Yulmor RP: The Beast Isle Confederation

  • The Beast Isle Confederation
    "Umbler Frith"

    =-=General Information=-=

    • Also known as The Beastfolk Kingdoms. Plural: Beastfolk

    • They are based on the Beast Isle, also known as Youngol

    • It is a confederation of kingdoms, ruled and populated by the Beastfolk

    • It is a multitude of smaller kingdoms which are unified loosely to keep their lands safe from harm

    • They are known Oathkeepers, a pagan faith which worships the Black and White Trees directly

    • They speak Yuonite, and write in Younite

    • There are a sizable minority of Shadow Worshippers on the island itself

    • They are a skillful and defensive people, whom have always valued peace and honor

    • Population - 7,000,000

    • Manpower - 280,000 and 28,000 Professional Soldiers

    • Ships - 1145

    • Wealth - Very Poor

    Beastfolk Races
    The Beastfolk races are often varied, and can range from mice to bears, badgers and wolverines. Beastfolk often resemble their feral counterparts but are in fact pushed into 3 different sized categories; small, medium, and giants. Smalls, also known as the small folk, are smaller then a human being. Mediums are creatures about the size of a human being. Giants are taller then human beings, and often have incredible strength as well. In the confederation there are a varied amount of Beastfolk; Mould (Mice, Small), Skul (Shrew, Small), Dor'Mould (Dormice, Small), Trecal (Squirrel, Medium), Otur (Otter, Medium), Ravar (Hare, Medium), Siur (Badger, Giant), Higvar (Hedgehog, Small), Volm (Vole, Small), Und'Mould (Mole, Small), Wulf (Wolf, Medium), Wildar (Wolverine, Giant), Buroda (Bear, Giant)
    Banished Races
    At one time or another, various other Beastfolk had use to inhabit the island but have since been either forced to move, killed off, or banished. While certain racers are allowed to roam the lands freely, like the Wildar, they would be more likely to be seen elsewhere. However, races like the Ratik would not be seen on the island itself since their race was banished long ago, even though they originally came from the island at one point. These races are; Ratik (Rat, Medium), Fearus (Ferret, Medium), Wesil (Weasel, Medium), Pinnis (Pine Martin, Medium), Boask (Boar, Medium), Fuus (Fox, Medium), Black Buroda (Black Bear, Giant)

