Skip to content

Refugees, Exiles, and Displaced Peoples

Displacement is one of the defining conditions of the Crownless Age.

The Caerlon invasion uprooted towns, divided households, transported prisoners, destroyed records, and forced entire populations onto roads and ships. Vorrakian courts continue to relocate subject peoples, seize specialists, exile rivals, and close routes. Storms, flood, magical corruption, damaged land, sealed ruins, predatory debt, religious conflict, political succession, and ecological change displace people throughout every continent.

A displaced person is not defined only by what they lost.

Refugees, exiles, returnees, former prisoners, stateless people, shipwreck survivors, sanctuary residents, and displaced communities create institutions, raise families, learn new professions, form political movements, and build permanent neighborhoods. Some seek return. Some cannot return. Some refuse to return. Some discover that the place called home by their family no longer recognizes them.

This page describes the present-day displaced peoples of Thesalon, the systems that receive or reject them, and the ways displacement can shape a player character.

On This Page

Using This Directory

Each population entry identifies:

  • Place of origin
  • Cause of displacement
  • Principal route or routes
  • Current destinations
  • Current population form
  • Institutions providing shelter
  • Legal status
  • Common ancestries
  • Common languages
  • Names and documents used
  • Work and survival patterns
  • Relationship to the homeland
  • Barriers to return
  • Reasons not to return
  • Current political pressure
  • Player-character origins
  • Contacts and obligations
  • Adventure hooks

These entries describe established populations rather than every displaced household in Thesalon.

Forms of Displacement

Refugee

A refugee has fled danger and seeks protection elsewhere.

The danger may come from:

  • war;
  • persecution;
  • magical catastrophe;
  • environmental collapse;
  • court seizure;
  • religious conflict;
  • debt enforcement;
  • predatory rule;
  • failed state authority.

Exile

An exile has been formally or effectively excluded from a homeland, polity, court, temple, household, or community.

Exile may be:

  • judicial;
  • political;
  • religious;
  • economic;
  • hereditary;
  • voluntary under threat;
  • imposed by family or community.

Evacuee

An evacuee was removed from danger with the expectation that displacement might be temporary.

Many Caerlonian evacuees became permanent refugees when return proved impossible.

Prisoner or Captive

A prisoner may be displaced through:

  • military capture;
  • court seizure;
  • debt confinement;
  • forced labor;
  • hostage status;
  • religious punishment;
  • unlawful abduction.

Former Prisoner

A former prisoner may remain displaced after release because:

  • home was destroyed;
  • records list them as dead;
  • family no longer recognizes them;
  • return would expose them to punishment;
  • they formed new households elsewhere.

Unreturned Person

An Unreturned person disappeared through war, captivity, shipwreck, magical disturbance, or forced migration and has not been conclusively located.

The Unreturned Offices record people who may be:

  • alive;
  • dead;
  • imprisoned;
  • displaced;
  • transformed;
  • using another name;
  • unable or unwilling to come forward.

Returnee

A returnee has come back to a former homeland or community after displacement.

Return does not automatically restore:

  • property;
  • marriage;
  • office;
  • title;
  • citizenship;
  • family role;
  • household membership.

Stateless Person

A stateless person is recognized by no current polity as a lawful resident or citizen.

This may result from:

  • lost records;
  • collapsed government;
  • disputed birth;
  • false death declaration;
  • rejected asylum;
  • cross-border birth;
  • unrecognized adoption;
  • former prisoner status;
  • several authorities denying responsibility.

Sanctuary Resident

A sanctuary resident lives under the protection of a temple, freeport, refuge house, stewardship, envoy institution, or local compact.

Protection may be temporary, conditional, or disputed.

Refuge-Name Resident

Some people live under names issued or recognized by refuge institutions.

A refuge name may protect a person without resolving their original identity.

Displaced Community

A displaced community may move together and preserve its own:

  • council;
  • language;
  • festivals;
  • burial practices;
  • work patterns;
  • political claims;
  • return plans.

Person Unable to Return

Return may be impossible because of:

  • destroyed land;
  • military closure;
  • environmental danger;
  • foreign occupation;
  • family rejection;
  • legal warrant;
  • medical need;
  • inaccessible route;
  • lack of proof;
  • changed body or identity.

Person Who Refuses Return

A person may refuse return because:

  • the host community is now home;
  • the homeland government caused the displacement;
  • return would recreate old obligations;
  • family abroad expects control;
  • the person fears conscription, marriage, debt, or punishment;
  • the original community no longer exists;
  • the displaced person has chosen another life.

Displacement and Character Identity

A displaced character should have more than a tragic past.

Their displacement should create:

  • relationships;
  • practical skills;
  • documents or lack of documents;
  • language knowledge;
  • institutional contacts;
  • debts;
  • obligations;
  • political opinions;
  • reasons to travel;
  • reasons to avoid certain authorities;
  • people who expect their return;
  • people who depend on them where they now live.

A useful displaced character origin answers:

  1. Where did you leave?
  2. Why did you leave?
  3. How did you travel?
  4. Who helped you?
  5. What did you lose?
  6. What did you gain?
  7. Who recognizes you now?
  8. What prevents or complicates return?
  9. Who still expects something from you?
  10. Why are you adventuring instead of remaining in refuge?

Major Displaced Populations at a Glance

PopulationOriginPrincipal destinations
Eastern Marcher refugeesCaerlon eastern MarchesHeart Plains, Highharbor, Marithel, Suthrane
Coastward settlement survivorsCaerlon coastHighharbor, hidden settlements, Marithel
Crownward evacueesCrownward SeatHighharbor, Heart Plains, Marithel, Suthrane
Torin registry-loss familiesTorin regionTorinbridge, Highharbor, Selvarin
Ashen Banner familiesCaerlonCrownward, Estenmark, Highharbor, hidden settlements
Returned prisoners from VorrakVorrak and Broken ChainHighharbor, Crownward, Estenmark, Marches
Displaced Caerlonian noblesCaerlonMarithel, Selvarin, Highharbor, Crownward
Tenant and laborer returneesCaerlonMarches, Heart Plains, Highharbor
Hidden Lantern defectorsVorrakEstenmark, Highharbor, Windrider, Selvarin
Great Seat refugeesVorrakMarithel, Caerlon, Suthrane, hidden routes
Ashen experimentation survivorsVorrakNamarra, Windrider, Highharbor, Marches
Blackwood refugeesVorrakIlyr, Caerlon, hidden forest communities
Dreadshore desertersVorrak coastMarithel, Hrafnvik, Highharbor
Gaping Coast defectorsVorrak coastPearlglass, Windrider, Ilyrian coast
Debt-bound passage familiesMarithelDebtwater, Windrider, floating households
Sirenward-displaced familiesMarithelPearlglass, Windrider, Drowned Reef, Refugee Rows
Reef-loss communitiesMarithelDrowned Reef, Pearlglass, Ilyrian coast
Flood-displaced SuthraniSuthraneriver cities, temple districts, Heart Plains
Temple-sanctuary residentsSuthrane and abroadGrand Temple Precincts, foreign temple houses
Mountain-pass refugeesSuthraneKharad-Sur, Veyrskold, Caerlon
Glacier-failure survivorsVeyrskoldSkeldheim, Hrafnvik, Northfire, southern holds
Sealed-site evacueesVeyrskoldStonewake, ruin camps, foreign specialist settlements
Winter contract familiesforeign and VeyrskoldicNorthfire, Hrafnvik, hearth towns
Foreign extraction survivorsIlyrNamarra, Mistwell, Thornward, foreign refuge houses
Living-land relocationsIlyrstewardship households, Guest Platforms
Protected witnessesIlyr and abroadMistwell, Selvarin, Windrider
Stateless envoy familiesmultiple statesSelvarin
Governments and courts in exiledisputed homelandsSelvarin, Windrider, Far-Treaty
Treaty-protected witnessesseveral continentsSelvarin, Suthrane, Mistwell

Caerlonian Displacement

The Caerlon invasion created the largest single displacement in recent Thesalon history.

Eastern Marcher Refugees

Place of origin: Eastern and central Marcher settlements destroyed, abandoned, occupied, or cut off during the invasion.

Cause of displacement: Military assault, road collapse, forced evacuation, crop destruction, loss of local government, and fear of renewed attack.

Principal routes:

  • west toward Heart Plains;
  • south and west toward Highharbor;
  • sea passage to Marithel;
  • temple routes into Suthrane;
  • later return roads through Estenmark and the Marcher Concord.

Current destinations:

  • West Hearthvale;
  • New Bellweather;
  • Heartplain market towns;
  • Highharbor;
  • Caerlon Steps;
  • Low Lantern Refuge;
  • New Ivrath Ford;
  • Refugee Rows.

Population form: Rebuilt communities, agricultural settlements, urban refugee wards, mixed war-camp descendants, and return-generation households.

Shelter institutions: Marcher resettlement councils, Heartplain grain communities, Highharbor Return Houses, Maritheli Refugee Rows, Suthrani temple houses.

Legal status: Usually recognized as Caerlonian, though property and local residency remain disputed.

Common ancestries: Human, orc, goblin, hobgoblin, dwarf, halfling, shoony, kholo, fleshwarp, and mixed households.

Languages: Marcher speech, Heartplain and Highharbor forms, Maritheli trade speech, and Suthrani regional languages.

Names and documents: Evacuation lists, militia rolls, household testimony, temporary harbor names, return permits, and occupancy records.

Work and survival: Farming, militia service, road repair, salvage, dock labor, transport, and reconstruction.

Relationship to homeland: Strong but divided between return, permanent resettlement, and attachment to reconstructed communities.

Barriers to return:

  • destroyed settlements;
  • unsafe roads;
  • land mines or magical hazards;
  • military closure;
  • missing records;
  • conflicting title claims;
  • occupation by later settlers;
  • lack of seed, tools, or housing.

Reasons not to return: New family, established work, fear of renewed war, rejection of old rulers, or belief that the host settlement is now home.

Current political pressure: Noble return claims, Estenmark security policy, Marcher occupancy law, and foreign aid conditions.

Player-character origins:

  • child evacuated west;
  • militia survivor;
  • refugee raised in Marithel;
  • resettled farmer from New Ivrath Ford;
  • return-generation Marcher;
  • person seeking a missing village.

Contacts: Marcher councils, Heartplain seed houses, Highharbor Return Houses, Refugee Row elders.

Obligations: Help rebuild, recover records, sponsor another returnee, or defend occupancy rights.

Adventure hooks:

  • A destroyed settlement may still be inhabited.
  • A return map excludes an entire refugee-founded neighborhood.
  • A military closure conceals evidence of collaboration.

Coastward Settlement Survivors

Place of origin: Small coastal estates, fishing settlements, watch villages, and hidden communities along Caerlon’s coast.

Cause of displacement: Raids, naval attack, supply collapse, false lights, occupation, and later political abandonment.

Principal routes:

  • coastal boats to Highharbor;
  • hidden passage to Marithel;
  • inland movement to Marcher and Heartplain settlements;
  • concealment in coastward hidden communities.

Current destinations: Highharbor, Windrider, Drowned Reef, hidden coastal settlements, Refugee Rows, and ship households.

Population form: Fisher diasporas, hidden settlements, ship crews, and unregistered coastal households.

Shelter institutions: Highharbor dock wards, Blue Lantern houses, ship households, hidden anchorages.

Legal status: Often uncertain because entire settlements disappeared from official records.

Common ancestries: Human, tengu, goblin, halfling, ratfolk, orc, lizardfolk, and mixed maritime families.

Languages: Coastal Caerlonian, Highharbor speech, Maritheli ship language, and local signal systems.

Names and documents: Ship logs, fishing marks, temple records, oral witness, and unregistered settlement names.

Work and survival: Fishing, pilotage, salvage, smuggling, ship repair, rescue, and coastal guiding.

Relationship to homeland: Some seek recognition of lost settlements; others prefer continued concealment.

Barriers to return: Military restriction, hidden hazards, false ownership claims, destroyed docks, and political erasure.

