Intro
The World of Freeport
Names in Freeport
Races of Freeport
Religions of Freeport
New Feats
Images

The World Around Freeport

The Dragon Sea

Encircled by the East Kingdoms is the Sea of Dragons. The name is more than just poetic; the relatively calm waters are home to a great variety of creatures that menace the shipping lanes. Most ships that ply the Dragon Sea are more interested in getting to their destination than in exploration, so much of the sea's waters are uncharted. There are rumors of mysterious islands in the heart of the sea, though whether they are dragons' lairs or simply isolated atolls varies from story to story.

The Astra Ocean

The Great Astra Ocean covers the vast distance between the Eastern Kingdoms and the exotic lands of the Far West. Its dangers are only those that can be found on any ocean, but they are enough to keep all but the most skilled sailors from attempting to cross it. The mariners of the Far West have never even attempted a crossing; the only trans-Astra contact has been made by daring Eastern explorers, no few of whom have hailed from Freeport. Though the journey is dangerous, the lure of exotic goods is hard to resist.

The prevailing current along the Eastern edge of the Astra runs from North to South, which influences both travel and weather in the region. During the hurricane season that spans the fall and winter, many storms blow themselves out against the Moril highlands, leaving the interior of the Eastern Kingdoms sheltered. Just as many veer further West, however, posing a danger to Freeport and to Astra shipping in general. Dhevril Earh is far enough West of the main current to avoid the worst of these storms.

The Sea of Sorrows

To the East of Jal Kufri is a stormy body of water known as the Sea of Sorrows. It is not as sheltered as the Dragon Sea, and the coastline is mostly rocky and inhospitable. For this reason, it is only plied by the most determined captains. The only reason to cross it at all is to trade with the Vanurians, which is a great risk in itself.

The Serpent's Teeth

The group of islands among which Freeport is built are collectively known as the Serpent's Teeth. The islands are situated in the middle of the wide strait between the Dragon Sea and the Astra Ocean. The islands are nearly equidistant from Moril to the North and Tavis to the South, and about the same distance from Jal Kufri to the East and Dhevril Earh to the West. Ahandria is a bit further away on the opposite shore of the Dragon Sea, but sailors from Freeport are willing to make the journey if the price is right.

Tavis

Tavis is the ancient seat of the empire that once stretched across the Eastern Kingdoms. After the Great Crusade, however, it was difficult to maintain order in the sprawling empire. Tavis let go its political control, content with cultural domination of its neighbors. The spread of the Tavian faith gave the Holy Emperor great influence over the rest of the region without the expense of actual military confrontation.

The geographical location of Tavis provides strong natural defenses. The nation lies on a peninsula connected to Jal Kufri by an isthmus less than a hundred miles wide. Ever since the Crusade, however, Jal Kufri itself has provided protection to Tavis' North. The Tavian navy is small but powerful, concerning itself only with defense of Tavis itself. There are few Tavian merchantmen, as the country has little to export. This lack of exports does not mean that Tavis is barren. On the contrary, the rolling hills of the Tavian Peninsula are quite fertile, easily providing for the country's sustenance. Tavis does lack for many raw materials, however, having exhausted its own supplies centuries ago. It also imports many manufactured goods.

If there is a flaw to be found in Tavis it is its resistance to change. The Holy Emperor and his predecessors crafted the nation into their own ideal, and see no desire to improve on it. While there is little poverty or strife in the Tavian countryside, there is also no room for dissent or advancement except through the ranks of the Church. The priests of the Church guide their flocks with a firm hand, not hesitating to remove any disturbing influences.

There has never been a middle class in Tavis, and the advances in crafts and sciences that occurred elsewhere never found purchase in the stern theocracy. Art has always been prized, though it is almost entirely devotional in nature. Tavian art, while beautiful to look upon, is easily identified by its rigid style and conventions.

Tavian fashion is practically an oxymoron. The weather in the Southern country is quite mild, and its citizens are content to garb themselves in loose robes. There is little distinction between the cut of a Tavian peasant's clothes and those of the Holy Emperor Himself. The amount and richness of the fabric gives an indication of an individual's status, as does the embellishment and embroidery of his garb. The easiest way to determine a Tavian's status is to note the color of his clothes. The common folk are restricted to simple earth tones, while the clergy wear varying colors of the spectrum denoting their rank within the Church. The Holy Emperor is the only person allowed to wear unadorned white, while archbishops are clad in purple, cardinals in blue, bishops in green, abbots in orange, monks in yellow, and priests in red. Though priests technically are ranked higher than simple monks, they are closest to the common people and thus are assigned the lowest color of the spectrum. The exception to this color scheme is the Inquisition, whose members wear only black.

