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Scions LORE Compendium
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By Master Ulthir Malik, of the Brotherhood of Knowledge

Submitted for addition to the Brotherhood’s library, a treatise on the basic political currents within the world.

To Mistriss Aerith, and Headmistress Ceal C’Twan, both of the Brotherhood of Knowledge.

Recent events have precipitated a need to more thoroughly review the status of our world, and to begin this we must also have a basic understanding of how the various "kingdoms" of the world interact with each other. I will attempt to do so in a roughly west to east fashion, although as you well know this is made impossible due to the fact that frequently the various kingdoms overlap each other.

Overview

The "Western Territories", as they are commonly known, are the traditional home of our own humans. Despite the name, the Western territories encompass almost the entire map, extending from the Aurum Ocean in the West all the way to the border of the forests of Teris'Nolar in the east. The territories also extend from the Opheris Sea in the north all the way to the Grey Sea in the south, although in practicality they share much of the northern lands with the Shamani, Eraes, and Nibelung.

To the east is the forests of Teris'Nolar, inhabited predominately by the Elves and to a lesser extent the Shamani. The Elven lands extend almost all the way to the Eastern Wastelands and encompass most of the land between the Desmodian Wastes in the south and the Thordoth territory in the north. The major impediment to the Elven lands is the existence of the so-called "Blight of Rend" to the northeast, which has steadily been growing and overtaking the Elven forests. Much of the Elven resources are devoted to defending the northeastern borders from the ravages of the Horde (see below) living within the Blight.

The northern penninsula is almost entirely populated by the Thordoth, although from a practical standpoint "populated" is a term used loosely at best. Only the coastal areas have any real population centers; the remainder of the territory has less than three people per square mile. Furthermore, to the north of Garguth's Spine is the Ring of Isikil, which hasn't been explored due to it's absolute temperatures.

To the south is the Desert of Night, populated almost exclusively by the Dark Elves. Very little of it is explored since the Dark Elves kill any non-Dark Elves who leave the road between Torodan and the City of Night.

Seragul and Ipana

There are five major countries that constitute the Western Territories. To the west is the country of Seragul, which has been locked in a civil war with Ipana as far back as the takeover of Torodan by the Guilds. Few remember how it was started, but both sides have forged a bitter hatred for the other in this long struggle. Rumors and legends abound, but my investigation into the subject has given me what I believe is the truth of the matter.

During the upheaval surrounding the takeover of Torodan by the Guilds, the small nation known then as Ipana grew as refugees fled from the civil war overtaking their former nation. Ipana, even then, was a haven for the religious, particularly the overzealous among them. For a short time they thrived, but eventually one of the Cardinals of Ipana, Cardinal Seragul, separated from the rest of the country. The Ipanan Cardinals polarized, and swayed by Seragul's words of treachery against the rest of the country half of them declared open war on the rest. Although we are not entirely certain, it appears that most of the rebel cardinals were actually followers of Veil, Isikil and Risirr masquerading as followers of the good Gods.

Within a few short years, magic saw the building of the Wall of Ipana, separating the newly declared rebel nation of Seragul from Ipana proper. While Seragul is still considered part of Ipana on all official documents, it has remained its own nation with its own government long enough that most other civilizations recognize it as a separate country even if Ipana does not. Ipanan law forbids any trading with the rebel nation, but so far they have been unable to gather the military might necessary to root out the rebel factions and reclaim their territory. In the meantime, the country of Sol openly trades with Seragul, and smugglers from both Torodan and Dikyos (as well as a few from Ipana) frequently make runs into Seragul. Ipanan blockades come under regular fire from the Pirate Isles as well as frequent attacks in the south from Dark Elven slavers.

The everyday Ipanans are fairly uncaring about the civil war, as is the typical Seragulite. Although they hate each other, few actively enlist in the military, forcing each of the countries to conscript troops enough to maintain the borders and blockades.

