The realm has no good side and no evil side. It has people with loyalties, fears and things to protect.
An organised religious power that treats bloodshed as devotion. It does not fully understand what it is calling.
Druids and keepers of ancestral knowledge, far from the Kingdom's reach. Not automatic allies.
The largest organised authority in the realm: a walled mountain city of order, law, guards, and its own secrets.
The Kingdom's armed hand: city guards, knights and templars, each a rung of the same ladder.
A criminal society with a camp of its own and a trade in knowledge that is not for sale to the Kingdom.
A community of farmers, craftspeople and believers whose faith has begun to rot from the inside.
A distinct supernatural settlement of gothic religious architecture and a cathedral. Its story is still being written.
In development