is a gryphon standing on its hind legs, wings spread.

Asania, Goddess of Love
Neutral Good, Domains: Healing, Animal, and Plant. Favoured Weapon: Sickle
Asania is the goddess most often prayed to by farmers and hunters, and is the most likely of the Olanshian gods to have a temple in rural areas. The patron of growth, nature, marriage, and animals, Asania is the one to pray to if you wish to slay a beast - otherwise, she might take offense. Those who hunt for sport tend to earn her displeasure, and priests of Asania are required to aid those in need, and to never hurt another without good cause.
The holy symbol of Asania is a mother holding her child.

Galassi, Goddess of Joy
Chaotic Good, Domains: Luck, Sun, and Good. Favoured Weapon: Rapier
Galassi is the goddess most prayed to in urban areas. The patron of daytime, summer, the arts, and luck, Galassi is a much loved goddess, if a slightly fickle one. Her priests are required to spread joy with them, and can never be pessimistic.
The holy symbol of Galassi is a simple disc, made of either brass or gold, representing the sun.

Braedia, Goddess of Calm
True Neutral, Domains: Earth, Knowledge, Law, and Magic. Favoured Weapon: Quarterstaff
The goddess of Calm, Braedia is the patron of justice, truth, magic, and the element of Earth. Braedia's priests are judges and sages, always looking with a dispassionate eye at the world around them. They are bound to intercede in disputes on the side of justice, and are thus quite respected.
Braedia's holy symbol is a perfectly balanced, and empty, scale.

Trildan, God of Guilt
Lawful Neutral, Domains: Knowledge, Strength, and Trickery. Favoured Weapon: Warhammer
Trildan is not a god that is prayed to consistently. Instead, he is prayed to by those who worry about what they are doing, and are trying to to the right thing. Priests of Trildan listen to the confessions of the guilty, in private, and then advise them on what to do. These priests must do so when requested to, and are forbidden to spread knowledge of what is confessed to them without the explicit permission of the confessor.
The holy symbol of Trildan is a stylized eye, open, complete with lashes and eyelid.

Teswen, Goddess of Sorrow
Neutral, Domains: Death, Travel, and Destruction. Favoured Weapon: Scythe
Most people feel uncomfortable around priests of Teswen, and around the goddess's temples. This is because Teswen is the patron of death, autumn, and misfortune. She cries endlessly for the sorrows of the world, which even she cannot prevent. However, she is often a misrepresented goddess, as many people believe that she wishes to cause death and misfortune, rather than simply accept it. Priests of Teswen are required to give requiems for the dead, and speed their passage to the next world.
The holy symbol of Teswen is a skull without a jaw.

Malikor, God of Anger
Chaotic Neutral, Domains: Fire, Strength, and War. Favoured Weapon: Greatsword
Malikor is typically worshipped by soldiers and warriors. The patron of war, strength, and the element of fire, Malikor is a raging inferno, always seeking a new opponent and challenge. His priests are bound to seek out challenges and strengthen themselves in body and soul.
Malikor's holy symbol is that of a closed fist.

Hauri, Goddess of Fear
Neutral Evil, Domains: Death, Evil, and Travel. Favoured Weapon: Flail
Hauri is one of the two most dreaded of the Olanshian gods. The patron of night, undeath, darkness, and winter, Hauri is a goddess not to be trifled with. Most people don't worship her so much as curse using her name. Hauri is worshipped by assasins and thieves, and her priests are instructed to spread fear throughout any cities they inhabit. Temples of Hauri are usually hidden, as local law enforcement tends to attempt to arrest all their inhabitants.
The holy symbol of Hauri is a long, screaming face.

Gleiron, God of Greed
Lawful Evil, Domains: Knowledge, Trickery, and Water. Favoured
Gleiron is often worshipped by merchants and those trying to make a profit. The patron of wealth, envy, and the element water, Gleiron encourages his followers to do everything in their power to get more - more wealth, more comfort, more anything. Priests of Gleiron do the same, but must also take time to help others gain power as well. This can lead to interesting conflicts of interest, and because of it, priests of Gleiron are forbidden to lie (although their deceptions are manifold and deadly.) Gleiron also manages the banks of Olanshia (with little interest given). Favoured Weapon: Longsword.
Gleiron's holy symbol is a scale, with a small pile of coins weighing down one side.