    The First Kingdoms (1st Age)
    When the Beastfolk were first coming out of their tribal era, the first kingdoms were formed on the island amongst the various tribes. However, unlike how it is today, there were multiple kingdoms of multiple races of the Beastfolk. These kingdoms fought viciously with one another for land and resources, and the trust between certain races grew based on cultural similarities and alliances. These large scale alliances between kingdoms helped establish certain tribes as dominant over each other, similiar nations often aiding in the unification of the beastfolk races. The strongest of these kingdoms was the Siur kingdom of Urthol, based in the mountains.
    Imperial Expansion (1st Age)
    During the rise of the empire, there were early expeditions to the Beast Isle. Upon bringing back slaves from the island, the first emperor Belmot himself ordered his general Sigot the Great to conquer the island and to bring under imperial control. Sigot came with 200 ships filled with soldiers and landed on the southern shores, conquering the land piece by piece until he was on the steps leading into the kingdom of Urthol. The Siur viciously fought the Ulmarians, but were defeated at every turn. The conquest of the island was never complete, but most of the races either surrendered to Sigot or were forced into retreats deeper in the north.
    The Iron Port (1st Age)
    Sigot would rule well in the Beast Isle, giving it it's name and making the land suitable for civilization. Ruling from what is known as the Iron Port, it acted as a last gate before many Beastfolk were enslaved and sent across the empire as laborers. This however did not last, as the port's human inhabitants slowly but surely died out over time, forcing the descendants of Sigot to give more and more freedoms to the Beastfolk. Adopting a number of Ravar as their commoners, the Iron Port became less and less influential on the island as it lost territory slowly to encroaching petty kingdoms.
    Driving out the Empire (1st Age)
    The Empire's war with the north saw a invasion of the Beast Isle by the Wildar, and laid siege to Port Iron for over a year. The Wildar converted many Wulf, Otur, and Boas to shadow worship. The northern army laid waste to Port Iron, but did not officially drive out the human population. This process took years, and once done, the Wildar lost much of the control of the island to warring tribes and nations once again. The empire left behind iron working, but also left behind a distaste for slavery. The last human on the island was said to have been executed by angry Ratik warriors, pushing into motion the saying 'no man walks the beast isles'.
    Vermlel the Conquerer (2nd Age, 112)
    A hundred years into the first era, a northern warlord named Vermlel had united warring and scattered Ratik tribesmen into a more effective fighting force in the north, laying siege to the Trecal Kingdoms and was successful in uniting various forces under his whim. Vermlel's tactics and sheer force allowed him to dominate nearly all of the island except for smaller havens which were protected by high walls. Vermlel used much of his influence to expand his people's holding and forcing many into slavery in his 'slave pits', but had died in battle against a Mould name Asgon the Hero whom slew him in combat, and was in fact a former personal slave of Vermlel himself.
    1st Conquorina (2nd Age, 177)
    After the wars with Vermlel was over, the Ratik controlled large swaths of the island, pushing the various Beastfolk into the kingdom of the Siur whom gathered the united warriors togeather, declaring war against all Ratik petty kingdoms in what is known as the Conquorina. This was a racial and holy war, in which the Siur declared all Ratik to be unclean and unholy, and thus had to be removed from the island permanently. This war would take over two hundred years of slowly inching into Ratik territory and dividing it up amongst the other Beastfolk. Keeping no slaves of defeated kingdoms, the Siur would often butcher the Ratik which led many to flee.
    The Boask-Wulf War (2nd, 345)
    The Boask, a boar beastfolk from the mountains, had lived as tribal rivals to the Wulf. The Wulfian peoples were often targets for raiding by the Boask whom butchered their villages and took their people captive. While both excelled as fighting beasts, the Boask had many Wesil allies and other mercenaries whom fought for them, but were never able to gain ground due to tribal infighting amongst the clans of the Boask. However, a official war was declared by a powerful Boask shaman on the Wulf, and fielded a much larger army then usual and laid siege to the Wulf lands. In spite of personal victories, the Wulf lost horribly and many of their people were slaughtered or enslaved, and the Boask territories expanded.
    2nd Conquorina (2nd Age, 356)
    The Boask continued to live in the lands of the Wulf and made their capital their own, and were cruel. After a slave revolt killed the infamous shaman whom led them, the Boask once again began to fight amongst each other, and this infighting was fueled by raiding neighboring kingdoms for supplies and weapons. A Trecal King, whom lost a brother to Boask raid, asked the Siur to launch as new Conquorina to purge the island of the Boask and to restore the Wulfian people's lands. The Siur Mountain King, Lugot Gray-stride, led a successful Conquorina against the infighting Boask, forcing them from the island. The Wulfian recolonized their own lands and gained half the Boask lands for themselves.
    3rd Conquorina (2nd Age, 411)
    During the reign of Mountain King Saris Lord-hammer, the Beast Isle saw a rise in mercenary work and tensions between the Fearus and Pinnis kingdoms, but it also saw the conversion of the Black Buroda to Shadow Worship. In a controversial move, Saris launched the third Conquorina by stabbing the Black Buroda king during a visit to the Siur kingdom. The 3rd Conquorina was against many 'undesirables', which included everything from dissenting intellectuals to vicious bandit tribes of the Fearus. Many races were banished from the island, and many cities burned. Temporarily, shadow worship was banned on the Beast Isle until Saris's death when it was allowed to come back once again. King Saris never saw the end of his Conquorina.
    The Shadowtree Wars (2nd Age, 561)
    A Otur Bolch name Simon Shadowtree, who's family were Shadow Worshippers, challenged the ruling of his Otur king whom demanded his conversion to the island's main religion. The Shadowtrees went into open rebellion, and during the war had gained allies amongst the Higvar whom gave them weapons and coin to support their efforts to break up the large Otur kingdom. The Shadowtree Bolch Kingdom was formed, but warred constantly with their rivals and consumed their territory in a matter of years in spite of support. These wars led to much of the northern territories coming under the control of Shadow Worshippers.
    Age of Peace (2nd Age, 588)
    After the Shadowtree wars, the Beast Isles would not see official war for almost a 100 years, where the kingdoms had no need to war with one another and tensions were few. This age saw the growth of cities, innovation, art, and influence. The Siur during this time made powerful pacts and alliances with it's various neighbors, and these pacts grew rapidly until much of the island was in one massive alliance. This began the earliest parts of the confederation, where the Siur ruled the political spectrum through sheer power and influence, and the confederation was born. While not by all means truly 'rulers' of the islands and their kingdoms, they have always remained the most powerful faction.
    Lorgar's Rebellion (2nd Age, 600)
    A short blip of war did occur during the age of peace known as Lorgar's Rebellion, in which the Siur heir Lorgar Light-born had been insulted by the king and had his family's lands and titles revoked and be given to a political rival. Lorgar and his family had moved in with the Otur Bolch King and instigated a rebellion amongst discontent Siur, the Otur, and the Trecal kingdoms against the Siur to place Lorgar on the throne. In a rage, the Siur king had met Lorgar on the field of battle, but had not shown, but instead had gone around the army and took the city, locking the king out and was pushed against the wall by a Trecal army, slaughtered at it's gates. Lorgar began a new, and far more centralized dynasty which began efforts to centralize the confederation and reduced corruption of feudal monarchy.
    Current Events (2nd Age, 700)
    The age of peace continues on with few issues, as the confederation continues a slow progress of becoming centralized under a Siur monarchy. The raids against them are becoming much harder by outside nations as the Confederation finds itself having massive population booms due to increased innovation and growth of major cities. Yet, the island remains incredibly poor due to both incompetent and luxurious rule by petty kings and tribal traditions.

