Rakore


| General | History | Geopolitical | Military | Culture |
| Geographics | Economics | Languages | Religeon |

Global/National Map Capital: Mount Basilisk
National Alignment: Chaotic Good
Population: 1.5 million
Size: 250 thousand square miles
Government: Monarchy
Ruler: King Feldspar Graniteshoulders
Law: Priest/Knight code
Coin: dukat (carved quartz)
Detail: rakore.gif 84kbytes

General: Rakore is a small but stubborn kingdom on the western end of the continent of Halganath. The population of this nation is perhaps the most varied of any on Gaeleth, with desert elves, Amaran emigrants, Sholin islanders, tomanths in the interior, and dozens of different human nationalities all under the wise rule of King Feldspar Graniteshoulders. King Graniteshoulders is the second to bear the name, carrying on the intentions of his father Chief Ulrich Graniteshoulders to protect all mortal lives, no matter their race. Rakore maintains a cease-fire with its nearest neighbor on land, the Ogre Nations, after years of warfare. Relations with Kur Maeth and the local Sholin tribes is a bit more friendly, and active trading takes place with a number of other nations across the seas. Rakore is considered a hotbed of controversy because of her laws about equality among the races and her tolerance of mages. Her armies and navies might be small, but their fiercesome power makes invading her a sobering proposition.

History: The modern nation of Rakore was founded in 1316 Avard by then Chief Ulrich Graniteshoulders. Chief Graniteshoulders was forced to unite the peninsula, despite the usual dwarven intransience. Graniteshoulders was chief of the Warkore Clan of dwarves, who had taken over and named the Warkore Mountains just after the Storm Wars. The Warkore Clan had emerged when a number of dwarven veterans of the Storm Wars became disgusted with the Inquisition, and its antimagic policies spearheaded by predominantly human churches, such as Yatindar's. Tegrin Graniteshoulders united the veterans and let them on an arduous trip to the far west, to settle what would become the Warkore Mountains. Tegrin and his brethren were able leaders and well-decorated veterans, and so rallied a great many other dwarves to their cause. Close to 10,000 hill dwarves, 40,000 mountain dwarves, and 3,000 deep dwarves made the long journey west, through the lands of the Toomaran Tribes, the Laekenala Jungles, the Avris Mountains, the Choranil Desert, and finally into the lands they would call 'home'. Because of the militaristic nature of the journey, and Tegrin's leadership and foreplanning, only 5,000 dwarves died on the journey. When Tegrin arrived in the then unnamed mountains, he and his began the long task of hollowing out their new home, which they named Mount Basilisk. Tegrin himself slew the foul creature that had hung around since the Storm Wars, apparently summoned by a Nathelian wizard to terrorize the locals for one reason or another.

Another group of dwarves in the Granite Mountains, primarily priests, left their ancestoral home for the western peninsula, following the path of Tegrin. The priests, led by Arch Bishop Thanos Rubynose, hoped to fulfill an ancient prophecy about a dwarf with a flaming fist. Rubynose's sect of Galgiran, the Light Forgers, numbered some 15,000 hill and mountain dwarf priests. Hoping to join with Tegrin, they met with a harsh welcome from the dispirited Warkore Clan, particularly since the Light Forgers had been instrumental in aiding in the Inquisition in the western lands. Forced to move on, the Light Forger sect travelled a bit further west, and discovered ancient tunnels and mines that had once been carved by dwarves, perhaps five millennia ago, during the Shaping Wars. Arch Bishop Rubynose and his priests refurbished the tunnels, and moved in, hoping to one day rejoin with the Warkore Clan. Renaming themselves into the Rakanus Clan, the Light Forgers prepared to fufill their prophecy, maintaining a link with Galgiran through a holy relic -- a tuft of hair from Galgiran's beard, locked inside an iron anvil within their holy forge.

