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Daily Life Under the Shadow
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==The Steep Cost of Freedom== The blood of the fey pays for what little freedom the humans still enjoy. The war in Erethor and under the Kaladrun Mountains has drawn away over half a million orcs that could be occupying Erenland. In Erethor, the war extends from the freezing bogs and evergreens of the Veradeen, along the borders of the elven heartlands of the Gamaril River Valley, Green March, and the Caraheen, and finally into the dismal Druid’s Swamp of the Aruun. The elves fight a desperate battle, giving ground foot by foot and watching as axe and fire consume their ancient homeland. Those that live free still suffer from the ongoing war and the Shadow’s occupation of much of Erenland. Izrador’s armies control the most fertile and easily accessible lands. The free settlers have to struggle to survive, coaxing crops out of barren, rock-strewn land and scrounging for fodder for their declining herds. Clean water is a luxury in some areas and its lack has led to famine and disease. The hard, thin soil of these barren lands has forced most of the free people to become nomads, moving from one pastureland to another. The constant movement provides some protection from goblinkin slavers that sweep ever farther into the wildlands searching for fresh slaves. Villages and nomad camps are forced to be on constant guard, setting pickets to scan the horizon for sign of this scourge. Strongholds of the Resistance ====Erethor==== The demands of war reach into the very depths of Erethor. No village is untouched, as the Witch Queen has called every warrior that can wield a blade or notch an arrow to bowstring to join the armies fighting along the Burning Line. Only the very young or the infirm remain, left to tend the groves and harvest Erethor’s bounty. Many villages, some thousands of years old, have been abandoned because the Witch Queen can not spare warriors to defend them. The orcs are not the only danger to the residents of the wood; horrid beasts created by the Sundering or roused from slumber by Izrador stalk the darkest recesses of the wood. Demonic spirits from the Aruun range farther north each year as the skilled Danisil demon hunters fall one by one to their otherworldly foes. Even the remote coastal villages of the Miransil are not free from the conflict, as the dark god corrupts the great beasts of the sea to his cause and the Witch Queen summons troop levies from among the once peaceful coastal dwellers. ====The Kaladruns==== Unlike the war against the elves, in which orc armies march en masse and the smoke and fire from the Burning Line can be seen as a never-ending stain on the horizon, the war against the dwarves is largely unseen. The orcs move directly from the frozen north through the Icewall Mountains and into the subterranean labyrinths of the Kaladruns. The under-mountain rings with the clash of vardatch and spear against axe and shield. Individual dwarven clans fight desperate but hopeless holding actions against the uncountable Shadow hordes. Some dwarven clans have survived by collapsing every tunnel into their clanholds and praying to their ancestors that the Shadow will pass them by. Above the surface, the often impassable terrain has allowed the Kurgun dwarves and their human allies to avoid the worst ravages of the war. In the heights above Low Rock, Dorn and Erenlander refugees have been able to carve homes from the cliff sides, surviving thanks to their herds of boro and goats. They watch in fear as the Night King Jahzir forms a new army to strike at the dwarven clans from the south and deny any hope to the former dwarven capital of Calador. The southern Kaladruns and the foothills along the White Desert have so far been mostly spared from the fighting. The clanholds there are few, however, and have been so secluded that they are unlikely to learn the lesson from their northern kin: that uniting as one is the only hope in facing the orcs, who gather even now near Drumlen. ====Raiders and Freeriders==== Even under the Shadow there is life and some small degree of hope. North of the Pelluria, sheltered in the eaves of the great forest and roaming free upon the Plains of Eris Aman, House Redgard still fights for its people. With the help of the Caransil and supposedly led by Roland, prince of House Redgard, these insurgents have brought thousands of refugees into the forest. While in some cases a burden to the elves, these refugees have also assisted the war effort by occupying elven villages that had to be abandoned when the Witch Queen ran out of troops with which to defend them. The raiders exist in a nest of uneasy freedom that is buffered on the south by the Foul Bog of Eris Aman and to the northeast by the ruins of Cale. With the Shadow focusing it efforts well to the south and so many troublesome obstacles in the way, only the orc garrisons of Fallport and Steel Hill remain to harry the Redgards. Meanwhile, many true heirs of Southern Erenland are said to lead camps of freeriders south of the Ardune. While the Shadow’s control here is absolute, the enemy has grown complacent. There are no battle lines, something that the clever insurgents use to their advantage. These noble princes raid caravans, free slaves, and keep the traditions and tales of their people alive while their usurpers lounge in palaces and let the great Sarcosan cities fall into decadence and ruin. ====Wilds of Erenland==== Outside the more densely populated regions of Eredane, in the vast wildlands, one of the greatest dangers is the roving bands of goblinkin slavers. The slavers have free reign to take as many humans as they can from villages not under the Shadow’s dominion. The goblinkin have access to many ready markets, all hungry for slaves: Steel Hill requires miners, farms and cities alike need heavy laborers, the orcs require occasional fresh meat to temper their hunger, and of course the dark god’s priests require sacrifices. The slavers especially prize young children that can be sold to legates or collaborators to be raised and trained as loyal servants of Izrador. Mercenary bands often purchase Dornish boys as servants, later training them as soldiers to replace losses in their ranks. Slavers are not the only dangers in the wildlands. Poor soil, lack of water, and limited game result in malnutrition or even starvation. In the harsh winters in the north and the searing heat of summer in the southern plains, many die each year from exposure. The bleached bones of humans are a common sight in the wastes of the White Desert or the cold tundras on the northern coasts of the Endless Ocean. The harsh weather is just one of the dangers. Animals turned feral and creatures warped by the Sundering or maliciously altered by the Shadow roam the wastes, competing for scarce food. In these desperate times, even humans turn against each other: bandits prey upon the weak and even fellow refugees may attack to drive others away from areas with water and food. <br> ---- [[Midnight: North & South Portal|PORTAL]] | [[Midnight RPG - THE SOUTHIES|THE SOUTHIES]] ---- [[Midnight: North & South Portal]]
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