Player Information on
the Theocracy of the Pale

The information on these pages rely heavily on the works completed by members of the Pale Triad and other volunteers at www.theocracyofthepale.com. Used with permission. I have taken several liberties with the material for my own campaign, it should not be referred to as an offical source of Living Greyahwk material.








The Pale: An Overview of Attitudes
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The Pale is a theocracy - a nation governed by the church. The Pale is ruled by the Church of the One True Path, devoted to Pholtus. Pholtus is the Lawful Good god of Light, Resolution, Law, Order, Inflexibility, the Sun, and the Moons. Pholtus has Lawful Neutral tendencies, and the Pale embraces this. The Pale is a very rigid nation, with a well-trained military and an orderly system of law. Civil liberties and religious freedom are seriously curtailed.

The faithful of the Pale believe that Pholtus is the one true god, despite the fact that there are many gods in the World of Greyhawk. While it's impossible to deny the divine abilities of clerics who worship other deities, the faithful dismiss them for various reasons. Some believe these pagans limit their spiritual growth by worshiping lesser gods that in some incomprehensible way play a part in Pholtus' grand plan. Some believe pagans have been duped and actually get their powers from diabolic or nefarious sources. Others think that these pagans actually worship Pholtus, but in an image they've constructed that is impure and distorted.

Regardless of why the Pale believes Pholtus is the one true god, the fact remains that the only sanctioned worship is of Pholtus. PCs may devote themselves to other gods, but they must not preach their beliefs or attempt to sway others to their faith. All PCs must show the utmost respect to Pholtus and the Church of the One True Path. The Church is very efficient at identifying, apprehending, judging, and sanctioning heretics.

Pagan PCs who keep their beliefs to themselves and show respect to Pholtus will have no official actions taken against them. Nevertheless, in an unofficial capacity, private citizens treat pagans differently. Depending upon a Pholtan's personal beliefs, a pagan may be despised, feared, or pitied. Some may choose to treat pagans very coldly, while others may embrace the pagan and attempt to save the pagan's soul. But, a pagan who is respectful, discrete, and watches her tongue should not fear any physical harm from law-abiding citizens.

All arcane spellcasters are treated with suspicion in the Pale. It is commonly whispered that the wielders of these magics consort with demons and devils. To cast spells within the Pale, arcane spellcasters must be registered with the Theocracy. Registration takes no time and costs no money, but allows the Theocracy to track the actions of these people. All PCs who cast arcane spells are assumed to be registered automatically.

The Pale has a few cities, but it is very much a frontier land, protected by a well-run military. The weather is cold and during the summer crops are grown with difficulty. The denominations of currency are the Bright (pp), the Gold Glory (gp), the Silver Moon (sp), and the Basic (cp).

The Palish embrace community, loyalty, family, and dedication, while they eschew luxury, frivolity, and waste. They do not believe in moral relativity and ambiguity. Knowledge is both feared and respected. Those who study in order to serve Pholtus' glory are respected, while those who study with a purpose not rooted in faith are feared, for knowledge is a power that corrupts.

Some Palish still hold on to superstitions and pay respects to pagan gods. Such is generally done in secret, and predominantly by those of Flan blood who live in the farmlands.





Racial Distribution
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The population of the Pale stands at roughly 480,000 in CY 595. Nearly half are Oeridian humans and nearly half are Flan humans. (Almost no one is purely Oeridian or Flan, but most people identify themselves with one of these two ethnic groups.) Members of other human races, such as Suloise, are present only as a small minority, and about 5% of the population—20,000 persons—are demihumans (dwarves, elves, and so on).





The Flan
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Another important aspect of the Pale revolves around the Flan people and their relation to the Oeridians.

The first and by far most populous group is the native Flan inhabitants, making up roughly half of the Pale's population. These people have subsisted here for thousands of years, first as hunter-gatherers and then as farmers and ranchers in recent centuries. Native Flan who live in the cities of the Pale tend to hold menial jobs. Most Palish Flan have a passive outlook, accepting their lot in Pale society, but some Flan are starting to recognize the injustice around them and wonder what they can do about it.

After 350 years of aggressive conversion, most of the Palish Flan worship Pholtus to some degree, but many blend the teachings of Pholtus with their ancestors' ways, including the Old Faith. They revere primarily Beory (Mother Oerth) and the agricultural gods that the migrating Oeridian tribesmen introduced a thousand years ago.

"Faithful Flan" is the term for a smaller yet vocal group of Flan from the former Duchy of Tenh who have oriented themselves along the One True Path. As irregulars within the Prelatal Army, the Faithful Flan have led the charge to reclaim Tenh in the name of Pholtus. Most members of the Faithful Flan have forsaken their heritage, but they remain stuck between two worlds. They typically hold themselves superior to the ignorant native Flan and even to their fellow (unconverted) Tenha, yet not everyone in the Pale accepts them as equals. Some prejudiced Oeridians look down on and exploit even these Faithful Flan.

The third major group of Flan consists of non-Pholtan Tenha refugees loyal to the Duke, or at least skeptical of the Pale. The Tenha have a strong sense of national identity—much more so than the native Palish Flan. Their shattered nation has a long tradition blending military prowess (learned early from the Oeridian tribes) and deep-rooted Flan culture, but this tradition has largely slipped into effete arrogance. These Tenha have resented their time in the Pale east of the Yol River. During their stay in the Pale, they have interacted very little with either the native Flan or the Oeridian leadership, and they continue to despise the Faithful Flan as sellouts and traitors. Some former refugees have returned to western Tenh (the loyalists' territory), while others have moved into the eastern portion (held by the Pale), accepting the Pale's help but hoping the Theocracy will leave soon—see below for more on this.





Demihumans
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Demihumans in the Pale are, at best, second-class citizens (or third-class, after the Flan). Humans tolerate them as long as the latter do not disrupt the humans' theocracy. Human citizens recognize the value of the special skills that certain demihumans bring to society—such as dwarven stonemasonry and smithy—but regard them with some pity for being born outside the blessed light of Pholtus.

Most demihumans reside near the borders of the Pale. Elves and half-elves prefer to stay close to the Gamboge Forest (wood or high elves) or Phostwood (wood elves). (The Church Militant does not recruit half-elves as heavily as it used to, now that human candidates have proven able to blend clerical and fighting abilities.) Dwarves are more common in the east, near the Rakers, and gnomes are more common in the southeast, near the foothills and the Gamboge Forest. Halflings are scattered throughout the land.

Racial districts in the cities or larger towns provide a greater sense of community within the various demihuman races. The theocracy permits shrines to demihuman deities in these enclaves—the only non-Pholtan churches allowed to exist by the Pale.





