The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one true successor state to the power that once was Arbonesse and Thorn. It is evident in their shadow roads. It is evident in their hoarding of the lost knowledge of the elves (and others). Most of all, it is evident in their ruler. Upon the Copper Sphinx Throne of Dornig sits one of the few elves who remembers the Age of Glory, before the Great Retreat, and before the despoliations of the Great Mage Wars. She is the Beloved Imperatrix Regia Moonthorn Kalthania-Reln vann Dornig, and all of this land’s lesser rulers, by blood and by marriage, are her children. Gifted with the presence of a singular respected ruler, Dornig should be a land of peace and prosperity, unlike the human kingdoms that squat on the ruins of elven Valera. Instead, however, it is a land of continual political intrigue, as the three most powerful branches of Kalthania’s descendants—and a host of minor cadet branches—plot and conspire against each other. When the Imperatrix is awake and aware, she rules fairly and justly. However, she is now in her fifth century, venerable even by elven standards, and she often nods and leaves the duties to her descendants.
And this creates problems among the Domains.
Excerpt: The Free City of Salzbach:
Salzbach is considered a Free City in Dornig, largely independent of the various houses and owing fealty only to the crown. Its various guilds elect a lord guildmaster who reports to the Imperial Court. No member of a noble household can be made guildmaster, and the lord guildmaster is held personally responsible for what happens in Salzbach. Lord guildmaster is a position usually taken by an individual seeking to clean up the city, or a scoundrel seeking to grab as much as he or she can before being caught.
There have been seven lord guildmasters in the past 10 years. Two were assassinated in office, three were found guilty of corruption and executed, one retired for health reasons and moved to Courlandia, and one disappeared on the fey roads along with a powerful artifact from Roatgard (a forest infested with abominations). The current office-holder, Borin the Weaver, is considered to be of the “scoundrel” type, and he seeks to gain as much information and money as possible before he too disappears.
Salzbach is an open city where the hand of the Imperatrix rests lightly. Dirty deals are made here and dark secrets are kept. The city has a Lorekeeper’s Association that is little more than a Thieves’ Guild that traffics in old artifacts from across Midgard. As a result, Salzbach is under continual observation by agents of the Lords Arcane, who wish to know what goes where (and perhaps to take it for themselves). Sudden deaths and mysterious disappearances are common, and anyone of note keeps a house outside the heavy city walls and a handful of capable and well-paid mercenaries to act as bodyguards. Visitors to the city are advised to keep a careful eye on their belongings, their investments, and their relatives when in town.
Excerpt: The Shadow Roads:
Much of the countryside of Dornig is forbidding for the traveler. Two ancient forests dominate the land—the Arbonesse and the Tomierran— but the rest of the countryside consists of smaller but no-less deep forests of younger vintage, high moors, and deep, tree-covered valleys. Merchant caravans lurch along ancient roads that were first laid by dwarves working for their elven masters. The rivers all flow north to the icy peril of the Nieder Strait, plagued by Viking reavers. How, then, does the Imperatrix keep her Grand Duchy together? The answer is another legacy of the old Elven Empire—the fey roads. The fey roads are also called shadow roads, and they are nothing less than passages tunneled through the transitive plane of shadow...
In the Shadow Realm, the roads cross and recross. A skilled wizard or experienced shadow lord might move from place to place within the plane and between the planes, if he or she knows the correct passages. Dornig makes extensive use of the fey roads, though not in the way they were originally intended.
Deities:
The deities of Midgard commune with mortals often, literally drawing strength from the faith of their followers.
Ninkash: Mother of Beer. Good goddess of dwarves.
Ninkash represents morale, and she encourages pleasing self and family in small, daily things— kindnesses and shared fellowship, dining and drinking and hospitality. She is the goddess of inward desires and the demands of flesh and kinship, expressing oneself and questioning the laws and authority and clan rules. The Beer domain is available to those who have access to it.
Lada: The Golden Goddess of Dawn. Good goddess of healing and love.
Cure all the sick who ask. Defend lovers from all dangers and trials. Show mercy to those who ask it. All her faithful must defend and protect mothers and children, and none may turn away from poverty and want without a kind word and an offer of help, whether that takes the form of wisdom, food, clothing, a song, or shelter for the night.
Loki: Shapeshifting God of Cunning, Mischief and Malice. Chaotic god of trickery.
Loki has few temples and his name is more often a curse than a prayer. The trickster demands nothing from his followers: “Do what you think would amuse me” is all the guidance he gives, inspiring japes and trickery, as well as fires and foolishness. His worshipers have learned to serve him while maintaining an outwardly respectable demeanor. Their aim is to place themselves in the same position among mortals that Loki is among the gods—renowned for skill and cleverness rather than strength; sometimes unwanted, but always indispensable.
Rava: The Gear Goddess. Lawful goddess of artifice and clockwork.
