Homeland
Artizil Treaty
How to make an Artizilian
Artizilian background: Artizilians get their vice from their city of origin
When choosing a homeland all people start out with one homeland virtue and one vice. Artizilians exclusively have vices from their city of origin. You must take your vice from your city, but you may take general virtues from the Artizil homeland section.
Artizilian general virtues
Diverse Background: Artizilians eschew specialisation, and favour a diverse skill set, as they believe that tomorrow always brings a new challenge. They are the jacks of all trades but masters of none.
Artizilians with this virtue have three skill points that they may only spend them on a skill that they have no ability in.
Way of the Cycle: Many Artizilians follow the way of the cycle, the religion of the elemental lords for the outsider and the path of the way for the insider. Due to constant waring between Aquion and Furious during the many armistices that were called, often weapons were taken from the common people. This often did not stop the fighting. Martial arts were developed by their peoples, these traditions survived the infrequent truces.
This may only be taken for Furious, Aquion, and Sanctuary
Gain 7 talent points (or a branch) for Open Palm or Closed Fist
Peace in our time: For a generation there has been peace in the Artizil, the treaty signed in Santuary makes it so that if any city-state is attacked by another the rest of the Artizil will come to their aid. An attempt to galvanize the Artizil against possible Imperion invasion, preventing the war between members of the triad of the cycle, and importantly to the porters free trade is guaranteed. Though brought together through disparate reasons, they formed a whole. For an Artizilian their trade is skill not their blade.
An Artizilian with this virtue has an addition 7 talent points (or branch) for their highest skill (if two are tied the one which they have more abilities in, if still tied it is their choice).
Grand Port
Love of coin: In Grand Port money walks and bullshit talks, nothing is more important than money, money will buy you love, happiness, and power… at least if you ask a porter.
A Porter with the vice if ever in an opposed roll and your opponent is offering you a monetary reward, they gain the steal virtue.
Savvy shopper: Grand Port is the centre of trade for the Artizil, perhaps the realm. Regardless of how much something is worth, it has passed through the port. Porters can sniff out a bargain and just as easily smell a tourist trap.
If a Porter with this virtue is being sold something (literal not metaphorical) and they may make an opposed roll against this person they gain an extra die.
Weary Wordsmith: Being at the centre of things isn’t always a good place to be. It’s the eye of the storm, one false step and you’ll be swept away, and the human hurricane is always the worst. Porters have learned to read the code, gestures, and other signals to know when it is time to pay the bill early.
A Porter with this ability when detecting if a person or group has a violent intent, a porter gains an extra die. If a porter is fleeing in a chase go to round two as if they won round one.
Story Drinker: Porters have heard every story that could be told. Those sea weary travellers who have had terrible vouges which would never speak of their woes… find their tongues loosened by a good ale, in a good city. Those merchant kings who have fallen on hard times, are eager to tell their tale. Some porters drink deep of the many tales you hear in grand port.
Once per session a porter may use a socialise roll to gain knowledge of something rather than any other skill roll. In addition, porters may use socialise in place of guile in social combat.
Swallowed by the city: There is always something happening in Grand Port. The great powers clashing, the grand convergence in disputes with the Tower of the Artizil, or a great and terrible event just around the corner. You however, play little to no role in any of these events. You have come to realise your just a plebe, a nobody, replaceable. This city feeds on souls and your just another one fit for the grinder.
A Porter with this vice if in a drama with the representative of a large organisation, you can’t gain advantage (conspirator’s discretion). They may never begin a cinematic scene with an action and must always roll off as per normal. This means they may not act while opponents are surprised.
Bella
Crown's Cost: The king is held in the highest regard by all citizens of Bella. His call is heard by the lowliest of peasant to the highest of lords. All property is held in trust by the crown, and more importantly the trust of the people is held by the crown. They feel they owe more than their loyalty to the king.
A Bellian with this vice when gaining monetary reward gains 10% less than other investigators, they send this to their king.
King’s Men: the martial force of the king is made up of the nobility’s chevaliers and peasants militia, both of which are trained in the art of chivalry. The king demands his men be both honourable and effective.
A Bellian with this virtue, if wielding a finesse weapon, one handed add one to defence rolls and two damage rolls. Additionally, you may use etiquette in lieu of deduction rolls in a drama, show the reason side the reason deduction token when using this virtue. For other purposes it is treated as a deduction roll.
Bellian’s may choose to be a King’s Men or a Gentleman Scoundrel but not both.
