On Truth and Travel
If you are reading this now, you have been discovered as someone who seeks truths beyond that which those in high places wish the commoners to know. You wish to seek knowledge of the true machinations of this solitary land. The answers you seek are here.
Though a peaceful land, Dendralis is segregated, and everyone is quite happy with this arrangement. The elves, wary of man, protect their forest with fervor, and are protected by them equally. Though befriending the elves and half elves is not difficult, it does require character above what the common man will accept of his neighbor.
Their lands aren't so kind. Though lush, the Greenwood, for example, is a treacherous territory of tangled roots and dense vegetation that will wear out the average traveler at nearly three times the rate of the native inhabitants. And this is without considering the beasts and ghouls that lurk under the canopies. Tread lightly, especially before befriending any of the locals.
As a traveler, your safest Elvish lands to venture into is the Greenwood. That said, even the serene descendent of the Elderwood will break you down without guidance. Hiring a hunting guide, or sticking to the only few footpaths in the wood are you best option for smooth travel. Do not expect to reach their greatest communities deep in the forest.
The Darkwood, or Dreadwood.... Stay away. Period. A corrupted land of corrupted beings, no good comes from entering that black hell.
Feel free to venture to the Fissures, west of the Greenwood. This startling unique terrain is largely uninhabitable due to the large lava flows, which keeps the region relatively safe. To venture west or north of the Fissures is to have a deathwish, as you will be caught by a group of orcs at some point, and may the gods receive you in one piece at that point.
If you can't tell, you're not reaching the Northlands, or even the mountains in the north. Don't worry about those.
The lands of man are fair game to all travelers so long as they avoid thievery, piracy and racketeering. Crimes of coin are of the gravest in these lands, and the wealthier the victim, the stronger the punishment.
The Fertile Valley which sits between the Greenwood and the Dreadwood is gorgeous land. While the royals of the Old World's monarchies may see these communities as heretical communes, and the peasants as a utopia of equality, these lands are really ruled by coin as the guilds of the land wield more power than any government could hope to. Fortunately cooler heads have ruled, but one hot head could burn it all down.
The vilages of the Emerald shores are similarly ruled by coin, though through their ties to the Emerald Shores Alliance rather than powerful guilds. Each of these villages excel in a specific few exports which fuel the economies of the sister cities Emerald Point and Crescent City, keeping those in power happy.
The Alliance, for thar matter, is simply a puppet of Emerald Point, the island of wealth just off the southern coast. The Alliance provides the grounds for the city to not build their own navy, but to ship that navy anywhere it wants, and the people welcome them as a sign of 'protection'. Under no circumstances should you draw the navy's ire - the result will be any but just. Though Emerald Point has an almost impossibly affluent bourgeoisie that shoves status in your face, it is their betters, who hide in plain sight, that pull the strings of the navy, the Emerald Point government, and the regional economy. Understand, that while man in Dendralis may be free of the king, he is held down by the thumb of industry, and the silent kings of those industries, though he barely realize it.
That said, the Emerald Isles are home to wealth and wonders that no man in the Old World could possibly dream of getting a piece of. And an excellent sleuth can get their hands on much on the Point. Battle Island is a fantastic location to base oneself out of for a time - easy to assimilate into the diverse and surly crowd. However, one mustn't linger too long, or they will fall prey to the neverending revelry.
Finally, the Crescent City, where you were likely seen as a prospect to receive this knowledge. Living in the shadow of opulence in Emerald Point, Crescent City is the only place where one can attempt to be anything, though results will vary. The city acts as the largest intersection of folk and industry on the entire continent, leaving endless opportunities for the above board, and the not-as-much. Excitement and danger are easy to find, but one can just as easily disappear into an easy, steady life. Use the city wisely, and it will reward you. Choose poorly, and, well.... don't.
There are friends to be had in this Land of Trees. Step lightly and mind your pride. Remember, do not fear the new dawn.
Ford
Comments