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Gazetteer of Astoria Herein lies some relatively detailed information on each of the nations and cultures of Astoria. History, current population averages, and much more is included. Also, each nation has at least one average ambient Affinity listed. These can be added to the Affinities of characters when determining detrimental effects on their actions, such as technological interference and magically-induced malfuntions. Silver Forest Description: Silver Forest is the homeland of the Elven people. Even the most technologically oriented individuals feel a deep seated contentment when they gaze upon the gentle, swaying branches of the oldest trees in all of Astoria. Silver Forest is home to nine million residents, nearly all of them Elves. There are a few Human and Gnomish residents, usually either merchants or aspiring sorcerers. There are even a handful of Dwarves living in Moonglade, hiding from the Ku'na Assassins in the great capital city of the Elves. Ironically, there are a few Dark Elves that live in the Silver Forest, though the majority of them are either defectors from Ku'ani or spies. Each Elven city is built on two levels: the forest floor and in the canopy. On the floor, crops are grown, shops are maintained, and laboratories for magical and alchemical research are established. In the canopy lies the homes of the Elves. On the rare occasion of an attack on Elven soil, the citizens retreat to their canopy homes, were powerful mystical wards protect the residents from harm, and the trees from fire. However, with the rise of technology, the wards seem to be weakening, and there have been reports of Elven outposts being burned to the ground by raiding parties. In the capitol city of Moonglade, a series of powerful enchantments ensures that blood is not spilled. Any individual who raises their hand against another in anger will find themselves unconscious, as the Elven protective magics erupt around them. The city is also surrounded by a powerful Shield, preventing visitors from accessing the city without the permission of the residents. As of now, only the most technologically oriented individuals have been able to ignore the barrier entirely. Even this presents little trouble for the safety of the residents, as the powerful aura of magic in the city cause most devices to malfunction. Elven government consists of a Senate and a Tribunal. The fifty-five Senators inherit their office, whereas the three Tribunal members are elected. The Senate is responsible for passing legislation, and the Tribunal is responsible for enforcing the laws, and policing the Senate. Extensive trading is done with the Iron Delver Dwarves and the Free States members, but the Dornihan Industrial Republic tends to avoid economic dealings with the Elves of Silver Forest. This is probably for the best, as the DIR has only technological products to offer, and the Elves offer mostly magical products.

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Page 1: Gazetteer

Gazetteer of Astoria

Herein lies some relatively detailed information on each of the nations and cultures of Astoria. History,

current population averages, and much more is included. Also, each nation has at least one average

ambient Affinity listed. These can be added to the Affinities of characters when determining

detrimental effects on their actions, such as technological interference and magically-induced

malfuntions.

Silver ForestDescription: Silver Forest is the homeland of the Elven people. Even the most technologically

oriented individuals feel a deep seated contentment when they gaze upon the gentle, swaying branches

of the oldest trees in all of Astoria.

Silver Forest is home to nine million residents, nearly all of

them Elves. There are a few Human and Gnomish residents,

usually either merchants or aspiring sorcerers. There are even

a handful of Dwarves living in Moonglade, hiding from the

Ku'na Assassins in the great capital city of the Elves.

Ironically, there are a few Dark Elves that live in the Silver

Forest, though the majority of them are either defectors from

Ku'ani or spies.

Each Elven city is built on two levels: the forest floor and in

the canopy. On the floor, crops are grown, shops are maintained, and laboratories for magical and

alchemical research are established. In the canopy lies the homes of the Elves. On the rare occasion of

an attack on Elven soil, the citizens retreat to their canopy homes, were powerful mystical wards

protect the residents from harm, and the trees from fire. However, with the rise of technology, the

wards seem to be weakening, and there have been reports of Elven outposts being burned to the ground

by raiding parties.

In the capitol city of Moonglade, a series of powerful enchantments ensures that blood is not spilled.