The Warkore and Rakanus clans skirmished on occasion, but kept mainly to themselves for five centuries. The reasons for their animosity towards one another were lost in the obscurities of time, and they rarely interacted with one another. In 1311 Avard, undead began rising up out of the forests between the two clans. At the same time, the orcs of the Ogre Nations began trying to invade from the eastern Choranil Desert, attacking both clans in prearranged attacks. The Rakanus Clan, composed mainly of priests, easily repelled the attacks of the undead -- however, they were undermanned and undertrained to fight the hordes of orcs from the deep Choranil. At the same time, the Warkore Clan easily repelled the attacks of the orcs, but had significant difficulties fighting off the undead. Envoys from both clans met quickly, and agreed to set aside their centuries' old differences. Chief Ulrich Graniteshoulders, grandson of Tegrin, began the slow process of uniting the two feuding clans against the greater difficulties. Coordinated counter-attacks helped drive off some of the orcs, and Chief Ulrich became aware that the western peninsula was not solely composed of dwarves. Human villages and tomanth hatcheries were equal targets of the undead, and the orcs.

Inspired by tales from his grandfather before his passing, and perhaps motivated by the recent joining with the Rakanus Clan, Ulrich sat about to integrating the other races together. As the battles with the undead began to heat up into a full-fledged war, and as the Ogre Nations organized under their Supreme Ruler Itzak, integration seemed Ulrich's only hope of preserving all life on the western end of the continent. The situation became even grimmer in Chief Ulrich's eyes when the last of the grippli on the peninsula were wiped out by a swarm of wraiths. Faced with certain extinction unless he acted quickly, Chief Ulrich organized the prevailing leaders of all the races and peoples, and declared himself King of Rakore in 1316 Avard.

Barely a year after taking the entire peninsula under his care, King Ulrich Graniteshoulders was assassinated by an elite undead task force sent by Demik Coruth. The Rakanus Clan, acting quickly, moved to fulfill the ancient prophecy of Galgiran, and made his son Feldspar king. One of the Rakanus clan's bishops, cross-trained as a warrior, helped save King Feldspar Graniteshoulders several times, and went on to lead Rakoran special operatives in defeating the necromancer Demik Coruth, and ending the War of the Undead with the aid of the Chosen of Arpelos. The tumultuous times of the War of the Undead catapulted Rakore into the fore of wizardly and priestly advancement. Backed by a strong economy, vast natural resources, wise leadership, shrewd politics, and competant men from all races and backgrounds, Rakore expanded in power and strength. Influxes of refugees from the War of the Undead added to her diversity, and influenced the course of events in Rakore as had never been done in any other nation before.

Tensions with Inquisitor nations, and with the Ogre Nations, continued on after the War of the Undead. The cross-trained warrior-bishop of the Rakanus Clans, Bishop Nodrom "Dwarfendale" Fistforger, has overseen vast construction projects employing thousands of dwarves and Mikindim-led humans, rebuilding whole cities and creating impregnable fortresses. Rakore continues to grow, preparing for a conflict with Nabrolian forces, Kur Maen crusaders, Ogre Nations invasions, or Inquisitors by the thousands.

Geopolitical: Rakore's strongest ally is also its worst enemy is Kur Maeth. Founded by the Fourth Crusaders and led by a Yatindaran paladin, Kur Maeth was a powerful ally in the War of the Undead. The trading and political alliances forged in those difficult times are still honored. However, Kur Maeth is under intense pressure from the east to attack the wizard-protecting kingdom of Rakore, and send in Inquisitors and Seekers to end the threat of magic. Rumors of a dragon still existing in Rakore have not helped the situation, and nor has construction of two fortresses dedicated to the study of magic.

Rakore, with its strong sailing fleet and close ties to the Sholin peoples, has opened up trade and peace with a number of its other neighbors. Sholin contacts remain strong, and the Sholin city of Tulish actually has a Rakoran shipyard and citadel for trading purposes with the continent of Baroneth. Relations with Al Fahim have led to a general trading and peace treaty, and an influx of Al Fahimic goods and people. Rakore evacuated a number of Amaran tribes during the War of the Undead, and their influence on the peninsula has been profound. Relations with the Amarans has been fair, with a trading outpost established at the headwaters of the Mirimba River, through the Laekenal Jungle. Piracy in the Laekenala Jungle and bandits in the Avris Mountains have limited trade significantly, but relations with the Amaran Tribes continue peaceably.

The Vridarans and the Toomarans have given Rakore considerable resistance, primarily because of the Inquisition and a general fear of magic and magic-users. Despite assurances otherwise, Rakoran goods are assumed to be magically enchanted with evil runes and the like, and rarely travel inland.