Physically, Tavians are fairly average in height and build, with olive complexions and dark hair. Men wear their hair short and are clean shaven. Women wear their hair long, though married women keep theirs braided and covered with a veil. Unsurprisingly, all Tavians speak Tavian, though only clergy are literate.

Jal Kufri

The rugged country of Jal Kufri is just to the North of Tavis, and was the first stop on the Great Crusade. The splintered clans of barbarians were no match for the invading Tavian crusaders, and quickly fell under the Holy Emperor's influence. The converted tribesmen bore no grudge against their new rulers, instead welcoming the strong unifying force of the Church. The Kufriti swelled the Crusader army's ranks as they moved Northward.

Even though the Kufriti accepted the Tavian faith readily, they never quite fell completely under the Holy Emperor's sway. The ancient clans survived as noble families under a new feudal system, warring among themselves for primacy. The Kufriti archbishop wielded considerable power, but among the Kufriti shamen had always served as advisors to chieftains and they were not about to change. With its armies spread out and weakened by the Crusade, Tavis was in no position to impose a true theocracy in Jal Kufri.

There were other concessions made in the conversion of the Kufriti, including the creation of the first saints. The Kufriti were unaccustomed to having a single divinity, and to this end Tavion beatified a number of worthy Kufriti to serve as exemplars for His new people.

Today the Kufriti are united under King Alfred IV, a wily veteran of many battles both with the humanoids of the mountains and the Ahandrians, not to mention his own succession. The Kufriti line of succession has never been clear, and the strength of the ruling family is often tested by others seeking the throne. When there are no wars at home, Kufriti warriors often hire themselves out as mercenaries in other lands.

Jal Kufri has a wealth of natural resources, though they are not exploited as well as they could be. The interior of the country is largely filled with old forest, and the mountain slopes to the north provide considerable mineral wealth. Getting at these resources is not always easy, however, as the ancient forests are home to a number of elven communities and the dwarves of Stonehome frown upon humans delving too deep into what they consider their territory.

The Kufriti navy is large but not terribly advanced. The Kufriti are good at coastal raids but less skilled at sailing the open sea. Their marines are fearsome, however, and many a would-be pirate has been repelled by their fierce resistance.

Physically, the Kufriti are taller than average and broad-shouldered. Their hair ranges from light brown to near black, and men wear their beards with pride. Kufriti women enjoy greater freedom than their Tavian counterparts. They are the equals of their men in virtually all arenas save the clergy which retains its patriarchal tradition.

Tavian is spoken by most Kufriti, serving as both a trade and ecclesiastical language. Many Kufriti also may speak elvish, dwarvish, or even orcish depending on who they have dealings with. Few outside the ruling class and clergy are literate.

Stonehome

The extensive halls and caverns carved out beneath the mountains North of Jal Kufri are known as Stonehome. Though there are other dwarven enclaves in the region, Stonehome is a true kingdom.

Ahandria (The Midlands)

The fertile plains of Ahandria have given rise to an diverse and vibrant culture. For thousands of years the area was inhabited by a nomadic people similar to the Wildermen. They followed the migration patterns of the local beasts as well as the fish of the sea. The main difference between these people and the Wildermen of the highlands was the Wildermen's mastery of the horse. The lowland peoples rode horses as well, but they lacked the knack for breeding and training their mounts that their Northern cousins had.

When the Crusade came through, the nomads were no match for the combined forces of the Tavians and Kufriti. They put up a valiant fight, however, and used their knowledge of the local terrain to inflict heavy casualties on their attackers. In the end they were subdued and converted to the Tavian faith, though in truth they were not so much converted as assimilated. Little survived of the culture that once called Ahandria home.

The Ahandrians of today are a mixture of Tavian, Kufriti, and nomad blood. Their coloration ranged widely, from the dark tones of the pure Tavians to the light hair and skin shared by the Wildermen. The burly physique of the Kufriti can also be seen in some Ahandrians, though they are widely variable in build as well.

As the newcomers settled the wide expanse of the Midlands, they quickly realized that there was virtually no way to maintain any sort of central authority. The great plains also made conventional warfare difficult, not that there was much cause for conflict. Compared to the rugged valleys of Jal Kurfi and the isolated peninsula of Tavis, there was more than enough room for settlements to grow without treading on each other's toes.

If anything can be said to have survived of Ahandria's nomadic natives, it was their wanderlust. Young Ahandrians often take long journeys before they settle down to raise their families. Some go to visit distant relations, others to make pilgrimages to holy sites. In this way the various families of Ahandria have become hopelessly intertwined. In addition, the language and culture that would be fragmented in a more isolated society is instead a blend of many different traditions. Ahandrian bards are widely regarded to be the most skilled, at least among the Tavian-speaking world. They frequently travel outside Ahandria's borders, where they are generally afforded hospitality.