Any individual who raises their hand against another in anger will find themselves unconscious, as the

Elven protective magics erupt around them. The city is also surrounded by a powerful Shield,

preventing visitors from accessing the city without the permission of the residents. As of now, only the

most technologically oriented individuals have been able to ignore the barrier entirely. Even this

presents little trouble for the safety of the residents, as the powerful aura of magic in the city cause

most devices to malfunction.

Elven government consists of a Senate and a Tribunal. The fifty-five Senators inherit their office,

whereas the three Tribunal members are elected. The Senate is responsible for passing legislation, and

the Tribunal is responsible for enforcing the laws, and policing the Senate.

Extensive trading is done with the Iron Delver Dwarves and the Free States members, but the Dornihan

Industrial Republic tends to avoid economic dealings with the Elves of Silver Forest. This is probably

for the best, as the DIR has only technological products to offer, and the Elves offer mostly magical

products.

Page 2: Gazetteer

People of Silver Forest

Population by Age:

0-14 Years: 100,000

15-100 Years: 5 Million

101+ Years: 4 Million

Racial Breakdown: 90% High Elf, 4% Human, 4% Gnome, 1% Half-Ogre, Less than 1% Dwarf, Less

than 1% Dark Elf

Religion

Most Elves still pay homage to Tullaand Ur, even though they stopped answering prayers quite a while

ago. There are some who worship Fate, convinced that It still walks the earth.

Languages: Jor'nain 99%, Gnomish Merchant Standard 80%, Dwarven Dialects 5%, Human Dialects

5%, Ku'nain less than 1%

Government Type: Aristocratic Republic

Current Ruler: Senate Speaker Wysp Moonspire

Capitol: Moonglade

Average Ambient Magical Affinity in Capitol: 3

Average Ambient Magical Affinity Outside of Capitol: 2

Holidays: There are only two major holidays celebrated in Silver Forest: the Summer and Winter

Solstices. Each Solstice is a time of great celebration, with wine and music, and various forms of

entertainment. Each full and new moon are considered minor observances, and Elves often close shop

early for them.

Crime and Punishment: Silver Forest has only a handful of major infractions: harming or killing

another in anger or cold blood, theft of property or freedom, treason, and the use of Necromancy.

Excluding the latter, the sentence is incarceration for a period of time deemed appropriate by the

Tribunal or a lesser court. Only treason and the practice of Necromancy are punishable by death.

Heraldry: A dark green field with a silver full moon in the center, and a pair of silver stars on either

side.

Military: Military service is optional, though many Elves choose the serve in the military due to the

benefits of service. The Elven soldier gets to travel extensively with Elven diplomats and politicians,

and has housing provided for him for the rest of his life. Silver Forest has not known true war since the

exile of the Ku'na, and the only combat the average Elven soldier sees is the occasional Orcish raiding

party.

Free StatesDescription: The Free States is a confederation of the

kingdoms of Celest and Halster and the city-state of

Stillwater. The confederation was established by Celest

shortly after the DIR started its unification campaign.

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Membership and protection was offered to every Human nation, but only Halster and Stillwater

accepted. Soon, the former leaders of other nations regretted their decision to remain unaligned, as the

DIR barreled over them with great ease and the members of the Free States remained independent.

No technological devices are permitted within the borders of the Free States. To ensure that the

“scourge” of technology stays outside their borders, the mages of Celest have cast a powerful spell that

causes all technological items to malfunction in an extraordinarily destructive fashion within the

borders of the member nations. Stillwater and Halster do not view technology as evil, as does Celest,

but they do not protest the border, as it protects them from the advancing armies of the DIR.

Stillwater

Description: Stillwater is a thriving town, in spite of its cold clime. Trading is the order of the day, as

Stillwater dredges up rare fish, hunts exotic winter animals even in the summer, and even manages to

strike a rich gem vein every now and again in the frozen soil. Being so cold, certain necessities of life

must be imported, such as grain and vegetables, but Stillwater's neighbors are more than willing to

oblige for the exotic meats and pelts that only Stillwater can provide.

