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Orea: The World & Its People
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<blockquote data-quote="steeldragons" data-source="post: 5254120" data-attributes="member: 92511"><p><strong>The Freelands</strong></p><p></p><p><em>East of the river Adrigol and south of the Thelitian dessert are the realms that were the first and hardest hit by the forces of the Demon godson, Aishapra in the conflict that became known as the Scourge Wars. The people of these realms, then considered subjects of Mostral, were left to defend themselves for the most part. After Aishapra’s defeat the kingdom of Mostrial no longer possessed the strength to enforce its reign across its former territories, and those realms that it did try to exert authority resisted. They followed the example of Andril, a free-city since its establishment, and began lives of self-rule. These realms have collectively become known over Orea as the Freelands. </em></p><p></p><p><em><em>Over the centuries, the Freelands have achieved a relative stability, each individual area, mostly city-states, promoting its own specialty goods and services, and the larger communities overseeing the defense of their smaller neighbors. Still, the lack of an overall coherent military force has made those more rural or unsettled areas ripe for any and all sorts of creatures to flourish. Banditry, by goblinoids and humans alike, is a constant concern for those traveling the Freelands’ extensive trade routes. The need for swords-for-hire is abundant, particularly around the larger cities.</em></em></p><p> </p><p> [SIZE=+1]Andril[/SIZE]</p><p></p><p>The “Jewel of the East” or “Eastern Star of Orea” has been a free-city since the days of the Selurian and Tanku Empires. The city began, in the First Age of Men before the Empires, as a simple port-town. One day, atop the highest hill overlooking the town, a great deep blue crystalline shard appeared. The crystal shard was actually a tower, housing three immortal sorceresses who quickly became known as <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#oracles" target="_blank"><strong><em>the Oracles of Andril</em></strong></a>. With the godlike powers of the Oracles, Andril quickly grew as the Seluria-Tanku wars spread across the continent. The two Empires also became great supporters of the Oracles, seeking to harness their power to sway the conflicts or deliver favorable visions. The Oracles would not be swayed and used their powers to protect the common folk of the growing city. </p><p></p><p></p><p>When the Godswar fell on Orea, the powers of the Oracles protected the city from destruction by the massive tidal waves that assaulted the rest of the Orean coastline. In the Godswar’s wake, as the Mage Wars swept across Orea, the Oracles disappeared from public view, but none of the free-city of Andril would dare assault the tower of their ancient benefactors. As such, Andril became one of the only bastions for magic-use and study outside of the newly created region of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/rhath.html" target="_blank">R’Hath</a>. </p><p></p><p></p><p>The Oracles returned, albeit briefly during the Scourge Wars, again to defend the city, now grown to a huge metropolis that surrounds their crystal tower. With Andril as a center of resistance, the forces of the Freelands battled with the Scourge’s armies, eventually beating them back, lending to the attitude of self-rule and the dissension towards the Mostralian monarchy, who did little to help with the realms’ defense. </p><p></p><p></p><p>Today, Andril is the largest city in the realms of Orea. Andril is miles in diameter, composed of dozens of sections, some of them virtual towns of their own. The Crystal Tower of the Oracles, once set atop the hill overlooking the port, now sits within a city block, though it is still visible from almost anywhere in Andril. </p><p></p><p></p><p>As Andril grew, additions needed to be made to its fortifications. Andril is now composed of three distinct sections, each with its own battlements and series of gates. These are referred to, generally, as the Port City (the original city at the base of hill where the Oracles appeared), the Old City (those areas built up between the Godswar and the Scourge Wars), and the New City (those areas built up and enclosed following the Scourge Wars). Andril’s harbor and wharfside is immense, practically a city in itself. Among the numerous marketplaces, goods and services from the most mundane to the rarest arcanum are available, for the right price. </p><p></p><p></p><p>There are temples and shrines to practically every known deity of the realms, save Karos or any of his demonic minions. But be assured in a city Andril’s size, Karos’ minions are there. Representatives from most of the known realms keep embassies in Andril, to beseech the Oracles as necessary for their lords. People of almost every race, size, and species (except for the ShiStaliiri and Selurians) can be found living or doing business in Andril. There is a saying that “If it can’t be found in Andril, it can’t be found on Orea.” </p><p></p><p></p><p>The city is administrated by a Council of Lords. This is a group of the most powerful and influential individuals from the various sections and guilds in Andril, not including