The West

"Lessons children. Carve your pen. Sit down. It's time to learn about the land that makes up our home." Artist Benjamina Travail   The West   Canar, Rowem, Celintha, Cerln, and Baruilden are places of great wealth, bloody history, and uncertain future dotted with black, bidden stones sought after as far away as the ends of the Far Fetch Sea. The West claims four major bodies of water: The Shallow Sea (The Shallows), The Veswol Sea, and the frigid waters of the Ipera Sea. The fourth sea sprawls to the south near Bheid and Canar; it has several names. The peoples of Canar each have their own regional name for the word, "Sea" so cartographers from each of the four nations have labelled the patch of water with regional names. Most maps from Rowem will simply label this body of water as "Aama" the old Vrolua term for "Ocean", while across the cold water, the ancient Bheidan peoples of Bheid consider the small waterway to be a part of The Far Fetch, the largest body of water on Spindle. A laughable Telruin mistake. Sailors have travelled the Veswol sea discovering that it does not connect with the Far Fetch but instead stretches itself to an unknown distance. Few that travel the Fetch ever return from their journey, and should they, it's rare that they arrive unchanged. The dangers of sailing such distances, even with adequate provisions, has historically provided little benefit in return. What the southern ocean lacks in a name, it makes up for in activity. Thus many from the continent north of Canar have taken to calling it by a second name, "Aawen," the Busy Water.   The first peoples to contribute to history in the west, the Vrolua, carved the countryside from southern ice shelf to the northern glaciers leaving embossed imagery of their day to day lives on the skin of mountains and in the deep hearts of cavern walls. Then thousands of years in the past, they vanished from their own written record having barely created a system of writing. The reason for their sharp decline? Scholars speculate that cinderskin may have been the underlying cause behind the sudden collapse of their population. In the religious text, Portents of the Elderage, written within the past 300 years, the heroix, Dawnren, and their Elderage, name unrevealed, hold a terse conversation over the fate of the Vrolua. The Elderage lays blame at the feet of the ancient people accusing them of ritualistic suicide, cannibalism, fratricide, and sins unbecoming those that keep the Abidement. The author of the work, Quri Lorren was a dweller of unconfirmed station who wrote many fictitious pieces on the abuses and sinful nature of a people he could never have had interactions with firsthand; the priest wrote all from a warm scribe's hall away from those living with the disease in the streets. Whatever the Quri's position on the matter, the vacated land held riches for any with the wanderlust to achieve them. Some would soon arrive in flat ships bearing the sigil of the Green Mother Moon. Others would rise from the dark, long forgotten places deep in the mountains of Rowem and Canar. By the coming of the Silveisean Empire, the West would already be populated by the Canarils, Bheidans, Cerlnic, Baruilese, Roweme, Celinthar, subterranean Soan, and seldom seen Wisp.   Before their collapse the Vrolua established major cities, built a system of reliable roads called innerways, invented their own form of written language, mapped the stars of the Northern and Southern skies, and made use of the first bide stones. It is porous, somehow smooth, and quite heavy in the hand for its relative size. To the untrained eye, it would seem an unremarkable stone. To an initiate of the Abidement, it is a sacred relic that provides access to the wisdom of the Elderage. The Vrolua were first to make contact with the Elderage and the event ushered the culture into a new age. Through the renewed guidance of the Eldara of Old, the giants built sites like An-Turrim, Coranca, and Alr-ven, impossible acts of architectural achievement. The Abidement came into being soon afterword. The Elderage were often described in complex terms as angelic caretakers and as demonic dealers of divine knowledge indicating a division in the first people's perception of the entities which came to their aid. Though they were wise and powerful, the Elderage were not infallible. The Vrolua vanished leaving traces of their history etched into stone, but even those marks are beginning to fade. Religion persisted. Today, there are many western religions. The Cerlnic worship their ancestors which they believe to be at the bottom of the Blackened Lake. Though they are spread throughout the west, the Alyric never discarded their old spiritual practices. They continue to worship the