Palish Outlook on Non-Humans
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Humans are the dominant race within the Theocracy and Pholtus is a human god. 96% of the population is human, with Oeridian and Flan lineages most prevalent.

Nonhumans are generally spoken of as being separate - they have their own laws, culture, and religion. Nonhuman religions are for nonhumans and are no threat or concern to the souls of humans. Thus, provided a dwarven cleric of Moradin passing through the Pale didn't try to convert humans to his religion, the Pale would officially respect the cleric's practices. As long as nonhumans are respectful of their beliefs, and preach only to their own kind, the Pale will respect their concerns.

In practice, most humans in the Pale don't fully respect nonhumans. While the religion of nonhumans is separate from that of the Pale, the light of Pholtus does not shine through their souls. Unofficially, nonhumans are treated in various negative ways by different people: they may be mistrusted, treated coldly, pitied, or patronized. In most meta-gaming activities within the Pale, players of nonhuman PCs should expect to have their opportunities for advancement limited because of their nonhuman status.

Exceptions exist. A few nonhumans have thoroughly embraced Pholtus, and some of those have actually become clerics or hold other positions of distinction. Half-elves in particular have advanced within Palish society. Elves are treated with significant respect, primarily because they occupy the Phostwood to the west, strategically located between part of the Pale and Tenh. An alliance with the Phostwood elves a few years ago benefited the Pale greatly in its war against the Iuz-occupied Tenh.





Arcane Spellcasters
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Most citizens of the Pale view arcane spellcasters with suspicion. Pholtus does not actively claim dominion over magic, so arcanists are often assumed to follow heathen deities or fiends. Sorcerers draw even more suspicion than wizards do, since sorcerers' grasp of magic is not the result of disciplined study but from a mysterious source. (Indeed, the power of some Flan sorcerers or bards in the Pale appears to have truly dark origins, dating back to ancient times.) Because of this societal suspicion, all arcane spellcasters—even foreign visitors—are required by law to register themselves at an office in one of the major cities of the Pale and always to carry proof of registration.

Two main organizations are concerned with the position of arcane spellcasters in the Pale. The Arcanist Guild is loyal to the theocracy and enjoys official recognition by the Church; it works to preserve the reputation of all arcanists. The Coven of White Light is an ancient and secret order of sorcerers that predates the theocracy; its members use their magic for benevolent purposes and work within the Pale's laws to ease oppression against arcanists.





Church and Government
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The religion of Pholtus rules the Theocracy of the Pale. Known in the Pale as the Church of the One True Path, the church controls or at least monitors nearly every aspect of life in the nation. Oeridians run the church and therefore run the Pale.

Although Pholtus is a lawful good deity, the Pale overall stresses his lawful neutral aspect. Most Palites are intolerant of those who do not follow the One True Path, and they believe in separating themselves from the rest of (non-Pholtan) Oerth. Citizens generally keep a close eye on deviants, foreigners, and wielders of arcane magic. They are quick to inform the Church Militant about the indiscretions of such people. Outsiders call this viewpoint Conservative, but it is essentially mainstream for the Pale.

A much smaller portion of the Pale's population stresses the 'good' in 'lawful good', and offers a more tolerant existence for pagans, demihumans, and visitors from outside the Pale. These citizens—colloquially "Progressives"—seek to redeem non-Pholtans, rather than ostracize or persecute them. Still, aside from a few extremists (PCs, for example), the Progressives do not strive for profound reform in the Theocracy. They do not advocate allowing open worship of other deities in the Pale. They merely wish to have peaceful relations with those outside of the Church, instead of unending conflict.

The current Theocrat, Theoman Baslett, has wavered in his views. He was staunchly conservative while serving as prelate of Landrigard but he remained open-minded about the progressive view. Just before he became Theocrat, he seemed to have a change of heart and committed himself to promoting tolerance in the Pale. But in the past two years, heathenism and chaos have spread, showing Baslett the dangers of slackening one's vigilance. The Church has redoubled its efforts to keep order (Pholtan order, of course), and most citizens support the move.

The typical viewpoint of Oeridian members of the Church blends isolation with expansion. They view the Pale as their rightful and destined domain. Their relationship with outside organizations and countries is tenuous, with the notable exception of Pholtan temples or other organizations beyond the Pale's borders. All other nations are viewed as threats to the Pale's continued prosperity and way of life. This world-view yields a thoroughly Pale-centric perspective. The citizens fear the chaos and strife of the godless realms beyond their nation's borders, out where the light of Pholtus has not yet reached. Some try to spread the light through proselytizing and missionary work, but mostly this view reinforces the isolationist tendencies within the nation.

Note that according to the Living Greyhawk Gazetteer, the common alignments of the Pale are not only lawful neutral and lawful good but also lawful evil. To the Theocracy, chaos is a worse enemy than evil. Of course, no evil person can gain spells from Pholtus, a lawful good deity. Still, unscrupulous secular citizens exploit the law for personal gain. Since a well-respected citizen might well be lawful evil, paladins must learn to be prudent. Attacking every person revealed by detect evil is sure to lead to prison or a New Dawn Camp, teaching the paladin to focus on the greater battle against chaos. Foreign paladins learn their lesson soon enough and many choose never to return to the Pale after their first visit.

Some new acolytes in the Church are pursuing the worship of Pholtus as creator and master of the universe. As lawful neutral druids, these young Pholtans are trying to fill the role vacated by certain Flan druids of the Old Faith (q.v.). The Church has given official approval to the Pholtan Druids, but most clerics and even many citizens see the movement as one step from heresy.





Conflicts Between PCs and with Authorities
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As you might expect, some PCs may act in a way that violates the laws and morals of the Pale. Other PCs and the authorities may feel compelled to act against another player. Here's some guidance on how players should handle such conflicts.

When PCs or NPCs act to stop a PC from committing an unlawful or immoral act, the goal must be to use the minimal amount of force necessary to turn the person over to the authorities. Preventing loss of life must be paramount. The Pale is a very Lawful state and the state should be adjudicating such matters.

Note that though the Pale is a state ruled by the Church, PC clerics are not authorized to make decisions on behalf of the Church. PC clerics may not officially judge pagans as being heretics - they must turn in pagans to the Church. NPCs make determinations of heresy, blasphemy, and crimes against the Church.





Social Law
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Social law is the law of the land as it pertains to people getting along with each other. These are the traditional laws which most lawful nations have. Even the Bandit Kingdoms have their social laws. In the Pale, they are similar to those found in most good kingdoms as well.

There are many other laws of the Theocracy as almost every possible aspect of society is regulated in the Pale. Most do not pertain to player characters though and are not listed here for simplicity, but this should give all a fair view of what the Theocracy's legal system is like.

