| Browman |
set up largely as somewhere to link people in my Play by Post campaign for setting information but also to get feedback on my setting, the following is information about the one continent I have significant work done on Gal Hadre.
The Gods of Gal Hadre were all once mortal, though some are incredibly ancient and from races that likely exist only as legend and rumour upon the material plane. The gods are immune to aging, all known poisons and diseases and basically any non-violent form of death. Even ancient dragons flee from the wrath of a true god. It is thought that worship in part leads to the great power these beings wield.
Most gods have in their service varying numbers of demi-gods or ascendants. Lesser immortal beings whose elevation above mortals is often aided by their patron god. In numbers these beings could pose a threat to a true god and for this reason most gods travel with several loyal ascendant bodyguards. The point at which one transitions from a powerful ascendant to a true god is when a being can grant divine spells to mortals.
But not all ascendants serve one of the gods. Walking the lone path is dangerous but can lead to great power.
Wars between the gods are rare but deadly events that usually spill onto the mortal plane and usually result in the death of at least one true god. The death of a true god is a destiny changing event as the power of entire churches fails as the magic of their clerics dramatically stops.
Known Gods
Turgan, God of Rand
Alignment: Lawful Neutral
Domains: Destruction, fire, law, sun, war
Paths: Stone, living fire, life
Turgan is the youngest god, having been mortal less than 2 centuries ago. His rise to godhood was accomplished without the aid of any god or ascendant. He currently has few followers outside of the monotheistic Holy Protectorate of Rand, that he established before ascending. He has few allies or loyal ascendants.
Kalthandos, God of Assassins
Alignment: Neutral
Domains: Air, Darkness, strength, death
Paths: manifest beast, decay, the shrouded path
weapon: wakizashi
Kalthandos is rarely worshipped openly and his worshippers are usually identified by a small tattoo somewhere on their body of a small but bloody dagger.
Canda, Goddess of Beauty
Alignment: Neutral Good
Domains: Charm, glory, healing
Paths: life, stasis
weapon: glaive
Quan, God of Knowledge
Alignment: Neutral
Domains: Artiface, Knowledge, rune
Paths: Stone, manifest beast, living fire, life, decay, stasis, wind, the shrouded path
Weapon: quarterstaff
Quan has probably the most friends among the gods and is probably the most ancient of them, the oldest texts speak of him among the deities of those times. He rarely takes sides in conflicts between immortals and his most powerful ascendants could probably challenge most gods with an equal chance of winning.
Barban, god of farming
Alignment: Lawful Good
Domains: earth, good, sun, water, weather
Paths: Stone, life, wind
Weapon: heavy pick
Tanmuk, God of War
Alignment: chaotic Neutral
Domains: Destruction, glory, protection, strength, war
Paths: manifest beast, living fire, decay
weapon: battleaxe
Tanmuk, like all the gods of war before him sized his title in a bloody struggle the climax of which saw him duelling his predecessor on one of the highest peaks while their servants battled around them. Tanmuk was once a great dwarven champion and general.
Zartu, god of tinkering
Alignment: Lawful Neutral
Domains: Artiface, luck, madness, rune
Paths: Stone, living fire
Weapon: warhammer
Zartu is probably the only gnomish god worshiped on the continent of Gal Hadre. He is said to have in his possession a blade capable of slaying a true god with but a scratch.
Lotham, god of music
Alignment: Neutral Good
Domains: Charm, glory
Paths: living fire, life, wind, the shrouded path
weapon: starknife
Lotham is said to have been one of the first elven kings.
Xakthur, God of death
Alignment: Lawful Neutral
Domains: Darkness, Death, law, repose
Paths: decay, stasis, the shrouded path
weapon: scythe
Perhaps the only position among the gods with a fixed end, the god of death begins to age again once taking his position aging one year for every 10 mortal years. But the god of death is advised by a council made up of the spirits of his predecessors that inhabit places of honour among the denizens of his realm.
D’Jiss, God of thievery
Alignment: Neutral Evil
Domains: Chaos, evil, luck, trickery
Paths: wind, the shrouded path
weapon: rapier
It is said that Jor has sworn a fell oath to slay the king of thieves after D'Jiss stole the hammer of justice held by Jor.
Korthatos, God of Goblinoids
Alignment: Neutral Evil
Domains: Chaos, Destruction, evil, fire, trickery
Paths: manifest beast, living fire
The only path to ascension following the god of Goblinoids is said to be to led a great army on a path of destruction through civilized lands.