Green Mother while adopting customs from other religions. In the colonies of Celintha, the islanders have twice as many deities as they have islands and most cannot remember the names of them all. The western Baruilese peninsulas shelter a community of warriors who worship the enemies they've put to the sword. They pay particular respect to those that wounded them in battle by taking their head with them from the fight. They clean and polish the remains, painting fanciful designs and encrusting them with jewels, the finest of which become bowls and drinking cups. Placing adornments on a well fought enemy ensures a smooth transition into the afterlife. These religions swept over the west as new societies migrated into the abandoned landscape.   Alyri and the migration West   A new people arrived in the West to fill the gap that the disappearance of the Vrolua created. The Alyri attempted to settle several small islands that peek above the waves of the Shallow Sea and then fanned the flames of colonization in every direction. They were a dispossessed people, their land overtaken by ice. Several hard winters drove them from their homeland and into ships. Realizing they could not make landfall in Eastern Baruilden (The Baruilese have a reputation for beheading newcomers and leaving their bodies on the shore for the gulls) they skirted the coastline for the distant west, only approaching the shore to repair their ships and move onward. They named the isles they found there, Celintha, which means "Bitter Wind" in old Alyric. The isles are scattered among the Shallows like leaves on a quiet pond, but the waters and wind that tear into the shores are anything but peaceful. Ancient songs translated from old Alyric reveal a hardened community assembled from the frozen wastes of Talus and the Ice Trod of the North arriving in Celintha to the relief of warmer weather. In truth, the isles were humid, battered with rainfall, and blanketed in thick forests that hid venomous snakes and the Silveisean tribes. The original occupants of the island were the ancient forbearers of Silveis, the empire which would once conquer much of Bheid. It did not take long for the death toll to rise among the Alyri and, at the first sign of cinderskin, they fled for any new place that could provide safety.   The West greeted each Alyric clan with open seas and inviting coastlines. The Redhide clan sailing from Baruilden made landfall in Rowem during the winter months noticing little change in the weather conditions they had experienced in Celintha, but the volcanic landscape and the warm waters appealed to them. They settled and built the city, Glanse which still stands. South and North along the Rowem coastline, boats slid to shore; often the crew that piloted these vessels were shocked to find that the land they'd discovered had already been occupied, only the people had long since vanished. The city of An-Turrim astonished the Break Ferns so much that they took it for ill omen. They witnessed a metropolis of tan stone with barren buildings, old furniture burned in the market squares, clothing piled high as hills in what appeared to be communal bathhouses, the bones of pets that had been locked within their absent masters' homes, and of course at the city's center, the necropolis and blackened bronze statue of what would become known as Elderage An-Turrim. The Break Ferns, tempted by the quiet of dawn, ventured into the hall of An-Turrim's sacred dead expecting treasure and an explanation. They discovered it empty, and quickly set sail for the south. The clan split apart after this and founded the settlements of Berown, Osk, and Ake. The city of An-Turrim would not be found again until a Silveisean merchant ship blown off course in the Shallows happened upon its port several hundred years later.   The West proved to be vast. Too vast for Alyric clans to maintain steady contact with one another. In the first decade after their migration, many of the tribes fell into patterns of isolation, reinventing old customs and creating new ones. They were still physically connected through their appearance however, the Alyric language began to evolve. Old Alyric gave way to the Talusian, Osken, and the Pergallic dialects. Far to the north on the isle of Pexla, a branch of the Alyri would remain loyal to the past. Today, they still speak old Alyric though their towns were named by the Anorn.   Canar   The Alyri discovered Canar and in it found a place similar to their homeland. Rugged mountains, black sands, and a fair coastline with more land than the sailors could ever farm by themselves, Canar felt like paradise.   