On Truth and Travel
If you are reading this now, you have proven yourself worthy of truths hidden from the common folk. The high places of Dendralis would have you live in ignorance, but you seek the true machinations of this solitary land. The answers you crave lie within.
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. The Olosse, for all their harmony, do not easily welcome outsiders into their inner circles, guarding their secrets and traditions with quiet resolve.
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 are the Greenwood. That said, even the serene descendant of the Elderwood will break you down without guidance. Hiring a hunting guide or sticking to the few footpaths in the wood are your best options for smooth travel. Do not expect to reach their greatest communities deep in the forest.
The Darkwood—or Dreadwood—is a cursed and twisted place. Its blackened trees reach for the sky, while the very air hums with an unnatural tension. It is said that even the forest itself is alive with malice, hungering for those who trespass. Those who enter rarely return, and those who do are forever changed. Whatever lies in the Dreadwood, it’s better left undisturbed.
Feel free to venture to The Fissures, west of the Greenwood. These jagged cracks in the earth stretch 15 to 50 feet across and up to 600 feet long, with molten lava visible just a few feet beneath the surface. The constant heat and treacherous terrain keep the area largely uninhabitable, making it one of the safer regions to explore—provided you watch your step.
If you can't tell, you're not reaching the Northlands. The freezing Northlands and the northern mountains remain a mystery, their truth lost to those who dared to explore and never returned. Whether devoured by beasts, swallowed by the land, or something far worse, no one knows. And no one ever will—because no one comes back.
The lands of man are fair game to all travelers, so long as they avoid thievery, piracy, and racketeering. Crimes of coin are the gravest in these lands, and the wealthier the victim, the stronger the punishment.
The Fertile Valley, nestled between the Greenwood and the Dreadwood, is a land of striking beauty and intricate politics. While outsiders may romanticize its egalitarian ideals, the region is ruled by coin, with powerful guilds maintaining a delicate balance of influence. The Valley thrives on this cooperation, but the entire structure could collapse if even one guild leader or politician prioritizes personal ambition over the good of the whole.
The villages 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 excels in a specific few exports that fuel the economies of the sister cities Emerald Point and Crescent City, keeping those in power happy.
The Alliance, for that matter, is simply a puppet of Emerald Point, the island of wealth just off the southern coast. The Alliance exists so the city need not build its own navy but can deploy that navy anywhere it wants. The people welcome them as a sign of 'protection.' Under no circumstances should you draw the navy's ire—the result will be anything but just.
Emerald Point flaunts its wealth through an ostentatious bourgeoisie—lavish mansions, glittering jewels, and gaudy displays of status. But these aren’t the true rulers of the city. The real power lies with the ‘silent kings,’ the families who control trade and industry across the region. They dress modestly, blending in with the common folk, while their influence pulls the strings of the economy, the navy, and the government. The people may think they see wealth at its peak, but the true kings walk among them unseen.
That said, the Emerald Isles are home to wealth and wonders that no man in the Olde World could possibly dream of attaining. And an excellent sleuth can get their hands on much at the Point. Battle Island is a fantastic location to base oneself 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 never-ending 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
—Ford
A succinct and readable summary! Looking forward to this filling out with more hotlinks!
"It's like reading TvTropes" -- Kroww
Summer Camp 2024 Greatest Hits | Spooktober 2024 Hub | WorldEmber 2024 Hub
Should hopefully have a solid number of links to add by the end of WorldEmber!
Terramora | WorldEmber 2024 Homepage | World Ember 2024 - Prep