This page contains information on the various powers within Mercataera and West Valia for Fatecraft. There are a total of 21 major powers in the region, from wily mercantile duchies and slaver ports to theocratic societies and magic-hoarding kingdoms. All sorts of savoury and unsavoury characters exist here. In the spirit of Fatecraft, the major powers are all themed and have certain objectives, but the leaders themselves are for the players to create.
Their details are presented in alphabetical order below. In each case, a short paragraph about the place is given before a list of its settlements, a couple facts about the populace and leadership, and an overview of its goals.
Argenta (Duchy)
Argenta is a commerce-heavy civilisation focusing on mining silver and trading. Alongside the other powers on the Silversheen Sea, it is heavily involved in the slave trade, with many of the slaves going to work in the mines. Argenta is headed by a Duke, but the Lustren Trust is a large merchant’s guild that holds much power, and the Ravenum Syndicate is the criminal underworld that holds power with the lower class in the capital.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Argenta | Capital | On the coast (capital) |
Sabrem | Town | North on a lake (town) |
Castle Barrenslate | Military Outpost | East in the mountains (fort) |
Leadership: Duke | ||
Demographics: Majority humans, dwarves, halflings, gnomes |
Argenta’s Goals
- Secure trade in the Silversheen Sea, especially the export of silver and the import of slaves
- Ensure safety of the silver mines
- Investigate vestiges of long-lost magic and bring them back to the capital
Arigarten
The oasis nation of Arigarten is constantly holdings its own against the potential advances of Vulcanstille and the inland attacks on trade routes by the Kingdom of Sabrewharf. It is allied with the Bilgebluff Confederacy, and the two nations supplement each others’ weaknesses. Raiding parties from the Grarkul Tribes are another issue the people of Arigarten must face. Given the nation controls the entirety of the oasis, and hence the natural fresh water supply in the Blasted Dunes, many powers look hungrily at its lands. Arigarten is ruled by a Grand Vizier who gets their advice from the heads of various guilds throughout the nation. The presence of the oasis is thought to be due to the elemental portal of Water in its centre.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Arigarten | Capital | Southeastern border (capital) |
Bluelocke | Small town | On lake (small town) |
Swinehelm | Town | Southern border (town) |
Ashencape | Town | Northeastern border (town with tower) |
Leadership: Grand Vizier | ||
Demographics: Majority humans, orcs |
Arigarten’s Goals
- Maintain the security of the oasis and fend off attacks from the Grarkul Tribes and Vulcanstille
- Protect the secret of the elemental portal of Water
- Ensure the safety of trade with the Bilgebluff Confederacy
Bilgebluff Confederacy
The Bilgebluff Confederacy came from secession from the greater Kingdom of Sabrewharf. The two powers are constantly warring, both at land and sea, and always seeking to get the upper hand. The towns within Bilgebluff rejected the monarchy and banded together to have a democratically elected council instead. Much of the Confederacy’s wealth comes from trading with other powers via sea and a strong trading alliance with Arigarten. Their towns are common targets for Sabrewharf and Direwater raiding vessels, but a recent surge in firearms investment has helped keep these at bay for now.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Gale Landing | Large town, head of government | South coast (town with tower) |
Blessed Harbour | Town | Eastern border (chapel) |
Aureastrum | Fortified town | Northern border (fort with tower) |
Westerfell | Small town | Southwest coast (village) |
Leadership: Elected council (President) Demographics: Majority human
Bilgebluff Confederacy’s Goals
- Ensure the prosperity and happiness of the people freed from the tyranny of Sabrewharf
- Protect trade routes and maintain the alliance with Arigarten
- Destroy the monarchy in Sabrewharf once and for all, allowing its people too to be free
Cyhluna Principality
The Cyhluna Principality is a reclusive elvish monarchy that seeks to protect the wilds and combat the egregiousness of the dwarves in the Verdim Kingdom. They dabble in their natural and primordial magicks, much to the annoyance of their western neighbours. Though not expansionist by nature, recent attacks on their lands have made them conscious of the need to build additional military encampments. The Principality excels in bending nature to their will, weaving entire towns out of the forest. The capital city of Lylla Serin is a perfect example of this, with every building being naturally sung or carved out of the woods. The Principality is known for growing massive trees that serve as watchtowers, as well as domesticating large beasts of the wood.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Lylla Serin | Capital | Central on river (town with 3 towers) |
Nelfenora | Large city | Southeastern border (town with tower) |
Leadership: Crown Prince | ||
Demographics: Elves |
Cyhluna Principality’s Goals
- Protect the wilds from those who would seek to destroy their natural beauty
- Stop the industrialist Verdim Kingdom’s incursions
- Curb industrial development throughout the land, allowing people to live harmoniously with nature
Direwater
Direwater began as a fearsome pirate crew known as the Bloodtide Buccaneers before they grew to such prosperity that they took over Port Direwater and a few of the surrounding settlements. The Bloodtide Buccaneers are still the majority faction in charge, though various other pirate and criminal groups forge alliances and rivalries. Direwater is the primary supplier of slaves via sea to other states, and their ships are feared throughout the entire region.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Port Direwater | Capital | On the coast (capital) |
Brazenmouth | Small town | On coast and river (small town) |
Bloodtide Bay | Large town | South on the coast (town) |
Sullencliffe | Town | North on the coast (town) |
Leadership: Lord Captain | ||
Demographics: All |
Direwater’s Goals
- Make as much money as possible through plunder!
