Cerwiden

Home to both humans and dark fae, Cerwiden is a continent of continually shifting Houses and power. Cerwidens do not shy away from the use and practice of blood magic or necromancy, and instead teach responsible use. Many Cerwidens opt to accept contracts with demons or the god of death in their quest to secure or retain a Stronghold. This has resulted in Malbolge becoming the primary language of Ceriwidens.

Agreements or peace between Houses is often fragile and short-lived. Houses keep undead, with most consisting of around fifty percent of their skilled (living) forces to ensure loss of control is minimized.

The land’s flora and fauna are diverse, but many grounds are scarred by blood magic making them difficult to navigate or inhabitable.

Unlike Eldoterra, there is no rift between the species of fae or humans. Though, human populations have not grown rapidly on the continent either.

Due to the influence of the gods, Cerwiden and Eldoterra have been largely severed from one another for the last millennia. Cerwidens do not risk the lengthy journey to Eldoterra, unwilling to be parted from their House for months at at time.

Hierarchy of Power

Houses in Cerwiden function much like the nations or countries of Eldoterra. All members are expected to serve their House in some form—either through military service, administrative tasks, or janitorial duties. In certain situations, the House Patriarch/Matriarch may assign roles, but most are decided through interest and aptitude assessments. Individuals failing to serve their House or express desire to leave are executed.

Those wishing to create a House must be Unhoused, and prepare to be hunted.

Within a House

Reminiscent of the light fae monarchies, the order of power within a House begins with the House Patriarch or Matriarch. Roles can and do shift with the House Patriarch/Matriarch’s approval.

The most prestigious role, aside from House Patriarch or Matriarch, is that of the General. Many young Cerwidens hope to claim the title.

  • The heart, mind, and soul of a House. House Patriarchs or Matriarchs are usually charismatic in nature, inspiring others to believe in the future they promise for those willing to join their ranks.

  • Tried and true companion of the House Patriarch/Matriarch. First Generals adopt a near blind faith in a House leader. If a House Patriarch/Matriarch is the heart of a House, the First General is its blood.

    Many Cerwiden youth aspire of becoming a Dominating House’s First General.

  • Houses have thirteen Generals (including the First General), each skilled in their own unique way. They answer directly to the House Patriarch/Matriarch.

    Considered the sword arm of a House.

  • Tasked with ensuring House rules and laws are followed, Commanders administer justice as needed. During times of war, they assist in battle planning alongside Generals.

    Considered the legs of a House.

  • Skilled necromancers and bloodmancers tasked with controlling, creating, and working with Infantry. Captains also function as educators, finding and teaching capable House members the staples of necromancy and/or blood magic.

    Considered the boots of a House.

  • Comprised mostly of undead, those in the infantry ranks are front lines in times of defense or storming a Stronghold.

    Considered the blade of a House.

  • All members serve their House. This includes anyone not enrolled in the House military.

    Roles include shopkeepers, blacksmiths, chefs and cooks, seamstresses, scribes, translators, and more. Children work as messengers within the Stronghold in addition to their studies.

Among Houses

Houses rankings (threat levels) or titles are decided based on several factors: which Stronghold they control, the size of their living forces, and/or the battle history of the Patriarch or Matriarch.

Due to the nature of Cerwidens, House rankings shift often, making it difficult to keep accurate counts on which House lies where.

  • A House Patriarch or Matriarch’s decision to disband their House.

  • A phase of growth experienced by all Houses. Patriarchs and Matriarchs of smaller Houses are targeted and executed with the aim of growing their House ranks.

  • House seated at the Cal Anore Stronghold and having defended the seat for a century.

    Until recently, the longest Cal Anore has been held by a single House is 250 years.

  • House with a history of being unable to secure a Stronghold for five years.

  • A House newly in possession of a Stronghold.

  • House lost to another. The Patriarch/Matriarch is executed and its members either follow the same fate or fill ranks within the victorious House.

  • House seated within Cal Anore, but has yet to reach the 100 year minimum be known as the Dominating House.

    The first fifty years following the acquisition of Cal Anore are the most difficult. Houses of all sizes attempt to steal the Stronghold while the Holding House learns the lay of the citadel.

  • An in-House title given to other potentially concerning or threatening Houses. In most cases, the Rivaling House has similar living and undead forces, and its House Patriarch or Matriarch shows ample ambition.