Raloth, God of Hatred
Chaotic Evil, Domains: Evil, Chaos, and Destruction
Raloth is the second of the most hated gods of Olanshia, which is fitting, all things considered. The patron of destruction, disease, prejudice and vengeance, few people worship Raloth, but many call upon him in moments of anger (as in, "Raloth! Help me slay this wretch who defies me!"). Raloth's priests are not allowed to form friendship or do any kindness that does not advance their goals, and are a cruel and vicious lot. Favoured Weapon: Greataxe.
Raloth's holy symbol is a spiked gauntlet holding an axe.

Calender:

The Olanshian year is divided into 10 months of 36 days each, followed by five days of feasting. Once every four years, the feastdays last 6 days, and this is viewed as a very auspicious time. The months are named after the ten gods of Olanshia, and work as follows:

1. Sianil (Hope) - Spring
2. Asanial (Love) - Spring
3. Galassinil (Joy) - Summer
4. Gleironil (Greed) - Summer
5. Malikoral (Anger) - Summer
6. Ralothil (Hate) - Autumn
7. Teswenin (Sorrow) - Autumn
8. Trildanin (Guilt) - Winter
9. Haurin (Fear) - Winter
10. Braedial (Calm) - Winter

Each month is said to best embody the emotion attached to its god, as the seasons follow their endless cycle.

Each month is divided into six weeks of six days apiece. These days are named after the forces that govern the world.
1. Sunday
2. Moonday
3. Starday
4. Cloudday
5. Earthday
6. Seaday

Festivals:

Olanshians have eleven religious holidays. They are as follows:

The Day of Light - 1st of Sianil
Following the feastdays of the previous years, the Day of Light is a solemn day, during which many auguries are cast for the coming year. The day of light is sacred to Sian, and is marked by promises of behaviour that will be improved over the coming year. (Of course, many people fail to honour their promises, finding the burden too great.) Priests of Sian who fail to honour these promises will lose their clerical gifts for the rest of the year.

Family Day - 9th of Asanial
Family Day is a day of love and peace, when everyone is reminded by the priests of Asania that all men are a family. No shedding of blood - of people or animals - is allowed on this sacred day, and being caught doing so merits extremely steep punishment. The day lasts from sunrise to sunset, and is quiet and loving. Family Day is sacred to Asania, and any priest of Asania who fails to honour it will lose their powers for one year.

Festival Day - 12th of Galassinil
Festival Day is a day of joy and laughter, as people get together to experience the simple joy of living. It is a day of peace, during which no war is carried out (any who try tend to meet with bad ends). Festival Day is sacred to Galassinil, and her priests mark it by leading the people in their celebrations. If a priest of Galassinil should act in anger on this day, they will lose their powers until they atone.

Challenges - 9th of Gleironil
Challenges is the holiday dedicated to the god of greed, but it is not a day for laziness. Instead, on this day the temples of Gleironil encourage all manner of competitions, from wrestling through puzzle-solving and finding objects. The winners receive cash prizes of varying sizes, depending on the town offering the challenge. Priests of Gleironil, on the other hand, must take this day to reign in their greed, to better appreciate it at other times, and cannot accept any gifts or rewards on this day. Any who do lose their powers for one year.

The Great Tourney - 12th - 15th of Malikoral
The Great Tourney lasts three days, and takes place in a different Olanshian kingdom every year (on a nine-year cycle). During this time, warriors from across the nations gather for a massive series of wargames - there are always at least a few games going at any given time over the three days. The games span all manner of martial acheivements, from archery to entire mock battles, and it is rare for a tourney to conclude without at least a few fatalities. The Great Tourney is sacred to Malikor, and all participants offer up prayers to him for victory - those that do not find themselves dogged with bad luck for the duration of the competitions. Priests of Malikoral are required to do everything in their power to take part in the Tourney - those who do not attempt this lose their powers for one year.

Execution Night - 16th of Ralothil
The night of the 166th marks a somber and frightening occasion. For two months prior to this day, executions are deferred, and on this night, all the criminals are executed at once, by way of paying for their sins. In some areas, it is not unheard of for punishments to be upgraded from slavery to death in the days prior to this night. Execution Night is also a common night for vengeance and lynchings. It is sacred to Ralothil, and his priests oversee the executions. A priest of Ralothil must kill someone this night, or lose their powers until they do. They generally confine their activities to criminals, however.

