The encyclopedia contain background information about the Riverlands and it`s inhabitants. None of this has any direct impact on how the game is played, but as a resource for imagination in the effort to make the world come alive.
Monara is a city located on the temperate seashore, where the vegetation is sparse. Monara grew around a large freshwater lake, and is comprised of many different races, with the most common race being human. They are a patriarchal capitalist magocratic constitutional monarchy that worships many deities, none having a clear majority at all.
The nearest landmark is a tall rock surrounded by 20 evenly spaced smaller rocks. The smaller rocks have ancient number tunes on them, this structure is clearly some ancient sundial. A population of 8720, the denizens live a comfortable existence. A birth of a child is currently taking place.
Government in Monara
The people of Monara work in exchange for payment from their employers, which they use to buy the necessities. Affairs are handled by the wizards, the head of whom is High Magos Kavdorov Ferndown.
Economics
Trade in Monara is mostly free, with some taxes applied to goods and services rendered in the city. People live a comfortable existence because of it. Welfare is below average. Citizens are largely left to their own fate except in extreme cases. Healthcare is neglected, and education is an afterthought. Most citizens would have better luck from private benefactors or the church than relying on the government.
Law and Order
The guard presence in Monara is a militia; policing is carried out by The Discreet Collective, and there is rarely any need for the use of force. Law breakers are judged by community tribunals. Law in Monara is almost non existant for the members of the kleptocratic government that controls Monara. For the common people, though, one can expect to lose a hand for stealing a loaf of bread without paying your Guild membership fees. Magic is reserved for the ruling class of mages, who govern Monara. Those found practicing magic without a license are considered to be undermining the council of wizards’ authority.
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“The Descreet Collective”
Assassins Company (Quite Large)
“The Discreet Collective is an assassins company. It’s recently established, and the quite large faction has an excellent reputation, and is motivated by power. They are rumoured to help lucky commoners.”
Policing
Monara is policed by The Discreet Collective, rather than a separate guard. The guard is quite underfunded, and their equipment is always in disrepair. Their officers are held accountable for their actions only when public pressure calls for it, though The Discreet Collective does not have the funding to perform any training exercises.
One can recognise a member of The Discreet Collective by the absolutely nothing; they’re completely anonymous.
Law in Monara
Law in Monara is almost non existant for the members of the kleptocratic government that controls Monara. For the common people, though, one can expect to lose a hand for stealing a loaf of bread without paying your Guild membership fees.
Governance
It’s ruled by a board of 10, who were the wealthiest of the group. They are quite incompetent, and their positions on the board are stable due to their much-loved board. Their meetings are held every day, at 5pm sharp, and are are not open to non-members. Bribes to the board depend on circumstances.
Members
Members of The Discreet Collective are identifiable by absolutely nothing; they’re completely anonymous. Membership requires referral by an existing member, and costs twenty gold pieces. The initiation into The Discreet Collective involves a secret task.
Resources
They have limitless resources. Sheafs of blackmail material are part of those resources. Also at their disposal are sheafs of magic scrolls, a handful of trade goods, a handful of favours, and a significant number of magical weapons.
Politics
The Discreet Collective have many allies;
A veritable army of bandits will answer a call for aid, as will a veritable army of knights, a veritable army of commoners, a veritable army of priests, and a veritable army of scholars. The Discreet Collective have a couple enemies; A guild of mercenaries are the enemies of The Discreet Collective.
“The Coven of Great Wild”
Druid Grove (Huge)
“The Coven of Great Wild is a druids grove. It’s quite old, and the huge faction has an excellent reputation, and is motivated by love of nature. They are against the current political regime.”
Governance
It’s ruled by a board of 8, who were the most charismatic of the group. They are unbelievably incompetent, and their positions on the board are relatively stable due to internal power struggles. Their meetings are held whenever a meeting is called, and are announced ahead of time and are open to anyone. Bribes to the board will be met with laughter.
