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Resting entirely on the sheltered shores of the Inland Sea, flanked by dwarven mountains and it's back pressed firmly against the Low Countries, Estria has a natural protection from orcs and the Fir Bolg that other lands lack. A mild climate mitigates the harshest weather Mannanan throws down and, combined with a wealth of natural resources and an aggressive desire to trade, this has made the people rich. The only land in Scalgard that could rightly be called a "nation", Estria is filled with farmers who walk their fields largely without fear and tradesmen who travel safely from town to open town.     
 
Resting entirely on the sheltered shores of the Inland Sea, flanked by dwarven mountains and it's back pressed firmly against the Low Countries, Estria has a natural protection from orcs and the Fir Bolg that other lands lack. A mild climate mitigates the harshest weather Mannanan throws down and, combined with a wealth of natural resources and an aggressive desire to trade, this has made the people rich. The only land in Scalgard that could rightly be called a "nation", Estria is filled with farmers who walk their fields largely without fear and tradesmen who travel safely from town to open town.     
  
But while the single Estrian is safe, his nation struggles on.  At the center of Scalgard, Estria is a crossroads for all nations, with none so dependent on trade that the spoils of war aren't a worthwhile gamble.  She fights constant small border wars with warbands on all fronts, and her response to these threats is numbers; Estria does not send heroes to the field, but drilled men, who fight in strong formation.
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But while the single Estrian is safe, his nation struggles on.  At the center of Scalgard, Estria is a crossroads for all nations, with none so dependent on trade that the spoils of war aren't a worthwhile gamble.  Estria's response to the threat is numbers, and her army drills regularly; though her soldiers are less than the heroes of other lands, they fight in strong formation and can easily outman the common, wild warband.
  
 
The Plutarch holds the reigns of Estrian power, and uses the Keepers of the Hoard as the whip that drives his nation on. These tax collectors, trade-police and spies keep the barons honest and carry their advice to the Plutarch. The barons tread carefully, though, for their nobility and the power it entails can be literally bought and sold. The Plutarch's family is, of course, the wealthiest, and though they could theoretically lose their hereditary position should their trading ventures fail, Estria's strict laws governing land and taxes prevent the Plutarch's treasuries from growing too empty.
 
The Plutarch holds the reigns of Estrian power, and uses the Keepers of the Hoard as the whip that drives his nation on. These tax collectors, trade-police and spies keep the barons honest and carry their advice to the Plutarch. The barons tread carefully, though, for their nobility and the power it entails can be literally bought and sold. The Plutarch's family is, of course, the wealthiest, and though they could theoretically lose their hereditary position should their trading ventures fail, Estria's strict laws governing land and taxes prevent the Plutarch's treasuries from growing too empty.
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* '''DC 20''' -  
 
* '''DC 20''' -  
 
* '''DC 25''' - ''Walking the Halls of Gold'' - The secret wheel that moves the Keepers of the Hoard and ensures the Plutarch's continued rule is a ritual of fiscal power.  Hidden in the Estrian tax codes, secreted away in the Keepers' ledgers, is the formula to move, mystically, a whole person into the Plutarch's treasure vault.  This transit does not come without cost, but the Keepers' job ensures that they are wealthy men.  The trip, however, is one way; though a Keeper can walk past the many guards and out of the Hoard, the Plutarch is too greedy for a ritual to take anything away again.   
 
* '''DC 25''' - ''Walking the Halls of Gold'' - The secret wheel that moves the Keepers of the Hoard and ensures the Plutarch's continued rule is a ritual of fiscal power.  Hidden in the Estrian tax codes, secreted away in the Keepers' ledgers, is the formula to move, mystically, a whole person into the Plutarch's treasure vault.  This transit does not come without cost, but the Keepers' job ensures that they are wealthy men.  The trip, however, is one way; though a Keeper can walk past the many guards and out of the Hoard, the Plutarch is too greedy for a ritual to take anything away again.   
* '''DC 30''' -  
+
* '''DC 30''' - ''The Plutarch's Face'' - The Plutarch's bloodline has run strong for a hundred years and more, and ruled Estria all that time.  In truth, it is no line, but one blood - the Plutarchs are not father and son, but one man, alive for centuries.  No, not a man...  A Dragon!  The last heir of The Dragonthe Plutarch has hid himself well and indulged his native greed, happy to remain undiscovered.  A good thing, too, for the knowledge at his disposal must surely be vast and his power, if ever it had to be brought to bear, enough to strive with a god's.
  
  
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==The Low Countries==
 
==The Low Countries==
A collection of low-lying land around the delta of three rivers and bordering the northern sea, the Low Countries are, like Ceumri, resource-rich.  Unfortunately, they do not have Cemrui's natural protections of tall mountains and turbulent waters, so while the Low Countries support a dense population it is also one of the most war-torn areas in bloody Scalgard.  Bordered by Ceumri to the west, Estria to the south, Saesony and Thrudvang to the east and dotted with orcish settlements along the north shore, the Low Countries are really an outpost for other lands' influence, with walled cities swapped back and forth seasonally between different armies.  Out of these wars arises only one constant: banditry.  As men flee the predations of each new army and flock together in the wilds, they form rag-tag armies of their own and take whatever their numbers will let them
+
A collection of low-lying land around the delta of three rivers and bordering the northern sea, the Low Countries are, like Ceumri, resource-rich.  Unfortunately, they do not have Cemrui's natural protections of tall mountains and turbulent waters, so while the Low Countries support a dense population it is also one of the most war-torn areas in bloody Scalgard.  Bordered by Ceumri to the west, Estria to the south, Saesony and Thrudvang to the east and dotted with orcish settlements along the north shore, the Low Countries are really an outpost for other lands' influence, with walled cities swapped back and forth seasonally between different armies.  Out of these wars arise only two constants.  First is each city's Guild, which maintains local order no matter who is in charge; though their loyalty is never to any conqueror, even the orcish northmen have found it easier to leave the guilds be than to replace them.  The second constant is banditry, as men flee the predations of each new army and flock together in the wilds, forming rag-tag armies of their own and taking whatever their numbers will let them.
 
 
But those cities that stay free of foreign influence fare little better.  Acrhen is ruled by a Horned King, who claims to have wrested his power from a giant and who sends a brotherhood of Huntsmen, their lives linked by magic, to protect the surrounding fields.  Charmar's only lords are the dead, thirteen mummified men and women who sit in council and whisper commands to their vizier only in dreams.  Power here, more than anywhere else in Scalgard, goes to they who can seize it.
 
  
 
The Low Countries are also the site of mankind's first welcome to Scalgard, and home to their first kingdoms.  Though those days are not long gone from the world, the rise and fall of of rulers has spotted the land with a rich history of ruins, ripe for exploitation.  Many are the band or noble who, seeking easier work than the taking of a peopled city, have taken one of the ruins for their own and called folk from afar to make it home.  But many, too, are the giant, Tuatha-Sidhe or Undead prince who've done the same.
 
The Low Countries are also the site of mankind's first welcome to Scalgard, and home to their first kingdoms.  Though those days are not long gone from the world, the rise and fall of of rulers has spotted the land with a rich history of ruins, ripe for exploitation.  Many are the band or noble who, seeking easier work than the taking of a peopled city, have taken one of the ruins for their own and called folk from afar to make it home.  But many, too, are the giant, Tuatha-Sidhe or Undead prince who've done the same.

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