  • Also referred to as an Empty House, Spiritless House is an insult to Houses in which the Patriarch or Matriarch accept the gift of vampirism. No longer able to claim the seat of Cal Anore, these Houses tend to disengage from the fight for domination.

  • A House in possession of a Stronghold for a minimum of five years.

Unhoused

The term Unhoused denotes any person not in possession of House affiliation or membership. There are situations in which Cerwidens find themselves Unhoused. In fact, many hidden and wandering pockets of Unhoused exist. These Cerwidens are often hunted to add to the roster of an established House. For some, remaining Unhoused is a way of life. For others, it’s a means to meet a swift end.

Unhoused Cerwidens can apply for consideration to a House of their choosing should they desire. Despite relatively low acceptance rates outside of the Dark Hunt, many try out of desperation or fear of starvation. Many Cerwidens die at the hands of House Patriarchs/Matriarchs this way.

In most cases, Unhoused apply for consideration to a House of their choosing, despite relatively low acceptance rates. Options are few for Unhoused: survive the wilds, or attempt to create a House of their own.

Creating a House

The process to create a Cerwiden House differs from those of Demonic Houses. Several prerequisites must be met in order for the remnant traces of Nether to bestow a House brand.

The aspiring House Patriarch or Matriarch and their chosen First General must complete the following:

  • foster a strong, honest relationship with another (cannot be a romantic interest). Essentially, chose a First General;

  • the pair must endure and over come significant hardship together;

  • both the aspiring Patriarch/Matriarch and First General must be Unhoused.

Once the prerequisites are met, the remnant traces of Nether recognizes the pact and bestows a House brand. A House name always reflects the given name of a Patriarch or Matriarch. Family names or surnames are disregarded. Whether this is due to demons not carrying family names, or the idea an entity is encourage to stand on their own regardless of their linage is a topic argued by scholars and philosophers.

The location and placement of a House brand is indicative of the House’s strength. The strongest Houses carry a brand over the heart, throat, or back. The weakest over the foot, palm, or stomach.

A House brand also loosely signifies a member’s role. Vessel implies extension of, whereas Lord or Lady implies the core.

Following the creation of a House is establishing it. Establishing a House is much harder to achieve. A House isn’t considered established until it garners 100,000 members.

Fantasy map of Cerwiden featuring regions such as Whisperwind Peninsula, Northwood, Eastern Wylds, Coldrock Warrens, and Withering Sands. Various cities marked include Norkinath, Kifrux Ox, Amyelas, Oro Aqua, and Uma Serine. Mountain ranges, forests, and seas are depicted.

Strongholds

  • Pronunciation: Ah-dras
    House in Power: Noklo
    Population: 200,000 (living); 150,000 (undead)

    The western most Stronghold, Adras sits along the foot of the Coldrock mountains. Taking the Stronghold is considered difficult due to the closed network of tunnels lying beneath. This enables the holding House to ambush far larger Houses with far fewer forces.

  • Pronunciation: Aye-mel-as
    House in Power:
    Population: 275,000 (living); 100,000 (undead)

    Marching an army of undead through the Northwood to reach Aymelas tends to result in failure. With a glacial lake and a swift flowing river pouring in from the Norkill Mountains, legions of undead are usually decimated before they reach the walls of Aymelas.

  • Pronunciation: Cal Ah-nore-ay
    House in Power: Cenviri
    Population: 975,000 (living); 750,000 (undead)

    The Dominating House of Cerwiden, House Cenviri has held Cal Anore for the last three centuries. The largest House on the continent, its ranks are filled with powerful bloodmages, necromancers, and veilwalkers.

  • Pronunciation: Fell Th-em-ar
    House in Power: Nesadi
    Population: 340,000 (living); 120,000 (undead)

    Fel Thelmar claims nearly all the surrounding land of the peninsula it sits upon thanks to the aide of the same wide and swift flowing river protecting Mikrax. It is not uncommon for a House to hold Fel Thelmar for a minimum of one and a half centuries.

  • Pronunciation: Keer-us Ox
    House in Power: Ennol
    Population: 410,000 (living); 200,000 (undead)

    Along with Norkinath, Khirus Ox lies in relative easy reach of the Vugura Kingdom. It is not uncommon for the seated House’s Patriarch to take the gift of vampirism over Lichdom. By doing so, they bar themselves from ever claiming Cal Anore.