As such, Stillwater is a rich area. After the DIR finished it's unification of the communities and nations

surrounding it, they set their eyes on Stillwater next. When an offer for membership in the Free States

was sent to the leaders of Stillwater, they eagerly accepted. Though they were rich, they were also

small. Population growth was controlled by the harsh environment, and no real military was present, as

Stillwater had always relied upon its wealth and trade leverage to avoid conflict. Only a small militia

was maintained, in order to fight off raiding parties from the Orc and Ogre tribes.

Historians believe that Stillwater was originally settled by Halsterians. The reasoning for this belief is

the striking similarity between their languages. Apart from a few differences in vocabulary, Stillwater

and Halster have nearly identical languages.

Halster

Description: Halster is a small kingdom wedged in the valley that separates Stillwater from Silver

Forest. Like their northern neighbors, Halster makes much of it's money from trading. They act as the

middle man in dealings between Stillwater and the Elves, buying and selling gems and magical

artifacts, while producing and exporting wheat and other crops that will not grow in the cold region

surrounding Stillwater or the deep forests of the Elves.

Halster was in no immediate danger when the DIR began its unification, but knew that they moment

Stillwater fell, they would be the next target. Thus, they readily joined the Free States when the offer

came.

Celest

Description: Celest is one of the oldest Human kingdoms in all of Astoria. It began as a college for the

study of the mystical arts, and the town, and eventually a kingdom, sprang up around it. Thus, Celest

has always been a haven for the magically inclined.

Celest is ruled by a Mage-King, and a Council of thirteen Advisors, all of whom possess powerful

magical abilities. It was this Council that established the anti-technological barrier around the member

nations of the Free States, and it is rumored that they expended so much energy in the process that they

fell unconscious and shall remain so until the barrier is dismissed. The Celest government refuses to

comment on these rumors, and none of the Council members have been seen since the barrier was

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established.

Celest is a discriminatory society. Those who are powerful in the ways of magic are given special

rights and privileges over those without the Gift. Those who even mention in passing an interest in

science are exiled from the kingdom for sedition. The people of Celest are unhappy with the

government, but for now have decided that at least they know the corruption of Celest, and choose the

evil they know over the one they of which they are ignorant.

People of the Free States

Population by Age:

Stillwater

0-14 Years: 300,000

15-65 Years: 500,000

65+ Years: 100,000

Halster

0-14 Years: 1 Million

15-65 Years: 7 Million

65+ Years: 3 Million

Celest

0-14 Years: 2 Million

15-65 Years: 8 Million

65+ Years: 5 Million

Racial Breakdown: 85% Human, 4% High Elf, 5% Gnome, 4% Half-Ogre, 1% Dwarf, Less than 1%

Dark Elf

Religion

Celest

The people of Celest once worshiped Ulrei above the other gods. Since the Age of Steam began, and

the gods left, the magically inclined population of Celest have established a new religion. This new

religion is called Pallas, and centers not on the worship of any specific god, but rather on the belief that

technology is evil. They take as proof of this theory the absence of the gods. If, they say, technology

is good, then why did the gods leave when we developed it? Followers of Pallas go to great lengths to

stop the spread of technology, from petitions and protests to outright terrorism. Though the First Pallas

Temple lies in Celest, the religion has gained followers all around the world, even in the Dornihan

Industrial Republic. Some people believe that the Ku'na are behind the Pallas temple.

Stillwater

Stillwater's citizens are set in their ways and hard headed. They have worshiped Mingor and Ur for

generations, and continue to do so even after their prayers ceased to be heard.

Halster

Halster was once viewed as a sort of duplicitous kingdom because of their religious leanings. They pay

equal homage to both Ur and Kirin, the Lady of Life and the Lord of Death. Halsterians believe in

balance, and the natural course of all things. All things that live must also die. Currently, no one

seems too concerned with Halster's seemingly contradictory religious practices, as the gods are gone

and there's no blessings coming from any of it anyway.