Ipana is also one of the leading producers of crafted goods, particularly cloth. Their silk is known as the best in the world, and their silk clothing is sought after by wealthy merchant houses, guildsmasters, and nobles around the world. Ipanan tapestries and rugs adorn virtually every castle and fortress all the way to the Thordoth and Elven lands. Even to the south in the City of Night they can be found. Easy conduit to both Torodan and Dikyos over land makes trade easier, with Sol and the Pirate Isles being the only areas out of range.

Seragul is considerably less wealthy, and my sources have indicated that much of the country's high taxes finances the Pirate Isles' raids. At the very least there is a truce of sorts between the two given the much lower frequency of attacks on Seragul ships. Due to the lower economic levels, the cities and towns of Seragul tend to be much dingier and unkempt compared to those of Ipana. Although natives are rarely preyed upon, those who travel to Seragul (the comparative few who can get past the wall) are often treated as outsiders and are subject to a high rate of crime. Most of the larger cities have foreign quarters that cater to outsiders; leaving this area is dangerous to the point that many outsiders are killed for simply wandering into the wrong place at the wrong time. This is not to say that the foreign quarters are safe, they're simply just less dangerous than the rest.

Sol

To the north, located in the Sea of Burning Stars, is the island of Sol. Legend says a conflict between gods created the perfect sphere that is the sea, even the sea wall itself is round down to the base of the volcanic formation that forms the island. Sol is a monarchy with a king who is said to have come from an early line that ruled Torodan as well, and to this day the citizens of Sol believe that their king has a legitimate claim to the throne of Torodan as well as Sol. This is of course rejected by the Torodinians, who are a practicing guildocracy. Further complicating things is the fact that the High Church of Torodan has considerable sway over the people of Sol, even more power than they hold at home in Torodan. This has kept relations good between the two nations, and as long as the king of Sol (currently Rasmus II) keeps his claim on Torodan quiet, the High Church of Torodan manages to keep the Guilds in line enough to keep relations friendly and trade routes open. The volcano that forms the majority of the island is also said to house a Holy Shrine to Fiera that has considerable power.

Sol is reputed to be a major outpost for smugglers taking goods between Seragul and Torodan, as well as being a bridge between Seragul and Ipana. Along with supplying smugglers, Sol is also used by the wealthy elite of many countries as a vacation home. Located in the center of a sea, virtually every point on the island has a remarkable view. The wealthiest elite have properties on the upper areas of the volcano itself, while the well-to-do merchants are on the lower areas of the mountain closer to the docks. Inns are the major trade, with supporting industry such as farming, fishing and commercial endeavors being other major facets of life on Sol. Importers and exporters (along with smugglers) from other countries come to Sol with the intent of catching the eyes of a wealthy sponsor, leading the markets of Sol to be comparable to those of even the Bazaar in the City of Night. Darker industries exist in Sol as well, and rings of gambling, drugs, prostitution abound in the seedier districts and ports.

Interestingly enough, despite the political tensions between Sol and Torodan, several Torodan Guildsmasters even keep estates on Sol. These estates are rarely populated by the Guildsmasters who own them, but many higher ranking Guild members use these estates as a base of operations while on the island. While the exterior of Sol is something of a vacationer's paradise, the inner walls of these structures see political intrigue far surpassing that of any other nation. Much plotting goes on here because the sheer number of foreigners on the island make it easy to escape notice by hiding in plain sight. Members of rival Guilds or even warring nations meet, sometimes with the intent of bringing peace, other times negotiating far darker deals.

Dikyos

To the southeast of Torodan is the country of Dikyos, the only other country to share a border with a non-human territory. Sharing a border with both the Elven forests of Teris'Nolar and the Desert of Night, the country of Dikyos has served as a bridge between the three countries. In the process, they have built a formidable trade alliance with both the Elves and the Humans, and even the Dark Elves seem to assault them less than many other human areas.