    The Beastfolk of the confederation often vary in appearance based on the kingdom they belong to, but the most common clothing is often very little at all. Since many of the commoners and peasants are poor, and lacking trade, a pair of pants or a large shirt is often passed down from generation to generation. It isn't uncommon that scratched up wool pants is all a Beastfolk peasant may wear throughout their lives, provided they make their own shirt or trade for one. Nobility however do not have these issues, and often the richer Beastfolk wear delicate and colorful cloths based on their races and kingdoms. Most Beastfolk nobles often wear their armor as common armor, since sometimes a minor nobleman may be as poor as their peasant counterparts.
    Universally, the craftsmanship of all Beastfolk is considered a oddity as well as legendary. Buildings, armor, and weapons are all made with special care, a practice passed down from father to son carefully through the ages. The highest of these arts are shared between Wildar and Siur, whom are said to use powerful and even dark magics in crafting enchanted items through their emotion while forging in a trance like state, creating items of impeccable quality, known universally as Mountain Steel (or Ice Steel for Wildar). Cities and their styles often are dependent on the kingdoms themselves.
    Law varies between kingdom to kingdom, but the laws are universally coded well enough for even commoners to recite. Local guard make sure that these laws stay in place. Higher crimes, such as murder or banditry, are often brought before either the local nobleman or a council of his advisers whom judge the accused based on witnesses, and a final verdict is placed. The most common punishment is time spent in the dungeons if no harm was done, but if death is involved, then it results in death through beheading. Siur and Wulf have much more brutal laws, in which even minor crimes can result in instant death of the accused. However, those whom pass death often are charged with personally carrying it out.
    The rights of the Beastfolk are relatively free, in which even one whom is bound to the land have similar rights to freemen. Women have generally equal rights to men amongst the family, but are secondary when it comes to inheritance unless there are not male heirs. Non-Beastfolk may be distrusted, but they themselves are lawfully protected if they chose to live. Religion is tolerated very well in the Confederation, but threats of religious tensions is treated seriously and violently.
    Phycology and Honor
    The Beastfolk of the Beast Isle are a very honor driven people, and also a peaceful people. To them, war is something to be avoided. This however is not to say the Beastfolk do not respect war, and often will not flinch at it if it is the best option. Beastfolk have their own system of honor which dictates the lives of both commoner and noble, which demands for a honorable warrior to destroy injustice and to keep oaths they make, not matter what it may be. Beastfolk honor also dictates that kindness and humility are paramount, and that justice comes before mercy. Beastfolk often are very serious folk during tense confrontations, but also remain playful when in peace.
    Beastfolk family is typically very close, as each tribe, clan, or village will often be made up of a couple of families. Due to often being so poor, 3rd and beyond children are often demanded when they reach a age of 16 to roam elsewhere away from the family if they do not provide a powerful boon to the family's finances. Beastfolk weddings and funeral rites can differ between races and religions. Burial is common on land and sea. Wedding are often done when both wife and husband make a vow of their love beneath a young oak. Noble customs share the universal understanding that one must make a oath of peace, and that any harm which befalls their stay as guests is placed on the host.
    Feral Animals
    When it comes to feral mammals, the Beastfolk have mixed opinions. To most of the Beastfolk, a animal is a animal, not matter how similar they are. While keeping a fellow mammal as a pet is considered taboo, the killing and eating of them is not. Only certain races, like the Mould and Trecal, will not bring harm to such creatures. These creatures are often viewed in a way a man views a animal, except the Beastfolk often flinch a bit at them.
    Abolition Tradition
    Abolition is a important part of the island's history and culture, as the resistance to slavery and the sale of fellow Beastfolk for any purpose is considered abominable and unholy. Often, the island's coasts are haunted by slavers and pirates whom view the poor state of the Beast Isle as a excuse to raid the villages for slaves and loot, which have made the folk on the Beast Isles vicious against those whom seek to put them in captivity. While never interested in slavery to begin with, the Beast Isles have bans on it and outright deny it's lawful existence.
    Entertainment can differ between races of the Beastfolk, as one race will enjoy bloodsport while another will enjoy tavern life. The Beast Isles have more universal systems, such as a system of yearly carnivals which travel about the kingdoms and their towns to make a living entertaining the locals. A popular sport on the island is the Siur (and Wildar) tradition of pit fighting, in which two warriors in ranked matches duel it out in a fighting ring for glory and fame.
    While the tastes in food can differ between races, there are common cultural ties due to life on the island. Due to many on the island being very poor, many commoners often have to find ways to provide food. The diet of the Beastfolk can range from berries to even cooked dandelions. Richer families will often have the most food, but common peasant families often have to scavenge the wilderness for decent meals, and thus the cuisine on the island is universally poor. Beastfolk universally make great cooks, provided they have the resources to cook.