the Oracles who basically keep to their own mysterious affairs. Though membership supposedly changes every 5 years, and individuals come and go within that time, repeat terms are common. The Council is believed to be composed of 2 members from each of the city’s “quarters”, approximately 30 members. The Council elects a Speaker who is the public face for proclamations, public relations, and acts as the city’s lord-at-arms in times of war. The Lord Speaker is able to serve repeat terms at the request of the Council (based mostly on the opinion of the masses). The Lord Speaker of Andril for the past 12 years has been <strong><em>Granion Trueblade</em></strong>, a former captain of the Blue Guard, Andril’s law enforcement organization. He is very popular with the citizens of Andril and its surrounding territory. </p><p> [SIZE=+1]</p><p>[/SIZE]</p><p>[SIZE=+1]Threeways[/SIZE]</p><p>Threeways has been a center of trade since <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html" target="_blank">Mostrial</a> still possessed the Freelands. Its position at the junction of the trade routes from <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/thelitia.html" target="_blank">Thelitia</a> to Mostrial and the ancient road from <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril" target="_blank">Andril</a> to <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#lindril" target="_blank">Lindril</a> made Threeways a very wealthy community. Since the emancipation of the Freelands, the town has grown to a city of some opulence. Threeways boasts some of the most varied and exotic pleasures of the known world. But these, like everything else in Threeways, are big business. </p><p></p><p></p><p>Next to Andril, Threeways has one of the largest selection of goods in Orea, possibly even rivaling <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/grinlia.html#Brightmoon" target="_blank">Brightmoon</a>. Much of Threeways’ goods are en route to somewhere, however, so there is always a need for adventurous types looking to make a buck protecting a caravan. As such, Threeways is also a crossroads for adventurers of all types, and the tales and rumors they’ve accrued in their travels. So much so that information has become one of Threeways’ greatest assets. From artifacts to zebras, if you’re looking for it, the merchants of Threeways can find it for you, for the right price. </p><p></p><p></p><p>The city has a mayor but is almost under the complete control of the <em>Fathen Brotherhood</em>, the most powerful merchants’ guild in Orea. With their wealth, the Fathen Brotherhood control nearly all politics for Threeways and have a strong hand over relations with Thelitia, <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html#isthian" target="_blank">Talas Isthian</a>, Lindril (which now marks the route to the realms of Grinlia), and the dwarves of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/dwarfrealms.html" target="_blank">Daegun.</a> </p><p></p><p></p><p>Another attribute of Threeways, unique among most of the realms, is the presence of temples to gods of evil, along with the gods of good and neutrality. Supposedly, they originated as a mark of the neutrality of the city (to do business with everyone) beginning with three temples to the three Elder deities that survived/remained after the Godswar: Arinane, Sorilorr, and Karos. During the Scourge Wars, more temples to evil deities cropped up as a way to appease the evil forces that flooded through the realms. They’ve stayed standing out of fear and necessity. Making sacrifices to the goddess of disease is a good way to cure that peculiar burning sensation you acquired. The god of dominance, Do’am, the Dark Helm, has developed a particularly large following in Threeways. With the rise of Threeways’ power and influence since the Scourge Wars, temples to most of the other gods of good and neutrality have also established themselves there. The temples to the gods of Neutrality have the largest amount of followers and the most support from the Brotherhood, at least publicly. </p><p> [SIZE=+1]</p><p>[/SIZE]</p><p>[SIZE=+1]Lindril[/SIZE] and Talador’s Pass</p><p>In the first age of men, when the lords of men and dwarves and elves worked together to bring order to the chaos that swept the world, many alliances were made and many enduring works of the races were constructed. Among these was the alliance of the lord of the human realms of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html" target="_blank">Mostrial</a> and the lord of the dwarves of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/dwarfrealms.html" target="_blank">Daegun</a>. To this alliance, as a watchpost for their realms, the dwarves of Daegun constructed the stronghold of Lindril. The fortress’ most notable feature was the forked tower that split halfway up its base into two separate towers, one for the dwarven forces, one for the human, who manned the base together for centuries. In this time, the Daegun gleaned much of humans and their ways and developed a great deal of respect for the short-lived creations of the elder gods. </p><p></p><p></p><p>After order was bestowed to the realms, the nations of men, dwarves, and elves began to fight among themselves, seeking possession of the mythic Gifts of Doron, nine artifacts of diverse and incredible