- Expand the seafaring slave trade
- Strike fear into the hearts of common sailors, particularly those of larger kingdoms nearby (Opal Theocracy, Emeraldbreak Empire, Verdim Kingdom)
Dracoloft
Dracoloft is the seat of a long-lost empire that spanned the entire Silversheen Sea and extended towards the south. The Chosen King heads the state and controls all aspects of life. While there are other bureaucracies set up to assist with day-to-day affairs, The King’s ruling is final. Dracoloft is involved in the slave trade as well as in magical research due to the dormant elemental portal located in Hexham. The Drakewing Company is the key economic guild that focuses on maintaining the peace in the Sea.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Dracoloft | Capital | On the coast (capital) |
Hexham | Town | Southeast near river (town) |
Tortlevayne | Town | Island in the Silversheen Sea (town) |
Leadership: Chosen King | ||
Demographics: Primarily humans, gnomes, halflings |
Dracoloft’s Goals
- Secure trade in the Silversheen Sea, primarily the slave trade
- Magical research to discover more about the ancient artefacts left behind
- Uphold the traditional imperial system of the Chosen King and make an example of those who would insult Dracoloft
Emeraldbreak Empire
The Emeraldbreak Empire is a large expansionist force that has recently set its sights on Mercataera. While still known for their dominance with traditional land forces, their naval prowess is growing rapidly. The Empire seeks to expand its influence under the guidance of the Holy Emperor. It has cemented its power in West Valia, and does not care too much to attack the pathetic elves or the holed-up dwarves. Instead, the Empire will carve out a new domain, subjugating those across the sea. Here, its largest annoyance is actually the pirates of Direwater, who often sail by to crack open Emeraldbreak vessels.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Equinox Rise | Capital | Northern border on river (capital) |
Gaelquay | Town | Western border on coast (town) |
Wellhaven | Small town | Northeastern border (town) |
Pentarim | Small town | Eastern border (villages) |
Leadership: Holy Emperor | ||
Demographics: Majority humans, goblins, elves |
Emeraldbreak Empire’s Goals
- Gain a foothold on Mercataera through military conquest
- Improve military technologies, particularly those for naval warfare
- Build better connections throughout the Empire and to other nations in West Valia
Gondarahl (Kingdom)
The Kingdom of Gondarahl prides itself in mining and refining the finest jewels and precious metals. The main miners are slaves bought from its neighbours on the Silversheen Sea, while dwarves occupy other positions in society. The King has the final verdict on all matters, though this is partly ceremonial due to the relative lack of threats to the Kingdom. Recently, however, slave revolts have become more common and there are rumours of spies and infiltrators from other states. Of particular concern are reports that Liberators from the Opal Theocracy are shifting their focus to the slaves in the mines — these attempts must be stopped!
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Keghdaruhl | Capital | Eastern border (fort) |
Vir Torum | Town | Northern border (town) |
Bhondur | Small town | Southeastern border (village) |
Khag Mangan | Military outpost | Southwestern border (fort) |
Leadership: King | ||
Demographics: Dwarves, other slaves |
Gondarahl’s Goals
- Maintain the mining and trade of precious metals and jewels
- Keep good relations with the nations on the Silversheen Sea, particularly the Duchy of Argenta
- Quash slave revolts and any outside influences who seek to steal secrets or free slaves
Grarkul Tribes
The Grarkul Tribes are a nomadic band of various orcish warbands that follow a common Great Warchief. Their settlements are mobile and they never stay in one place for too long, though they call the Blasted Dunes their home. The Tribes domesticate and raise various fauna present throughout the Blasted Dunes, such as giant scorpions, spiders and war falcons. Their search for resources to survive often has them clash with Arigarten, as the oasis was once a holy ground for the Tribes. The Tribes generally disregard notions such as “boundaries”, and hence often come into conflict with Vulcanstille as well.