It is unknown whether it is the proximity to the Elven lands or the skillful leadership of the Seers, but Dikyos is among the most prolific producers of magic items and related supplies in the world. A higher than normal percentage of Dikyos' people are proficient in magic, and the society itself encourages the usage of magic by its people. Unlike the Guilds of Torodan, Dikyos is a haven for free thought, and although guilds exist inside Dikyos they have comparatively open communication and frequently ally with each other in research.

Dikyos is ruled by a small collective of six known as the Seers. The Seers rule for life and are always chosen out of the most notable mystics in the country, typically those who have served as Regents. After one dies, the other five convene and choose a replacement within a matter of days. Often times, particularly if the death is expected such as with a disease or old age, the sixth has a hand in choosing his or her own successor. In these cases, the replacement is almost always instated immediately after the Seer dies. The rest of the country is managed by a series of regents appointed by the Seers, who are largely tasked with management of the military and economic matters in a local region. Each is given the authority to set taxes and raise an army (and may resort to conscription if necessary) and in exchange is expected to provide a small amount of money to the central government and police their own lands. Taxes must be kept reasonable, in the rare instances where a Regent has attempted to take advantage of their position they have been taken care of by the Seers.

The Regents also represent their regions to the Regents' Council, which serves as the governing body for day-to-day matters. Although the Seers are ultimately the rulers of the nation, the decisions of the Regents' Council are rarely overturned. The Seers themselves generally only concern themselves with matters of national or worldly importance, and in the southeast that usually means foreign relations, defending the borders and monitoring key magical research.

Dikyos also has an interesting arrangement with the Elves. Each year, specialized magic-heavy units join up with the elven armies to push back the threats from the Blight of Rend. Service in these units is completely voluntary and is usually for a term of one year. Those who have served on the Elven border are usually given more choice assignments when they return and are the first to be considered for positions as Regents or Seers. It is strongly felt by the Seers (and to a lesser degree, the Regents) that nothing will test a potential ruler like facing the horrors of the Blight, and that no amount of studying can prepare one to face down an angry horde of invaders. The Elves value this alliance, and frequently share arcane secrets with the Humans of Dikyos as thanks for their assistance.

Torodan

The remainder of the Western Territories, and the bulk of the human empires, is the country known as Torodan. The borders of this land are very fluid, and as a general rule they consist of everything the Guilds decide to rule over. In addition, the civilizations of the Eraes and the Nibelung both exist in lands officially claimed by Torodan, as well as one of the two major Shamani settlements. Although there is no official border declared with the elves, the Torodinians don't venture any further than the edge of Teris'Nolar, and the Elves don't settle outside the forest. There is trade with the elves and racial tension is extremely low, so humans and elves journey into each others' land with the intention of trade or diplomacy, but rarely settle down in each others' land. It is not unheard of, especially on the borders, for Humans or Elves individually to settle in areas occupied by the other, but when this happens they fall under the rule of the other government as if they were a member of that race. Even when a town or village is predominately Elven, if they are located in Human territory the city itself is considered Human.

Torodan is ruled by a complex heirarchy of guilds, known collectively as the Guilds of Torodan. The Guilds control everything from blacksmithing to farming to diplomacy, even the servants of the wealthy are organized into separate guilds of their own. Virtually any service or good can be acquired in Torodan if you know where to look, especially in the larger cities, although more important to the Guilds than money is service and political connections. What would cost several gold in any other country is typically only a few gold in Torodan, although for the favor of a cheap price one is expected to provide a favor for the Guild in return. Crossing the Guilds is a good way to find oneself dead, and if the Guild doesn't consider you a friend the price is increased by several times.

As the largest country in the known world, Torodan also has the largest army. A typical city has a garrison of a hundred soldiers, with more available from nearby towns if they are needed. In addition, most people, especially on the borders with other countries, are trained well enough to fight if it becomes necessary and they are capable of stopping most common threats.

