Principality of Tumkur

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Formal Name: Principality of Tumkur
Ruler:  Prince Bayazid Al-Wasari
Government:  Feudal within Divine Empire
Capital: Tumkur
Major Settlements: Hassan
Resources: Beef and Silk
Population: 180,000 (20% Urban) -95% Human, 5% others  
Languages: Common, Elven, Tumuri
Common Alignment: Neutral
Major Religions: Fharlanghn (TN), Wee Jas (LN) and Boccob (TN)
Allies:  None

The Founding of Tumkur

The Principality of Tumkur traces its origins to the first year of the Imperial Calendar, when a great fleet of refugee vessels arrived upon the southern shores of the Warlderia continent. These ships carried nearly twenty thousand souls, men, women, and children, who had fled an unknown calamity upon the far northern continent of Helltenen. Their journey had been long and perilous, and many had perished before the fleet finally reached the shores of what would become Tumkur. Upon their arrival, the exiles found themselves in the midst of war. General Aelar Mereth, one of Kaegor's generals, was engaged in a desperate struggle against the Elves who dominated the forests and hills of the region. Outnumbered and in danger of defeat, the rebellious forces were fighting for their survival when the newly arrived refugees intervened. Seeing fellow humans hard-pressed by a common enemy, the fighting men of the fleet marched directly from their ships and fell upon the flank of the Elven host. The sudden appearance of thousands of fresh warriors threw the Elves into confusion. What had seemed a certain victory became a rout as the surprised army broke and fled into the forests.

The victory forged a lasting alliance between the newcomers and the Empire. In recognition of their courage and timely aid, General Aelar Mereth gave his daughter, Lady Elara, in marriage to the leader of the exiles, Hassan al-Wasari. Acting in Kaegor's name, he granted the newcomers the lands surrounding the growing settlement that would become the city of Tumkur. Over the following decades, the exiles became an important part of the rebels' war effort. Charged with securing the northern frontier and containing the Elven tribes that still inhabited the forests, they proved remarkably successful. Though they suffered losses, they achieved their task with far greater ease than many rebel commanders had expected. Much of their success stemmed from their unusual methods of warfare. The exiles had brought with them beasts unknown to most of the continent, great war elephants whose appearance alone often unnerved their enemies. The Elves, accustomed to fighting human infantry and cavalry, had never faced such creatures before and struggled to counter them effectively. Equally important was the determination of the exiles themselves. Having lost their homeland and crossed the sea in search of refuge, they fought with the grim resolve of a people who had nowhere left to retreat.

Despite later generations referring to them collectively as the Tumkuri, the exiles were never a single people. They were drawn from several nations, tribes, and kingdoms of the far northern continent, united not by common ancestry but by a shared disaster. Whatever catastrophe drove them from their homeland was so terrible that ancient rivalries were set aside in order to survive. What exactly befell the northern continent has become one of the great mysteries of Tumkur. The records of the earliest years are fragmentary, and many were lost during later wars and upheavals. Popular tales speak of forbidden sorceries, ancient evils, or a war that consumed entire kingdoms. Others claim that the truth was deliberately hidden by the founding noble families. To this day, rumours persist that certain ancient houses maintain sealed archives containing the true history of the exodus, though if such records exist they have never been made public.

Over the centuries, the descendants of the exiles gradually intermixed with the peoples of the Empire, though traces of their origins can still be seen. The people of Tumkur are often noted for their dark hair, dusky or olive complexions, and a tendency towards taller stature than is common in many neighbouring regions. These features are by no means universal, however, and generations of intermarriage have produced a population that shares much with both its ancestral forebears and the wider Imperial peoples. While certain noble families take pride in tracing their lineage back to the original refugee fleet, most Tumkuri now see themselves as both heirs to the Exile Fathers and loyal subjects of the Empire. Their culture, customs, and traditions reflect centuries of exchange between the newcomers and those they encountered upon their arrival, creating a society that is neither wholly northern nor wholly Imperial, but distinctly Tumkuri.

