The Nightspell Moors is a loose alliance of various cities, governed mainly by the city of Madrioc. Its name originates from the large population of nightlurkers that live in the swamps.
History
Unknown...
Diplomacy
The Moors seem to have a friendly enough relationship with Sanaris.
Geography
The Nightspell Moors is unofficially split into a few provinces, none of which seem to have any political significant differences, mostly delineated by significant changes in geography and resources.
- Lovence
- Nightspell Marches
- Lurkertail
- Bantir Plains
- Stucklund
- Mossack's Reach
- The Dry Coast
- Irdan (Islands)
- The Cherished Pilgramige
- Azemir's Challenge
- Ossack
- Staena's Plot
- Chantisch Peak
Structure
The Nightspell Moors are mainly governed by the Circle of Merchants, a council of the most influential masters of industry and trade in the Moors. Each member of the Circle is the head of a guild, which in turn govern certain cities and towns dependent on their role in the kingdom. The guilds and their general roles is as follows:
- Traders Guild - Deals with trade between cities, and with other kingdoms. In control of many of the roads of the kingdom, and in control of Madrioc. The post system is run by the Traders Guild. Works closely with the Mercenaries Guild. Commanding influence.
- Miners Guild - Deals with mining operations, mostly peat harvesting. Tends to control mining towns. Medium influence.
- Mercenaries Guild - The muscle of the kingdom. Other guilds hire the Mercenaries Guild to protect their cities, roads, caravans, etc. Sometimes the guild may be hired by guilds to pressure other guilds. Large influence.
- Artists Guild - A guild that presides over a broad definition of artistry. This includes traditional art, baking, fine dining, performance art, etc. Cultural cornerstone. Medium influence.
- Smiths Guild - The Smiths Guild encompasses all manner of metalworking. Medium influence.
- Bankers Guild - In control of storing funds and keeping them safe. Employs their own private military, often butts heads with the Mercenaries Guild. Large influence.
- Farmers Guild - A guild that mostly controls towns around the Sanar River that deals with farming communities. Medium influence.
- Fishers Guild - Guild that handles industry fishing. Works closely with the naval contingent of the Mercenaries Guild in order to safely navigate the dangerous far-sea waters. Small influence, often seen as an arm of the Mercenaries Guild.
- Warriors Guild - In charge of the Arterax. Small to absolute influence.
- Bookkeepers Guild - In charge of records and histories in the kingdom. Medium influence.
- Mages Guild - Black sheep of the guilds. Tends to command less power than the other guilds, but are often indispensable when solving problems outside the purview of the more down to earth guilds.
Ecology
The Moors were a fierce wild lands prior to their settlement only a couple centuries ago, and it often seems as if nature wishes to fight back against the increasing industrialization of the land. The Nigthspell Marches are full of unique organisms, but many are very prone to violence. The iconic nightstalkers in particular are notorious carnivores that have almost single-handedly prevented colonization of the Marches.