Leadership: Great Warchief Demographics: Orcs
Grarkul Tribes’ Goals
- Explore the Blasted Dunes while maintaining harmony between the tribes
- Reclaim the sacred oasis that Arigarten stands on
- Maintain military might and refuse subjugation to Vulcanstille
Ilex (Duchy)
The Duchy of Ilex is another remnant from the lost empire where Dracoloft held the reigns. Ilex originally seceded from the empire, helping cause its dissolution. As such, the peoples are proud and uphold freedom from tyranny as their primary virtue. Ilex is known to have master craftsmen and they often trade with Arigarten and the Bilgebluff Confederacy. They also trade with nations on the Silversheen Sea, though they despise the slave trade and often send spies and infiltrators to these nations in order to help liberate the subjugated population. Militarily, they are not as strong as their neighbours, but their use of subterfuge and intrigue means few know who is really behind certain attacks.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Ilex | Capital | Northwest of woods (capital) |
Umberhelm | Town | Northern border (town) |
Somberbrook | Town | Western border (town) |
Leadership: Archduke | ||
Demographics: Mainly halflings, gnomes and goblins |
Ilex’s Goals
- Maintain peace within the region
- Keep strong trading ties with allies such as Arigarten and Bilgebluff Confederacy
- Destroy the slave trade through spies and infiltrators in slaving nations
Karn Borim
The dwarves of Karn Borim come from a long line of dwarven nobility. They focus on perfect stone craftsmanship and building architectural wonders. The halls of Karn Borim are perfectly carved out of the mountainside and meld seamlessly into the volcanic rock below. Their settlements are often completely inaccessible to traditional armies, though their outer outposts in the foothills are sometimes besieged by jealous neighbours. They have a deep distaste of the hooligans of Vulcanstille, look down upon the meek horsemen of Slitherwatch and actively hate the Kingdom of Thaumabell for defiling the mountain range with their sorceries.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Karn Borim | Capital | North of centre (fort with houses) |
Mungari | Town | Northeastern border (town) |
Khag Darim | Military outpost | Southern border(fort) |
Venulur | Small town | Western border (village) |
Leadership: King | ||
Demographics: Dwarves |
Karn Borim’s Goals
- Maintain the nobility and the top-tier craftsmanship
- Fend off attacks by jealous neighbours who seek the treasures in the halls
- Reclaim the mountains from the Kingdom of Thaumabell
Marrain Confederacy
The Marrain Confederacy came about after Dracoloft’s empire shattered. Following the secession of Ilex, many towns followed suit and banded together for protection. The Marrain Confederacy is the result of those agreements. Situated in marshland, its towns are well-defended and it boasts a large navy. It takes part in the slave trade, though slaves in the Confederacy often earn their freedom quickly through dedicated service. It is sometimes difficult for the President to get all the settlements to work together, but outside threats such as attacks on trade routes and raids by the Ocril Khanate help bring the people together. The largest threat is that of the Confederacy’s dissolution as many local leaders are unhappy with the current leadership.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Grey Riviera | City, head of government | Western border on lake (town) |
Vinaux | Town | Northeast on triple lake (church) |
Marilles | Town | East, on coast (town) |
Azure | Small town | Island in the sea (church) |
Falconis | Small town | Southeastern border (village) |
Leadership: Elected council (President) | ||
Demographics: Majority humans |
Marrain Confederacy’s Goals
- Keep the Confederacy united despite fighting from within
- Maintain the security of trade routes
- Fend off raiders from the Ocril Khanate and watch for other hidden threats
Ocril Khanate
The Ocril Khanate is a group of nomadic orcish warbands that specialise in cavalry. These orcs domesticate and raise all sorts of creatures, from horses to giant lizards, and set out to raid unsuspecting villages and towns. They often attack settlements in the Marrain Confederacy borders, and very rarely clash with Slitherwatch knights defending Vassalfer. They respect their southern orcish cousins and often join the fight against Vulcanstille when necessary, though the two groups have their differences and are separate entities.
