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THE REACHLANDS

The western most lands of Prendannon were the most beautiful wilderness of Kantolus. Filled with
flowing plains, rolling hills, and towering mountains; the pure beauty of the setting drew travelers from
all walks of life. This was not a land of elves or terrain built by fey, these were human lands. It was
certainly a land touched by the mother of all Nature herself. These lands were truly a wonder to behold.

Prendannon was once a great kingdom covering thousands of square miles in the western portion of the
south fork of [main continent]. Rhaend Yoaldan was an active king, a conqueror at heart. He ruled his
lands with an iron fist and swift justice for those that broke his rules. King Yoaldan ruled over many
provinces controlled by powerful families that owe him fealty. He granted great power to the lords and
ladies that watched over his lands. He also had an axe to the neck for any lord that felt he was higher
than their current status. In the year 1019, everything changed.

The night sky filled with the darkest of black clouds the world had ever seen. Fire erupted from within
these clouds filling the sky with a crimson color. Fire gathered in the clouds and began to streak across
the sky as balls of fire hurtled to the earth. All around Awlidan fireballs of various sizes crashed down
across the surface of the world. The ground erupted as the fire impacted. Forests were leveled,
mountains crumbled, even cities burned until they were uninhabitable. Hell hath certainly come to
Awlidan. To many people and races of the world, Heaven had certainly fallen that night.

Prendannon was one of the lands hit the hardest. After the fire fell from the sky, the kingdom was
fractured. Some of the Dukes and Duchesses rebelled against King Yoaldan. Some houses simply
crumbled after being decimated by the Rain of Fire. The holes left by the fallen houses were quickly
filled by larger and more powerful houses. The noble houses scurried like vultures to fill the gaps and
rise in the noble hierarchy.

A STRANGER THIS WAY COMES

During the squabbles, while the noble houses were fighting for leftovers, a warlord came to the
Reaches. He traveled on the back of a great black, armored drake that resembled a wingless dragon. The
warlord was covered in jet black battleplate armor adorned with spikes. The helm seemed to meld into
the chestplate as the chin guard sprouted spikes like a sharp beard. The dull black talons of the drake
appeared to be metal or even iron growing from the creature’s feat. The warlord brought an unearthly
terror to the lords of Prendannon.
The only rumor of the Warlord stranger that is widely spread as truth is that he traveled from the Far
East. He came from another region shattered by the Rain of Fire, now known as the City States of the
Freelands. The lords of Prendannon, especially the smaller, weaker lords, feared the warlord. Each of
the lands he traveled through put together an army to stand in his way. They all fell like toy soldiers to
him and his followers. He simply continued to travel west as he became known as the Silent Warlord.
What surprised the leaders of these lands the most is he did not conquer those he defeated. He let
survivors surrender or retreat as he continued his travels.

The Silent Warlord was a terrible threat on his own, but he was not alone. An army of soldiers followed
him, a mixture of races and gender all armed for war. Like the Lord they followed, they never showed
aggression to any they encountered. Of course, that was only until the noble armies brought aggression
to their Lord. He did not seem to command this army, though they fought at this side during any
skirmish or trouble from the noble houses. They adopted the name of the Silent Army, elites of the
Silent Lord.

The Silent Lord finally ended his travels at the western most point of the Reachlands, the Breakwater
Mountains. On the tallest peak of the mountains, the Moonshade Keep was built. During the years of its
construction the Silent Army took up residence in the towns and villages throughout the nearby lands.
Slowly the soldiers of the fiercest army Prendannon has ever seen put down their weapons. They
became farmers, miners, shop keeps, and craftsman. Some took up the mantle of guards and militia, but
many gave up their previous hostile lives to be become settlers of the Reachlands. Without a word being
spoken, the land beginning near the Promise Lake and ending with the Breakwater Mountains, became
Kellavar, domain of the Silent Lord. The nobles and lords never challenged his power. They either
migrated out of the province or swore allegiance with the Silent Lord.

