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Being A Note Of Advice On The Nations, Cultures, Peoples, and Histories Of These Lands For Those Ignorant Of Their Ways
As Compiled In Year 1005 Of The Third Age
By Captain Spindar Giltshire, Explorer Extraordinary Under Auspice Of Lord Thoriel August, Royal Regent To Her Radiant Majesty Queen Ermita III
The Nations of the Fey Isles
Galvestry
What hasn’t already been said about my homeland of Galvestry, the home of the greatest works of Human endeavour? At the culmination of the Feywar, our alliance of Humans, Dwarves, Halflings and Gnomes won the cities of Galvestry from the armies of Prince Absolon, and built even more magnificent cities on his ruins. Galvestry is rich with coasts, agricultural land, fishing and trade. Its greatest city - perhaps the greatest city in the Fey Isles - is Spire, behind whose glittering towers the peaks of the Yenspine Range grasp at the sky. Its greatest port is shimmering Diadell, on the luminous waters of the Copper Sea. Ruled by Her Radiant Majesty Queen Ermita III, guided by her wise regent Lord Thoriel August, Galvestry has seen a decade of peace and prosperity. All who seek riches, knowledge, skill, and challenge are welcome here.
Wickland
Where Galvestry is beautiful, Wickland is ugly. Where Galvestry is rich, Wickland is poor. Where Galvestry seeks peace, Wickland seeks turmoil. At least, that’s what the Galvestrians would say. Wickland fought for its independence from Galvestry four decades ago, but it was always a different place with different people. Wickland is rich in ore above all - black coal from its wooded hills, iron and cobalt from its steep mountains, adamant and mithril from its Dwarven friends. The great factories and airship yards of Wick churn out dark smoke and strange clockwork inventions. The clothiers and weavers of Thoughton create garments of magic and power. The alchemists of Carding create alien infusions. These and stranger things are Wickland’s legacy, and its large population of Gnomes ensure that its artificers are unmatched in the kingdom. And still the greedy King Hestra I looks to the east, north, and west, searching for more materials, more resources, more power to bend to his will.
Perrenía
Less of a kingdom and more of a lawless haven of all the worst that the Fey Isles have to offer: piracy, Feyspawn enclaves, insane Gnomish inventions, deadly experimental airships, monster betting rings, drinking dens… and Dwarves that smile at you. It’s just not right. The isle of Perrendish has a long history - it was where Humans first made landfall when they came from the south in the Second Age; the greatest Dwarven cities are hidden under its mountain peaks; its wild south coast crawls with vicious monsters; and of course, its crowning jewel is the Gnomish Free City of Aurora, which gained its independence after the Feywar. It’s been said that whatever goods don’t pass through Aurora aren’t worth trading, and I believe it. Whether by sea, air, or land, all will come to Aurora and be amazed.
Karkhaz
The great horse hordes of the Kar Steppes are nomads, first and foremost, but do not be deceived for a second into thinking they are wild or primitive. It is said that with their pale skin and dark hair, they are a different breed of Humans entirely, come long Ages ago from the west. The great plains city of Karhaan is a site of song and story, ingenuity and wonder. Wanderers and travellers come from every corner of the Fey Isles to learn and teach in the Roaming Institutes of Karkhaz and to pledge fealty to the Eternal Emperor, Ostha Han. Were the hordes so moved, they could sweep over the cities of Wickland and Galvestry in a season. But for many centuries they have been concerned only with their own affairs - with whisperings of great wars and works in the distant west and north of their steppe dominion. Long may it be so.
The Senjurese Sovereignties
The Sea Elves tend to their islands in the far east of the Perren Archipelago - Ulvey and Her Thousand Daughters - like they are the gods of little universes, growing all things there in harmony with each other. We call their lands the Senjurese Sovereignties - senjur’siriel in their own tongue - but in truth they are nothing more than a loose alliance of fellow dreamers, who have never warred with their own kind, but keep entirely to their own interests. Few are welcome in their mysterious cities, and none who have tried to gain entry by force have returned. The only interface with the outside world is the port town of Illéassa, which draws honoured visitors, wise sages, brave explorers, and those seeking to obtain the services of Elven shipbuilders and navigators.