The southern most continent in the West, Canar is best identified by the wide salt water channel which cuts through its northern region. Dust covered accounts, some from the Vrolua, give lip service to the creation of this large uneven fjord. A document discovered near the town of Harlot's Hall, tells of a giant that attempted to cut a pathway through the continent to reach the warmth of the Shallow Sea. Local stories from Theran recall similar events involving a giant which moved a large mountain made of ice out to the Veswol Sea. Regardless of what story rings truest, the fjord and the country that surrounds it are named after the lost giant, Oln.   The land northwest of the Oln's Fjord is home to the aged tidewater town of Coranca, the bustling trade post of Sapsuck, the village of Sibyl, Harlot's Hall, and Holst. Journeying farther along the isthmus will take one to the continent, Rowem. Bending around the fjord and venturing towards the ice to the south, a traveler may witness the port of Penance, marvel at the mountain city of Theran, or stop for mead at Beesbane. Assuming they take the mountain passes, they could discover the swampy mining town of Colcent or journey to the mercantile settlement of Illgotten. There are a thousand, thousand minor villages and hamlets besides that which have grown within the shady glens of the western mountain range. These mountains are known by all in Canar as Runner's Range.   The Oln Dynasty rules the northwest passage to Rowem. Comprising the southern portion of the country the cities of Penance, Holst, Harlot's Hall, Nees, Coranca, Sapsuck, and Sibyl are surrounded by volcanic activity, earthquakes, and yearly torrents of wind and rain. Lush boreal forests, mires and bogs, and boiling hot springs greet travellers making their way west and then northward. The Oln lands, though beautiful, are treacherous.   Of the cities of Oln, Penance breaks away in both culture and in climate. The town provides much of the food for the citizenry of Oln. Its varied climate is perfect for producing a variety of fruits and grains, and the black sand farther south turns to a fine silt that is wondrous in its ability to grow plants regardless of the season. Though Penance held the capitol seat at one time, this changed after the city was sacked. The elders, having fled the wealthy seaside town, walled themselves in safety in the city of Holst. The town of Penance was eventually retaken, but the lesson was learned and Holst has been the capitol city ever since. Sapsuck and Harlot's Hall are the oft forgotten settlements of Oln, though their history far surpasses the founding of the dynasty. Sapsuck may in fact be the oldest city in all of Canar founded by Alyric hands. Rising up from the land around the town, several earthen works, perhaps burial pits for victorious Alyric kings, surround the town acting as defensive walls against wind and foe alike.   Nees at one time belonged to the Oln Dynasty until the country was bested at sea by the Corsair Queen. Now Nees pledges fealty to Palispar and pays tribute besides.   Coranca, the town of tides, holds mysteries below the reeds and marshes that protect it. From time to time fisher folk will discover large cut stones, a sign of the foundation of the original city, long since vanished below the saltwater marsh. Legends from the region, tell of the slender forebears that made the waterways their home, and of the earthquake that swallowed that way of life and the people with it .   That leaves the warm coastal village of Sibyl. Many make the pilgrimage to Sibyl to have their fortunes told. Some make the journey with the belief that they might be able to change their fate. Whatever the case, the fortune tellers and soothsayers of the town do well for themselves and people rarely leave feeling any ill will towards the community. Sibyl does well for itself, whether they can see what the future holds for them, none can say.   Leading away from Oln's Fjord, Runner's Range tapers to the south and a broad peninsula breaks away from the mountains and fans out over the Veswol Sea. This is the seafaring, kleptocratic kingdom of Palispar, of which there are two major port cities, Entreaty and Acavort. These sister cities rival each other in ship building, with the city of Entreaty holding an edge over Acavort. The warmer of the towns has access to better trees for making hulls. The colder, Acavort, makes better sails. It is not rare to see ship masters leaving one port for the other to supply themselves with the best that each has to offer. A crew of stewards holds power in the kingdom of Palispar as the whereabouts of the Corsair Queen are often unknown. Stolen goods comprise a hefty portion of this country's wealth. Trade relations with the nearby Bronze Kingdom have remained pleasant. The last large city of Palispar is far to the north. The people that live