The governance of Ahandrian communities is based on an elected council system, from the smallest town council to the Great Circle, a biannual meeting of community leaders from all over Ahandria.

Ahandria is as advanced as any other nation as far as learning, culture, and magic go, though they have never achieved the focused industry of either Moril or Jal Kufri. They are quite adept at adapting others' inventions to their own needs, however, and lag behind only a little in most areas.

The Ahandrians have never had a need for an offensive military, though they are skilled at defensive tactics. They have had to defend against attacks from both Moril and Jal Kufri at times, as well as raids by Wildermen during harsh winters. Occasionally they are even menaced by bands of humanoids coming down from the slopes of Stonehome. Fortunately for Ahandria its most dangerous opponents are kept at bay by natural defenses. Between the Dragon Sea and the mountains, any attack from either Moril of Jal Kufri is fairly easy to anticipate, especially given the Ahandrian information networks.

Like its armies, the Ahandrian navy is primarily a defensive force. This is not to say that it has no offensive capability, but the decentralized nature of Ahandrian government means that there is no strong Admiralty to command an effective strategic force. On the other hand, a large number of maritime explorers have their roots in Ahandria.

The Wild Lands

The highlands north of Ahandria are collectively known as the Wild Lands. There is no clear border between the two regions, and there is often tension between the northernmost Ahandrian settlements and the nomadic horsemen known as Wildermen.

The Wildermen are a wiry, light-skinned people, though their skin is often darkened and leathery from constant exposure to the elements. Their blond hair is further lightened by the sun until it is nearly white. Both men and women wear their hair long and usually in several braids. Men sometimes grow mustaches but cannot grow beards.

The main occupation of the Wildermen is the following of the great herds of beasts that roam the highlands. To this end they have become excellent hunters and trackers. They also breed some of the best horses in the East. Wildermen of both sexes learn to ride almost as soon as they can walk.

Wildermen speak their own language. those few who leave the highlands and mingle with foreigners learn Tavian, but usually only enough to get by. Their traditions are strictly oral; they have no written language.

The Wildermen, of course, have no navy. Those that leave the highlands, however, find themselves attracted to the seaman's life. The constant travel appeals to them, and they are unequalled in their ability to navigate by the stars. Sea captains also like the straightforward nature of Wildermen, though they are not all as guileless as they seem.

The Twelve Duchies of Moril

The last stop on the Great Crusade was the inhospitable land of Moril. The entire country is rocky and mountainous, though the many valleys are relatively fertile. The far Northern reach of Moril is entirely inhospitable, and the mountains descend sharply to the sea on the Northern shore. The slope is less severe going down to the shore of the Dragon Sea, and it is here that the twelve Dukes fight for control of Moril. Though the Crusade brought the Tavian faith to Moril, it is still essentially the same groups in control of Moril now that were in place then. By the time the Crusade had come as far as Moril, most of its military might was spent, leaving it little more than a well armed missionary expedition. Even so, the diplomacy of the Tavian clergy was enough to paint Tavion as a figure of hope that found wide acceptance.

The people of Moril are nothing if not industrious. They have managed to build a thriving nation on the crags and are the most powerful nation on the sea. The lands of Moril, while not as easily farmed as Ahandria's plains, are laden with riches for those determined enough to find them. The dense forests provide ample lumber and game, and the mountains themselves are thick with veins of iron, silver, gold, and countless other minerals. The Morils are a cunning lot, and the twelve dukes are locked in a constant struggle to shift the borders of their domains if only a hairsbreadth at a time.

Many crafts and trades have been perfected here, and each of the Duchies has its own closely guarded secrets. Before the Crusade Morils rarely looked outside their own borders, but the opening of the wider world to them sparked a massive race to build the strongest navy. Even now Moril ships are the best to be had anywhere. It is not surprising, therefore, that Morils hold little love for pirates, and consequently for Freeport. Several times over the years the secrets of Moril shipyards have been compromised when their vessels were seized. Moril captains are trained to go down with their ships, and to scuttle them themselves rather than allow them to be captured. Unsurprisingly, few people book passage on a ship flying Moril colors unless they have no other option.

The people of Moril never intermarried with Tavians on any large scale, so they maintain the same bloodlines they have had for centuries. On the whole they are short and sturdy, though not broad. Their skin is light, thought their hair and eyes are dark brown or black. Marriage between duchies is almost unheard of, however, so each of the twelve clans has certain features that are recognizable to the trained eye. The Moril sense of fashion is somewhat crude compared to other civilized nations, but they are proud of their heritage and care little for foreign fads. Moril women don't share the same equality with men that those of other nations do, but they are highly respected and treated with great honor.