power. War broke out and the stronghold of Lindril became a focal point of battle being repeatedly conquered and reconquered, claimed and reclaimed, by the humans and the dwarves. With the rise of the Tankuan Empire, humans eventually forced the dwarves back into the Daegun mountains, where they were glad to be when the Godswar fell. </p><p></p><p></p><p>Much of the old fortress of Lindril was destroyed and rebuilt over the centuries, but the forked tower endured and to this day is the symbol of the city. As stability returned to the lands of Mostrial, trade began again, and Lindril again slowly saw an increase in its prosperity. Though not with the stubborn and longlived dwarves, many of whom still lived who remembered the battles for control of Lindril. During the Scourge Wars Lindril’s population surged with refugees fleeing the encroaching armies. When the city was taken by the forces of Aishapra, the heroes of the Thorn fled to the Daegun mountains in search of a legendary pass that led through the mountains to the realms of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/grinlia.html" target="_blank">Grinlia</a>. After many adventures and dealings with the dwarves of Daegun, the heroes found the mountain corridor. </p><p></p><p></p><p>Then the heart of men was redeemed and the fire of respect flared with great bellows in the eyes of the dwarves when a hero of the Thorn, the cavalier <strong><em>Talador</em></strong>, fell in defense of the pass, and the dwarven forces therein. The dwarves dubbed the corridor <em>Talador’s Pass</em> and granted the men of Lindril free traffic through the mountain road. From this time forward, dwarves would begin to again be seen in the Freelands (nee Mostrial). </p><p></p><p></p><p>Now, Lindril stands just a league from the entrance to the pass, close enough that the town that has grown there is sometimes called "Talador’s Pass". While on the major trade route, Lindril is more of a supply station, a secure jump-off point for those travelers and caravans that plan to move through the Pass, and a welcome respite for those arriving from the west. The town is governed by a Mayor. Second in power to the mayor is the <em>Captain of Lindril</em>, commander of the forces of the Forked Tower. A good-sized contingent of the <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#Other" target="_blank"><em>Knights of Celradorn</em></a>, as well as a temple to the god of guardianship, reside at Lindril. </p><p></p><p></p><p>Talador’s Pass itself, while still monitored by the dwarves of Daegun, is far from secure. Raiding bandits, goblinoids, trolls, even giants and the occasional dragon find easy pickings and lay in ambush of all but the largest and most heavily protected caravans. The dwarves themselves are often too busy warring with the giants and trolls that infest the mountains north of the pass, to be of any real aid to travelers. </p><p> [SIZE=+1]</p><p>[/SIZE]</p><p>[SIZE=+1]The Grenmoors[/SIZE]</p><p>South of Lindril along the eastern side of the southern Daegun Mountauns is a large region of marshes called the Grenmoors. The marshes are formed around and among the lowlands surrounding the multiple streams and rivers that combine to form the river Adrigol that forms the border of the Freelands and <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html" target="_blank">Mostrial.</a> The 'Moors are known to house a number of dangerous creatures and pitfalls including trolls, orcs, will o’ wisps, kelpies, sinking sands, flaming gases, even carnivorous plants. Still, many expeditions have dared the perils of the Green Moors hunting for lost strongholds and ancient temples of Mostrial and Tanku alleged to have fallen beneath the swamps during the Godswar. Not the least of these was Adrigol’s own hall, called <em>Iiril</em> in bardic song that was swallowed by the swamps as part of Adrigol’s punishment/disgrace. The treasures within, which at one time included the now legendary <em>Hammer of Bors</em>, are said to be as powerful as the Gifts of Doron, but since the heroes of the Thorn and the Scourge Wars, Iiril has never again been found. </p><p> [SIZE=+1]</p><p>[/SIZE]</p><p>[SIZE=+1]Hawkview[/SIZE]</p><p>The city of Hawkview was the outer most point of the former kingdom of Mostrial. Little more than a walled town with a castle, Hawkview quickly fell when the armies of the Scourge first invaded. After the Scourge Wars, Hawkview rebuilt and its position on the White Gull Bay and access around the sands of the Thelitian desert soon gained Hawkview the reputation as a safe haven for travelers journeying from the Freelands to <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/rhath.html" target="_blank">R’Hath</a> or northern <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/grinlia.html" target="_blank">Grinlia</a>. Hawkview also developed friendly relations with the new elvin realm of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/elfrealms.html" target="_blank">Miralosta</a> and became the first human city to deal in elvin goods. </p><p>Hawkview has grown to a city of moderate size that has all of the amenities and services of a port city. Castle Hawkview was rebuilt and still stands watch over the goings and comings at the mouth of the Whitegull Bay. </p><p></p><p></p><p></p><p>Hawkview’s proximity to R’Hath also