Lankhmar_PRC8/_module/git/area010.git.json
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"0": "Commerce in Nehwon\n\nMoney of Nehwon \n\nThere are many forms of coinage across Nehwon. The most common is Lankhmar currency because of its mighty wealth and extensive trade. Lankhmar coins are usually accepted throughout the 5 kingdoms:\n\nIron Tik:copper piece \nBronze Agol:silver piece \nSilver Smerduk:gold piece \nGold Rilk:platinum piece \nDiamond in Amber Glulditch:100 platinum pieces \n\nAs you can see, gold is quite valuable in Nehwon, and people do not even bother to mint platinum because it is so rare. Most everyday trade is done in silver and bronze. An average peasant might never see a gold rilk in his lifetime and few have ever witnessed trade in Glulditch.\n\nAlcohol of Nehwon \n\nYou can't have stories about down-to-earth heroes who enjoy the various pleasures in life without mentioning the imbibing of alcohol, and indeed you'll never have trouble finding a tavern in Lankhmar. \n\nWine: Wine is the most common drink served in Nehwon. Most wine comes from Ilthmar, which has extensive vineyards surrounding it. It varies from bitters, to sours, to bubblies, to lights and everything in between. \n\nMushroom Wine: From the depths of Quarmall, or so they say, mushrooms are fermented and made into wine. Not something most taverns will advertise but most have some if it is requested. \n\nBrandy: From wine, especially of other fruits, can be distilled brandy. A typical Lankhmar stiff drink is sour wine fortified with Brandy. \n\nAle: Grain is apparently more valuable than wine because it only grows in plentiful amounts in the Lankhmar grain fields. So while ale is available, it is not as popular as wine *shrug* \n\nWhiskeys and other distilled spirits: These items are rare. Although theoretically possible, no one distils large amounts of hard liqueur. Where it is found, you will typically also find its inventor, who is usually quite proud of his or her unique brew."
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"0": "Geography in Nehwon\n\nEmpires of the Known World\n\nThe known world is defined as the Lankhmar-centric portion of Nehwon that has a working political and economic interdependency. There may be areas outside of the known world, but the eastern kingdoms, the Mingol steppes and the Great Outer Sea prevent most of the peoples of the Known World from encountering them or knowing about them. For most, the five empires guide the world of men. \n\nLankhmar \nThe Empire of the Eight Cities \nThe Mingol Steppes \nThe Eastern Kingdoms \nQuarmal \nThere are also a few minor, yet notable independent civilizations in the known world. These few do not play a major role in world politics as the overlords know it, but are never-the-less very real and very well known. \n\nIlthmar \nJungles of Klesh \nThe City of the Ghouls \nTovilyis, City of Beggars \nEevamarensee \nEmpires of Legend \nSomewhere, sometime, maybe even to this day ... these are the first words of any story concerning the Empires that graced Nehwon's lands and seas in ages past, and may still. Some claim to have actually visited these fabled lands and survived. In order of popularity or relevance ... who is to say? \n\nThe Shadowlands \nSimorgya \nLankhmar Below \nGodsland \nRime Isle \nDominion of the Ice Gnomes \nLair of the Sea King \nCold Corner \nForbidden City of the Black Idols \nThe Bleak Shore \nThe Seas of Nehwon \n\nThe Eastern Sea: Divides the continent of Lankhmar and the Eastern Continent. It is bordered on the north by the sinking land and the south by the sea of stars. \n\nThe Inner Sea: Divides the continent of Lankhmar and the northern Kingdom of the eight cities. It is bordered on the east by Ilthmar and the Poisoned Desert. To the west it is contiguous to the Outer Sea. \n\nThe Outer Sea: Extends west from the continent of Lankhmar, The Inner Sea, and the Kingdom of the Eight Cities. Its western border is rumored to be the Bleak Shore. \n\nThe Sea of Monsters: The Sea of Monsters is a Land-locked sea south of the Mingol Steppes and North of the Eastern Kingdoms. The City of Ghouls lies on the coast, as do poisoned desert and the Parched Mountains. \n\nThe Sea of Stars: The Sea of Stars lies south of the Continent of Lankhmar and the Eastern Sea. It is said that the sun, moon, and all the stars rise out of it into the sky along its southern extremities."