Murder
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Murder is broken down into three subcategories in the Theocracy: Fiendish Murder, Chaotic Murder, and Negligent Murder.

Fiendish Murder is the intentional murder of an innocent whether or not it is convenient to a person's goal. This type of murder is an evil act and will result in the offending person's death by execution if captured. Those who are captured and executed will have their corpses destroyed by burning after the execution and their ashes scattered to the winds. The authorities of the Theocracy have no intention of allowing people like this to return to life. Note that the killing of all Priests and Paladins ordained by the Church of the One True Path is considered a Fiendish Murder, except where it is proven that said clergy was a heretic. (Evil priests who profess devotion to Pholtus are heretics as are those who would attack innocents to kill them without provocation.) If convicted the person also forfeits all property to the church. If the convicted person has living family they may petition the church for the return of the property.

Chaotic Murder is the killing of a citizen of the Pale in hot blood (such as killing a guard when discovered attempting to steal an item from a home) and is also punishable by death. If the person committing the crime is identified by witnesses, or the victim's corpse is left in a condition amenable to a speak with dead spell (which will then permit the victim to identify his killer), the offending person will be executed. As one might expect, clerics of Pholtus will refuse any requests to resurrect such an individual, but the ashes of such a criminal are not scattered to the winds at least. In this case of murder, others may raise the criminal from the dead, but he will be labelled as a former criminal in the Theocracy even after this. If convicted the person also forfeits all property to the church. If the convicted person has living family they may petition the church for the return of the property.

Negligent Murder is the act of killing another individual by accident. This normally occurs through negligence or complete accident. Anyone allowing the death of an innocent citizen of the Theocracy through his or her actions will be arrested and put on trial. Some examples of this would include casting a spell to destroy an enemy, but catching several innocent townsfolk in the area of effect or chasing a fiend off with a spell and then not pursuing him to keep him from killing innocent townsfolk once the effect of the spell was broken. The trial for this crime always takes one week to perform. If found guilty of being responsible by action or lack of action for the death of the citizen(s), the accused can be sentenced to a maximum of ten weeks in a New Dawn Camp.

Assault
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There are two categories of assault in the Theocracy of the Pale: deadly assault and chaotic assault. Assault charges are never brought against those persons in the Theocracy who are found to be legally defending themselves.

Deadly Assault is the act of attacking persons without legitimate provocation and with the intent to kill them. This is a very serious offence and if the attack actually results in the death of the victim, the person can also be charged with Chaotic Murder. Many have faced this charge when they attacked those they thought meant to attack them; it is necessary to ensure you are at risk before attacking others. The Theocracy is not a place where one should attack people in dark alleys and then ask questions later unless the possible victim has already drawn weapons. Those charged with this crime will be tried and if found guilty sentenced to a maximum of five weeks in a New Dawn Camp to learn to be more orderly in their attitudes.

Chaotic Assault is the charge for public disturbances such as in the case of a barroom brawl. In general, the Theocracy only charges those who start these types of disturbances, but sometimes those who participate are charged as well, depending on their level of participation. These cases are heard by lesser Justicars on the same day the charge is levelled. The sentence is generally one week in a New Dawn Camp to consider the orderly nature of society, but is never more than two weeks.

Theft
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In the Theocracy, there are four forms of theft. The first and most serious is Theft with Assault (this is a mugging), the second is Breaking and Entering, the third is Grand Theft, and the last is Pick Pocketing.

Theft with Assault is considered to be a heinous crime. It is considered an evil act to attack someone in order to gain money. This crime is punishable by up to a five-week stay in a New Dawn Camp.

Breaking and Entering is the crime of illegally entering into another's business or domicile with the intent to perform actions the proprietor would normally not allow. This crime is punishable by a maximum of three weeks in a New Dawn Camp. The crime may be compounded if anything is actually stolen; see Grand Theft below.

Grand Theft is the act of stealing items of great value, whether the attempt is successful or not. The crime is punishable by at least three weeks in a New Dawn Camp. The exact sentence depends on the amount of property stolen. A Justicar will normally base the sentence on the exact value of what was stolen. Stealing goods of 100 gold pieces in value or less normally results in a three-week sentence, with each 100 gold pieces of value beyond this adding an additional week to the sentence.

Pick Pocketing is the act of illegally removing items of value from a person in the street without his or her knowledge. This is a common activity for thieves and beggars in all cities, although the Theocracy actively tries to halt these persons. The sentence can range anywhere from two to six weeks in a New Dawn Camp. (Use the LGCS as a reference for determination of exact penalty for PCs.)





Ecclisiastical Law
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Ecclesiastical law is the law of the Church of the One True Path as dictated to the citizens of the Theocracy of the Pale. The two laws most well known by all citizens of the Theocracy are listed here. The first is the law prohibiting proselytizing to any deity other than Pholtus within the borders of the Theocracy. The second is heresy, which is the most serious ecclesiastical offence anyone can make.

Violations of ecclesiastical law are judged in Ecclesiastical Courts. In all cases heard by the Ecclesiastical Courts guilt is assumed and innocence must be proven. The accused are allowed to present their own arguments and others may speak on their behalf as character witnesses to try and sway the court's opinion, but no one should confuse an ecclesiastical trial as a trial by their peers. The Church of the One True Path considers violations of ecclesiastical law seriously and only a few defendants have ever been proven innocent once accused by the Church. The Church is a bureaucracy with an army of bureaucrats well capable of proving their case long before any are brought to trial.

Proselytizing by Non-Pholtans
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It is illegal for non-Pholtan clerics to proselytize in the Pale. Any cleric violating this law will be sentenced to 1 month in a New Dawn Camp.

Chaotic clerics proselytizing in the Pale will serve an additional 1 month in addition to the standard 1 month in a New Dawn Camp; this is a total of 2 months in a New Dawn Camp. Clerics of St. Cuthbert are currently considered to be chaotic in the Theocracy-both for the historical connection of St. Cuthbert with the burning of Old Wintershiven and the recent connection of heretical Cuthbertites with the cult of Hextor. Clerics of St. Cuthbert are cut no slack with regard to any offense, and are generally treated poorly.

Evil clerics proselytizing in the Theocracy are sentenced to 6 months in a New Dawn Camp immediately. While they serve their sentence, the Church will also investigate the greater charge of Consorting With Fiends, which is usually easily proved in the case of evil clerics. Those found guilty of this greater charge are sentenced to death by burning.