Celesta, Goddess of the hunt
Alignment: Chaotic Good
Domains: Animal, luck, travel
Paths: manifest beast, decay, the shrouded path
weapon: Longbow
Nemus, God of the forest
Alignment: Neutral
Domains: Animal, earth, good, plant
Paths: Life, stasis, wind
Weapon: hand axe
Jor, God of honour and justice
Alignment: Lawful Good
Domains: Good, law, nobility, protection
Paths: Stone, living fire, life,
Weapon: Longsword
Jor holds a powerful if dangerous position as it is said that his position changes the most frequently as the God of Justice is usually either the instigator or target of a godwar.
Praesa, Goddess of prophecy
Alignment: Lawful Neutral
Domains: Glory, Knowledge, luck, magic
Paths: life, the shrouded path
weapon: dagger
The only deity that could challenge Quan as the oldest deity, Praesa's single eye is said to see into the very soul of any being she gazes at. Her people where destroyed an age ago as younger, lesser races feared their powers of divination.
Horin, God of Magic
One of the least understood gods, powerful worshippers of his are as likely to wield arcane magic as divine. He is served by the 11 knights of Horin, eldritch warriors who wield powers arcane, divine and martial. 11 there are and 11 there shall always be.
falhon, The wild wolf
Domains: Animal, earth, destruction
Paths: Stone, Path of the manifest beast
Falhon is said to be the progeny of the first werewolf and is a wild, savage beast. He bears a multitude of scars, only half of which existed when he ascended.
Humans
Humans make up a large portion of the population of Gal Hadre controlling all but 2 of the countries on the continent.
Elves
Most elves lives in the forest of Elingthan with smaller communities in the Fatar dessert and scattered throughout the human nations.
Dwarves
Most Dwarves live in the lands surrounding their ancient city of Kal’Garand.
Halflings
With no true lands to call their own, Halflings can be found in all regions of Gal Hadre.
Half-elves
Most half-elves are born near Elingthan but due to their wandering nature are found throughout the continent, frequently working as mercenaries.
Half-dwarves
Half-dwarves are a rare mix of human and dwarf lineage. Many of them serve Kal'Garand as ambassadors, trade coordinators and merchants to the Human nations. They also make up a large portion of the arcane skills in Kal'Garand as pure dwarven blood and the arcane arts rarely mix.
Half-orcs
Most half orcs inhabit the lands around the Undil Wastes. They are generally treated with suspicion and some fear by peasants and distain for their tainted blood by the nobility.
Gnomes
Gnomes are not native to Gal Hadre, coming from the lands across the ocean to the east.
Shifters
Shifters exist largely in 2 groups, entire tribes with some amount of wereblood flowing through their veins or the occasional shifter found among the villagers of any kingdom, the offspring of a pureblood.
Kingdom of Sangad
The Kings of Sangad once claimed all of the old Alclimdan empire as theirs, citing some unreasonable claim to be descended from the old Imperial line. While to Kings of the Sangad do appear to have powerful blood theirs does not appear to be as strong as the old imperial family was. Now whether this is due to some dilution of the bloodline, 1000 years of myth and legend or that there is no connection at all is a matter of some debate. What is not under debate is that if the Sangad royal line can ever prove their claims their kingdom will likely become an empire.
Kingdom of Alclimdan
Alclimdan was once the master of half the continent with what is now tarth, Sangad, parts of lothran and the undil wastes under to rule of the Alclimdan Emperor. The imperial bloodline held much power but was never particularly large and approximately a millennia ago the last known member of that line died. Without the leadership of this powerful bloodline Alclimdan began to slip from its position of power. Now Alclimdan is a shell of the power that it held a millennia ago but it is still a major power on the continent. Aclimdan is home to over 1,600,000 people. Alclimdan’s capital Alab is the most populous human city on the continent with a population of over 250,000 and Alclimdan’s total urban population sitting at 650,000 people including Hurras at 165,000, Pelengon at 120,000 and Gonthan at 95,000. With just over 80,000 troops including the forces of its various noble families, Alclimdan could likely conquer any of its neighbours if it was able to concentrate its forces against one specific neighbour. Alclimdan specializes in heavy cavalry, crossbowmen and spearmen. The Mages of Alclimdan are among the most varied in Gal Hadre, if there was one area that the region specialized in it would be the path of wind. Gonthan is home to the largest collage of mages in Gal Hadre, the Thaumaturgery.