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"0": "Guilds of Nehwon\n\nPeople gather into guilds to shoulder the dual burden of noble rule and parasitic humanity ... by exploiting a trade or skill to its fullest. At their heart, guilds are political organizations, where like individuals stand united to gain some power over their destinies. \n\nIf a guild lasts long, it begins to wield more political power and becomes an exclusive club that safeguards the interests of the most wealthy and influential members. In addition, they may start smaller guilds to handle expert portions of their operation. A journeyman who is not in a guild will be turned away by customers (whom the guild has coerced, bribed, or otherwise influenced to deal with guild members only) and actively hampered by the guild (disasters and hardships often follow the freelance tradesman). 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It is mentioned because it has resisted assimilation by other guilds for so long, and has probably existed longer than any other. Prostitution outside of this house is frowned upon and every attempt is made to bring a freelance courtesan into the fold."
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"0": "Lore in Nehwon\n\nHistory\n \nThe recent events of recent years are listed below: \n\n602nd decade \n\nYear of the Roc(6020) \n\nThe Mingol War Begins: The great Mingol Hordes began a concentrated invasion after the melting of the first snow. Their initial assaults were driven back, but through repeated assaults they overran several northern cities of the eastern kingdoms and the 9th city of the kingdom of the eight cities, Morn Sirath. Overlords and nobles began to tighten the strings on resources such as food and wood, and raised huge armies and navies to defend their kingdoms. \n\nYear of the Dragon (6021) \n\nOverlord Quarmal dies: Lord Quarmal, the overlord of Quarmall, dies suddenly and his two sons slay each other in a war for succession. The seat of overlord is left vacant and the steward Flindach assumes control of Quarmal until an heir can be named. \n\nYear of the Behemoth (6022) \n\nThe Rat Plague: In the month of the Owl, the rats wage a full scale war from beneath Lankhmar and for several weeks, the Street of the Gods and the Rainbow Palace are the only safe places for humans in Lankhmar. The war ended with the Twain driving back the rat hordes, only to be escorted from Lankhmar by Death himself on a skeletal horse. \n\nOverlord Radomix Kistomerces crowned: On the day of Cat, in the month of the Goat, Radomix was crowned overlord of Lankhmar after his late cousin. For the remainder of that year, Lankhmar saw a more practical and prosperous time than it had in several decades. \n\nYear of the Snake (Lankhmar 6023) \n\nThe Mingol War ends: Whether the notorious overlord Kahkht was defeated or the Mingol horde successfully parlayed with by Movarl, overlord of the kingdom of the eight cities, it is not commonly known. What is know is that Ilthmar, which had been besieged and sacked several times during the war, was left alone after the month of the Serpent. Likewise, other fronts to the Mingol expansion saw less and less of their ferocious foes. Trade once again started to flow freely between the five kingdoms. \n\nOverlord Radomix dies, Overlord Pulgh Arthonax seizes power: Overlord Radomix is assassinated. The responsible parties, of which there were hundreds of suspects, were not apprehended. Lankhmar briefly becomes a good target for invasion by the other kingdoms. A military coupe of sorts is arranged and an older noble named Pulgh Arthonax seizes the crown. Pulgh proves to be a ruthless and cunning ruler as he systematically eliminates his competitors and arranges lucrative treaties with the other kingdoms. \n\nYear of the Tiger(Lankhmar 6024) \n\nThe Wyrm Awakens: Early in the month of the Horse, a great force is awakened near the lakes of Plea. The wyrm, a giant dragon of the ancient world, stalks the earth laying waste to the southern provinces of the Lankhmar Continent. Quarmall and Tovilyis are cut off from the rest of the world, presumably destroyed. It is not known why the beast emerged or who was responsible, but a migration of refugees begins to make its way north to seek shelter from the holocaust. \n\n-----------------------------------\nYears, in order: Roc, Dragon, Behemoth, Snake, Dog, Feathered Death, Basilisk, Gorgon, Titan, Leviathon \nMonths (13): Wolf, Horse, Raven, Crocodile, Elk, Scorpion, Shark, Weasel, Serpent, Owl, Goat, Boar, Witch \n----------------------------------\n\nHeroes and Villains \n\nMemorable characters who have won a place in the stories and hearts of the people can be talked about for centuries. These are some of the more persistent examples: \n\nThe Twain: Fafhrd and the Grey Mouser are not fairytale heroes. There is as much talk of their infamy and vile natures as there is of their bravery and valor. One thing is for certain though, they brought an end to the Lankhmar rat plague ... and it is usually added that death escorted them personally from Lankhmar when this deed was finished. \n\nKahkht the Conquerer: The fearsome war chief of the last Mingol Empire and a wizard of