Prince Bayazid Al-Wasari

Prince Bayazid Al-Wasari is the current ruler of Tumkur and a direct descendant of Hassan al-Wasari, leader of the exile fleet that founded the Principality. A scholarly and thoughtful man, he is far more interested in learning, trade, and governance than warfare. Educated at the Academy of Knowledge, he has spent much of his reign encouraging commerce, patronising scholars, and strengthening ties with the Empire while preserving the traditions and history of the exile peoples. Though married to Princess Samira of House Veyran, the marriage has produced no children. While the union is regarded as amicable, Bayazid has always shown little interest in matters of romance or courtly intrigue. Instead, he prefers the company of scholars, merchants, and his lifelong friend and confidant, Lord Aurel Mereth. The pair have been close since their days at the Academy and are often seen together at court or travelling throughout the Principality. Their friendship has long been the subject of speculation amongst courtiers, though neither man has ever addressed such rumours.

The Prince's greatest political rival is First Rider Ridermar of the Kessir. While the two maintain cordial relations, they represent very different visions for the future of Tumkur. Bayazid believes prosperity lies in trade, education, and cooperation with the Empire, whereas Ridermar advocates stronger leadership and a greater role for the tribes in the affairs of the Principality. Widely respected for his intelligence, patience, and sense of justice, Bayazid is nevertheless criticised for his caution. He prefers discussion and deliberation to swift action and is often reluctant to commit himself until every option has been carefully considered. His lack of an heir, combined with his measured style of rule, has led many nobles to quietly speculate about the future succession of the Principality. Despite these concerns, his reign has thus far been marked by peace, prosperity, and the continued growth of Tumkur as one of the great centres of learning and trade in the south.

Settlements

Tumkur (Large City): Alignment: LN, Population: 23,750 (85% human, 10% half-elf, 5% others.) Authroity Figure: Prince Bayazid Al-Wasari (human male, fighter)

Originally little more than a frontier town on the edge of contested lands, Tumkur was transformed by the arrival of the exiles in Year 1. What began as a temporary refuge soon grew into one of the most prosperous cities on the continent. Over the centuries successive generations expanded the settlement beyond its original boundaries, surrounding the old town with districts, markets, gardens, and workshops until the city became the principal centre of power and commerce in the region. The city's architecture reflects its unusual origins. The oldest quarter lies around the harbour and docks, where many of the original stone warehouses, quays, and narrow streets still survive. Here one can still find buildings dating back to the earliest years of the settlement, constructed by the first refugees using styles and techniques brought from their lost homeland. Beyond the old quarter rise broad avenues, courtyards, and elegant buildings that blend northern traditions with Imperial influences. The result is a city unlike any other in the Empire, where visitors can see towering domes and colonnades standing alongside more familiar Imperial halls and fortifications. At the heart of Tumkur stands the Palace of the Prince, a sprawling complex of gardens, audience chambers, and private courts. Nearby is the famed Academy of Knowledge, an institution renowned throughout the continent for its scholars, historians, mathematicians, and philosophers. Together these two buildings dominate the city skyline and serve as enduring symbols of the legacy of the exiles. Their white stone walls, intricate carvings, and graceful towers are regarded as some of the finest examples of northern architecture still standing in the world.

Religion in Tumkur has also changed considerably since the days of the first settlers. The names of the gods once worshipped by the exiles have largely been lost to history, surviving only in a handful of obscure manuscripts and family traditions. Centuries of close contact with the Empire led to the gradual adoption of the Imperial pantheon, and today the people of Tumkur worship the same gods as their neighbours. Nevertheless, some scholars claim that traces of the old faiths remain hidden beneath modern customs and ceremonies. Dominating the religious life of the city is the magnificent Temple of Boccob, which stands behind the Academy of Knowledge. Considered one of the architectural wonders of the continent, the temple is famed for its soaring domes, marble courtyards, and vast libraries. Pilgrims, scholars, and priests travel great distances to study within its halls, and many regard it as one of the foremost centres of learning in the known world. The close relationship between the temple and the Academy has helped establish Tumkur's reputation as a city where knowledge is valued almost as highly as wealth.

Although the great war elephants that accompanied the exiles vanished generations ago, their legacy remains an important part of Tumkuri identity. Far more enduring was another gift carried across the sea: silkworms. These small creatures adapted remarkably well to their new home, and the production of silk soon became the foundation of the city's prosperity. Tumkuri silk is prized throughout the Empire and beyond for its quality and beauty. Merchants travel from distant lands to purchase it, and the trade has enriched the city for centuries. The wealth generated by silk production has funded temples, academies, roads, and public works, helping Tumkur become one of the richest cities on the continent.