Mourning Night - 36th of Teswenin
The official end of autumn and beginning of winter, Mourning Night is the night to remember all the sorrows committed over the years, and to swear that they will never take place again. It is a night for remembrance, both good and bad, when families and friends gather to pray for those who have passed on, and for mistakes that have been made.
Mourning Night is sacred to Teswin, and her priests must participate fully in it, or lose their powers for one year.

Penance - 15th of Trildanin
Penance is the holiday during which people confess their crimes to priests of Trildan, and then atone for them. It is one of the holiest days of the year, and is considered a day for forgiveness and blessings, more so than any other day of blessing. Committing a crime during Penance is a sin of the gravest order, and horrible luck will follow any who dare to do so. Priests of Trildan are required to hear the confessions of their fellow men this day, and not to repeat them. Those who do not will lose their powers until Trildan feels that they are truly repentant.

Samhaine Night - 16th of Haurin
The darkest night of the year, Samhaine is a time of gatherings. Entire towns will gather in the larger buildings, and no one is left alone. On this night, magi and priests weave blessings around these buildings, for monsters walk the night, at their most powerful. Samhaine is a time of dancing and light, as people distract themselves from the darkness outdoors, and no one sleeps. In the morning, they greet the rising sun, reminding themselves that the sun rises over even the darkest fear. Priests of Hauri take this night to be alone, and master their fear. If they do, their god protects them from the creatures of the night. If not, they are never seen again. Failing to be alone during this night loses a priest of Hauri their powers until the next Samhaine night.

Balance - 24th of Braedial
This day matters liittle to the common people, who simply take a moment to consider that the year is nearly done. For scholars, however, it is an important day, as it is the day that a year is given its name and importance. This name is spread throughout the nine kingdoms over the next two weeks.

Calibration - 5 to 6 days between Braedial and Sianil<
A long string of feasts and parties, Calibration is the single most frenzied series of days in the Olanshian calendar. During this time, all the gods are honoured, and everything imaginable can be found. Work grinds to a halt, and everyone simply has a good time, in whatever way that entails. This period ends with the Day of Light, thus beginning a new year.

There are also a small number of secular holidays, but these vary from region to region, such as a king or queen's birthday, an important historical date, or a common event.

The Nations

There are nine kingdoms of Olanisha, each with its own ruler and customs. All nine kingdoms follow a basic code of laws, but have their own unique variants. For the most part, laws are consistant with medieval England. Theft, assault, and low treason are punishable by slavery, with a spell cast upon the criminal to insure good behaviour. In addition, there are the following consistant laws:
1) All wizards and sorcerers must be members of the Wizard's Guild. This guild is divided into eight colleges (you must choose one), and takes 10% of all earnings made through magic. In return, materials for making spells are provided at half price, and the spellbooks of the College can be accessed by those of the appropriate rank. There are nine ranks in the Guild, corresponding to the ability to cast each spell level.
2) All bards must be members of the Bardic Guild, and minstrels and performers are also allowed. The Bardic Guild demands 5% of musical earnings, and grants a place to stay for all Guild Bards, as well as the fact that only Guild Bards can perform at noble gatherings.
Guild Bards with magic must have at least 3 ranks of Perform before they are released into society. Non-magical Guild Bards must have a Performance total of at least +7 to pass the membership tests.
3) Merchants and craftsmen have their own guilds, which demand small fees and offer protection against outside influences. The guilds have a large degree of temporal power, rivalling the temples and dynasties for raw power. There is a great deal of friction between the rival power centres, as each struggles for dominance.
4) The production and sale of magical weaponry and of magical items with destructive powers that can be used by non-wizards/sorcerers is strictly forbidden, as is the possesion of the same. The dragonkin kings can grant dispensation to anyone they choose, and grant this power to their retinue and elite guards. Wizards and sorcerers are allowed to possess destructive magical items that can only be used by them, as they are already considered to be under control.
5) Dragonkin, being dynastic, are allowed to charge all their purchases to the royal family. The purchase will be payed within a week.
6) Dragonkin kings and queens retire when they start feeling too old to properly govern the kingdom, handing their crown to their heirs. This was decided upon due to a dragonkin's long lifespan, which could subject a kingdom to decades of poor rulership if a dragonkin became senile.
The kingdoms use a set currency, portraying the current ruler on the head, and the capital of the nation in which it was minted on the reverse. Because of this, the nine kingdoms are careful to keep the amount of money in circulation stable.