makes it a high traffic spot for magical goods and beings seeking to get into or out of the mystic principalities. Hawkview is also the port of call for Tanku merchants who seek to get their goods to Grinlia and R’Hath, since most Tankuans will avoid dealing with R’Hath directly. Hawkview also is the stop for minor Thelitian traders who wish to do business with the Mage–Princes or Island Kings, closer and less dangerous a trip than reaching <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril" target="_blank">Andril</a>. </p><p></p><p></p><p>The city is ruled by a lord, the descendant of the aristocratic family of the Mostralian lord, though Hawkview as the rest of the Freelands no longer holds allegiance to the highking. This is <strong><em>Lord Coren Riorn</em></strong>. He is a just and well-respected ruler who keeps Hawkview running smoothly and vigorously hunts down any crime or evil that attempts to mar the city’s past few centuries of prosperity. </p><p> [SIZE=+1]</p><p>[/SIZE]</p><p>[SIZE=+1]Mistwood[/SIZE]</p><p>Since the birth of the races of Men, one of the Five Tribes of Men was taken into the bosom of the elder goddess <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/gods/gods.html" target="_blank"><em>Llyndra the Green</em></a>. These people avoided the fighting of the rest of the tribes and withdrew to the forest named Mistwood. They learned to commune with the woods, command the elements, and became one with the natural energies of Orea, making them extremely long-lived by human standards. Over time, the original tribe ascended into the planes beyond Orea, being sure to pass their teachings to their descendants and those they found worthy of their wisdom. Following the ascension of their elders, the students established <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#Mistwood" target="_blank"><strong><em>the Ancient Order of Mistwood</em></strong></a> and became known across Orea as "Druids". The ancient forest of Mistwood has been the main hold of the druidic order for the entirety of Orean history. As the order grew and their understanding of the realms expanded, the order has stationed representatives around the continent in great woods and special places of natural power.</p><p></p><p></p><p>The wood itself once covered most of what are now called the Freelands, Balwood and Ef’thriel were once part of Mistwood, but has been chopped away bit by bit over the countless centuries. Still, it is one of the largest forests on Orea. Mistwood lines roughly half of the eastern shore of the river Adrigol, along the sea coast to the hills southwest of the free-city of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril" target="_blank">Andril</a>. The forest turns at the hills and runs northwest for their length. Few outsiders of any race have been allowed to move deep into Mistwood or to the mythic meeting place of the Ancient Order’s ruling body, <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#grove" target="_blank"><em>the Grove</em></a>, or met their enigmatic <strong><em>Lord of Oaks</em></strong>. </p><p> [SIZE=+1]</p><p>[/SIZE]</p><p>[SIZE=+1]Ef’thriel[/SIZE]</p><p>In the northern regions of the Freelands, almost directly between <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril" target="_blank">Andril</a> and <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#threeways" target="_blank">Threeways</a> there is another ancient forest, though much smaller than <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#mistwood" target="_blank">Mistwood</a>, from which it was spawned. This wood is called Ef’thriel, "Elf Home", and is tightly protected and guarded by the tribe of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/people/people_elf.html#kantiiri" target="_blank">Kantiiri</a> that lives there. There are also a number of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/people/people_elf.html#shicynallae" target="_blank">ShiCynalla</a> to be found and a small community of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/people/people_elf.html#miralostae" target="_blank">Miralostae</a> who stayed there during the time of the Scourge Wars, when the Miralostae nation moved through this region. The forest has a long standing reputation as a faerie wood and several types of faeriekin can be found within the elvin realm (if they chose to be) including sprites, pixies, brownies, and nature spirits of various kinds. The Kantiiri of the wood have longtime relations with the druids of Mistwood. One of the Ancient Order has been stationed in Ef’thriel for centuries. The druid "Keeper" is the <strong><em>Lord or Lady of Rowan</em></strong> and is viewed by all of the wood’s inhabitants as the “ruler” of the forest. Though not a human realm, per se, it is within the Freelands and is a part of that realm’s human culture and history. </p><p> <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hollow" target="_blank">[SIZE=+1]</a></p><p><a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hollow" target="_blank">[/SIZE]</a></p><p><a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hollow" target="_blank">[SIZE=+1]The Hollow Hills[/SIZE]</a></p><p>Near the northern borders of the Freelands, west of the city of <a href="http://file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hawkview" target="_blank">Hawkview</a> lie a series of farm rich dales and rolling fields called the Hollow Hills. The hills are home to some communities of men and gnomes, but they are more known for the halfling communities that were founded and flourished there, hidden and undisturbed, since the years following the Godswar. The largest and best known, now, of these is <em>the Free Hollows</em>. From time to time, the mayors and governors of the various farming villages and dales beseech the lord of Hawkview for protection or defense from goblin raiding parties or a wandering ogre, but all in all, the Hollow Hills are a region of peaceful green tranquility.