Reasons not to return: Better work elsewhere, fear of authorities, or unwillingness to expose a hidden community.

Current political pressure: Coastal mapping, military inspection, salvage claims, and redevelopment.

Player-character origins:

  • hidden coastward villager;
  • displaced fisher;
  • shipborn descendant;
  • false-light survivor;
  • Highharbor pilot from an erased settlement.

Adventure hooks:

  • A forgotten settlement begins signaling again.
  • A recovered ship log proves a harbor was deliberately abandoned.
  • A noble claims a coastal community that never recognized the title.

Crownward Evacuees

Place of origin: Crownward Seat and surrounding districts.

Cause of displacement: Invasion, archive assault, siege, fire, disease, political collapse, and destruction of housing.

Principal routes:

  • west to Highharbor;
  • south into Heart Plains;
  • maritime evacuation to Marithel;
  • temple refuge in Suthrane;
  • diplomatic flight to Selvarin.

Current destinations: Crownward Reconstruction Wards, Highharbor, Windrider, Selvarin, Heartplain towns, and Suthrani temple quarters.

Population form: Returnees, exile households, archive diasporas, urban refugee wards, and mixed reconstruction communities.

Shelter institutions: Crownward ward councils, Highharbor refuge districts, foreign archive wards, Suthrani temple houses, Selvarin envoy communities.

Legal status: Usually recognized, though record loss can complicate property, inheritance, and family status.

Common ancestries: Highly mixed.

Languages: Crownward administrative speech, foreign languages, and host-community languages.

Names and documents: Archive copies, court rolls, embassy papers, temporary names, and reconstructed household testimony.

Work and survival: Administration, trade, archive work, construction, diplomacy, education, and transport.

Relationship to homeland: Strong but politically divided.

Barriers to return: Destroyed housing, creditor claims, political opposition, reconstructed wards occupying prior property, and uncertain office.

Reasons not to return: New careers, distrust of Crownward authority, or stronger host-community belonging.

Current political pressure: Succession politics, archive recovery, property disputes, and government recruitment.

Player-character origins:

  • archive family raised abroad;
  • reconstruction returnee;
  • exiled civic official’s child;
  • Highharbor resident with Crownward papers;
  • person whose home became a public building.

Adventure hooks:

  • A recovered archive identifies thousands of displaced owners.
  • An exile family wants to reclaim an occupied neighborhood.
  • A false Crownward official recruits returnees for a coup.

Torin Registry-Loss Families

Place of origin: Torin settlements and surrounding routes.

Cause of displacement: Destroyed registries, bridge closure, evacuation, false death declarations, and lost household records.

Principal routes: Torinbridge, Highharbor, Crownward, Selvarin, and river settlements.

Current destinations: Underbridge Wards, Harbor of Names, Selvarin legal districts, and nearby Freehold towns.

Population form: Registry-disputed households, ferrymen, traders, and people living under witnessed identity.

Shelter institutions: Registry of Closed Names, Underbridge councils, neutral legal communities, and Return Houses.

Legal status: Often valid locally but disputed elsewhere.

Common ancestries: Halfling, ratfolk, goblin, dwarf, human, orc, tengu, and mixed route families.

Languages: Torin speech, trade language, and legal registers.

Names and documents: Witness chains, toll records, bridge-worker rolls, ferry logs, and temporary identity papers.

Work and survival: Ferrying, repair, trade, legal assistance, and hospitality.

Relationship to homeland: Strong local identification with Torin, even when broader Caerlonian records fail.

Barriers to return: Usually legal rather than geographic.

Reasons not to return: Some already live in Torin but lack recognized status.

Current political pressure: Archive recovery, property claims, and demands for standardized documentation.

Player-character origins:

  • person recognized by neighbors but not the state;
  • bridgeworker whose family vanished from records;
  • Selvarin-trained legal advocate;
  • false-death returnee.

Adventure hooks:

  • The registry recognizes two people under the same identity.
  • A bridge record proves a major official is legally dead.
  • Someone is buying witness testimony.

Ashen Banner Families

Place of origin: Military settlements, garrison towns, Crownward, Estenmark, and Marcher communities.

Cause of displacement: Collective punishment, stigma, dismissal, property seizure, violence, and fear after the brigade’s betrayal.

Principal routes: Crownward, Estenmark, Highharbor, hidden settlements, Marithel, and foreign military service.

Current destinations: Ashen Banner descendant communities, military wards, hidden family networks, and exile councils.

Population form: Stigmatized military families, renamed households, loyal-veteran associations, and hidden descendants.

Shelter institutions: Ashen Banner Articles advocates, veteran houses, Estenmark military sponsors, and Freeport sanctuary.

Legal status: Usually lawful, though names and service histories attract scrutiny.

Common ancestries: Mixed.

Languages: Caerlonian military speech, regional languages, and adopted host languages.

Names and documents: Altered surnames, unit records, testimony, discharge papers, sealed service files, and family archives.

Work and survival: Military service, guard work, logistics, trade, labor, and investigation.

Relationship to homeland: Strong but conflicted.

Barriers to return: Public stigma, property seizure, political hostility, and unresolved conspiracy claims.

Reasons not to return: Safety, family rejection, or rejection of Caerlonian institutions.

Current political pressure: Renewed investigations, public scapegoating, and manipulation by restoration factions.

Player-character origins:

  • loyal veteran’s descendant;
  • person using another surname;
  • military exile;
  • investigator of the original conspiracy;
  • child raised in Windrider sanctuary.

Adventure hooks:

  • A sealed unit file could clear or condemn an entire family.
  • Someone recreates the brigade’s signals.
  • A descendant is recruited by a supposed loyalist society.

Displaced Caerlonian Nobles

Place of origin: Crownward, Verdant Principalities, Marches, coastward estates, and regional courts.

Cause of displacement: Invasion, loss of court, succession conflict, land occupation, and political exile.

Principal routes: Marithel, Selvarin, Highharbor, Suthrane, and return through Crownward.

Current destinations: Exile councils, diplomatic quarters, foreign courts, returned-household communities, and private estates.

Population form: Courts in exile, claimant families, impoverished noble households, political patrons, and return-generation heirs.

Shelter institutions: Envoy houses, exile councils, foreign temples, private patrons, and neutral legal communities.

Legal status: Highly variable.

Common ancestries: Mixed.

Languages: Court Caerlonian, diplomatic registers, host languages, and family languages.

Names and documents: Titles, seals, genealogies, letters patent, witness records, foreign recognition, and forged claims.

Work and survival: Diplomacy, investment, military service, education, politics, and patronage.

Relationship to homeland: Often intense and idealized.

Barriers to return: Current occupancy, rival heirs, abolished authority, political opposition, and missing evidence.

Reasons not to return: Comfortable life abroad, fear of violence, or rejection of inherited duty.

Current political pressure: Restoration movements, foreign sponsorship, succession crisis, and archive discoveries.

Player-character origins:

  • heir raised abroad;
  • disinherited court child;
  • noble family servant;
  • claimant who rejects the title;
  • foreign-born descendant seeking proof.

Adventure hooks:

  • A foreign power funds a claimant.
  • A returned estate is now a refugee town.
  • A noble seal appears in Vorrakian records.

Displaced Tenants and Laborers

Place of origin: Estates, mines, workshops, farms, docks, and military supply settlements.

Cause of displacement: War destruction, property transfer, creditor seizure, forced labor, and reconstruction policy.

Principal routes: Heart Plains, Marches, Highharbor, Marithel, Northfire, and Suthrani resettlement.

Current destinations: Worker wards, agricultural resettlements, reconstruction camps, Refugee Rows, and foreign contract communities.

Population form: Labor diasporas, tenant returnees, worker settlements, and mixed reconstruction households.

Shelter institutions: Labor halls, worker camps, resettlement councils, public kitchens, and guild houses.

Legal status: Usually lawful residents but often without secure property.

Common ancestries: Mixed.

Languages: Regional languages, work cants, technical registers, and trade languages.

Names and documents: Contracts, wage books, estate rolls, occupancy testimony, and remittance records.

Work and survival: Construction, agriculture, shipping, mining, repair, and seasonal labor.

Relationship to homeland: Often tied to work and land rather than political authority.

Barriers to return: Lack of land, employer contracts, changed ownership, and insecure housing.

Reasons not to return: Better wages, stronger labor institutions, or family settlement abroad.

Current political pressure: Reconstruction debt, land claims, employer control, and forced relocation.

Player-character origins:

  • camp-born laborer;
  • former estate tenant;
  • foreign contract worker’s child;
  • Marcher occupier;
  • labor organizer.

Adventure hooks:

  • An old estate roll lists workers as inheritable property.
  • A reconstruction company disappears with wages.
  • Return policy favors nobles over tenant families.

Returned Prisoners from Vorrak

Place of origin: Caerlon, though many spent years in Vorrakian camps, Skill Houses, courts, fleets, or settlements.

Cause of displacement: Capture, abduction, forced labor, hostage status, and prisoner transfer.

Principal routes: Broken Chain recovery routes, Hidden Lantern escapes, prisoner exchange, Highharbor, Estenmark, and Marithel.

Current destinations: Harbor of Names, Return Houses, Marcher settlements, Lantern House East, Crownward, and foreign healing centers.

Population form: Returnee households, former-prisoner associations, altered survivors, and mixed families.

Shelter institutions: Return Houses, White Cord Houses, Namarra Recovery Houses, Highharbor advocates, and veteran communities.

Legal status: Often disputed if recorded as dead, married abroad, altered, or unable to prove identity.

Common ancestries: Mixed.

Languages: Original Caerlonian languages, Vorrakian languages, camp dialects, and host-community speech.

Names and documents: Prison rolls, false names, court names, camp numbers, witness statements, return marks, and old family papers.

Work and survival: Translation, craft, military knowledge, healing, labor, trade, and testimony.

Relationship to homeland: Complex and individual.

Barriers to return: Family death, legal death, changed property, suspicion, altered body, or new family abroad.

Reasons not to return: Fear, shame, new identity, foreign spouse, hostility from relatives, or loyalty to people still in Vorrak.

Current political pressure: Intelligence recruitment, public testimony, property claims, and demand to identify collaborators.

Player-character origins:

  • escaped prisoner;
  • child raised in a Skill House;
  • returnee with two families;
  • altered survivor;
  • person who refuses to name captors.

Adventure hooks:

  • A returned prisoner claims the invasion never ended.
  • Two people return under one name.
  • A prisoner exchange concealed a Great Seat agent.

Vorrakian Displacement

Displacement within Vorrak predates the Caerlon invasion and continues under the Great Seats.

Hidden Lantern Defectors

Place of origin: Towns, courts, camps, shrines, and roads throughout Vorrak.

Cause of displacement: Resistance activity, mercy work, prisoner aid, court persecution, and exposure.

Principal routes:

  • Broken Chain safe routes;
  • Maritheli hidden anchorages;
  • Estenmark corridors;
  • Suthrani temple paths;
  • Selvarin diplomatic transfer;
  • Ilyrian protected routes.

Current destinations: Lantern House East, Windrider, Highharbor, Selvarin, Mistwell, and hidden settlements.

Population form: Defector houses, protected witnesses, resistance diasporas, and return networks.

Shelter institutions: Defector House Network, Blue Lantern sanctuary, Estenmark protection, Selvarin witness houses, Mistwell guides.

Legal status: Refugee, protected witness, asylum resident, or stateless.

Common ancestries: Every ancestry.

Languages: Vorrakian court languages, subject dialects, hidden cants, and host languages.

Names and documents: False names, preserved true names, court records, asylum marks, witness files, and hidden-route signs.

Work and survival: Translation, intelligence, craft, healing, transport, teaching, and resistance support.

Relationship to homeland: Strong but dangerous.

Barriers to return: Death sentence, surveillance, endangered family, and compromised routes.

Reasons not to return: New family, trauma, rejection of resistance leadership, or belief that return would endanger others.

Current political pressure: Foreign intelligence services, Great Seat agents, and internal resistance demands.