Languages: Celestis 80%, Halsterian 40%, Stillwater Halsterian 5%, Jor'nain 10%, Dwarven Dialects

5%, Ku'nain less than 1%, Other Human Dialects 10%, Gnomish Merchant Standard 85%

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Government Type:

Celest: Monarchy

Halster: Monarchy

Stillwater: City Council

Current Ruler

Celest: Mage-King Gabriel

Halster: King Gilbert Lawrence Thorvald XVIII

Stillwater: Council Chairman Trevor Russell

Capitol:

Celest: Celest

Halster: Halsteria

Stillwater: Stillwater

Average Ambient Magical Affinity:

Celest: 3

Halster: 1

Stillwater: 1

Holidays: Each member state celebrates the day that they joined the Free States as an Independence

Day. For Celest, this is celebrated in mid-spring when they founded the confederacy. Stillwater

celebrates it in the beginning of Summer, and Halster observes Independence Day in the middle of

winter. These celebrations are filled with wine and song, and wondrous displays of magical

entertainment. Religious holidays are still celebrated, though with considerably less fervor than before.

Crime and Punishment: While use of technology is not forbidden by the law of Stillwater and

Halster, the mystical barrier surrounding the member nations certainly makes it difficult. In Celest,

even talking about technology in a remotely positive manner is considered sedition and punishable by

exile. All across the Free States, the practice of Necromancy is an offense punishable by death. This is

at the urging of the Mage-King of Celest, and was a contingency for joining the Free States. However,

the edict is enforced only loosely in Halster and Stillwater.

Heraldry:

Celest: A black field with a gold tower in the center

Halster: A white field with a red phoenix and a greed dragon poised to fight

Stillwater: A blue field with two red swords crossed over a green shield.

Military: The Free States have a unified military stationed in a garrison just outside of Stillwater.

Three years of service is mandatory for all men when they reach the age of sixteen. If the young man

shows talent for magic, then they are given a delay of service if they agree to attend the Celest College

of Magic. The magically inclined are then required to serve in the military for two years following

graduation as healers and artillery. Each nation also has its own, smaller military for keeping the peace

and fighting off minor raids.

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Scarred ForestDescription: The Scarred Forest is a barren land filled with the

corpses of once ancient trees. Until the Dark Elves exiled

themselves from the Silver Forest, it was uninhabited. There the

Elves found the ruins of ancient temples and buildings, all built

to the distinctive size of Gnomes. The Dark Elves discovered a

relatively intact ruined city, and began to restore it to a livable

condition, and there established their first city in exile.

From there, they branched out, restoring old ruins where

possible and building new towns and villages from the dead

trees when not. Each settlement was supervised by powerful

sorcerers, who used their arts to protect the cities from

divination and scrying. Thousands of years passed, and the

Ku'na became a race all their own, living in dangerous

conditions and using magic to meet the barest of needs. The only Dark Elves to venture out of their

homes were either Assassin Guild members looking for work and practice, or the occasional defector

that actually managed to get away.

And then came the rise of technology, and the Dark Elves discovered that the Dwarves were

responsible. They began their systematic purge of all Dwarves, beginning with the Steel Blaze Clan.

The Clan was totally obliterated in a matter of months. Chadwick Moore was “advised” by a Dark Elf

messenger to never speak of his involvement with the Dwarves, or his visit from the Ku'na. With the

destruction of the Steel Blaze Clan and the threat to Moore's life, the truth behind the invention of the

steam engine was locked away, and the Dark Elves were free to eliminate the other Clans at their

leisure, confident that Moore would not warn them of their impending doom.

A mere fifty years later, and all but one Clan and scattered survivors from others have been purged by

the Dark Elf assassins.

Dark Elves are notoriously xenophobic. They will only even speak to other races if they absolutely

must. They are strong in their belief that the Elves are destined to rule over all the other races, and go

to great lengths to attain this goal. The rise of technology has forced them to begin their plans of

conquest early, and the Dwarves were just the first step. Soon they plan to invade their former home in

Silver Forest, and subjugate or destroy their Jor'na cousins.

Luckily, their forces are not yet strong enough to move on to that phase, and their purge against the

Dwarves is not yet complete.

