Travel Guide 689 in The Accordlands | World Anvil

Travel Guide 689

!Warning! This is a previous version of the world!
  Only a scant few years have passed since my last traveler’s guide, but due to popular demand, and my own enjoyment of writing, I bring you Locke’s guide to the Accordlands, 689 years after the Accord…
  A lot has happened in the past two years, so let’s get down to the important players first, shall we?
  First we have the once-Kingdom of Deverenia. As you may remember, until recently the kingdom was governed by the Knights of the Round Table, a body of 12 Lords, one from each province within the kingdom, all of which were overseen by the High King of Deverenia. Known for its oppressive Regime, the people of Deverenia finally rebelled in 688, one year ago. Led by the so-called Angel of Justice, the western provinces fell and the central kingdoms were not far behind. However, success comes with its own unique problems, as the leaders of the Rebellion splinter and fight amongst each other while the Angel is nowhere to be seen.
  The remaining 6 Lords maintain a balance of keeping back the revolt while a new war for succession has started. The High King is apparently very ill and has not made a public appearance in several years. While there are several potential heirs, it is unknown if the remaining Lords will actually let any of them succeed. That being said, Devernia itself is a wreck of a nation, and I don’t advise traveling there any time soon. Roads are unguarded, and monsters have crept out of their lairs to lay waste to the undefended towns and villages. The frontlines demand the most veteran of soldiers, leaving the citizenry to falter amid monster attacks and too-high taxes.
  Western Deverenia is in a similar situation. The rebellion led by the Angel of Justice has devolved into masses of uneducated serfs, opportunistic clergymen, and conniving noblemen. Nothing is organized and there is no semblance of organization. If you travel here, you are equally likely to be robbed by the inhabitants of a town as you are to be asked for news about the situation. It’s a grim and dark place, that is for certain.
  The Northlands are quite interesting these days! Baron Sieg, the only thing resembling any sort of governance. After a failed coup against him, the North has doubled down as a safe haven willing to accept refugees from any of the southern lands. Anyone willing to contribute to life in the harsh cold is welcome. That being said, Baron Sieg has personally funded the Archaeological Society. More than several sites of ancient ruins dating back to pre-Accord times have been uncovered, and scholars, adventurers, merchants, and mercenaries are all needed to explore and uncover their secrets.
  The Eastern Forests remain unchanged, as the stalemate between the House Calix Elves and the Eastern Northrogg hordes continues. The Northrogg have made little to no progress in the past two years, unsurprising given their simplicity of tactics and the unending source of labor available to the masters of Soulcraft. That being said, House Calix has attained peace with the Kingdom of Tamalir, and trade relations have led to significant improvements in both nations. The Justiciars of Calix have become a force of Law instead of oppression under the guidance of the Lady Arianrhod, whose influence has spread throughout the lands. However, whispers are that the defeated Elven Houses seek to regain their once influence and secretly plan from the shadows…
  The Gray Mountains have also recently opened up as the secretive Dwarves have begun seeking trade and commerce. The rumors are that deep within the mountains the old site of the Breach, the gateway to the old world that the Lords of Thunder sealed away due to the Lords of Dusk’s corruption. The Dwarves seem to be after something called “Thunderstone Shards”, which apparently are relics of varying power all tied back to the manifested souls of the Thunder Lords. My friends, I would be skeptical if I didn’t have first hand experience with these relics of the past. They are indeed real, each containing some remnant of power. Now what the Dwarves hope to do with them, I don’t know, but they are paying a high price indeed!
  The Wild Lands are still untamed and wild as the name might suggest. If it’s adventure you seek: ancient ruins, terrifying beasts, that sort of thing, then this is the place for you. The Spirit Singer nomads are the only semblance of civilization you’ll find, but fortunately they tend to be rather hospitable. The food is quite exotic, if I say so myself!
