Midland Cities

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The Midland Cities are independent cities whose population is comprised mainly of humans that lie in a plains corridor that stretches from the Malfurion Sea to the Black Mountains and is bounded by Avonia to the north and Ragonia to the south. Once part of the old Empire of Avonia, these towns and cities have chosen to go their own way rather than integrate with either of the kingdoms ruled from Avongate or the City of Vergras.

Midland Cities Folk[edit]

  • We are fiercely protective of our independence, now that we have it.
  • We welcome trade — it is the life blood of our cities.
  • We subject those who threaten the safety of trade to the harshest penalty, for a threat to trade is a threat to our continued survival.
  • We are good hosts.
  • We are tough because we have to be.


The following aspects represent people revered in this culture and who represent the ideals of the culture. These are roles that can be attained within the culture. They, or variations of them, can be used to help define an NPC aspects.

  • Lynfirth Road Warden, Rural Landsman, Merchant Adventurer

Cultural Values[edit]

The following one-word descriptive adjectives or nouns can be used to describe what things this culture values. Use them to help fill out aspects for NPCs and to help provide a deeper sense of who the people of this culture are.

  • Cultured
  • Decadent
  • Independent
  • Loyal
  • Mercenary
  • Political
  • Smart
  • Sorcery
  • Stubborn
  • Vengeful

Cultural History[edit]

The various cities, towns and villages of the Midlands were all once part of the Avonian Empire. After the Healing of the World, the infrastructure that kept trade flowing and legions able to move freely broke down. Unwilling or unable to wait for Avonia to rebuild and come to their rescue, these towns and cities decided they had to pull themselves up by their own bootstraps. Doing so was an empowering experience for these cities as independent entities. This Midland Recovery was a defining event that taught these people they could stand on their own.

Two large cities remain in this region. One, Caer Lynfirth, was once the capital of the imperial province of Lynfirth. The other, Terandun, was the capital of the old imperial province of Tera. These two tend to lead the rest of the free cities of the Midlands.

The Fortified City of Caer Lynfirth watches the north east border of the Calentor. The Black Mountains are also not far. Monstrous creatures frequently emerge from these wild areas to harry Lynfirth and surrounding towns. Under the leadership of Lady Lynna Morganta, however, the region remains more or less free, if still plagued with raiders of various races, and banditry on the part of displaced humans. Until the Healing, Lady Morganta also commanded a number of defensive fortifications to bolster the defense of the region; some of these are still in place and under the control of the city.

An occasional ally of Caer Lynfirth, the Great Trade City of Terandun is also fortified. Supported by trade that comes as much by air ship as by overland caravan, Terandun maintained its wealth and power after the collapse and withdrawal of the Avonian Empire and has managed to assert its independence despite the growing threat of Ragonia. Lord Tera Vyccus and Lady Blodina are well aware that Avonia wants them in place as a buffer between the expansionist tendencies of Ragonia and itself, but have managed to make their city an indispensable trade center, one where a buyer might find anything he could want.

The relationship between Caer Lynfirth and Terandun is often less than cordial. Terandun sees any other city as a potential tool or pawn to use in its games with Ragonia and Avongate. By keeping careful control of trade and resources that flow to Caer Lynfirth, Terandun managed to keep that region only just stable enough to fend off raiders from the mountains and keep the forest elves of the Calentor busy. Lady Morganta is acutely aware of this fact but is unable to do much about it. This situation is building a Growing Sense of Resentment not only between Terandun and Caer Lynfirth but also between Terandun and all the smaller towns it tends to manipulate.

Aside from the unpleasantness of politics, the lands of Terandun are a Fertile Breadbasket that produces great quantities of grain, flax, cotton and a variety of vegetable and livestock produce.

Cultural Skills[edit]

The culture’s skill pyramid has Rapport at it’s peak with Contacts and Will below it, and NPCs from this culture will tend have these at a higher than normal rank for an NPC of that type.

Cultural Stunts[edit]

With the skills are stunts. Each skill has a rebel and a paragon stunt. Rebels reject the cultural norm while paragons represent this aspect of the culture.


  • (Paragon) Haggle. Provided your Resources is no lower than 2 shifts below the difficulty of the roll, you can use Rapport instead of Resources to buy things from stores and individual merchants.
  • (Rebel) Tempter/Temptress. You are attractive and have charisma, you know it, and you know how to use it to get what you want. When using this to overcome resistance to giving you something you want, you gain a +2 bonus.


  • (Paragon) Information Network. When you use your Contacts to plant or create aspects relating to information, you have a +2 bonus on the roll.
  • (Rebel) Fingers in Everything. You have deep, far-reaching connections you can use to influence people. When using a create an advantage action with Contacts that has to do with reputation, you gain a +2 bonus on the roll.


  • (Paragon) Fiercely Independent. When someone is attacking (threatens) you with Provoke to get you to submit, you gain a +2 to your defense roll.
  • (Rebel) Stubborn. You can ignore the effect of a mild or moderate consequence for one scene. This also prevents opponents from invoking it against you. However, this benefit comes at a serious cost: the consequence worsens by one step.

This culture was created with guidance from the excellent article, "Culture from the Outside In", from the Fate Codex: Vol. 1, Issue 2.