Player-character origins:

  • cell courier;
  • protected witness;
  • safe-house child;
  • former court clerk;
  • resistance member who abandoned the cause.

Adventure hooks:

  • A Hidden Lantern cell orders a return the character believes is suicidal.
  • A supposed defector carries a real Synod seal.
  • A family asks to be removed despite not qualifying for asylum.

Great Seat Refugees

Place of origin: Territories controlled by Kharzug-Maul, Varkul Neth-Kharn, Drakkar-Grim, Varkhûl-Ashak, Urgath-Korr, and associated subject lands.

Cause of displacement: Tribute increase, military recruitment, court succession, forced labor, religious persecution, household seizure, or collective punishment.

Principal routes: Court borders, hidden roads, coastal escape, Blackwood refuge, Red Waste movement, and foreign passage.

Current destinations: Subject towns under rival courts, Blackwood, Red Waste, Marithel, Caerlon, Suthrane, and Selvarin.

Population form: Border refugees, hidden villages, worker diasporas, mobile camps, and asylum communities.

Shelter institutions: Blackwood refuge networks, Hidden Lantern cells, foreign sanctuary, neutral markets, and local subject councils.

Legal status: Depends on destination. Rival courts may accept refugees as subjects, assets, hostages, or labor.

Common ancestries: Highly mixed.

Languages: Court and regional languages, trade speech, and local dialects.

Names and documents: Court marks, tribute records, labor papers, household seals, and false border names.

Work and survival: Agriculture, craft, transport, military service, trade, and labor.

Relationship to homeland: Often local rather than court-centered.

Barriers to return: Punishment, lost property, new ruler, and family division.

Reasons not to return: Safer conditions elsewhere or rejection of court rule.

Current political pressure: Rival courts use refugees as propaganda and labor.

Player-character origins:

  • tribute refugee;
  • border-town escapee;
  • former court servant;
  • household seized after succession;
  • person accepted by a rival court.

Adventure hooks:

  • A refugee group is being traded between courts.
  • A court offers amnesty in exchange for military service.
  • A false border crisis is created to justify annexation.

Blackwood Refugees

Place of origin: Blackwood boundary settlements, medicine communities, groves, and refuge routes.

Cause of displacement: Burning, extraction, court retaliation, broken covenants, military movement, and magical damage.

Principal routes: Deeper Blackwood, Ilyr, Caerlon, hidden Vorrakian settlements, and foreign sanctuary.

Current destinations: Ilyrian stewardship communities, Marcher settlements, Mistwell, Windrider, and surviving Blackwood refuges.

Population form: Medicine diasporas, displaced groves, stewardship households, and hidden forest communities.

Shelter institutions: Green Veil, Ilyrian stewardship councils, Hidden Lantern networks, Namarra, and Blackwood medicine houses.

Legal status: Refugee, protected steward, or unrecognized forest resident.

Common ancestries: Elf, leshy, anadi, ghoran, goloma, awakened animal, human, orc, goblin, and mixed households.

Languages: Blackwood languages, Ilyrian regional languages, hidden route signs, and local host languages.

Names and documents: Covenant witness, route knowledge, medicine-house records, and oral kinship.

Work and survival: Medicine, stewardship, guiding, farming, craft, and refuge support.

Relationship to homeland: Strong relationship to place rather than court.

Barriers to return: Burned or occupied land, broken covenant, danger, and restricted route.

Reasons not to return: New stewardship obligation, ecological damage, or rejection by surviving authorities.

Current political pressure: Foreign courts seek Blackwood medicine and route knowledge.

Player-character origins:

  • displaced medicine worker;
  • burned-grove survivor;
  • Ilyrian-resettled family;
  • former boundary guide;
  • child raised away from Blackwood.

Adventure hooks:

  • A displaced grove community claims living material was stolen.
  • A covenant site has been occupied by refugees from another region.
  • A return route requires cooperation with the court that caused the flight.

Red Waste Families Displaced by Road Expansion

Place of origin: Kharruk routes, wells, seasonal grounds, and mobile territories.

Cause of displacement: Iron Tribute roads, military wells, mapping, fenced routes, and court expansion.

Principal routes: Deeper Red Waste, Suthrani caravan routes, Heart Plains, Marches, and mobile border regions.

Current destinations: Kharruk camps, Osseran, Heartplain markets, Marcher settlements, and foreign caravan communities.

Population form: Mobile refugees, well-displaced households, caravan diasporas, and settled route communities.

Shelter institutions: Kharruk assemblies, caravan houses, well associations, and Heartplain resettlement councils.

Legal status: Often undocumented by settled polities.

Common ancestries: Kholo, centaur, orc, human, goblin, sarangay, hobgoblin, and mixed mobile families.

Languages: Kharruk route languages, trade speech, Suthrani caravan language, and Iron Tribute terms.

Names and documents: Oral route claims, well marks, caravan testimony, and sometimes hostile court surveys.

Work and survival: Herding, guiding, caravan work, trade, scouting, and livestock.

Relationship to homeland: Homeland is often a route network rather than fixed settlement.

Barriers to return: Road occupation, military presence, changed wells, and imposed boundaries.

Reasons not to return: New caravan ties, settlement, or fear of forced registration.

Current political pressure: Courts and foreign merchants seek permanent maps.

Player-character origins:

  • displaced route child;
  • caravan guide;
  • former well keeper;
  • anti-road scout;
  • settled Kharruk descendant.

Adventure hooks:

  • A new road cuts through a burial route.
  • A court map erases a major well.
  • A Kharruk family hires the party to destroy a survey archive.

Gaping Coast Defectors

Place of origin: Gaping Coast brood communities, tidal settlements, naval routes, and Synod-controlled waters.

Cause of displacement: Brood conflict, Synod recruitment, feeding-right disputes, military use, and fear of retaliation.

Principal routes: Marithel, Pearlglass, Drowned Reef, Ilyrian coast, and Hidden Lantern sea routes.

Current destinations: Pearlglass Coral Ward, Windrider, Ilyrian mixed harbors, Highharbor, and hidden anchorages.

Population form: Aquatic-surface refugee households, pilot communities, defector settlements, and mixed brood diasporas.

Shelter institutions: Blue Lantern sanctuary, aquatic wards, reef councils, Ilyrian coastal compacts, and defector houses.

Legal status: Refugee or protected resident, though brood claims may continue.

Common ancestries: Lizardfolk, athamaru, azarketi, merfolk, fleshwarp, human, goblin, and mixed coastal people.

Languages: Gaping Coast languages, aquatic languages, Maritheli trade speech, and brood signs.

Names and documents: Brood names, pilot marks, asylum testimony, and surface registry names.

Work and survival: Pilotage, fishing, salvage, ship work, intelligence, and aquatic construction.

Relationship to homeland: Usually strong family ties with political rejection.

Barriers to return: Brood retaliation, military conscription, and changed tidal control.

Reasons not to return: Surface family, asylum protection, or rejection of brood authority.

Current political pressure: Synod agents, reef politics, and claims that defectors revealed protected waters.

Player-character origins:

  • Gaping Coast pilot;
  • mixed brood refugee;
  • Pearlglass resident;
  • defecting sailor;
  • altered coastal survivor.

Adventure hooks:

  • A defector’s route knowledge could enable invasion.
  • A brood demands return of a child.
  • A Pearlglass household is accused of hiding a Synod officer.

Dreadshore Deserters

Place of origin: Dreadshore Eyries, naval camps, signal houses, and cliff settlements.

Cause of displacement: Desertion, refusal of military service, punishment, failed raids, and opposition to Synod use of local signals.

Principal routes: Marithel, Hrafnvik, Highharbor, hidden islands, and Broken Chain routes.

Current destinations: Highfall, Windrider, Hrafnvik Oar Quarter, Highharbor, and hidden anchorages.

Population form: Sailor and aerial diasporas, defector families, rescue crews, and military exiles.

Shelter institutions: Blue Lantern houses, rescue guilds, harbor wards, and defector settlements.

Legal status: Refugee, military deserter, or foreign resident.

Common ancestries: Strix, tengu, orc, hobgoblin, kobold, human, dragonet, and mixed families.

Languages: Dreadshore signal speech, Maritheli ship languages, Veyrskoldic maritime speech, and military codes.

Names and documents: Unit records, signal-house marks, ship logs, false names, and asylum testimony.

Work and survival: Sailing, rescue, aerial scouting, lighthouse work, and military training.

Relationship to homeland: Divided among family loyalty, political rejection, and desire to return after the Synod weakens.

Barriers to return: Execution, forced service, and family surveillance.

Reasons not to return: New crew, rescue vocation, or rejection of military culture.

Current political pressure: Intelligence recruitment and suspicion of signal sabotage.

Player-character origins:

  • aerial deserter;
  • signal-house child;
  • rescue crew member;
  • hidden-island refugee;
  • family divided between Dreadshore and Hrafnvik.

Adventure hooks:

  • A deserter recognizes a false Maritheli light.
  • Dreadshore offers amnesty for return.
  • A rescue crew contains a hidden war criminal.

Ashen Experimentation Survivors

Place of origin: Varkhûl-Ashak, Skill Houses, Warglass sites, military laboratories, and industrial settlements.

Cause of displacement: Forced experimentation, magical alteration, industrial accident, weapon testing, and escape.

Principal routes: Hidden Lantern escape, Caerlonian prisoner return, Windrider sanctuary, Namarra healing routes, and Broken Chain recovery.

Current destinations: Namarra Recovery Houses, Highharbor, Windrider, Marches, Selvarin, and hidden communities.

Population form: Fleshwarp communities, altered-family households, patient networks, protected witnesses, and survivor groups.

Shelter institutions: Namarra, Blue Lantern houses, Return Houses, healer enclaves, and Hidden Lantern cells.

Legal status: Refugee, returned prisoner, protected patient, or stateless.

Common ancestries: Fleshwarp and people of many original ancestries.

Languages: Ashen technical language, camp dialects, family languages, and medical registers.

Names and documents: Camp numbers, Skill House records, original names, refuge names, medical files, and witness statements.

Work and survival: Craft, repair, medicine, testimony, labor, teaching, and specialized technical work.

Relationship to homeland: Often defined by hostility toward Ashen authority rather than attachment to one place.

Barriers to return: Physical danger, military interest, stigma, and lack of safe treatment.

Reasons not to return: Safety, care, and fear of recapture.

Current political pressure: Military powers seek technical information and bodily study.

Player-character origins:

  • escaped experiment;
  • child of altered survivors;
  • Namarra patient;
  • former Skill House worker;
  • protected witness.

Adventure hooks:

  • A survivor’s body contains a functioning Ashen device.
  • A cure would erase memories.
  • A foreign power offers protection in exchange for study.

Varkul-Claimed Escapees

Place of origin: Varkul Neth-Kharn, death registries, corpse courts, sepulcher settlements, and claimed households.

Cause of displacement: Death-law seizure, disputed identity, necromantic control, body custody, and inheritance enforcement.

Principal routes: Suthrani funerary routes, Hidden Lantern networks, Selvarin legal transfer, Windrider sanctuary, and Caerlonian Return Houses.

Current destinations: White Cord Houses, Selvarin legal districts, Crownward, Windrider, Verdant courts, and hidden communities.

Population form: Skeleton refugees, dhampir families, samsaran claimants, returned people, and disputed legal persons.

Shelter institutions: White Cord Houses, neutral legal communities, temple sanctuary, Return Houses, and Blue Lantern protection.

Legal status: Often disputed across several jurisdictions.

Common ancestries: Skeleton, fetchling, wayang, samsaran, fleshwarp, human, dhampir, and mixed households.

Languages: Varkul legal language, Suthrani funerary registers, host languages, and court cants.

Names and documents: Death declarations, body claims, inheritance records, witness chains, refuge names, and broken seals.

Work and survival: Legal work, funerary service, translation, craft, and advocacy.

Relationship to homeland: Often defined by legal conflict rather than cultural belonging.

Barriers to return: Active claim, body seizure, execution, and family control.

Reasons not to return: Safety and rejection of Varkulian definitions of personhood.