THE PROVINCES

The current year is 1040 in the month of Midsun. Prendannon is a fallen kingdom. The provinces still
exist and new ones have grown from the rubble of noble schemes, treachery, and civil conflict. Though
these provinces live on, each with their own rules and some adopting their own way of life, there is no
Royal Family. There is no ruler to keep these provinces together. Each is its own land now, ruled by a
single leader a noble usually, or the noble families continue to control their portions of land. Some are
coming into their own while others struggle to keep the old ways alive.
Bealtan [Beel•tan]

Bealtan is the southeastern most province of the Reachlands. It is located south of the Twin Lakes and
the newly formed Paloes. It is one of the strangest provinces due to the major changes it went through
after the Rain of Fire. Its current government is of a more… bestial nature. All of the more animalistic
races, those that kept hidden or roamed the parts of the continent that the civil races did not, were
drawn to this land.

It is mostly known for its large community of shapeshifters. Lycanthropes of all kinds migrated to this
land and now reside under the Emerald Lady. Though lycanthropes aren’t the only shapeshifting race
here in Bealtan, it is the largest and most widespread of the settlers here. Some believe a doppelganger
community lives somewhere in the province but that rumor has not been proven and the Emerald Lady
denies all accusations of working will the vile creatures.

Other bestial races of the animal variety also call this place home. Most of the settlements are
controlled by humanoid animal races. They seem to have a cast-type society that has taken shape since
the government has changed. The province is quite dangerous for outsiders, but the settlements of
Bealtan are civil and have trade agreements with many of the surrounding lands and common race
settlements. The military cast—made of primarily tiger-like humanoids—enforce the Ladies laws, but
not all the settlers of Bealtan agree with those laws, especially when it pertains to visitors/invaders. The
laws of this province resemble the more “common” race laws throughout the Reachlands, but the
typical bandit and brigand that prey on travelers is far more… savage, and therefore deadlier.

The Emerald Lady came into power after the devastation of the Rain of Fire. She is known to be of
bestial origin herself, some sort of large lizard creature. She is seen as benevolent and talks of peace
with the other provinces, but very few have ever met her. She does defend her people with the passion
of a loving leader and ruler. Very little else is known about her.

Characters of Bealtan understand that there are two major factions in the province. The largest and
most powerful faction is those that follow the laws of the Emerald Lady and live in peace with the other
provinces of the region. The second faction is made of those that strongly disagree with their benevolent
leader and prey on the weak and feed on travelers caught on their lands unprotected. This faction
consists mostly of the werewolf clans, but there are others that believe this as well. Adventurers are
normally hunters or guides of a sort. Either way they know how to protect themselves with the
knowledge they have learned from this savage land.
Choose one Proficiency: Stealth, Nature (Beasts), Survival
Gain Equipment: Starts with a silvered weapon (weapon must be purchased then made silver)
Eldora [L•door•ah]

Eldora is a small province sharing a border with Tethoel. It is mostly a forest covered province and is the
only known predominantly elven province. The noble elves that live in the Evinmeer Woods would tell
you the borders of the woods are the borders of their land. Tethoel, of course, would argue that claim.

The capitol city of Corrinfar is an elven city located deep in the center of the Woods. There are many of
the common races that call Corrinfar home, but they must follow the elven laws set forth in the city’s
charter. Most of these laws merely protect nature and the surrounding forest from the “younger” races.
The elves of Eldora frown upon the half-orc and tiefling races and you would be hard pressed to find an
individual of one of these races staying in Corrinfar for any length of time.

Eldora has one other settlement, a smaller port town east of the Capitol. This settlement is more evenly
shared between elves and humans and ALL of the common races are welcome here. Arindale specializes
in deep sea fishing and exploration. It is a central point for trading in elven goods from Corrinfar.