there, while owing fealty to their country, do not practice piracy. The merchants of Illgotten have a storied past, one that is frequently recalled in tales and songs within one of the many taverns of Witsrun. Illgotten merchants know the innerways better than any traveler in the west as they've made it their livelihood to bring wares to those that live in the mountain passes and beyond. Many a pilgrim walking the innerways has been saved from starvation or thirst because of a wandering merchant. For the rest of Palispar, the city of Illgotten provides a practical purpose: Fencing goods. Ships laden with gold and other booty have to be offloaded someplace. The stolen ships might arrive in the docks of Entreaty or Acavort only to be auctioned off, first the ship to a builder, and then the goods to a merchant's guild for redistribution.   From Penance to Orda, there are no major cities, only a smattering of caravan towns that change their location with the shifting of the black sands. Those that create these temporary settlements are known by their Vrolua name, the Urarosr. The black sands stretch from the eastern coastline to the base of the Runner's Range, and carry on in this fashion until they meet the tops of the smallest range in the south, the Jewels of Canar. These dormant volcanoes created the black sands to the north above them. They are called the Jewels because of the pristine volcanic lakes which can be found on almost every summit. The patch of black sand creates the territory for the wealthiest country in Canar, The Ordan Dominion.   The settlements of Orda, Goatbriar, Poign, and Gnatz are harbors that trade with the Bheidans across the unnamed sea, which we'll call Aama for now. Goatbriar sells goats and sack to hungry sailors and was established by the Soan forgotten ages ago. An Alyric tribe put them to the sword but in what year, none are sure. The settlement bears the hallmarks of Soan architecture though the people that live there now wear tattoos that display their Alyric heritage. Several attempts by the Soan to retake the village of Goatbriar have been met with a hardy rebuke from the people there. Poign sells expensive ships and not much else. Some may even be worth the money. Off the coast of Orda, lies the island of Gnatz. It began as a municipal colony and has progressed into an illegal slum. The colonists arrived from Orda to mine it for green sand but soon broke off contact from the mainland and established a brutal form of governance. That was five hundred years ago and though there have been skirmishes, a war proves too brutal a cost for Orda. Gnatz's position along the coast gives the small island an advantage against approaching ships from any nation.   This leaves Orda, City of Glass. The city has grown rich from mining the one material it seems to have in abundance, a special sand that creates Ordan Glass. We won't discuss Ordan Glass today, that's for another lesson. I believe that Artist Wandril will have much to say about it next term. It's a fact that the refined glass afforded the Ordan's power enough to control the other harbors, save Dorin.   Off and alone, not subject to any of the four kingdoms and yet not powerful enough to vie for its own sovereignty, the chilly city of Dorin acts as a much needed neutral territory for the Canaril nations to meet and discuss matters of state. All four countries remain aware that the city in fact casts its full allegiance with the Silveisean Empire, which controls most of the continent of Bheid and the island nations north of it. Dorin finds itself protected then by the wisdom of Silveis and the military might of the Kingdom of Bronze, which locked down a significant trade partnership with the empire.   In the center of Canar are the largest settlements on the continent; The Bronze Kingdom consists of Witsrun, Tambre, Arcos, and Veyon. A separate court of judges rules over each city. These judges are appointed by the Bronze King to carry out his will. The people of Witsrun have dubbed him the King of Cups. The Capital of the Bronze Kingdom is Rose. The mountains create a natural barrier for the cities to the north and west while the black sands of the north and east burn any army that tries to traverse them.   