The competitive nature of the twelve Duchies is both the strength of Moril and its weakness. It has brought about some of the great advances of craft, but it has left Moril unable to do anything as a whole. The only time the duchies have been united was some one hundred years ago, when the self-styled Grand Duke Gerweil managed to unite the warring factions long enough to make war on Ahandria. Before any solid foothold could be made, however, the Grand Duke was slain in battle and his alliance quickly fell apart. Many grudges are still held over that failed campaign, and it is highly unlikely that anything similar will be attempted in the near future.

Dhevril Earh

The island country of Dhevril Earh lies two hundred miles Southwest of Moril in the Astra Ocean. The Dhevrils live simply and close to nature. They are peaceful and kind folk, and though they do not war with each other they are not pacifists. The island is largely uninhabited by humans, and a variety of strange and fearsome creatures prowl the wild areas. There is a large concentration of fey in Dhevril Earh, including a sizable elven population.

The Dhevrils are an artistic people, crafting beautiful jewelry, sculpture, and songs. These are in fact the main exports of the island nation. There is not much trade between the Dhevrils and the rest of the East, though there is a faction within their society that advocates greater contact with the wider world. The prevailing isolationist policy is supported and enforced by the Druids who are the spiritual leaders of their people. They worry that excessive contact with outsiders will endager their homeland's peaceful state.

The gold that has come from Dhevril Earh has led many to believe that there are great untapped riches to be found on the island, and to that end a few ill-fated excursions have been made to reap those treasures. Without exception, these expeditions have never returned.

The people of Dhevril Earh are of average height but with a slight build. Their skin is light and their hair ranges from light blonde to dark red. It is thought by some that the entire population is infused with fey blood, but ther is no proof for this theory.

The Dhevrils have no written language. They speak their own language, though those who trade with or visit the outside world learn Tavian. Many also speak sylvan or elvish.

Vanur

The Great Crusade was not wholly successful, though this fact is not publicized by the Church. When the zealous armies issued forth from Jal Kufri, the majority headed North to what would become Ahandria. A smaller force, however, traveled East along the coast of the Sea of Sorrows. The Kufriti had never ventured far in that direction up to that point, deterred by tales of dark magic and bizarre creatures. Unfortunately for the valiant Crusaders, these tales had a strong basis in fact.

The few survivors of that expedition told tales of vile sorcery, demons, and other horrors that were visited upon them. The Vanurians never made a retaliatory strike, however, and the Tavian world never made official contact with them. Over the years, however, a few intrepid souls have made the dangerous journey across the Sea of Sorrows to conduct trade with them. The Vanurians have little in the way of natural resources to offer that can't be had easier and cheaper from other sources. Vanur is a country steeped in magic, however, and the products of their black arts are as potent as any crafted by Tavian wizards. There is also a trade in potent drugs both mundane and magical whose rarity make them a very valuable commodity to the right clientele.

The other major trade conducted with Vanur is the selling of slaves. The Tavian faith denounces slavery, and it has been abolished almost entirely where the Bright God shines His light. Vanur, however, has a constant demand for new slaves. Whether they are used for simple labor or darker purposes is unknown, but the glimmer of Vanurian gold is enough to keep slavers from concerning themselves with such minor details.

Physically, the people of Vanur are virtually identical to the natives of Tavis. This similarity raises several questions about the relationship between the two peoples, but the entire subject is pointedly ignored by the Church. What is a fact, however, is that a Vanurian with a sufficient grasp of the Tavian language can easily pass as as nearly anyone of Tavian descent. Whether this has ever actually occurred is unknown.

The Far West

Across the Astra Ocean lie exotic lands with strange cultures. The few expeditions that have gone there and returned to tell the tale bring back priceless treasures and strange tales. The people of the Far West have their own politics to worry about, however, and have never seemed to show any interest in the Eastern Kingdoms, for no vessel of theirs has ever made the journey.

The Unspeakable South

If little is known of the West, less is known of the South. The weather alone makes such a journey difficult, and the waters south of Tavis are wholly uncharted. Some captains claim to have seen the South, but none are believed. There are ancient tales that speak of the lands to the South and their mystical peoples, but they are only legends. It is also said by some that the faith of Tavion originated in the South and was only brought here by explorers seeking new lands. Those who believe these tales are quickly branded heretics and silenced by the Inquisition, however, for only a heretic would believe that the center of Tavion faith was anywhere but the Holy Emperor's throne.