Characters from Eldora are most often elves, and more commonly high elves, though wood elves have a
large community here. The elves here grow up with a hatred of half-orcs and tieflings. Some aren’t even
sure what tieflings even look like. They are bread to be very protective of the woods and generally carry
this feature with them when they venture past their borders.
Choose one Proficiency: Stealth, Nature, Insight, Survival
Gain Proficiency: Language (elven), Dexterity Saving Throws
Kellavar [Kell•a•var]

The people of Kellavar are proud and not afraid of a fight. Many of the settlers here have a history of
battle, have seen war, and know how brutal that life can be. Ask anyone and they will tell you Kellavar
has a warrior’s heart. Some still cling to the stories of a great and terrible war with a Demon Lord. They
fought horrors of all shapes and sizes in a land of eternal shadow and fire. Many cannot say whether
they won the war or not, but when the fighting was over they left the devastated land of the Great
Desert and the Silent Lord lead them here. The people that lived here before the soldiers came feel a
since of safety now. They know that if a threat comes to this land, the invaders will find the bravest of
warriors and soldiers rise up against them. The people of this province will rise up against any invaders
and lay down their lives for this land. This is their home now and they will fight to the death.

Characters from this province are soldiers, specialists, and craftsman. They are hard workers and have
an intimacy with discipline, bravery, and honor. They have a sense of community and are not afraid to
stand up for what they believe in. They have a strong since of duty and commitment to whatever they
put their mind to. Whether they are fighters, clerics, rogues, or magic-users, the heroes of Kellavar are
devoted to what they have chosen to do.
Choose one Proficiency: Athletics, History, Intimidation
Gain Proficiency: Constitution Saving Throws
Paloes [Pal•o•s]

Long ago when the kingdom was whole and the Reachlands was a major tourist attraction, the Twin
Lakes marked the center of the King’s land. Known as the Lovers, the surreal grove rested in the center
of the Grand Garden where the city of Rivercross grew up around it. The lakes sit in the western portion
of the Feyguard Forest, a beautiful portion of wilderness, home to a large community of wood elves.
Centuries ago the human kingdom of Prendannon came to an agreement with the elves of the
Feyguard. Instead of fighting the elves this portion of the forest became a major draw for travelers all
over Kantolus. The elves maintained the grove and garden within the city and Lover’s Grove became the
most popular location for marriages and unions among the noble houses.

The Rain of Fire defaces beauty, dashes hopes, and destroys the dreams of future lovers of all races
equally. A large ball of fire fell from heaven and impacted the magnificent fey beauty that was the
Lover’s Grove. The land exploded, the city was decimated, and the shockwave sent tidal waves across
both lakes. When the water finally settled, the Lovers were gone. Water came together filling the crater
that now formed between the two bodies of water. Lake Ptalee to the north and Lake Lyep flowed
together forming a new body of water connecting the two lakes into one. Whatever remained of
Rivercross now rested somewhere at the bottom of the new, single lake.

The survivors of Rivercross, whom were few and far between, refused to leave their home. They actually
scraped together what they could from the ashes and on the western shore of the new lakes sprouted
Riverbreak, a small fishing and gathering village. As the village was growing the people had to survive
the turmoil the surrounding land was going through. The land around the lakes still held water that
never receded. This land that was once one of the most beautiful spots in Prendannon was now swamp
of dying land.

The people of Riverbreak quickly learned of the biggest terror of this new grotesque land of theirs.
When the sun goes down, the lakes come to life, or a twisted facsimile of life. The dead rise from the
lakes and prey on the living. Some say the people that perished during the Rain of Fire haunt the lakes
and the Deadwater Swamp that grows around them. Oh yes, those rumors are true, the swamp of dying
land is growing at a very slow pace. Each year more of the land the swamp touches dies and becomes
part of the Deadwater Swamp.