Heresy
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Heresy is the worst crime anyone can commit against the Church of the One True Path. Heresy, in the normal sense, denotes the worship of Pholtus outside of the doctrine of the Church of the One True Path. This category of heretic generally includes those worshippers of the "Cult of Pholtus" in Dimre who are generally Lawful Evil in their outlook, but may include others depending on their view of Pholtus. The most defining doctrine of the Church of the One True Path is this: Pholtus is the one true god of Oerth and all other so-called deities are, in reality, either aspects of Pholtus or fiendish powers who have corrupted their followers. The penalty for true heresy as described here is death by burning at the stake by the Church of the One True Path.

It is worth noting here that in some instances a looser interpretation of heresy has been adopted by the Church of the One True Path. This interpretation states many things and is usually espoused by those of the conservative faction of the Church. The first and most important fact is based on the assumption Pholtus is the one true god of Oerth and all other supposed deities (lawful, good, chaotic, or neutral) are aspects of Pholtus himself; this leads to the accusation of heresy for all those who worship Pholtus by calling him by the incorrect name (almost all clerics not of evil deities can be grouped here, for example). These worshippers of "Pholtus" are practicing the religion of Pholtus wrong due to their belief that Pholtus has a different aspect than that as the true god of Oerth. This loose interpretation of heresy has been used in the past by the Church of the One True Path to punish those considered enemies of the Church and the Pale way of life; it remains a convenient recourse for the Church. The punishment for this "secondary" heresy is banishment from the Theocracy. Only an Archbishop or higher-level priest of the Church of the One True Path may accuse one of this secondary form of heresy and it requires approval by the Circle of Nine to be prosecuted in a ecclesiastical court. If convicted the person also forfeits all property to the church. Surviving family may not petition for the return of property forfeited in this case.

Consorting with Fiends
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The crime of consorting with fiends is treated similar to heresy. Those who have any friendly contact with fiends (any outsider from the lower planes) or worship evil deities are consorting with fiends. The only evil worshippers of a deity who are not accused of consorting with fiends are the heretics of Pholtus in Dimre. Those guilty of consorting with fiends are burned at the stake and their ashes are scattered to the winds.





The Military of the Pale
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The Forces of the Theocracy of the Pale

The Prelatal Army

The Prelatal Army is one of the most highly trained armies of the Flanaess. The army consists of regulars made up of marchmen, bracemen, lancemen, and engineers, as well as irregulars known as magic corpsmen, scouts, and the Faithful Flan.

Marchmen are the infantry men of the Pale, called such because they march to battle. Their units are referred to as Marches and are organized in groups of ten. For the most part, the Marches are heavy infantry units. They are armed with halberds, light crossbows, and longswords. They typically wear half-plate armor into combat and carry a heavy shield. The Marches of some commands differ from this norm due to the terrain they expect to fight in. The Marchmen of the Second, Fifth, Sixth, and Seventh Dawn Commands also receive training as light infantry units with those of the Sixth Dawn Command receiving the most intensive training as light infantry. Those troops trained as light infantry do not use halberds and are armored in chainmail with light shields. The Marchmen of the "Tenh Dawn Command" are currently being retrained as light infantry troops, due to the condition of Tenh in the aftermath of the Ether Threat.

Bracemen are the archers of the Pale, called such because of the braces of arrows they carry with them. Their units are referred to as Braces and are organized in groups of ten. For the most part, the Braces are longbowmen. They are armed with longbows and longswords and carry large quivers filled with sixty arrows. They typically wear scale mail armor and have bucklers for use if they are engaged in melee combat. The Braces of some commands differ from this norm due to the terrain they expect to fight in. The Bracemen of the Sixth and Seventh Dawn Command use shortbows when patrolling the forests of their respective areas and wear chainmail armor. They have found the shortbow to be a better weapon for the heavy forests.

Lancemen are the cavalry of the Pale, called such because of their most commonly used weapon, the lance. Their units are referred to as Lances and are organized in groups of four. Five Lances make up a Post, while five Posts make up a Banner. For the most part, the Lances are heavy cavalry units. They are armed with lances and bastard swords. They typically wear half-plate armor and carry heavy steel shields into battle. The Lances of some commands differ from this norm due to the terrain they expect to fight in. The Lancemen of the Sixth and Seventh Dawn Commands are also trained as light cavalry and those of the Sixth Command have perfected hit-and-run tactics which they regularly use along the borders of the Phostwood and even inside this deadly forest. The Lancemen of these two commands use light war horses instead of the more common heavy war horses used by the rest of the Prelatal Army's Lances. In the Sixth Command, the lancemen have long since abandoned their lances, finding a sword is better in the heavy forest of the Phostwood; they are armored in chainmail and do not use shields. The lances of the Seventh Command use scale mail armor and use light shields.

The Prelatal Corps of Engineers are the troops trained in the use of siege warfare. The Engineers are highly trained in their siege weapons' uses and in the use of the short sword and light shield for personal defense. They wear chain shirts for combat and are always heavily defended by at least one March. Engineers are also the construction force of the Prelatal Army, building and repairing the structures of the Prelatal Army. Engineers in each command come to another 10% of the number of troops assigned to the command.

The Magic Corps are irregular troops of arcanists and clerics used by the Prelatal Army. They are trained in the use of their magic for war and are on assignment with the Prelatal Army from either the Arcanist Guild or the Church of the One True Path. The clerics normally wear full plate armor into combat with a light steel shield. Arcanists normally do not wear any armor. Both types of spellcasters use their own preferred weapons (not standardized weaponry) and are always protected by a March. The Magic Corpsmen in each command come to another 5% of the number of troops assigned to the command. In times of war the entire Arcanist Guild and Church of the One True Path are pressed into service with the Prelatal Army.

Scouts are irregular troops used by the Prelatal Army for scouting ahead of troop movements or determining threats to which the Prelatal Army may be blind. They are trained in mounted and unmounted combat and are always armored. The exact armor varies from scout to scout, but it is rarely more than chainmail. Their weapons vary. Some scouts are mounted and others are on foot; it depends on their current assignment and mission. Most own their own horses, in any case.

The Faithful Flan is a group of irregulars composed of the Flan and Tenha who have converted to the worship of Pholtus. They number a full force of 5000 troops scattered around the Theocracy of the Pale, but the bulk of that is in Atherstone, mobilized to retake their homeland under the control of the Theocracy of the Pale. The Prelatal Army provides with them training and armament. They are all trained and outfitted as light infantry. Although they do have their own officers, they are almost always referred to as the Faithful Flan by other members of the Prelatal Army when not spoken to directly. The army provides them with halberds, long swords, light shields and chainmail armor for use in combat.