Leadership: Khan Demographics: Orcs
Ocril Khanate Goals
- Maintain nomadic traditions and keep the roaming lands free from colonisers
- Raid larger powers to chip away at their settlements and remind them of the power of the Khanate
- Assist the Grarkul Tribes in their struggles throughout the Blasted Dunes
Opal Theocracy
The Opal Theocracy champions the teachings of the Umaren and seeks to eradicate any Luthen influence from the world. It sees the criminal activities of Direwater and the nations on the Silversheen Sea as evil and often sends forces, known as Liberators, to apprehend them. This often results in slaves being freed, merchant vessels being rescued from pirates, and trade caravans being protected from bandits. Recently, it is worried about the Emeraldbreak Empire across the sea and the influx of firearms from the Verdim Kingdom.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Easter Abbey | Capital | Central, east of forest (town with chapel and tower) |
Blancquay | Town | Eastern border on coast (town) |
Mystveil | Town | Western border (town with chapel) |
Leadership: Eminent Pope | ||
Demographics: Majority goblins, halflings, gnomes |
Opal Theocracy’s Goals
- Bring the teachings of the Umaren to all and eradicate any Luthen dogma
- Collect religious artefacts and bring them to the capital
- Liberate slaves in other nations and protect trade routes from foreign (often criminal) powers
Sabrewharf (Kingdom)
The Kingdom of Sabrewharf is in decline from its former glory days, but despite this, still remains a major power on Mercataera. The secession of towns making up the Bilgebluff Confederacy cut a deep blow in the Kingdom. As such, a primary objective is to retake the territories under the guidance of the King and ensure these rabblerousers do not cause trouble again. Pillaging their trade routes and attacking their allies are also worthy goals. Naval raiders and slavers from Direwater are a huge nuisance and are dealt with accordingly — though if they can be paid off to harass the Bilgebluff Confederacy, the King would not look the other way.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Sabrewharf | Capital | Southern border (capital) |
Shortmere | Town | Eastern border (town) |
Trenten Landing | Town | Western border (town) |
Leadership: King | ||
Demographics: Majority humans, halflings, orcs |
Sabrewharf’s Goals
- Reclaim the lands of the Bilgebluff Confederacy
- Assert military dominance in the region and cut off anyone who would help the Confederacy
- Protect naval trade, either through destroying or bribing raiders
Slitherwatch
The people of Slitherwatch see themselves as noble, courageous and chivalrous, always helping those who cannot defend themselves. Their protection of Vassalfer is well-known, and hated by those who would see to conquer those lands. They sometimes clash with the Ocril Khanate when their warbands overreach. Honour and tradition are paramount, and Slitherwatch hosts many tournaments, hunts and other gatherings for its people to prove themselves. Slitherwatch is preparing a grand assault on its southern neighbours soon, as it hears of the threats from other parts of the continent and will not stand idly by!
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Slitherwatch | Capital | Central (capital) |
Pewtervale | Town | Eastern border on river (town) |
Pinnawharf | Town | Western border on coast (town with tower) |
Vista Cape | Town | Northern border on coast (town) |
Leadership: High King | ||
Demographics: Majority humans, goblins |
Slitherwatch’s Goals
- Protect the downtrodden in the world, such as the peoples of Vassalfer
- Maintain courtly traditions to keep the populace happy
- Scout the southern nations and mount offensives against villainous knaves
Thaumabell (Kingdom)
The Kingdom of Thaumabell devotes itself fully to the study of magic and the arcane secrets that were lost in the Age of Heroism. The Ars Arcanus Academy recruits talent from all across Mercataera and beyond. It is as much of a military academy as it is a scholastic one, for the pursuits and discoveries of Thaumabell are sought after by almost every power on the continent. Of primary concern are its neighbours, Vulcanstille and Karn Borim, both of whom would love to see the destruction of the Kingdom. There are few in this land that the people of Thaumabell can call on as friends, and as such the Kingdom has become secluded and wary of protecting its borders. The King heads the royal court, but the Dean of the Academy is often vital to many of Thaumabell’s decisions. Thaumabell’s recruitment of (generally youth) talent is seen by some as invasive, but many parents would gladly let the Spellknights take their gifted children with the promise of safety and security — something that is all too missing in Mercataera.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Thaumabell | Capital | Western coast (capital) |
Ars Arcanus Academy | Fortified city | Northeastern border (fort with two towers) |
Inkreach | Town | Southern border (village with tower) |
