Manxome Tor

Originating as a hastily-assembled garrison in the Dragon Mountains, Manxome Tor began as a means of occupying and defending a region filled with hazardous artifacts. The capital city of Fort Cloudcapt is tightly controlled by the colony's Lornish masters. Time constraints allowed it to become little more than a heavily-militarized fortress network, positioned to command a strategic view of the surrounding ruins (and hardened to endure further magical emanations from them). The occupiers are especially paranoid about Sarkhani relics, and penalties for their possession or sale are harsh. Beyond Cloudcapt's walls, however, the Lornish don't care about what they don't care about, and citizens enjoy many of the same relaxed laws and strong safety nets available in the Weald.   Workers guilds form the only thing approximating a government outside of Cloudcapt. Each guild looks after its own, and elects senators to a body meant for addressing cross-guild concerns. There are hardly any laws in the Tor, but crossing a guild, or any of its members, is a sure way to break a leg, or worse. And every Torean is a member of a guild.   It is a lawless, unspoiled country of harshly beautiful mountains and high desert - vast swathes of it uncharted. Despite the many dangers, there are those to whom it calls.

Demography and Population


Mithlonde Continent

Freedom, Adventure, Community

Type
Geopolitical, State
Capital
Demonym
Torean
Government System
Anarchy
Power Structure
Unitary state
Economic System
Command/Planned economy
Official Languages

Independence Treaty

The former colony of Manxome Tor was granted independence from its parent state on the condition that Dunlorn maintain a strong military installation at Fort Cloudcapt around the Sarkhani ruins there