Characters from Paloes are survivors above everything else. They know the dangers of not watching
their back. They did gain their own land, but it is a dying land. They have a sense of what it means to
fight for what is theirs and standing together with their neighbors. Survival can be as simple as traveling
in numbers, helping the community to fortify against never ending enemies.
Choose one Proficiency: Stealth, Nature, Survival
Gain Ability: Advantage on Religion (undead) checks, +1 damage of any type vs. Undead
Queeldor [Queel•door]

Wardenkeep has always been the Watcher in the East. The Warden is appointed by the King himself and
works in the name of the king. His word is law in the Reachlands. Today, the Warden still tries to uphold
the laws of the King but he is alone in this endeavor. The provinces are changing. Sometimes as quick as
by the year. Warden Kleeganen, a warlord of great renown, does everything in his power to keep the
peace between the provinces. He is a fighter for the people, though he can be political when he needs to
be. He generally stays out of politics due to his disagreement with the entire concept.

The laws of the other provinces are governed by that province, with very little interference by the
Warden. Only gross negligence or a heinous crime against another province will bring the Warden to the
province. If the Warden is called to a province, sometimes by invitation, he comes in force. He will
investigate the issue to its fullest and bring a lawful decision to the problem. Once the Warden has been
called in, there is no turning back. He will bring an end to the issue and will solve the issue under the full
power he was granted years ago by the King.

Queeldor is the central province, still believed to be King’s land by the Warden, of the Reachlands. Its
borders include the Promise Lake to the west, the Warden’s Cove to the south, the southern edge of
the Evinmeer Woods to the north, and over to the Dying Forest to the east. Yorthrope is part of Ultaous
but it is still unclear what part of the Goblin Downs are Queeldor and what part is Bealtan.

Characters from Queeldor are typically law-abiding citizens, though that doesn’t restrict alignment. They
are believers that Prendannon can be revived and brought back to its former glory under the King or
possibly a new King. They typically have a strong personality. Some characters might even align
themselves with Warden Kleeganen believing that he can revive the kingdom and be the next King. They
know him to be stern but just, an honorable man that believes in doing the right thing for the people.
Characters from this province typically believe in the law and know the importance of defending a lawful
land. (This does not mean that a character from this province has to be of any particular alignment.
Maybe your character likes the peace and lawfully controlled environment the Warden provides.
Choose one Proficiency: History, Insight, Persuasion
Gain Proficiency: Choose one additional language from the Standard Language list, Charisma Saving
Throws
Shalemoor [Shale•more]

Shalemoor is located at the southwestern most “finger” of the Reaches. It covers the Blackwood Forest
and ends at the point of the Bloodspine. Most from Shalemoor also claim the island off the western
coast as well, though many ignore it sense it is simply a series of mountains jutting out of the sea. Those
outside of Shalemoor describe the province as a gloomy place even on the brightest of days. Not that
it’s covered in gloom all the time, but the feel to most visitors is that of darkness.

Citizens of Shalemoor may not agree with outsiders and how they describe their province, they will
admit it is a dangerous land especially at night. Traveling merchants know better than to be caught
outside in the dark. People can disappear without a trace. It is common for settlements to close down at
sundown and open back up at sunup. Inns and taverns dwindle as the sun goes down, serving only those
paying for a night when darkness falls.

The people that live here know the dangers of the night. Where the night brings out dangers all over the
Reachlands, it seems to be double the threat in Shalemoor. People can easily come up missing while out
at night, and that is within the safety of the city walls. Traveling out in the wilderness at night is seen as
a death wish here. Most missing folk are never seen again. Some, those seen as the most of
unfortunates, reappear as corpses preying on hapless victims. The life in Zindread, the Capitol of
Shalemoor, is filled with unease, fear, and the overall feeling that everyone’s fate is to become a victim.