  • Military
    Recruitment and Training
    Beastfolk rarely take up arms against one another, so a common peasant often remain poorly trained and ignorant of war. This often means that a warrior caste is set up in most confederate nations which professionally handle warfare. These warrior castes are often treated as minor nobles and bare future generations of warriors whom will fight wars for their lords. Beastfolk, when war is declared, often gather anyone whom they can find. This vague way of collecting a army is difficult and disorganized, so a kingdom's traditional army of 10,000 could easily be reduced to 2,000 due to bad organization.
    Warrior Caste
    The common soldiers on the beast isles are the warrior castes, whom can differ in titles, training, and tactics based on the nation they are in. These soldiers are born for the singular purpose to protect their kingdom, in return their families are set up for life with food and shelter. These warriors bear their own weapons, command smaller levies, and are given common uniforms and march with the nobles to war. Warrior castes are expected to very honorable, even outside of combat, and must remain humble and chaste.
    Ravar Legion (Professional Soldiers)
    Hailing from the Ravar controlled lands, the Ravar adopted the legion tactics and skills of the Iron Port when their people were used to replace a dying order of legionaries. The Ravar have since adopted a mixed system of tactics and have universally been the island's first and foremost largest army consisting purely of Ravar soldiers. This legion bear unique helms which allow a Ravar's large ears to pop through the helm and to be curled along the back to prevent arrows from sticking into them. The Ravar legion is also very infamously loyal.
    Beastfolk Herygs (Professional Soldiers)
    Unlike the warrior caste, the Herygs are unique elite soldiers. These are large clans of tribal Beastfolk whom keep to old ways and provide elite soldiers and warriors to landed nobles whom give them certain lands. The Herygs are typically vicious and tribal, identified by tribal tattoos and pagan theology. The most common of these are the Wildar Clannates and the Otur Shadow Bolches whom worship the shadow and live in the Otur lands, but far from actual Otur society. The Herygs are typically distrusted and considered useful savages, but also are generally respected at the same time as professional knights. They typically bear heavier armor and live more comfortable lives then peasants.
    The Beastfolk have a very useless navy, mostly consisting of converted fishing ships during war time. Only certain and more developed nations have their own navies consisting of warships, but even those generally are only used for hunting pirates and sea raiders. The best shipyards are owned by the Otur whom excel at ship building and naval warfare, but the best ships are owned by the Ravar.