  • Pronunciation: Liar-sant
    House in Power: Saida
    Population: 500,000 (living); 250,000 (undead)

    Due to the barren terrain, the House holding Lyresant must adapt to a largely seafood diet. Surrounded by bluffs and the Clarecier Ocean on three sides, the Stronghold is one of the easiest to defend.

  • Pronunciation: Lie-san-air
    House: Lyrei
    Population: 390,000 (living); 150,000 (undead)

    Resting in a glacier-carved valley and surrounded by glacial lakes, Lysanaire is considered the second easiest Stronghold to take.

  • Pronunciation: Mick-rax
    House: Eirina
    Population: 430,000 (living); 210,000 (undead)

    Seated along the southern edge of the Souskill Mountains, Mikrax has a fair size of land severed by swift flowing rivers and deep lakes making it near impossible to march an army of undead upon it.

  • Pronunciation: Nair-en Ann
    House: Sontar
    Population: 290,000 (living); 130,000 (undead)

    On clear days, Cal Anore can be seen from Neren Ayn. Considered one of the easiest Strongholds to take due to its open positioning, Houses rarely last longer than 50 years at this Stronghold.

  • Pronunciation: Nor-kin-ath
    House: Onas
    Population: 610,000 (living); 410,000 (undead)

    Norkinath is the northern most Stronghold, and shares hunting grounds with Khirus Ox. This makes winters particularly brutal and difficult for both Strongholds. The fact strengthens the appeal of vampirism for many.

  • Pronunciation: Ore-oh Ah-cu-ah
    House: Ryulnas
    Population: 720,000 (living); 400,000 (undead)

    So named for the cisterns of oil beneath the Stronghold, Oro Aqua appeals to House Patriarchs or Matriarchs with the innate of hellfire.

  • Pronunciation: Oo-va Ser-pine
    House: Yhen
    Population: 550,000 (living); 350,000 (undead)

    The eastern most Stronghold, those brave enough to fare the Kipnet Ocean from Eldoterra find the warmest welcome at Uva Serpine. Trade between the continents, while inconsistent due to the dangerousness of the trek, always takes place at this Stronghold. Cerwidens are unwilling to leave their House for months at a time to visit Eldoterra.

  • Pronunciation: Var-gah-s Nor
    House: Rune
    Population: 570,000 (living); 375,000 (undead)

    Positioned in the Withering Sands, storming Vagras Nor is difficult due to the sand—though not for the reasons one may think. Comprised of finely milled bones, it takes little to raise countless undead from the ground. Next to Cal Anore, Vagras Nor is the second most secure/defensible Stronghold.

  • Pronunciation: Vo-kin-as
    House: Asasi
    Population: 350,000 (living); 200,000 (undead)

    Lying in the far north of the Eastern Wylds, it is common for aspiring Houses to take Vorkinas only to abandon it with the aim of taking Aymelas. Not an impossible feat, but certainly a difficult one.

Thousands of Houses exists in Cerwiden and each seeks to claim to a Stronghold. The structures provide security and safety, access to dedicated ritual spaces, and labyrinthian catacombs filled with dead. As such, Strongholds are oft contested and endure near constant power shifts. This makes it difficult to keep current information on which House holds certain Strongholds.

Strongholds do not carry firm borders. The strength of a House is often measured by its ability to defend the surrounding lands, securing much needed resources for its people.

Cal Anore is the only Stronghold within Cerwiden which carries solid borders. The increased presence of Nether and the High Throne make the Stronghold the most sought after.

The Regions

With a lack of firm borders, Cerwidens refer to areas of the continent by region.

  • Despite it’s name, Coldrock Warrens isn’t cold. It’s home to several volcanoes, the largest of which is still active. What once was a narrow peninsula has grown to a much larger landmass due to volcanic activity.

  • A large portion of the northeastern side of the continent, the Eastern Wylds are considered the most “docile” of the environments in Cerwiden. Rolling hills, scenic coastlines, and deciduous forest make this region the “safest” to travel.

  • Located in the northern-central area of Cerwiden, thick evergreen forest shrouds this mire to the unknowing traveler. Ridden with bogs, swamps, and marshes, venturing through Northwood is not a trek many take.

  • Refers to the central mass of the continent stretching between Lysanaire and Neren Ayn. This is likely inspired by the pass between the Norskill and Souskill mountain ranges.