Pale Patrol

The Pale Patrol is actually a sub-division of the Prelatal Army. These troops are responsible for patrolling the internal territory of the Pale. They are generally trained as light infantry and light cavalry. Many are also skilled in the use of the bow. They are outfitted with chainmail armor and a light shield. Their weapons are generally lances, long swords, and longbows. They are trained by the Prelatal Army at their training facility near Holdworthy. When they use horses, they are light war horses. During times of war, the Pale Patrol is pressed into service with the regular Prelatal Army as necessity dictates.

Pholtan Knights Valorous

The Pholtan Knights Valorous falls under the auspices of the Prelatal Army as well. They are allowed free rein, however, within the Theocracy of the Pale, except when operating with the Prelatal Army directly. The Knights patrol the Pale, wherever their goals take them (either as individuals or as an organization). They are well trained and experienced warriors who augment the Prelatal Army during times of war and during times of peace if they see the necessity. Knights bring their own weapons and armor with them, as well as their own mounts and supplies. The Prelatal Army will make repairs and/or replace this equipment as necessary when the Knights are pressed into service with the army.

Pale Militia

The Prelatal Army may also call up the Pale Militia in times of war. The Pale Militia is made up of the city guards of all the cities of the Pale, as well as all able-bodied men between the ages of 16 and 35. All of these men receive training from the Pale Patrol once a quarter to ensure they are prepared for battle at all times. It is also rumored the Pale Riders are also a part of the Pale Militia as a unit and not just as the able-bodied men who make up the group. When pressed into service, the militia acts as light infantry or missilers (bowmen, slingers, or crossbowmen) depending on their skills. All weapons and armor are provided to them by the Prelatal Army when the Pale Militia is called into service. The exact numbers of the Pale Militia varies.

Church Militant

The Church Militant is also a shared division between the Church of the One True Path and the Prelatal Army. They are primarily used by the Church for their military operations and to uphold Ecclesiastical Law, but they have been used by the Prelatal Army irregularly; during a time of war, they make up elite units to protect the clerics of the Church of the One True Path who are working with the army. Members of the Church Militant are assigned weapons and armors by their organization as necessary depending on their current assignments. During a time of war they will all be armored in full plate armor. The exact numbers of the Church Militant are unknown to the majority of citizens in the Pale.

Rank Structures

The rank structures of the Prelatal Army and the various organizations that interact with them are laid out in a very organized manner. The ranks of each organization all cross back to the ranks of the Prelatal Army and are detailed in the table below.

The rank insignia are the same as the Prelatal Army insignia when worn going across the chart. For example, a Prelatal Army sergeant's insignia is a double gold crescent moon and so is a Pale Patrol sergeant's, a Lawgiver's, and a Town Constable's. The insignia are as follows by Prelatal Army rank: March/Brace/Lanceman — single silver crescent moon, Master March/Brace/Lanceman — double silver crescent moon, Corporal — single gold crescent moon, Lieutenant — double gold crescent moon, Captain — silver full moon (plain disc), Major — gold full moon (plain disc), Colonel — silver six-pointed star, General — gold six-pointed star, Celestial General of the Prelatal Army — gold six-pointed star behind the holy symbol of Pholtus.





Uniforms of the Military Forces
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Prelatal Army

The uniform of a regular in the Prelatal Army consists of the following in addition to their armors. All members wear a purple tabard with the coat of arms of the Theocracy of the Pale emblazoned on the breast and back. A white tunic is worn so that the collar is visible above the armor, where rank insignia is worn on the left side and the command designation on the right side. The uniform is complete with a pair of black trousers. For those higher in command, silver or gold piping is added for junior officers and senior officers respectively. For senior officers, the tabard is also replaced with a purple cloak instead. The heavy Lancemen of the Pale wear their rank and command designations on the neck guards of their armor. The Faithful Flan also wear the holy symbol of Pholtus next to their command designation insignia.

Pale Patrol

The uniform of the Pale Patrol consists of the following in addition to their armors. All members wear a purple tunic with the collar visible above their armor. Their rank insignia and the emblem of the Pale Patrol are worn on the left and right side of the collar respectively. They often wear all-weather cloaks as well with the emblem of the Pale Patrol embroidered on the back. Their trousers are plain brown woolen trousers. Members of the Pale Patrol sometimes wear their badge of office on a neck chain, but they are not required to do so; they are required to have their badge of office somewhere on their person though.

Pholtan Knights Valorous

The Pholtan Knights Valorous does not have an official uniform. All members of the group have tabards with the emblem of their Knightly Order emblazoned across the breast and the shield of an individual Knight will usually have his family or personal coat of arms on it. Rank is displayed by use of the shield, flags on the lance, or insignia worn on the tabard. In the case of the shield, a squire is only allowed to wear the holy symbol of Pholtus or heraldry of the Knights Valorous on his shield, a Knight may have his own heraldry or that of his order on his shield, and a Knight Captain will always have a purple and gold slash across the upper dexter of his shield. In the case of flags, a squire is not allowed to have any pennants on his lance, while a Knight is allowed one and a Knight Captain two. Most Knights also wear purple cloaks when going into battle.

Church Militant

The uniform of the Church Militant consists of a purple cloak with the holy symbol of Pholtus on the right breast side. Members of the Church Militant do not wear any rank insignia. When riding into battle, members of the Church Militant will often carry a shield emblazoned with the heraldry of the Church Militant.

City Guard

The City Guards of the Theocracy of the Pale dress in their armor with a purple cloak. The back of the cloak is emblazoned with the heraldry of the Theocracy of the Pale. They wear their rank insignia on the collars of their cloaks. There are no other requirements for their uniform.

Constabulary

There is no standard uniform for the constabulary of the Pale. They are all issued badges to represent their station and rank, but amongst the individual constables rank is more a prestige issue than anything. Those who are constables within cities have more prestige and rank than those who are assigned to towns and villages.





Prelatal Army Commands
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First Dawn Command
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Headquartered in the city of Wintershiven is the Prelatal Army — First Dawn Command. The First Dawn Command is made up of infantry, archers, and Faithful Flan. The First Dawn Command has no cavalry troops due to the strong presence of the Pholtan Knights Valorous in Wintershiven. The troops stationed at Wintershiven are the best trained in all of the Theocracy of the Pale. The garrison commander for the First Dawn Command is the Celestial General of the Prelatal Army, Sloan Burgos. His assistant, General Amelia Corenthal, a devout Pholtan descended from a wealthy Oeridian family, oversees the normal day-to-day operations of the First Dawn Command.

The garrison of the First Dawn Command is housed between two keeps outside the city walls of Wintershiven, within the Basilica, and in a small keep inside the city proper. Each keep outside the city consists of three main structures consisting of the following: a Army Barracks, an armory, and a Command Barracks. The keep inside the city has a smaller Army Barracks, a Command Barracks, and Command Headquarters. The Headquarters for the Prelatal Army is located in the Basilica along with a small Command Barracks.