Characters from Shalemoor have at least an adept knowledge in the supernatural. Spirits travel through
the nights. Woeful lights lure ignorant travelers to their demise. They know, like most other citizens of
the province, this land has an eternal gloom looming over it like a heavy blanket. The people here simply
learn to adapt, and keep to the rules of the land. Of which, rule #1 is never travel at night, ever.
Choose one Proficiency: Religion, Medicine, Perception
Gain Proficiency: Advantage on Fear Saving Throws
Tethoel (aka Dragon Reach) [Teth•o•l]

Long before the Rain of Fire, the land of Tethoel has been the victim of dragon attacks. The dragon fed
on the livestock and citizens alike. The roads were dangerous to travel. The people, especially visitors,
never knew when the dragon would be hunting. The dragon’s favorite meal would be traveling
merchants; the dragon could add their goods to the hoard. The great red dragon terrorized the people
of Tethoel for many years.

After the Rain of Fire and the kingdom broke into its individual parts, a knight came to the city. He was
charismatic and very brave and brought a proposal to the people of Tethoel. He swore to deal with the
great beast if he was announced Mayor of the great city of Inderstone. The people had very little choice
and even though it angered the noble families that resided in the city, they agreed to his terms. The
knight went out into the mountains and wasn’t heard from for months. Finally, he returned, but not
with the news people were hoping for. He returned with a contract, a bargain made between the
dragon and the knight. The dragon promised to stop its raids on the settlements and the roads if the
people of Tethoel swore fealty to the dragon. The knight was very good at negotiating the benefits of
this union. The people eventually accepted, at the chagrin of the nobles of course.

The city of Inderstone became the first city of the shattered kingdom to turn away from its feudal
background. The knight known as Astigor Riesean was given sole control of the city and named Mayor
of the Capitol of Inderstone. The province of Tethoel was renamed Dragon Reach and was now the
property of an Ancient Red Dragon. A statue of the dragon now rests at the base of the Blazefear
Mountains and watches over the Capitol.

The great red dragon has not been seen in nearly a decade. This has relaxed the fear of the people and
has given birth to three “dragon” factions. The dragonkin faction is a group of humanoid dragonspawn.
They are the strongest of the factions and are natural enemies of the dragonborn race, since Bahamut
created the dragonborn for the sole purpose of annihilating the dragonspawn. The human faction is
comprised of the common races. They are the most open of the factions and currently control the
Capitol city. The Orc faction is easily the largest faction and it spreads beyond the borders of Dragon
Reach. It is uncertain exactly how large this faction is or how far it spreads.

Tethoel, or Dragon Reach, is located up in the northwestern most part of the Reachlands.

Characters from the Dragon Reach province are no strangers to dragon kind. They are well known for
their independence and survivability. They could never be called fearless, but some have intimate
knowledge of all the dragon races. They also have some experience dealing with these majestic
creatures.
Choose one Proficiency: Nature (dragon), Insight (dragon), Persuasion
Gain Proficiency: Language (dragon), Wisdom Saving Throws
Ultaous [Ahl•ta•us]

Ultaous is located in the northeast of the Reachlands. It covers most of the land north of the Twin Lakes
and all of the islands surrounding the Bay of the Broken Ring. Some say it was hit the hardest during the
Rain of Fire. Ithtower, the Duke’s keep, was very nearly destroyed. Duke Haweth Gaelian was killed
during the Rain of Fire. When Ithtower was damaged during a “Firefall” the Duke was badly wounded.
Over the years the Duke never recovered from his injuries. He became bed ridden and had to give
temporary control to his brother. Within the last year, Duke Haweth succumb to his ailments and died
in his bed.

Everyone knew that the province would transfer over to his son, the young lord Gaelian. Once again,
bad luck fell upon the province. Trolls kidnapped the young lord and took him north into the hills. The
Duke’s brother, the current Steward of the province, hired a group of adventurers to bring the boy lord
back to the safety of Ithtower. The Duchess, mother to the young lord, was sent with the adventurers to
aid them in the return of the beloved young Duke. Disaster continued to fall upon the people of Ultaous.
The adventurers returned but with bad news. They were able to end the threat of the trolls, as well as
their master, a young black dragon. Unfortunately, the young lord and the Duchess did not survive the
encounter.