Current political pressure: Extradition, property claims, and temple disagreement.

Player-character origins:

  • escaped skeleton claimant;
  • dhampir family under Varkul warrant;
  • samsaran with disputed past-life debt;
  • mortuary clerk who fled with records;
  • body-custody survivor.

Adventure hooks:

  • Varkul presents a valid foreign judgment.
  • A claimant’s body is legally owned by another family.
  • A White Cord House is infiltrated by corpse auditors.

Maritheli Displacement

Marithel is both a refuge and a source of displacement.

Debt-Bound Passage Families

Place of origin: Caerlon, foreign ports, island settlements, and ship routes.

Cause of displacement: Flight financed through debt, labor contracts, predatory passage, and inability to pay harbor fees.

Principal routes: Highharbor–Debtwater, foreign port–Windrider, Suthrani and Vorrakian escape routes, and private ships.

Current destinations: Passage Houses, Low Lantern Refuge, floating households, and hidden anchorages.

Population form: Contract-bound households, labor communities, debt escapees, and multigenerational passage families.

Shelter institutions: Passage Houses, Blue Lantern advocates, labor halls, sanctuary ships, and hidden smuggler networks.

Legal status: Contract resident, debtor, refugee, or unregistered resident.

Common ancestries: Mixed.

Languages: Debtwater contract language, Maritheli trade speech, and family languages.

Names and documents: Passage contracts, debt ledgers, labor marks, harbor names, and refuge papers.

Work and survival: Dock labor, ship service, domestic work, warehouse work, fishing, and repair.

Relationship to homeland: Often weakened by inability to travel.

Barriers to return: Debt, seizure, lack of passage, and family separation.

Reasons not to return: New household, fear of creditor pursuit, and stronger Freeport identity.

Current political pressure: Debt reform, creditor lobbying, and Blue Lantern intervention.

Player-character origins:

  • Passage House child;
  • debt escapee;
  • contract clerk;
  • family member trying to buy another’s freedom;
  • smuggled refugee.

Adventure hooks:

  • A passage contract has no lawful end date.
  • A debtor’s family has paid three times.
  • A ship captain sells passengers to a false House.

Shipwreck Survivors

Place of origin: Every continent and sea route.

Cause of displacement: Storm, attack, false light, reef collision, magical event, mutiny, and ship failure.

Principal routes: Rescue to nearest harbor, Hrafnvik, Highharbor, Windrider, Pearlglass, or Drowned Reef.

Current destinations: Refugee Rows, ship households, White Cord Houses, foreign consulates, and harbor hospitals.

Population form: Temporary survivors, permanent harbor residents, altered survivor groups, and people with lost identity.

Shelter institutions: Rescue guilds, Blue Lantern houses, harbor temples, foreign wards, and Return Houses.

Legal status: Shipwreck protection, foreign resident, refugee, or stateless.

Common ancestries: Every ancestry.

Languages: Ship language, home languages, rescue signs, and host harbor speech.

Names and documents: Ship logs, crew rolls, cargo manifests, personal testimony, and temporary harbor names.

Work and survival: Sailor labor, repair, fishing, translation, and port work.

Relationship to homeland: Often disrupted by loss of documents or ship.

Barriers to return: No money, no proof, political danger, or lost route.

Reasons not to return: New crew, trauma, or belief that shipwreck ended prior obligations.

Current political pressure: Salvage law, insurance claims, and suspicion of piracy or fraud.

Player-character origins:

  • sole survivor;
  • crew with no recognized captain;
  • person rescued by aquatic community;
  • altered Sirenward survivor;
  • shipwreck child adopted into a harbor family.

Adventure hooks:

  • A wrecked ship arrives years after sinking.
  • Survivors disagree about who caused the loss.
  • A passenger list contains a person who was never aboard.

Reef-Loss Communities

Place of origin: Drowned Reef, Pearlglass waters, small islands, and Maritheli reef systems.

Cause of displacement: Reef death, storm damage, salvage, pollution, magical change, and military activity.

Principal routes: Pearlglass, Drowned Reef Cantons, Ilyrian coast, Windrider, and floating communities.

Current destinations: Coral Ward, coastal mixed harbors, refuge isles, and reef restoration camps.

Population form: Aquatic refugee communities, surface resettlements, mobile fishing households, and reef-restoration groups.

Shelter institutions: Reef councils, Pearlglass, Ilyrian stewardship compacts, and Maritheli relief harbors.

Legal status: Canton resident, harbor refugee, aquatic claimant, or stateless if a home reef no longer exists.

Common ancestries: Athamaru, merfolk, azarketi, lizardfolk, tripkee, leshy, human, tengu, and mixed families.

Languages: Aquatic languages, reef signs, Maritheli harbor speech, and Ilyrian coastal language.

Names and documents: Reef marks, coral witness, council records, salvage claims, and household testimony.

Work and survival: Fishing, pearl cultivation, pilotage, restoration, salvage, and marine construction.

Relationship to homeland: Often directed toward restoration rather than simple return.

Barriers to return: Dead reef, contamination, changed water, military boundary, and salvage occupation.

Reasons not to return: Safer habitat, new mixed household, or belief that restoration is impossible.

Current political pressure: Claims over abandoned waters, commercial salvage, and League jurisdiction.

Player-character origins:

  • displaced reef farmer;
  • Coral Ward resettler;
  • Ilyrian coastal adoptee;
  • reef-restoration worker;
  • survivor seeking cause of collapse.

Adventure hooks:

  • A dead reef begins regrowing around a forbidden object.
  • A company claims the abandoned waters.
  • Refugees return to find another community settled there.

Sirenward-Displaced Families

Place of origin: Islands, waters, fishing routes, patrol settlements, and communities inside or near the Sirenward exclusion zone.

Cause of displacement: Boundary expansion, quarantine, disappearance, altered survivors, false signals, and unknown magical danger.

Principal routes: Pearlglass, Drowned Reef, Windrider, quarantine stations, and hidden anchorages.

Current destinations: Refugee Rows, Sirenward watch settlements, Low Lantern, Pearlglass, and restricted recovery houses.

Population form: Quarantine families, displaced islanders, altered-survivor households, patrol communities, and political activists.

Shelter institutions: Sirenward Compact, Blue Lantern houses, Pearlglass councils, quarantine hospitals, and family associations.

Legal status: Displaced resident, restricted traveler, quarantine subject, or unrecognized island claimant.

Common ancestries: Mixed, with visible aquatic, maritime, fetchling, wayang, and fleshwarp populations.

Languages: Maritheli harbor speech, Sirenward signals, family languages, and restricted technical terms.

Names and documents: Quarantine marks, watch logs, lost-island names, survivor testimony, and temporary harbor papers.

Work and survival: Patrol, fishing, quarantine work, translation, research, and harbor labor.

Relationship to homeland: Often intense because access is prohibited.

Barriers to return: Exclusion law, danger, altered geography, and disappearance of settlement.

Reasons not to return: Fear, altered body or memory, and new life elsewhere.

Current political pressure: Research demand, boundary disputes, conspiracy theories, and compensation claims.

Player-character origins:

  • displaced islander;
  • altered survivor;
  • quarantine worker;
  • patrol family member;
  • activist demanding access.

Adventure hooks:

  • A boundary marker moves overnight.
  • A survivor returns with memories of a living settlement.
  • The Compact hides proof that one island is safe.

Harbor Residents Displaced by Creditor Seizure

Place of origin: Debtwater, Coinmast, Grainwake, Ropefall, and smaller commercial harbors.

Cause of displacement: Debt foreclosure, warehouse seizure, redevelopment, inherited contract, and merchant consolidation.

Principal routes: Refugee Rows, floating households, Windrider, hidden anchorages, and foreign work settlements.

Current destinations: Low Lantern, labor districts, ship households, and foreign-worker wards.

Population form: Urban displaced families, debtor flotillas, worker camps, and unregistered households.

Shelter institutions: Labor councils, Blue Lantern houses, Passage House advocates, public kitchens, and ship crews.

Legal status: Evicted resident, debtor, contract worker, or refugee under local law.

Common ancestries: Mixed.

Languages: Local harbor speech, contract language, trade speech, and family languages.

Names and documents: Debt notices, tenancy records, cargo liens, household testimony, and refuge papers.

Work and survival: Dock work, shipping, repair, food, and informal trade.

Relationship to homeland: Often still local; they are displaced within their own harbor.

Barriers to return: Legal seizure and transformed property.

Reasons not to return: Hostile creditor, new community, or destroyed neighborhood.

Current political pressure: Harbor expansion and merchant politics.

Player-character origins:

  • evicted dock family;
  • creditor’s former clerk;
  • floating household resident;
  • labor organizer;
  • child from a demolished ward.

Adventure hooks:

  • An entire neighborhood was seized through forged debt.
  • A creditor plans to remove a shrine and cemetery.
  • Evicted residents occupy a merchant vessel.

Suthrani Displacement

Suthrane receives displaced people through temple sanctuary and river routes while also producing flood, court, and pilgrimage displacement.

Flood-Displaced Communities

Place of origin: Ivory Floodplain, Anointed River villages, canal settlements, river islands, and low-lying districts.

Cause of displacement: Flood, levee failure, changed channel, deliberate water diversion, magical contamination, and estate conflict.

Principal routes: Raised roads, temple boats, Anuth-Selai, New Ivrath Ford, Heart Plains, and river markets.

Current destinations: Floodplain host villages, temple compounds, Heartplain settlements, market towns, and new raised-road communities.

Population form: Evacuation villages, boat households, resettlement communities, and seasonal displacement networks.

Shelter institutions: River courts, temple shelters, village councils, public granaries, and ferry associations.

Legal status: Usually local resident or temporary evacuee, though changed channels can erase land claims.

Common ancestries: Human, halfling, lizardfolk, tripkee, shoony, centaur, sarangay, dwarf, and mixed families.

Languages: Suthrani river languages, local village speech, and trade registers.

Names and documents: Water-court records, village rolls, flood markers, estate papers, and witness testimony.

Work and survival: Farming, fishing, levee work, transport, food preparation, and reconstruction.

Relationship to homeland: Often seasonal; many intend to return after water recedes.

Barriers to return: Changed channel, destroyed land, contamination, or estate seizure.

Reasons not to return: Safer resettlement, repeated floods, or better public services elsewhere.

Current political pressure: Estate claims, river-court decisions, and water management projects.

Player-character origins:

  • flood evacuee;
  • raised-road resettler;
  • boat-household child;
  • levee-failure survivor;
  • river-court claimant.

Adventure hooks:

  • A flood reveals a buried settlement.
  • An estate diverted water deliberately.
  • A displaced village refuses its assigned resettlement.

Temple-Sanctuary Residents

Place of origin: Every continent.

Cause of displacement: Persecution, war, family violence, political exile, religious conflict, false accusation, and court pursuit.

Principal routes: Pilgrimage roads, river transport, temple ships, foreign temple quarters, and envoy transfer.

Current destinations: Grand Temple Precincts, Anuth-Selai, White Cord Houses, adoption houses, and foreign temple districts.

Population form: Sanctuary households, political refugees, religious exiles, former prisoners, and protected witnesses.

Shelter institutions: Temples of the Thesalon pantheon, adoption houses, funerary houses, guest courts, and sanctuary kitchens.

Legal status: Temple-protected, though secular recognition varies.

Common ancestries: Every ancestry.

Languages: Temple registers, local Suthrani languages, and home languages.

Names and documents: Sanctuary names, temple witness records, adoption papers, foreign warrants, and pilgrim rolls.

Work and survival: Temple service, healing, teaching, cooking, craft, translation, and pilgrimage support.

Relationship to homeland: Varies widely.

Barriers to return: Persecution, legal warrant, family danger, and political conflict.

Reasons not to return: New faith, temple family, safety, and permanent service.

Current political pressure: Secular demands for extradition and disputes among temples.

Player-character origins:

  • sanctuary child;
  • religious exile;
  • protected witness;
  • temple worker under another name;
  • person whose sanctuary claim is contested.

