Allied Lands (Humans, Elves, and Dwarves)
General
Technology wise the allied races are similar to European Middle Ages between the years 900 A.D. and 1300 A.D. While there are human lords that hold lands, there is no single king. A council of noblemen makes collective decisions for human lord held lands, or a Grand Council that consists of the council of noblemen, as well as one leader from each independent town, commune, and clan.
Education
Most people can read, but relative few can write anything other than their name. Everyone knows how to speak common. A few can speak other languages. True education is limited to very few scholars, charlatans, and magi. Scholars can be found in the larger towns, communes, and clans. Magi tend to be scattered around the valley in isolated areas. Charlatans move from town to town learning of and telling stories of legends and battles never letting the memory and knowledge die.
Languages
Common is the primary language spoken here, it was originally a trade tongue that over the years has been evolved using a mixture of Human, Elf, Dwarf, and a little Ogre for curses. The original Human language has been lost to time as over the years they began to use the trade tongue more and more. Somewhere there may just be a dusty tome or an isolated village where the language hasn't been forgotten, but he odds are fairly remote. The original Elvin language is spoken by very few elves these days. The Elder of each commune knows it and teaches it to their successors and their children. Few outsiders know the language. The original Dwarven language is the primary language among dwarves, though they do tend to switch to common on the surface or when dealing with other non-dwarves, so they don't have to listen to someone whine about not being able to understand them.
Training
Most training is done in Guilds, or weapon training areas. Other places include apprenticing magi, or apprenticing scholars found in the wealthier areas. Still a few hearty souls learn through experience.
View of Allied races
In general the allied races get along, but there are usually pre-conceptions when a member of one race meets another for first time (or the fortieth). Some are easily dispelled some are actually encouraged.
Humans view the dwarves as simple, brutally honest, cunning, short, and over indulgent. Elves are viewed as intelligent, devious, high-minded. Humans don't often admit to having a superior on the battlefield unless they believe they can learn from them.
Elves view the dwarves as boorish, rude, of relatively low intelligence, and only partially civilized, but quite useful in battle. Human's are view as slightly less boorish and rude, and while still useful, not as effective as the dwarves on the battlefield.
Dwarves view humans and elves as good for nothing more than cannon fodder in battle. In taverns they consider the humans and elves as lightweight drinkers and partygoers.
View of Other races (Orcs, Ogres, Monster and Others).
The allied races historically have had a mild hatred of orcs, though there have been instances of trade and for the most part peaceful coexistence. Since the war began the Allies have taken on a kill on sight attitude toward the orcs.
The allied races have always had an active mistrust of ogres. One never knows if the ogre one sees will be hostile or friendly until it is too late. Many error on side of caution and flee. Most don’t stick around even if the ogre does turn out to be friendly.
All other races are treated as myths until one is actually seen, then it depends up on the particular person. The more humanoid the creature looks the greater the chance for a positive reaction from the person.
Other monster races are generally avoided at all costs or attacked on sight.
Known Guilds
Gato - A thief's guild operating out of some major cities such as Telor and more recently Torana's Tower.
Jades Blades - Several groups of elite-trained fighters that perform missions for the highest bidder.
Zimorian - A small thief’s guild based out of Timor. Rumor has it that the best assassins come from here.
Religions
The Allies have temples dedicated to the three major faiths. The most popular of which is the Church of Universal Harmony (favored by humans). The second largest faith group is the Children of Gaea (favored by elves). Once a distant third, but at the start of the war began to gain in popularity are the Elemental Lords (favored by dwarves). There are rumors circulating about some strange tribe that worship a fourth church that is violently opposed to the Church of Universal Harmony, but by and far the rumors are discounted as no actual proof exists..
Calendar
Four Seasons
Winter
"March of the Dark Lord"
The Mid Winters Eve Festival - Celebrated in most surface communities, this one day event is held on the shortest day of the year, when the sun seems to flee across the sky from the darkness. The smaller communities have a day long festival to appease the evil dark winter spirits that have conquered the light. This is done in hopes that the dark spirits will not turn upon the people and claim them. In larger communities torches are kept burning brightly in the streets and common areas in an attempt to keep out the darkness. Many visit the temples of the gods during this time of the year and the temples are often cramped for space as people seek protection from the winter spirits inside the temple walls during the long winter nights.Spring
Planting in the fields
Fertility Festival - This festival is primarily practiced in the smaller communities. It is marked by the beginning of the mating season amongst the animals. Usually many young couples chose this time to marry or begin to show their interest in a potential mate."Great Awakening " (Gaea) or "Tara's gift" (Harmony)
The spring festivals celebrate the rebirth or waxing power of the light and all that is good. In smaller communities, everyone turns out to help the farmers work on their fields, in exchange for a portion of the harvest. Toward the end of the planting season, nightly dancing and music is the norm. In the larger communities, the Gaean temples and the Universal Harmony temples hold formal celebrations and invite everyone to join.Summer
"Triumph of the Light"
Mid Summer Festival - Celebrated in most surface communities, this one day event is held on the longest day of the year, when the sun stays up its longest. Songs, plays, and praises are dedicated to the powers of the light. Prayers are offered up to the gods in hopes that the darkness will never consume them.Fall
Harvesting the crops.