The Scarred Forest is populated almost entirely by Dark Elves. The only other races that have a

presence are usually slaves or the occasional adventurer, though there are others who have allied

themselves with the Dark Elves and now live among them. The Ku'na hate the DIR with a fierce

passion, even more than they hate other races in general. There are rumors among the other races that

representatives from Celest have been seen collaborating with Dark Elves, though they are unfounded

at this moment.

The government of the Scarred Forest consists of one man or woman. He controls all aspects of daily

life, and is the sole speaker of the law. The current ruler is a powerful Necromancer named Ki'lun.

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People of Scarred Forest

Population by Age:

0-14 Years: 50,000

15-100 Years: 1 Million

101+ Years: 3 Million

Racial Breakdown: 99% Dark Elf, Less than 1% of all other races

Religion

All citizens and slaves in Scarred forest are required to observe either the Pallas Temple, or the worship

of Kirin or Ankura.

Languages: Ku'nain 99%, Jor'nain 40%, Gnomish Merchant Standard 50%, various Human dialects

20%, Dwarven dialects 20%

Government Type: Dictatorship

Current Leader: Ki'lun

Capitol: Ku'ani

Average Ambient Magical Affinity in Capitol: 2

Average Ambient Magical Affinity Outside of Capitol: 1

Holidays: Only one holiday is celebrated, and it's celebration has been mandatory since the Dark Elves

entered exile. Each Spring Equinox marks the day that the Ku'na left the Silver Forest, and on this day

all citizens engage in druken debauchery and merriment, culminated by the sacrifice of a High Elf to

honor Kirin. This latter practice has become more traditional than religious, as the gods have

abandoned the world. Observations are also made on days holy to Ankura, though nothing like the

wholesale loss of control witnessed on the Spring Equinox.

Crime and Punishment: All crimes are punishable by death, even petty theft. Except in the case of

suspected treason (which includes but is not limited to giving aid to members of other races and using

technology), the Ku'na Assassins Guild is the judge, the jury, and the executioner for any suspected

criminal. In the case of treason, the accused is brought before the ruler of the Dark Elves to plead his

case. Rarely does this practice result in the accused surviving.

Heraldry: A black field with a silver hawk

Military: The military of the Scarred Forest is incredibly small, and designed to protect the cities

against incursions from the dangerous creatures that roam the wastes. At times when other nations

would normally use military force, the Dark Elves send a detachment of assassins to get the job done.

Ku'na Assassins are an incredibly deadly force, and when they have the element of surprise, one

Assassin is more than a match for five well trained soldiers of any other nation.

Page 8: Gazetteer

CalibanDescription: Caliban isn't so much a nation as it is the lack thereof.

Caliban is a smuggler's port, bustling with illegal activity and shady

characters. When in Caliban, no one ever asks about anyone's past,

and no one ever volunteers the information. All manner of criminals

fleeing from the law can find sanctuary in Caliban.

Unless the criminal happens to be fleeing from Ku'na Assassins, of

course. When hunted by the Ku'na Assassins Guild, there is no

escape, even in Caliban.

For a port bustling with so much criminal activity, violence and murder are relatively rare. It's bad for

business to kill or steal from customers and even competitors, because you never know when one will

turn into the other, and if you kill too many of one, then you won't have any of the other.

What little law that there is in Caliban is enforced by well-trained guards, paid for by the current

Constable of Caliban. The only thing the guards do is break up fights and get rid of those who make

too much trouble.

People of Caliban

Population by Age:

0-14 Years: 5,000

15-65: 100,000

65+ Years: 20,000

Racial Breakdown: 70% Human, 5% High Elf, 5% Gnome, 15% Half-Ogre, 3% Dwarf, 2% Dark Elf

Religion

The people of Caliban don't tend to be the religious sort, though there are a few followers of the Pallas

Temple.

Languages: Gnomish Merchant Standard 90%, various Human dialects 10%, Jor'nain 10%, Dwarven

dialects 10%, Ku'nain 2%

Government Type: Constabulary Anarchy

Current Leader: Constable Grant Appleby

Capitol: Caliban

Average Ambient Technological Affinity: 1

Holidays: Every night is a holiday of sorts, with drinking and whoring being the order of the day.