Torodan is also the only Human country besides Dikyos to share a border with other races, and is the only country with other countries falling within its borders. To the north is the lands of the Thordoth, and while no alliance between the two nations exists, trade arrangements have been in place for years and both people have come to the aid of the other on multiple occasions. Like the Elves, the Thordoth share a border with the Blight of Rend, and the Humans of Torodan frequently enter Thordoth territory to help push back the Horde.

Inside the country, the Nibelung live in a series of underground caves in the northern mountains of Torodan. Torodan had claimed the lands of the Nibelung long before the early Torodinians even knew the Nibelung existed. The situation works well enough for both, since the Nibelung are only interested in the deepest caves and mines, while the Torodinians don't go much deeper than the surface. For the most part, the two civilizations are able to co-exist, and there is even a small amount of trade between them.

The Heartwood Forest in the north is a major colony for the Shamani, and like the Elves in the East the Humans stay out of the forest and the Shamani stay in the forest. Some Shamani have ventured out, and a few are even standing citizens of Torodan. Outside of Torodan and Teris'Nolar Shamani are rarely seen.

The last civilization in Torodan is the Eraes. Although the exact location of the Eraes homeland is a tightly guarded secret (not even all Eraes seem to know), most hypothesize it is in the mountains shared with the Nibelung. Much of that area is unexplored, so it would be very easy to hide an entire civilization there. The Eraes themselves spend much of their time journeying through Torodan in large trading caravans, and are a common sight in the smaller villages and towns in the furthest reaches of Human civilization. Like Dikyos, the Eraes have a natural leaning towards magic, and frequently produce magic items as trade goods.

Nibelung Mountains

Under the eastern mountains of Torodan is an area known to many Humans as the Underkingdom. The beings who live there are known as the Nibelung, a race whose skin is covered in runes and known for being warrior-craftsman of the highest order. They are almost exclusively devoted to Garguth, and it is rumored that they are preparing for war against the Blight of Rend to their northeast.

The mountains themselves are the home to Humans as well, most of them miners; the Nibelung caves are further down than the humans are willing to go. The Eraes are also thought to inhabit part of the mountain range, although the exact location of their homeland has not been identified.

Many people think of the Underkingdom as a complicated mine or tunnel system, but the reality is much more impressive. Although the cathedrals of Torodan and the great temples of Sol are stunning, they pale by comparison to the creations that form the Underkingdom. Houses are carved straight into the rock itself, as are shops, churches and armories. Elaborate tunnels link them, and exotic underground aqueducts even manage to bring running water and circulating air throughout the kingdom. A complex series of vents keep the temperature exactly where the Nibelung prefer - although the temperature is too warm by Human standards, the Nibelung prefer it that way and it almost never fluctuates by more than a few degrees.

The Nibelung don't like intruders into their homes, although they do allow small numbers in for the purposes of trade as long as the visitors behave themselves. Their clerics are also frequently interested in the lore of other peoples, especially that pertaining to Garguth or Rend.

Shamani

Existing in both the Heartwood Forest in Northern Torodan and the Heartwood Groves of Teris'Nolar are colonies of the Shamani. The Shamani claim to be an ancient race created by Eraen herself, and they have lore stretching back to the earliest days of the the world. Unlike the other races, the Shamani rarely recognize the Gods by name or creed, but by the animalistic manifestations that they take on while on our plane. Orn is known as the Great Owl, and is seen as the keeper of Shamani lore - his existence as the God of Water or the God of Magic is virtually unrecognized.

The Shamani live alongside the forest to a degree even beyond that of the Elves. The Shamani don't even always live in houses, many sleep in the open air under a blanket of nothing but stars, using the grass as a matress and tree roots for a pillow. No libraries exist within the Shamani lands, and this has lead a number of scholars to believe that the Shamani are little more than barbarians. In truth, the Shamani have a rich education and are well-versed on a number of subjects - but only those that serve a practical purpose in their quiet forest life. Instead of books they have a rich oral history, with tribal shamans passing down the lore of the ages to a series of acolytes. All lore of the tribes is committed to memory, and the young acolytes are trained early on in the methods necessary for memory retention.

