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Introduction to Ardmor

Ardmor is a nation of scholars, tinkerers, and adventurers. The nation is comprised of two major cities and two small towns between the coast and the mountains. The people are wary of strangers, and guard their technological discoveries closely. Ardmor has relatively small numbers, and a very small military. What they lack in numbers they easily make up for in technology, however.

City of Araed
City of Mostice
Town of New Goug
Town of Thasin

The History of Ardmor

The Founding of Araed ('air-e-ad')

In ancient times the Northern Kingdoms of Dorvel and Mithlos were locked in bitter war. Hoping to gain the upper hand, Dorvel sent forth explorers in all directions to expand their empire. One such party traveled far into the south. There they built a small outpost on an island near the coast, they named this colony Ard.

As the years passed, Dorvel's power faded, and Ard became a free city of it's own. In an effort to solidify this independence, the people elected to re-name the city. A council was called, at which 50 representatives of the people gathered. They re-named the city Araed. To this day, a council of representatives meet regularly.

The Founding of Mostice ('most-ice')

Few records exist of the ancient war between the realms of Dorvel and Mithlos. One thing we do know is that in the end both nations were completely destroyed. Foreseeing this fate, Mithlos sent most of its populace away from the cities. Some of these people, from the Mirthian city of Goug, went south along the mountains until they reached the sea. It was here, at the edge of the river Nordgast, that they built the town of Mostice. But even then, the island town of Ard was growing, and the founders of Mostice recognized Ard's Dorvellian origin. Thus, they watched Ard with great distrust and a secret hatred. It would be generations before they had the military might to attack...

The One Hundred and Fifty Year War

While Mostice was all too aware of Araed's origins, the Araeds were blissfully ignorant of Mostice's roots. Thus it was that Mostice built up an army within sight of Araed's watchtowers. It was not until the first Mostice troops landed on the isle that Araed defenders took the city's walls. While Mostice had the early advantage of surprise, they greatly underestimated the defenses of that ancient outpost, and the defenders won the day. However, the people of Mostice were fighters, and far more prepared for war than the scholars that accounted for most of Araed's population.

The war dragged on for generations. Slowly Mostice conquered other small towns and villages along the coast. Meanwhile, Araed launched continual naval bombardments on Mostice, as well as raiding and plundering any foreign ships its navy spotted. Yet, for all their efforts, both armies remained equally ineffective. Mostice, however, was brewing a new weapon of war.

During the war, Mostice occupied a small Dwarven mining town north of Mostice. Being that all of Mostice's citizens were and always had been human, all of the Dwarves in the town were executed, and the town was re-named New Goug. The new inhabitants who came to work in the mines eventually discovered a strange liquid in one of the caves. They called it Paith, meaning 'incinerate' in the ancient Mirthian tongue, for that is what it did.

When a contained of Paith was smashed apart, the liquid inside would ignite and flare up intensely. This fire would last only a few moments before the Paith would be entirely consumed, but the fire burned incredibly hot during that time.

It was with this new weapon that the armies of Mostice were able to invade Araed, and put an end to nearly 150 years of warfare. Immediately, a council was held in Mostice. It was nearly unanimously voted that Araed be utterly destroyed, when one of the councilors suddenly spoke out. His name was Irlis, and he one of Mostice's few scholars. He recounted the mutual destruction of Dorvel and Mithlos nearly 300 years earlier, and cautioned that history often repeats upon itself. Details of the rest of the council have been lost with time, but we do know that the very next day another council was held. This time, the Mostice council was joined by the surviving Araed leaders. They eventually decided to merge their two nations, and therefore double their strength. Thus was the 150 Year War ended through technological superiority, and the nation of Ardmor created. Ardmor citizens still celebrate that day, as the national holiday of Durma.

Minor Ardmor Towns

New Goug ('New Gouj')

Conquered during the 150 Year War, New Goug was originally a Dwarven mining town. It is located north of Mostice, where the river Nordgast first runs out from the mountains. Today very little stone or ore comes from the mines. The miners now search for Paith exclusively, and carefully ship the volatile liquid downstream on rafts to Mostice. Due to the dangers inherent in living above a large Paith mine, there are few occupants of the town who are not miners or city guards.

