Monday, March 3, 2008

Commerce, Trade Routes and The Free Cities

Marked on many maps as Karadeen (which simply means ‘city walls’ in Elvish), the Free Cities form the center of commerce for the Storm Coast. The mouth of the North River is the crossing point for all of the communities on the Coast; and the river forms a line of communication and trade to the rest of the continent. To the introverted Elven Empire, Karadeen is synonymous with smuggling and piracy, and forms an unwanted barrier against direct trade with the North. It is considered the biggest external threat to the security and health of the Empire. The Free Cities, particularly Flamekeep, has a large community of Boreal Elves and imperial exiles the many of the Noble Houses believe act as spies.

The Free Cities originally grew from small communities of travelers who came from the North and settled where the river met the sea. In fact, though not a well known fact, the first communities were started by Halfling and Gnome Nomads from the lands known as ‘The Provinces,’ far to the north. The first walled settlement was actually the doomed city of Ekulon. These days, it is not uncommon for traders and explorers to arrive from the north coming downriver. Sailing ships can traverse the river for almost five hundred miles and then river barges and smaller boats can be used to transport people and cargo further. The river brings hundreds of travelers into the Storm Coast community every year. These traders very rarely head back up into the northern provinces. Commonly, such traders become very wealthy by selling their exotic goods and settle here.

The Free Cities are the most cosmopolitan places in the south. They have become centers of international trade by sea and by land. Most trade routes around the Storm Coast begin or end in one of the free cities. More exotic goods can then be transported north away from the Storm Coast for huge profits if an adventurous enough trader can be found. It is said that the lands in the north will pay exceedingly well for the weapons of the Three Kingdoms, the textiles of An’ia and Torqueshae, and any imperial Elven crafts. All that being said, traders heading north are far less common than traders coming out of the north. The journey is not an easy one and it is unusual for anyone to take the trip more than once in their lifetime.

Though the Free Cities are commonly lumped together as a political entity, they are actually a number of large self governed and competing mini-states. These city-states trade with local farmers, fishermen and tradesmen for food and resources. The locals are taxed by the city government and in return are provided protection and support against the growing danger of raiders. Much of the land around the cities is sparsely populated with small farming villages. The rest of the land is largely untamed. In some cities, recent increased taxation of trade goods exported and imported has been an unpopular move and has intensified smuggling activities along the river.

The Three Kingdoms have important economic ties with the Free Cities. The Kingdoms sell goods through the Free Cities and they also tax products crossing their borders on the way to the North River. These import/export taxes are highly unpopular amongst the merchant houses. More dangerous routes around the mountains and long voyages via the sea are often chosen to increase the profitability of trading goods. These ‘smuggling’ activities have increased tensions in the Three Kingdoms and trading caravans are often raided, not be independent criminals, but by organized militia from local Kingdoms towns. Such raids can lead to full border disputes and there is a fear that war between the Kingdoms is on the horizon.

The cities are in competition with each other for the best trade treaties and shipping agreements with local and not so local merchant houses. This competition can turn quite nasty. Agents from other cities are not uncommon on the streets of a competing town trying to undermine their economy or cause other troubles. The Merchant Houses hold a lot of sway in the Cities. The interaction between these Houses, the City State governments, mercenary and militia forces can become quite complex. It takes an insightful student to be able to navigate the economic, political and military relationships on the streets of the Cities as they ebb and flow. However, such a student can find numerous ways to become wealthy or dead!

Flamekeep

Most renowned of the Free Cities is Flamekeep. It is named for the large lighthouse that guides ships into port. The flame on the top of the lighthouse has not gone out in a century. The light of the flame is amplified using strange alchemies and arrangements of mirrors. Not surprisingly, there are many legends and tales surrounding its nature.

This city is governed by a council of Sorcerers. It is rumored that they can see into the future. The facts are that the choicest goods and services have passed through this city for decades. Activities of enemy spies continue in the city but are rarely overtly successful. However, several infamous agents are still at large and many of the trade agreements that Flamekeep maintains are considered the juiciest targets for local competing economies.

Across the river from Flamekeep lies Ekulon, City of the Dead and the Plague Lands that border An’ia. Ekulon used to be a sister city to Flamekeep. However, several generations ago, a blood plague broke out in the city that threatened to spread along the entire river. The Flamekeep Council quarantined Ekulon, damning all of the inhabitants to a painful death. Ekulon now stands as a reminder of the Council’s hard approach to problem solving. Ekulon and its environs are now plague free. However, the city is said to be haunted by the doomed inhabitants of the city and their dread descendants. There is no doubt that brave smugglers use the ports of the haunted town as a base for operations, and that the city also houses numerous exiles and wanted criminals.

Flamekeep has become the center of commerce for the Storm Coast. Agents of the city and its Merchant Houses are common in the royal houses of all of the other nations. Rumors that Flamekeep might try to bring all of Karadeen under its governership are very common, but no overt moves have been made in that direction. There is no doubt that Flamekeep’s relations with the other City States are strained because of its success and its growing influence in the outlying areas.

Saturday, March 1, 2008

Desertlings, The Windrift Desert and Wihrus

Desertlings

Desertlings are an indigenous race of tribal Halflings who live in the Windrift Desert to the North-East. These Halflings are a tough breed of warriors and survivors who live in large family based communities that hunt and gather around the oases of the desert and semi-desert. There are more than twenty tribes living in the desert. These tribes have complex relationships involving raiding, trading, kidnapping for the purposes of inter-tribal marriage and laws of honor and hospitality.