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5254120, member: 92511"] [b]The Freelands[/b] [I]East of the river Adrigol and south of the Thelitian dessert are the realms that were the first and hardest hit by the forces of the Demon godson, Aishapra in the conflict that became known as the Scourge Wars. The people of these realms, then considered subjects of Mostral, were left to defend themselves for the most part. After Aishapra’s defeat the kingdom of Mostrial no longer possessed the strength to enforce its reign across its former territories, and those realms that it did try to exert authority resisted. They followed the example of Andril, a free-city since its establishment, and began lives of self-rule. These realms have collectively become known over Orea as the Freelands. [/I] [I][/I] [I][I]Over the centuries, the Freelands have achieved a relative stability, each individual area, mostly city-states, promoting its own specialty goods and services, and the larger communities overseeing the defense of their smaller neighbors. Still, the lack of an overall coherent military force has made those more rural or unsettled areas ripe for any and all sorts of creatures to flourish. Banditry, by goblinoids and humans alike, is a constant concern for those traveling the Freelands’ extensive trade routes. The need for swords-for-hire is abundant, particularly around the larger cities.[/I][/I] [SIZE=+1]Andril[/SIZE] The “Jewel of the East” or “Eastern Star of Orea” has been a free-city since the days of the Selurian and Tanku Empires. The city began, in the First Age of Men before the Empires, as a simple port-town. One day, atop the highest hill overlooking the town, a great deep blue crystalline shard appeared. The crystal shard was actually a tower, housing three immortal sorceresses who quickly became known as [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#oracles"][B][I]the Oracles of Andril[/I][/B][/URL]. With the godlike powers of the Oracles, Andril quickly grew as the Seluria-Tanku wars spread across the continent. The two Empires also became great supporters of the Oracles, seeking to harness their power to sway the conflicts or deliver favorable visions. The Oracles would not be swayed and used their powers to protect the common folk of the growing city. When the Godswar fell on Orea, the powers of the Oracles protected the city from destruction by the massive tidal waves that assaulted the rest of the Orean coastline. In the Godswar’s wake, as the Mage Wars swept across Orea, the Oracles disappeared from public view, but none of the free-city of Andril would dare assault the tower of their ancient benefactors. As such, Andril became one of the only bastions for magic-use and study outside of the newly created region of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/rhath.html"]R’Hath[/URL]. The Oracles returned, albeit briefly during the Scourge Wars, again to defend the city, now grown to a huge metropolis that surrounds their crystal tower. With Andril as a center of resistance, the forces of the Freelands battled with the Scourge’s armies, eventually beating them back, lending to the attitude of self-rule and the dissension towards the Mostralian monarchy, who did little to help with the realms’ defense. Today, Andril is the largest city in the realms of Orea. Andril is miles in diameter, composed of dozens of sections, some of them virtual towns of their own. The Crystal Tower of the Oracles, once set atop the hill overlooking the port, now sits within a city block, though it is still visible from almost anywhere in Andril. As Andril grew, additions needed to be made to its fortifications. Andril is now composed of three distinct sections, each with its own battlements and series of gates. These are referred to, generally, as the Port City (the original city at the base of hill where the Oracles appeared), the Old City (those areas built up between the Godswar and the Scourge Wars), and the New City (those areas built up and enclosed following the Scourge Wars). Andril’s harbor and wharfside is immense, practically a city in itself. Among the numerous marketplaces, goods and services from the most mundane to the rarest arcanum are available, for the right price. There are temples and shrines to practically every known deity of the realms, save Karos or any of his demonic minions. But be assured in a city Andril’s size, Karos’ minions are there. Representatives from most of the known realms keep embassies in Andril, to beseech the Oracles as necessary for their lords. People of almost every race, size, and species (except for the ShiStaliiri and Selurians) can be found living or doing business in Andril. There is a saying