  The Free Kingdoms are currently rebuilding, and both Tamalir and Valadir look on with interest. Two years ago the Southern lands became the site of a second Breach, that is to say a gateway between the old world and the Accordlands. Countless monstrosities poured through the gate and the ineffectiveness of the Free Kingdoms’ un-unified state crumbled. It took the combined might of Tamalir, Valadir, House Calix, and the Free Kingdoms to seal the Breach. Surprisingly, it was only contained with the aid of an unexpected source, the Iron Blood agents from the city of Iron Guard performed a ritual that contained the Breach, but the damage was done. Countless lives and soldiers had been lost, and the leadership of the Free Kingdoms fell into disarray. Valadir and Tamalir forced the remaining nobles to the table and established a new rule, which the Kingdoms were forced to accept. The new leader of the Unified Free Kingdoms is the war hero Marquis Eldore.
  Travel throughout the Free Kingdoms are still dangerous, as the southern half of the lands are blasted and destroyed, and the remaining cities are full of refugees trying to build a new life. Countless monsters still prowl the lands and the soldiers can barely keep the peace. If you are looking for opportunity as an adventurer or a mercenary, this may be the best place to travel.
  The Dawnwood is another alarming story, another place I don’t recommend traveling. The Druidic Order of the Whisperers have fallen into chaos, and the Dawnwood, once a place of lush, vibrant forests, is now a place of decay and darkness. The further from the core of the forests, the less pronounced the effects, but it’s clear something drastic is taking place here. The outlying villages and towns grow concerned and have released a call for aid to anyone willing to assist…
  Tamalir was weakened during the conflict in the South over the past two years; and it’s fortunate that none of its neighbors have had the need to invade or cause problems. The land of Tamalir itself is still stable and safe. As a traveler, you can’t ask for a more prosperous nation full of good food and festivities. The biggest thing happening in Tamalir is that the Tournament of Houses takes place relatively soon, where prospective additions to the families of Tamalir compete. The winners are adopted into the Families which ensures both stability and opportunity for those that want to settle down. Because of this, a great amount of merchants and colorful characters have made their way here. The High King seat itself is not up for grabs, which hopefully will keep the politics away from the Games this year.
  Valadir has resurfaced as the true source of power and influence in the Accordlands. The new Emperor, Tiberius the XV, is the leader everyone hoped he would be. Turning his attention to heal the wounds of his people that had led to civil war, the great nation is finally healing. The new laws ensure a Checks & Balances system between the Senate, the Emperor, and the People’s Representatives. The Emperor has spent much money and influence building the infrastructure of his nation, modernizing roads and villages and contributing to massive public works projects such as Dams, bridges, trade highways and so on. That said, the damage from the Civil War means that many monsters and wildness remain in the country, and the Emperor’s security and forces are stretched thin, especially as they contributed to the conflict in the South and guard their Northern border against the conflict in Deverenia. If you want to earn some coin for a good cause, Valadir is an excellent place to stop by.
 
  Other Places:
  Iron Guard - This western Great City is a technological Marvel. Ships that fly through the air, massive iron carriages that follow tracks, and strange weaponry galore. The city has never tried to expand its borders, something the young President hasn’t changed. It’s unknown what the agenda of Iron Guard is, but they remain a constant source of intrigue...
  Dawnsmoor - Known for its great towers and Archmages, the great city of Dawnsmoor has been calling for mercenaries and adventurers to investigate things across the land. The city itself is a magical marvel, with levitating platforms that whisk citizens from spire to spire, and magic is built into every way of life in this particular place.
  The University of Magick Obscura - The University is a place where anyone with enough gold can pursue their interests or learn new and obscure skills. So large is the university that more than a few cities have gradually been built around it, adding an interesting ecosystem in which the University is at its center. There is always research to be done which requires errands and investigations. Even if you don’t plan on enrolling, there is always a demand for ‘assistants’.
  Riverwatch - Riverwatch continues to be a sad story as the Southern Northrogg Horde has destroyed the once great city. The people have large fled to the Free Kingdoms or other places, but a persistent effort to drive the horde back continues made up of people wishing to liberate their home backed by mercenaries and others who simply wish for combat.
  Frostguard
 
 
 
 

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