Nestled within a deep valley among the mountains, Witsrun, the city of song can be heard before it is seen. The city had humble beginnings as a fur trading outpost, equipped with a tannery, tavern, and thick walls to keep the cold at bay. The merchants of Illgotten often sit out the winter snows in Witsrun and their loyal patronage to the town has elevated the community from a vile smelling tannery to a paragon of culture, art, and philosophy. Before the ice and cold drift over the Runner's Range, thousands follow the innerways to try their hand at winning a coin or two as a playwright, a singer, or a poet. The Bronze Kingdom's population fills to bursting during the winter months as travelers from many nations make the pilgrimage to honor Drahana, The Goddess of Song. To the Canaril, song is any form of art that one might celebrate with applause. Roweme consider the telling of history, science, and mathematics to be an art form, though I doubt that those in Canaril would appreciate our rigorous intellectual pursuits. Witsrun consists of parishes which divide the city into its specific functions. Believe it or not, the old tannery still stands in Tawdry Parish. The Duke, an unofficial title given to the patron that contributes the most to new talent for the winter season, is given a special residence in the Witless Warren. The Run is the oldest parish, built upon the grounds that housed the first winter's performance. A black marble statue of the Goddess Drahana poses in the square holding a mask in their left six fingered hand and clutching between two thumbs on their right, a golden coin. It's good luck to give the statue a pun, and many are left in small strips of cloth that are tied to the Goddess's feet. Traderton, the third parish, holds market during the morning. Seeing Traderton for the first time is like witnessing the Corsair Queen's hoard; hills of bric-a-brac mounded outside of merchant tents, blocking doorways, and obstructing passage through the streets except by foot. Merchants call to everyone to sell them anything and everything they could ever manage to want. If one is upset with the prices at the beginning of the day, it will usually change by noon, and if during winter, the price might be close to free.   If Witsrun is the center for art, philosophy, and culture, Tambre is the center for song. All of the professionally trained bards in Canar attend the Chamber of Drahana, a temple and bardic consortium which acts as a formal school for teaching letters, musical theory, and other aspects of performance. Tambre's citizens give themselves over to Drahana at a young age as a prerequisite for remaining in the sacred city. A day in an average Tambren's life might involve waking to the sound of bells, joining in the mass city choir by singing the Abidement out of one's window, practicing musical instruments until breakfast, tuning musical instruments, etc. The instruments that leave the city, go with trained and accomplished bards, some that take up employ at royal court in Rose, and others which try their skills at winning fame in Witsrun.   Holding onto the cultural influence of Oln, Veyon, the northern most city in the Bronze Kingdom feels culturally out of sync with the rest of the kingdom. The people here are of Alyric descent. They do not like being ruled and wish to split off on their own. It is unfortunate that the city lacks the populace to make an attempt at open rebellion.   The southern most city is the forbidden city of Telk. The Soan live deep within the mountains there and have called that region home for centuries long forgotten. Not much is known about the undercity of Telk. Audin of Ferris, chief cartographer, master artist, and adventurer wrote the only text available in our archives about life in a Soan undercity. However, the written passages on the undercity of Telk expose much of Audin's hatred for the occupants and little of the nature of the underground network. What can be gleaned from the tome reveals a vast network of subterranean tunnels which run half the length of the Runner's Range before terminating into a magnificent hall gilded in gold and silver under the Foxglove Mountains. The overcity teems with activity. Soan that choose to live above ground that have forsaken their kind for the comfort of the suns, make their living by carving into the mountain. The tin and copper that they recover from under the skin of the Foxglove Mountains, they sell to the nearby Bronze Empire. Those that trade with the Soan may find the city of Telk to be chilly and uninviting unless they have a taste for the metal ore trade. If there is a governing body at work in the city of Telk, none are sure. No one ventures into the dark places to discover for themselves, or if they have, none have returned to write a history about it. It could be that none are brave enough to go below or that the city of Telk is too cold and inhospitable for historians to want to stay long enough to find out. Whatever the case, the Soan do well enough on their own with the meager trade that they can scrounge from those willing to deal with them.
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Cover image: by Nic Tatum
This article has no secrets.

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