The Brilliant Castle of Dour Pentress falls under the control of the First Dawn Command. The troops at Dour Pentress are always under the command of a Colonel. The unnamed Brilliant Castle to the north of Wintershiven also falls under the First Dawn Command and is under the command of a Major. Castle Egremont is also a part of the First Dawn Command and is under the command of a Major as well.

The Pale Patrol maintains a garrison of 100 troops in Wintershiven who patrol the immediate area around Wintershiven. They maintain their own barracks and administrative offices within the city proper.

Wintershiven is also the home of the Pholtan Knights Valorous and the Knights of the Order of the Sun consider Wintershiven their home. The Pholtan Knights Valorous maintains their own keep outside the walls of the city for training young knights. The numbers of knights listed for Wintershiven include all those knights within two days' ride of the city. The keep has four main structures consisting of a Chapterhouse, stables, a command building, and a smithy.

Second Dawn Command
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Headquartered in the city of Ogburg is the Prelatal Army — Second Dawn Command. The Second Dawn Command is made up of infantry, archers, and cavalry troops. The troops in Ogburg are some of the best trained mountain fighters in the Pale. In mountain warfare, they are bested only by those troops in Rakervale. The Commander of the Second Dawn Command is always a general. The current commander is General Theodoren Seldarak.

The garrison structure is a large keep along the edge of the city where its gates can actually open up into the city. The 30-foot walls of the keep are connected directly to those of the city of Ogburg. The main structures of the keep include the following: a Army Barracks, a Command Barracks, Command Headquarters, stables, the armory, and the Command Headquarters.

The Pale Patrol maintains a garrison of 200 troops in Ogburg who patrol the area east of Ogburg into the Rakers as well as the immediate area around the city. They maintain their own barracks and administrative offices inside the city near the gates of the Second Dawn Command's Garrison.

Ogburg is also considered home by the Knights of the Order of Luna by this order of the Pholtan Knights Valorous. They maintain a small training facility inside the walls of the city. It consists of a Chapterhouse, a smithy, and stables.

Third Dawn Command
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Headquartered in the city of Holdworthy is the Prelatal Army — Third Dawn Command. The Third Dawn Command is made up of infantry, archers, cavalry, and Faithful Flan. The troops stationed at Holdworthy are second only to those of the First Dawn Command in skill in all of the Theocracy of the Pale. The garrison commander for the Third Dawn Command is always a Colonel.

The garrison structure of the Third Dawn Command is a large keep outside the city. The complex consists of six main structures: a Army Barracks, an armory, a Command Barracks, stables, and Command Headquarters as well as a large smithy. The smithy is the main smithy for the entire Prelatal Army and as such is huge. The Third Dawn Command is also responsible for the training of all Prelatal Army troops in the large fields outside the city, so the keep also has a large enclosed training field for training the military forces of the Theocracy. The Prelatal Army maintains a small outpost inside the city walls to assist with internal city problems as necessary.

The Pale Patrol maintains a garrison of 500 troops in Holdworthy who patrol the other half of the huge expanse of internal Pale territory between Holdworthy and Ogburg along with the Pale Patrol troops out of Eltison. They maintain their own keep adjacent to the training keep of the Prelatal Army, where their own troops train as well. The keep consists of five main structures: a Troop Barracks, a Command Barracks, Pale Patrol Headquarters, stables, and an armory.

The Pholtan Knights Valorous maintains a small Chapterhouse inside the city of Holdworthy. There are always 50 knights here who are used as trainers for the Prelatal Army's cavalry forces. Their mounts are kept in their own stables, maintained next to their Chapterhouse.

Fourth Dawn Command
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Headquartered in the city of Hawkburgh is the Prelatal Army — Fourth Dawn Command. The Fourth Dawn Command is made up of infantry, archers, and cavalry. The troops stationed at Hawkburgh constantly perform training operations in and around the city. They are considered to be the most battle-ready troops in all of the Theocracy of the Pale. The Fourth Dawn Command is considered the first line of defense should the decadent kingdom of Nyrond decide to invade the Theocracy of the Pale again. The garrison commander for the Fourth Dawn Command is always a general.

The garrison structure of the Fourth Dawn Command is a large keep outside the city proper. The keep consists of five main structures: a Army Barracks, an armory, a Command Barracks, stables, and Command Headquarters.

The Brilliant Castle of Pilgrim's Gate is also under the command of the Fourth Dawn Command as well as the garrison outside of Longfield. The troops at Pilgrim's Gate are under the command of a major, while those at Longfield are under the command of Major Hyrund Vendouer. The outpost at Longfield is currently under expansion and most surmise it will soon become a Brilliant Castle in its own right to aid in the defense of the Theocracy of the Pale from Nyrond.

The Pale Patrol maintains a garrison of 500 troops in Hawkburgh who patrol the borderlands of the Theocracy of the Pale shared with Nyrond. They maintain their own keep just outside the city. The keep consists of five main structures: a Troop Barracks, a Command Barracks, Pale Patrol Headquarters, stables, and an armory. The Pale Patrol in Hawkburgh train regularly in military operations with the Prelatal Army.

The Pholtan Knights Valorous has a strong presence in the city of Hawkburgh. This city is considered the home of the Knights of the Order of the New Moon. They are here to give hope to those in Midmeadow, showing that not all who seek to help are as unsympathetic as are Midmeadow's Valorous League of the Blind. The keep maintained by the Knights houses 200 knights who train with the Prelatal Army regularly and stand ready to ride in defense of their homeland and their deity. The keep consists of a Chapterhouse, stables, and a smithy surrounded by a ten-foot-high stone wall.

Fifth Dawn Command
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Headquartered in the city of Rakervale is the Prelatal Army — Fifth Dawn Command. The Fifth Dawn Command is made up of infantry and archers. The troops stationed at Rakervale are the best mountain fighters in all of the Theocracy of the Pale. The garrison commander for the Fifth Dawn Command is always a colonel.

The garrison structure of the Fifth Dawn Command is a large keep outside the city proper. The keep consists of four main structures: a Army Barracks, an armory, a Command Barracks, and Command Headquarters. The Fifth Dawn Command maintains a good relationship with the dwarven communities in the Rakers nearby as well as inside the city of Rakervale to obtain dwarf-made weapons on a regular basis for supplying to the Prelatal Army. The men of the Fifth Dawn Command are known as some of the finest troll-fighters in all of the Theocracy.