The Prince of Tumkur traces his lineage directly to Hassan al-Wasari, leader of the original exiles, and this ancestry remains a source of great prestige. In practice, however, the Prince's authority rarely extends far beyond the city itself, the surrounding forests, and a handful of loyal settlements. Much of the wider principality is governed by local nobles, merchant families, and landowners whose loyalty to the Prince can vary considerably. While the ruling dynasty largely adopted Imperial customs, many of the lesser noble families retained traditions inherited from their northern ancestors. The Prince, following Imperial practice, maintains a single wife, but it is not uncommon for powerful noble houses to maintain several wives or formal consorts, a custom that has persisted despite periodic attempts at reform. These practices have occasionally been a source of tension between Tumkur and more conservative elements within the Empire.

The people of Tumkur are widely respected for their learning, curiosity, and relative tolerance towards foreigners. Merchants, scholars, adventurers, and travellers from many lands can be found within the city's walls, contributing to its cosmopolitan character. The Academy and Temple attract visitors seeking knowledge, while the city's markets draw those seeking profit. This openness has helped Tumkur prosper and has given it a reputation as one of the most welcoming cities in the Empire. Despite their reputation as scholars and merchants, the Tumkuri have never entirely abandoned their martial traditions. Their horsemen remain highly regarded throughout the Empire, and for centuries Tumkur has supplied a large proportion of the medium cavalry serving in Imperial armies. Combining mobility, discipline, and generations of military experience, Tumkuri cavalrymen continue to uphold a tradition that stretches back to the first exiles who fought beside Kaegor's armies upon their arrival.

Hassan (Large Town): Alignment: N, Population: 4,500, (90% human, 10% other) Authority Figure: Satrap Yulan (human, male, merchant)

Hassan, often referred to by Imperial merchants and cartographers as Hassanmarsh, is one of the oldest settlements in the Principality and is believed by many local historians to have been founded by some of the first refugees who followed Hassan al-Wasari into exile. Situated amongst the marshes and waterways that surround the great river, the town has always looked more towards the swamps than the open lands beyond. While outsiders often regard the region as inhospitable, the people of Hassan have spent centuries adapting to its unique environment and are as comfortable navigating its waterways as other folk are travelling roads. The inhabitants of Hassan are generally darker-skinned than many of their neighbours and retain a number of customs believed to have originated amongst the peoples of the far northern continent. Although centuries of intermarriage have tied them closely to the rest of the Principality, the people of Hassan remain proud of their heritage and are often regarded as possessing a distinct local identity. The town itself is notable for its architecture. Unlike many settlements in the region, Hassan was built almost entirely in the northern style. Its stone buildings are decorated with intricate carvings, geometric patterns, and elegant arches. Covered courtyards and shaded walkways are common features, while many of the wealthier homes surround enclosed gardens. Travellers often remark that Hassan appears more like a fragment of a distant land than a town of the Empire.

For much of the year the surrounding marshes make travel difficult. Roads become muddy and unreliable, and many settlements can only be reached by boat. During the winter months, however, the ground becomes firmer and the waterways more predictable, allowing merchants and traders easier access to the town. It was these extensive wetlands that gave rise to the common Imperial name of Hassanmarsh, a title now found on many maps and increasingly used by outsiders. The townsfolk themselves generally continue to use the older name of Hassan, though few object to the newer title. During the winter season Hassan hosts a series of markets that attract traders from Summerswane, Tumkur, and numerous smaller communities throughout the region. These markets are famous for their river fish, reeds, dyes, medicinal herbs, and finely crafted textiles. The seasonal influx of merchants provides much of the town's wealth and serves as its principal connection to the wider world.

Politically, Hassan has never been particularly influential. The townsfolk concern themselves far more with local affairs than the intrigues of princes and nobles. Though loyal to the Principality, they generally prefer to be left alone and rarely involve themselves in disputes beyond their borders. The town contributes taxes and soldiers when required, and many young men seek service in the guards of the Prince, where the hardy marsh folk have earned a reputation as reliable scouts, light infantry, and cavalrymen. The relative isolation of Hassan has given rise to numerous stories and superstitions. Travellers often repeat tales of strange lights moving through the marshes at night, mysterious rituals performed beneath the full moon, and hidden shrines deep within the wetlands. Rumours that the people of Hassan worship demons or devils have circulated for generations, particularly amongst those who have never visited the town. Most scholars dismiss such claims as little more than the fanciful stories that inevitably gather around isolated communities. While the people of Hassan are known to preserve a number of unusual customs and folk traditions, there is little evidence that they are any less devoted to the gods of the Empire than their neighbours. To the people of Hassan, such rumours are usually met with amusement. They have long grown accustomed to outsiders viewing the marshes with suspicion and often joke that the swamps themselves are a better defence than any wall or fortress could ever be.