great power both, Kahkht is the most feared villain of recent history. To many, he is a demon set upon Nehwon to bring about an age of never-ending ice. To others, he was the unreachable leader of the hordes that laid waste to the eight kingdoms a mere 2 years prior. \n\nNingauble of the Seven Eyes: The great and otherworldly wizard Ningauble dwells in a cave outside of Ilthmar. Called by many \"the rumor-monger of the gods,\" Ningauble maintains a high profile as a powerful and mysterious master of the arcane. He enjoys meddling in the day-to-day affairs of the world and is not above using his magic to force heroes into pursuing his grand and strange quests into the unknown. \n\nGrilli: Of the Slayer's brotherhood, none are more feared or respected than Grilli. It is said that no man has faced Grilli and lived. His skill with his razors is legendary and he likes to use them so much that when not on Brotherhood business, he hires himself out to those who might give him more opportunities to use them. \n\nHisvin: Less would be known of Lord Null of the rats if he had not so publicly and deliberately duped the overlord and his entire court into a false sense of security during the rat plague. Hisvin was a grain merchant of great wealth before he aided in the plot to bring Lankhmar under the rule of the rats. And after taking part in the failed raid on the Rainbow Palace, he fled Lnnkhmar and went into hiding. People still curse him when misfortune visits. \n \nDuring the floods and outbreaks of the dread Black Sickness, rats had in remembered times invaded the streets and dwellings of Lankhmar, but then they had raced and dodged or staggered in curves, never moved with their present impudent deliberation. \n\nTheir behavior made old folks and storytellers and thin-bearded squinting scholars fearfully recall the fables that there had once been a humped city of rats large as men where imperial Lankhmar had now stood for three-score centuries.\n\nThe rats had once had a language and government of their own and a single empire stretching to the borders of the unknown world, coexistent with man's cities but more unified.\n\nAnd that beneath the stoutly mortared stone of Lankhmar, far below their customary burrowing and any delving of man, there was a low -ceiling rodent metropolis with streets and homes and glow-lights all its own and granaries stuffed with stolen grain."
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"0": "Magic in Nehwon\n\nArcane Magic: Anyone can do arcane magic. Magic, though used seldom, is present everywhere, an all anyone needs to cast a spell is the instructions (Spell book or scroll), the proper materials, and a lot of knowledge or luck.\n\nBlack Magic, White Magic:\n\nWhite magic is the manipulation of natural forces. The wizard harnesses natural energies to perform fantastical feats of divine sorcery. \n\nBlack magic is the manipulation of supernatural forces. The mage harnesses supernatural energies to produce arcane effects using otherworldly forces.\n\nDivine Magic: Priests and Druids are the only common and often accepted variety of divine spell caster, and in fact spell caster of any kind, on Nehwon.\n\nMagic Items: Overall, magical items are uncommon in Nehwon. You'd have a better chance getting a magic blade from the body of a slain foe over seeing one in a shop."
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"0": "Magic Items and Artifacts in Nehwon\n\nItems of Magic \n\nIf one were to scan Nehwon for magic items, they would find far fewer than in other magical realms. It is well understood by Nehwon's denizens that magic items, much like other magical things, can be quite powerful and also quite dangerous. To carry an item of magical power is a great burden. At the very least, those who covet its power for themselves will plot and scheme to wrest it from an unwary owner. If an item is of any notable power or intelligence, it was brought into the world to serve a purpose ... and many men would be its unwitting puppets or conspirators to reach its goals. Thus the magic of Nehwon is great, but must be understood in order to be used to anyone's benefit.\n\nArtifacts\n\nStone of Darkness: It is said that this magical chunk of black slag was commissioned by Death to mask the Medallion of Light. It confers special protection and power over darkness to anyone who carries it but is said to offer greater powers to the dead, including the undead. It is also said to be powerless in true sunlight, but that it can extinguish any other light source, anywhere, at any time. \n\nMedallion of Light: The only delight death ever knew was in his love, Larong. But alas, one day, death was ordered by Mux to slay her as he must eventually slay every living thing. The Medallion of Light is said to hold her soul. By whatever design this item came about, it is a powerful symbol of light and offers the bearer extraordinary powers of divination and destruction. It is said that Death himself cannot touch the one who carries the stone. \n\nCloak of the Winter Wolf: This cloak is said to have been made from the skin of one of the wolf thirteen. The wearer can assume the form of this wolf and is immune to anything that is cold. Thus, in