Crime and Punishment: The guards of Caliban, under the leadership of Constable Appleby, only

enforce a bare minimum of law and order. Basically, as long as no one is doing anything that's bad for

business, then the guards stay out of everyone else's affairs. If a person starts a fight or causes too

much trouble, then they will find them selves floating in the bay at best, sinking to the bottom of the

bay at worst.

Page 9: Gazetteer

Heraldry: Caliban doesn't officially exist, and therefore has no heraldry.

Military: Caliban has no military.

Iron Delver ClanDescription: The Iron Delver Clan are the last coherent

Clan of Dwarves remaining in Astoria. They are

essentially a Clan of slightly paranoid shut-ins, and have

little to do with the outside world. Some trade is done

with the nations of the Free States and the Elves of Silver

Forest, but even that contact is brief and limited to only

what is essential. The Iron Delver Dwarves trade ore,

metals, weapons, and gems for food and fabric for

clothing, but otherwise keep to themselves. All such

trading is conducted in the Great Hall at the entrance to

their underground city. No outsider has gone beyond the

Great Hall in fifty years.

The Iron Delver Dwarves are ruled by King Stonecrusher and his cabinet of advisors. They are

responsible for making and enforcing the law, and protecting the Clan from outsiders. The Clan

maintains peace within its own ranks fairly easily, as no Dwarf wishes to endure the exile to the outside

world that many crimes bring down.

A few Dwarven warriors will occasionally leave the mines in order to make a name for themselves.

They rarely return, finding the freedom of the surface preferable to the safety of the mines. The few

who do return are usually shooed away, as the rest of the Clan become convinced that the returnee has

been swayed to “their” side.

People of Iron Delver Mines

Population by Age:

0-14 Years: 10,000

15-100 Years: 30,000

101+ Years: 50,000

Racial Breakdown: 100% Dwarf

Religion

Most Dwarves pay homage to Mingor and Ulrei. As they have very limited contact with the outside

world, and that is limited mostly to the necessities of trade, most of the Iron Delver Dwarves do not

realize that the gods have left Astoria. They think that they have been deprived of their blessings for

some religious infraction of which they are ignorant of committing.

Languages: Dwarven dialects 100%, Gnomish Merchant Standard 60%, various Human dialects 20%,

Jor'nain 5%

Government Type: Monarchy

Current Leader: King Gorman Stonecrusher

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Capitol: Iron Delver Clan Mines

Average Ambient Technological Affinity: 3

Holidays: The Iron Delver Dwarves don't have much spirit for the celebration of holidays.

Crime and Punishment: Most major crimes (murder, rape, etc) are punished by exile. With the ever

growing paranoia and distrust of the outside world, most Dwarves perceive this as a fate worse than

death. The less serious offenses are punished by a lengthy stay in the deeper, now abandoned sections

of the mines.

Heraldry: A brown field with a gray pickax falling on a gray stone.

Military: The Dwarven military is severely impeded by the waning population of Dwarves. With less

than 100,000 citizens, the Iron Delver Clan barely has a large enough fighting force to keep the peace

in their own mines. Only the large technologically-enforced stone doors prevents potential invaders

from obliterating the Clan.

Dornihan Industrial RepublicDescription: With Chadwick Moore at the

head of the Industrial Council, expansion of

Dornihan's influence and holdings could

finally begin in earnest.

Surrounding farming and trading

communities were the first to be annexed by

the DIR, and not surprisingly, most of them

did so willingly. The Industrial Council was

promising them a better life than their meager

existence, and it was too tempting of an offer. The problems began when the DIR set its sights on other

reasonably powerful kingdoms. Grainger and Trisdale denied the Industrial Council's demands to

surrender, and war erupted.

The war was short. Grainger fell within a week, and Trisdale held out but a fortnight longer. The

armies of those two nations were no match for the guns and steam driven war machines of the DIR, and

their mages found themselves nearly useless in the presence of so many advanced machines.