Gentlemen Scoundrel: even the criminals of Bella consider themselves a higher class than those of elsewhere. They don’t believe in thuggery, or brutal chicanery. They believe in sly guile and duping those who have no right to their wealth to their own pockets to realign the celestial order.
Once per session, a Bellian with this virtue may lock in an opponent’s roll as if they had used an action point. Additionally, you may use etiquette in lieu of guile rolls in a drama, show the empathy side the guile empathy token when using this virtue. For other purposes it is treated as a guile roll.
Bellian’s may choose to be a King’s Men or a Gentleman Scoundrel but not both.
The King’s Honour: Ask a Bellian what is important in life and you will get a variety of answers. Honour will be high on the list however, insult their king and you will find out what is truly important to them. Bellians take the honour of the king with the utmost Seriousness. To insult the king is a spit in the face, a curse on your family, and call for your mother to come to their chambers all in one. Woe be those who take lightly the kings honour in a Bellians presence.
A Bellian with this vice is blinded by anger if someone insults the king. In a drama they cannot gain advantage, and if they don’t win the drama they lose one honour. Additionally, in cinematic if they do not knock out or kill the person in the first reel they lose one honour. In a chase however, they gain one dice.
Cameraton
Land of the Cursed: Camertaon has the dubious honour as being seen as the line that divides the Artizil to the north and Imperious to the south. If that wasn’t enough keep things tense, it seems that terrible things keep happening to Cameraton. This despite their religious nature praying to the gods, and sometimes darker and older spirits.
A Camerite with this vice makes a conviction roll at the start of each session. If there are more odd dice than even, there is a bad omen, if this is the case in a single scene of the conspirator’s choosing (drama/chase/cinematic) they must reroll any results of five. This the same roll as sigil for every saint, and the phrase they may roll conviction become they must at the start of each session.
A sigil for every saint: Given Cameraton’s misfortunes, the spectre of war, and its geographic placement, this makes it residence superstitious to say the least. The people of Cameraton have an unusual level of knowledge when it comes to omens, and no priest or paster of any persuasion have been able to talk them out of it. They worship less based off faith than what god or spirit they have offended, taking the good omens when they can find them.
A Camerite with this virtue may once per session make a conviction roll. If there are more odd dice, they have spotted a bad omen, if this is the case in a single scene of the conspirator’s choosing (drama/chase/cinematic) they must reroll any results of four. If more even are rolled they spot a good omen, during a single scene they may invoke the good omen, if they do they may reroll any number of dice this scene. Additionally, they gain two extra skill rolls for crime scene investigations exclusively for finding religious clues.
A Camerite may either have ‘a sigil for every saint’ or ‘true believe’ not both.
True Believer: Not every Camerite is a calendar counting, cat-phobic, catastrophising, calculating doomsayer. Some are true believers, believing that their homeland is cursed for a reason, and they must pass the trials of their faith.
A Camerite with this virtue may make a conviction roll once per session to ignore a single blow, if they are damaged in a cinematic scene. If their roll exceeds the damage done to them they ignore the damage instead. Additionally, if you must see a ‘Holy Man’ roll a dice if evens the ‘Holy Man’ exacts no toll.
A Camerite may either have ‘a sigil for every saint’ or ‘true believe’ not both.
The Crystal Plauge: The curse which will not cease the crystal plague. A great glowing crystal one day erupted from the earth in Cameraton, and with it came the plague. A slow curse where people who have it slowly have crystals start forming on their body until they extrude like barnacles on a whale. Eventually consuming the person whole. Most choose death before this happens, mothers roll the dice of fate when a bub is born, and fathers are left to curse or thank the gods.
A Camerite with this vice has -1 to their damage threshold. Additionally, so long as this isn’t their first session they must roll two dice, if the result comes back snake eyes (two ones) the next session will be their last.
Castion
Ignored until Hated: Castion is the ‘invisible’ signatory to the Artizil Treaty. If Imperious comes north they will be the first attacked. Unfortunately, they are not seen as important as other cities. That is until they harbor pirates that have been known to attack the Imperion navy and traders. Its people are much like the city ignored until hated.
Castins with this vice cannot gain advantage in a drama until they win a round, if they do their opponents gain two advantage dice if they win advantage. Additionally, in a cinematic scenes Castins targeting opponents’ costs one more than usual, until they have dealt damage. However, once they have dealt damage, targeting the Castin costs one less.
