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In the southern plains, there is rumoured to be a whole "ghost market" (ie, a caravan always on the run) standing in the wilderness of the Erenland Horse plains, selling black market wares to any freeriders it meets.
 
In the southern plains, there is rumoured to be a whole "ghost market" (ie, a caravan always on the run) standing in the wilderness of the Erenland Horse plains, selling black market wares to any freeriders it meets.
  
 
 
==Life Under the Occupation==
 
One hundred years of combat, disease, deprivation,
 
and enslavement have greatly reduced the human population
 
of Eredane, especially north of the Pelluria. The
 
Dornish population has been cut in half since the end of
 
the Third Age and continues to decline. The rest of
 
Erenland is littered with abandoned or destroyed villages.
 
Wind and rain have eaten away at these once vibrant communities,
 
turning the collected buildings into little more
 
than moldering piles of rock and rotting timber. Small
 
forests have reclaimed fields and even swallowed buildings
 
that once nestled in their clearings. Rich farm fields
 
lay fallow, full of weeds, or covered by swordgrass and
 
thistles. Only the winds, whistling through broken windows
 
and amongst the burial rings, bear witness to what
 
once was.
 
The loss of life and abandonment of countless villages
 
has also taken its toll on the roads, bridges, and dams
 
that once marked the strength and achievement of
 
Erenland. Even well into the south, what were once wide,
 
well-maintained trade roads are now little more than scattered
 
game trails. Bridges have collapsed or washed away, leaving
 
their jagged foundations to jut like fangs from the riverbanks.
 
Those bridges that remain are extremely hazardous and
 
crudely patched. In some cases, bridges have been purposefully
 
destroyed by insurgents to prevent easy passage by the
 
Shadow’s armies.
 
Time and the elements have not been the only causes of
 
widespread destruction; at the end of the Third Age, dark
 
magics and foully concocted diseases washed over towns and
 
villages that attempted to resist the Shadow’s advance. Some
 
sections of Eredane are completely lifeless as a result of these
 
attentions, the ground brittle and gray, avoided by all living
 
things. Some say that Izrador’s corruption has seeped into the
 
earth, deforming the landscape and filling all that dwell there
 
with hatred and malice. The most dangerous of these corrupted
 
holes is the Foul Bog of Eris Aman, whose fetid marshes
 
are riddled with sinkholes, poisonous plants, and bloated,
 
endlessly hungry creatures that slither through the stinking
 
swamps.
 
With the collapse of the Kingdom of Erenland and the
 
abandonment of much of the frontier, natural and unnatural
 
predators encroach on human territory to hunt both domesticated
 
animals and their keepers. Grass cats, owlbears, displacer
 
beasts, and other dangerous hunters have followed
 
caribou and skarpin herds south and have developed a taste
 
for human flesh. Domesticated animals have turned feral and
 
packs of savage dogs, once the protectors of the Dorns, now
 
attack lone travelers. Everything from simple hunger to
 
malign magical corruption have warped the behavior of normally
 
peaceful animals, turning them into savage beasts that
 
attack without provocation and have caused them to lose their
 
fear of man. The natural order is slowly being overturned, and
 
the hunters have become the hunted.
 
 
===The Loss of Knowledge===
 
The forces of the Shadow in the North raided and
 
burned, killing all who opposed them, and laid waste to the
 
land. They destroyed whole cities, wiped entire cultures from
 
the face of the earth, and plunged the world into a dark age
 
out of which there is little hope of crawling. The legates of the
 
Order of Shadow have continued to drive this descent into
 
darkness by outlawing literacy, writing, and science, arresting
 
or killing outright those found with books or teaching others
 
to read.
 
With the destruction of the accumulated knowledge of
 
centuries and the brutal punishment of anyone caught pursuing
 
such knowledge, the Order of Shadow has forced the
 
human lands into a pit of ignorance and sealed it over with
 
fear, suspicion, and hate. Trade routes have been broken and
 
the flow of information severed along with the flow of goods.
 