that “If it can’t be found in Andril, it can’t be found on Orea.” The city is administrated by a Council of Lords. This is a group of the most powerful and influential individuals from the various sections and guilds in Andril, not including the Oracles who basically keep to their own mysterious affairs. Though membership supposedly changes every 5 years, and individuals come and go within that time, repeat terms are common. The Council is believed to be composed of 2 members from each of the city’s “quarters”, approximately 30 members. The Council elects a Speaker who is the public face for proclamations, public relations, and acts as the city’s lord-at-arms in times of war. The Lord Speaker is able to serve repeat terms at the request of the Council (based mostly on the opinion of the masses). The Lord Speaker of Andril for the past 12 years has been [B][I]Granion Trueblade[/I][/B], a former captain of the Blue Guard, Andril’s law enforcement organization. He is very popular with the citizens of Andril and its surrounding territory. [SIZE=+1] [/SIZE] [SIZE=+1]Threeways[/SIZE] Threeways has been a center of trade since [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html"]Mostrial[/URL] still possessed the Freelands. Its position at the junction of the trade routes from [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/thelitia.html"]Thelitia[/URL] to Mostrial and the ancient road from [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril"]Andril[/URL] to [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#lindril"]Lindril[/URL] made Threeways a very wealthy community. Since the emancipation of the Freelands, the town has grown to a city of some opulence. Threeways boasts some of the most varied and exotic pleasures of the known world. But these, like everything else in Threeways, are big business. Next to Andril, Threeways has one of the largest selection of goods in Orea, possibly even rivaling [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/grinlia.html#Brightmoon"]Brightmoon[/URL]. Much of Threeways’ goods are en route to somewhere, however, so there is always a need for adventurous types looking to make a buck protecting a caravan. As such, Threeways is also a crossroads for adventurers of all types, and the tales and rumors they’ve accrued in their travels. So much so that information has become one of Threeways’ greatest assets. From artifacts to zebras, if you’re looking for it, the merchants of Threeways can find it for you, for the right price. The city has a mayor but is almost under the complete control of the [I]Fathen Brotherhood[/I], the most powerful merchants’ guild in Orea. With their wealth, the Fathen Brotherhood control nearly all politics for Threeways and have a strong hand over relations with Thelitia, [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html#isthian"]Talas Isthian[/URL], Lindril (which now marks the route to the realms of Grinlia), and the dwarves of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/dwarfrealms.html"]Daegun.[/URL] Another attribute of Threeways, unique among most of the realms, is the presence of temples to gods of evil, along with the gods of good and neutrality. Supposedly, they originated as a mark of the neutrality of the city (to do business with everyone) beginning with three temples to the three Elder deities that survived/remained after the Godswar: Arinane, Sorilorr, and Karos. During the Scourge Wars, more temples to evil deities cropped up as a way to appease the evil forces that flooded through the realms. They’ve stayed standing out of fear and necessity. Making sacrifices to the goddess of disease is a good way to cure that peculiar burning sensation you acquired. The god of dominance, Do’am, the Dark Helm, has developed a particularly large following in Threeways. With the rise of Threeways’ power and influence since the Scourge Wars, temples to most of the other gods of good and neutrality have also established themselves there. The temples to the gods of Neutrality have the largest amount of followers and the most support from the Brotherhood, at least publicly. [SIZE=+1] [/SIZE] [SIZE=+1]Lindril[/SIZE] and Talador’s Pass In the first age of men, when the lords of men and dwarves and elves worked together to bring order to the chaos that swept the world, many alliances were made and many enduring works of the races were constructed. Among these was the alliance of the lord of the human realms of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html"]Mostrial[/URL] and the lord of the dwarves of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/dwarfrealms.html"]Daegun[/URL]. To this alliance, as a watchpost for their realms, the dwarves of Daegun constructed the stronghold of Lindril. The fortress’ most notable feature was the forked tower that split halfway up its base into two separate towers, one for the dwarven forces, one for the human, who manned the base together for centuries. In this time, the Daegun gleaned much of humans and their ways and developed a great deal of respect for the short-lived creations of the elder gods. After order was bestowed to the realms, the nations of men, dwarves, and elves began to fight among themselves, seeking possession of the mythic Gifts of Doron, nine artifacts of diverse and incredible power. War broke out and the