  • Spanning much of the northwest, the Whispering Peninsula is home to two highly sought after Strongholds. With its proximity to the Vugura Kingdom, Indui’s Blessed have been known to visit and bestow the gift of undeath to members of the seated House.

  • Arid desert in which a majority of the sand is time-ground bones. As a result the ground has fallen barren, scarred by blood magic. Due to its proximity to Cal Anore (and its Nether bleeding into the realm), the Withering Sands Stronghold, Vargas Nor, is the second most powerful Stronghold.

Blood Magic Practices

Blood magic is the widely accepted, colloquial term for Nether wielding. All rituals and spells carry a cost which must be paid in blood. Cerwidens embrace educated use of blood magic and thus spend their lifetimes learning a chosen specialty. Very, very few learn across every branch of blood magic and those who do are notable. One such notable figure in recent Cerwiden history is Cenviri Shadowspire.

Studied and practiced alongside innate magic, all Cerwidens become adept innate and Nether wielders. This entry covers the areas of specalization for blood magic. For a full listing of known innate abilities, please visit the Archives.

  • Alongside memory weaving, compulsion magic is one of the most difficult dark magics to learn and master. Compulsion is the practice of imposing one’s will upon another. The specialization often leaves practitioners heavily scarred, especially on the head and face.

  • The practice of siphoning years of life from another to add to the caster’s. The greater the number of years siphoned, the more difficult and costly the spell. Too often it backfires and both the siphoned and caster die.

    The single most difficult practice to learn, the entry level spell requires a year of preparation before casting.

  • The practice of altering the memories of the living. A particularly difficult form of blood magic to master, few find success (or survive) most rituals. A more subversive form of blood magic, it’s often used to sabotage a House.

  • The practice of reducing a living creature to a blank slate. All memories, all personality, all history is wiped from the mind of the subjected.

    Rarely used in Cerwiden as it’s easier to simply execute.

  • The most common blood magic practice across Cerwiden. Practitioners study souls of the departed, and use them to reanimate flesh and bone, giving them semblance of life among the living once again.

  • The practice of viewing the history locked in blood. Blood carries a story and scrying enables one to view the events leading up to the moment blood was spilled. This specialization is helpful in record keeping following frequent changes of power among Houses.

  • Certain types of undead require a fraction of a soul. Soul Fracturing is a practice in which a soul is splintered into as many pieces deemed necessary by the caster.

    For centuries, a fractured soul would be left to burn out. But now, with the discovery and practice of Soul Mending, fractured souls have become a resource they can preserve.

    A relatively new subdivision of blood magic, Soul Mending is yet to be fully understood. It requires understanding the intricacies of Soul Fracturing. The impacts upon the mended soul are currently under heavy study.

  • The practice of speaking with the dead. This specialization is often studied in tandem with necromancy. One of the easiest forms of blood magic to learn.

    “We may lose the ability to speak in the afterlife, but we never forget how to sing.” (Ageless Cerwiden saying.)

  • The practice of suspending one’s life to walk among the dead. While not particularly difficult, it is considered extremely dangerous. The veil is filled with errant souls and dark entities.

    A necromancer must either learn veilwalking to retrieve souls for reanimation rituals, or rely on others to collect souls on their behalf.

Types of Undead

During times of stability, Cerwidens utilize dead as labor. As a result, undead workers have become fully integrated into daily lives. Many fulfill specific roles, some of which are viewed as mundane. (e.g., shopkeepers, housekeepers, guardians, etc.)

During times of turmoil, other types of undead are reanimated. These are the most common types seen throughout Cerwiden.

  • Fractured portion of an errant soul placed in the flesh of an animal. The most common animals used are crows, rats, snakes, owls, and wolves.

    They serve as information gatherers or observers, reporting their findings to their creator. In some cases, they’re used to deliver messages.

  • A House Patriarch or Matriarch who has undergone the Withering and survived. No longer bound to time, they become immortal conduits of Nether.

    The survival rate of the Withering is less than ten percent, but it doesn’t stop House leaders from trying.

  • Skeletal remains fused by blood magic and reanimated with a House member’s soul. These undead comprise the majority of a House’s workforce. Capable of learning simple tasks, they fulfill roles such as shopkeepers,. housekeepers, and guardians.

    Many Cerwidens request their eternity be spend as a necrodum.

    “They serve their House in other ways.”