The Peoples of the Fey Isles
Humans
Now this is a subject I, for once, have authority to opine on. Are we the most inventive folk on the Fey Isles? No. Are we the finest craftspeople, the best sailors, the sturdiest miners, the most powerful feyspeakers, the fairest rulers? Also no. But what we do is build kingdoms that draw inventors, crafters, sailors, merchants, miners, and wizards to our doors. We came to the Fey Isles an Age ago, forged a powerful alliance, defeated the Fey Prince, and built our great cities on top of his ruins. The fey are nowhere to be seen, and we’re thriving like weeds in the cracks. Long live our Third Age.
Elves
There’s a saying in the bars of Flymm - if you want to sail to the ends of the sea, hire an Elvish ship. If you want to come home in one piece, hire an Elf. They know the sea like birds know air. Everything you’ve heard about them is true: they’re incredible craftspeople and shipbuilders, peaceful and quiet, living lives of solemn reflection in their island kingdoms in the far east of the Perren Archipelago. And all of this makes them incredibly, deeply irritating. Haughty, aloof, holier-than-thou - you name it, an Elf somewhere has criticised you for it. And none but the very richest lords can afford to hire one of their ships to take them anywhere, least of all to the ends of the sea.
Half-Elves
Apparently what Elves most love to do, apart from making very fine ships, is abandoning their bastard whelps in Human cities, where they grow up among us, somehow retaining some of their Elven nature. Pirates, rogues, charlatans, and wastrels, the lot of them. But so likeable that they’ll have you grinning like a loon as they steal your worldly belongings in front of you. You’ll find more than a handful in any port town worth its salt, and they make the finest damned sailors and explorers you will ever have coin to hire (because you won’t have coin to hire a real Elf). My advice? Always bring a Half-Elf along if you want someone’s tongue greased.
Dwarves
I once spent half an hour talking to a short, wide stone, assuming that it was simply a particularly talkative Dwarf. That’s half an hour of my life I’ll never get back, but then, nor is any time you spend among most real Dwarves. Surly, cantankerous, gloomy people, the lot of them. Deep in their mountain halls, where no Elves may enter, they make the finest jewellery and weaponry the Fey Isles will never see. When they do trade, it’s with Humans, and only for base ores and minerals, never for the good stuff. The one exception is the Dwarfport of Azch, where the Dwarves are a lot merrier and livelier. In the drinking halls of Azch, firewater flows like ale, and Gnomes, Dwarves, and Humans get together for parties nobody will ever remember in the morning.
Halflings
They say that the first Halflings were dug up from the ground like vegetables before even the first Elf or Dwarf sailed or mined, and you know what, I believe it. A lot of people love to dismiss Halflings out of hand. They say they’re simple, stupid, dull, and unimaginative. Nothing can be further from the truth. Halflings work hard, grow the finest produce and breed the finest livestock in the Fey Isles, make a great ale, sing merry songs, and have never caused harm or hurt to any of their neighbours. That’s wisdom, tenacity, and goodness, right there. Trust an Elf to sail, a Dwarf to find gold, and a Gnome to amaze you. Trust a Halfling with your life.
Gnomes
Here’s a story I’ve heard about the Gnomes. At the dawn of time, Ala and Omel created the Elves and Dwarves, and then made three daughters, the fey goddesses known as the Eld. The Eld, in turn, made the Fey, and we all know how that turned out an Age down the line. But back in the First Age, the Fey looked at the Elves and Dwarves and grew jealous. They wanted a people of their own to boss around, and so the Eld made the Gnomes from sunlight and river water: fine craftspeople like the Elves, but not so reserved and haughty; ingenious and driven like the Dwarves, but not so single-minded; with a love of mischief and delight. It’s hard to hate a Gnome, and I have nothing bad to say against them. They live all over the Fey Isles, but their greatest cities are in Perrenía - warrens of alchemy, wonder, and invention.
Feyspawn
I’ll say it now. You see a Feyspawn, their strange horns peeking from under their hood, the weird shimmer of evil magic in their wake, their ink-black eyes? Run, and don’t look back. Feyspawn bring ruin and danger wherever they go. The legends say they’re the children of the Fey we destroyed in the Feywar, or are changelings brought in the night. They’re not welcome in Galvestry. Some live in Perrenía, doing god knows what. I’ve heard that King Hestra of Wickland is so avaricious for power that he’s had his mind twisted by Feyspawn advisors, whispering their dark and evil plans in his ears. Feyspawn care only for themselves, and will kill you as soon as they look at you. You’ve been warned.