The Dornihan Industrial Republic then stalled in its unification march when it arrived at the borders of

Stillwater. Nearly half of their army was destroyed as their technological weapons exploded upon

crossing the border. The remainder of the army retreated, returning home to lick its wounds. Moore

and the Industrial Council decided to delay the unification of the Human race, but did not officially

declare peace with Stillwater.

They began to focus on whipping their newest provinces into shape. Steam train stations were built in

every major city in the DIR, and rails were laid. The Industrial Council began modernizing as many of

the cities as possible, building steam engines and factories in as many as funds would allow. Taxes

were levied, new programs were begun, and industrialization took on a life of its own.

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The formerly resistant nations soon began to see the benefits of using technology, and each major city

began programs of their own to advance the quality of life within their borders. The Industrial Council

passed resolutions limiting the use of magic to specific sections of the cities, under the auspice of

public safety. By this point, the negative reaction between magic and technology was well known, and

little resistance was seen.

In the interest of unification, the Industrial Council also passed resolutions to repress the native culture

of the conquered kingdoms. According to the resolutions, no citizen could use government services,

including train service, unless they spoke Dornihanian. Exceptions were made for merchants speaking

Gnomish Merchant Standard, though even this exception is only temporary: the wording of the

resolution gives all citizens five years to learn Dornihanian. All local customs and celebrations that

conflict with the practices of Dornihan are forbidden.

On the other side of the coin, though cultural rights are repressed, personal freedoms are well

respected. All religions are accepted. Even the Pallas Temple followers are tolerated, if not respected.

Sedition is not a crime, and it is not treasonous to speak ill of the Industrial Council. Apart from the

death of the old traditions of each formerly independent nations, the citizens have never been more

free.

Recently, an interesting new faith has developed. The followers of this new faith, who call themselves

Moorians, believe that the gods did not actually leave Astoria. They instead believe that Chadwick

Moore is the avatar of all seven gods, and worship him as such. They believe that the first steam

engine is a sacred artifact, and every item of technological wonder developed subsequently are minor

religious items. They believe that magic is an abomination, and that the interference caused by

technology is the gods' way of letting the world know to abandoned the old arts.

People of the Dornihan Industrial Republic

Population by Age:

0-14 Years: 10 Million

15-65 Years: 25 Million

65+ Years: 5 Million

Racial Breakdown: 80% Human, 6% High Elf, 6% Gnome, 4% Half-Ogre, 4% Dwarf, less than 1%

Dark Elf

Religion

The worship of the various old gods is still prevalent, though, like in most other nations, the practices

are more from tradition than real faith anymore. There are a small minority of Pallas Temple

followers. Though they are officially accepted by the government, many business owners and

technologists persecute and harass them. The Moorian faith is quickly growing, to the dismay of

Chadwick Moore.

Languages: Dornihanian 80%, other Human dialects 70%, Gnomish Merchant Standard 85%, Jor'nain

15%, Dwarven dialects 10%, Ku'nain 2%

Government Type: Republic

Current Leader: Industrial Council Chairman Chadwick Moore

Capitol: Dornihan

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Average Ambient Technological Affinity in Capitol: 4

Average Ambient Technological Affinity Outside of Capitol: 2

Holidays: Chadwick Moore's birthday is a very popular holiday, for which many workers are given the

day off of work. The various religious observances for the old gods are still celebrated by their

followers.

Crime and Punishment: Use of magic outside of sanctioned areas is expressly forbidden, and

punishable by incarceration for up to fifteen years. Exile is no longer a valid punishment for criminal

offenses. The death penalty is enforced for murder, rape, and treason. The only acts considered truly

treasonous is attempting to assassinate a member of the Industrial Council or aiding and embedding an

enemy soldier.

Heraldry: An orange field with a silver gear in the center.

Military: During times of war, all Human citizens aged 16 or older are pressed into service for the

duration of combat. During times of peace, military service is optional. Though the DIR is still

officially at war with the Free States, the draft is not currently in effect.