The Shamani rarely leave their territories, but are welcoming of outsiders as long as they don't try to interfere with their ways or bring harm to the forests. Several of them have left the forests and ventured into the Human and Elven lands seeking knowledge and new lore. Many of their shamans have had visions of mongrel invasions destroying the great forests, and they have sent small groups out to discover a way to prevent it.

It is my recommendation that more diplomatic missions should be sent to the Shamani in order to see if any of their lore will help us contain the threats that the minions of the Dark Gods present.

Eraes

The civilization known as the Eraes is thought to be located somewhere in the same mountain range as the Nibelung inhabit, but the truth is that no one actually knows where their homeland truly is. What is known is that the mountains of the Nibelung are largely unexplored outside of a few rare mining settlements. The Eraes themselves are extremely tightlipped about it, and the few I have spoken with showed an extreme reluctance to discuss it. Instead, they travel in large caravans throughout other territories. They are one of the few races that is welcome by almost all others, as it is known that most of them are peaceful and do not have the political agendas that plague the other races. The citizens of both Seragul and Ipana welcome the Eraes, although Ipana makes all attempts possible to keep them out of Seragul. The only two places they are rarely seen are the Island of Sol and the Pirate Isles, mostly due to the fact that they do not like to travel on the water.

Eraes traders are also welcome in the City of Night, and the Dark Elves seem to dislike them somewhat less than the other races. They still are not allowed to leave The Road, but otherwise they are treated comparably well.

Thordoth

In the furthest northern reaches of the continent is the lands occupied by the Thordoth. Everything north of Torodan is their territory, although it is truly only inhabited as far as the Ring of Isikil. This area is only lightly explored by Humans, as the relations between the Thordoth and the Humans are questionable at best. Most of our fellow humans see the Thordoth as a primitive culture of barbarians due to the fact that they don't have cities or many of the advancements the Humans consider important. Indeed, among the Thordoth there are no great libraries or centers of magic, no guild structures or nobility and not even a national army to speak of.

However, one should not confuse the lack of these things for a lack of civilization. Most of the Thordoth are educated through an oral tradition similar to the Shamani, and the Thordoth people focus on practical survival skills more than subjects like history or art. Indeed, the Thordoth have some of the finest craftsman anywhere, rivaling even the Nibelung. Magic is uncommon, to the extent that the average Thordoth is uncomfortable in its presence. They are by no means afraid of it, they just don't like it much. The rare Thordoth that uses magic generally works with Thordoth blacksmiths to make enchanted weapons and armor, although it is far more common for them to use Holy weapons and armor.

Instead of cities, most Thordoth live in natural formations, typically caves or great shelters carved right out of glaciers and ice flows. Small villages exist with conventional materials as well, but they are comparably rare.

Because of the constant presence of the Blight of Rend to the east and the difficulty in navigating the Opheris Sea in the south, the Thordoth rarely venture outside their own lands, nor do they often receive visitors. Outsiders are looked down upon unless they prove themselves worthy, and only the Eraes are usually able to navigate freely through their territory without escort.

Located as they are in the furthest northern reaches, the Thordoth lands are in a perpetual state of cold, with freezing temperatures being common in the day and a constant at night. Those travelers who enter their territory unprepared for the hostile climate frequently perish from exposure before they are able to make it more than a few days.

Forests of Teris'Nolar

In the forests of Teris'Nolar live the ancient race of the Elves, along with a small colony of Shamani. Unlike the human civilizations, both the Shamani and the Elves attempt to integrate their structures with the surrounding nature. Homes in the forest can be made of and in anything - trees, stone or the earth itself - and frequently these buildings are virtually undetectable to anyone who doesn't know what to look for. Entire villages can be hidden in the branches of the giant trees, boulders the size of houses can be hollowed out and lived inside, and earthen mounds can be changed into underground homes.