Fade into the background: Beyond being signatories, Castion has no real standing in the Artizil or beyond it. Thus, they have the good sense not to make enemies. However, they also have no allies. This is how the city is treated, in politics, they just fade into the background.
Castins with this virtue gain an extra dice to rolls avoid or hide in a chase if they have advantage. Also, if they have the stealth talent the stealth virtue has a base difficulty of 4 rather than 5. (Vanish reduces it to 2)
Against the Odds: Castins are used being the small fish in the big sea, one of the few cities that fought to be brought to the table during the signing of the treaty. Fighting against the odds is what they do.
Once per session they may use any virtue or talent again if it has a limited number of uses. Additionally, instead they may once per session if they have the talent to sequence they may reverse sequence instead.
Everyman: The problem of being unrecognizable is that you have no identity. The people of Castin have the blessing or the curse of looking like everyone. Some rebel with radical hair styles, tattoos, or emblazoning the castin Osprey on their clothing or armour. Others are thankful for their lack of features.
Castins with this virtue gain an additional dice whenever attempting to hide their identity. Any special virtue in a cinematic used against a Castin with this virtue costs one more.
Vice alternative: A Castin with this virtue does everything they possibly can to stand out. They always make a show of things any standard influence, honour, or fear cost one more than usual. If it would it would cost multiple such as starting a public debate, choose one and add that to the cost. Additionally, when attempting to find you people gain two extra dice, and cannot hide in chases.
Furious
Legendary Anger: Furians are fuelled by fire. They believe their anger is a direct connection to the fire. They believe that anger is as much a tool as fire. There is one thing they forget, often those who play with fire get burnt.
A Furian with this vice cannot gain advantage except through anger which is intimidate or conviction, until the third round of the drama.
Fists of Fire: Furians have a deep spiritual connection with fire. They have learned to focus the energy of fire within their body. They call this energy the ki of fire. They respect fire not only because of its virtue to destroy, but to forge, to build, and in their words to purify the body.
A Furian with this virtue may once per reel in a cinematic add a D6 to any unarmed attack.
Polearm Expertise: A year of service is required for all who call this city home. While the task of keeping the peace, or walking the walls may not be glorious many remember the hard drilled lessons of the Ember city guard.
A Furian with this virtue may use Pole Arms as if they were unarmed attacks. Using Pole Arms costs one less than normal for a Furian with this virtue.
Ancient enemy: Furious for as long as people can remember were at war with Aquion. More than a simple grab for resources, their conflict is philosophical. Both part of the religion known as the way of the path. They each venerate different aspects of the cycle and how the cycle elevated humanity. However, this conflict was ended with the treaty, but not by the people, by its leaders.
A Furian with this vice cannot gain advantage in drama with an Aquian, if they lose a drama against one they lose one honour, if they refuse to enter a drama with an Aquion they lose one fear. If they can attack an Aquian (Conspirator’s discretion) in a cinematic scene they must or they lose one honour. A Furian catches an Aquian in one less turn in a chase, and if the suspect of an investigation is an Aquion they become the Bastard! A Furian with this vice irrationally hates Aquions and considers those who defend them the same as an Aquians.
Aquion
Path of least resistance: Aquion has left behind their past and the way of war. A people of peace, artisans, labours, and thinkers. They follow the way of the path, more importantly the way of the path of water. They believe that is better follow the flow, it is easier to get out of the way of the rock than it is to go through it. To wear it down through the ages.
In a cinematic scene an Aquian with this vice can never exhaust in order to use a special virtue or talent. If an opponent gains advantage over them in a drama in the first they gain two dice rather than one.
Way of Water: Aquins have the innate virtue to avoid conflict, in both the way they speak to the way they think. While other Artizilians look for the next big sale, the next argument, and the next kill, Aquians follow they way of water. Which is to move around obstacles rather than through them.
An Aquian with this virtue may avoid an attack once per cinematic reel. If they would be dealt damage they may instead move up to two spaces away.
Confucian confusion: many have found themselves flummoxed when dealing with an Aquian due to their love of parables, fables, and stories to illustrate their point. Those who threaten them find themselves confused and flummoxed by comments such as “even the simple stream will break the great mountain into gorges”
If an Aquain has this virtue people cannot gain advantage against them if they use deduction in a drama. Additionally, once per session for one cinematic reel it costs one more to target them, this represents their evasiveness.
Still waters run deep: The Aquians may be a peaceful people, but only recently have they been forced to give up their war with Furious. This was not a petty conflict about boarder, safe harbours along the river, and fertile areas. No this was about the philosophical difference between the two people, and how ones way of thinking was anathema to the other. Much like a river rapids when water rages it doesn’t stop.