stronghold of Lindril became a focal point of battle being repeatedly conquered and reconquered, claimed and reclaimed, by the humans and the dwarves. With the rise of the Tankuan Empire, humans eventually forced the dwarves back into the Daegun mountains, where they were glad to be when the Godswar fell. Much of the old fortress of Lindril was destroyed and rebuilt over the centuries, but the forked tower endured and to this day is the symbol of the city. As stability returned to the lands of Mostrial, trade began again, and Lindril again slowly saw an increase in its prosperity. Though not with the stubborn and longlived dwarves, many of whom still lived who remembered the battles for control of Lindril. During the Scourge Wars Lindril’s population surged with refugees fleeing the encroaching armies. When the city was taken by the forces of Aishapra, the heroes of the Thorn fled to the Daegun mountains in search of a legendary pass that led through the mountains to the realms of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/grinlia.html"]Grinlia[/URL]. After many adventures and dealings with the dwarves of Daegun, the heroes found the mountain corridor. Then the heart of men was redeemed and the fire of respect flared with great bellows in the eyes of the dwarves when a hero of the Thorn, the cavalier [B][I]Talador[/I][/B], fell in defense of the pass, and the dwarven forces therein. The dwarves dubbed the corridor [I]Talador’s Pass[/I] and granted the men of Lindril free traffic through the mountain road. From this time forward, dwarves would begin to again be seen in the Freelands (nee Mostrial). Now, Lindril stands just a league from the entrance to the pass, close enough that the town that has grown there is sometimes called "Talador’s Pass". While on the major trade route, Lindril is more of a supply station, a secure jump-off point for those travelers and caravans that plan to move through the Pass, and a welcome respite for those arriving from the west. The town is governed by a Mayor. Second in power to the mayor is the [I]Captain of Lindril[/I], commander of the forces of the Forked Tower. A good-sized contingent of the [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#Other"][I]Knights of Celradorn[/I][/URL], as well as a temple to the god of guardianship, reside at Lindril. Talador’s Pass itself, while still monitored by the dwarves of Daegun, is far from secure. Raiding bandits, goblinoids, trolls, even giants and the occasional dragon find easy pickings and lay in ambush of all but the largest and most heavily protected caravans. The dwarves themselves are often too busy warring with the giants and trolls that infest the mountains north of the pass, to be of any real aid to travelers. [SIZE=+1] [/SIZE] [SIZE=+1]The Grenmoors[/SIZE] South of Lindril along the eastern side of the southern Daegun Mountauns is a large region of marshes called the Grenmoors. The marshes are formed around and among the lowlands surrounding the multiple streams and rivers that combine to form the river Adrigol that forms the border of the Freelands and [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/mostrial.html"]Mostrial.[/URL] The 'Moors are known to house a number of dangerous creatures and pitfalls including trolls, orcs, will o’ wisps, kelpies, sinking sands, flaming gases, even carnivorous plants. Still, many expeditions have dared the perils of the Green Moors hunting for lost strongholds and ancient temples of Mostrial and Tanku alleged to have fallen beneath the swamps during the Godswar. Not the least of these was Adrigol’s own hall, called [I]Iiril[/I] in bardic song that was swallowed by the swamps as part of Adrigol’s punishment/disgrace. The treasures within, which at one time included the now legendary [I]Hammer of Bors[/I], are said to be as powerful as the Gifts of Doron, but since the heroes of the Thorn and the Scourge Wars, Iiril has never again been found. [SIZE=+1] [/SIZE] [SIZE=+1]Hawkview[/SIZE] The city of Hawkview was the outer most point of the former kingdom of Mostrial. Little more than a walled town with a castle, Hawkview quickly fell when the armies of the Scourge first invaded. After the Scourge Wars, Hawkview rebuilt and its position on the White Gull Bay and access around the sands of the Thelitian desert soon gained Hawkview the reputation as a safe haven for travelers journeying from the Freelands to [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/rhath.html"]R’Hath[/URL] or northern [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/grinlia.html"]Grinlia[/URL]. Hawkview also developed friendly relations with the new elvin realm of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/elfrealms.html"]Miralosta[/URL] and became the first human city to deal in elvin goods. Hawkview has grown to a city of moderate size that has all of the amenities and services of a port city. Castle Hawkview was rebuilt and still stands watch over the goings and comings at the mouth of the Whitegull Bay. Hawkview’s proximity to R’Hath also makes it a high traffic spot for magical goods and beings seeking to get into or out of the mystic principalities. Hawkview is also the port of call for Tanku merchants who seek to get their goods to Grinlia and R’Hath, since most Tankuans will avoid dealing with R’Hath directly. Hawkview also is