Tuesday, August 13, 2013

Nephalia - The Madness of Knowledge

Innistrad denizens interested in commerce are attracted to Nephalia, which makes for an interesting mix of occupations and races in the province. Nephalia has numerous towns in which order is maintained by Avacynian clergy and their representatives. It has a "stock" of humans to be fed upon, thus the Stromkirk line is well represented here. It has busy trade routes with caravans of merchants and townsfolk milling between the cities for the Krallenhorde to prey on. And it has the ever-present Nebelgast, the so-called "Breath of the Sleepless," that rolls in and out with the tide, bringing with it a host of geists.
Concept art by Daarken and Steve Prescott
In Nephalia, skaberen (creators of skaabs, the alchemically vivified constructions of flesh) and ghoulcallers (practitioners of necromancy) alike can find out-of-the-way places in which to practice and further their art with little or no interference from suspicious townsfolk or Avacynian authority. Both must remain highly secretive, as their trade is still feared within the general human populace, but the Stromkirk vampires and Nephalia's merchants see money to be made, so their arcane trinkets and dark services are tolerated as long as they remain only rumors at the local taverns.
The merchants, known as the metzalar, are the glue that binds Nephalia together. They keep every separate party joined together by the exchange of goods and services and, of course, coin.

Nearly Treeless

Nephalia has always been lightly forested, but in the last century its few trees have been cut down or destroyed due to the vampires' fear of them being turned on them as stakes and other weapons. Runo, progenitor of the Stromkirk line, was crafty in his removal of the woodlands. Early on, using his glamers and sizeable fortune, he turned the human populace into artisans, supporting their efforts in building fine cities, proud ships, and a vigorous, provincial commerce—all based around wood. Prosperous and plentiful humans are good business for the Stromkirk, so Runo became a kind of secret Nephalian patron, supporting master craftsmen and commissioning buildings, towers, and ships, while funding any vampire-friendly efforts by alchemists and magisters. Out of this, Nephalia has become widely known for its masterful crafting and artistry with wood. Nephalian buildings, ships, chapels, and houses all bear a distinct and inspired art that sets it apart from the other provinces.

Waters

This province is defined by water—by its access to the ocean (the easiest of any province), by its many rivers that lead deep inland, and by its deltas, marshes, and lakes. Water enables commerce here but also gives Nephalia a silvery, mystical character; the clouds and the moon seem to be both above and below in most places.
Silver Beach
Nephalia's coastline consists of the Silver Beach, which stretches countless miles, interrupted by rocks, sea caves, and occasional large promontories. The sands of the beach are rich in granular silver, giving them an unearthly shimmer that dazzles visitors from other provinces. This is no vacation spot, however. Threats are far too numerous, and the ocean too dangerous, to invite beachcombers. Only experienced Nephalian sailors know the spells and the land well enough to venture out into the sea and return with fish, trade goods, or treasure.

Port Towns of Nephalia

Nephalia has three main port towns along the coast: Havengul, Drunau, and Selhoff.
Havengul
The largest of the three cities, Havengul, stands at the mouth of the Silburlind River. The population consists of human craftworkers, shipbuilders, smiths, and traders. The Avacynian church has a strong presence here to take part in the burgeoning trade and marketplace, but many Nephalians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from Thraben, they are given a pass from the key players in Nephalia.
Concept art by Adam Paquette
Elgaud Grounds. A contingent of the Avacyn Church long ago established a small fort here known as the Elgaud Grounds where new cathars are trained to spread the word of Avacyn and protect the people. Once trained, these graduates are sent out in small groups (of two or three) to neighboring towns to establish an outpost. These are known as Arms of Avacyn, and they attempt to strengthen trust in the Church under the offer of protection and security. Many townsfolk are wary or outright untrusting of these "Arms" and would rather protect themselves with their own blood, sweat, traditional folklore, and superstitions.

Corpse Trade. Even with the presence of the Cathars, there is money to be made in corpses. Havengul, having the largest human population, is rife with bodysnatchers who disinter corpses and then shuttle them off using the network of underground passageways, known as the Erdwal, for high-paying ghoulcallers or skaberen.

Ludevic. The most influential of Nephalia's merchants is Ludevic of Ulm, a wheezing and reclusive alchemist. Some say that Ludevic's consumption of potions and inhalation of toxic vapors has left him no choice but to abandon his experiments, leaving him to devote his sizeable intellect to the problem of making himself and his partners filthy rich. Others gossip that Ludevic still dabbles in the alchemical arts.