Although the Elves are considered allies, they maintain a high defensive alert around their forest. Humans are discouraged from entering, although outsiders are permitted as long as they show no outward signs of violence. Any military force larger than a merchant escort is filled with volleys of arrows as soon as they step into the forest unless the Elves have prearranged for their presence. Typically any requests for military incursions into Elven land are denied, although a single route between the Blight of Rend and Torodan is often used to ferry Human troops to attack the Hordes. Even then, permission must be acquired from the Elves before any troops are moved and they must stay on the assigned path.

The Elves also maintain considerable libraries, and although they don't tend to build many temples there is a large temple in Kel'Malar. This temple, known as the Temple of Necessity, links to several identical temples across the world. Of these, only a few have been identified - One exists in Sol, Dephios, Granseal, and The City of Night. Another is rumored to exist at the Bastion of Rend and Orsa, and two more are theorized by several scholars to be located in the Eastern Wastes and the Ring of Isikil.

The Elves have the most intense border situation of any nation. Although their western border is Torodan, and the Southern mountains are unofficially part of Dikyos, they also have the Blight of Rend to the Northeast, the Eastern Wastes to their East, and the Dark Elves to the South. Even the Thordoth to the North are only partially Allies, so the Elves only have one border they consider truly friendly. As a result most Elves are taught in the ways of War even if it goes against their normal nature. Their war is a defensive one, and with the exception of the Blight of Rend they rarely attack or lead unprovoked incursions into other nations.

The Blight of Rend

The Blight of Rend is the area to the northeast of the Elven forests of Teris'Nolar. Although no known race is native to this area, it is home to a group commonly referred to simply as The Horde. Typically this is used to describe the Mongrels, although there is a sizable force of Undead, some evil Humans, and even a scattering of Dark Elves. Some of the other typically "good" races such as the Shamani or Elves who have chosen to follow the dark gods have also claimed residence within the Blight, although most of them continue to live inside their original homeland to betray it from within.

The Blight is a mostly-barren wasteland with almost nothing in the way of natural resources. The Eastern Mountains have many active volcanos, however, and minerals brought up by them are frequently scavenged and bartered for more needed goods. Almost everything in this area is created from stone, especially obsidian, from weapons to armor to even military fortifications. The Bastion of Rend is a black castle of solid obsidian, presumably created by some form of magic or divine influence. This castle is the size of a medium city, and has extensive layers of fortifications and defensive devices.

Although normally considered the area northeast of the Elven forests, in reality the Blight also covers both the Eastern Mountains and the Eastern Wastelands. Much of this territory is unexplored and uninhabited, as it is extremely hostile to life. The mountains themselves are difficult to cross, and finding food, shelter and other resources is virtually impossible. For this reason, almost all inhabitants of the Blight live in the small area just West of the Eastern Mountains. From their position, they send incursions into other areas, most notably the Elves and Thordoth. By crossing through the less heavily patrolled Thordoth territories, Horde raiders can also strike into Torodan. These raids are almost immediately eradicated, the majority of the border villages have taken extensive precautions and have learned firsthand how to stop Horde invasions.

No official trade between the Blight and other countries exist, although smuggling is a particularly lucrative trade. Most materials are sold to the Humans or Dark Elves, and typically food and weapons are the main things the legions of the Horde require. Most Human, Elven, and Thordoth settlements will destroy a known collaborator of the Blight on sight.

Desert of Night

Much has been said on the subject of the Desert, yet it remains a point of interest to many. The Desert is a vast, largely unexplored (at least by Humans) wasteland to the south of the forests of Teris'Nolar. No substantial life has been seen on the surface in as long as people can remember, although life clearly abounds there somewhere. The race known as the Dark Elves seems to originate from this place, and even if they aren't actually from the Desert they certainly live there.

Although considered one of the "evil" races, the Dark Elves don't seem to assualt anyone who enters certain areas of their lands. The main road leading the the City of Night (the only city inside the Desert) and the City itself seem to be safe havens, and attacks on people on the road are virtually unheard of. The price for leaving the road, however, seems to be death. It is unknown how they know, but all recorded events of people leaving the road have been met with death. In a few isolated cases some of the victims have survived, but by and large they are usually completely wiped out.