Without the natural exchange of ideas and knowledge, the
 
human lands have fragmented into isolated pockets of mistrust
 
and prejudice. Art has ceased to exist and only the basest
 
of necessary crafts continue. The common tongue, once
 
widespread, is fragmenting into incomprehensible regional
 
dialects, further alienating humans from each other. The sciences
 
of alchemy, healing, and metalworking stagnate and
 
slowly revert to more primitive forms.
 
Now, even if the fey were free to openly walk the land,
 
they would find nothing but fear and prejudice awaiting them
 
in the human lands. Suspicious peasants and fearful city
 
dwellers alike would hand them over to the legates’ spies,
 
with no respect for the memory that their peoples once stood
 
together against the Shadow.
 
Even in the lands of elves and dwarves, where books
 
and literacy are cherished legacies, there has been an
 
inevitable academic decline. Under the reign of the Shadow,
 
trade with the fey is punishable by death and therefore only
 
vital goods are smuggled into their lands. Unfortunately, little
 
science or philosophy comes with them. As one by one
 
settlements near the borders of their lands fall to the Night
 
Kings’ raids, great thinkers are murdered and libraries of irreplaceable
 
tomes are burned. One idea, one thought, one story,
 
or one scroll at a time, the collective enlightenment of the
 
world is falling prey to the fire and hate of the Shadow.
 
 
====Occupied Erenland====
 
The Shadow has divided Erenland into 22 districts, creating
 
a system of regional viceroys that have their own troops
 
to enforce the laws, root out resistance groups, and ensure the
 
smooth flow of supplies, slaves, and sacrifices. The viceroys
 
are responsible for vast areas, much of which is sparsely populated
 
and not easily accessible. The major communities all
 
have permanent garrisons and the old trade roads and navigable
 
rivers are well patrolled, with fortified guard posts at fairly
 
regular intervals. Minor roads, game trails, and lesser
 
rivers and streams are rarely patrolled, however, due mostly
 
to the sheer scope of each garrison’s patrol zone and the limited
 
returns to be gained. Indeed, the vast distances between
 
population centers and major roads, especially in the Dornish
 
north, are the major reason why the resistance has survived
 
for a century against overwhelming odds.
 
Not all humans are enemies of Izrador; many are active
 
collaborators. The Order of Shadow, for instance, is almost
 
exclusively human. In addition, thousands of humans serve in
 
the Night King Jahzir’s armies or as guards for legates, as
 
loyal retainers of the traitor princes and false sussars, and in
 
mercenary units. While each racial group accuses the others
 
of providing the greatest percentage of traitors, the truth is
 
that Dorns, Erenlanders, and Sarcosans have all turned willingly
 
to the service of the dark god. Many of these are not evil
 
warlords or malevolent rogues, but rather simple craftsmen,
 
farmers, and woodsmen who betray their friends and neighbors
 
out of fear or desperation. Collaborators can appear anywhere
 
and in any guise. The old healer that acts as the local
 
midwife is the same woman that identifies children who bear
 
the spark of magic to the local legate. The neighbor that has
 
shared bread for years reports blasphemies against Izrador to
 
see former friends hung. The fear that anyone could secretly
 
worship or serve the dark god has sapped the will of most of
 
the subjugated people of Eredane to resist the Shadow.
 
 
====Northern Erenland====
 
While all of the traditionally Dornish lands have been
 
ravaged and plundered over the last 100 years, there remain
 
vast distances in which to avoid the gaze of the Shadow or the
 
wrath of his legions. Much of this area has been raped of what
 
resources it has to offer, however, and is cursed by foul
 
weather, the restless souls of the Lost, or dangerous creatures
 
that have followed the orc hordes down from the north. The
 
region north and east of Bastion, though covered in tall sword
 
grass and subject to the full fury of the winter storms from the
 
north, has few orc garrisons, and those are tied to key villages
 
and old Fortress Wall keeps. In the barren wilds north of Steel
 
Hill, nearly feral Dorn tribes subsist on wild boro herds and
 
scavenge what wild roots and edible vegetation they can
 
gather, and may never see an orc legion. While marginally
 
free, the Dorns of these areas live such miserable and harsh
 
existences that one might question whether slavery would be
 
better.
 
