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===The Human Nations=== *'''Bazareene''': Think Rashemen, if it was ruled by green-eyed femi-Nazis (not to be confused with Feminazis). Native sorcerers rule over ranks of well-fed, well-trained martial fighters, while druids are mocked as the backwater idiot's version of clerics. At the very bottom are wizards, fools without the natural talent to use magic and have to prance around like fools waving their hands and babbling nonsense. While much of the nation is ruled by a pretty tight-fisted dictatorship of women, the barbarians to the south fear the sorcerer-ladies and have fought many wars with them in the past. One of these wars is why sorcerers rule; ancient sorcerers developed spells to transform many unborn children into sorcerers. Male sorcerers are bodyguards of the females. While they supposedly have a very powerful military just waiting to be used, they are more famous for being really, really great cooks. *'''Salkiria''': The land closest to the city of Manifest, they're the human cultural mecca thanks to the fact that the titular Ghostwalk passes through their lands, bringing vast amounts of trade into contact with their gypsy, gem-mining, dancing and song-obsessed culture. They're the token "good" human nation of the setting, apparently because their last two kings really want to be god-fearing lawful goods despite ruling a nation of chaotic good, tambourine-playing bards. In contrast to Bazareene, Salkiria despises sorcerers and wizards alike thanks to the necromantic studies of former mad kings, while bards and fighters are held in high regard for their role as lorekeeping troubadours and expert "dancing blades" who entertain wandering bands of laboring peasants. Because of all the trade, the Salak language has become the lingua franca of the setting. *'''Tereppek''': Tereppek is [[Forgotten Realms|Candlekeep]] writ large. Sharing territory with the Dwarven monarchy of the Grumnyr Clan, it's a pedocracy, a nation ruled by the young, of wizards, bureaucrats, and well-educated and entirely civilized commoners. It is a nation of former horse-riding nomads turned chair-sitting scholars. Being the most educated civilization around the Ghostwalk, there are no native barbarians in this land. While civilian bureaucrats rule everyday life, Tereppek's true power rests in the hands of its many wizards and other arcane spellcasters (but not [[Sorcerer (Dungeons & Dragons)|sorcerers]]), who use their magic to defend Tereppek, maintain law and order, and pursue the higher mysteries. Everyone is afraid of Tereppek because they could wipe all the other nations off the face of the world if they wanted to; fortunately for everyone, the people of Tereppek are generally peace-loving, and the only times they've fought wars are when they themselves have been invaded. Basically it would be a civilization of wizardly Mary Sues (thanks Monte Cook), but given the nature of it being a ''pedocracy,'' and knowing how most college students operate in close quarters during finals week, it's a powder keg waiting to go off. This is only made worse by the threat of hedonistic sycophants pushing to expand its military presence in Manifest. *'''Thurkasia''': Once a colony of Salkiria, it is the home of the horse-riding nomad. Or it was, until Salkiria brought civilization to the barbarian hordes. Now ruled by a democratically-elected council of land barons, Thurkasia is unique among the Ghostwalk nations in that dwarves and gnomes have equal status with the majority humans and have barons of their own. The humans of Thurkasia share many cultural quirks with Salkiria, with a special importance placed on traditional songs and dances and an open-hearted and welcoming nature. However, unlike Salkiria, druids have always been held in special esteem as communers with the spirits of nature, and they remain the agents of Thurkasia's religious faith.
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