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The Reach

Located in the Northeastern area of Arenthia along the the border of Draggonfall, The Reach is considered to be the roughest area of the country. Here, the residents, known as Reachmen, are considered to be as rough and as hard as the stones that litter the landscape. The geography of the area includes the Deep-Rot Forest, the Stone Fields, the local iron mines, and the Draggonfall Mountains. The local capital and the seat of the ruling nobles (House Paleskin) is a small city called Reach. There are several settlements throughout The Reach that are primarily nomadic, moving from resource to resource. Other than Reach, the only other "permanent" settlement is High-Cliff, which is a small town built on the side of a mountain and serves as a Airship dock for freight lines and refueling. These settlements, including the provincial capital, were settled mostly by "half breeds and non-humans." Arenthia is a mostly human province, but throughout history border settlements have represented the mingling of inter-racial cultures. In the Reach, the prominent races, outside of human, are Half-Elf, Gnome, Halfling, Dwarf, Goblin, and Firbolg. 

The Reach's culture is based around three main aspects: Monsters, Mining, and Snow. Due to the hostile conditions of the environment, only the fiercest creatures and monsters can live here. Very little edible vegetation can grow here, and as a result most monsters are omnivores and carnivores, even resorting to dining on the inhabitants of The Reach. In some areas, the residents grow crops, not for trade or local consumption but to appease the appetites of local creatures. Deep-Rot forest also is plagued with some of the more vile creatures and turns even the friendliest creatures into dire, evil monsters. The Reach is constantly contracting out work for Monster Hunters to keep the creatures at bay. Another aspect of the culture is the mining industry. The Reach dips its borders into the mineral-rich mountains of Draggonfall. Seven peaks are along the border; each with a great wealth of metals and minerals. The Reach's primary resource is iron ore, but there are a few mines dedicated to the retrieval of Mithril, which is a metal heavily controlled by the Dwarven Lords in Draggonfall. The Dwarves had allowed for these Mountains to be given to Arenthia, only because they thought only iron was in them. They were wrong. Dwarven Lords, now try to pressure miners to stay away from these deposits of mithril, hoping to eventually renegotiate with the Arenthian Monarchy for the territory. The last aspect of the culture is snow. Draggonfall is a region of nearly perpetual winter. The Reach has a similar climate; with snow being the main form of precipitation starting Early Autumn, all through Winter, to Late Spring. Summer is a time of great rains and downpours. Residents often see "Sunny Days" as local holidays and even take the day off from work for such an occasion. With most of the locals being born on a day of snow, the youth traditionally get a snowflake tattoo under their eye. This design is of a different snowflake design every few years to represent "the new generation." Residents of the The Reach also have a great appreciation for the snow and ice, seeing it as peaceful and calm in comparison to the floods and rains of the summer.

Geography

The Geography of The Reach can be seperated into three distinct biomes; The Stone Hills, The Seven Mountains, and The Deep-Rot Forest.

The Stone Hills
Between the The Reach's Deep-Rot Forest in the Northwest of the province and the Daggertooth forest of the Eastmoot province in the Southeast, lies the hills and plains of a region that is locally referred to as The Stone Hills. This rough landscape is littered with boulders and rocks jutting out from the ground. Vegetation struggles to grow here. Most of the ground has the consistency of gravel, and what soil is available is used by local farmers for crowing Potatoes, Blackberries, and other hardy crops in the summer. This region is recognized also by its great scars and chasms that open up into the depths of the local cave systems. Mysteries and Myths surround this region. Some stories talk about a war between tribes of giants, where the combatants threw rocks at one another, and what is seen is the debris leftover from that forgotten war. Other tales state that The Stone Hills were once a great garden that was occupied a colorful people; those people angered their gods and were stricken down with a great plague that ruined the soil and killed off the garden. The third most popular tale is attributing the mess to The Reach's support in the construction of Starpoint Citadel; while archeologists still have no idea where the material used in the construction of Arenthia's Capital, the people of The Reach believe the Hills were once the site of an "Eighth Mountain" that was destroyed, stripped down, and flattened to construct the city. While very few stones line up with the same material used in the city's construction, it is the only folklore in Arenthia that mentions the construction of Starpoint.

The Seven Mountains of Draggonfall
Lining the border of Arenthia and Draggonfall, lies seven mountains that were given to the Kingdom of Arenthia after a border dispute, several centuries ago. The seven are called E'lyssa, Rugan, Tora, Rakellen, Ora, Arkus, and Hammer. These mountains are the basis of The Reach's economy and society. When the Dwarves had given this mountains away, they had thought the mountains were stripped of their riches (gold, silver, platinum, and mithril). All they assumed that had remained was iron (a very common and abundant resource in Draggonfall). One hundred years later, the Arenthian miners struck veins of Mithril in Mt. E'lyssa and Mt. Rugan, becoming the first ever Mithril deposits outside of Dwarven territory. After The Heartlands became neutral and removed from Arenthian control, The Reach became the country's only source of "precious metals." All seven mountains serve as the country's leading supplier of iron ore. Before the Gith Invasion, the Arenthian Nobility made it a statement of national pride to have their guards equipped with steel that came from Reach Iron. With Arenthia being a "shattered country" until the Era of Light, Nobles sourced metal for their armies from wherever they could. The Dwarven God-King has, in recent history, been actively trying to negotiate a change in borders with the Monarch of Arenthia, as it is part of the Dwarven political mantra to try control the continent's precious metal supply. Mt. E'lyssa and Mt. Rugan are the subjects of great contention.

The Deep-Rot Forest
The Deep-Rot Forest is located in the Northwestern area of The Reach. Despite the sheer cliffs and barren wastes of the rest of the province, Deep-Rot is considered to be the most hostile place in The Reach. Explorers believe that over seventy percent of the local fauna and wildlife is poisonous and deadly. The inhabitants of The Reach steer clear of the forest, even though its the region's only source of fresh, moving water. Dividing the forest are a number of streams that stem from the Azur River, which flows from the mountains of Draggonfall to the great Sapphire Lake in the center of Arenthia. Monsters live in these woods, and thus only the ferries that sail up and down the Azur are the ones that brave the forest. Under the poisonous deep-rot trees, the landscape is speculated to be very similar to the Stone Hills, except the ground is more like compact dirt, mud, and covered in moss. This wild landscape has only ever been tamed the strongest adventurers and druids.

Ecosystem

The Reach has, overall, very sparse amounts of vegetation and life. Throughout the Stone Hills, grasses, weeds, and shrubs can grow in small patches. It shares a similar ecosystem with various tundra of the world. The Deep-Rot forest is the densest section of life in the area. It is famous for it's deep-rot trees. These trees have a very poisonous and acidic bark that is harmful to most creatures. They grow to be about fifteen to thirty feet tall and have leaves of a strange red and purple hue most of the year. The sap from the trees are said to cause horrible, violent mutations in the creatures that preside in the forest. This has been concluded as the cause for the creation of "Dire" animals and creatures, a variant of monsters that are noted for their more hardened appearance, magical abilities, and heightened aggressive tendencies. The Deep-Rot Forest also sees the creation of dangerous plant-like creatures, primarily a species known as Blights. These Blights are the entanglement of poison, necromancy, and evil, seeking to destroy all life that wanders into their territory. At night, evil Myconids bud and feed on the local farms and livestock.
Alternative Name(s)
Kaer Morn'dahl (Dwarvish)
Type
Territory
Location under
Owner/Ruler
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Owning Organization

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