Adventure hooks:

  • Two temples disagree over whether sanctuary applies.
  • A protected resident is accused of violence inside the precinct.
  • A foreign government threatens the entire quarter.

Caravan Communities Displaced by Route Closure

Place of origin: Osseran, Sunroad, desert wells, pilgrimage routes, and international caravan corridors.

Cause of displacement: War, well seizure, road closure, Iron Tribute expansion, banditry, environmental change, and political tolls.

Principal routes: Alternate wells, Heart Plains, Red Waste, Selvarin, and Suthrani cities.

Current destinations: Osseran, Nine-Well Yard, Sunroad settlements, Heartplain markets, and temporary caravan camps.

Population form: Stranded caravans, settled route families, displaced well communities, and mobile diasporas.

Shelter institutions: Caravan houses, well associations, temple hostels, and market councils.

Legal status: Merchant, traveler, foreign worker, or stateless mobile resident.

Common ancestries: Kholo, catfolk, ratfolk, tanuki, halfling, dwarf, goblin, centaur, human, and mixed households.

Languages: Caravan trade language, Suthrani, Red Waste route languages, and market speech.

Names and documents: Caravan marks, well records, cargo papers, and route testimony.

Work and survival: Trade, transport, repair, animal care, guiding, and hospitality.

Relationship to homeland: Often route-based rather than place-based.

Barriers to return: Closed road, unsafe well, military boundary, or debt.

Reasons not to return: Permanent market settlement, new route, or changed caravan affiliation.

Current political pressure: Merchant monopolies, military use, and court mapping.

Player-character origins:

  • stranded caravan child;
  • displaced well keeper;
  • route scout;
  • settled trader from a mobile family;
  • guide seeking a lost road.

Adventure hooks:

  • A closed route is secretly safe.
  • A well association falsifies danger to control trade.
  • A caravan carries refugees hidden as cargo.

Mountain-Pass Refugees

Place of origin: Kharad-Sur approaches, Sundered Mountain valleys, high villages, and alternate passes.

Cause of displacement: Avalanche, gate closure, military seizure, mining collapse, giant movement, and toll conflict.

Principal routes: Kharad-Sur, Veyrskold, Caerlon, lower Suthrani valleys, and hidden mountain tracks.

Current destinations: Gate towns, Sundered settlements, Veyrskoldic holds, Silveredge, and temple hostels.

Population form: Mountain diasporas, pass-worker communities, refugee villages, and foreign specialist wards.

Shelter institutions: Gate houses, Veyrskoldic hearth systems, Suthrani temples, Silveredge Surface Houses, and worker guilds.

Legal status: Local refugee, foreign worker, or disputed valley resident.

Common ancestries: Dwarf, minotaur, kobold, shisk, jotunborn, human, goblin, and mixed families.

Languages: Mountain languages, gate speech, Veyrskoldic, and trade registers.

Names and documents: Pass records, gate tokens, mine rolls, oath testimony, and village records.

Work and survival: Mining, engineering, guiding, animal handling, trade, and construction.

Relationship to homeland: Strong valley identity.

Barriers to return: Collapse, closure, political control, and loss of access.

Reasons not to return: Better work or fear of renewed disaster.

Current political pressure: Gate monopoly, mining expansion, and military road control.

Player-character origins:

  • avalanche survivor;
  • pass refugee;
  • Kharad-Sur worker;
  • Veyrskold resettler;
  • guide from an inaccessible valley.

Adventure hooks:

  • A sealed pass begins emitting light.
  • A gate authority denies an entire community’s existence.
  • Refugees claim a giant moved their village deliberately.

Place of origin: Suthrane, Verdant courts, Varkul-linked communities, Caerlon, and foreign temples.

Cause of displacement: Disputed resurrection, reincarnation claims, inheritance conflict, body continuity disagreement, and religious condemnation.

Principal routes: Grand Temple Precincts, White Cord Houses, Selvarin legal communities, Verdant courts, and Crownward Return Houses.

Current destinations: Temple districts, legal communities, sanctuary houses, and hidden households.

Population form: Returned-person communities, samsaran families, ghoran body-continuity households, skeleton refugees, and displaced heirs.

Shelter institutions: Resurrection registries, White Cord Houses, temple sanctuary, Selvarin courts, and Verdant return houses.

Legal status: Highly disputed.

Common ancestries: Any, with visible samsaran, ghoran, skeleton, duskwalker, dhampir, reflection, and fleshwarp populations.

Languages: Suthrani legal and funerary registers, family languages, and court speech.

Names and documents: Death records, resurrection testimony, body records, prior-life names, new names, and witness chains.

Work and survival: Law, ritual, medicine, record work, craft, and advocacy.

Relationship to homeland: Often dependent on whether the community recognizes continuity.

Barriers to return: Rejection, property conflict, religious opposition, and prior family arrangements.

Reasons not to return: New identity or refusal to resume old obligations.

Current political pressure: Temple disputes, inheritance claims, and Varkul intervention.

Player-character origins:

  • resurrected exile;
  • samsaran claimant;
  • ghoran denied continuity;
  • skeleton declared property;
  • reflection mistaken for a returned person.

Adventure hooks:

  • A returned person’s former spouse seeks annulment.
  • A temple declares a resurrection invalid.
  • A community exiles someone for remembering too much.

Veyrskoldic Displacement

Glacier-Failure Survivors

Place of origin: Iceflow valleys, glacier settlements, northern holds, and seasonal camps.

Cause of displacement: Glacier collapse, meltwater flood, moving ice, buried roads, and sudden thaw.

Principal routes: Skeldheim, Hrafnvik, southern holds, Northfire, and seasonal evacuation roads.

Current destinations: Hearth settlements, winter camps, foreign worker communities, and newly founded villages.

Population form: Evacuated holds, mobile winter households, rescue communities, and permanent southern settlements.

Shelter institutions: Public hearths, Boreal Moot networks, Hrafnvik rescue houses, and hold councils.

Legal status: Usually Veyrskoldic resident, though land claims may vanish with terrain.

Common ancestries: Human, dwarf, gnome, orc, goblin, kobold, jotunborn, strix, and mixed families.

Languages: Northern Veyrskoldic languages, rescue signals, and host-settlement speech.

Names and documents: Hold rolls, rescue lists, oath testimony, and seasonal route marks.

Work and survival: Fishing, construction, road clearing, repair, transport, and winter labor.

Relationship to homeland: Often connected to a landscape that no longer exists.

Barriers to return: Buried settlement, unstable ice, changed river, and permanent danger.

Reasons not to return: Safety and new settlement.

Current political pressure: Whether to rebuild, relocate, or abandon traditional territory.

Player-character origins:

  • glacier-collapse survivor;
  • rescue orphan;
  • relocated hold member;
  • winter scout;
  • person searching for a buried archive.

Adventure hooks:

  • A settlement emerges intact from moving ice.
  • A collapsed glacier reveals a sealed structure.
  • Survivors accuse a geothermal project of causing the failure.

Sealed-Site Evacuation Communities

Place of origin: Stonewake outposts, ruin camps, forbidden valleys, and ancient facilities.

Cause of displacement: Seal failure, magical disturbance, contamination, dangerous discovery, and official closure.

Principal routes: Stonewake, foreign ruin camps, Skeldheim, Silveredge, Selvarin, and specialist houses.

Current destinations: Temporary camps, sealed-site specialist communities, worker settlements, and foreign institutions.

Population form: Evacuated specialists, support workers, camp-born families, altered survivors, and research diasporas.

Shelter institutions: Warden houses, foreign guilds, hearth communities, medical camps, and neutral archives.

Legal status: Worker, protected specialist, evacuee, or restricted witness.

Common ancestries: Dwarf, automaton, android, conrasu, fetchling, wayang, shisk, kobold, human, and mixed communities.

Languages: Warden technical language, ancient scripts, project languages, and local speech.

Names and documents: Site permits, seal records, evacuation rolls, restricted testimony, and health marks.

Work and survival: Containment, translation, research, repair, craft, and teaching.

Relationship to homeland: Often tied to the site itself.

Barriers to return: Legal closure and danger.

Reasons not to return: Trauma, family safety, or loss of project.

Current political pressure: Governments seek knowledge while wardens restrict access.

Player-character origins:

  • evacuated warden;
  • camp-born researcher;
  • altered survivor;
  • foreign specialist stranded after closure;
  • person who knows why the site failed.

Adventure hooks:

  • Evacuees receive contradictory return orders.
  • A site authority denies that a community ever lived there.
  • Former residents begin dreaming of the sealed location.

Winter Contract Families Unable to Return

Place of origin: Caerlon, Marithel, Suthrane, other Veyrskoldic regions, and mobile worker communities.

Cause of displacement: Seasonal contracts extended by winter closure, employer abandonment, wage theft, lost documents, and family settlement.

Principal routes: Northfire, Hrafnvik, Skeldheim, Emberdeep, and southern ports.

Current destinations: Worker camps, hearth towns, repair wards, and permanent contract neighborhoods.

Population form: Seasonal labor communities, camp families, stranded workers, and later-generation residents.

Shelter institutions: Hearth systems, labor halls, guilds, remittance houses, and public kitchens.

Legal status: Temporary worker, foreign resident, undocumented family, or permanent resident without full rights.

Common ancestries: Mixed.

Languages: Work languages, Veyrskoldic, and family languages.

Names and documents: Contracts, wage records, employer marks, travel papers, and remittance accounts.

Work and survival: Mining, construction, timber, rescue, transport, and repair.

Relationship to homeland: Maintained through remittance and seasonal expectation.

Barriers to return: No wages, winter closure, debt, lost papers, and new family.

Reasons not to return: Permanent work, children born locally, or unsafe homeland.

Current political pressure: Employer control and debates over permanent status.

Player-character origins:

  • camp-born worker;
  • abandoned contract family;
  • remittance courier;
  • labor organizer;
  • child who has never seen the claimed homeland.

Adventure hooks:

  • An employer abandons workers before winter.
  • Contracts secretly transfer family members between projects.
  • A worker camp petitions to become a town.

Giant-Road Displaced Settlements

Place of origin: Dromgard routes, giant crossings, highland villages, and road approaches.

Cause of displacement: Giant movement, road restoration, oath conflict, bridge collapse, and territorial change.

Principal routes: Dromgard, neighboring holds, Kharad-Sur, Silveredge, and southern Veyrskold.

Current destinations: Mixed giant–mortal settlements, road camps, refuge halls, and new highland villages.

Population form: Relocated villages, large-scale worker communities, oath-disputed households, and mixed settlements.

Shelter institutions: Dromgard councils, shared halls, oath houses, and road-worker guilds.

Legal status: Depends on old agreements and current road law.

Common ancestries: Jotunborn, dwarf, minotaur, human, kobold, orc, dragonet, and mixed families.

Languages: Giant languages, Veyrskoldic, road signs, and trade speech.

Names and documents: Oath stones, road records, giant witness, and village testimony.

Work and survival: Construction, trade, heavy transport, livestock, and guiding.

Relationship to homeland: Often tied to road access.

Barriers to return: Road now occupied, agreement changed, and structural danger.

Reasons not to return: Better access and protection in mixed settlements.

Current political pressure: Giants, holds, and local communities dispute authority.

Player-character origins:

  • road-displaced villager;
  • giant interpreter;
  • mixed-settlement child;
  • oath claimant;
  • heavy transport worker.

Adventure hooks:

  • A giant road reactivates beneath a village.
  • An ancient oath requires relocation.
  • A giant family offers land in exchange for service.

Dragon-Conflict Refugees

Place of origin: Wyrmwatch territories, cliff settlements, dragon-linked valleys, and high routes.

Cause of displacement: Dragon succession, territorial conflict, failed compact, predation, and military response.

Principal routes: Veyrskoldic holds, Marithel, Silveredge, Dromgard, and protected valleys.

Current destinations: Wyrmwatch communities, Hrafnvik, Highfall, Stonewake, and foreign ports.

Population form: Cliff refugees, dragonet diasporas, treaty witnesses, and displaced mountain households.