    The Beastfolk nations are loosely connected system of alliances, pacts, and agreements of peace which bind each monarchy to one another. While the mountain kingdom of the Siur are the universal leaders of the confederation, they themselves have no legal right to rule over or to command the other nations. The Confederacy is made up of monarchies which are protected, since theocracies and republics are not allowed to exist on the island by Siur law. Laws of one nation does not trump one another, and thus there are no universal laws in the realms themselves.
    King - Kings are the highest head of their respected lands, and thus make the laws and pass judgement. They can declare war and make pacts freely.
    High Noble - A High Noble is on a similar rank of duchy and barony, owning a large piece of land and answer directly to the king. These large land owners are described of owning their own cities in the king's name and thus act on the king's permission to pass laws and raise warriors in war.
    Low Noble - A Low Noble is a similar rank to lord, in which a Beastfolk's parents are nobles, which earns them certain rights above commoners.
    Heryg Chieftain (Tribal) - A unofficial noble title granted to leaders of the Heryg clans, and other minor lords. They have similar right to low nobles.
    Warrior - Warriors are a caste which prepare for war on a daily basis and earn welfare from their lords for their services as trainers, guards, and other military uses.
    Commoner - A common plebeian with common medieval rights.
    Peasant - A laborer bound to a piece of land along with his family.
    Heryg Clans
    A Heryg clan is a large tribal clan with pagan roots, never having civilized. In return for being protected by the nobles, the Herygs often provide their professional soldiers. While the Herygs often live better lives then the commoners do, this do to being very close knit and innovative for the sole purpose of providing for the clan. Herygs live hold mercenary loyalties to their liege lords, and often will revolt if not appeased. A Heryg clan is typically loyal so long as the clan is paid and they themselves are left to their own ambitions.
    Banished Races
    During the Conquorinas, the Siur banished from the island a variety of Beastfolk races. These conquests were racial and holy wars, which damned any banished races as unclean and unholy for their sins. For this, any banished races whom appear on the island are to be executed by law, a duty of all kingdoms. While it is morally appellant to snuff the life from even a accidental trader or shipwrecked creature, it is the law. Most Beastfolk often dehumanize these races in order to make their actions more justified.