Life is harsh in the desert and Desertling children are protected with a fury that is even beyond the comprehension of parents of other species. Other travelers in the desert will rarely see Desertlings unless they are in trouble. They do not like strangers and do not like to draw attention to their tribes. However, there are many tales told in taverns all along the Storm Coast, of Desertling warriors swooping in to save lost caravans from the rigors of the desert or from the many dangerous scavengers that lurk in that part of the world. Also, certain savvy traders have developed friendships with certain tribes learning their ways well enough to barter for supplies and safe places to rest. For reasons that are not quite clear, the Desertlings have developed a kinship with the exiled Elves in the region.

Desertling communities are almost always centered around an oasis. These small outposts of paradise are closely guarded by the Halflings and they use several semi-tamed lizards, the Naguer and the flying Lydrake to help them. These lizards are both trained for riding and the Naguer is more common than the horse in the deep desert. The lizards sleep for much of the day as do most Desertlings. The tribes' active times are from a few hours before sunset to a few hours after sunrise.

Desertlings very rarely travel beyond the borders of the desert. However, some Desertlings develop an adventurer’s spirit or a wanderer’s heart and do depart their own lands seeking exotic excitement and adventure. Such adventurers always take the blessing of the Elders of their tribe and their god with them.

Desert Religion

Desertlings worship Novem. They believe that the great sandstorms common in the hotter months are a sign of the god’s powers. Those people who survive out in such a storm without shelter are called Stormriders and are considered blessed by Novem.

The Desertling religion is quite structured and revolves around the teachings of the Seventh Prophet. The religion is called Wihrus (which means ‘Fire of Judgement’ in Desert Halfling) by outsiders who have learned of the religion, named after the Seventh Profit. Cults of Wihrus have sprung up all over the Storm Coast, and members call themselves Wihruuns. Wihruuns believe that Novem created the world, specifically beginning with the Windrift desert. Within the structure of this belief system, Novem has four faces that can be seen in the night sky. Each of the faces of the deity have different personality traits, and worshippers in this religion are careful to indulge Novem’s prominent aspect. At all times the gender of Novem is kept ambiguous. The use of gender specific pronouns when speaking of Novem is considered inappropriate and rude by Wihruuns.

The four faces of Novem are:

Ekuma ‘The Red Star’

The Red Star is seen in the night and early morning sky. It usually stays low on the horizon and stays visible for different amounts of time throughout the year. It does not appear over the horizon in the hottest months but its glow can still be seen just at the horizon. This face of Novem wants order, rules, peace and security for the inhabitants of the Windrifts.

Narcis ‘The Moon’

The Moon is the largest body in the sky. It is approximately one degrees across (about 2 times larger than Earth’s moon) and has rings. It is usually visible for about half of the day. It is visible even when the sun is in the sky. It changes phase from full moon back through to full moon over about a thirty day period. However, both its dark and light side are usually visible. The Wihruuns believe that the phase of the moon represents a shifting aspect of Novem’s personality. The full moon and the light side represent wisdom, knowledge, research and learning. The dark side of the moon represents shadow, subtlety, treachery and secrets.

Gehlon ‘The Sun’

The Sun is the most powerful aspect of Novem. It is a small, bright, blue-white star that puts an intense contrast on everything, particularly in the deep desert. To the Wihruuns, The Sun is a symbol of Power, strength, light truth, life and death. The Sun is the reason the Windrifts are as desolate as they are. The Sun holds sway over all things and some Wihruuns believe the other aspects of Novem are insignificant when compared to Gehlon.

Ondah ‘The Constellation’

The Constellation is a grouping of twelve bright stars that can be most easily seen in the hottest months of the year. This aspect of God is the humorous side of the deity. It wants chaos, whimsy, frivolity and fun.

The Seven Prophets

Wihruuns believe that six prophets came to the Windrifts to bring the knowledge of Novem to the Desertling tribes. Some believe they came directly from Novem and others believe they came from across the ocean. These six prophets were human, perhaps the first humans in the Windrifts. They came to the Desertlings, taught them and tried to convert them to the way of judgment, Wihrus. The Desertlings killed them but not before each of the six prophets separately prophesied the coming of a seventh prophet, a great leader from within the Desertling’s own community.

Wihrus, a Desertling, was found by the banks of an oasis about three hundred or so years later. As she grew up, she discovered she had an easy wisdom, a natural charisma and vast talent for sorcery. She also had an inborn knowledge of the ways of Novem. She survived many trials, that are now passed down through oral tradition. She traveled amongst the tribes, both human, in the Tribe Lands, and Desertling and taught them about Novem, the Windrifts and their spiritual ‘place’ in the world. She went about her work for almost two hundred years (a long time for a Halfling) and then she disappeared and never returned to any of the tribes. By that time, the religion of Wihrus had a great following which has continued to grow ever since.

The Desertlings believe that the Windrift Desert is a testing ground for the faithful. They believe that their spirits have been chosen and taken from paradise to serve Novem. However, before they can go on to serve Novem they must prove that they are worthy and capable. Wihruuns believe that they must spend their lives bettering themselves. They should find their natural talents and improve them for Novem. Novem is waiting for them to be ready for a greater purpose.

Wihruuns also believe that magic is a gift of God. They are very suspicious of magic users who do not have the faith. They consider it blasphemous. This can cause a great amount of tension between the Desertlings and other magic users on the Storm Coast. Desertlings often find the activities of the cults of Wihrus amusing when they come upon them. They are generally accepting of those outside the desert who have chosen to follow their ways. However, they do believe that the ways of Wihrus, the power of the desert and the blood of the tribes are tightly intertwined.