An Aquian with this vice cannot gain advantage in the third round of a drama. If they lose a drama against a Furian they lose one fear and influence, if they refuse a public debate against a Furian they lose one honour and influence. If in a cinematic scene and a Furian is their enemy they must knock them out by the end of the first reel or lose one honour. In a chase against Furians they get away one turn earlier. In an expose they consider motive one higher than usual against Furians. An Aquian with this vice irrationally hates Furians quietly and consider those who defend them Furians.
Sanctuary
A people of peace: Sanctuary is known an as ancient meeting place where drawing blood is forbidden. This place has been known for his since the ancient times, so much so people do not know if the idea of sanctuary is named after this place or this place after it. So ancient is this belief that even the supposed wildmen respect this a place and its spirits. It follows that Sancturians are innately peaceful people.
Sancturians with this vice may never attack a surprised person. Additionally, unless this person is brandishing a bladed metal weapon, or they have already seen them draw blood they cannot target this person. If a person attacks someone else they may attack them freely. If they begin a drama on the offensive they cannot gain advantage.
Steely Resolve: Sancturians are followers of the cycle the path of the way. However, they see the way of steel as the way of civility, the dividing line between savagery and civilisation. They see steel as the tool that allowed humanities elevation above the fray. As such they consider it to be holy.
A Santurian with this virtue gains two extra skill rolls exclusively for crime scene investigations that involve bladed weapons. They gain an extra dice to any roll relating to the manufacture or crafting of metal items. Additionally, they gain +2 to defence rolls so long as they are not wielding a metal weapon.
Silent Swordsmen: Of all of the famous warriors along the Artizil the most famous by far is the Silent Swordsmen. Known for an extremely even temper, legendary calm, and being the most deadly swordsmen ever to have lived. However, they have a strict code that they must be exiled if they ever draw blood with a sword as the sword is sacred. Less know of that tenant that one everyone knows…
Once the sword is drawn blood must be spilled such is the way sword.
Silent Swordsmen are a very specialised investigator, and is not recommended for the beginning, novice, or player without experience with the Xor’Veil system. To be a silent swordsmen, you may not wear any amour, you may never carry any weapon other than river sword and great river sword which are your holy icons. If ever anyone attempts to remove these, this is considered sacrilege, if they lay hands on them your honour, fear, and influence become three unless already lower. If ever removed you become the wretched in all respects. You must have the all of the open palm talent tree and when wielding the great river sword, or the river sword for the purposes of unarmed talents you are considered unarmed.
If you ever draw your weapon your honour immediately drops to zero, you cannot regain honour until the phrase ‘Once the sword is drawn blood must be spilled’ and all of your enemies are killed in that cinematic. When wielding your weapon you gain an additional dice of damage and deal additional damage equal to the spaces moved. Wielding a river sword costs two less, and wielding a great river sword costs one less. Once you have used your sword in a cinematic you lose all bonuses that you had before and are now known as a Ronin of the Rung Bell. Ronin who return their swords wrapped in consecrated cloth to the grand temple in Sanctuary are considered the honoured dead, and their walking corpse may return to the earth freely. All Santurians will consider them wayward spirits until that time.
If you are a silent swordsmen you may take no other homeland virtues.
Manus
Tower’s Terror: There is an old aphorism along the Artizil. Magic is feared and respect, in that order. Note the second part. The Tower turned this town into a real political power house. The Tower of the Artizil polices magic throughout… the Artizil. Such is their wealth, power and prestige that a village became a town and much of it revolves around them. But Manites know why they serve them. Magic is to be feared.
A Manite with this vice cannot use intimidate or conviction against someone they believe to have magical virtues. Additionally, if this person uses intimidate or conviction against them in a drama they gain one dice regardless of advantage.
Happy Herbalists: Manus being the home of the Tower of the Artizil means that these people need many different herbs, flower, and rare plants for their spells, rites, and rituals. Some of these items would only be found in faraway snow-covered peaks, or sulfuric soil. However, the happy herbalists of Manus are hard at work caring for these demanding plants.
Manites with this virtue gain four extra skill points that they may spend among Medicine, Eccentricity, Academics, Wisdom, or Animalist. They always get an extra dice when making a skill roll relating to rare plants, and the conspirator must always give them the clue without skill roll relating to such in crime scene investigations.