"The Fury of the Lords" (Elemental Lords)
A time when the power of the Elemental Lords is at its most obvious. After a long summer, the mighty lord of fire (Enerius) is unwilling to go quietly into the long dark night, he lights the brittle trees and anything else that burns to keep back the night. The ranging fires are put out by storms where wind (Arilus) and water (Solutious) rage combining with sometimes devastating effects. The mighty lord of the earth (Obsidius) is unhappy with the other lords: first scorching his land then weakening it by turning it to mud. He responds by pulling many an unfortunate under the ground, stealing worshipers from the others as punishment. Fires, tornadoes, rainstorms, floods, and mudslides are common occurrences.
Towns, Clans, Villages and Communes
de Savaric Holdings |
Nikana Holding |
|
Timor |
Jutlam (Border village) |
Hapton (Border village) |
Sura (in orc held lands) |
||
Restoria (20 miles S. of Telor) |
Lykae Woods Commune (South of Endless Meadow) |
Jade Forest Commune (near Nikana holdings) |
Astel's Forge (Blacksmith village) |
Falcon’s Rest Commune (between Torana's Tower Sparrow’s Nest) |
Sparrow’s Nest Commune (between Falcon’s Rest Commune & Kimmersan) |
Navarok's Empire |
Meps Holdings |
Elkton Holdings |
Kalamari (ghost town) |
Location: Was once located in the northern portion of the Green forest, near the border.
Government: Issues were to a vote by the entire village.
Security: None – No longer existsOne of the most famous villages, due to the fact that the Orcs not only raised the village and slaughtered all the people and animals, but they made sure no one would ever build there again.
Location: Found in the western portion of the Endless Meadows.
Government: Ruled by a council of 10, elected by citizens in town meeting.
Security: A garrison of guards is kept to maintain public order and to cut into the thieves' guild activities.A major center for trade in the Allied lands, it is second in size only to the city of Telor located to the southeast. It contains nearly anything an adventurer could ask for. Inns, taverns, armor smiths, weapon smiths, produce, butchers, general item sellers, temples to the major gods, guilds, wealthy sections, middle class sections, slums, weapons training, and many other places where an adventurer could receive training in some skill or earn some money using some of their skills.
It also recently had the distinction of hosting the Meeting of the Magical Mind Conference, held once every twenty years. Nearly every magus in the Allied lands went there to meet their contemporaries, learn new runes, see the demonstrations and show off their skills.
Location: Near the center of the Endless Meadows.
Government: Ruled by a council of 10, elected by citizens in town meeting.
Security: A fortified town. Entrance is gained via the North, South, East, and West gates only. A garrison of guards is kept to maintain public order, to cut into the thieves’ guild activities, and to patrol the area for monster, Orc, and ogre related activities.It is the center for trade in the Allied lands. It contains nearly anything an adventurer could ask for. Inns, taverns, armor smiths, weapon smiths, general item sellers, temples to the major gods, guilds, wealthy sections, middle class sections, slums, weapon training, and many other places where an adventurer could receive training in some skill or earn some money using some of their skills.
Location: Found in the approximate center of the Green Forest between the Endless Meadow to the west and Rockhome to the east.
Government: Ruled by a single Elder, who is appoints his successor, which is usually the Elders son. Most day-to-day decisions are taken care of by a council of families. The head of each family that lives inside the commune is a member of the council. But the Elder gets the final say in any decision.
Security: As with all communes, the Forest Heart Commune is surrounded by huge trees that were specially grown to weave an impenetrable barrier around it. The trees resist burning flame and repel lightning bolts. Each tree is at least 10 feet wide at the base. Each commune only has one entrance that is almost always open for all who wish to enter.By far the largest commune in the valley, it has room for more than 100 families to live in comfort and still provided space for hundreds of visitors. Communes are divided into several areas: a living area for the residents, the farming/animal husbandry area, the merchant area, the play area and the meeting area.
The meeting area is the first thing visitors will see as it is directly in front of the opening to each commune. At the far end of each meeting area is a massive tree that dwarves even those used for the barrier. Nearly twenty feet in width, this huge tree is the home of the Elder.