Shelter institutions: Wyrmwatch councils, hold shelters, rescue communities, and treaty houses.

Legal status: Refugee, treaty claimant, or displaced subject.

Common ancestries: Dragonet, strix, kobold, jotunborn, dwarf, human, minotaur, and mixed families.

Languages: Veyrskoldic, Draconic, cliff signals, and trade speech.

Names and documents: Dragon marks, treaty seals, witness stones, rescue records, and household rolls.

Work and survival: Guiding, watch service, craft, trade, and military support.

Relationship to homeland: Often dependent on which dragon or treaty prevails.

Barriers to return: Active dragon claim and destroyed infrastructure.

Reasons not to return: Fear or rejection of dragon authority.

Current political pressure: Dragon alliances and military expansion.

Player-character origins:

  • treaty refugee;
  • dragonet exile;
  • Wyrmwatch child;
  • displaced cliff family;
  • witness to a broken compact.

Adventure hooks:

  • Two dragons claim the same refugee population.
  • A compact was forged.
  • Refugees are blamed for provoking the conflict.

Ilyrian Displacement

Ilyr often frames relocation through stewardship rather than ordinary property law, but relocation remains displacement.

Communities Relocated for Stewardship Protection

Place of origin: Protected forests, wetlands, coasts, plateaus, and living settlements.

Cause of displacement: Ecological collapse, living-land rejection, disease, dangerous magical change, or need to protect a vulnerable place.

Principal routes: Guest Platforms, stewardship households, Green Veil, Namarra, Riverroot, and coastal settlements.

Current destinations: Sponsored refuge communities, new stewardship sites, healing centers, and temporary waiting grounds.

Population form: Relocated villages, stewardship households, sponsored families, and ecological evacuees.

Shelter institutions: Stewardship councils, Guest Platforms, Green Veil, Namarra, and local households.

Legal status: Protected steward, guest, evacuee, or displaced resident.

Common ancestries: Elf, leshy, ghoran, vanara, lizardfolk, tripkee, catfolk, human, awakened animal, and mixed communities.

Languages: Local Ilyrian languages, stewardship signs, host languages, and ritual terms.

Names and documents: Stewardship witness, household sponsorship, ecological record, and local recognition.

Work and survival: Ecological repair, farming, guiding, healing, construction, and education.

Relationship to homeland: Defined by responsibility to place, even after relocation.

Barriers to return: Ongoing ecological danger or rejection by the living place.

Reasons not to return: New stewardship obligation, changed landscape, or belief that return would cause harm.

Current political pressure: Debate over whether relocation was necessary or coercive.

Player-character origins:

  • relocated steward;
  • Guest Platform child;
  • ecological refugee;
  • former custodian rejected by the land;
  • person assigned to a new place.

Adventure hooks:

  • The displaced community claims relocation was based on false evidence.
  • A living place calls its former residents back.
  • The new stewardship begins failing.

Survivors of Foreign Extraction

Place of origin: Thornward, medicinal regions, living harbors, forest interiors, and protected resource areas.

Cause of displacement: Foreign extraction, military harvest, illegal excavation, specimen theft, logging, mining, and settlement damage.

Principal routes: Namarra, Thornward refuge, Mistwell, Green Veil, and foreign legal communities.

Current destinations: Recovery Houses, stewardship settlements, protected-witness communities, and political refugee wards.

Population form: Survivor households, medical refugees, displaced workers, and witness communities.

Shelter institutions: Namarra, Mistwell, Thornward councils, Selvarin legal communities, and foreign healer houses.

Legal status: Refugee, protected witness, patient, or claimant.

Common ancestries: Mixed, with visible leshy, ghoran, fleshwarp, elf, human, awakened animal, vishkanya, and catfolk communities.

Languages: Ilyrian regional languages, medical registers, foreign trade language, and witness cants.

Names and documents: Extraction ledgers, medical records, stewardship testimony, and protected witness names.

Work and survival: Healing, ecological repair, craft, testimony, guiding, and political advocacy.

Relationship to homeland: Strong but often connected to damaged land.

Barriers to return: Contamination, military occupation, and destroyed living systems.

Reasons not to return: Medical need, danger, or new sanctuary.

Current political pressure: Foreign states seek to suppress evidence.

Player-character origins:

  • extraction survivor;
  • protected witness;
  • foreign laborer who defected;
  • healer from a destroyed garden;
  • altered resident.

Adventure hooks:

  • A foreign company offers compensation in exchange for silence.
  • Stolen living material appears in a distant market.
  • A survivor recognizes an official expedition leader.

Living-Land Rejection Refugees

Place of origin: Stewardship communities throughout Ilyr.

Cause of displacement: A place, spirit, ecological system, or community rejects a custodian or household.

Principal routes: Guest Platforms, Mistwell, Namarra, neighboring stewardship communities, and foreign settlements.

Current destinations: Sponsored houses, political exile communities, healer centers, and foreign specialist wards.

Population form: Exiled stewards, rejected households, disputed custodians, and spiritual refugees.

Shelter institutions: Guest Platforms, mediation circles, Namarra, temple houses, and foreign communities.

Legal status: Socially and spiritually disputed rather than always legally exiled.

Common ancestries: Any.

Languages: Local Ilyrian language, stewardship terminology, and host language.

Names and documents: Stewardship records, witness testimony, ecological signs, and community declarations.

Work and survival: Guiding, farming, healing, craft, teaching, and foreign service.

Relationship to homeland: Usually painful and unresolved.

Barriers to return: Continued rejection and community judgment.

Reasons not to return: New community, rejection of the ruling, or fear of renewed harm.

Current political pressure: Debate over whether rejection was genuine, manipulated, or misread.

Player-character origins:

  • rejected steward;
  • child of an exiled household;
  • mediator who failed;
  • person seeking proof of sabotage;
  • foreign resident accused of causing rejection.

Adventure hooks:

  • The land’s rejection was magically falsified.
  • A former steward is called back during crisis.
  • Two communities interpret the same sign differently.

Protected Witnesses

Place of origin: Ilyr, Vorrak, Caerlon, foreign courts, extraction sites, and hidden communities.

Cause of displacement: Possession of dangerous evidence, political persecution, court testimony, or knowledge of protected routes.

Principal routes: Mistwell, Selvarin, Windrider, Suthrani temples, and hidden guide networks.

Current destinations: Mistwell protected arrivals, Selvarin witness houses, Blue Lantern sanctuary, and foreign temple quarters.

Population form: Hidden households, legal witnesses, former officials, scholars, and survivors.

Shelter institutions: Mistwell guides, neutral legal communities, Blue Lantern houses, temple sanctuary, and envoy institutions.

Legal status: Protected witness, asylum resident, or concealed person.

Common ancestries: Any.

Languages: Home language, host language, guide signs, and legal registers.

Names and documents: Protected name, sealed testimony, escort papers, and sponsor records.

Work and survival: Translation, teaching, craft, hidden service, and legal testimony.

Relationship to homeland: Often severed by danger.

Barriers to return: Assassination, prosecution, and threat to family.

Reasons not to return: Safety and continuing legal process.

Current political pressure: Multiple powers seek access.

Player-character origins:

  • protected witness;
  • child raised under hidden identity;
  • former escort;
  • translator who knows the testimony;
  • person seeking public disclosure.

Adventure hooks:

  • A witness refuses to remain hidden.
  • The protecting institution has been compromised.
  • Several states claim the testimony is forged.

Foreign Patients Who Remained

Place of origin: Caerlon, Marithel, Suthrane, Veyrskold, Vorrak, and Selvarin.

Cause of displacement: Injury, magical alteration, chronic illness, contamination, and inability to travel safely.

Principal routes: Namarra healing routes, maritime healer networks, Suthrani temples, and sponsored transit.

Current destinations: Recovery Houses, healer enclaves, stewardship settlements, and Guest Platforms.

Population form: Former-patient households, mixed healer communities, and long-term medical residents.

Shelter institutions: Namarra, foreign healer communities, temple houses, and patient councils.

Legal status: Patient, guest, sponsored resident, or permanent household member.

Common ancestries: Mixed.

Languages: Medical registers, local Ilyrian language, and home languages.

Names and documents: Patient records, sponsor papers, medical restrictions, and refuge names.

Work and survival: Craft, teaching, healing support, gardening, and local trade.

Relationship to homeland: Often maintained through family but complicated by health.

Barriers to return: Medical danger and lack of treatment.

Reasons not to return: New household and better care.

Current political pressure: Foreign governments sometimes demand return of soldiers, specialists, or politically important patients.

Player-character origins:

  • former patient;
  • patient’s child;
  • healer’s adoptee;
  • foreign veteran who stayed;
  • altered survivor building a new life.

Adventure hooks:

  • A recovered patient is ordered home for service.
  • A cure would require leaving the only safe environment.
  • A foreign family accuses Namarra of withholding a relative.

Selvarin and International Displacement

Governments and Courts in Exile

Place of origin: Disputed, occupied, collapsed, or politically transformed states and courts.

Cause of displacement: War, revolution, succession, occupation, persecution, or loss of recognition.

Principal routes: Selvarin, Far-Treaty, Windrider, Highharbor, and Suthrani sanctuary.

Current destinations: Exile councils, envoy houses, private estates, and political associations.

Population form: Claimant courts, councils, ministries, religious governments, and political movements.

Shelter institutions: Selvarin diplomatic protections, envoy houses, foreign patrons, temple quarters, and exile funds.

Legal status: Recognized government, unrecognized claimant, political association, or private household.

Common ancestries: Mixed.

Languages: Homeland language, Selvarin speech, and diplomatic registers.

Names and documents: Seals, succession records, foreign recognition, diplomatic papers, and disputed archives.

Work and survival: Diplomacy, fundraising, intelligence, education, publication, and political organization.

Relationship to homeland: Central to identity.

Barriers to return: Rival government, lack of support, danger, and loss of legitimacy.

Reasons not to return: Safe life abroad, changing politics, or rejection of inherited cause.

Current political pressure: Foreign sponsorship and factional competition.

Player-character origins:

  • exile court child;
  • claimant’s servant;
  • political dissident;
  • heir who rejects return;
  • envoy born abroad.

Adventure hooks:

  • An exile court plans an invasion.
  • Its homeland offers amnesty to everyone except the ruler.
  • A recovered document proves the court has no claim.

Unrecognized Heirs

Place of origin: Caerlon, Verdant courts, Vorrakian households, Maritheli principalities, and foreign polities.

Cause of displacement: Succession conflict, hidden birth, mixed marriage, disputed resurrection, adoption, exile, and missing records.

Principal routes: Selvarin, Crownward, Far-Treaty, Windrider, and neutral legal courts.

Current destinations: Envoy houses, exile communities, private patrons, and legal institutions.

Population form: Claimants, hidden heirs, denied successors, and politically protected children.

Shelter institutions: Neutral legal communities, temples, envoy houses, and adoption networks.

Legal status: Disputed.

Common ancestries: Any.

Languages: Court and host languages.

Names and documents: Birth records, adoption papers, resurrection testimony, seals, and witness statements.

Work and survival: Education, diplomacy, military service, and concealment.

Relationship to homeland: Often mediated by political factions.

Barriers to return: Arrest, assassination, or lack of recognition.

Reasons not to return: Rejection of the title or stronger host identity.

Current political pressure: Foreign powers may promote or suppress claims.

Player-character origins:

  • hidden heir;
  • claimant’s sibling;
  • body double or reflection;
  • adoptee with unexpected title;
  • person seeking to disprove their own claim.

Adventure hooks:

  • An heir is legally valid but culturally foreign.
  • Two heirs are the same resurrected person under different rulings.
  • A foreign state fabricates a claimant.

Treaty-Protected Witnesses

Place of origin: Any continent.

Cause of displacement: Knowledge of war crimes, treaty violations, succession fraud, court conspiracy, dangerous magic, or political corruption.

Principal routes: Selvarin, Suthrani temple jurisdictions, Mistwell, Windrider, and Far-Treaty.