Princedom of Tarth
The princedom succeeded from Alclimdan 50 years ago during the reign of Azab I. Tarth has a small population for its size. It’s capital, also Tarth, has a population of 25,000, while the country as a whole has a population of 300,000. Tarth’s 2 other cities, Kort and Xanderon, have populations of 14,000 and 9,000 respectively. The Grand Prince, Artorius, is a distant cousin of the King of Alclimdan, Azab II. The country is relatively poor and mostly borders on wasteland and frontier. Artorius’ brother, Arctan is the commander of Tarth’s 10,000 troops, in times of need up to 34,000 militia can be called upon plus the 5,000 men-at-arms that serve the various noble families of the Princedom. Its military is mostly feudal levies but has a higher percentage of irregulars, rangers and barbarians from its border regions, Tarth has a lack of heavy cavalry with some knights even chose to fight on foot. Its mages tend to follow the path of the manifest beast or path of living fire.
The Gandar mountain range stretches from somewhere within the unexplored wilds beyond the end-wall to the south-eastern corner of the princedom. This mountain range is the home to the order of the red knights, their central keep is located on cliff above the henreshi lake.
The twins of calm and rage, mages
The end-wall
The last line of civilization on the edge of the wilds of the west, the end-wall has a permanent garrison of 500 regular troops. The wall stretches across the entire width of the finger. Militia members are rotated through with 500 being at the end-wall at any point in time. From time to time barbarian lords, orc chiefs, undead knights and other more disturbing creatures unify to terror and fear of civilization.
Kingdom of Lothran
Lothran was once part of the Alclimdan Empire but around 500 years ago much of Lothran was overrun by an invasion out of the wastes and when the area was reclaimed it was the Duke Rodrig ironfist of Lantos, now King Rodrig I leading the armies. At a site now known as the field of blades his forces met with those of the orc warlord, Grundar the schemer, the Lothrani forces toke heavy casualties that day but the warlord was slain and his forces scattered. In the aftermath of that great war, Alclimdan was too weak to attempt to assert its dominance over what was now the Kingdom of Lothran.
Now Lothran is a middling power with a population of 850,000 people. The Lothrani military focuses on lighter fast moving forces that are able to respond to raids from the wastes or the Fatar desert. Lothrani mages are known for their skills with the decay and living fire paths. The lothrani military specifically recruits half-orcs into specific units trained to hunt down and kill raiders from the undil wastes even chasing them back into the wilds.
Lantos
The seat of power of the lothrani king, Vascor II the king of scars.
The grey fort
The grey fort is the linchpin of the defenses along the fatar desert that prevent raiders from pillaging deep into lothran. The grey fort is currently commanded by henrii firebeard. The fort is one of the oldest border forts on the continent and has changed hands between raiders and soldiers over a dozen times throughout its history.
Kingdom of Turandy
Turandy is one of the growing kingdoms of Gal Hadre having recently conquered Pathad. The lords of Turandy are probably the most ambitious nobles of the continent. Several including the current king are devoted to Kalthandos. To make matters more serious for nearby nations, the great-uncle of the King is a recent ascendant, a minion of Kalthandos. Turandy has a population of 1,500,000 + 800,000 Pathadans. Turandy’s military is currently under-strength from the conquest of Pathad. Rumors have occasionally surfaced about half-fiend griffons being found in the mountains on the northern border of Turandy though every rumour differs on the details behind the creation of such foul beasts. Turandy’s mages are the continent’s most proficient users of the shrouded path.
Turandian Nobles are split into 3 major and several minor factions.
Stonemen: The stonemen spent the Pathadi war consolidating their position within Turandy funding the construction of many new castles. Most of the oldest noble families in the Turandian nobility are part of the stonemen. They are considered the most conservative of the three major factions. One of their key families has been infilitrated by natural weretigers.
Moneytalkers: Generally relatively new nobility who made their money through good business, they remain in the business of making money. They have probably gained the most from the conquest of Pathad as the factors and agents were close behind the Turandian army, claiming mines, farms and warehouses as they went. They are considered the most liberal of the major factions.
Warbirds: The Warbirds were the most powerful faction at the start of the Pathadi War but their forces suffered greatly conquering the smaller country and several of their members were slain in the conflict. The more radical members firmly believe that most of their members who died in the conflict were murdered by other factions, rumours that are viciously denied by nom-warbirds and have led to more than one death themselves.