Because the Ogre Nations are engaged in a war with the Ch'Kr'Sril, the orcs have been somewhat less of a hassle than they were during the War of the Undead. A trading outpost called Tent City exists not too far east of Loregard in the Choranil Desert, though very little enters or leaves the temporary city because of a moratorium against arms and weapons trade. Rakore has officially opened its doors to orcs and the ogran races, but centuries of war with them are not undone in a day. The few orcs that tried to integrate into Rakoran society 'mysteriously' disappeared or died.

Military: The heart of the Rakoran military is an integrated approach to warfare, using bows, infantry, cavalry, and artillery together in concerted battle. Because of the strong dwarven heritage, however, the backbone of the Rakoran army is the dwarven fighter. Armed with a battle-axe and a buckler, and armored in plate mail, they are fearsome warriors that are difficult to kill and fear nothing on the battlefield. Backing the dwarven fighters is dwarven cavalry -- hippotauns (see creature entry) girded in chain mail, with spear-throwing dwarven axe-men mounted astride them. The hippotauns can carry five warriors in addition to the driver, and act as an effective carrier over long distances. Both the cavalry and the infantry carry light crossbows and several dozen quarrels, making them formidable at ranged distances, as well. The average dwarven warrior is 3rd-level. Their tabard colors may vary, depending on the baron they serve, but all bear the recognizable symbol of Rakore -- the cypress tree backed by many weapons.

Backing the dwarven warriors is an array of irregular army units, ranging from Amaran rangers to elven bowmen. The intense training these men and women undergo is a reflection of the old dwarven wars with the orcs. Their average is 2nd-level, but considerably more skilled veterans are not uncommon. Because of their various backgrounds, their skill in guerilla tactics is unmatched, even though their mass tactics might be lacking. Their abilities to surprise enemies, harass supply lines, and confuse the front lines make them invaluable in combat, both as support to the regular dwarven army, and as support and reserves against enemy flanks and rear.

The seige engines of Rakore are varied, and optimized for maximum distances and damages. Easily adapted for naval warfare, their weapons are also found on board their larger ships. Ballistae have even been mountaed on anklosaurs imported from Baroneth, and the parts for larger seige engines can easily be broken down and transported by hippotaun. Mount Lavanor, Mount Basilisk, and Mount Giran are unassailable by seige engines, making them impractical in use against Rakore. The irregular nature of the Rakoran troops also makes seige weapons ineffective against Rakore, though the locals take full advantage of the fact that their ranged weapons work quite well against invaders.

Rakore's navy consists of several dozen lean and powerful warships, heavily armed and armored. Based off of a modified Karmaic design, the larger ships even sport trebuchets, and enough sailors to board any other vessel on the high seas. The tomanths (see creature entry) make the navy that much more fearsome, because of their underwater combat cabilities. The tomanth sailors are 0th-level, but the other sailors average 2nd-level because of their long years travelling great distances. Most Rakoran sailors keep chain mail handy for close in-fighting, trusting in the tomanths to rescue them. Their armorment varies considerably, from longbows to shortswords.

The military elite of Rakore is a special group known as Firestorm, who act as both an overseas undercover operatives group and as a counter-Inquisition team. Consisting primarily of mages trained in the arts of combat, they are backed by military rangers, var gauf (see kits and classes entries), and even an array of specialty priests. Firestorm's primary armor and weapons are its spells and enchanted items, backed by cold and deadly steel. The average member of Firestorm is 5th-level, though there are considerably more powerful members whose very presence on the battlefield, alone, can change the tide of a fight. Sporting the signet rings that give them unlimited access to Rakoran stores, Firestorm is a word used to frighten children in foreign nations, and to inspire awe in Rakorans.

The king's personal guard are a formidable force, as well. Wearing Rakanus-style full plate (see item entry) covered in spikes, and armed with two-handed battle-axes, they are so intensely loyal to their king that they are impervious to enchantments and charms anywhere near him. They wear the cream-colored capes and mantles of their office with great pride, and are all at least of 11th-level, being veterans of some of the nastiest fighting in Rakore in the last fifty years.

Mercenaries have been tolerated primarily because of the shortage of man-power. Acting as caravan guards and escorts, they protect the richer merchants and land-owners. The many riches in Rakore, from natural gold and silver deposits, to the lucrative trading of Gideon Enterprises, ensures the loyalty of most mercenaries in Rakore.