Current destinations: Witness houses, envoy compounds, hidden districts, and neutral courts.

Population form: Protected individuals, families, interpreters, former officials, and hidden households.

Shelter institutions: Neutral courts, temple sanctuary, envoy houses, Blue Lantern protection, and guide networks.

Legal status: Protected by treaty, court order, or sanctuary.

Common ancestries: Any.

Languages: Home language, legal registers, and host language.

Names and documents: Protected identities, sealed testimony, escort papers, and recognition letters.

Work and survival: Often restricted; some work as teachers, translators, clerks, or advisers.

Relationship to homeland: Usually unsafe.

Barriers to return: Threat and active prosecution.

Reasons not to return: Survival and continuing testimony.

Current political pressure: Diplomatic bargaining and attempted intimidation.

Player-character origins:

  • protected witness;
  • witness’s child;
  • escort;
  • former translator;
  • person whose testimony was never heard.

Adventure hooks:

  • A treaty expires.
  • A witness changes their story.
  • A protecting state plans to trade the witness away.

Stateless Envoy Families

Place of origin: Selvarin, mixed diplomatic households, collapsed missions, and unrecognized states.

Cause of displacement: Loss of recognition, diplomatic rupture, disputed parentage, mixed legal identity, or inherited service to a state that no longer exists.

Principal routes: Usually remain in Selvarin or move among international cities.

Current destinations: Translator districts, neutral legal communities, envoy wards, and international schools.

Population form: Multigenerational international households.

Shelter institutions: Selvarin municipal systems, professional guilds, envoy associations, and legal houses.

Legal status: Stateless, locally resident, or conditionally protected.

Common ancestries: Every ancestry.

Languages: Several.

Names and documents: Expired diplomatic papers, local residence records, professional identity, and household witness.

Work and survival: Translation, diplomacy, law, teaching, trade, and administration.

Relationship to homeland: May be symbolic or nonexistent.

Barriers to return: No recognized homeland.

Reasons not to return: Selvarin is home.

Current political pressure: Nationalist governments and citizenship restrictions.

Player-character origins:

  • stateless translator;
  • child of a vanished mission;
  • diplomat without a state;
  • legal advocate for international families.

Adventure hooks:

  • A defunct state suddenly returns.
  • A family’s old diplomatic immunity is invoked after a crime.
  • Selvarin debates whether international residents may become citizens.

Refuge and Asylum Systems

Blue Lantern Sanctuary

Primary locations: Windrider Freeport, Low Lantern Refuge, sanctuary ships, and associated safe houses.

Who may apply: People facing immediate seizure, extradition, violence, political persecution, debt enforcement, or identity dispute.

Protection offered:

  • temporary safety;
  • delay of removal;
  • access to hearing;
  • limited recognition of refuge names;
  • legal advocates;
  • emergency shelter;
  • separation from pursuing authorities.

Requirements:

  • obey sanctuary rules;
  • submit enough information for risk review;
  • avoid violence within protected space;
  • not use sanctuary to seize or harm another resident.

Recognized by: Windrider and some allied freeports.

Disputed by: Creditors, foreign governments, military authorities, and some League harbors.

If the claim fails: The person may be required to leave, transferred to another authority, or granted time to seek alternate protection. Summary seizure inside sanctuary remains prohibited.

Player use: Refuge, patron, starting community, temporary identity, or source of legal missions.

Low Lantern Refuge

Primary location: Windrider outer waters.

Who may enter: Refugees, shipwreck survivors, debt escapees, defectors, and people with unresolved identity.

Protection offered: Shelter, food, hearing access, work boards, translation, and emergency care.

Requirements: Participate in raft rules, respect water and fire safety, and avoid exposing protected residents.

If support fails: Residents may face relocation, shipboard settlement, or movement to another harbor.

Highharbor Registration

Primary location: Harbor of Names and Highharbor offices.

Who may apply: Refugees, returnees, former prisoners, shipwreck survivors, and people with damaged records.

Protection offered:

  • temporary identity;
  • work access;
  • lodging referral;
  • witness hearing;
  • return coordination;
  • missing-person registration.

Requirements: Testimony, sponsor where possible, and periodic review.

Recognized by: Highharbor, many Caerlonian institutions, and some Maritheli and Selvarin offices.

Disputed by: Varkul, hostile creditors, rival claimants, and some inland authorities.

If the claim fails: A person may remain under limited temporary status or be referred to a Return House, temple, or foreign authority.

Return Houses

Primary locations: Highharbor, Crownward, Marches, Verdant regions, and selected foreign cities.

Who may apply: People returning after captivity, exile, false death, prolonged absence, magical displacement, or foreign upbringing.

Protection offered:

  • temporary lodging;
  • identity review;
  • family contact;
  • legal support;
  • medical referral;
  • return planning.

Requirements: Testimony and available evidence.

Recognized by: Most Caerlonian authorities, though final decisions vary by region.

Disputed by: Property holders, prior spouses, rival heirs, and foreign courts.

If the claim fails: The person may still receive humanitarian shelter but not restoration of status.

Unreturned Offices

Primary locations: Crownward, Highharbor, Estenmark, Marches, and foreign branches.

Who may file: Families, communities, military units, ship crews, temples, or institutions seeking missing people.

Services:

  • record missing status;
  • compare prisoner and death lists;
  • receive foreign testimony;
  • coordinate searches;
  • prevent premature property closure;
  • connect families with return systems.

Requirements: A credible relationship or witness.

Player use: Missing-person patron, record source, family obligation, or investigation hub.

White Cord Houses

Primary locations: Suthrane and foreign branches.

Who may apply: Families of the missing, unburied, falsely declared dead, Varkul-claimed, or returned under dispute.

Protection offered:

  • lodging;
  • funerary support;
  • legal advocacy;
  • body and name records;
  • family mediation;
  • return witness.

Requirements: Participation in house procedures and respect for conflicting claims.

Recognized by: Suthrani temple systems and many foreign religious authorities.

Disputed by: Varkul and some secular courts.

Suthrani Temple Sanctuary

Primary locations: Grand Temple Precincts, Anuth-Selai, pilgrimage routes, and foreign temple houses.

Who may apply: Political, religious, familial, legal, and humanitarian refugees.

Protection offered:

  • physical sanctuary;
  • food;
  • healing;
  • mediation;
  • legal delay;
  • adoption or foster placement;
  • transfer to safer jurisdiction.

Requirements: Vary by temple. Violence, desecration, and exploitation of sanctuary may end protection.

Recognized by: Most Suthrani authorities and many foreign temples.

Disputed by: Secular rulers, foreign courts, creditors, and rival temples.

Ilyrian Sponsored Refuge

Primary locations: Guest Platforms, stewardship households, Namarra, Green Veil, and coastal compacts.

Who may apply: Refugees able to live under local stewardship obligations or requiring specialized protection.

Protection offered:

  • sponsorship;
  • housing;
  • work;
  • language instruction;
  • healing;
  • path toward local belonging.

Requirements:

  • sponsor;
  • compliance with stewardship rules;
  • participation in maintenance;
  • respect for restricted routes and living systems.

Recognized by: Local Ilyrian authorities.

Disputed by: Foreign governments seeking return and residents concerned about access.

Mistwell Protected Arrival

Primary locations: Waiting grounds, hidden routes, and protected houses.

Who may apply: Witnesses, persecuted magical people, defectors, mapkeepers, and people whose public location would create danger.

Protection offered:

  • hidden route;
  • concealed location;
  • controlled identity;
  • guide sponsorship;
  • safe testimony transfer.

Requirements: Strict secrecy and guide authority.

Recognized by: Mistwell and select Ilyrian or Selvarin partners.

Disputed by: Nearly every authority seeking direct access.

Veyrskoldic Warm Roof Protection

Primary locations: Skeldheim, holds, hearth towns, road shelters, and winter camps.

Who may claim it: Any traveler or displaced person facing lethal weather.

Protection offered: Immediate temporary shelter, heat, water, and basic food.

Requirements: Surrender immediate weapons if asked, obey fire and space rules, and leave or regularize status once danger passes.

Recognized by: Most Veyrskoldic communities.

Disputed by: Employers or officials attempting to seize people inside emergency shelter.

Marcher Resettlement

Primary locations: West Hearthvale, New Bellweather, and participating settlements.

Who may apply: Displaced residents willing to join reconstruction, defense, farming, or civic work.

Protection offered:

  • occupancy rights;
  • work;
  • local recognition;
  • militia protection;
  • access to shared resources.

Requirements: Present contribution, community participation, and defense obligations where applicable.

Recognized by: Marcher Concord communities.

Disputed by: Returned titleholders, Crownward courts, and some Estenmark authorities.

Exile Councils

Primary locations: Selvarin, Marithel, Highharbor, Suthrane, and foreign capitals.

Who may use them: Members of a displaced political, regional, noble, temple, or civic community.

Protection offered: Political representation, funds, documents, return planning, and patronage.

Requirements: Often factional loyalty, dues, or recognition of the council’s authority.

Danger: Some councils claim to represent people who reject them.

Selvarin Treaty Refuge

Primary location: Selvarin.

Who may apply: Treaty-protected witnesses, diplomats, political exiles, stateless families, and internationally disputed persons.

Protection offered:

  • neutral residence;
  • legal hearing;
  • diplomatic escort;
  • witness protection;
  • document recognition;
  • mediated transfer.

Requirements: Compliance with treaty court procedure.

Recognized by: Participating states.

Disputed by: States that reject Selvarin jurisdiction or withdraw from agreements.

Routes of Displacement

Highharbor–Windrider Route

Primary users: Caerlonian refugees, returnees, debt escapees, defectors, and political exiles.

Typical transport: Convoy ship, private passage, sanctuary ship, or freight vessel.

Main institutions: Highharbor registration, Blue Lantern sanctuary, Refugee Rows, and remittance houses.

Risks: Debt contracts, false manifests, storms, foreign agents, and identity checks.

Highharbor–Grainwake Route

Primary users: Agricultural refugees, relief workers, Heartplain families, and return travelers.

Typical transport: Grain convoy and relief shipping.

Main institutions: Caerlon Steps, warehouse councils, public ovens, and Heartplain contacts.

Risks: Cargo prioritization, famine, creditor claims, and political interference.

Highharbor–Selvarin Route

Primary users: Political exiles, witnesses, legal claimants, envoy families, and archive workers.

Typical transport: Diplomatic ship, merchant convoy, or protected passage.

Main institutions: Neutral courts, envoy houses, translator districts, and exile councils.

Risks: Espionage, diplomatic seizure, forged papers, and withdrawal of recognition.

Suthrani Temple Routes

Primary users: Sanctuary seekers, funerary claimants, adoptees, pilgrims, and political exiles.

Typical transport: River boat, pilgrim caravan, temple ship, and protected road.

Main institutions: Temple houses, White Cord Houses, adoption networks, and river courts.

Risks: Jurisdiction disputes, religious conflict, flood, and foreign warrants.

Northfire Work Route

Primary users: Caerlonian laborers, foreign workers, technicians, and returning families.

Typical transport: Veyrskoldic convoy, contract caravan, coastal ship, and winter road.

Main institutions: Northfire Camp, hearth houses, labor guilds, and remittance offices.

Risks: Winter closure, employer control, wage theft, and industrial danger.

Namarra Healing Route

Primary users: Altered survivors, wounded veterans, contamination victims, foreign patients, and healers.

Typical transport: Sponsored ship, temple convoy, healer escort, and stewardship route.

Main institutions: Recovery Houses, foreign healer enclaves, patient councils, and protected gardens.

Risks: Medical instability, foreign seizure, theft of specimens, and quarantine.

Broken Chain Escape Routes

Primary users: Hidden Lantern defectors, prisoners, Gaping Coast escapees, Dreadshore deserters, and smuggled families.

Typical transport: Small vessel, hidden anchorage, aquatic guide, false military ship, and island transfer.

Main institutions: Hidden Lantern cells, Maritheli safe houses, aquatic communities, and Broken Chain wardens.

Risks: Synod patrol, betrayal, storm, false signal, and uncharted hazard.

