Gimland

Capital: Agim (political), Egim (military)

Races: all

Government: Dwarven Council of Elders imposes law and taxation, currently run by the hill dwarven tribe of King Coppertooth. Military matters and governance of the northern provinces are under the jurisdiction of the Rustbeard Army. Local governance is through shamans and clerics.

Justice: Strict religious law in the south, secular military law in the north.

Economy: Every town is built around one or more forges. A thriving industry of craftsmanship bolstered by the influx of money from travellers seeking launching points for excursions into the Savagelands makes Gimland the most prosperous nation in Alia. It is common for the old cities in the East, especially those on Deunan Sea, to be paved with marble and have gilded sign posts. Raw materials are purchased from Selland and Freetun and sold back as finished goods.

Diplomacy:

Belia – Mutual respect and economic agreements. While Belia could pose a threat to several Gimlish cities, they have enough money to pay Gimlish craftsmen for fine weapons and armour. The political government of Gimland encourages this trade as being good for its people, while the military watches with unease.

Selland – High locally imposed tariffs cause some strained relations in border areas due to smuggling. As both are responsible for holding back the beasts of the Savagelands, there is military cooperation in the north. That said, it is not uncommon for two soldiers to train together one day and fight each other the next.

Esuonia – Poor relations. Numerous invasions from Esuonia in the past 200 years, and collateral damage from its assaults on Freetun. Gimland’s promotion of the practice of bringing magic back from the Savagelands is a major sticking point in negotiations.

Tunnes – Tunnes is in a period of isolation, and foreigners are not permitted within its borders. Gimland has lost a number of trade missions to Tunnes, which has been unhelpful in locating them (at best). Occasionally, a contingent from Tunnes will cross at Seagim on its way to the Savagelands, but the parties invariably avoid Ft. Ogim in favour of a lesser outpost or a station in Agimland.

Velgardia – Discussions with [[:Emperor Velgard]] have been fruitful and profitable for the Gimlish people. Luxuries, weapons, food, and magic all make their way south via the Anchorite’s Trail in Tunnes.

Terrain: Light forests, hills, and plains. The eastern outcropping of the inland Denuvan Sea begins in the east of the territory. Farms flourish in the north, buoyed perhaps by the devastation wrought by the last Savagelands encroachment. Wooded and mountainous terrain in the southeast is thought to be the dwarven homeland (though others contend the true homeland lies farther east). In the northeast, the rocky spires of Agimland are visible.

Religion: Official state religion is the dwarven pantheon of gods, but all religions are accepted. It is common for foreigners to come away with knowledge of the dwarven gods, and prayers to them may be heard anywhere in the land.

Social order: Any man who has fought in a battle for Gimland has full rights as a citizen, including the ability to own slaves and property. Any man who has not has partial rights, which are still quite liberal. Women are legally property, as are prisoners captured in war. However, these people are generally treated well and given the rights accorded to men.

Technology: Highly advanced smithing and construction industries. Gimlish industrial devices frequently incorporate a significant magical component.

Gimland

The Haunting of Sulpich Wood snarkophilus