    Oathkeeping, also known as the Faith of Oathkeeping, is a pagan faith of the Beast Isle and the most common religion. Oathkeeping is the worship of each individual tree of Anar as it's own separate god. While these gods have no name, they are to be respected. According to Beast Isle beliefs, each god is a piece of a greater being, and that each tree thus has similar power to one another. These gods are neutral in the affairs of the world, and often share very humanistic-Beastfolk traits in legend. According to local beliefs, these gods are in fact the personification of other gods of other religions, reaching out and guiding other races.
    Oathkeeping is by the name itself, a religion of keeping oaths. According to Oathkeeping, death is a formless void and the only way to achieve enlightenment and serenity in the afterlife is to keep oaths and to be honorable, while also keeping true to the oaths of the faith. This, combined with the belief that all other gods and their beliefs are extensions of their gods, makes it incredibly difficult for a Oathkeeper to convert to another faith. Most Oathkeepers thus also make very serious oaths, and thus it is very rare for a oath to be broken by a Oathkeeper out of fear of damnation. Oaths are often taken by higher creatures, and stronger oaths are celebrated when kept.
    Hedge Wizards
    Oathkeeping wizards and clergy are known as Hedge Wizards, religious mages whom find and train their powers in the wilderness. Hedge Wizards focus much of their magic on nature and growth magic, much like how a druid would. Hedge Wizards, as the name suggests, are often recluse wizards whom spend much of their time in the wilderness. There is no true 'experienced' hedge wizards, as the powers of a hedge wizard is often passed on between the recluse magical hermits to apprentices. Hedge Wizards are also religious leaders whom preach to Oathkeepers of keeping their oaths.
    Shadow Worship
    Shadow Worship is a necromatic religion from the north, believed to be the main religion of the Wildar. Shadow Worship is the worship of the Shadow, Isha, and Zuuldrick. The Shadow is a wraith figure whom personifies peace and death, Isha is a goddess of winter and healing, and Zuuldrick is a eldritch creature of genocide and honor. All three gods are believed to be entrusted with the well being of the world, and are rivals with 'lesser and envious' gods. The Shadow is merciful and keeps the dead as his own, judging them on their deeds in life and gifting those whom understand him and his mission with divine power.
    Shadow worshipers have no true fear of death and tolerate necromancery, and remain unrealistically brave. To them, life is nothing but a test and that all suffering is the fault of sin in the world. This fearlessness has made them vicious in combat, but also very noble and careless. Shadow Worshippers believe that the shadow brings their souls to the Realm of the Everliving, a realm of eternal peace in a field guarded by the Shadow himself. Those whom do evil in the eyes of the shadow are sent to a nearby realm known as the Swamps of Sorrow, where the dead are drowned in a bog for all eternity. Shadow Worshippers tolerate the dark arts, as their magic allows them specialize in it.
    While believed to be pagan, Shadow Worship is in fact very organized when it comes to religion. It's common mages are known as Shadow Shamans and live in their own enclosed temple tents. A stronger mage is known as a Necromancer, or one whom trains in the northern fortress of Aran'Burdur. These priests administer late rites and guide shadow worshippers, but also study magic. Other classes of clergy include Liches, immortal beings charged with keeping clans and fortresses in the whims of the Shadow, and Hunter-Killers, chaste holy warriors whom sell themselves as mercenaries and expert bowmen to bring honor to the Shadow.