Tribal Traders: Manites are the middle men of the Tower, they deal with everyone else so official numbers don’t have to. Sometimes, the things they wish to obtain are too difficult for even them to manufacture or grow themselves. So, they go to the people that no one else would, the ‘Tribals’ or ‘Wildmen’. Manites maintain a positive relationship with these peoples, who ironically see them thralls to Wizards, Witches, and Shamans. Somehow this makes their civil way of life more acceptable.
Manites with this virtue receive a bonus dice in dramas with people of the ‘Wildmen’ homeland background, Gun-Wari and Dothin. Additionally, if a crime scene investigation has some primitive ritualistic element to it, they gain two extra skill rolls.
Bend to authority: The difference between a master of magic and a man is like the difference between puddle and an ocean. Damned if you can explain that to any man who wishes to resist one. If a man has killed two people with a sword everyone will stop and consider their actions. Magic is too alien for them to understand. They see those who bow to it as weak and pathetic.
A Manite with this vice cannot gain advantage in a drama against an opponent with high fear (seven or more). Additionally, if a high fear character that attack them they gain a free defence equal to the attack they used (light, standard, or heavy).
Opious
Wicked Past: Opious is the capital of alcohol, drugs, and slavery as well as less savoury things. They are the pirate kings, that is if you ask them. They harried ships, raided the coast land, and pirated the seas. Until the non-aggression pact made by the one of the former leaders of the Grand Convergence on behalf of Grand Port. Then the Treaty. But for a long time, and perhaps into the future, they have been known for wickedness.
Against Opians with this vice if ever a high honour character would use honour in a drama against an Opian they receive one more dice than usual. If ever they deal damage against an Opian with this vice they may reroll ones and they receive an extra dice to conviction rolls when facing Opians in a cinematic.
Will breaker: Opious accounts for most of the Isis Ur’Tigh slaves throughout the Artizil and beyond, as well as many others. While the Isis Ur’Tigh are a quiet and dignified people they have never had a problem getting them to do whatever they desire, regardless of how degrading it is. They infact have a reputation for having the best slaves throughout the region. Because there is only one way to describe an Opian slave. Broken.
Opians with this virtue may use if in an opposed roll with intimidate they gain the steal ability. Additionally, once per session they may use intimidate in lieu of conviction.
Without Mercy: Life in Opious is harsh. Life is harsh up north while their goods mostly alcohol, slaves, and sometimes drugs are sold throughout the Artizil. There is almost nothing in the way of food, the perputal winter of Isis reaches out to the coast. Allowing only for fishing and sealing. Many boys are the sons of whores left to fend for themselves, the daughters, well... Some boys band together in gangs ruthlessly taking from those who left their guard down or who cannot defend themselves. This isn’t a mean streak or hatred, just the way of life here.
An Opian with this virtue may kill an unconscious or completely incapacitated person (Conspirator’s discretion) as +4 action. The first time they do this each session they gain one fear.
Absolute Freedom: There is no ruler in Opious, there have been the pirate kings who sailed the Black Howl. Bill of the Blooded Fist, to Lo-anza the Flash, but they followed their example, they didn’t rule them. So long as you are strong enough, in Opious you can do whatever you like. Nothing has ever been illegal here, no matter how horrid or debaucherous.
Opians with this vice cannot ever call for aid, consider anyone the Bastard! or Defend another in a Cinematic. Additionally, they may never earn more than one honour in a session.
About the Artizil
The Cycle
Sometimes called the way of the path, and by the more clueless the pantheon of the elemental lords. The way of the path is about living in harmony with the forces of the universe, which they deem as positive and negative as well as five elemental forces, wood, fire, earth, metal and, water. Many would think this is a naturalistic way of life, but it isn’t, it is about going within the flow. The reason some people are confusion is certain people venerate certain elements, being the element of humanity. This with their anthropomorphising of their deities it made them believe that they were doing the same. As such they believed that fire was a deity for these people.
The old gods and ancient spirits
One of the oldest traditions in the Artizil is ancestor worship, and many Artizilians believe that all things have a spirit, from rocks to rivers. Many Artizilians are casual worshipers of the old gods. There is one exception many coastal areas venerate Umbra to a strong degree, as they see her a jealous and vengeful goddess. The closer you get to Nar’vito the more like you are to find spirit worship and ancestor worship. However, the smaller faiths have been slowly fading out, being subsumed by new faiths or into older ones.