a cold climate, unheated weapons cannot harm the wearer. The wearer may also control the weather by bringing on as much cold and storm as they wish. \n\nGolden Conch: The Conch is a boon of the sea king that he bestowed on one of the great sea wizards of Simorgya in ancient times. It is said that it was created to allow the recipient to show all the peoples and creatures of the land the great wonders of the sea for in water, it can control sea creatures, resurrect the drowned, swim at incredible speeds, and control all the water the bearer can lay eyes upon. Like so many other things, it was supposedly lost when Simorgya sank into the sea. \n\nHwal's Silver Flutes: The ancient white wizard Hwal is often thought of as the godfather of natural science and of all white wizardry. In his wisdom, he realized that some of the great beasts of the natural world that he had befriended would not be docile after his death. So for his apprentices he fashioned silver flutes that could bring slumber to the great beasts such as the leviathan, the behemoth, even the great wyrm. But after civilized men conquered most of the known world, they took little notice of these items and considered them collectors curiosities. All have been bought and sold so many times that their owners scarcely know what they are anymore. \n\nLankhmar Staves of Office: The gods *of* Lankhmar were entombed with the staves of office that they carried to advertise their station. These rods of black wood remain there still, and when the gods walk, these staves are their weapons. The Lankhmar staves of office seem to wither anything they touch and indeed the very air around the gods seems empty and hollow. Silence follows the staves wherever they go and it is rumored that any person who could hold a stave would have power over all Lankhmar. \n\nThe Triad: To Nehwon, the bubble rising in the waters of eternity, there are actually two worlds. There is the world of men, with all the empires and seas as they are understood now. And then there is the Nehwon world of darkness. It is said that the two worlds come together in three gems, each of a different hue, and that they were created by some ancient wizard to explore the other Nehwon. Individually they are marginally magical, appearing to be ordinary gems of somewhat large size and uncanny durability. When brought together, however, they give the wielder powers over both worlds and the ability to travel between them freely. This world of darkness, which has influenced the world of men subtly from the shadows for eons, is populated with fiends and powers beyond human imagining."
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"0": "Nobility in Nehwon\n\nIn the world of Nehwon, adventurers, mercenaries, cutthroats, laborers, and even beggars congregate into groups who are sponsored by wealthy nobles, merchants, heroes, or wizards. Even the twain (Fafhrd and the Grey Mouser) took on companies of thieves and berserkers in their later years. This is the major alternative to guild membership available to most common folk to find shelter and help in the world. \nTo understand how these groups work, one might wish to understand the nobility of Nehwon. \n\nOverlords of Nehwon \n\nThe overlords are the rulers of the highest degree. They are typically titles passed down from generation to generation and represent the highest authorities in their respective provinces. They do not sponsor groups directly, having entire nations at their disposal, but they play a key role as to which nobles, merchants, and wizards can maintain a good sponsorship and where. \n\nThe following is short list of the overlords: \n\nLankhmar: Radomix Kistomerces is the current Overlord of Lankhmar; he succeeded the throne after the rat plague when the previous overlord, Glipkerio Kistomerces, committed suicide. The Lankhmar succession is shrouded in mystery and the rules are not really known to any commoner. It is widely known that only nobles may become overlord under the current regime and nobles are those whom the overlord permits or cannot deny are nobles.\n\nIlthmar: The overlord of Ilthmar is unknown by design. Its city counsel is comprised of 13 members and any one of them may be the overlord. Due to its close ties to the Rat God, Ilthmar is generally malicious towards the grain producing nation of Lankhmar. The current overlord favors wine and dye merchants.\n\nThe Eight Cities: Movarl. He replaced his father upon the throne at Kvarch Nar. He is well versed in the art of Warfare and Statecraft. He favors lumber merchants and shipwrights.\n\nQuarmall: The Overlord of Quarmall always bears the surname of the noble house of Quarmal and is a direct descendant from the first. The overlords of Quarmal are also always wizards of great power. The current overlord is unknown due to the recent death of the current Overlord with no heir apparent. Rumors are rampant.\n\nMingol Steppes: The Mingol tribes are often organized under an Overlord, or Khan. The last such overlord was Khahkht the Conquerer. In recent years, the Mingol tribes have not enjoyed central leadership. The tribal chiefs govern their own portions of the Steppes until and overlord emerges again.