    Beast Isle Taxation
    Taxation on the Beast Isle can differ between kingdom to kingdom, but all kingdoms do use a universal code of taxes. A single family pays a tax based on their job and lands, and if lacking lands they will pay no tax at all, making most hermits and unofficial families exempt from paying taxes. Often, races whom have their own kingdoms ruled by their individual race but remain in another kingdom are expected to pay a much higher taxes. Nobles do not pay taxes, but instead simply provide warriors in times of war instead. Taxes is often handled by the guard, and taxes is collected on a summerly basis.
    Beast Isle Trade
    Trading is universally protected as a free-trade issue, since the island cannot survive on controlled trade. Trade is often handled by commoners whom buy from craftsmen to trade their items for their own profit, thus it isn't uncommon for a production guild to have a extension of a craftsman shop as well in order to increase profits, since such merchants do not exist on the island. Trade rules often differ between city to city, but the universal rules include a ban on the trade in slaves and a ban on the trade of poisons.
    Tremol is in fact a very rich island if it's development wasn't so poor. It's a island very rich in natural resources, some in which could easily make the nation very rich. These resources include a near endless supply of iron, fertile farming grounds, and very thick forests. The resources which are collected are few however, such as quarry rock and wheat. Oats, berries, and barley are all farmed by smaller farming families on Tremol itself. A very common resource which is highly valued is iron, which is mined rarely on the island itself. This resource wealth is mostly due to a large number of Black and White trees scattered around the island.
    The island is lacking in resources and remains poor due to a dramatic amount of underdevelopment. This is mostly due technological inefficiency, clogging corruption from merchants and nobles, and a reliance on singular and powerful cities whom control all trade and innovation. This often means most of the island is in a poor state, where disease can reduce the lifespan of a single beast to around 40 years. Most creatures live in intense poverty and have to survive as hermits, smaller farming clans, or hope that a richer noble takes them on as a servant. This poverty has not effected the size of the island's population, as smaller clans often easily split into newer ones.
    Trade Isolation
    Trade to and from the island is in fact very rare, so trade between cities if the only instance of trade. The seas around Tremol are harsh and cold, and their only trade neighbors are far and very poor, or outright hostile. This isolation of trade has made the idea of lacking trade innovation a common theme, and often new items brought to their shores is considered a fast sale. Foreign merchants do not come to the island often, as high tolls mixed with lacking things to trade in often disillusions most merchants.
    Trade Cities
    Trade Cities is a term used to describe powerful cities where foreign and local traders flock to for protection and good opportunity, making them centers of trade on the island. These cities are the richest on the island and often create a gilded perspective of the island itself compared to the poverty stricken island. These trade cities, while enriching to those whom own them, often are also centers of island corruption and a source of the remaining island's underdevelopment.

  • Kingdoms
    Kingdom of Urthol
    Ruling Family - Whitelight (Siur)
    Urthol is the oldest and longest surviving kingdom, which dates back to the first founding. Made up mostly of Siur and minor servants, it is based in the mountains and plateaus. Urthol is a odd place, as each city and town often goes 'up' towards high farms. The stone stairs and stone roads were built by imperial men long ago. Urthol's many keeps, walls, and buildings are made entirely of stone, with the highest city having the highest walls and most impressive keep. Urthol has been ruled by the Whitelights, a very strict family but also noble and humble one.
    Bolch Kingdom of Rivis
    Ruling Family - Shadowtree (Otur)
    Rivis is a northern Otur kingdom which is a bastion for Shadow Worship thanks to the Shadowtree Holt. The Otur have always been cautious and secretive, and thus live in what are known as Holts, large underground bunkers which hold a familial clan which separates when it becomes to large. A Bolch Kingdom is a united group of bolches for the singular purpose of survival and unity, but this unity was shattered during the Shadowtree wars. The Shadowtrees are a reclusive and magical family, holding a ice enchanted blade known as The Glacial Blade which is passed between king to king.
    Kingdom of Ravalis
    Ruling Family - Gumis (Ravar)
    Ravalis is based in the former city of the Iron Port, a imperial city which was lost when humanity was pushed out of the Beast Isle. Ravalis adopted similar imperial customs and was made up mostly of Ravar and Dor'Mould whom at one point had once been slave laborers (and later commoners) to the imperial port. Ravalis is very closely allied, perhaps even subservient, to Urthol. Ravalis is ruled by the overly cheerful and also extremely skilled Gumis family, a family whom has made it's own private army. Ravalis is the richest country on the beast isle.
    Kingdom of Trestop
    Ruling Family - Leaftreader (Trecal)
    Trestop, or Trelopili, is a Trecal kingdom which has a number of minor Higvar lords and Skul clans. Trestop is a very heavily forested kingdom and also a very isolated one. Trestop has the weakest army and the least developed land due to inland cities and clans. Trestop is known for it's large treetop cities and massive groves, and also remains a religious center on the island. Trestop is ruled by the Leaftreaders, a Trecal family which has a history of zealotry and being skilled in archery.
    Jarldom of Wulgis
    Ruling Family - Bluesky (Wulf)
    Wulgis is a older kingdom which has been felled by civil war, invasions, and counter-invasions many times. Wulgis is a hilly land with plenty of quarries and fields in it's north-east portion of the island. Wulgis is ruled by the Wulf, whom suffer from vicious political and religious struggles only held together by Wulf codes of honor and family. The entire land is made up of wooden circle mound forts ruled by high lords. It is ruled by the Bluesky family, a strict and close family. The Bluesky hold a ancient short sword called Hill Guard, a family weapon.