Maegor’s End (Small Town) Alignment: TN, Population: 1022, (70% human, 20% Gnome, 5% Elven, 5% other.), Authority Figure: Selurin Elffriend (human male, Mayor)

Maegor's End is a small and isolated settlement located in the far south of the Principality. Though nominally subject to the Prince of Tumkur, the town has long existed on the fringes of the principality's authority. The local people pay little attention to the politics of Tumkur and, in return, receive little interference from the Prince's officials. For most of its history this arrangement has suited both parties well. At first glance the settlement appears unremarkable. A handful of stone and timber buildings cluster around a narrow road leading inland, while fishing boats and small trading vessels occasionally visit the rocky shoreline below. Yet visitors soon discover that the town is overshadowed by a far more imposing landmark. Upon a cliff overlooking the settlement stands the ruined Tower of Maegor, a dark and weathered structure whose silhouette dominates the surrounding landscape. The tower is ancient, even by Imperial standards. Built from black stone of uncertain origin, its walls have withstood centuries of storms and neglect. Though much of the structure has fallen into ruin, the upper reaches still stand defiantly against the sky. No permanent resident has occupied the tower for almost two centuries, ever since the death of the sorcerer Maegor.

Maegor was a half-elven mage of immense power who lived during the early centuries of the Empire. Gifted, ambitious, and increasingly consumed by forbidden studies, he eventually rebelled against Imperial authority and fled southward. Seeking a place beyond the reach of Imperial justice, he settled in the remote valley deep in the Heron Hills. The location was not chosen by chance. Long before the founding of the Empire, the valley had been the site of one of the final battles of the Higher Wars. Here an Elven host made its last stand against the advancing hordes of Orcs and their dragon allies. For two days the Elves resisted with desperate courage before their lines were finally broken. Although an allied army arrived to relieve them, it came too late to save the defenders. The Orcs and dragons withdrew before the approaching reinforcements, leaving behind a field littered with the dead. The battle was one of the bloodiest fought during the wars. Thousands perished, and the dead were buried where they fell. Even today travellers can see the long burial mounds that line the valley road. To the untrained eye they resemble natural hills, but local people know them for what they truly are: vast graves containing the remains of warriors who died centuries before the Empire existed.

It is said that Maegor chose the valley precisely because of these ancient dead. A master of necromancy, he believed the lingering echoes of the battlefield strengthened his dark arts. Over the years he delved ever deeper into forbidden magic, gathering followers, undead servants, and dangerous lore. By the time the Empire finally moved against him, his tower had become a place feared throughout the region. When Imperial forces eventually surrounded the valley, Maegor unleashed the full extent of his power. Hundreds of skeletal warriors and other undead horrors rose from the burial mounds and marched beneath his banner. For a time it seemed as though the Empire might fail. Yet while Maegor's undead army occupied the besieging forces, a band of adventurers slipped through the defences and entered the tower itself. What occurred within its halls remains uncertain, but by dawn Maegor was dead and his rebellion broken. Though his servants crumbled and the siege ended, the tower was never reclaimed. The surviving adventurers departed soon afterwards, carrying whatever treasures they had recovered, and no lord or prince has ever attempted to establish residence there. The structure remains abandoned to this day.

Stories concerning the tower are common throughout the south. Shepherds speak of lights appearing in the upper windows during moonless nights. Travellers claim to hear distant voices carried on the wind. Others insist that undead guardians still patrol the ruins and the ancient battlefield below. While many dismiss such tales as superstition, enough explorers and treasure hunters have vanished over the years to ensure that the tower retains its sinister reputation. A handful of adventurers are known to have entered its gates seeking riches or forbidden knowledge, but none have ever returned to tell of what they found. The hills surrounding Maegor's End are home to several scattered gnome communities. Unlike the human inhabitants of the town, these gnomes prefer a life of quiet independence amongst the high valleys and rocky slopes. Most settled in the region generations ago, seeking refuge from the growing cities and busy roads of the Empire. The gnomes make their living through small-scale mining, extracting iron, copper, and other ores from the hills. They also keep hardy mountain goats whose wool, milk, and meat are highly valued in the local markets. Once or twice each week the gnomes descend into Maegor's End to trade their goods, purchase supplies, and exchange news. As a result, the settlement serves as an important meeting place for the isolated communities scattered throughout the region.