The Light
Throughout the Artizil, one religion has managed to thrive while other ‘foreign’ religions have not. This is as they prefer to be known the light, preaching a creed of purity to avoid reincarnated into this hellish world. They believe that you will return to the light, you can see the many souls in the heavens, and the true light during the day. However, this religion does not have the unity that it appears to on the surface. There are many sects within the light, the way of the seven a branch that has aspects of the cycle, the one true light a belief which has aspects of ‘primitive’ sun worship, and finally the most powerful of them the church of the trinity a tripartite true being belief system that give most scholars headaches. Along with dozens of other smaller individual churches. What keeps them from falling into doctrinal disputes, partisan bickering, and sectarian schism is another story…
The Grand Convergence
Once simply the convergence however once the people of Grand Port saw all of these churches converging together, it gained its name sake. The Grand Convergence collects all of the various churches of the light under a single banner, for protection, for unification and spread of the religion. The convergence does not only refer to the collection of religions but the tripartite faith that dominates the convergence currently. The Grand Convergence is a militant organisation collecting warriors of light to the cathedral in Grand Port each day. This people come from every walk of life, scholar, clerics, and monks as well as knights, guards, and soldiers, and finally those quietly whispered about sorcerers, rouges, and ne'er-do-wells seeking redemption. Some of which are elite enough to become living avatars of the church… The convergence’s worst kept secret, the ‘Trinities’ their secret police, bound by ritual which supposedly links their minds, body, and soul. Whatever the truth behind them, the church seems more than happy have rumours spread about secret and powerful agents of the church.
The Tower of the Artizil
One of the other great powers of the Artizil is that of the Tower of the Artizil. Though vastly inferior in size to that of the Grand Convergence it still wields almost as much influence and certainly more in certain parts of the Artizil. These wizards police magic throughout the region, and kill sorcerers on site, sorcerers being the terms for those innately possessed of magical ability. They are known for being curt, eccentric, and scarily intelligent. Despite the lack of numbers that they have, they have vast networks of people working under them. Also, as a part of becoming a member of the tower they renounce any other associations and most of them are raised by the tower. So much so that the members of the official order do not have names merely numbers each number represents their level of power with in the organisation. The first being its leader, all the way down to the seventh the last head of the tower, all of their apprentices take their number from their instructor, the third apprentice to the first is 13 and their apprentices take their number from them third apprentice of hers would be 133. All of this gives them a detached feeling from society. For the most part they act in such a way. With the exception of the previous generations first, called a firebrand by most who was instrumental in the signing of the Artizil treaty.
The Council
The enigmatic rulers of Grand Port a group of unnamed and unknown individuals or an unknown individual who rules of Grand Port. It is unlikely that the truth will ever be known about them, as people who look for them have a habit of dying. For a length of time the Council remained inactive in Grand Port, electing to leave the management of the city to militant head of the Grand Convergence rather than their clergy, and then to the previous First of the Tower of the Artizil. Whatever made them come out of hiding so to speak, their changes were dramatic and overt. Perhaps it was the signing of the Artizil Treaty maybe, it was Imperious and its war down south or, perhaps something more arcane and mysterious. Whatever the case, they became more direct, mostly in the form of the lectors, single individuals meant to meet out the will out the council. These people represented the direct authority of the council and as such they become judge and jury for many cases. Indeed, this became their role often throughout the city, so long as you had 100 councils you could call for a lector. However, some of the rich chose to hold onto their purse when they discovered that the lectors didn’t always rule in favour of those who called them. Some lectors chose to come and arbitrate particularly notable cases. Their rulings became precedents in the law. The council remains enigmatic as ever and their agents appear as sporadically as they do.
The Artizil Treaty
The Artizil Treaty guarantees several things, first among them is mutual defence. ‘The signatories will take measures necessary to protect fellow signatory if they are threatened by a force inside or outside of this treaty, and to keep the peace. As such each entity within will respect the sovereignty of each other entity which is a signatory to this document.’ This document has been credited with keeping the peace in the region but more importantly for some signatories, allowing free trade. With the exception of addictive drugs, a clause which was thought pushed by the Grand Convergence but was perhaps pushed by Grand Port itself. It allows for an absolute free market. Alcohol and healing drugs were excluded, which has caused some headaches in the intervening years, as to which items being allowed under the healing provision with dubious claims. However, this treaty remains untested, though trade has flourished under it no one has yet threatened the signatories of the treaty. With Imperious involved in its war in the south, and most of the rivalries with in quieted by the treaty all seems well. However, as the Aquians say ‘Still waters run deep’.