The battles between the Ogre Nations and Rakore, as well as the War of the Undead and several aborted invasions by Nabrol, have left the Rakoran people battle-hardened. The vast metal resources have been made available to the general public, and good chain mail and weapons can be found in most homes. The average peasant can be expected to be armed, armored, trained, and experienced with his choice weapon. Experienced in the arts of guerilla war against the orcs, and well-trained en masse against the hordes of undead, the general population of Rakore is its most valuable military asset, for nearly all of them are 1st-level fighters, both males and females.

The single largest fortress in Rakore is Loregard, situated between all four mountain ranges, such that it is the only non-mountainous route into Rakore from the Choranil Desert. Built to hold off the Ogre Nations, and then the centaur ants, Loregard is a massive military city funded by the Rakoran government. It has built up several aiding industries, such as glassworks and other sand-related works, but the city is devoted to war. Surrounded by a massive, fifty-foot thick wall that is nearly fifty-feet high, with towers are regular intervals, Loregard is considered second only to Mount Basilisk in its military defense. Ballistae, trebuchets, and catapults bestride its towers, and regular patrols race around its walls watching for danger. Massive numbers of camel and horse cavalry are kept at the ready, and government warships can ferry in troops to the headwaters of the Galanus River whenever trouble arises.

Cultural: Rakore is best described by outsiders as 'chaotic'. Its various races and backgrounds, its general freedom, and its danger make it the most diversified kingdom on the face of Gaeleth. At its core is a bedrock of dwarven law, codes, and honesty, backed by priests with as much intolerance for the Inquisition and Seekers as the mages themselves. The laws do not discriminate between humans, dwarves, elves, or tomanths (see creature entry), and applies to all ethnic backgrounds as well. The local knights, and the barons in particular, are charged with enforcing the majority of the codes and laws, though only the dukes can administer punishments in excess of a year (to include death). Not even a generation old, everything about Rakore has grown quickly, including its legends.

The food is so varied that a single meal might contain Amaran-style tubers, Sholin-style fish, dwarven-style bread, and elven-style wine. The numbers and types of beers is legendary, with dwarven leadgutt being the most frightening. (Dwarven leadgutt is consumable only by dwarves, who roll a Constitution check for each round of drinking -- with a cumulative -1 modifier. When the dwarf fails his check, he passes out. Non-dwarves attempting to consume leadgutt are allowed a save vs poison at -4 for each sip, or else pass out instantly.)

The majority of its citizens are workers of some sort. The productivity of farming, fishing, and hunting provides ample abundance, and the needs of the kingdom for infrastructure are staggering. Carpenters, engineers, masons, workers, woodcutters, miners, artisans, entertainers, and a great many more exist on equal footing, travelling at will. Only those people actually in the feudal ranks are required to remain on their lands, to help enforce the laws. Visiting dignitaries expect Rakore to digress into civil war soon enough, because it has no land-bound peasants. Each man (or woman) can own his own land and sell it as he pleases. Beggars are rare, because of the enormous amount of work required to tame Rakore -- for the Rakoran treasury pays handsomely for hard labor.

The feudal ranks progress as follows: squire, knight, baron, duke. The dukes are sworn to the king -- as are the high priests. The priests constitute a less-than-equal portion of the government of Rakore, contributing tithes to a central system that aids the feudal ranks in maintaining order. The system is rife with conflict, but somehow manages to work because of its balances. The king's personal guard is rarely far from the king, except when he travels away from Mount Basilisk; in that case, the guard are everywhere, seeing to the safety of their leige. Nominally respected as barons in their own right, the king's personal guard are the final balancing say in conflicts between the feudal ranks and the priests.

Though wealth stands out as a prominant motivator in Rakoran life, many of its citizens long for war and battle. With so many enemies so close to Rakore -- the Ogre Nations, the Inquisitor nation of Kur Maeth, and even the giant centaur ants, as well as pirates and Nabrolian threats... Many of Rakore's people are itching for war.

Geographical: Rakore is the western tip of the continent of Halganath, a peninsula roughly five hundred miles wide and four hundred miles long. To the north and west lies the Goordune Ocean, to the south is the Gulf of Teras (separating Halganath and Baroneth), and to the east is the vast Choranil Desert. Rakore has a mainland, and two large islands to the north. The mainland is divided into four mountain ranges, separating the various components. The northern two ranges are the Ardranor and the Rakanus, both running from west to east. Between the two ranges lies the Tikranor Plateau, a high and flat area covered in glacial ice that slowly flows towards the northeast. The eastern ranges are the Eastern Warkore and Western Warkore; one runs from southwest to northeast, and the other runs from southeast to northwest, such that the two ranges meet at a 60 degree angle. Nestled between the two ranges are the Janis Plains, with its Cold Rivers. Between the two sets of ranges lies the vast Rakoran Forest, composed of oaks and cedars. Through the heart of the large, old growth forest, runs the Galanus River, with its headwaters in the east, near the Choranil Desert.