Pathad
The kingdom of pathad was recently conquered by the forces of Turandy, its nobility devastated by Turand assassins led by an ascendant. The Pathad military was distinguished by its use of camels, lack of heavy cavalry and much higher use of light infantry than normal. Most Pathad magic users follow the path of fire or path of death. One member of the pathadian royal family Ramraz the 3rd, a 4 year old, survived the purge of nobility and disappeared.
Pathad contains a college of wizards known as the Collegio Pythones, one of the oldest arcane magic schools on the continent.
Holy Protectorate of Rand
Rand is the only nation on Gal Hadre that is monotheistic. Devoted to the god turgan, one of the most recent deities to ascend, he was born less than half a millennia ago.
Rand is now run by the Clerics of Turgan. The Clerics refer to the extent of their power as “the reach”. The Rand has a higher percentage of Divine casters, including Paladins. The Rand is one of the most militaristic states on the continent. The main reason that they have not conquered half the continent is their lack of numbers and the tribes of Undil wastes. The tribes have prevented their expansion across the northern half of the continent. But with the arrival of forces of the empire of Azdor they may be able to expand into the former territories of Pathad.
While Kal-garand is within the borders of Rand it is not within the reach and currently no action is being taken to claim the ancient city. Four attempts have been made in the past all of which have been destroyed by the forces of the dwarf king. An unsteady ceasefire has been reached where each side has agreed to leave the other alone but elements within both kingdoms do not like this situation. More radical elements of the Rand Clergy do not believe than any unfaithful should be allowed to survive with the borders of Rand, while some dwarfs believe that Rand is a danger to their city.
Rand is also anti-arcane magic with unsanctioned arcane magic users being referred to as malefici and hunted down by state sanctioned witch-hunters.
The forest of yethton is home to the dreydek, a strange fusion of a dire wolf and an orc, a twisted mockery of the noble centaur race.
Undil Wastes
The Undil wastes are home to a myriad number of tribes. Some human, some orc or goblin, in the deepest wastes there are small tribes of minotaurs and centaurs. The major kingdoms have been trying to conquer the wastes for decades. Chieftains have been struggling for even longer. A Hundred years ago the minotaur Andos bloodhand united half the tribes under his rule and burned his way deep into lothran before falling during the battle of the gates at Lantos.
Fatar Dessert
The Fatar dessert may be the most unforgiving part of Gal Hadre with terrible sandstorms, extreme temperature changes and a shifting landscape that makes navigation difficult. The Fatar dessert is home to human, elf and Halfling clans that wander the shifting landscape gathering raw materials that they can trade with other clans and tribes for food and weapons. Most of the clans are small able to at most field 500 actual soldiers and 3-5 times that in militia.
Forest of Elingthan
The Forest of Elingthan contains the largest population of elves on the continent. Over 150,000 elves inhabit the forest along with thousands of other sentients. The majority of the forest’s inhabitants are subjects of the elven king.
The Isles of Fire
The Isles of fire are a series of 5 major islands off the south coast of Gal Hadre that have a significant volcanic presence. While there is technically a high king each island’s ruler generally does what he wants most of the time; the leaders only usually cooperate when the isles are under attack by a significant outside force. The current attacks by Azador may allow the high king to cement some authority in himself to be able to better respond to this threat. With a total population of 65,000 people, the isles do not have a particularly strong military and are lacking in many specialist areas of combat. The isles have a strong seafaring tradition with the majority of people making a living as fishermen or merchants.
The isle of kathos’ population is unusually gifted in magic with 1 in 4 people having enough magically affinity to train in the arcane arts.
Kal’Garand
Kal’Garand is the major dwarf settlement on the surface of Gal Hadre. Like most dwarf cities it is mostly constructed within the mountain of Garand. The city is home to over 200,000 dwarves while the surrounding mines, strongholds, clandoms, and villages are inhabited by another 100,000 dwarves. Most of these settlements are within the mountains. The City is currently ruled by King Harbak Baernson, advised by the elders of the 7 major clans of the city. The Kingship is generally hereditary however if at least 6 of the 7 elders vote against the eldest son of the dead king, another candidate will be found. (generally among other relatives of the king including brothers, other sons, nephews) This cities and surrounding settlements are considered the best place on the continent to go if you are looking to acquire high quality goods especially in metal, jewelry or stone working, though the prices generally match the quality. This dwarf settlement has a standing army of 10000 troops, other settlements in the area can add another 6000, and most dwarf males between the ages of 30 and 170 serving in the miltia, around 25% of females also serve in the militia generally in more support capacities such as healers or archers. Thirty percent of the “standing army” are actually troops loyal to the various clans directly rather than the city as a whole, all the militia are organized within their own clan. The vast majority of dwarf troops and militia have been in at least one battle. Most dwarf troops are heavy infantry with some clerics and rangers.
