Sons of a Lost Empire
These lands were once the northern extent of the Thellasian Empire. When the empire came crashing down more than four centuries ago, the land fell into bloody war. While lords fought each other for dominance, hordes of goblins, orcs, gnolls, and ogres swept through the land raiding and conquering.
Today the human rulers cling to their lands, always prepared to defend them against raiders while entire territories have been given up to savage races worshiping evil gods.
Seers have predicted that a time of evil is about to befall the North that few of good heart will survive. Will this be the end of men, dwarves, elves, and halflings in the North? Can those brave and pure of heart hold back the darkness? Or will a wave of evil spread across the realms that plunges it into a thousand years of darkness?
A few stalwart heroes will decide.
The land of halflings. It is ruled by an elected king (every 2 years), so he has little power. Little is known about the first halflings to settle this valley, but what they soon discovered was an older long lost civilization had once dwelled here. The ruins were sparse, crumbled, and long overgrown and so the halflings simply plowed and built around them. Halfling elders now teach halfling children that the ruins are those of their forefathers, back when halflings pursued wealth and power. The ruins are a reminder that pursing vanity will always end in ruin. Halflings should pursue peace, safety, and comfort and avoid the outside world.
In order to keep their valley safe from outsiders the halflings patrol the borders of their valley on the backs of large boars. Some of the valley border is also guarded by a thorny hedge some twenty feet high. It is unknown where the hedge came from but some say a great halfling wizard created it. Others think that is a oxymoron.
Barendal, once part of the great Thellasian Empire is now a collection of rival baronies with no real ruler. The Baron of Dumere claims ancient title to king of Barendal, but has never been able to press the other barons into accepting him as king.
Trade and Commerce
The fields of Barendal are rich in wheat and barley and cattle are abundant. Villages along the Merith River are abundant in fish. Trade on the roads of Barendal flows with the seasonal wheat harvests, though banditry, and not always of the human sort, is a constant problem.
The lords of Barendal have a cool relationship with the elves of Caerdyth Forest and an economic one with the dwarves of Haverdoom. They trade little with the halflings of Albantri and so think little of them.
The orcs of the Mezdros Mountains are an ever-present threat to the safety of Barandal, not to mention other vile and brutal things that live there. If not for their internal fighting and disorganization, the orcs could pose a serious threat to Barendal.
Goblins and other foul creatures of the Grall Mountains periodically venture down to raid the villages of northeastern Barendal.
This city sprawls out on two low hills that overlook the Merith River. It is one of the great trading cities of the region. Most dwarven goods from Haverdoom pass through Ashenmere as do much of anything produced to the east or west. Ashenmere has good reason to keep relations with Haverdoom congenial since they are the only thing stopping the giants of Porlathia from venturing further south.
Ashenmere boasts a modest but important building, St. Thayne’s Cathdral. This church of Nevrek is a beacon of protection for all in the region. Many clerics and paladins go out from St. Thayne’s into the wild and dangerous lands about to bring hope to the weak and judgment to evil.
Ashenmere is ruled by Lord Yelenseve. He is a no-nonsense man who is ever vigilant over his city. He keeps patrols going outside the city walls and makes sure his guards are careful about who they let inside. He has been waging a personal war against the secretive Ashenmere Thieves’ Guild after his daughter’s jewels went missing four years ago.
This small city sits on the Seren Way almost directly between Serenhawk and Ashenmere. It boasts a large market and the impressive Church of the Divine Spark.
Every six years the council made up of merchants, landed men, and important figures of the area elect a ruler. The current mayor is Lord Mayor Jacren. He is happy to keep things as they are and enjoys beer.
Spread out along Shell Bay and the hills that overlook it, Serenhawk is a sprawling city teeming with people, vibrant with trade. The greatest of the northern cities, Serenhawk boasts goods from all over Rynn. Elves, dwarves, halflings, and even more exotic peoples can be found and more than a dozen languages can be heard in the markets of the city.
The markets are open nearly every year with some goods brought over land, but most by sea. Shell Bay is a deep harbor and has more than two dozens docks that can be full at peak times of the year.
Serenhawk is ruled by the Council of Serenhawk: twelve merchants appointed by the council.
Where the Mountain Road bends east and south in the shadow of the Mezdros Mountains, rests the town of Thornhall. It’s name is taken from the forest to the north where the elusive and secretive woodmen live. With the Mezdros Mountains rising dramaticly to the south, at it’s heart Thornhall is a mining town, but it’s geographical location makes it a trading center as well. The few woodman goods that come out of Thornwood pass through here. A modest trade in wool from local sheep also passes through the Thornhall market.
It is ruled by Lord Tedenvor, a practical man.
The All Father, A’denn has three children. These three good Gods work in harmony to serve their father.
Pelor, God of Light
Eleastar, Goddess of Life
Nevrek, God of Protection