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Bethune

History

During the Bloom Age, humans in Bethune's lands lived in scattered tribes, sustained by agriculture and hunting. Guided by deities tied to rivers, forests, and hills, these small, isolated communities had no recorded conflicts or kingdoms.

The Blood Age saw the rise of small feudal kingdoms throughout what would become modern Bethune. Over the course of this Age, these lands would be conquered and unified under the Ekarajyan Empire. The empire's Great Collapse (c. 1,900 BdA) plunged the territory into the chaos of the War of the Hundred Kings. This power vacuum was exploited by Marcia, which conquered the old imperial capital of Bakarsha and established it as their own colonial seat of power, renaming it Bellegrad. The First Kingdom of Bethune was founded in 2,580 BdA when the native Oskaran noble, Alaric Percival Ashbourne, led a successful rebellion, drove the Marcian occupiers from his homeland and captured Bellegrad as his capital. For the next four centuries, the Ashbourne Dynasty waged a constant war of consolidation against the other successor states of the fallen empire.

For Bethunians, the Blight Age began with the transformation of the start of the Great Plague or, more often, the death of the Ashbourne dynasty. The God King rose to power and restructured the government into a theocracy. Subsequent plagues reinforced his rule, while the adoption of black powder revolutionized Bethune's military, enabling the final conquest of the remaining independent human states in the region.

Bethune's industrial progress has been tempered by recurring plagues like the Lingering and Iron Lung and, currently, the Withering. Ongoing tensions with Askara, Ibunor, and Steinlund divide the attention of the Divine Council, limiting the reach of the powerful nation as it grapples with mounting and disparate conflicts. While the Divine Council remains ostensibly loyal to the God King, the coming of yet another plague threatens the stability of his rule.


Government

Bethune is a theocratic monarchy led by the God King, a divine figure who remains reclusive within his palace, the Kyrie. While his decrees are considered divine law, the day-to-day governance of the nation is handled by the Divine Council, an oligarchy of thirteen nobles from Bethune's most prominent families.

The Council's authority is derived from their ancient noble titles and vast land holdings, which in the modern era include the nation's factories, mines, and black powder armories. The Council oversees all state functions, appointing regional administrators, magistrates, and the Peace Officers who handle everyday law enforcement.

Bethune's enforcement is visibly divided. The Plague Wardens serve as the Divine Council's state police, responsible for enforcing laws, suppressing industrial unrest, and managing quarantines during plague outbreaks. Separate from the Council's authority is the Immortal Guard, an elite, secretive order whose sole function is to guard the Kyrie and the person of the God King.


Interesting Facts

  • Originally formed during the Second Death to enforce quarantines, the Plague Wardens have since evolved into the Divine Council's state police. Their duties now include any task The Divine Council sets them to, which often involves containing or controlling the public, particularly during times of unrest. Ultimately, the Kidham family controls this body, making them a staunch and immoveable structure within the Divine Council.

  • The God King's protectors are officially known as the Kyrie Guard, a body formed by the Divine Council in the early days of their divine ruler's ascension when the public tried to sneak into the Kyrie to see their god. Now, they are known colloquially as the Immortal Guard, as those who are selected are thought to live forever in The God King's service. Although seen as a great honor, the perceived loss of anyone recruited to this prestigious role has resulted in a custom of a symbolic funeral for sons and daughters who will never be seen again.

  • Plagues in Bethune are not a single, apocalyptic event; they are a chronic, recurring fact of life, like a change in the seasons. Every major industrial city has permanent, consecrated Plague Pits maintained by the Wardens, and public etiquette is dominated by plague-conscious rituals. It is common to see merchants conducting business through 'plague windows' or citizens striking their own chests as a formal greeting to 'prove' the health of their lungs.


Current Challenges

  • Askaran War. The northern border with Askara is a lawless marchland in which Bethunian nobles prosecute private wars of land acquisition against the Askaran Khandas, while Askaran raiding parties use guerrilla tactics to strike at supply lines and isolated settlements. The conflict is a constant reality of ambushes, burned villages, and skirmishes over old Ekarajyan watchtowers, a low-intensity struggle that Bethune's conventional military struggles to contain.

  • The Withering. This latest plague spreads rapidly through Bellegrad's slums, overwhelming the Plague Wardens. Its primary symptom is a debilitating physical weakness that progresses slowly but inevitably toward death. The Divine Council has scrambled to contain the outbreak, imposing quarantines on the poor districts while ensuring the Noble Districts remain protected, deepening the city's already stark class divisions.