Around once a decade the dwarf ascendant Borgun the bold returns to his birthplace and requests the aid of several dwarves in various tasks. Many of these dwarves never return to the city and at least half are never heard from again. Despite the risks associated with joining one of these endeavours it is rare to find a dwarf who has refused the ascendant’s request.
The Wilds of the west
The wilds of the west are savage lands that have barbarian tribes of humans, orc and goblin clans, at least one slumbering dragon and a slew of mystical beasts. The wilds are largely uncharted and few efforts have been made by the civilized nations of gal hadre to claim these lands. Tarth has considered pushing its soldiers past the end-wall but does not have the forces to support such a move and maintain defenses on its other borders.
Knights of Horin
The knights of Horin are powerful mortal servants of the god of magic. All are a dangerous mix of Paladin and Sorcerer abilities most even being eldritch knights. There are normally 11 members of the knights of horin and they have no set headquarters, they rove between various temples and other establishments of the god of magic. The 11 knights are generally split into 3 groups that only meet every 5 years. All Knights of Horin also use greatswords as their primary melee weapon. The knights of horin do not answer to any mortal master, including the high priest of horin.
The heirs of Ismandel
The heirs of Ismandel are an arcane brotherhood that has one member of each of the paths of magic, Ismandel is thought to be the last person to have some level of power with all eight paths. However, little more than rumours exist now about him and his goals. The heirs of Ismandel are searching for any information about their champion including his end. Normally such a group would likely be devoted to Horin but information held by the heirs has led them to believe that Horin had something to do with Ismandel’s end and thus they are sworn enemies of his faith.
The Blood sworn
The Blood sworn are the premier mercenary group currently on Gal Hadre. Consisting of 999 members this group of mercenaries has existed for almost 500 years. Currently led by the wereboar Ganthar’os the group is divided into 9 companies of 110 men, the remainder being Ganthar’os, his standard-bearer, his chief mage (path of living fire), the chief cleric, the paymaster, the bloodsinger, a Hill giant, the signaller, his 2IC. The companies generally contain 2 types of troops and are divided into: 1 Company heavy and light cavalry, 1 Company support including clerics, wizards and some siege equipment, 1 Company archers and crossbowmen, 2 Companies heavy infantry and light infantry, 3 Companies medium and light infantry. Upon joining the blood sworn a new member is given a weapon that is tempered with a few drops of blood from the other members of his first squad. Currently around 900 members of the group are humans, most of the rest are elves, half elves or dwarves. The Blood sworn were originally supposed to be 1000 strong but in their first battle the 1000th member betrayed his comrades and to this day his place has not been filled. Since their creation the blood sworn have fought in almost every major war on Gal Hadre and while they have been employed by many different governments and have often later fought against a previous employer, the blood sworn do not break contracts. The blood sworn have a reputation for fighting on despite significant casualties, a distinct difference from most mercenary organizations. The blood sworn are also known for not taking kindly to their employer ignoring previously agreed upon payments.
Paths are various realms that magic users can tap into to fuel their spells. Most spellcasters can access between 1 and 3 paths. Being able to use magic from multiple paths reduces the maximum strength of individual spells that a spell user can cast unless the caster is a being of at least ascendant level power.
Known paths are
Path of Stone
Path of the manifest beast
Path of Living Fire/flame
Path of Stasis
Path of Life
Path of Decay
Path of Wind
Shrouded Path
Timeline will follow, comments welcome.
| Browman |
first of a link to a rough map of the continent
Now for real life influences of the various countries.
Kingdom of Sangad A medieval European nation
Kingdom of Aclimdan A medieval version of the late western Roman Empire, once many years ago they were great and powerful, now they are just a sad remnant.
The Princedom of Tarth Burgundy from around the time of the hundred years war, technically they owe fealty to the King of Aclimdan but they do what they want, Also influenced by King Arthur movie from the mid 2000s of being the first civilized line of defence against the wilds beyond the wall. In fact the depictions of villages and stuff in that movie would be a good starting point for imaging most parts of the western half of the continent.