The minimal research that exists suggests that Dark Elves live in a series of interconnected tunnels under the surface of the Desert. Some rumors say that these tunnels encompass almost all the land of the Desert itself, and others say that they even connect under the City. Conflicting rumors say that there are dozens of tunnel systems, each belonging to a separate Cabal of Dark Elves or that there are a few (possibly only one) massive systems and each Cabal controls a specific section of. The most credible evidence suggests that each cabal has its own separate tunnel system with few if any connections to other Cabals (perhaps among allies, but unlikely otherwise).

Inside the City, one can find anything if they look hard enough. All races are found within, although the rulers are Dark Elves and interference in the local government isn't tolerated on any level. Even longterm residents of the city are never able to advance politically, and anything other than adherence to Dark Elven law is met with harsh punishment. Crime, however, is almost nonexistent, mostly owing to the fact that any criminals would be dealt with by Dark Elven agents and a simple clean death would be too much to hope for.

Outside the Desert itself, the Dark Elves frequently wage a guerrilla war on the other races, including those in the Blight. Conventional fighting would lead to an escalation of borders between Teris'Nolar and the Desert, but all attempts to guard the border more effectively have been thwarted. It is widely theorized that the Dark Elves either maintain a hidden navy of their own or they have negotiated a deal with the Pirate Islands. Some even take the rumor to be that they sponsor the Pirate Isles, but nothing has ever been found to back up the theory.

The Pirate Isles

The Pirate Isles are not an officially recognized nation, nor is "Pirate Isles" the true name for them. Officially, the small chain of islands is claimed by both Torodan and Seragul, although neither countries' officials have set foot on any of the islands in some time. In reality, the Pirate Isles are the staging grounds for several mercenary groups, most of them truly pirates.

Most of the so-called inhabitants of the islands only stop in occasionally to resupply rather than actually maintain a residence. The majority stay aboard their own ships and spend most of their time at sea, in some cases spending months or years out before returning "home" for a resupply. Each ship has an area it typically stays in, and most of the other pirates respect this although there are no hard "rules" that enforce it. Indeed, since the vast majority of the "citizens" of the isles are criminals to begin with, laws likely wouldn't be followed anyways. From a practical standpoint, each pirate crew's territory being separated and not crossing them makes sense as it limits conflict between them. The notable exception to this unofficial boundary rule is mercenary ships that are bound for the mainland, who are usually allowed to cross the seas unharmed.

The isles themselves are among the filthiest civilizations known in the world. Little respect is held either for the land itself or its inhabitants. Disease and crime run rampant, garbage litters the street, and most of the buildings are in a constant state of disrepair. The only things that protect the islands from being conquered by another land is the difficulty in navigating the waters immediately surrounding the waters and the fact that the majority of the inhabitants are either active or retired mercenaries. Massive cannons are about the only well-maintained things on the islands, and they are capable of sinking most ships long before it would be able to put troops on land. Although most of the major kingdoms would be capable of taking over the islands, the cost would be high enough to make it not worth it.

Another major factor in the other countries' lack of trying to claim the Pirate Isles is their utter lack of natural resources. Even the water around the Islands is so inhospitable that it doesn't even make a good port of call. The soil is too poor for farming, and there are no mineral resources worth mention. The only redeeming factor of this place is its forced isolation, allowing the inhabitants of the isles to carry on with their business with minimal concern of retribution.

Conclusion

For us, the main concern needs to be protecting our own lands. Fortunately, the Elven lands provide a considerable buffer between potential hostile invasions originating from either the Blight or the Desert. The civil wars between Seragul and Ipana are of some concern, although far enough to the west to be of minimal concern. For us, invaders entering through the relatively unprotected Grey Sea are of the most concern. An increase in naval activity would be recommended, and extending the garrisons along the southern borders would help as well.

Respectfully Submitted,

Ulthir Malik

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