Farland
The Farland is the name given to an isolated cluster of nations sandwiched between the Shoulders of the World and the vast wilderness of Arumthar and Taurvann. Few roads pass east to the more populous parts of the Southlands, and fewer still are considered safe. And though a narrow passage to the north links the land with Kel Saratose, the largely Goblyn population of the region makes that mountainous border tense at best.

The Farland is a region characterized less by the Sundering, as the rest of the Southland is, but by the Lizard Wars. The Zard invasion over the mountains. The ruination of the proud and civilized Org race, battling the Zard hordes into extinction. The utter devastation of the now-blasted desert known only as Battlewaite. The Goblynkin that the rapacious lizard horde spawned. And more recently the outpouring of terrified and doggedly desperate refugees from the breaking of Arumthar. These are the legacies history has left the Farland.

The Goblyn Nations


One might almost think of the Farland as the cradle of the Goblynkin. It is likely the place where they were first conceived, during the darkest days of the Lizard Wars when the Zard threatened to overwhelm the defenders, and take the world for their own. Bulghaz, Kayaba, Sorâne and Sudar are now the proud, but sparsely settled bastions of Goblynkind. All of these lands are ruled by the strong, and few can truly say there is any dynasty that rules them (though only a few families have the resources and influence to vie for rule). And all rely heavily on a workforce of indentured labour; either those who have lost their freedom thanks to debt or crime, those taken in raids upon enemies, or sometimes those who chose to support the wrong regime for rule.

Thanks to the dangers of the open countryside, the Goblyns have taken the unusual measure of making their homes in large, fortified townships. They lack the horsemanship of their Kai cousins to the east, but they are masters of exploiting the land for its resources, and their cities are rich (if sometimes wasteful) affairs, built to protect and exploit as many natural resources as possible. Many settlements range deep underground, with streets and slums carved from exhausted mine-shafts, and only the powerful privileged by the touch on sunlight. Others encircle vast woodlands with crude palisades, as they clear the forest with axe and torch. And yet others sit on the increasingly foetid waters of lakes, where their nets drag the waters clean of catch. Whatever they choose to target, the Goblyns prove veraciously efficient, and endlessly industrious at exploiting whatever their lands offer them. So tireless are their labours, and so capable their workers that they are in great demand in the cities of the lands of men here.

The Ringholds

Ancient relics of the Lizard Wars, some Ringholds of the ancestors of the Org still stand, in some semblance of wholeness. Massive, perfectly circular rings of hollow walls, curved at the top to repel stones from catapults, and broken by a single gate. These enormous fortresses would allow their Zard foes to breach the gatehouses, with some token effort, but inside instead of fleeing defenders, the Zard horde would be faced with a killing field, surrounded on all sides by warriors on the walls. And pressed deeper in over their own dead by the throng of eager allies behind. Now these tubular hulks moulder, as rumoured hauntings and occupying outlaws keep the new owners of the Farland at bay.

The Refuge States


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Kimmura and Perapos are the last of the landsmen realms in the Farland, since Khimar fell and became Usdai. But they could not be more different. Kimmura is the true inheritor of what grandeur and power remained in the Broken Kingdom. And though it is plagued by rumoured that it is the hated Chalarn Mage Clan, and not its rightful rulers that wield influence in Kimmura, it still remains a centre of wealth, culture, and civilization. By contrast Perapos is a sparsely populated backwater, ruled by a coalition of what amounts to village elders, and rumoured to have fallen into some odd worship in the stinking swamps of that monotonous plainsland.

The lands of men have less concentrated populations than those of the Goblyns, and their resources are, on the whole, less efficiently exploited. But they are a more agrarian sort, and are given to trade with their neighbours and to building lengthy roads by some memory of their long-lost Irian heritage. But they do not look to the east - never to the east. For even generations past they still remember the horror of Arumthar's breaking, and know that some nameless, as yet undisclosed doom lurks in that land, plotting their doom with the patience of the immortal.

The Savage Lands


The remaining lands are usually thought of as the Savage Lands, and though they could not differ more in their savagery they do all share a baseness and hostility that compares them. Usdai is a land where the Goblyns have turned to the wandering Org of the Eresfel Downs as cultural paragons. Literally worshipping the monstrous giants as living Divh, they strive to emulate them. Raiding, brawling, feats of strength, and rites of long-forgotten origin and purpose are common here, and the Goblyns decorate themselves in the tribal manner of their sad-faced idols.