Of the two islands to the north, the easternmost is Hallis, dominated by the Savis Forest. Maddog (or Mad Dog, depending on ethnicity) Island lies three hundred miles to the east of Hallis Island, and is dominated by the Kavik Forest. Both island forests are similar to the Rakoran Forest, with old-growth trees and relatively little underbrush.

Deep in the forests and mountains of Rakore lurk dangerous creatures that limited the expansion of civilization for centuries. Enormous rhinocerous beetles weighing close to five tonne each clear trails through the forests, consuming whole trees above ground, and digging deep tunnel systems below ground. Large ankhegs prey upon them, and the wild hippotauns that wander through both the forests and the mountains. Huge alotheres -- enormous boar that root about in the underbrush -- travel in small herds that threaten farmers and hunters alike. And wherever the snapper-saw trees are found, stirges are found making their nests high atop them. Rumors from much deeper within the forests tell of a massive beast with bony plates and a spiked tail, the stegasoraus, whose herds dominate Hallis Island and parts of the western Rakoran Forest.

Higher in the mountains dwell minotaur lizards and cave bears. In the eastern Warkore Mountains dwell several families of rocs. Higher on the Tikranor Plateau are primative yeti clans that feed upon dwarves and humanoids with cunning maliciousness. Worse are the snow scrats and the les boern, creatures that can kill a normal man in a heartbeat (see creature entries).

Though the land is still at times harsh, many druids feel that it was in good hands for some millennia. The hippotauns themselves are believed to be the work of druids who needed a large, amphibious herbivore to help maintain the ecosystems and habitats that support the tomanths. Indeed, tales of ferral tomanths far up some of the Galanus River's tributaries speak of tomanths riding hippotauns -- presumably where the dwarven military learned to tame the beasts.

The soil is fertile when cleared, with thick top soil that goes down almost to the water table. The rich granite mountains and old limestone hills are a mix of ancient epochs, with valuable minerals and metals found throughout. The farming is further aided by these reserves because of the natural fertilizers found, including bat dung excavated from old caves throughout the interior.

Species introduced by the many races of Rakore are constantly in flux with the native species. Many strange plants, such as choke-creepers, continue to wind their way into the land from along the Galanus, where they were introduced. Elgannet beetles have taken up residence in the waterways, presumably brought to Rakore as eggs aboard merchant ships. Scrags may or may not be native, but have also been seen throughout the Rakoran river systems.

Economics: The coin of choice in Rakore is the 'ducat', made of recast quartz. Harder than glass and pure gold, but softer than other currencies, the ducat is a long-lasting, six-sided coin with the symbol of Rakore on one side, and its denomination on the other side. The coins are redeemable for gold from the stores of each baron, and their use is carefully controlled by a council of experts on monies and wealth. Dukats come in single copper, silver, and gold denominations, and for merchants and barons, also come in ten gold-piece denominations. Larger transactions require gold buillion, certified by the Church of Lul and the duchal crest each ingot bears.

Because of the enormous amount of work being done in Rakore, and the paucity of workers, the government is one of the largest employers. From knights to dukes, all are hiring whomever they can to expand their riches even more, from foresters to furriers, apothecaries to zealots. The merchants are also making a considerable profit in Rakore from the foreign trade that goes on in Rakore, between diverse nations that usually do not deal with one another.

The heart of all Rakoran wealth is undeniably Gideon Enterprises. 'GE' as it is more commonly known, has an armada of trading vessels to ply the seas with, bringing diverse imports in, and sending out exports such as Rakore has. GE founded several towns along the Galanus River to act as way-stops between the mouth of the river, and tributaries that reach towards Mount Lavanor and Mount Basilisk. Those towns grew into cities quickly, and GE imported farmers and artisans to aid in the growth of the cities, from displaced Amaran tribesmen to Sholin fishermen. GE is led by Nodrom Fistforger, baron and bishop of Galgiran and Rakore, Malkir Rakore, archer and baron, and Rial Mhenace, manager of Gideon Enterprises (see NPC entry).