Two Brilliant Castles, Castle Arndulant and Northern Lights, are under the command of the Fifth Dawn Command as well. The troops at both locations are always under the command of a major. These two Brilliant Castles are responsible for the defense of the Theocracy of the Pale from the northern Troll Fens and together with Dour Pentress form the first line of defense against threats from the Troll Fens.

The Pale Patrol maintains a garrison of 200 troops in Rakervale who patrol into the Rakers as well as along the northern portion of the Troll Fens. They maintain their own facilities inside the city consisting of barracks, an armory, and a command post. The structures are located on the outskirts of the city and have a small wall enclosing them.

The Pholtan Knights Valorous maintains a small keep outside the city of Rakervale. About a hundred knights live within two days' ride of Rakervale. Many knights maintain keeps in this vicinity due to the threat from the Troll Fens and the Rakers.

Sixth Dawn Command
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Headquartered in the city of Hatherleigh is the Prelatal Army — Sixth Dawn Command. The Sixth Dawn Command is made up of infantry, archers, cavalry, and Faithful Flan. The troops stationed at Hatherleigh are trained to fight in wooded terrain and are the best trained for it in all of the Theocracy of the Pale. Most of the Marchmen and Bracemen of the Sixth Dawn Command look more like scouts than the highly trained soldiers they actually are. This stems from their training in guerilla combat for use in the Phostwood should necessity dictate they ever have to fight inside this eerie forest. The lancemen of the Sixth Command are not the heavy knights of most of the other commands, but are actually light horsemen trained as strike forces instead of cavalry. The garrison commander for the Sixth Dawn Command is always a colonel. The current commander is Colonel Kiana Gunnhild.

The garrison structure of the Sixth Dawn Command is a series of structures set up as an encampment outside the city. The facility consists of three main structures: a Barracks, an armory, and Command Headquarters. Horses are kept in a fenced area with a large barn. The entire encampment is surrounded by a ten-foot wall.

The Pale Patrol maintains a garrison of 200 troops in Hatherleigh who patrol along the border of the Phostwood and inside the boundaries of the forest to a certain extent, based on a treaty with the Phostaldaron. They maintain their own encampment adjacent to the encampment of the Prelatal Army. The encampment consists of three main structures: a Barracks, a Command Post, and an armory. They have no horses, but do hold a contract with a local stable to provide steeds to them when they need them.

The Pholtan Knights Valorous has a large presence here in Hatherleigh as well. Hatherleigh is considered to be the home of the Knights of the Order of Celene and they maintain a small keep inside the city for the support of the 200 knights who live within two days' ride of the city.

Seventh Dawn Command
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Headquartered in the city of Stradsett is the Prelatal Army — Seventh Dawn Command. The Seventh Dawn Command is made up of infantry, archers, and cavalry. The troops stationed at Stradsett are trained to fight in wooded terrain like the men and women of the Sixth Dawn Command. They are second only to the Sixth Dawn Command in guerilla warfare tactics for use in heavy woodland terrain. The Marchmen and Bracemen of the Seventh Dawn Command may look more like scouts than the highly trained soldiers they actually are, depending on whether they've been assigned to patrol the Gamboge Forest or the open lands to the east of the forest. The lancemen of the Seventh Command are a mixture of heavy and light cavalry. The heavy cavalry are for use in the open fields of the Theocracy of the Pale, while the light cavalry is for use as strike forces along the edge of the Gamboge Forest. The troops here have recently begun training with large contingents of the Arcanist Guild in case of the Green of the Gamboge turning her attention from the gnomes of the Flinty Hills and toward the Pale. The garrison commander for the Seventh Dawn Command is always a colonel. The current commander is Colonel Eldarion Amanodel, a half-elf devoted to the Church of the One True Path and a rarity at this rank in the Prelatal Army.

The garrison structure of the Seventh Dawn Command is a walled complex of buildings within the city. The complex consists of four main structures: a Barracks, an armory, stables, and Command Headquarters. The complex is surrounded by a twenty-foot wall.

The Pale Patrol maintains a garrison of 200 troops in Stradsett who patrol the Gamboge Forest and to the east of the forest as well down to the Nyrond border. They maintain their own complex outside the walls of the city surrounded by a 10 foot wall. The complex consists of four main structures: a Barracks, a Command Post, stables, and an armory. Like their counterparts in the Prelatal Army here at Stradsett, they have received heavy training in guerilla tactics for use inside the Gamboge Forest.

Eighth Dawn Command
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Headquartered in the city of Landrigard is the Prelatal Army — Eighth Dawn Command. The Eighth Dawn Command is made up of infantry and archers. The troops stationed at Landrigard are trained for mountain combat. Like their counterparts in Ogburg and Rakervale, they receive heavy training in tactics for use in mountainous terrain. The garrison commander for the Eighth Dawn Command is always a major. The current commander is Major Audhild Mendelfirth, a gruff Oeridian woman who fabulously claims to have dwarven ancestry.

The garrison structure of the Eighth Dawn Command is a mountain keep located a couple miles outside the city. The keep consists of four main structures: a Barracks, an armory, a smithy, and Command Headquarters. The complex is surrounded by a twenty-foot wall on its front (southern side) while its northern side is built against one of the mountainous foothills of the Rakers. The Command Headquarters is actually built into this mountainside.

The Pale Patrol maintains a garrison of 100 troops in Landrigard who patrol the Rakers and the lands to the south to Eltison. They maintain their own complex inside the walls of the city. The complex consists of three main structures: a Barracks, a Command Post, and an armory. Like their counterparts in the Prelatal Army here at Landrigard, they have received heavy training in mountain tactics for use inside the Rakers.

Ninth Dawn Command
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Headquartered in the city of Eltison is the Prelatal Army — Ninth Dawn Command. The Ninth Dawn Command consists of infantry, archers, and cavalry. The troops of the Ninth Dawn Command are the least experienced of all the troops in the Prelatal Army due to their position inside the Theocracy. Eltison is the most secure city inside the Pale, so its troops do not see as much combat duty as other Commands, but they maintain their training just the same. The commander of the Ninth Dawn Command is always a major.

The garrison structure is a large keep surrounded by a 40-foot-tall stone wall. Inside the wall are 7 main structures: the Army barracks, the stables, the Army Command barracks, the Pholtan Knights Valorous Chapterhouse, the Pale Patrol Barracks, the armory, and the Command Headquarters. Both the Prelatal Army and the Pale Patrol also maintain small barracks inside the city of Eltison.

The Pale Patrol maintains a garrison of 500 troops in Eltison who, along with their counterparts in Holdworthy, patrol the largest portion of the Pale's territory. They maintain a barracks within the keep of the Ninth Dawn Command as well as their command post and a smaller barracks inside the city of Eltison.