The Duke’s brother inherited the seat of Lord of Ultaous. He is known to be a bitter man, a hateful man,
and a ruthless leader. This is the only province of the Reachlands where its people pray for an attack
from its enemies. They believe anything is better than their recent misfortunes.

Characters from this province know the meaning of misfortune and a relatively bleak future for Ultaous.
They were hit the hardest during the Rain of Fire and in its aftermath their beloved leader perished and
left them with a greedy, power hungry tyrant. Call it bad luck, some form of twisted karma, or divine
humor; these characters know what it means to be stomped when they are down.
Choose one Proficiency: Sleight of Hand, Animal Handling, Deception
Gain Proficiency: Wisdom Saving Throws
OTHER PROVINCES

The Kingdom of Prendannon is bigger than the Reachlands. There is another portion of the Kingdom
east of the Reachlands Region and is almost the same size. It is possible to have a character with
backgrounds and origins from these areas, or possibly from another region altogether. The downside is
these other areas are not fleshed out and do not have much of a story behind them. That being said,
some areas have some story to them or some background. The following areas are located in the
eastern portion of the kingdom. Feel free to guild a story around these locations.

Urellen [Er•l•n]

The province of Urellen is a land created by hatred and battle. Urellen has been in constant conflict with
its cousin province, Yuul. The province is controlled by the House of Uruul. The House is a strong noble
house with a strong military. The family is a proud family that is respected by its allies and enemies alike.
Few dare to threaten this province; its military is one of the strongest in Prendannon. Their only true
threat is their bitter enemy, Yuul.

A mighty feud began within the family of Uruul that split the family nearly in half. The feud has been
raging on for centuries; so long, there doesn’t seem to be a reason for the feud to continue other than
sheer tradition. The mighty house of Uruul was vast with each family monarch ruling over a portion of
the land of Vynlar. When the feuds began, all that changed. The House of Uruul fractured, broke into
smaller houses and Vynlar went with it. Civil war went on for years as the houses maneuvered and
finally formed two major houses. Uruul was known as the strongest house and it was speculated they
would put the family back together. Unfortunately, that never happened. The two houses still feud to
this day.

Yuul [You•l]

The House of Thayu is cousins to the House of Uruul and was once part of the larger land of Vynlar. The
great family feud of house Uruul had broken one of the greatest lands next to Prendannon; some
believe forever. The family of Uruul was beginning to win the feud, pulling many of the smaller families
back into the fold. Many thought this was a good thing, from both sides. There was a lot of controversy
over why this feud continued for so long. An end was in sight, but eventually fell through their fingers.

Thayu was weakening and ready to fall to Uruul. The barbarians of Yeth saw this, smelled the weakness
of the House of Thayu. The barbarians seen their opening and they attacked, en masse. The Yeth
barbarians stole control of the province from the House. Over the years they mingled with the Thayu
family and the province finally unified under the banner of Yuul.
Urellen, still strong and proud, continued the feud against their brethren. They vowed to reclaim their
lands from the barbarians. Urellen and Yuul have been bitter rivals and enemies ever since. Scholars
believe the King’s Charge of 923 would have halted at Vynlar if it still existed to fight back. The king
himself slew the Chief Lord Haeru to take control of Yuul. Soon after, Lord Durrin Uruul negotiated
Urellen’s surrender. The Iron King sent the Iron Brigade to arrest Lord Durrin. The King left control of
Urellen in the Uruul family by granting Lord Durrin’s niece, Imillin, the title of Duchess.

RACIAL LANDS

The following lands are locations for the Common Races found in the Player’s Handbook. These areas
still fall under the jurisdiction of the provinces they are part of. They generally have an understanding
with the Warden to keep the peace with the other races. The changes happening with the provinces
around the region has not gone unnoticed by these races. They seem to be separating from their mother
province more and more as time goes by.