the stop for minor Thelitian traders who wish to do business with the Mage–Princes or Island Kings, closer and less dangerous a trip than reaching [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril"]Andril[/URL]. The city is ruled by a lord, the descendant of the aristocratic family of the Mostralian lord, though Hawkview as the rest of the Freelands no longer holds allegiance to the highking. This is [B][I]Lord Coren Riorn[/I][/B]. He is a just and well-respected ruler who keeps Hawkview running smoothly and vigorously hunts down any crime or evil that attempts to mar the city’s past few centuries of prosperity. [SIZE=+1] [/SIZE] [SIZE=+1]Mistwood[/SIZE] Since the birth of the races of Men, one of the Five Tribes of Men was taken into the bosom of the elder goddess [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/gods/gods.html"][I]Llyndra the Green[/I][/URL]. These people avoided the fighting of the rest of the tribes and withdrew to the forest named Mistwood. They learned to commune with the woods, command the elements, and became one with the natural energies of Orea, making them extremely long-lived by human standards. Over time, the original tribe ascended into the planes beyond Orea, being sure to pass their teachings to their descendants and those they found worthy of their wisdom. Following the ascension of their elders, the students established [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#Mistwood"][B][I]the Ancient Order of Mistwood[/I][/B][/URL] and became known across Orea as "Druids". The ancient forest of Mistwood has been the main hold of the druidic order for the entirety of Orean history. As the order grew and their understanding of the realms expanded, the order has stationed representatives around the continent in great woods and special places of natural power. The wood itself once covered most of what are now called the Freelands, Balwood and Ef’thriel were once part of Mistwood, but has been chopped away bit by bit over the countless centuries. Still, it is one of the largest forests on Orea. Mistwood lines roughly half of the eastern shore of the river Adrigol, along the sea coast to the hills southwest of the free-city of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril"]Andril[/URL]. The forest turns at the hills and runs northwest for their length. Few outsiders of any race have been allowed to move deep into Mistwood or to the mythic meeting place of the Ancient Order’s ruling body, [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/sd_org.html#grove"][I]the Grove[/I][/URL], or met their enigmatic [B][I]Lord of Oaks[/I][/B]. [SIZE=+1] [/SIZE] [SIZE=+1]Ef’thriel[/SIZE] In the northern regions of the Freelands, almost directly between [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#andril"]Andril[/URL] and [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#threeways"]Threeways[/URL] there is another ancient forest, though much smaller than [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#mistwood"]Mistwood[/URL], from which it was spawned. This wood is called Ef’thriel, "Elf Home", and is tightly protected and guarded by the tribe of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/people/people_elf.html#kantiiri"]Kantiiri[/URL] that lives there. There are also a number of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/people/people_elf.html#shicynallae"]ShiCynalla[/URL] to be found and a small community of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/people/people_elf.html#miralostae"]Miralostae[/URL] who stayed there during the time of the Scourge Wars, when the Miralostae nation moved through this region. The forest has a long standing reputation as a faerie wood and several types of faeriekin can be found within the elvin realm (if they chose to be) including sprites, pixies, brownies, and nature spirits of various kinds. The Kantiiri of the wood have longtime relations with the druids of Mistwood. One of the Ancient Order has been stationed in Ef’thriel for centuries. The druid "Keeper" is the [B][I]Lord or Lady of Rowan[/I][/B] and is viewed by all of the wood’s inhabitants as the “ruler” of the forest. Though not a human realm, per se, it is within the Freelands and is a part of that realm’s human culture and history. [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hollow"][SIZE=+1] [/SIZE][/URL] [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hollow"][SIZE=+1]The Hollow Hills[/SIZE][/URL] Near the northern borders of the Freelands, west of the city of [URL="file:///C:/Documents%20and%20Settings/Gene/Desktop/OREA/Steel%20Dragons%20website/realms/freelands.html#hawkview"]Hawkview[/URL] lie a series of farm rich dales and rolling fields called the Hollow Hills. The hills are home to some communities of men and gnomes, but they are more known for the halfling communities that were founded and flourished there, hidden and undisturbed, since the years following the Godswar. The largest and best known, now, of these is [I]the Free Hollows[/I]. From time to time, the mayors and governors of the various farming villages and dales beseech the lord of Hawkview for protection or defense from goblin raiding parties or a wandering ogre, but all in all, the Hollow Hills are a region of peaceful green tranquility. [/QUOTE]
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