\n\nEastern Lands: Horborixen, the King of kings, overlord of the eastern lands, is a thrifty soul of untold years, possibly immortal. He expects everyone, including his many wives and concubines, to perform useful work rather than anything else. In this vein, his favored nobles and merchants are industrious souls who deal in exotic and notably hard to obtain items, such as gold or rare drugs.\n\nGodsland: Godsland is currently ruled by Mux, Lord of Necessity. Mux is even-handed in his rule and favors those who are obedient. One could possibly land a place in the world as one of his servant's servants but devotion would have to be absolute. \n\nShadowland: The Shadowland is ruled by Death. Death favors souls who give him amusement and sport. The most resourceful personages of Nehwon are his chosen subjects and he takes great pleasure in arranging impromptu assignments for those he regards as his minions.\n\nLankhmar Nobility \n\nThese bands are as well known as the Thieves' guild or slayer's brotherhood but are not for hire. They operate on behalf of their patrons.\n\nPulg (Pulg's Racketeers): The philosophical chief extortionist of Lankhmar, Pulg commands a band of racketeers that regularly extort money from the church's of Lankhmar for protection. As such, any problem a church has, whether with locals or foreign powers, is often addressed to him. Thus his followers enjoy a variety of assignments.\n\nCountess Kronia of the 77 Secret Pockets (Westwind Trading Company): Merlina Kronia maintains a second life outside as a free-lance thief. The Thieves' guild knows of her nobility, and so tolerates her thievery because they have little choice. She goes by many names, but \"the Countess\" is the persona she presents to those in the know at the Westwind Trading Company, which she uses to transport, launder and fence the goods she and her trusted thieves and cutthroats obtain.\n\nEstevan Mingolsbane (Estevan's Warfalcons): Estevan is the son of Olegnya Mingolsbane, a decorated and publicly-celebrated general of the Lankhmart army. He maintains captainship of his own company under Overlord Arthonax and takes on recruits of special caliber as regularly as possible.\n\nSheelba of the Eyeless Face (Sheelba's Apprentices): Perhaps the most enigmatic wizard of note in modern times, Sheelba lives in a hut in the Great Salt Marsh outside of Lankhmar, dispensing portents and predictions to those who pass through. S/he is fond of apprentices and secretly maintains a large network of them. To serve Sheelba is to serve the forces of mystery.\n\nWizardess Roisha (Roisha's Rats): An Ilthmarite and duchess of the large southern province of Lankhmar called Kartishla, Roisha obtained her nobility by marriage ... though her husband met his end early on and she now maintains complete control of her domain. She employs a network of operatives, called \"rats\", who carry out her plots against her enemies of state.\n\nLord Malachai (Malachai's Marauders): The infamous lord of the great grain fields, Malachai the Mad keeps a private army of his own design to expand his holdings in whatever way possible. He is often looked upon as the aspirant Overlord but he makes no mention of it, not even in his nightly chanting ceremonies which emanate from his keep over the surrounding grain fields. As their lord, he is charged with their safe-keeping and settling disputes. Most farmers prefer to keep the peace, however, for Malachai's judgments and punishments are almost always of a cruel and twisted variety.\n\nSnarve the Dandy (Snarve's Gentlemen): The noble thief and dandy Snarve is the nephew of the previous overlord. For a time, he and his clique of rakes enjoyed cart Blanche run of Lankhmar's night districts. After the rat plague and his uncle's death, he has had to tone down his nightly activities but still maintains a high reputation with the whores of Whore Street and notoriety amongst his fellow nobles as a man of action.\n\nLessnya the Courteson (House of Red Lanterns): Lassnya runs the largest Brothel in Lankhmar, the House of Red Lanterns. She is the guildmistress of the whore's guild but she separates those duties from her affairs as a wealthy and widely respected patron rather strictly. She is good friends with Snarve and the twin dukes. She used to hire members of the slayer's brotherhood until one of them lost his temper one night. Since then, she has started her own company of bodyguards, swashbucklers, wizards, and wise-men.\n\nHigh Priestess Illala (Aarth's All-Listeners): Illala directs the affairs of Lankhmar's longest standing and most prosperous church of the gods in Lankhmar, the church of Aarth. The church itself is not only the gilded house of worship at the northmost end of the Street of the Gods, but also a network of sooth-sayers, sages, scribes, and scholars who are consulted by people of high station and low for council. Most of these learned individuals are priests of Aarth and command a variable degree of ability with divination. The church also accepts devoted worshipers with \"unique\" skills which Illala always finds uses for. Illala is often instrumental in organizing efforts that other nobility or the overlord is too stubborn or prideful to implement themselves."