  • Steinlund Conflict. Since Bethune attempted to build a railway through Zwerge territory in 671 BTA, the eastern border has been defined by Zwerge resistance. This takes the form of sabotage against rail lines and ironworks near Loxmere, guerrilla attacks launched from mountain tunnels against Bethunian patrols, and diplomatic obstruction via Kazak. Bethune maintains a heavy military presence, but the conflict remains a costly stalemate.

  • Ibunese Cold War. Following the inconclusive Ten-Years War (535-545 BTA), Bethune and Ibunor remain locked in a cold war defined by an industrial arms race. Both nations pour vast resources into developing black powder weaponry and fortifying their shared border with modern defenses. Industrial espionage is rampant, with spies from both sides attempting to steal technological secrets, making border cities like the Ashbourne Armory centers of paranoia and counter-intelligence operations.


The Divine Council

Of the thirteen noble families that sit on the Divine Council, five hold significant power, their identities forged by the recurring plagues and their control over a specific pillar of the Bethunian state.

House Aldridge is known for their alchemical and medicinal expertise, making them the Council's primary voice on experimental treatments and chemical science. House Beggley is known for its members' keen legal minds, who often dominate the Council's judicial and legal proceedings. House Compton built their legacy as stewards of national infrastructure after their vast estates were converted into quarantine zones during the Great Plague. House Griswold is an immensely wealthy family whose power comes from their extensive mining operations, which supply Bethune with precious metals and gemstones. House Henslowe manages Bethune's inland waterways, giving them control over most shipping and trade that flows through the nation's rivers and canals. House Lockridge are diplomats and advisors whose lineage traces back to the first Divine Council; they pride themselves on mediation and poise. House Marlowe is a historically minor house that recently gained immense power by marrying into an industrialist merchant family, giving them a near-monopoly on industrial labor. House Wainwright controls Bethune's agricultural wealth, leveraging its vast grain stores and control over the food supply to maintain its indispensable role on the Council.

House Barton

The Bartons are Bethune's hereditary generals, a family with a long martial legacy that has supplied commanders to the army since the God King's ascension. Their seat on the Council advocates for military solutions to all of the state's problems, both foreign and domestic. They consistently push for increased military funding and power, a hawkish stance that is a frequent source of tension with the other noble lines.

House Fairweather

The Fairweathers are the bankers of the aristocracy. They were ennobled after they used their immense wealth to stabilize Bethune's economy during the Black Vein plague. Their power comes from the debts owed to them by other noble houses and their control of capital. On the Council, they are a ruthless financial faction, protecting the interests of their clients and lobbying to divert state resources to the wealthiest districts.

House Kidham

House Kidham rose to prominence during the Second Death by organizing and commanding the first Plague Wardens. They have retained control of this state police force ever since. Their authority is absolute in matters of public health and enforcement, and their seat on the Council consistently tables draconian measures such as forced quarantines and relocations, giving them immense power over the populace during outbreaks.

House Pennington

An ancient house whose lineage traces back to the founding of Bellegrad, House Pennington's power is tied to their control of the nation's trade routes and merchant guilds. They are shrewd negotiators who leverage their mercantile dominance to dictate terms on all matters of commerce. Their seat on the Council is focused on securing trade and restricting the flow of goods to ensure maximum profit for their house.

House Wickham

House Wickham has been the steward of Bethune's religious institutions since the God King's ascension. Their power is derived from their control of the state church, its temples, and its clergy. On the Council, the Wickham seat acts as the voice of piety and diplomacy, often serving as an intermediary between the nobility and the commonfolk, a role that provides their family with immense popular goodwill and a subtle, pervasive influence.


The Plagues

The Blight (501–504 BTA)

During this outbreak, the ground seemed to be rotten, producing only spoiled crops, spreading sickness to all who consumed it, including livestock, which, in turn, also spread the sickness. As the city’s food supply collapsed, famine set in, and riots broke out throughout the city. The Henslowe family, who controlled much of Bellegrad’s waterways and grain transport, fortified their position during the crisis, cementing their influence over the city’s supply chains while the Wainwright house struggled to survive.

The Blight

Magical Contagion

The Blight spreads through contaminated food and water, afflicting all who consume tainted sustenance. Any Humanoid that eats or drinks infected food or water must succeed on a DC 12 Constitution saving throw or become infected. A creature suffers the following effects 24 hours after infection:

Nausea. The creature must make a DC 12 Constitution saving throw once per day. On a failed save, the creature vomits and suffers the effects of Dehydration and Malnutrition.

