The Newer Lands
The Newer Lands
THE NEWER LANDS: The Newer Lands were colonised by the Realm over two centuries ago. Since then they have undergone a series of expansions, wars, and booms in population and prosperity. While the civilised lands of the Newer Lands are far smaller than the Realm and divided into many territories, they have relative peace and stability, and a seemingly endless potential for further growth. While their name refers to the entier continent, more technically it refers to the eastern portion, where colonists from the Sevenfold Realm settled, after the first goblin wars depleted the native tribes of the area. The colonies consist of five Duchies, and a series of independent baronies in the border region. While there have been occasional border skirmishes between Barons in the generation since the revolution, for the most part the new era has been one of peace. . . at least so far.
Tonnerre: Centrally located along the north-east coast of the Newer Lands, Tonnerre is known for it’s culture, sophistication, intrigue, and trade. Priding itself in a quality of life the (near)equal of the nobles of the Sevenfold Realm, Tonnerre also embrances innovation and the artistic comunity in a way the a theocracy never could. In addition, Tonnerre is one of the two main trading hubs of the Newer Realms, posessing both a deepwater harbor and the open ocean it needs to exploit it. The result is a nexus of trade and what the Toneri would describe as ‘Good Living’, which has become renowned even in the Realms across the sea as a city truly worth visiting. . . . if only for a little while. Artists, philosophers, theorists, poets, playwrights and more flock to the territory and the capital city in particular, but the magnificence of the region spreads out across the land, spilling into the manor houses and country retreats of the idle rich, and beyond. Even in the country one can find play-houses, mistrels, and poeats, working to earn the money they need to spend a few seasons in the capital city itself. Politics in Tonnerre is very much a performance art in and of itself. Whiel Baelamar led the colonies to revolt, the Toneri claim they were the intelectual focus of the revolution, and in the generation since have maintained a tradition of outspoken political visionaries, rapidly shifting ideological factions, and an unhealthy obsession with even the darkest sorts of conspiracy and intrigue. It is said that you haven’t truly arrived in Tonnerre until you are invited to attend the opera, given balcony seats, and poisoned no later than the end of the second act.
Prowmeet: Prowmeet was the original colony settlement that occured over 200 years ago, and it has remained a traditional and loyal place ever since. Even during the revolution it’s upheavel was limited, and while it ultimatly became a free Duchy during the reconciliation, it retains close ties with the motherland. Because of this, it suffers less of the ‘unfortunate incidents’ that occasionally plague seaborned trade from it’s northern neighbors, and stands as the primary trade harbor of the entire continent. Nonetheless, in the generation since the revolution, Prowmeet has faced- or perhaps it is more correct to say ignored- a growing problem. While the otehr Duchies and Baronies of the newer lands embranced a series of populist reforms during the revolution, Prowmeet was slow to follow their lead. It’s power players had not been particularly disrupted by the events of the revolt, and none had lost their lands, or been ousted by the peasantry. Many territories in Tonnerre, Baelamar, and beyond are under the control of an elected Mayor, and even those still ruled by a local Lord or Knight have accepted a uniform code of justice that (in theory and often pratice) applies even to peasants. But landowners in Prowmeet are the same feudal dyanisties that first staked a claim to their lands, and their power has changed little since that time. While most have the common sense to treat their people well, they maintain rights over property of a sort long abolished elsewhere. Over the last generation, lords and free landowners in more progressive regions have worked to improve not only their productivity, but the conditions and quality of their comunities. This has resulted in great gains for these territories. But in Prowmeet the local lords rarely seek to solve such problems, as they can simply dig deep into the treasuries of their land, even going so far as to take out loans and similar agreements with banks and churches in the capital, and overseas. Worse yet, these debts are claimed on behalf of the peasants who work the land in question, and if the banks seek to collect, the Lord of the land then collects from the peasants, rather then dipping into their own treasury. While this has allowed them to compete with the more progressive approaches seen elsewhere, the debts are mouting, and in ways which are not yet truly understood, the system is beginning to break down.