  • The most commonly seen undead. Comprised of a fresh corpse and a random errant soul. These undead can be preserved to last up to a year before the hosting body disintegrates.

    Mindless and angry, these undead must be controlled at all times by a presiding necromancer. The quickest undead to create.

  • The reanimated corpse of a House Patriarch or Matriarch. Used to serve as a reminder to those who consider challenging the victorious House.

  • Strong and intelligent undead capable of leading a squad of soldiers. The souls used for reanimation are those of fallen Generals, Commanders, or Captains and thus are less likely to succumb to the baser instincts of being undead.

  • Undead capable of wielding low level, offensive blood magic. Each spell cast carves into their flesh, eventually resulting in the lost of limbs and mobility.

General Rules when Working with Undead

Cerwidens are taught from a very young age a general set of rules and expectations when working with undead. Ranging from best practices, to warnings, to appropriate treatment, any Housed Cerwiden caught breaking these are likely to be punished. It should be noted, in times of war, these rules are often disregarded.

  • Respect the dead. They were once living with thoughts, hearts, and minds of their own. Speak with them as you would the living.

  • Using the flesh of the recently deceased is disrespectful, using their soul is an honor.

  • Do not reanimate more than you can control.

  • Never grant full sentience.

  • Undead cannot swim nor cross swift flowing water. Do not sacrifice infantry to cross rivers. Find a means around.

  • Fresh corpses used in reanimation will possess the strength of the flesh and the soul, keep this in mind.

  • Unbound undead are always a threat.

Traditions, Practices, & Holidays

Cerwiden traditions, practices, and holidays often mimic those of the hells due to the god of death’s influence on its people.

  • A within-House tournament of necromancers, bloodmancers, and warriors who seek to gain the House Patriarch or Matriarch’s attention. The victor uses the chance to make a special request of the House. In most cases, the House Patriarch or Matriarch grants it.

  • Week-long event taking place near the lunar new year. Cerwidens pay respects and reverence to the god of death, requesting his blessing upon their House and curses upon their enemies. Some Houses host a recreational gathering (such as a ball, or carnival) at the end, inviting the god of death to join them.

    It’s during this week the Withering ritual has proven to be the most successful.

  • During the first blood moon of the year, archdemons flood Cerwiden seeking to impregnate a mortal. This has resulted in a rise of Shadeborne.

  • During the winter solstice, a House frees the binding shackles from their necrodum, granting them a night to pursue their personal wants/desires. Many choose to wander Cerwiden, seeing the lands they once called home through different eyes.

    While it has become a rather adored practice, it’s roots are darker. Disgruntled undead are less likely to rebuke their confines if they’re given hope.

  • Week-long event in which Houses scour nearby lands for Unhoused or smaller Houses. Those found are either executed or made to join their ranks.

  • Offering a gift of silver indicates a fae has found and accepted the mate Nektos has chosen.

    Once each mate has accepted their gift of silver, they are considered married and ready to be soulbound via the Joining.

  • Following the Dark Hunt, all Unhoused Cerwidens who aren’t executed are forced into the ranks of their captors, becoming part of their House.

  • The expectation fae will dedicate their lives searching for their Nektos-chosen mate. In many cases, participation in the Hunt ebbs and flows over time, as many grow discouraged the longer it takes. The large majority of fae never find their mate.

    Once a mate is found, the bond grows stronger. There are instances of fae stating it takes on a physical form in their mind—often a rope, thread, or chain..

    House Patriarchs and Matriarchs are required to hunt for their mate.

    For Humans: While humans are not required to hunt for a Nektos-chosen mate, they’ve adopted and altered the practice. Seeking companionship, they engage what they call the Trial. Humans chose a prospective partner and engage in exclusivity.

  • A ritual in which Nektos-chosen mates exchange slivers of their soul, becoming soulbound. It symbolizes the promise to find one another in every subsequent life. It is viewed as the ultimate agreement between fae and breaking it results in death for both.

    It is not uncommon for a god or goddess to appear during the ritual, offering a blessing to the couple. While mates are a design of Fate, Nektos herself has never made an appearance.

  • Cerwidens (both fae and human) can and do choose to marry. If the pair are not mates (or a human is involved), marriage proceeds as humans have established.

    For humans, marriage is considered the apex of recognition for romantic relationships. Similar to the Joining, vows made are taken very seriously despite the lack of enforcing magic. Humans in marriages lasting longer than twenty years become known as heartbound to their partners.