Despite the dark reputation of the tower above them, the people of Maegor's End have grown accustomed to living in its shadow. To outsiders it is a place of ancient graves, haunted ruins, and unsettling legends. To its inhabitants it is simply home, a quiet frontier town where the past is never entirely forgotten.

The Nomad Tribes

To the south and east of Tumkur, beyond the cultivated lands and settled villages of the principality, stretch the broad plains occupied by the descendants of the exile tribes. Though collectively known as the Nomad Tribes, each possesses its own traditions, rivalries, and identity. The ancestors of these peoples arrived with the great exile fleet and, unlike many of their kin who settled in the cities and towns, chose to preserve their wandering way of life. Over the centuries the tribes have become part of the wider life of the Principality while retaining much of their independence. Imperial chroniclers still record their ancient names, Martu, Guti, Kisir, and Quardu, but these are increasingly being replaced by the names by which they are known throughout Warlderia: the Martmen, Guthers, Kessir, and Westfolk. The nomads are famed for their horsemanship and are widely regarded as some of the finest riders in the Empire. Their warriors have served in Imperial armies since the days of Kaegor and continue to provide much of the Principality's cavalry. Though often portrayed by city dwellers as unruly and hot-tempered, the tribes place great importance upon hospitality, loyalty, and personal honour. A friend of the tribes will find no more steadfast ally, while an enemy may discover that insults are remembered for generations.

The Martmen (Martu), Alignment: CN, Population: 11,500 (95% Human, 5% Other), Leader: Chieftain Subatin

The Martmen occupy the coastal plains east of Tumkur between the forests of the north and the forest lands of the south. Of all the tribes, they share the closest ties with the city and many families maintain trading links with merchants and noble houses within Tumkur itself. The Martmen are renowned traders and caravan masters. Their herds, horses, and coastal trade routes have brought them considerable prosperity, and many possess a talent for negotiation that borders upon the uncanny. Their reputation for hard bargaining has become the subject of countless jokes amongst the other tribes. A common saying amongst the nomads declares: "Count your rings before rising from a Martman's table.", Though often repeated, the saying reflects admiration as much as suspicion.

The most notable feature of Martmen territory is a series of ancient burial mounds that rise from the grasslands near the eastern seashore. These barrows are believed to predate both the Empire and the arrival of the exiles. The Martmen avoid disturbing them and many stories tell of strange lights and ghostly riders seen amongst the mounds after dark. There manu rumours of passages to the deep relams below and even of magic portals to hell.

The Guthers (Guti), Alignment: CG, Population: 8,500 (90% Human, 10% Other), Leader: Chieftain Nepel Shouyon

The Guthers roam the broad southern plains between Tumkur and the border woods. Olive-skinned and generally shorter than many of their neighbours, they are widely regarded as the finest horsemen in the Principality. The horses bred by the Guthers are smaller than those favoured by the Kessir but possess remarkable endurance and speed. Imperial messengers and scouts often seek out Guthers mounts, valuing their ability to travel long distances across difficult terrain. Their homeland consists of vast rolling grasslands broken only by occasional streams and low hills. While outsiders often struggle to distinguish one part of the landscape from another, the Guthers possess an intimate knowledge of every watering hole and grazing ground.

The tribe maintains a long-standing rivalry with the Kessir. Horses and cattle are frequently "borrowed" between the two peoples, usually for breeding purposes and almost always returned eventually. To the Kessir this is a persistent annoyance; to the Guthers it is considered a harmless game.

The Kessir (Kisir), Alignment: LN, Population: 12,750 (95% Human, 5% Other), Leader: First Rider Temafin

The Kessir are the largest and most influential of the nomad tribes. Their territory stretches between Tumkur and Maegor's End and encompasses some of the finest grazing lands in the south. The tribe is renowned throughout the Empire for breeding large, powerful horses highly prized by nobles, military officers, and wealthy merchants. Many cavalry mounts serving in Imperial armies can trace their bloodlines back to Kessir stock. The modern character of the tribe has been heavily influenced by its current leader, First Rider Temafin. Unlike many tribal chiefs, Temafin is as much a product of the Empire as he is of the plains. His mother was Lady Aurelia Vane, a noblewoman from an old Imperial family, while his father was a respected Kessir horse-lord. Raised between the tribal camps and the courts of the Empire, Temafin inherited both worlds. His mixed ancestry reflects the increasingly diverse nature of the Principality itself, and 