Diarrhea. If the creature succeeds on their Nausea save, they must make a second DC 12 Constitution saving throw. On a failed save, the creature experiences severe diarrhea and suffers the effects of Dehydration and Malnutrition.

Restless Sleep. If the creature fails a Nausea or Diarrhea save during the day, they must make a DC 12 Constitution saving throw at the start of their Long Rest. On a failed save, the rest is disrupted, provides no benefits, and the creature gains 1 level of Exhaustion.

Fighting the Contagion. A creature cannot reduce Exhaustion until they succeed on their Nausea and Diarrhea saves for two consecutive days and complete a Long Rest at the end of each day. Once these conditions are met, the contagion ends.

The Lingering (563–565 BTA)

Known for its stealth, with symptoms of the Lingering often taking weeks to manifest, making containment nearly impossible. The Lingering sowed distrust throughout Bellegrad as citizens accused one another of being carriers. While mortality was relatively low, almost all of the citizens of Bellegrad became infected.

The Lingering

Magical Contagion

The Lingering spreads through both airborne particles and contaminated surfaces, making it difficult to contain. Any Humanoid that breathes infected air or touches a contaminated object must succeed on a DC 11 Constitution saving throw or become infected. A creature suffers the following effects 3d10 days after infection:

Cough. If the creature takes more than two actions in a turn (Action, Bonus Action, Move), they must succeed on a DC 11 Constitution saving throw or be Stunned until the end of their next turn.

Weakness. The creature has Disadvantage on Strength and Dexterity ability checks and saving throws.

Fighting the Contagion. Every 7 days, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the disease persists, the creature gains 1 level of Exhaustion until their next contagion save and takes 1 Constitution damage. If a creature’s Constitution reaches 0, they die. The contagion ends after three consecutive successful saving throws.

The Iron Lung (659–661 BTA)

A less widespread, but still deadly outbreak, the Iron Lung primarily impacted Bellegrad’s burgeoning industrial workforce. Known colloquially as the "Factory Sickness," it spread rapidly through factories and workshops.

The Iron Lung

Magical Contagion

Known as "Factory Sickness," The Iron Lung spreads through prolonged exposure to factory fumes and industrial pollutants. Any Humanoid that breathes in polluted air must succeed on a DC 14 Constitution saving throw or become infected. A creature suffers the following effects 1d6 days after infection:

Fighting the Contagion. At the end of the incubation and every 3 days thereafter, an infected creature makes a DC 14 Constitution saving throw, or develop these progressing symptoms, in order:

  • Cough. If the creature takes more than two actions in a turn (Action, Bonus Action, Move), they must succeed on a DC 14 Constitution saving throw or be Stunned until the end of their next turn.
  • Coughing Up Blood. If the creature takes more than one action in a turn, they must succeed on a DC 14 Constitution saving throw or be Stunned until the end of their next turn and take 1 Necrotic damage.
  • Suffocating. Once suffocating, the creature must make a DC 14 Constitution saving throw at the start of each of its turns. On a success, suffocation ends, but the disease persists. On a failure, suffocation continues. If the creature cannot breathe before succeeding, it dies.

On a successful save, the creature removes the most recent symptom. If the creature goes 48 hours without a symptom worsening, the contagion ends.

The Withering (682 BTA)

This plague has just begun its march through Bellegrad. Victims are said to suffer from debilitating weakness over time and death seems to be slow, but inevitable. Its rapid spread through the city’s slums has already overwhelmed the Plague Wardens, and the Divine Council is scrambling to contain its effects while protecting the nobility.

The Withering

Magical Contagion

The Withering spreads rapidly through Bellegrad’s slums, leaving its victims weak and unable to recover. Any Humanoid that comes into contact with an infected creature must succeed on a DC 16 Constitution saving throw or become infected. A creature suffers the following effects 2d8 days after infection:

Weakness. The creature has Disadvantage on Strength and Dexterity ability checks and saving throws.

Fighting the Contagion. Daily, at dawn, an infected creature makes a DC 16 Constitution saving throw. On a failed save, the creature takes 1 Strength damage as its physical deterioration worsens. If the creature's Strength is reduced to 0, it dies. On a successful save, the creature's Strength increases by 1. If the creature's Strength is returned to its normal value for 48 hours, the contagion ends.