Drunau
Drunau is where the Stromkirk vampires under their progenitor, Runo, have established their ancestral manor and their center of commerce outside of Stensia. If it is blood you want, Drunau is the place to get it. Humans who possess especially delicious blood are treated like the most precious livestock, knowing a life of pampered bondage but being protected from all the other dangers of Innistrad. All this takes place within the elegant ballrooms and mahogany studies of Stromkirk manors.
In Nephalia, when vampires must walk among humans, they use glamers to disguise themselves so as not to drive away their human neighbors. Occasionally, a newly sired vampire leaves the family fold of civilized decorum and goes on a blood-soaked frenzy of feeding. Often the Stromkirk deal with this as swiftly and as quietly as possible, especially if the vampire is a rogue from outside of the bloodline.
The Fauchard. These warriors are not cathars, but are a distinct order of human vampire hunters. Some have come to Drunau especially to destroy the undead and possibly Runo himself. They are a secretive group that recognizes one another through an elaborate, symbolic code, either worn, written, or gestured. Runo knows of them and tolerates them to some degree, as the Fauchard destroy the vampires whom the Stromkirk consider to be most crass and distasteful. That said, the Stromkirk vampires will relentlessly pursue and destroy any Fauchard who becomes known to them.
Merchants within Drunau. The metzalar here deal in the usual fare of ships, handcrafted goods, wares from other provinces (such as holy items from Thraben), and weapons.
Concept art by Adam Paquette
Selhoff
The foggy, quiet port of Selhoff is where the Nebelgast, the spirit-mist, is most active. The mist almost perpetually covers the town and the nearby Morkrut Swamp. Because of the spirit activity here, it has repelled some humans, but it has attracted others—namely a halfling clan of skaberen and an elven bureau of alchemists who experiment with geist energy. The elite of Selhoff dwell within towers and spires that set this town apart from others of Nephalia, which is why the phrase "the spires of Selhoff" is often used when Nephalians talk of their southernmost town. It should be noted that often times the elves and the halfing find each other at intellectual odds. Sometimes these conflicts have led to 'accidents'.

The Tide and the Nebelgast. Here in Selhoff and all along the Nephalian coastline, spirits come and go with the tide, but that isn't to say that when the tide is out, spirits are absent—there are just far fewer. Because the tide is connected to the moon, the pull of the moon brings the spirits into the world of the living to haunt. The Nebelgast consists mainly of the marei (drowned sailors and shipwreck victims) and the niblis (frost phantoms), but there are a host of other ghosts and spirits that are pulled by the moon.

The River Ospid and the Morkrut. Selhoff lies on a small river delta where the river Ospid empties out into the Bay of Vustrow. This creates a sizeable marsh known as the Morkrut. Few set foot within the Morkrut other than ghoulcallers, and even they can become lost in its mists. The Morkrut has been a dumping place for murder victims and unclaimed bodies for which no one will pay for proper burial. Because of this, the Morkrut is filled with banshees and other malevolent geists.

The Erdwal

Colloquially known as "The Ditch," the network of underground passageways and crevasses called the Erdwal originated as trenches created by Nephalians in each of the major cities of Havengul, Drunau, and Selhoff for resisting zombie and werewolf attacks. Over the years, the trenches between the three cities were connected into a network of defensible walkways for transporting goods and continuing trade even while wandering zombie hordes, demonic fiends, hungry geists, or the Krallenhorde wander about looking for victims. Major merchants of Nephalia have paid special attention to the uses of the Erdwal and have put serious resources into making it a legitimate artery of trade, thus it has developed a bustling underground economy of its own dealing in all manner of grey- and black-market goods: human blood, assassinations, counterfeit silver, necromancy, curses, and bloodsport.
Concept art by Adam Paquette
Near the larger towns, the Erdwal becomes a trench marketplace of colorful rogues, seedy merchants, filthy sailors and gaunt strangers, all doing business in dark alleyways and roughly hewn tunnels branching off the main trench. Along the clandestine nooks, the skaberen and ghoulcallers ply their trade and human blood is bought and sold by the flagon. Flesh golems are created and experiments in transmuting base metals into pure silver are carried out. Skaberen stitch together hideous monstrosities, some of which get loose and cause havoc throughout the Ditch. As long as these dark dealings do not make it above ground level, the Church of Avacyn and its cathars do not intervene. Nephalia is a province of "understandings," and this is one of those uneasy truces that, if maintained, benefits all parties concerned.

Jenrik's Tower

Along a particularly bare stretch of the Silver Beach looms a tall tower. The mortar has been mixed with sand from the Silver Beach, making it glitter in the moonlight. Within the tower, Jenrik, the astronomer, mysteriously conducts his work studying the stars, eschewing all contact with the outside world. He is making observations of the moon, charting its path across the heavens with excruciating detail. Wards keep away werewolves, and the Stromkirk actually fear his knowledge, for anyone with such a vast understanding of the moon is holding great power indeed. Some say he is predicting the future of Innistrad, or that he is a spirit trying to get home. Others say he is an angel attempting to restore Avacyn, or that he is a demon plotting to destroy the world.

 The only traces of Jenrik's continued work lies in the recent exhistance of a group of fanatically loyal beings known as the Devious Dvarians. They first began making their appearance around Innistrad inside delivered packages. These strange small beings, beginning as stone sculptures, would animate into black eyed gnomish messengers after being delivered to various prominent locations such as chapels, city halls, and vampiric castles. The Dvarians would relay their messages and then make their way back to Jenrik's tower. Most of these Devious Dvarians would take plenty of time in their return, studying the world and taking notes along their journeys.

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