The Kingdoms and their Rulers(from strongest to weakest):

The kingdoms of Olanshia are subdivided into feudal ranks, as follows. Each of the kingdoms (ruled by a king or queen) is subdivided into between three and five duchies. One is ruled by the king, the others by barons who are occasionally dragonkin. Each barony is then divided into five to eight lairddoms, ruled by lords. Lords are almost always normal members of their race. Each lord can appoint knights, with the permission of their duke.
(Note: Military and Political power is ranked from 1 (weakest) to 5 (strongest). Some nations share ratings.)

Cerorsha
The centre of human influence, Cerorsha is the kingdom in which the Guilds have the most influence. As the only Olanshian nation that directly borders Draconic lands, Cerorsha is the only kingdom to contain every trade route between the two sets of nations. Because of this, it is the richest of the nine kingdoms, and second only to Taln in political power. (Political Power: 4)
Cerorsha also has a large military, due to its bordering one of the most vicious Wildlands, as well as the Draconic kingdoms. Their military includes many wizards and sorcerers, more than any other army in Olanshia. (Military Power: 4)
Cerorsha is ruled by King Siranam II, who is getting towards his middle years. King Siranam is known for his slightly unpredictable nature, as well as his kindness and generosity to those he befriends. King Siranam is supported in all things by his brother, General Lysanis, who passed up the throne to command the armies of the realm.
Taln
The centre of dwarven influence, and of the Olanshian kingdoms, Taln is also the kingdom where the Nine meet once a year to discuss politics between the kingdoms. A burgeoning nation, it is the only dwarven nation not constantly at war with the giants. Because of these factors, Taln has the single greatest impact on politics in the nine kingdoms. (Political Power: 5)
Taln's military is largely ceremonial, due to the fact that there are no enemy nations or large wildlands nearby. In addition, when lords come to visit, they bring their own bodyguards, not trusting their safety to a potential enemy. Because of this, Taln's military is both small and ineffective. (Military Power: 1)
Taln is ruled by Kamli V. The Kamli line has ruled Taln for the past 900 years, and Kamli is currently the only heir. He is young for a dwarf, and does his best to live up to the awesome responsibility, usually deferring to his advisors.
Kelir
One of the dwarven nations, Kelir is one of the three Olanshian kingdoms that borders the World's Edge Mountains. It is made up of a hardy breed of dwarves, many of whom join Kelir's part-time army and fight against the frost and cloud giants that occasionally invade from the north. Kelir's army is the strongest in the nine kingdoms, and many say that it is the strongest in the world. (Military Power: 5)
Because of their positioning, Kelir has little direct influence on affairs elsewhere, and they spend most of their time focusing on their giant foes, rather than attempting to gain it. However, the other northern nations (Vestir and Nasur) look to Kelir first for guidance, giving them a small amount of power when they choose to exercise it. (Political Power: 3)
Kelir is ruled by King Rorin III, a king who is getting on in years, and will likely pass the crown to his niece within the next five years. King Rorin is a battle-hardened lord, who won fame by slaying a cloud giant in single combat. He grumbles about rulership, but many people believe that he secretly loves the crown.
Sashsin
Another human nation, Sashin lies just south of Cerorsha, bordering the Southern Sea. It is the primary nation for trade to Haven, giving it a certain degree of political leverage. However, this is balanced by the fact that as a nation, Sashsin is the most liberal of the Olanshian kingdoms, and the one most likely to draw the ire of the other nations. (Political Power: 2)
Sashsin has a small military, with little landside influence, mostly confined to defending against Wildland incursions. However, their fleet is second to none, and Sashsin fleets are most often the ones who sink pirates, protect merchants, and deals with the rare invasion attempts by the fire and storm giants. (Military Power: 3)
Until recently, Sashsin was ruled by King Derinas XI, a middle-aged man with a passion for sailing, who spent more time sailing against pirates than ruling, and who left most of the ruling of his kingdom to his chancellor, Sylvana. However, very recently, someone rigged the council buildings of Sashsin to explode violently, at a time when both the king and chancellor were in attendance, as well as launching flaming spheres that completely destroyed the palace, the Mage Guild, and the major temples of the city, and which set off a firestorm that destroyed nearly the entire city. The kingdom is now descending into civil war, with three candidates for the throne - Baron Erich Gersan of Tarisbough, Prince Adrian Sandalis, and Bishop Tobias of Trildan's Temple.
