Skip to main content

Newcroft

Newcroft

Head of State: Council of Merchants
System of Government: Plutocracy
Major Religions: Mallan
Minor Religions: Various; Dominion of Vortex explicitly banned.
Languages: Alvaric; Callic
Major Species: Humans
Minor Species: True Elves
National Descriptor: Newcroftian

A mercantile and Mallanite nation with relatively sensible laws, a degree of religious permissiveness in part allowed to avoid quarrels with their south-westerly neighbour of Durholme.

Five Rumours about Newcroft

Rumours may be known by characters who are not from and have not visited Newcroft. This is just a small sample of rumours you might have heard about this highly mercantile country.

  1. Everyone in Newcroft is rich. In Newcroft, a “pauper” is anyone with less than 100 schillings to their name.
  2. Newcroft will trade with anyone in the world, no questions asked.
  3. In Newcroft, the correct way of making laws is to wait for lesser merchants to pay one to pass them.
  4. An acceptable alternative to execution or exile in Newcroft is always an extremely large fine. It is therefore true that Newcroft has put a price on life, albeit one higher than most countries!
  5. Newcroft doesn’t have any of the usual chains of obligation that most countries use to raise armies. Instead it just hires warriors whenever it needs them.

Five Facts about Newcroft

For your OC reference, or IC if your character is from Newcroft or has visited it in the past.

  1. Reasonable Illegality: Things that are illegal in Newcroft include: worship of The Dominion of Vortex; demonology; raising undead; and geomancy.
  2. Nation of Trade: Much of Newcroft’s wealth is built on trade. Its primary trading partners are Orask, Sonvar, and of course Tretova, just across the sea.
  3. Money is Power: In Newcroft, the widespread Mallanite philosophy tends towards wealth as the ultimate expression of power. An ability to acquire wealth is considered a clear sign of worthiness. Even the poorest people in Newcroft will often cling to their last coin as a talisman proving that they are not completely worthless, rather than spending it on bread.
  4. You Can Buy Forgiveness: It doesn’t matter who you are in Newcroft as long as you are capable of amassing wealth. True Elves, while still viewed slightly askance, are more welcome here than many other nations in Alvaron… as long as they make money.
  5. Mercenary Might: Newcroft is home to a number of mercenary companies, which frequently work overseas. When Newcroft itself requires defence, it often hires them, meaning its warriors often have more experience than Newcroft’s own recent history might lead one to expect.