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.
Tralabad is a city located in the temperate hills, where the vegetation is lush. Tralabad grew around a road that connects two other cities, and is comprised almost uniformly of dwarves. They are a matriarchal capitalist democratic republic that worship Hera.
The nearest landmark is the Carved Oni Heads: Early Dwarven cultures carved these stone markers to ward off demons. They break the tree line and denote a path between two prehistoric dwarf cities each stone just within sight of the other. A population of 3140, the denizens live a modest existence. An arrival of a circus is currently taking place.
Government in Tralabad
The people of Tralabad work in exchange for payment from their employers, which they use to buy the necessities. Affairs are handled by the people, the head of whom is Bjalin Truegrip.
Caveat emptor is the guiding philosophy of Tralabad, and people live a modest existence because of it. Without any taxes or regulations, the free market reigns supreme here. Welfare is average. Citizens can find an education, provided they can pay for it. Healthcare is overtaxed and underfunded, and the government hides behind layers of bureaucracy to dodge complaints.
Law and Order
The policing carried out by The Mighty Regiment is extremely strict, with citizens being forced to carry licenses, identification papers, and travel permits. The Mighty Regiment control the town, and are extremely well armed, with brutality being commonplace. Law in Tralabad is somewhat reform-based, and those that breach the laws can expect hard labor, incarceration, or fines. The death penalty is typically reserved for traitors to the state. Magic is outlawed, and guards look for any excuse to put away anyone that looks like a magic user. It is coded into law as a tightly restricted activity.
“The Mighty Regiment”
Guards Watch (Slightly Above Average Sized)
“The Mighty Regiment is a guards watch. It’s well established, and the slightly above average sized faction has an excellent reputation, and is motivated by money. They are rumoured to help lucky commoners.”
It’s ruled by Thoradin Orcfoe, who was promoted by being the most powerful in the group. He is unbelievably incompetent, and his position is quite unstable due to internal power struggles. Bribes will be bargained about.
Members of The Mighty Regiment are identifiable by their love of a good fight. Membership requires some social status, and costs five hundred gold pieces. The initiation into The Mighty Regiment involves a simple form to be filled.
They have limitless resources. A significant number of artifacts are in their proverbial warchest, as are a fair few contacts, a handful of trade goods, a handful of favours, and a significant number of magical trinkets.
The Mighty Regiment have a handful of trusted allies;
A veritable army of assassins and a veritable army of craftsmen can be called on for aid. The Mighty Regiment have some fearsome enemies; A guild of thieves are enemies of The Mighty Regiment, as are a guild of bandits, a guild of assassins, and a guild of thieves.
“The Tralabad Hammers”
Military Army (Somewhat Smal )
“The Tralabad Hammer is a military army. It’s very new, and the somewhat small faction has an excellent reputation, and is motivated by power. They are for the current political regime.”
It’s ruled by a board of 9, who were the original founders. They are quite competent, and their positions on the board are relatively stable due to internal power struggles. Their meetings are held every third day, and are are open to members. Bribes to the board will be bargained about.
Members of The Tralabad Hammer are identifiable by their excessively bureaucratic tendencies. Membership requires a display of bravery, and costs ten gold pieces. The initiation into The Tralabad Hammer involves a simple form to be filled.
They have somewhat limited resources. A significant number of trade goods and a fair few contacts are their only significant resources.
The Tralabad Hammer have some strong allies;
A veritable army of scholars and a veritable army of monks can be called on for aid. The Tralabad Hammer have few rivals; A guild of bandits are the enemies of The Tralabad Hammer.
“The Golden Spoon Society”
Merchant Guild (Slightly Above Average Sized)
“The Golden Spoon Society is a merchants guild. It’s relatively new, and the slightly above average sized faction has an excellent reputation, and is motivated by politics. They are currently recruiting.”
It’s ruled by Therlin Torevir, who was able to rise to power through nepotism. She is very competent, and her position is stable due to internal power struggles. Bribes are uncommon, and frowned upon.
Members of The Golden Spoon Society are identifiable by the bracelets that members are given. Membership requires some social status, and costs twenty gold pieces. The initiation into The Golden Spoon Society involves a simple form to be filled.
They have slightly below average resources. A drawer of magic scrolls are part of those resources. Also at their disposal are one or two favours, and one or two valuable magical trinkets.
The Golden Spoon Society have a decent number of allies;
A veritable army of priests regularly assist The Golden Spoon Society. At their disposal, they also have a veritable army of warriors, and a veritable army of fellow merchants. The Golden Spoon Society have some enemies; A guild of commoners and a guild of assassins are the only that wish The Golden Spoon Society ill.
“The Creators of Tralabad”
Craftmens Guild (Very Small)
“The Creators of Tralabad is a craftsmen guild. It’s quite new, and the very small faction has a quite good reputation, and is motivated by money. They are suspected in the disappearance of a well known figure.”
It’s ruled by a committee of 4, who were the wealthiest of the group. They are reasonably competent, and their positions on the committee are stable due to internal power struggles. Their meetings are held every day, at 5pm sharp, and are are open to members. Bribes to the committee are uncommon, and frowned upon.
Members of The Creators of Tralabad are identifiable by their excessively bureaucratic tendencies. Membership requires referral by an existing member, and costs three hundred gold pieces, provided there’s an empty slot. The initiation into The Creators of Tralabad involves an oath to be taken.
They have limitless resources. A handful of gems are in their proverbial warchest, as are sheafs of blackmail material, a handful of magic scrolls, one or two valuable trade goods, and one or two contacts.
The Creators of Tralabad have a handful of trusted allies;
A large number of merchants and more than a couple priests can be called on for aid. The Creators of Tralabad have a couple enemies; More than a couple bandits are the enemies of The Creators of Tralabad.
Tralabad is comprised almost uniformly of dwarves.