Unlike most of the Kessir, Temafin inherited many of the features of his Imperial mother rather than those of his father's people. Fair-haired and blue-eyed, he stands out amongst the darker-haired horse-lords of the plains. Though he was raised amongst the Kessir and is openly proud of his tribal heritage, there are times when he seems neither entirely a man of the tribes nor wholly a noble of the Empire. Some of the older nomads quietly regard him as too Imperial, while many Imperial nobles continue to view him as a tribal chieftain regardless of his lineage. Ridermar is well aware of this divide and has spent much of his life attempting to bridge the gap between the two worlds, seeing himself as a man who belongs to both, even if fully accepted by neither. Temafin spent much of his youth serving alongside Imperial cavalry regiments and later fought in several campaigns beyond the borders of the Principality. These experiences left him with a deep admiration for Imperial organisation, discipline, and administration. While proud of his tribal heritage, he is openly critical of what he sees as the wasteful rivalries and disunity that have long divided the nomad peoples.

Under his leadership the Kessir have adopted a more structured way of life than the other tribes. Muster rolls are maintained, grazing rights are recorded, and warriors are expected to train regularly rather than only when war approaches. Temafin has repeatedly argued that the tribes would be stronger if united under a single authority and bound more closely to the Empire. Unsurprisingly, he believes he is the ideal man to lead such a union. The Kessir maintain the most formal military tradition of any of the tribes. Their warriors frequently wear mail or scale armour, and their cavalry are capable of operating in disciplined formations rarely seen amongst the nomads. In times of war they form the heavy striking arm of the Principality's forces, delivering devastating charges that have broken many enemy lines. Though some of the other tribes view the Kessir as overly influenced by Imperial customs, few question their effectiveness on the battlefield.

The Westfolk (Quardu), Alignment: CN, Population: 6,750 (80% Human, 10% Half-Elven, 10% Other), Leader: Speaker Zanibia

The Westfolk (Quardu)occupy the broad plains between Hassanmarsh and Summerswane. Though descended from the ancient Quardu tribe, most outsiders now know them simply as the Westfolk, a name that reflects both their location and their increasingly close ties to the wider Empire. More than a century ago a devastating plague nearly destroyed the tribe. Faced with extinction, the survivors welcomed settlers, refugees, and wanderers from many different backgrounds into their ranks. As a result, the Westfolk possess a far more diverse population than the other tribes, including many families whose ancestors came from the  Empire and beoynd. This mixing of peoples has left the Westfolk with a reputation for tolerance and adaptability that sets them apart from their neighbours. Unlike the other nomad tribes, the Westfolk have gradually begun to abandon the fully nomadic lifestyle of their ancestors. While many families still move their herds between seasonal grazing grounds, an increasing number have established permanent farms, villages, and market settlements. Some tribal elders view this change with concern, fearing the loss of old traditions, while others see it as the natural evolution of a people who have prospered through embracing new ideas.

The Westfolk retain many customs inherited from their nomadic forebears, but Imperial influence can be seen almost everywhere in their lands. Their children are more likely to learn letters than those of the other tribes, their leaders often correspond with neighbouring lords, and many of their young men and women seek opportunities in Imperial service. Most notably, women may hold positions of authority and leadership, a practice accepted without question amongst the Westfolk but viewed with varying degrees of approval elsewhere in the Principality. The plains they inhabit are shared with numerous farming communities, and in many places it is difficult to distinguish where the tribe ends and the settled population begins. Relations between farmers and herders are generally cordial, with both groups benefiting from trade, mutual defence, and intermarriage. Some observers believe that within a few generations the Westfolk may cease to be considered a tribe at all and instead become another settled people of the Empire, albeit one proud of its nomadic origins.

A short distance from the coast stands the region's greatest mystery: a smooth stone tower rising more than two hundred feet into the sky. The structure possesses no visible entrance, windows, or markings, and no scholar has ever determined its age or purpose. Despite countless attempts by adventurers, wizards, and treasure hunters, nobody has ever succeeded in entering the tower. The Westfolk largely ignore the structure, regarding it as simply another feature of the landscape. To them it is an ancient curiosity, no more remarkable than a hill or standing stone. Travellers and scholars, however, continue to speculate about what secrets may lie hidden within its silent walls.