Vestir
The third dwarven nation, Vestir is perhaps the most mountainous and inhospitable land in Olanshia. Its people are rugged and distrustful of outsiders, and it only has influence because of its strong military presence, and because it is also a land with many precious metals. When Vestir takes its concerns before the Nine, it always uses what little power it has to support Kelir, and uses its metal mines as leverage. (Political Power: 2)
Vestir's military, while not as large as that of Kelir or Cerorsha, is still strong enough and well-trained to fight the giants of the norht. Vestir has enough power also to defend its mines against the rogues that drift from the south. (Military Power: 3)
Vestir is under the command of Queen Aelin IV, the latest in a line of warrior-queens who watch over the kingdom. It is one of the few kingdoms that has very little discrimination against women warriors and rulers.
Osnir
One of the two halfling nations, Osnir is an outpost of civilization on the western edge of the Nine Kingdoms. Its only real export is wood, which it ships by the cartload from its pine and oak forests, and its furs, which are considered to be quite in style. (Political Power: 2)
Despite its small political presence, Osnir has a strong military, mainly supported by troops of halflings that use extremely unconventional tactics and refuse to fight in armies, instead using guerilla warfare against invaders who try to advance through the region's thick forests. (Military Power: 3)
Osnir is ruled by King Perim VI, who is a political powerhouse, keeping despotic control over his nation and grasping for whatever power he can get from anywhere else. He is far too obvious, however, and no one pays much attention to his obvious ploys, foiling them easily.
Charsean
The smallest of the human nations, Charsean is nonetheless a political presence, due to its trove of magical artifacts left over from the first age. These artifacts are mostly noncombative in nature, but are still considered very powerful. (Political Power: 3)
Charsean's military is small and fragile, only slightly more powerful than that of Taln. However, there are a few magical artifacts, useful only for defensive purposes, that protect the nation from invaders. Most of them are arranged on the Wildlands border. (Military Power: 2)
Charsean is ruled by King Iselos IV, a bookworm of a man with some sorcerous talent and very little desire to control the kingdom he runs. He only takes interest when people return from the wilds with new discoveries, and has been known to trade the rights to carry magical weapons for such finds - an attitude that does not endear him to the other rulers.
Nasur
The second halfling kingdom, Nasur has very little going for it. It lacks the resources to be an economic power, and the placement to be a political one. When people discuss the nine kingdoms, Nasur is the one most overlooked. (Political Power: 1)
However, Nasur does have one strength - because it borders giant lands, albeit lands that the giants rarely invade through, their military is stronger than many of the nine kingdoms. However, since this military is mostly tied up in watching the northern border, it doesn't help them to be taken more seriously. (Military Power: 3)
Nasur is ruled by Queen Sareth III, who took the throne after the deaths of her two brothers in a massive battle against the giants. Queen Sareth is an aspiring bard (although not a very good one) and Guild Bards passing through the kingdom are certain of a fine reception.
Aston
The weakest of the nine kingdoms, Aston is saddled by a massive debt left by a desposed king, and by rampant lawlessness. The army was almost completely disbanded, the government is a mess, and the other kingdoms are all too ready to dismiss all of the failings on the current queen. Because of this, Aston's political power is effectively nil. (Political Power: 1)
Although the queen has done her best to refill the ranks of the military, many of them are green recruits, and all are involved in the day-to-day policing of the nation. This gives them more experience in gang fighting than army tactics, and although they'd be an effective rebel force were Aston conquered, they are almost useless in normal warfare. (Military Power: 2)
Aston is ruled by Queen Aerin V, who rose to power after disenfranchised nobles threw out her brother, who was a wastrel and a vile rogue. She is doing her best to repair the rampant damage he caused, but even after three years, she faces a long uphill battle. Aerin is generally liked by her people and supported by her lords, but the Guilds and other rulers dismiss her as a second-class ruler.

