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.
Ûr is a town located in the temperate forest, where the vegetation is thick. Ûr grew around a water source and a well-traveled road leading through the forest, and is comprised mostly of half-orcs. They are an egalitarian-ish primitivist autocratic anarchy that worship Gorh the Hidden Shape.
The nearest landmark is the ruins of a Tower once connected to a series of watch stations that surround this area or did in the ancient world. There are several of these towers, each with their own secrets. A population of 1400, the denizens live a squalid existence. A consecration of a new temple is currently taking place.
Government in Ûr
The people of Ûr work the land in a loosely organised sense; there is no concept of ownership, and the majority of the town’s citizens are hunter-gatherers.Gringor is the supreme ruler, and all laws and affairs are governed by the crown’s will.
Trade is free in Ûr, and people live a squalid existence because of it. There are no taxes or regulations to speak of. Welfare is non existent. Citizens can expect the absolute bare minimum of death services. Healthcare and education are totally ignored, and those unable to fend for themselves starve.
Law and Order
Law in Ûr is overwhelmingly punitive, and those that breach the complex and codified list of laws can expect hard labor, incarceration, or public execution. Crime is seen as a stain, which cannot be erased, and only through retribution can it be redeemed. Magic is typically reserved for those with a license. There is some magic, but is mostly for personal use, and sometimes commercial.
“The Invisible Brothers is a thieves guild. It’s somewhat old, and the above average sized faction has a very good reputation, and is motivated by politics. They are rumoured to own a powerful artifact.”
It’s ruled by a committee of 5, who were able to oust the previous leadership. They are somewhat incompetent, and their positions on the committee are quite unstable due to internal power struggles. Their meetings are held every ten days, and are are open to anyone. Bribes to the committee will never, under any circumstances be accepted.
Members of The Invisible Brothers are identifiable by their bad stench. Membership requires a display of loyalty, and costs twenty gold pieces. The initiation into The Invisible Brothers involves a heist.
They have limitless resources. A drawer of magic scrolls are jealously guarded, as are a significant number of artifacts, a handful of favours, a handful of contacts, and a fair few old favours.
The Invisible Brothers have some strong allies;
A veritable army of nobles and a veritable army of scholars can be called on for aid. The Invisible Brothers have a couple enemies; A guild of commoners are the enemies of The Invisible Brothers.
“The Collectors of Snakethorpe”
Wizards Council (Miniscule)
“The Collectors of Snakethorpe is a wizards college. It’s very new, and the miniscule faction has a good reputation, and is motivated by fame. They are rumoured to help lucky commoners.”
It’s ruled by a board of 9, who were the original founders. They are ruthlessly efficient, and their positions on the board are quite unstable due to internal power struggles. Their meetings are held every third day, and are closed to all. Bribes to the board are scorned.
Members of The Collectors of Snakethorpe are identifiable by the sash that members are given. Membership requires a display of skill, and costs two hundred gold pieces. The initiation into The Collectors of Snakethorpe involves a simple form to be filled.
They have extensive resources. A handful of favours are in their proverbial warchest, as are a fair few debtors, a handful of artifacts, and a handful of trade goods.
The Collectors of Snakethorpe have barely any allies;
Just one priests are the only others they can rely on. The Collectors of Snakethorpe have a handful of rivals; A guild of assassins and a veritable army of priests are the only that wish The Collectors of Snakethorpe ill.
“The Black Battlesquad” Mercenaries Company (Tiny)
“The Black Battlesquad is a mercenaries company. It’s quite new, and the tiny faction has an excellent reputation, and is motivated by money. They are extremely secretive.”
It’s ruled by a board of 9, who were able to oust the previous leadership. They are somewhat incompetent, 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 people accompanied by a member. Bribes to the board depend on circumstances.
Members of The Black Battlesquad are identifiable by their white horses. Membership requires a display of bravery, and costs five hundred gold pieces, provided there’s an empty slot. The initiation into The Black Battlesquad involves a secret ritual.
They have limitless resources. A handful of artifacts are jealously guarded, as are a handful of trade goods, one or two debtors, a chest of gold, and one or two favours.
The Black Battlesquad have a couple trusted allies;
A guild of politicians are the only others they can rely on. The Black Battlesquad have few rivals; A veritable army of assassins are the enemies of The Black Battlesquad.
Ûr is comprised of many different races, with the most common race being Urks.