The so-called Pits of Mzrad are home to the last Mhulak strongholds in the region, and since emerging from their deepings these Mhulak have proven single-mindedly and belligerently devoted to annihilating any evidence tying them to their Org cousins - to the point of plotting ways to drive the Org into extinction. They have sought to destroy libraries, and marched out to demand historians and texts from their neighbours. They seem not to seek to conceal their relation to the fallen tribe of Ogiere, but rather to utterly erase it.

And finally, the landsman realm of Hyd was so beset by Goblyns, and fought so doggedly to carve out a piece of the Goblyn homeland for its own that, in an eerie emulation of the Org, the men of Hyd were reduced to tribal savagery. Now they make a sport of hunting Goblyns, wearing grisly trophies and decorating their homes with the skulls of Gobyns. In their forested home they have become experts of ambush, of vicious traps, and of baiting pursuers to their doom. But such is their terrible hatred that it seems that is all that they now live for.

Life Beyond the Broken Lands


It is hard to think of a more isolated land than the Farland - save perhaps for those beyond turgid seas, or fell Maldaakore beyond the Still Peaks. The wild lands of Taurvann are without roads or settlements, and their nomadic aboriginals trade little, and have even less news of the world beyond. And though Arumthar's coast is experiencing slow resettlement, those places are small, poor, and suspicious. And most of the farlanding remember that their ancestors fled the cataclysm of the breaking, and have heard rumours of the terrible pale plague. And so it can be said that truly the Farland earns its name.

Whether they are violent raiding savages, militant mhulak set on genocide, refugees looking to hold a corner of the world for their own, or warrior-cultures of rich antiquity, one thing common to all of the farlanding is sparsity. Settled regions tend to cluster together, separated by leagues of empty wilderness - be they steamy swamps, steep foothills, or just rugged plains. And where there is civilization it clusters tightly, with one farmhouse seldom, if ever, out of sight of another. This does not mean populations are large by any means. Merely that civilized regions are densely settled, and far between.

Not unlike other parts of the world, people rely on the land, and its resources to live. But since there is no trade outside of the Farland to speak of, no one industry grows to dominance, and craftsmanship and skills are in equal demand to raw materials - more, in fact, thanks to an abundance of the latter thanks to industrious Goblyn labour. This general isolation has raised the need for self-sufficiency in communities, and has prevented the growth of much more than cottage industry. As well as limiting the mobility of otherwise free people, and the flow of news from neighbouring regions is often woefully slow.

Most households outside of gull-fledged Goblyn cities produce their own food, make their own clothes, gather their own fuel, and fill the gaps in their stores by trading with their neighbours, and a well stocked store with more complex crafts like iron and pottery - perhaps with the occasional redsmith or kiln every few towns - is essentially all of the commerce these folk have or need.

In Goblyn lands armies bring a mix of prosperity and danger to towns near to their encampments. Even their cast-off pots, pans, clothes and tools, with some ingenious repair, are prized by locals. But if an army marches into town, it's often a good be that another, opposing one will be marching in not long after.

For those lands along the Shoulders of the World - and even those a days range east of their foothills - the dangers of a Orgish raiding party are ever present. And when they are seen coming, the only thing to do is flee. Physically mighty, and seemingly without guile, or even clear objective, they are drawn to civilization by some ancient instinct deep in their blood. But when they come they invariably slay those they find, and put the rest to the torch.

The Farlanding


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The Sprawling Southlands and the Western Kingdoms
Esterfel Sandour, Irak, Newhone, Kipir, Talrat, Verca, Lebros, Kadar, Zulgar, Qilkur, Maradahl, Azakay, Lamorand, Sipra, Eyat, Usuk, Alare, Zeytin, Braymen Plains
Saldania Ilmarrow, Doraim, Vledos, Kasharyk, Kadoc, Pelos, Bethamzthac, Balica, Karsuk
The Divide Arumthar, The Taurvann
Farland Usdai, Kimmura, Mzrad, Bulghaz, Perapos, Kayaba, Sudar, Sorâne, Hyd
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