    High Keep
    High Keep is the highest point on Mount Tremois, the mountain in the middle of Tremol. High Keep is a very high castle with high walls, built expertly as a great home for it's Siur lords. High Keep has never been invaded, and is considered the safest place in Tremol. High Keep was made to be self-sustain community, with dedicated caverns to food and mining. However, High Keep is no less a city as it is a fortress and home of the Urthol nobles.
    North Stone
    North Stone is a Otur city built on a large hill which overlooks the sea. North Stone is a rather moderately sized city for the Beast Isle, but it is a important one due to being a major Shadow Worshipper city. North Stone has very close-knit buildings. It is the capital and a home for the Otur.
    Velvet Port
    Once called the Iron Port for the number of slaves and the amount of iron brought out of it, the Velvet Port is a home of the Ravar and a number of other races. It is the richest port on Tremol and the largest city. The Velvet Port is a well defended, and also has a sizable fleet stationed in it's bay. The Velvet Bay is very important to the island's control.
    Wulganis is a Wulf castle and capital of Wulgis. Wulganis is well defended and inland and holds the infamous Crpyt of Tears, a large burial crypt of a former royal dynasty which were brutalized to death by invading Boas long ago.
    High Roost
    High Roost is the capital of Trestop, a large city above the trees and a defendable fortress below.

    Black Armor Clannate
    The Black Armor Clannate is a Wildar tribe which holds a Heryg status on the island, living in Rivis. The Black Armor warriors are staunch loyalists of the Shadowtree Holt, holding dominion over a sizable territory there. The clan is made up of a number of powerful warriors and generally follows the rules. Their influence on the island is also questionably large, as the Heryg can typically hold powerful meetings and have had more then once forced the hand of it's kings. The Black Armor clan holds a magical armor set of metal armor called the Black Armor, a necromatic black-painted armor which is invulnerable but sickens it's user.
    The Horned Holt
    The Horned Holt is a reclusive Otur Holt in Rivis, a less then loved Heryg which lives in a useless marsh near the borders of the land itself. The Horned Holt use to a savage shadow worshipping Holt which use to be in the thrall of a Wildar clan, having practiced cannibalism and tribal rites. Ultra aggressive and thought to inbreed occasionally, the Horned Holt are terrifying in combat and highly skilled warriors. The warriors, as a Heryg, are only loosely connected to the Rivis Otur and wear ram or stag horns on their helms.
    The Black Flag Warriors
    The Black Flag warriors are a hostile group of bandits whom live all around the island. These bandits are unified Beastfolk smugglers, rogues, mercenaries, and vagabonds whom pester the local clans for coin and food. Universally despised, they make a majority of the money through kidnapping and selling captives as slaves to pirates. They bear black flags and often have very vague goals, often seeking to earn quick money. Creatures join them to escape poverty or as a lazy excuse to become comfortable in life.

    Aethen Whitelight
    Aethen Whitelight is the King of Urthol. He is a strict and elder Siur and well advanced in years.
    Andian Shadowtree
    Andian is a older Otur and was educated as a Necromancer in his youth. Now a lord of the Shadowtree Kingdom, Andian is dedicated to his gods more so then his family.
    Sargis Horn
    Sargis is a leader of the Horned Holt, a vicious and ambitious Otur whom loves his young son whom he holds deeply. Vicious, he is a hostile element against the Black Flag warriors.
    Celbor Bluesky
    A young but noble Wulf Jarl, whom holds a personal grudge against Boas sea raiders whom killed his young brother in a raid. Ceibor is a Oathkeeper, and a legendary swordsmen.

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