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The Eldeen Reaches

Introduction   The Eldeen Reaches represent a unique society with Khorvaire. While all of the continent is suffused with magic, as low level spells of an arcane nature provide the necessities of daily life, the Reachers have chosen a different route. A region with a longstanding relationship to the land, both in farming and magic, druidic magic suffuses the towns and hamlets of the region. Arcane lanterns are replaced by small baskets of fireflies or glowing mushrooms. Farmers produce incredible yield, yet return some crops to the woods, offering food in exchange for the forest land they have taken for crops. Messages spread through beasts, rather than the magical Sivis stones found elsewhere. House Vadalis is headquartered here, breeding the magical mage-beasts: faster, smarter, wiser, and improved versions of nature's bounty.    The Reaches - New or Old?   The Eldeen Reaches predate the existence of modern Khorvaire in many ways. Perhaps the best example of what we would call an autonomous region, the relationship between the people of the Reaches, and the druidic groups they share the Reach with, is one that stretches back millennia. While Khorvaire was united via conquest by King Ghalifar I, the Reaches remained, to some extent it's own nation. Organized under the Ghalifarian state, the Reach broadly kept to itself, and under the rule of leadership of neighboring Aundair officially, until late in the Last War.    The separation of the Reaches occurred fifty years ago in the midst of the Last War, and was the result of neglect from their Aundairian rulers. The Aundair, with war raging on, neglected frequent bandit attacks on the fertile land of the Reach. The Wardens of the Wood, a significant druidic circle, at the behest of the people, went on to lead a rebellion that secured their independance. Unlike other regions of Khorvaire, Reachers remained largely neutral for much of the Last War, preferring to defend their homesteads and develop the budding society that was starting as a partnership between the balance loving Wardens and practical farmers who called the fringes of the forest home.   To this day, however, Reachers all suspect that one day Aundair may return, and want control over the lucrative breadbasket that is the Reaches.    Society   The Reaches are a loose collection of hamlets, villages, and farmland, scattered across a vast region. Due, in part, to their history with Aundair, and in part to a rural predisposition towards independance, every region can field a militia on short notice. While not equipped with much beyond simple weapons and farming implements, the prevalence of druidic magic has led to stories of the land itself joining the Reachers in defending their homesteads.    While there is no central authority beyond that of the Wardens, each village has significant independence, and a strong sense of community. So long as one is not Aundarian, Reachers are known for their hospitality, often housing visitors in their homes. Small local festivals, often to local wildlife, fey, or elementals, focus on maintaining the balance between the civilized and uncivilized worlds. Crops are left for wild animals, druids consult on matters from governance to medicine, and generally, things are resolved at a local level.   Deep in the woods sits Greenheart, the home of all the Druidic sects found here. Led by an enormous awoken greatpine named Oalian, any matters of significance to this budding union are solved here. Druidic circles seeking to resolve difference do so in the sight of the greatpine, who is itself a druid of nearly mythical power within it's domain.    For trade, Varna sits close to Aundair, and is the primary destination for trade, as well as home of House Vadalis.    Equal parts idyllic and naturalistic, the Reaches would seem perfect if not the darker aspects of the various woodlands around it.   The Wild and Thelannis   Not all regions of the Reaches are so peaceful: The Gloaming finds itself close to the plane of Mabar, or negative energy, and is filled with undead, aberrations, and other creatures; The Twilight Demesne, within the deep reaches of the Towering Wood, is a manifest zone with the fey plane, Thelannis; Aundairian rebel groups are rumoured to abound in the eastern regions, leading to high tensions.   Beyond the supernatural threats present in the wood, the dangers and treasures of the wilds provide a risky environment in which to adventure.
Shifters - A homeland in the woods   The Reaches remain home to the largest population of Shifters on the continent. Living quasinomadic lives throughout the Towering Wood, the shifters here generally a reclusive bunch, prefering to keep to themselves after decades of outside hostility. Due in part to their bestial facilities, many choose to join local druidic circles, embracing their wild characteristics as aspects of the nature around them, and rising in power. These small shifter societies move often, travelling the woods and providing for themselves within the maze of trees, keeping away from the world that once nearly destroyed them.
Type
Geopolitical, Province

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