Several small mercenaries' guilds have established themselves inside of Rakore, and their popularity with the barons for controlling the mercenaries is rising. Merchants' guilds are quickly quashed by Gideon Enterprises, and the free-merchant economy continues to barrel forward.

Rakore exports finely worked metals (including armor), well-crafted carpentry work, sailing vessels, salts, raw lumber, excellent marbles, furs and leathers, fish, and a great deal of unique luxury items. The nation imports raw cotton, dyes, wax, and small luxury goods, as well as lead and pitch. Rakoran tariffs are fairly light, though well enforced, and many foreign merchants are happy to do business with the Rakorans. With moderate taxes that are also well enforced, the Rakoran treasury grows slowly but surely, even though much of its monies go right back out into the economy. Very little of the king's money is spent on the military, because of the fierce loyalty of the dwarves, and the amazing harvests of the farms and hunters.

Languages: With so many backgrounds and ethnicities in one nations, the language barrier was targetted for destruction by King Graniteshoulders. The Common tongue is official language of trade and law, and extensive education efforts have been undertaken to teach both young and old a bit of all the other languages, from Amaran, Sholin, Toomaran, Al Fahimic, Elven, Dwarven, and even a bit of Vridaran. The unique melange of languages means that most Rakorans can be assumed to speak at least two languages -- even the farmers in distant and outlying baronies.

Religeon: The primary gods in Rakore are Galgiran and Habrem, with smithing, mining, mathematics, and music taking on considerable importance in the eyes of many. Arpelos is also making considerable headway, being imported from Kur Maeth. Many of the peoples that moved to Rakore also brought their varied gods, who are all allowed considerable freedom of worship. Olorin, Rahne, Elinthar, Barith, Lul, Galanus, and Mikindim are worshipped by a great many citizens, as well.

The largest single temple is the Cathedral of Rock in Mount Lavanor. The Rakanus dwarves had close to five centuries to carve it out of the granite heart of the mountains and the ancient dwarven caves that had existed there. In the nearby city of Kashin lies the largest temple of Lul in Rakore, known as the Eagle's Feather church, with a massive library imported from the far east and Rhythis Keep before its fall. Tikira, at the base of Mount Basilisk, has a large temple to Rahne known as the Fist of Defiance. The largest temple to Olorin is at the mouth of the Galanus River, in the city of Teras, and it is known as the Shelongelae.

Mount Rilan is a single large mountain found in the heart of the Rakoran Forest, nearly one-hundred miles from the next mountain or hill. Mount Rilan has slowly become the religeous heart of Rakore, with large temples and congregations devoted to Mikindim, Barith, and Elinthar. Mount Rilan is a barony under the control of the bishop and the baron Nodrom Fistforger, a specialty priest of Galgiran and warrior extraordinare. The Bishop and the Baron has constructed Lok Giran, or 'Fortress of the Soul', half-way up one side of the mountain, and constructed Lok Magius, or 'Fortress of the Mage', near the top on the other side. Followers of Galanus consider the entire mountain holy, for beneath it in dimply lit tunnels once lay the Book of the Dead -- the powerful artifact of Galanus that allowed Demik Coruth to come to power. The mountain itself is protect by the Baron and the Bishop's forces, as well as the loyal priests of Galanus.

Because of the laws, the priests of varying faiths meet at Mount Lavanor once each year to work out differences in faiths and interpretations of the various holy books. A monastary of Samis exists in the highlands near Firland on the western coast, and their insights into language and interpretation has been welcomed by the other churches -- though the more neutral monks of Samis are continually watched for signs of their more evil brethren.

It should be noted that the continual work of hundreds of priests over the years has resulted in a severe hazard to the lives of evil men and the undead. The Baron and the Bishop undertook a massive, large-scale emplacement of prayer-wards and holification. The wharves at Teras, the vaults of various baronies and GE, and nearly all holy places were ensorcelled with holy prayers that made them devestating to evil and the undead. Ice, fire, electricity, and various other traps could destroy anyone of evil enchantment caught unawares. The wards continue to be renewed and expanded, in preparation for another War of the Undead, or an invasion by the evils creatures of the Ogre Nations. It also helps protect the various treasuries against theives.

Next of the Nations of Gaeleth


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