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"There is always work here for people with stout enough hearts to do it. If you are interested, I have reports of odd sounds coming from one of the cemeteries in the Temple District. Could be undead. If you can solve whatever problem it is, there will be 100 silver pieces in it for you. You in?"

-Head of the Rat-Catchers' Guild, Caldo the Cursed One


Manfrieder Culture

Feudal Merchants


Out of the client states that emerged from partnerships with the Dwarvish Underkingdoms, one emerged in the lands to the south of the Roughcut Mountains. The people there were hardy, and adventurous. Over hundreds of generations, they were the ones that kept moving eastward, until they reached the sea. These people, in their ancient tongue "The Free Men", were supported by the dwarves, who gave them stone, steel, and silver. In exchange, the people brought lumber, fish, and crops. The dwarves of Marnair, the only of their kind to possess any skill with ships, taught the Manfrieders how to build ships, and how to sail the waves. They used the silver riches they had amassed and traded them with their neighbors, and those they could reach on the sea. The farther they went, the more valuable the goods they could acquire. Eventually, the Manfrieders became more practiced at sailing, at least sailing peacefully, than their dwarvish protectors. The Manfrieders also learned war and forge craft from the dwarves, serving them as allies in skirmishes against their rival clans to the north, and wars with goblin raiders to the west. The Manfrieders eventually came into conflict with the merchants of Tansahore, who outcompeted and outmaneuvered them at every turn. They attempted to force the Manfrieders out of the game of trade, so that there would be no competition on the lucrative northern routes. Many wars of trade took place, and at one point Rumpkin was occupied by Tansahore's army. In response, the Manfrieders took their wealth and ships to the island in the center of Rumpkin bay, and built there a new city to resist the Tansahorians out. Eventually they defeated the Tansahorians, who outnumbered them, and recaptured their old city. However, they kept the new one, and made it the permanent center of Manfrieder trade. Eventually, the Arissian Empire sent troops to conquer Manfried, and while the dwarves fought against the conquest, eventually it became more costly than it was worth, and the Manfrieders had no choice but to submit to imperial rule. With imperial rule came even wealthier trade routes, and since Tansahore was controlled by the empire as well, the Manfrieders could trade within their respective areas of influence without fear of interference. In the eventual collapse of the Arissian Empire's de facto rule in the east, wealthy land owners in Manfried filled in the power vacuum, and became the new lords of Manfried. After they had quarreled and dealt with one another, eventually a Duke of Manfried rose to rule, but always theoretically at the pleasure of Eldios. This landowning class had far-less interest in trade than the citizens of Rumpkin, because they made most of their money from taxes and tribute, and trade was hard to tax. Therefore, a tension has grown since the formation of this new feudal kingdom between the landed gentry and the merchant class. The merchants of Rumpkin, especially in recent years, have grown restless, and factions for independence have grown. In addition, there are even some Rumpkiners who think that a return to rule from Eldios would be best, since the imperials always respected trade. Even the nobles of the duchy are aware of this continued pull from the old empire, and that is why no noble ever dare take the title King of Manfried - to do so would be to formally break all ties with Arissia.

          There are some differences between Manfrieders from Rumpkin, and those from outside of it. The key difference is in terms of degree. Most Manfrieders, wherever they live, have a taste for trade. Even farmers in the country are known to negotiate the best prices for their crops at the markets in Manfried. However, if it were left up to them, Rumpkiners would trade and only trade if they could. At least, most of them that is. Due to the storied history of battle, the Manfrieders have a notable martial tradition. As a result, Manfrieder mercenaries are valued around Adra for their skill and discipline, though they are also infamously expensive as mercenaries go. Manfrieders also tend to apply their mercantile leanings to less-savory matters. As a result, all manner of cutthroats, thieves, and professional criminals can be found in Rumpkin and elsewhere in Manfried. To some extent, the country's reputation is exaggerated by foreigners. However, it is also a reputation that is well earned, since it is the home of the secretive and extremely powerful League of Shadows. Of course, its martial spirit and criminal enterprises also signal the fact that Manfrieders are incredibly adventurous, and many of the world's explorers, heroes, and rat-catchers have also come from this land. Beyond its associations with illegal activity, many druids and lovers of nature have also tended to quarrel with the Manfrieders, who seem to find the concept of becoming harmonious with nature to be foreign and unintelligible. Therefore, Manfrieders are often referred to as having heads of metal, which they rarely actually understand as one. All in all, Manfrieders have in them a certain predilection for survival, one that has been with them for a long time as a people. This can manifest as a crime spree, or moving to sail to foreign ports in search of trade, or to wield an axe and crawl into the nearby dungeon. In any event, the Manfrieders will find a way to endure.

          The Manfrieder people are most highly concentrated in Manfried of course, as well as in the towns that fall outside of the mountains that are directly controlled by the Marianus dwarves. There are also many Manfried settlers in Zaltia, and Manfried merchants can be found at ports all across Adra. The races of the Manfrieders are most predominately human, with notable minorities of halflings, goblins, and dwarves. The most popular gods among the Manfrieders are the demi-gods Tarra and Alas, though in the city of Rumpkin, many more gods are revered. Manfrieders tend to be indomitable, adventurous, and skilled in battle. They also tend to be greedy, shifty, and unruly. The Manfrieders speak Low Arissian as their common tongue.


If you choose the Manfrieder Culture, you gain the following:

~Either a +1 to your Charisma score or a +1 to your Dexterity score~

~A -1 to your Wisdom score~

~As a known language, Low Arissian Common~

~A Sub-Discipline in every knowledge skill on checks relating to Manfrieder Culture~


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