Members
Members of The Coven of Great Wild are identifiable by leathery tanned skin. Membership requires become a druid, and costs twenty gold pieces. The initiation into The Coven of Great Wild involves fight a Shing Centiped with your bare hands.
Resources
They have limitless resources. A fair few debtors are part of those resources. Also at their disposal are a room full of magical weapons, a significant number of artifacts, a fair few contacts, and a significant number of magical trinkets.
Politics
The Coven of Great Wild have an immense number of people to rely on for aid;
A veritable army of merchants will answer a call for aid, as will a veritable army of mercenaries, a veritable army of knights, a veritable army of scholars, and a veritable army of artisans. The Coven of Great Wild have some fearsome enemies; A guild of assassins wish ill of The Coven of Great Wild. Their other enemies also include a guild of wizards and a guild of assassins.
“The Dinner Club of Lords”
Nobles Society (Very Large)
The Dinner Club of Lords is a nobles society. It’s somewhat old, and the very large faction has an excellent reputation, and is motivated by money. They are suspected in the disappearance of a well known figure.
Governance
It’s ruled by a committee of 7, who were democratically elected. They are of mild incompetence, and their positions on the committee are quite stable due to their much-loved committee. Their meetings are held every day, at 5pm sharp, and are closed to all. Bribes to the committee are uncommon, and frowned upon.
Members
Members of The Dinner Club of Lords are identifiable by their attention to detail. Membership requires an excellent reputation, and costs fifty gold pieces. The initiation into The Dinner Club of Lords involves a simple form to be filled.
Resources
They have limitless resources. Sheafs of blackmail material are in their proverbial warchest, as are a fair few favours, a drawer of magic scrolls, a significant number of artifacts, and a fair few contacts.
Politics
The Dinner Club of Lords have an immense number of people to rely on for aid;
A veritable army of monks regularly assist The Dinner Club of Lords. At their disposal, they also have a veritable army of assassins, a veritable army of rangers, a veritable army of seers, and a veritable army of commoners. The Dinner Club of Lords have managed to become almost universally disliked; A guild of commoners are rivals. Other enemies include a guild of bandits, a guild of merchants, a guild of mercenaries,and a guild of thieves.
“The Absent Minded Collective“
Wizards College (Quite Small)
“The Absent Minded Collective is a wizards college. It’s new, and the quite small faction has an excellent reputation, and is motivated by politics. They are rumoured to dabble in forbidden magics.”
Governance
It’s ruled by Zedaar Hesorthor III, who was able to oust the previous leadership. She is very competent, and her position is relatively stable due to internal power struggles. Bribes will be bargained about.
Members
Members of The Absent Minded Collective are identifiable by the amulet that members are given. Membership requires a display of skill, and costs two hundred gold pieces. The initiation into The Absent Minded Collective involves a secret ritual.
Resources
They have limitless resources. A fair few old favours are in their proverbial warchest, as are a handful of debtors, one or two valuable gems, sheafs of magic scrolls, and barely enough gold.
Politics
The Absent Minded Collective have a handful of trusted allies;
A veritable army of knights and a veritable army of bards can be called on for aid. The Absent Minded Collective have some fearsome enemies; A guild of seers are rivals. Other enemies include a guild of assassins and a guild of priests.
Racial Demographic
Monara is comprised of many different races, with the most common race being human.
Race | Population | Percentage |
---|---|---|
Dragonborn | 396 | 4.55 |
Dwarf | 1245 | 14.29 |
Elf | 226 | 2.60 |
Gnome | 1189 | 13.64 |
Goblin | 56 | 0.65 |
Half-elf | 396 | 4.55 |
Half-orc | 226 | 2.60 |
Halfling | 962 | 11.04 |
Human | 3567 | 40.91 |
Lizardfolk | 56 | 0.65 |
Tiefling | 396 | 4.55 |
Religion
God of Knowledge: Helm
God of Life: Sune
God of Nature: Talos
God of Weather: Gond
God of War: Tymora
God of Death: Auril
God of Disease: Azuth
Trickster God: Bane