The Pholtan Knights Valorous has a large presence here in Eltison as well. Eltison's existence within a large plains area makes it prime land for the knights to build their keeps around. The Chapterhouse inside the Prelatal Army keep which belongs to the Pholtan Knights Valorous houses 100 knights who regularly visit the city from their own homes.

Tenh Dawn Command
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Headquartered in the city of Atherstone is the Prelatal Army — "Tenh Dawn Command." The Tenh Dawn Command is made up of infantry, archers, cavalry, and Faithful Flan. The Tenh Dawn Command is actually under the direct control of the Celestial General of the Prelatal Army and not a separate command, but many have dubbed it the "Tenh Dawn Command" since most assume it will become the Tenth Dawn Command once the occupied lands of Tenh are secured by the Theocracy of the Pale. (Many take the play on words as a sign from Pholtus.) The troops stationed at Atherstone are the most experienced soldiers in all of the Theocracy of the Pale. Many of them have been involved in battle with Iuzian troops, Fists of Stonehold, or Ether Creatures. All of the troops at Atherstone are undergoing intensive retraining to deal with the wasteland Tenh has become shortly past Atherstone. They are being retrained from heavy troops to light troops, capable of moving quickly and with little equipment. The heavy cavalry is being retrained as light cavalry and in the use of steeds being imported from the lands around the Bright Desert who are better able to deal with the land Tenh has become. The garrison commander for Atherstone is Knight Captain Louis Phillip Gaston II.

The garrison structure of the "Tenh Dawn Command" is the city of Atherstone. Troops are barracked in an encampment outside the city or in structures procured by the Prelatal Army for their use. Officers are housed in inns or in commandeered homes. The armory is in a large warehouse under constant guard by the troops, while the stables of the city are used as necessary for the horses along with a large fenced area near the encampment. The Prelatal Army has just started construction of a permanent keep west of the city near the current encampment.

The Pale Patrol has no presence in Atherstone. All the lands around Atherstone to the Yol River are patrolled by Prelatal Army regulars.

The Pholtan Knights Valorous has a large presence here in Atherstone. This is because one of their own is actually in command here. Louis Phillip Gaston II is the commander of the Prelatal Army forces in Atherstone as well as the Provisional Governor of Tenh. Many of the 200 knights who now reside in Atherstone are comrades in arms and companions of the Knight Captain and believe in the liberation of Tenh from the grip of Iuz, Stonehold, and the Ether Threat. It is rumored the Knights are funding the majority of the construction of the new keep here at Atherstone. The Knights are currently encamped alongside the Prelatal Army troops. Their officers are located in homes the Knights bought from the local populace or built themselves in the last three years. The Knights here in Atherstone have already converted their combat style from that of heavy cavalry to light cavalry. They have continued to scout into the Tenh even during the Ether Threat.





Enemies Everywhere
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The Pale has few friends. No one (personally or nationally) can be trusted if they do not follow the One True Path. This view derives from the long-standing struggle against perceived persecution, which led to the exodus and the fight for independence from Nyrond. Over the last two centuries, this view has hardly changed in the face of war against Iuz and a mounting fear of threats from close and afar.

Nyrond The people of the Pale view Nyrond as a decadent, failing empire. Most view the lack of unity in faith as the source of Nyrond's weakness. Many Palites still blame Nyrond for the burning of Old Wintershiven 250 years ago, which the Pale can never forget. The recent coup by Prince Sewarndt—now Emperor Sewarndt—has actually not fazed the average citizen of the Pale. Although the emperor is rumored to deal with fiends, he seems, at least, to be a man of his word. The prelates and other priests may chafe at parleying with an evil man, but they expect him to honor the new treaty of non-aggression, so the Pale can concentrate on its gains in Tenh. Some Palites support territorial aims in northern Nyrond. They hold weakly veiled altruistic goals of absorbing the Pholtan population in the county of Woodverge, but the truth is that the Pale covets the rich resources of that fertile county. The members of the Valorous League of Blindness, led by Carindrell and Grishken, have been recalled into the Pale and given official roles in the Palish government, but the Pholtan church retains a visible presence in Midmeadow and its surrounds. Tenh The view of the Palites toward Tenh is much like that of Nyrond, but amplified. Some Palites believe that the battle against Iuz and the Stonehold barbarians is a test of their faith in Pholtus. This self-righteousness glosses over the fact that Tenh is also very rich in natural resources, such as platinum. The convenience of the situation is a great irony and works to strengthen the Pale's territorial aspirations along its northern border. The post-Ether Tenh appears to be a less desirable acquisition for the Pale, but Palites believe that anything worth having is worth working hard to get. Indeed, the Pale was recently able to carry out its plans to annex the eastern half of Tenh, after a campaign in late 594 CY. Pale-held Tenh has become a new tenth prelacy, and the Flan prelate Filias Farsonol left Hatherleigh to lead it. Roads and cities are being rebuilt and order restored, and some refugees from Nyrond or the County of Urnst are resettling here, preferring the relative security of this portion of Tenh. The desolate land, however, cannot yet support the new settlers and the liberation is proving more costly than intended. Tenh even has a new Duke, ruling from Redspan. He will need to set the tone of his nation's relations with the theocracy and his other neighbors. Tenh cannot afford further war, but it also cannot stand to give up its land. The Pale claims that it is not holding eastern Tenh, but is there to support the "Faithful Flan" in regaining their ancestral lands. Since they were the first and only Tenha so far to fight for their lands, the Pale feels they are the only ones with a true claim to the land. The Pale insists that once the Faithful Flan can support their lands on their own, they will withdraw their military forces in favor of alliance with their neighbor. Other Tenha and most others in the Flanaess doubt that the Pale would ever leave willingly. Phostwood To the west of the Pale, the eerily glowing Phostwood holds enemies, mysteries, and tenuous allies. Bandits, monsters, and Iuz's patrols lurk in the forest, but the greatest threat is that of the ogres, locked in a genocidal war against the elves of the Phostwood. Whether the ogres are motivated by any more powerful force is a mystery, as is the reason for the glow of dying phost trees. Eleven small tribes of elves, collectively called the Phostaldaron, reside in the Phost. These elves are almost exclusively wood elves or wild elves. The easternmost tribe of wood elves (the Istari) shares an uneasy alliance with the Pale, thanks to their shared enemies in Iuz and the ogres. But the Pale has no formal relation with the other tribes; the wild elves, in particular, would probably kill any intruder, regardless of his allegiance. Although phost trees grow (and glow) in a few other forests of the Flanaess, the Phostwood is particularly creepy and dangerous, due to an ancient curse called the Dark Plague. The elves of the Phostwood have been fighting the corrupting influence of the Dark Plague for two thousand years.



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