Farther south, in the more fertile lands, most of the
 
Dornish villages are under the Shadow’s control. A few, isolated
 
by dense forests or extremely rugged terrain, have
 
escaped the Shadow’s notice. The only other free areas in
 
which the Dorns cower are along the eaves of Erethor and in
 
the foothills of the Kaladruns. There, with sanctuaries close at
 
hand, the Dorns can mount raids and hide refugees, building
 
villages in isolated clearings or forgotten valleys.
 
 
====Central Erenland====
 
Along the Pelluria, in the heartland of the shattered
 
Kingdom of Erenland, the Shadow’s grip is absolute. From
 
orc infested Fallport in the west past Highwall, Port Esben,
 
and Davindale, and even to the fearsomely garrisoned town
 
of Chandering, the Shadow dominates all facets of life. Only
 
the few fishing villages built in marshy areas or without easily
 
accessible landing spots can avoid the tithe and therefore
 
live with marginally less fear. Along the southern coast, the
 
Shadow’s grip loosens. Free human and elven villages still
 
dot the coastline in the Green March, but with the ongoing
 
Shadow offensive in Erethor their days are numbered. Farther
 
east, rumors persist that the leaders of House Baden escaped
 
the fall of the city and still fight a hidden battle against those
 
who occupy their city, trying to provide some protection from
 
the worst abuses of the occupation. The once numerous villages
 
that farmed the rich land around Baden’s Bluff are now
 
ruined ghost towns, inhabited by those too afraid or too weak
 
to leave. The only other city on the southern shore, Erenhead,
 
is controlled by the orcs, who use the human population as
 
slaves to offload supplies for the wars. The plains around
 
Erenhead are covered in slave-worked farms and pastures to
 
provide for the growing garrison and the massive numbers of
 
orcs who pass through the city.
 
 
====Southern Erenland====
 
Life in the Sarcosan lands is far freer than in the north,
 
as the densely populated major cities have smaller mixed orc
 
and human garrisons that are nominally under the command
 
of the false sussars. Alvedara and Sharuun still have vibrant
 
markets, and the people don’t have the lean and hungry look
 
so prevalent in Dornish lands. Most of the great plains are
 
still the realm of the daring freeriders and the pitifully few
 
remaining bands of nomadic halflings. Small sailing vessels
 
and hundreds of smaller fishing boats still sail the Gulf of
 
Sorshef and the Pale Ocean. Some boats risk crossing the
 
churning waters and the Shadow’s naval patrols to reach
 
Stormhold and Asmadar. The one blight on the landscape is
 
the city of Cambrial, home to the Night King Sunulael.
 
Cambrial is a city of the dead, where the living stay close to
 
their homes, shutter their windows, and pray that the unliving
 
are well fed by their master. Travel within 50 miles of the city
 
is extremely dangerous and only fools or the truly desperate
 
go anywhere near it.
 
While the Shadow’s armies occupy much of Eredane,
 
the war against the fey and the human resistance continues.
 
To support the war, an almost constant stream of orcs, goblinkin,
 
and the foul spawn of the breeding pits flows from the
 
frozen north into the northern Kaladruns, through the
 
Highhorns into the Veradeen, or down the Ishensa River and
 
across the Pelluria to join the Fey Killer’s armies in southern
 
Erenland. Outside the Ishensa River valley, the ports on the
 
Pelluria, and the northern Eren Plains, orcs are far less
 
numerous and less involved in hunting down resistance
 
groups.
 
 
==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>
 
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[[Midnight: North & South Portal|PORTAL]] &nbsp;|&nbsp; [[Midnight RPG - THE SOUTHIES|THE SOUTHIES]] &nbsp;
 
  
  
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[[Midnight: North & South Portal]]
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[[Midnight: the SHADOW KILLERS]]

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