The Kingdom of Lothran
Kingdom of Turandy A realm of byzantine politics and assassinations
Kingdom of Pathad A mix of Egypt and medieval Europe.
Holy protectorate of Rand a medieval USSR with a monotheistic church replacing the communist party, toss in a hatred of arcane magic.
Fatar desert Any desert filled with nomads, sand storms that can strip your skin in minutes and strange beasts that want to feast on your flesh.
Forest of Elingthan Take one of the elven forest kingdoms from the lord of the rings, make it grimmer, through in some non-elves.
Kal'Garand Picture the dwarf city from the hobbit but with a sizable presence above ground and full of dwarves.
The wilds of the west A truly savage wasteland where you are as likely to encounter a clan of hill giants as you are a tribe of barbarian humans or a dragon.
| Isaac Dumont |
OK, I’ll add in an idea for lore I had. This gets really elf centric and then very quickly ramps up to epic. I feel lore is best when it has layers. Early on you get a certain impression but as you dig deeper it changed and rewards people for following the story. So I’ll write this out as a player would encounter it.
The Whisper in the Wood
Some elves worship the forest spirit. Though they do not receive responses like the traditional gods they do often hear whispers back. Sometimes guiding them and sometimes telling them harsh truths about themselves. Some elves have formed cults around the whispers and reject the gods or any of their followers.
Some ancient elves can recall second hand accounts of a forest god who watched over all fey kind. She was the guardian of all feykind and rejected the gods domain. No single god could hope to fight her and she was seen as unkillable and unassailable. Though even these elder fey do not know what happened to the forest god. Did she leave, or was she killed? Not many know.
Paladins of the Whisper.
Creatures in the shape of naked elves composed of unnaturally tough wood that roam the deepest parts of the forest. They seek out and kill any paladin or cleric that enters the heart of the forest, though some have been seen roaming deeper into civilization. The pilidins are stats wise just a reskinned chain demon, instead of coldsteal they are weak to fire and instead of chains they use thorned vines that have a poison.
Uppon a player killing one of the palidins he will be blessed with a vision, unless he is a follower of a god then it will pass to the next closest person that isn’t. They will see how the palidins are gathering holy essence at a volcano located in the heart of the forest, hoping to revive a slumbering forest god.
Long story short, the volcano is not really a volcano, but the tree stump of a massive tree that the forest god lived in. The gods form a coalition in order to defeat the forest god and bend her power to their will. They cracked her tree in half and bound her power but they were not able to kill her, as much as they tried. So they shattered her mind, sending fragments through the forest causing the whispers. After they drained much of her power they buried what was left in the stump and filled it with magical lava that burns anything.
They lava ignores heat resistance. Though it can be drained. Though if anyone did they would not find a grateful goddess, rather they would find a near mindless one who’s body and souls has been twisted by eons of suffering, burning and regeneration until she became a cruel mockery of her former power. She became the Tarrasque. A mindless creature bent total consumption of all things living. Perhaps by recovering some of the power stolen from her her mind may be partially restored.
| Isaac Dumont |
Turandian Inquisition:
The Turandian inquisition is perhaps one of the most feared. While most countries have a form of it most use clerics and powerful divination magics to hunt down spys but the Turandians have opted for a more insidious force using social pressure and fear to drive out potential spys or enemies of the state.
Agents of the inquisition take up lives in the town they are investigating; they integrate themselves in under a cover. From there they root out threats. This is no secret, in fact, the government boasts about its agents. Letting the fear of knowing that anyone could be one drive people to turn others in. Not only do they try to weed out potential enemies of the state but they also play a second roll as tester of faith. They pretend to represent a threat to the state in order to find out who may be tempted by such a person, if a person is tempted or does not report the testers then they are executed as well.
Though these agents are not as feared as the minions of the inquisition known as “The Relentless” They stand head to toe covered in leather armor, their faces covered by an obsidian mask. The only think you can see in their face is the slight reflection of your own. Due to a subtle but powerful magic people soon forget any detail about the relentless soon after them leaving their presence.
They do not eat, they do not sleep, they do not rest. They have but one goal, to track their target. Within the kingdom they are above all laws, they are judge, jury, and executioner. Rarely they have been known to take prisoners but few people believe that is a better fate.
Rumor is that they are former enemies of the state. Killed and then reanimated as undead, with their souls bound within and an irresistible compulsion to follow order placed on them by powerful necromancers. They are then turned to hunt down the very friend they fought for using everything they knew in life to undo the enemies of Turandy.