The Other Powers

The Temples
The Temples of Olanshia have an impressive degree of power, especially those of Sian, Asania, and Galassi. They have influence in every aspect of life, and if they turn against the ruler, that ruler's destruction is practically assured. In particular, the temples of Trildan, who run the courts, and of Gleiron, who control the banks, have wormed their way into everyday life.
Despite this, the temples generally support the rulers, reminding the populace that it was the dragonkin who saved the world from the giants and dragons, and who were chosen to rule. Because of this, they make up a strong part of the dragonkin rule.
The Bardic Guild
The Bardic Guild, home to the magical bards and all manner of skilled performers, is the only guild that remains completely loyal to the dragonkin. Bards can rest assured of a warm welcome at Dragonkin castles, and rogue bards can count on being hunted down faster than anyone save a rogue mage.
Bards have four ranks: Apprentice, Journeyman, High Bard, and Master Bard. There are only ever five master bards at any time, and they are the five best bards in Olanshia. Gaining rank is a combination of ability and connections. It is almost unheard of to have bards from a non-Olanshian race, but it has happened.
The Bardic Guild has a major Guildhouse in every kingdom's capitol, and smaller houses in all the regional capitals.
The Mage Guild
The mages, the second-most powerful guild in Olanshia, remains basically loyal to the dragonkin, but mutterings of discontent have been heard, and rumours occasionally spread that the mages are stocking magical weapons and devices in case a war breaks out. If so, they could become the ace in the hole for any revolution. Wizards, sorcerers, and arcane adepts must join the Guild.
There are ten ranks of mage, each based around the ability to cast a given level of magic. They are, in order: Acolyte(lv 0), Apprentice(lv 1), Neophyte (lv 2), Novice (lv 3), Initiate(lv 4), Disciple(lv 5), Adept (lv 6), Master(lv 7), High Master(lv 8), Archmage(lv 9). There are usually only a few High Masters, and it's almost unheard-of for more than one Archmage to exist at once - sometimes there are none. The High Masters and Archmages jointly run the guild. The guild is also divided into eight schools, each based around one of the schools of magic. You must belong to one, even if not a wizard.
The Mage Guilds have nine major Guild Houses, as follows: The Central one in Taln, the Abjuration House in Vestir, the Conjuration House in Cerorsha, the Divination House in Charsean, the Enchantment House in Aston, the Evocation House in Kelir, the Illusion House in Sashsin, the Necromancy House in Osnir, and the Transmutation House in Nasur. Acolytes and apprentices usually spend at least part of their time in their home Houses. In addition, there are small guild houses in all laird capitols.
The Merchants Guild
The Merchants Guild is a powerful entity, setting prices across the Olanshian kingdoms, and governing trade disputes between merchants. Four out of five merchants belong to it, and they profit well from their acquaintance. Although merchants pay a small premium to the Guild, they are given the best places in the markets, get protection from bandits (any who rob a Guild merchant will find the best mercenaries in the kingdom after them) and have a monopoly on the sale of certain weapons and luxury items, including all magical creations. These monopolies were granted by early kings, and many are now regretting it, as the Guild has grown extremely powerful, and has no real love for the dragonkin dynasties.
Merchants all take part in Guild meetings, and all will stand by any Guild decision. Because of this, crossing the Guild is a good way to find it impossible to buy anything. Non-guild merchants are forced to boost their prices due to the cost of hiring bodyguards to protect their caravans, and as such, are a slowly dying breed.
The Mercenaries Guild
The final of the powerful guilds, the mercenaries live by a strict code of honour - they will always stand by a contract, they never attack the innocent, and they always accept surrenders. Being a non-Guild mercenary is a crime punishable by slavery, so the Guild has control over a lot of fighters. Mercenaries are commonly hired to protect merchants, slay dangerous creatures, and deal with orcish and goblin raids. Mercenaries are forbidden to take a contract against the dragonkin, and to date have upheld that. However, they have no particular loyalty to the dragonkin either, and it remains to be seen whether the dynasties allow them to continue.
There is a mercenary Guild hall in every large city, and in every town that's likely to need them (along trade routes, near orcish tribes). Organization is slim, with mercs banding into squads, parties, or entire regiments.
The Other Guilds
There are three other guilds worth noting - the Guild of Artisans (poets, painters, sculptors, etc), the Guild of Craftsmen (smiths, leatherworkers, etc), and the Guild of Sailors. Each has its own narrow region of influence, tends to be fairly neutral towards the dragonkin, and is not really important enough to receive its own section.

Hosted by www.Geocities.ws

1