Rava demands her followers be wise and hard-working. Learning and scholarship are prized among her followers, and so too is the discovery and the making of new things. As a goddess of both novelty and fate, she demands her followers seek out new learning and steer the world’s fate to peace and plenty. Rava despises sloth and luxury. The Clockwork domain is available to those who have access to it.
Volund: Master of Fire and Anvil. Neutral god of earth and fire.
Volund demands his followers craft great works in his name and harness stone, metal and fire to their will. Humans call him Svarog and add mastery of riding to his divine demands. His priesthood and many of his worshipers marry young, a sacred act which represents building a family and forging links with their community.
The following are deities not in power in Salzbach, but are worth knowing.
Perun, aka Thor: God of Lightning, War, and Strength, Slayer of Monsters and Protector of Man. Neutral god.
Thor’s worshipers invoke him with deeds, not words. His name is shouted in the midst of battles and duels, and as a challenge to monsters in the wild. His temples are battlefields new and old, where oaths of brotherhood are sealed with runes of painted blood and the sacrifice of bears and oxen. Followers must emulate his deeds of strength and bravery, never fearing death or evading an honorable challenge. To fall bravely in battle is the perfect end for them—the Thunderer has little love for those who live to see a straw death from sickness or old age.
Guilds of Salzbach:
Brewers of Salzbach: They love their beer to a fault, but it also makes them the richest, much to the ire of the Loremasters.
Salters: For the modest, honest sort, salt is a major export of Salzbach.
Metal Arts Guild: The law-abiding fine metal guild and the smallest of the major guilds, they also produce fine weapons, if only in small amounts. The Metal Arts Guild is a splinter of the Goldworker's Guild.
Common Mercers Union: The largest guild deals with a variety of merchant pursuits.
League of Adventurers: More a mercenary organization, their opportunistic ways fall on both sides of the law. They most frequently make expeditions into the Wasted West. The League of Adventurers was formed hundreds of years ago by a member of a foreign noble house. As the house had fallen and its lands become an independent state, some now call them the Stross Mercenaries. Turning its loyalties to the highest bidder, the League of Adventurers makes use of any talents to widen its horizons. From time to time, they still undertake expeditions to the Wasted West in an attempt to find lost gems of the mageocracies.
Goldworker's Guild: The larger of the two fine metal guilds employs questionable methods of labor, rumored to engage in slave trade.
Loremaster's Association: Primarily concerned with artifacts and antiques, they operate more like a thieve's guild, though few locals do not know so. The Loremaster's Association wishes to turn the artifact business into a monopoly, and Loremistress Michoda Swanne directs the guild with cruel efficiency to that end. They primarily employ humans and half elves. Much to their ire, they represent the second most powerful of the guilds after the Brewers of Salzbach. No other guild employs as much arcane as they do, and have many ties to criminal elements.
Treasure Hunter's Guild: True to the name, the treasure hunters brook restraints in the pursuit of unclaimed wealth. They pursue more dangerous leads and rumors. The Treasure Hunter's Guild has a high turnover rate of members, as they undertake the most dangerous leads to powerful artifacts and treasure. This often takes them to the Wasted West and to barter with the dust goblins that live there. While they make an effort to be on the right side of the law, they are ultimately more driven by profit that can be scarce at times. They will employ anyone who doesn't have too big a criminal record.
Red Tower Protectorate: The official military arm of Salzbach operates with tax money, but has developed a taste for profit.
Mustering:
Some clarification about the Mustering itself-- it is literally like a holiday, celebrated by many all across Midgard at similar times in the year. In some places, it is a rite of initiation for the youth, but in Dornig, it is typically a season for bravado to gain status, and sometimes rank. The mighty god of war, similarly a dominant god throughout Midgard, expects his followers to participate at least once in the Mustering. These challenges are all about status and the favor of Perun, the god of war as he is known in Dornig. He does not condone underhanded tactics, such as poison. Such challenges are typically one-on-one combats to the pain, but vary from archery contests to squad size battles between mercenary companies. To die in combat at the Mustering is an honorable death, though such is generally avoided under the watch of priests of Perun. But Salzbach does not have a temple to Perun, and Lada's followers oppose the Mustering, preaching that more peaceful methods should be used to gain honor rather than violence. Thus, Salzbach typically does not celebrate the Mustering. Lada is no pacifist, however, and this challenge has significance.
This fight in particular could be a contest of ability, but more likely will be a one-on-one deadly fight to the knockout, with a cleric standing by to restore health to the fallen to prevent death. Such fights are usually spontaneously declared, accepted and respected. Declaring such a challenge before the Mustering actually begins only occurs for situations like these, where the stakes are high.
Banks (extra info):
There are privately owned banks. The difference between them and modern banks are that only major accounts are accepted, and there are no faceless interactions with clients and bankers. Writing a check is a big deal, and usually only involves large sums. Most bankers are nobles. They are reputable enough to be trusted as accountants. Within Salzbach's walls, bank's depositories are well guarded and fortified. Bank robbing would be known as pillaging or plundering, and is punishable by death by beheading. PCs generally do not need to interact with bankers unless a quest calls for it.