To the right of the meeting area is the farms and animal husbandry area in the distance and the play area up close. To the left of the meeting place is the living area (where the homes are above ground reaching up into the treetops) in the distance (this is where the inns and taverns are) and the merchant area where goods are bought and sold is up close. Elvin magic armor may not be purchased here. It is only available at the command of the Elder and the Elder will usually have a task for anyone to perform. The task is usually very dangerous and many do not or cannot complete the quest.
The merchant area will usually have general items, food, maybe a weapon smith, but any armor smiths will deal in non-metal armor only. There are never any slums, wealthy areas, or temples dedicated to any gods but Gaea located inside a commune. There are a few places where an adventurer could receive training in some skill or earn some money using some of their skills.
Location: One of the southern most known communes it is hidden deep in the forest.
Government: Ruled by a single Elder, who is appoints his successor, which is usually the Elders son. Most day-to-day decisions are taken care of by a council of families. The head of each family that lives inside the commune is a member of the council. But the Elder gets the final say in any decision.
Security: As with all communes, the Forest Heart Commune is surrounded by huge trees that were specially grown to weave an impenetrable barrier around it. The trees resist burning flame and repel lightning bolts. Each tree is at least 10 feet wide at the base. Each commune only has one entrance that is almost always open for all who wish to enter.It is a fairly small commune, with only 30 families and room for only a few dozen visitors. It holds the distinction of being the target of several outbreaks of monster attacks in recent years. These monsters vary from the norm in that they seemed to either want to destroy everything living or collect or gather them into one area. Regardless, the monsters have proven to be highly intelligent, very dangerous, and always seem to reappear when everyone believes they are gone.
Communes are divided into several areas: a living area for the residents, the farming/animal husbandry area, the merchant area, the play area and the meeting area.
The meeting area is the first thing visitors will see as it is directly in front of the opening to each commune. At the far end of each meeting area is a massive tree that dwarves even those used for the barrier. Nearly twenty feet in width, this huge tree is the home of the Elder.
To the right of the meeting area is the farms and animal husbandry area in the distance and the play area up close. To the left of the meeting place is the living area (where the homes are above ground reaching up into the treetops) in the distance (this is where the inns and taverns are) and the merchant area where goods are bought and sold is up close. Elvin magic armor may not be purchased here. It is only available at the command of the Elder and the Elder will usually have a task for anyone to perform. The task is usually very dangerous and many do not or cannot complete the quest.
The merchant area will usually have general items, food, maybe a weapon smith, but any armor smiths will deal in non-metal armor only. There are never any slums, wealthy areas, or temples dedicated to any gods but Gaea located inside a commune. There are a few places where an adventurer could receive training in some skill or earn some money using some of their skills.
Location: East End of the valley buried beneath Mt. Zubious
Government: Grand Clan Leader, elected by council of warriors from the Rockhome clan, is also the clan leader for all dwarves in the valley.
Security: The caverns are laden with traps, pitfalls, deceptions, monsters and dwarven warriors looking for a fight.Other dwarven clans have their own clan leaders and each clan is fairly autonomous, except in rare situations. Rock Home is where all issues that affect the entire dwarven nation are discussed.
Dwarves will more often trade with elves than humans, whom they have little respect for, but any one who comes here will find an interesting variety of items. Inns, taverns, armor smiths (metal only), weapon smiths, general item sellers (with a fairly limited selection), temples to the Elemental Lords, guilds, weapon training, and many other places where an adventurer could receive training in some skill or earn some money using some of their skills.
Location: Entrance is near the buried ghost town of Kalamari
Government: Grand Clan Leader, elected by council of dwarven warriors from the Copper Hill clan.
Security: The caverns are laden with traps, pitfalls, deceptions, monsters and Dwarven warriors looking for a fight.Copper Hill is known only by what is gleamed from traders. Most outsiders aren’t allowed anywhere near the actual home caverns. They do however like trading with outsiders. In fact trade with the Copper Hill clan is so profitable that generations of merchants have built a town in the area closest to the clan home. The town was officially named Kalamari and is abandoned for a good portion of the year. It only has residents when the next trade caravan appears.
Dwarves will more often trade with elves than humans, whom they have little respect for, but any one who comes here will find an interesting variety of items. Inns, taverns, armor smiths (metal only), weapon smiths, general item sellers (with a fairly limited selection), temples to the Elemental Lords, guilds, weapon training, and many other places where an adventurer could receive training in some skill or earn some money using some of their skills. Many rare and wondrous items can only be found here, obtained by trade with some shrewd merchant.