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"0": "People of Nehwon, Part I\n\nEevamarenseers: These people live in a distant, decadent empire. They have an old culture that has decayed from its once great mastery over the entire known world. One of the few remaining cities in the empire is its capital, Eevamarensee. From this city, they guard the knowledge and experience of the ages old empire from the world. \n\nGhouls of Nehwon: The Ghouls are a strange race of humanoids with transparent flesh (though not bones or hair) who inhabit the City of the Ghouls on the Coast of the Sea of Monsters and also wandering the steppe near the Sea of Monsters on the eastern continent It is uncertain if they were ever entirely human, but if so, none can imagine the events that have changed them into the frightening image they now show. Still they make their home wherever they choose and are a highly adaptive people who are also well known as cannibals. These are not the undead monsters that so many in Nehwon rightly fear, though they bear the same name.\n\nKleshites: Native to the jungles in the southwest corner of the Lankhmar continent, Kleshites are a small quick race of dark-complexioned men. Many think these are a primitive and barbaric folk, but there are great and ancient cities found deep within their steamy jungles, and according to what little evidence is available, the Kleshites built them. \n\nContinued in People of Nehwon, Part II"
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"0": "People of Nehwon, Part II\n\nLankhmarts and Ilthmarts: Lankhmarts and Ilthmarts reside in the great cities along the southern coast of the Inner Sea. They enjoy a life in the cradle of civilization and the two busiest trade destinations in the known world. They share many of the same racial characteristics, but chief among them is adaptability. Life moves fast in Lankhmar and Ilthmar, and its natives have learned to move with it. \n\nMingols: The Mingols are stereotypical eastern nomads, complete with inscrutable customs, a harsh, blood-thirsty religion, and a tendency to form great hordes and descend on their neighbors. Nevertheless, Mingol traders are a regular sight in most markets throughout Nehwon. They stake out large swaths of territory and then dare any to cross their lands without asking proper permission. The need to travel is so great for these folk that they have taken to the seas, raiding and traveling as they see fit. There is no known previous Mingol culture. As far as the sages can tell, these folk have always been a savage, ferocious race bent on war only for the pleasure of it. \n\nQuarmallians: Along the southwestern coast of the Lankhmar continent, south of the Lands of Lankhmar and north of the Jungles of Klesh, sit the towers and walls of Quarmall. Within these impressive, though crumbling, fortifications can be found the topmost layer of an ever-expanding underground empire ruled over by a race of long-lived, pale skinned people whose gaunt images can haunt even the most stalwart heart. At one time they ruled a great empire above the ground, their influence could be felt in the lands of the east, their spies have sailed the Sea of Monsters. But just as time slips away from one's grasp, so did the empire once claimed by Quarmall. Quarmallians are a proud race that lives with a veneer of high culture and civility, though wholly supported by raids and generations of slave labor. This is the paradox that defines their existence, and their core being."
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"0": "Religion in Nehwon\n\nBeyond good and evil, the respect given to the power over oneself and over other forces rules the fate of Nehwon. Morally speaking, most are pragmatic and will perform acts of virtue or villainy if it supports whomever or whatever they give allegiance. People of vastly differently moral character commonly throw their lots in together if they share a common goal. Therefore, the gods of Nehwon are divided thusly: \n\nGods of Order \nGods of Balance \nGods of Chaos \n\nA few subgroups of deities are worth mentioning as well: \n\nPowers: Powers are unto gods as gods are unto men. They rule over universal things that stretch well beyond Nehwon. They are the Lords of Necessity, Death, and Chance. The powers ultimately serve the gods of Nehwon but it was the Lords of Necessity who required that Nehwon have gods in the first place, and chance that required that they be many and short lived.\n\nLords of Necessity: The Lords of Necessity are one of the Powers. They outrank Death and provide him with his quotas. When the first conscious creature of Nehwon desired to influence another, the three lords of necessity became aware of Nehwon's existence. \n\nCults of the Thirteen: Supposedly, for every animal there are thirteen of the species who exemplify the greatest qualities of that species and govern over the rest. Sometimes, religious orders are founded to parlay with and worship them.\n\nElder Gods: The Elder Gods are the creators of Nehwon. Before the Powers were aware of its existence, the Elder Gods served as Nehwon's elemental custodians. They are all forces of raw creative chaos and are generally ambivalent towards the plague of living things upon the face of their world. They are eternal and do not require worshipers to survive."
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