    The marriage process is modeled after that of the Joining.

    The Trial is the period in which interested parties “test” compatibility. This period can last anywhere between six months and ten years. At the end of the Trial, a pair may choose to become exclusive or part ways. In place of a gift of silver, humans in Cerwiden opt for a gift of gold. Once gifts have been exchanged, they’re viewed as married.

    Cerwidens, unlike their Eldoterran counterparts, do not commemorate this event with a celebration.

    Unmated fae can also choose to marry following the same practice. Marriage between unmated fae, while accepted, does not carry the same significance as the Joining of mates.

  • A week-long event. Necromancers and veilwalkers join demons in the veil to collect as many errant souls as possible. The souls are secured and stored for future use in reanimation rituals.

  • While incredibly rare, a fae may choose to reject their Fated Mate for any reason. The window for this is small—it must occur before or during the initial Gift of Silver.

    Rejection may result in madness for either party. It is fabled the pair will never encounter one another again in future lives.

    Following the acceptance of the initial Gift of Silver, rejection is no longer an option.

  • Summer Solstice — The shortest night of the year. To celebrate, Cerwidens will commune with the dead, hunt errant souls in the veil, and leave offerings of blood to Indui.

    Winter Solstice — The longest night of the year. Cerwidens engage in the Dance of the Undead.

    Vernal Equinox & Autumnal Equinox are not celebrated by Cerwidens.

  • During a blood moon, Cerwidens engage in reflective and meditative practices with the aim of growing more in tune with Nether.

  • Blood Magic and necromantic ritual House Patriarchs or Matriarchs undergo to deepen their ties to Death. Ritual success rate is low, but it does not deter House leaders from attempting it.

    The only Stronghold properly equipped to host this ritual is Cal Anore, but the ritual can be attempted in any Stronghold.

Temples & Religion

Each stronghold possesses at least one ciborium—a sanctum in which rites and rituals are held. The veil is weaker in these locations, making it easier for veilwalkers to retrieve necessary souls. While not considered a temple, these locations are integral in the development and growth of a House and thus are revered.

Temples dedicated to gods other than the god of death have been destroyed, abandoned, and long lost to time. After a millennia under the god of death’s control and influence, fealty and dedication to Netharis is assumed. Cerwidens do not openly worship anyone other than him. This is not to say secretive worship of other pantheon members doesn’t occur.

In light of recent events, a slow but growing pockets of resistance have begun to emerge—Cerwidens are becoming brave (or foolish) enough to renounce the god of death. Many turn to Indui, Drithys, and Nektos.

Romantic Inclinations, Sexual Orientations,
& Birthrates

Much like that of Eldoterran fae, queer, queer platonic, and polyamorous relationships are accepted with no hostility. Due to their centuries-long association with demons, Cerwidens are more open regarding the concept of sex and sexuality. Promiscuity is abundant, especially among unmated fae.

Like their counterparts, dark fae are plagued with a fertility problem. This adds another layer of concern when choosing to take on or defend a Stronghold as dark fae populations are dwindling. In some cases, it’s better to sacrifice a House Patriarch/Matriarch and merge with the victorious House. The return of Nether to the lands would rectify fertility hurdles, though no one knows what that requires.

At current, dark fae have a birthrate of roughly 15 in 10,000 (1.5%) per year. The return of Nether would increase this to 7% according to scholars.

Education

All Cerwidens (fae and humans alike) receive the same education in shared classroom settings from ages 5 to 19. The quality of the education is highly dependent upon the strength of the House as stronger Houses tend to attract more notable instructors and scholars.

Primary education includes survival skills, House history, combat, arithmetic, speaking, reading, writing both Malbolge and common tongue, introductory courses on necromancy and blood magic, and innate development (for those with an innate).

Following primary education, fae and humans learn separately with each choosing a skill specialization. The next four to twelve years are spent mastering the specialization before they are placed into working roles within their House.

Cerwiden Currency

Cerwiden functions on a gold based system, much like that of Eldoterra. Yet Cerwidens also barter using time and service as a form of payment. It is not uncommon for a Cerwiden to commit five to forty years of their life to a specific role within a House in exchange for goods or services.

In the event a barter is offered, both parties must agree to the terms of the barter and sign a binding contract in blood.


Currency name: Marks
20 Copper Marks = 1 Silver Mark
20 Silver Marks = 1 Gold Mark