Leadership: King | ||
Demographics: All |
Thaumabell’s Goals
- Protect the Ars Arcanus Academy and its secrets from outsiders
- Ensure steady recruitment and the security of individuals blessed with magic
- Collect magical artefacts and uncover the locations of extraplanar portals
Vassalfer
Vassalfer is a peaceful nation of farmers, ranchers and fishermen. Often left alone by its more warlike neighbours due to its good trade, it is the main source of food for much of the region. Its greatest ally is Slitherwatch, whose cavalries protect both nations from the potential overreach of the Marrain Confederacy, and both nations’ navies fight against the pirates of Direwater. Their biggest military threat is comes in the form of slaving and raiding parties, either by land or by sea. The people of Vassalfer often work as diplomats between other powers as well, allowing the nation to learn of many secrets throughout the land.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Vassalfer | Capital | Centre/southeast (city) |
Keswicktor | Town | Northeast border on coast (town) |
Goldenhorn | Town | Southern border (town) |
Rivenmoor | Small town | Centre, west of lake (town) |
Leadership: Elected council (President) Demographics: Majority goblins and halflings
Vassalfer’s Goals
- Maintain peaceful traditions and keep food production high
- Fight against pirates and raiders, and watch out for potential invaders
- Seek diplomatic secrets and help push the overall continent towards peace
Verdim Kingdom
The Verdim Kingdom prides itself on its masterwork weaponry. Due to a discovery retrieved from East Valia, the Kingdom has been the primary producer and distributor of firearms in Mercataera. The pirates of Direwater were the first to jump aboard, and other nations were quick to follow. The Kingdom does not care who buys its weaponry, so long as they get a good price. Industry requires resources, though, and the neighbouring wilds have become a new target. The namby-pamby elves of the Cyhluna Principality need to be driven back so that new logging camps can be set up and production can increase.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Verdim | Capital | Centre (fortified city) |
Khag Golar | Military outpost | Western border (fort) |
Dil Darum | Town | Northern border (town) |
Bhurrim | Town | Southern border (town) |
Leadership: King | ||
Demographics: Dwarves |
Verdim Kingdom’s Goals
- Proliferate the sale of Verdim weapons throughout Mercataera
- Claim Cyhluna territory in order to boost production
- Ensure warfare continues in the continent to
Vulcanstille
Vulcanstille is the largest military power in the Blasted Dunes. With a populace primarily composed of humans, orcs and dwarves, they have been steadily expanding across the desert. Strength is the primary virtue of its denizens, with military leaders often being challenged and deposed for their weakness. Those who are too weak or cowardly to even die in battle are taken as slaves. Heads of state, including the overall Grand General, are “elected” in a similar way after showcasing great skill in recent battles. These people of the Dunes are said to be blessed with the power of Fire, and indeed an elemental portal to the Plane of Fire can be found in Ashen Crossing. This primordial flame burns brightly, often most when their armies lay waste to their neighbours.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Vulcanstille | Capital | Central (fortified city) |
Blazing Scar | Fortified town | North (fort) |
Ashen Crossing | Fortified town | Southeast (fort) |
Leadership: Grand General | ||
Demographics: Majority humans, orcs |
Vulcanstille’s Goals
- Expand across the Blasted Dunes, absorbing the strong and decimating the weak
- Protect the secret of Fire from nosy outsiders such as Thaumabell and Arigarten
- Capture slaves to work domestically or ship northwards
Wyrmhall (Duchy)
Wyrmhall, alongside Dracoloft, was once part of a grand empire. Now it stands as a shell of what it once was, and despite being on the Silversheen Sea, is a relatively weak naval power. Slaves come in, but the recent shift towards more religious guidance has seen the common populace begin to shun the practice. However, it more than makes up for its small naval presence with a sizeable military and economic advantage on land. Wyrmhall seeks to expand southwards into the relatively safe forests, but is preparing a secret attack on the Confederacy of the Marrain.
Settlement Name | Settlement Type | Rough Map Location (icon) |
---|---|---|
Wyrmhall | Capital | Northern border on coast (capital) |
Spectraglen | Town | Eastern border (town) |
Darkcrest | Small town | (small town) |
Leadership: Archduke | ||
Demographics: Majority humans, halflings |
Wyrmhall’s Goals
- Expand into the southern forests, keeping an eye on the Ocril Khanate
- Take Falconis from the Marrain Confederacy and begin to reclaim their lands into a new empire
- Preserve the sanctity of religion and seek to reform the slave trade within the duchy