Stormpoint: Stormpoint is a bleak but stubborn place that clings to the southern peninsula of the Newer Lands with the same desperate tenacity with which it’s lords and masters cling to the dream of prosperity, wealth, and power. Originally founded as a mining settlement, the ruling class of Stormpoint worked hard to provide all the colonies with ore- and worked even harder to use their position to their advantage. With a population mostly comprised of convict labor and indentured servants, the lords of stormpoint bent their arms to the lash, as their ‘people’ worked hard to expand the coffer’s of their masters. The result was a grand profit, but, competing with one another and against their own holwing greed, each lord worked to dig deeper into the earth, create larger smelters, and above all, seek the ultimate passage through the mountain ranges, a task that was frustrated time and again by avalanches, collapsing tunnels, and odd occurances in the high mountains. The lords of stormpoint thought their fortunes were assured when Dwarvern engineers, traveling from across the sea, began to offer their services. Here were artisans of stone, who could dig them the tunnels they needed, and create safe, or at least profitable foundries. But one by one, the dwarvern families that moved to stormpoint moved on- heading west to Fjellvag once they had saved enough to do so, drawn by the vastness of the high mountains beyond it. The lords were frustrated by this turn of events, but the worst was yet to come- the dwarfmarch. The Dwarves, having located native kin and grand veins of ore in the great western mountain rang, petitioned for and secured the right to found a nation there. These days, stormpoint’s ore no longer commands top dollar on the colony markets, and despite thier loyal service in the Revolution, the lords and the Govenor were ‘encouraged’ to end their relationship with the Realm by it’s own representitives, who saw little reason to risk offending the larger Duchies to the north by maintaining an overt presence in such a bleak locale. In exchange, they garunteed the new Duke of Stormpoint that all further convict trasporations from the Sevenfold Realm, would be delivered to him. Now the Duke of Stormpoint sits in his stone citadel, and dreams of his glory days as a Govenor, and while convicts still work in his mines, the chief export of the realm is no longer iron or copper or tin, but rather bitterness, jealousy, and a deep, cold rage. Nonetheless, in recent years, the duchy has begun to reclaim it’s share of the market, with plain but solid metalwork, particularly weapons, giving ‘Stormpoint Steel’ a new and positive reputation.
Fjellvag: Fjellvag is the westmost and least civilised of the Duchies. Founded originally as a camp for whalers, the hardy men who game here from the cold northern islands of the Sevenfold Realm found it greatly suited their nature, with it’s wide open spaces, flash-frozen beauty, and freedom from the tyrrany of a peaceful by smothering police state. The Fjellvager developed slower than most of the Duchies, preferring immigrants of their own kin, and close relations, such as the high-valley clans who eventually founded their own territory up in the mountains, during the dwarfmarch. Before the revolution, the Fjellvag was saddled with a particularly uninspiring and obedient beurocrat as their Govenor, who was protected and hendled by a throng of bodyguards and advisors from the old country. Fortunatly the meek fellow insisted on sampling the local culture, and after a few winters in the mead-halls of the fjellvagger, he was more than willing to lead them in a revolution. A generation later his grandson is the youngest Duke of the realm, his father hving lost his life on an expedition to the colelands in the west. The Fjellvager are independant minded, fierce, and have a long-standing feud with the men of Stormpoint to the east. While in theory it is possible for them to ship their whale-oil and other goods across the mountains via the valleys of their ki-folk, they far prefer to load up their longboats and brave the informal blocades of Stormpoint, skirmishing with their foes of braving tghe southern ice floes before sailing to Promeet and unloading their goods there. The Duke insists that this habit cuts weeks of the trade time, and that anyway, the people of Prowmeet have no right to block the passage of his people on the open sea. In reality, the Fjellvag take to all the season of the year with the same agression and gusto, and if they’re not having port by hunting whales, or feasting in their deep halls, then busting the heads of the east-coasters is a fine way to pass the time.
The Isles of the Dead:
The Elven Forests:
The Savage Shore:
The Bleak Coast: A cool place for dogs and friends. Come here if you want to hang out or just do whatever.