Internal Marcher Return Routes

Primary users: Refugees returning from Heart Plains, Highharbor, Marithel, and Suthrane.

Typical transport: Road caravan, military escort, family wagon, and relief convoy.

Main institutions: Marcher councils, Estenmark patrols, Return Houses, and Heartplain supply systems.

Risks: Unsafe land, road closure, disputed occupancy, and banditry.

Maritime Sanctuary Routes

Primary users: Debt escapees, political refugees, shipwreck survivors, and stateless people.

Typical transport: Sanctuary ship, floating household, Freeport vessel, or hidden pilot route.

Main institutions: Blue Lantern network, floating refuge communities, and harbor safe houses.

Risks: Creditor seizure, piracy, exposure, and harbor refusal.

Caravan Exile Routes

Primary users: Red Waste families, Suthrani exiles, mobile traders, political refugees, and court-border communities.

Typical transport: Caravan, mounted group, wagon, or foot migration.

Main institutions: Osseran houses, well associations, route guides, and foreign markets.

Risks: Well closure, military patrol, forged marks, and route loss.

Return, Nonreturn, and Failed Return

Return Is Not Restoration

A person may return physically without recovering:

  • home;
  • land;
  • work;
  • family role;
  • marriage;
  • title;
  • office;
  • citizenship;
  • reputation.

Property and Occupancy

A house may now contain:

  • another refugee family;
  • a public clinic;
  • a militia office;
  • a school;
  • a reconstruction household;
  • people who maintained it for decades.

Return claims can therefore conflict with present occupancy.

Family Change

A returned person may discover:

  • spouse remarried;
  • children raised by others;
  • household joined another community;
  • relatives declared them dead;
  • family rejected their new identity;
  • family expected wealth or political authority.

Changed Body or Condition

Return may be complicated by:

  • fleshwarping;
  • undeath;
  • resurrection;
  • planar alteration;
  • lost memory;
  • disability;
  • age;
  • new ancestry expression;
  • changed name.

Return-Generation Conflict

A character raised abroad may encounter:

  • language difficulty;
  • unfamiliar customs;
  • suspicion;
  • expectations of wealth;
  • pressure to marry;
  • demands for political loyalty;
  • claims that they are not truly local.

Reasons Return Fails

  • route closed;
  • papers rejected;
  • witness dies;
  • property occupied;
  • court changes;
  • homeland refuses the person;
  • person refuses old obligation;
  • medical travel impossible;
  • family cannot agree on identity;
  • foreign authority intervenes.

Choosing Nonreturn

Nonreturn can be:

  • practical;
  • political;
  • emotional;
  • ethical;
  • familial;
  • medical;
  • spiritual.

A person who refuses return is not necessarily abandoning culture or family.

Daily Life in Displacement

Lodging

Displaced people may live in:

  • refugee wards;
  • temple hostels;
  • ship berths;
  • Return Houses;
  • worker camps;
  • floating households;
  • sanctuary compounds;
  • guest platforms;
  • hidden settlements;
  • private sponsors’ homes.

Work

Common work includes:

  • dock labor;
  • farming;
  • construction;
  • translation;
  • military service;
  • repair;
  • caregiving;
  • temple work;
  • shipping;
  • guiding;
  • mining;
  • craft;
  • record keeping;
  • food production.

Papers

A displaced person may carry:

  • original identity papers;
  • temporary harbor papers;
  • temple sanctuary mark;
  • refuge name;
  • witness statement;
  • labor contract;
  • return permit;
  • adoption record;
  • death-dispute certificate;
  • no document at all.

Families use:

  • Unreturned Offices;
  • White Cord Houses;
  • refugee walls;
  • ship logs;
  • temple records;
  • remittance houses;
  • prisoner lists;
  • Hidden Lantern messages;
  • Selvarin legal channels.

Language

Displaced people may:

  • preserve a household language;
  • learn a trade language;
  • lose literacy in an older script;
  • speak a mixed dialect;
  • use several names in different languages;
  • rely on children as interpreters;
  • deliberately conceal a language.

Health

Displacement affects:

  • injury treatment;
  • food access;
  • magical contamination;
  • pregnancy and childcare;
  • disability support;
  • mental health;
  • body maintenance;
  • access to ancestry-specific needs.

Prejudice and Suspicion

Displaced people may be accused of:

  • carrying disease;
  • taking work;
  • serving foreign powers;
  • lying about identity;
  • refusing integration;
  • threatening local culture;
  • being criminals;
  • hiding wealth;
  • demanding special treatment.

These accusations vary by place and are often politically useful to those making them.

Displacement and Pathfinder 2e

Displacement does not change a character’s ancestry, heritage, class, or alignment.

It can inform:

  • background;
  • Lore;
  • languages;
  • contacts;
  • equipment;
  • starting location;
  • reputation;
  • personal goals.

Suitable Background Interpretations

Existing Pathfinder backgrounds may be recontextualized as:

  • refugee;
  • farmhand;
  • laborer;
  • sailor;
  • guard;
  • warrior;
  • emissary;
  • translator;
  • pilgrim;
  • merchant;
  • scholar;
  • healer;
  • courier;
  • criminal;
  • servant;
  • artisan;
  • miner;
  • scout.

Useful Lore Skills

  • Refugee Lore;
  • Exile Lore;
  • Return House Lore;
  • White Cord Lore;
  • Blue Lantern Lore;
  • Marcher Lore;
  • Harbor of Names Lore;
  • Hidden Lantern Lore;
  • Skill House Lore;
  • Sirenward Lore;
  • Namarra Recovery Lore;
  • Selvarin Treaty Lore;
  • Caravan Route Lore;
  • Prisoner Exchange Lore;
  • Reconstruction Lore;
  • Varkul Law Lore.

Languages

Displacement may explain languages learned through:

  • captivity;
  • refuge;
  • work;
  • family;
  • shipboard service;
  • temple education;
  • return preparation;
  • border life;
  • translation.

Contacts

A displaced character should have at least one plausible contact:

  • refugee elder;
  • temple advocate;
  • Return House clerk;
  • ship captain;
  • witness;
  • remittance worker;
  • healer;
  • guide;
  • defector-house resident;
  • former prisoner;
  • family member abroad;
  • exile council representative.

These are narrative contacts unless a background, feat, or campaign option grants a mechanical benefit.

Building a Displaced Character

1. Choose the Place of Origin

Where did the character live before displacement?

2. Choose the Cause

  • war;
  • court persecution;
  • flood;
  • storm;
  • debt;
  • magical disaster;
  • religious conflict;
  • family exile;
  • forced labor;
  • political succession;
  • ecological collapse;
  • sealed-site closure;
  • shipwreck.

3. Choose the Route

How did the character travel?

  • road;
  • river;
  • ship;
  • hidden passage;
  • military convoy;
  • prisoner exchange;
  • pilgrimage;
  • caravan;
  • magical crossing;
  • guided route.

4. Choose Who Helped

  • family;
  • stranger;
  • temple;
  • ship crew;
  • guide;
  • soldier;
  • smuggler;
  • healer;
  • refugee institution;
  • foreign official;
  • resistance cell.

5. Choose What Was Lost

  • person;
  • home;
  • name;
  • papers;
  • body;
  • language;
  • title;
  • livelihood;
  • faith;
  • memory;
  • property;
  • political position.

6. Choose What Was Gained

  • new family;
  • profession;
  • language;
  • faith;
  • political commitment;
  • freedom;
  • community;
  • evidence;
  • enemy;
  • obligation;
  • patron.

7. Choose Current Status

  • refugee;
  • permanent resident;
  • sanctuary resident;
  • temporary worker;
  • stateless;
  • returnee;
  • protected witness;
  • exile;
  • debtor;
  • adopted community member;
  • person living under a refuge name.

8. Choose a Barrier to Return

  • danger;
  • law;
  • debt;
  • missing proof;
  • changed body;
  • new family;
  • occupied home;
  • political refusal;
  • medical need;
  • personal choice.

9. Choose an Obligation

  • send money;
  • locate a missing person;
  • sponsor another refugee;
  • recover a document;
  • protect a route;
  • testify;
  • return for a festival;
  • repay passage;
  • preserve a name;
  • assist a resistance network.

10. Choose Why the Character Adventures

  • earn money;
  • find family;
  • recover proof;
  • escort others;
  • investigate the cause;
  • seek a cure;
  • escape an institution;
  • build political influence;
  • locate a safe homeland;
  • prevent further displacement.

Player Origin Templates

War Refugee

You fled a place destroyed or occupied by war.

Choose:

  • settlement;
  • evacuation route;
  • person who did not escape;
  • current refuge;
  • reason return remains dangerous.

Political Exile

A court, council, ruler, temple, or faction forced you out.

Choose:

  • authority that exiled you;
  • accusation or real offense;
  • foreign patron;
  • person still loyal to you;
  • condition under which you might return.

Court Defector

You left a Vorrakian or other court with useful knowledge.

Choose:

  • court;
  • former role;
  • secret carried out;
  • protector;
  • person endangered by your escape.

Former Prisoner

You survived captivity and now face uncertain return.

Choose:

  • place of captivity;
  • skill learned there;
  • name used there;
  • person left behind;
  • institution helping you now.

Shipwreck Survivor

Your ship was lost and your prior journey ended.

Choose:

  • ship;
  • cause of wreck;
  • rescuer;
  • missing passenger;
  • reason you did not continue home.

Debt Escapee

You fled a contract, creditor, Passage House, or labor obligation.

Choose:

  • debt;
  • person who signed;
  • current sanctuary;
  • creditor’s leverage;
  • what freedom now requires.

Sanctuary Child

You were raised in a temple, refuge, ship, or protected community.

Choose:

  • sanctuary;
  • known or unknown birth family;
  • adopted household;
  • public name;
  • institution that still claims responsibility for you.

Return-Generation Character

Your family calls a place home, but you grew up elsewhere.

Choose:

  • diaspora community;
  • claimed homeland;
  • language or custom you lack;
  • local relative;
  • reason you returned.

Stateless Character

No polity fully recognizes you.

Choose:

  • why records fail;
  • institution that shelters you;
  • name used publicly;
  • right or service you cannot access;
  • authority whose recognition you seek or reject.

Ecological Refugee

Your home became unsafe through flood, storm, reef loss, glacier failure, living-land rejection, or contamination.

Choose:

  • lost environment;
  • warning ignored;
  • resettlement;
  • knowledge preserved;
  • force preventing restoration.

Protected Witness

You know something powerful people want hidden.

Choose:

  • event witnessed;
  • evidence;
  • current protector;
  • person threatening you;
  • reason you might testify publicly.

What Most People Know

Most people in Thesalon know someone displaced by war, work, flood, debt, court conflict, shipwreck, magical danger, or family separation.

Caerlonian displacement remains the most visible consequence of the invasion, but it is not the only one. Vorrakian subject peoples flee the Great Seats. Maritheli residents lose homes to debt, storm, reef collapse, and sanctuary politics. Suthrani families move with flood and pilgrimage or seek temple protection. Veyrskoldic settlements relocate because of ice, winter, sealed sites, and giant or dragon conflict. Ilyrian communities move when living systems fail or when foreign extraction makes return unsafe. Selvarin receives exiles and witnesses whose homelands may no longer recognize them.

A refuge institution can offer safety without solving every problem.

A Return House can confirm that someone came back without restoring their old life. A temple can prevent immediate seizure without defeating a foreign warrant. Blue Lantern protection can delay removal without proving innocence. A stewardship household can provide belonging while imposing obligations. A refugee council can represent a community while failing to represent every member.

Displaced people are not one social class, ancestry, faith, or political faction.

They include rulers and laborers, soldiers and children, priests and criminals, healers and sailors, willing exiles and people who never chose to leave.

Displacement can give a player character:

  • languages;
  • several homes;
  • no recognized home;
  • multiple names;
  • family across borders;
  • institutional allies;
  • political enemies;
  • practical survival skills;
  • reasons to travel;
  • reasons to return;
  • reasons never to return.