Thasin ('Thas-in')

Originally founded by a city-state of Levbolne, Thasin was occupied by Mostice during the 150 Year War. Located in the foothills of the mountains, beside the river, Thasin marks the western limit of Ardmor. As such, it is partially independent from the Ardmor senate in Mostice. This makes Thasin a preferred trade center of the nation, as its laws are somewhat relaxed. A foreigner might just be able to get some Paith in Thasin, for the right price. Also, Thasin is known to have several secret bars and taverns, although authorities have yet to track down their locations. Much of Ardmor's agriculture comes from Thasin and its thermo-soil farms, where crops can grow year-round.

Traits of Ardmor


The sole unit of currency in Ardmor is the Unce, a golden coin. On one side of the coin the emblem of Araed is engraved, a single-masted ship crossing turbulent waters. On the reverse side is the symbol of Mostice, a sword crossed with a pen.

Considering that there is only one unit of currency, large purchases could become quite intolerable. So, the Ardmorian Bank was formed, with at least one center in each Ardmorian city. Through this national bank, citizens can easily write bank-notes for large purchases.


The Ardmorian tongue borrows heavily from both the ancient Dorvellian and Mirthian languages. It is, however, far more simplified than either language. There are very few synonyms, and rarely are metaphors used. While their language is quite simplistic, they are very particular about proper pronunciation, especially for names of people and places. An Ardmorian who mis-pronounces Irlis the wise's name is cure to be considered an uneducated fool.


Ardmorians look down upon anything that clouds the mind. As such, any form of alcohol is illegal and publicly shunned. There are however some scholars who believe it helps them to think, or so they say. Regardless, there have arisen a small number of secret bars throughout the nation. Therefore, any alcoholic beverages are a treasured import, as long as the trade is kept out of sight of the town guard.

The Law

The formal law of Ardmor is quite lenient to prominent citizens, and is very harsh to newcomers and foreigners. If convicted of a petty crime (consumption/sale of alcohol, minor destruction of property), the guilty party is given a fine, and possibly sentenced to a short term in the nation's only prison, in Mostice. For all severe crimes (theft, murder, treason), the punishment is banishment from Ardmor. To ensure this banishment, each banished person receives a brand upon their left shoulder. Should a banished person be found within Ardmor, they are executed. While the law may seem harsh and cold, it has successfully lowered Ardmor's crime rate dramatically.


Religion in Ardmor is virtually non-existent. For most, science has become their true religion.


Ardmor exports only the most mundane of products. They fear to export any of their inventions, as they might be used against them someday. For example, it is highly illegal to sell resources such as Paith to outsiders. However, Ardmor does import large quantities of items. Mostly, Armor buys raw materials such as ore and lumber, as well as basic crafts like furniture, which most Armorians feel they are too busy to make themselves.


Historically, Ardmor has always been comprised of humans exclusively. In recent years, well-known scientists and inventors from other races have been granted citizenship within the realm, but their numbers are still quite small. It is estimated that 94% of Ardmor's population is still human.


Ardmor was founded on the principles of research and invention. The use of Paith to end the 150 Year War showed them that through technology they could gain an immense advantage over other armies. Their never-ending quest for knowledge has led way to a vast number of inventions. They have developed a crude steam engine, which has been primarily used in the mines of New Goug. This steam technology has also allowed the construction of special fields near the town of Thasin that are heated from below during the cold months. The Ardmorians have also found methods of harnessing the power created by the river currents to power mills. Thanks to these advances, the Ardmorians enjoy a longer life expectancy than most human nations.


Ardmorians shun the magical arts, as its processes are considered mysterious and 'un-logical.' Of course, there are some scholars who dabble in magic, although even they strive to keep their spellcraft a secret from the rest of the nation.

Outside Views

Due to their technological advances, most Ardmorians feel they are superior to all other people of Dural. Most of the other people of Dural, feel the Ardmorians are uptight and spoiled by their new creations. Levbolne and the Dwarvish clans of the mountains bear a particular dislike towards Ardmor, as both lost towns to Mostice during the 150 year war. Now that the source of Paith below New Goug has been revealed, there are some Dwarves who are very interested in reclaiming the town...


Here is a list of some of the more common weapons the Ardmorians have created.