The Dwarf Clans

The following areas have dwarf holds located within them. The most known about these dwarfs, the
common knowledge of the clans, is located in the Player’s Handbook.

Redforge Clan—Mountain dwarf


The Blazefear Mountains are mostly known for its dragonkin inhabitants. Not many around the
Reachlands know of the Clan Hold hidden below the eastern part of the mountains. The Redforge Clan
is rarely heard from and the hold is rarely visited by outsiders. They are not known for their friendly
demeanor. If you meet a Redforge dwarf, he will probably die before giving away any of his clan secrets.
It is said it’s easier to get the trust of a stone than that of a Redforge dwarf.

Drakehammer Clan—Mountain dwarf


In the northeast is the Dragonspine Mountains but there is more to those mountains than what is seen
on its surface. One of the largest dwarf clans is located in those mountains. The Drakehammer Clan has
built their Clan Hold deep under the Dragonspine. For years they were known as the friendlier of the
dwarf clans. Finding a Drakehammer after the Rain of Fire has become more like an urban legend. It is
possible, but most people won’t believe you.

Brightstone Clan—Mountain dwarf


The Brightstone Clan is the most common dwarf known around the Reachlands. They are typically
friendly for a dwarf. They are one of the easier dwarfs to earn their trust, by dwarf standards anyway.
This doesn’t make them pushovers, it just makes them more sought after and well known. They are the
first clan written in the history books to be allies to the human race when it comes to a region wide
threat.
Stonehill Clan—Hill dwarf
South of the Promise Lake is an area of hills that don’t seem to have a name. It is simply known as the
Pine Hills. This is where you will find the clan hold of the Stonehill dwarfs. They are renowned for their
stonework and architecture. They are sought after by many of the other races when it comes to special
construction or artwork. This is the most common dwarf found residing in settlements of other races.

Elf Lands

These areas have elven communities of varying types. The common knowledge of these elves and a look
into their communities can be found in the Player’s Handbook.

Corrinfar—High elf
The most commonly known community of elves is the city of Corrinfar located deep in the woods of
Eldora. During the upheaval of the noble houses around the Reachlands, the elves of Corrinfar saw the
opportunity they needed. Slowly they began spreading their influence throughout the Evinmeer Woods,
protecting the woods from the continued frivolousness of mankind. The elves of Corrinfar took control
of their forest and created the only non-human province in the region, Eldora.

Feyguard—Wood elf
Just east of the Twin Lakes is a large forest that marks the eastern border of the Reachlands. This forest
is known as the Feyguard Forest and it is home to a large community of wood elves. Their treetop
settlement is hidden deep within the forest and is a closely guarded secret. The wood elves of Feyguard
protect their forest and their home with a fervor that most humans can’t even understand. They are not
hostile towards visitors and will sometimes even protect travels passing through their forest. They can
become very dangerous toward those that do not respect the forest.

Blackwood—Wood elf
Decades ago, long before The Return, there was a third community of elves in the Reachlands. On the
eastern border of the Shalemoor province is the Blackwood Forest. Said by some to be an unnatural
dark forest, much deeper than its actual size, there was a community of wood elves that resided in the
forest. It was unknown exactly how long the elves actually lived in the forest; they simply have always
been there. The elves of the Blackwood have not been seen in years. Archeologists brave the dark forest
in search of the fabled wood elf home, but no one has come out with concrete evidence of their
existence there. Some don’t come out at all.

Halfling Lands
Halflings are usually the traveling nomads of Awlidan. They usually travel within family caravans. Though
they are nomadic, they typically have a pattern in their travels, visiting a series of locations on a regular
basis. Though, in what order they visit these places can be difficult to decipher.

Plainskeep “Rounders” Caravan—Lightfoot


The Plainskeep halflings have a traveling show that frequents the settlements of Queeldor. They are
well known throughout the province and well liked. Many of the “Rounders” do odd jobs around the
settlements they are currently doing their show. They are usually seen as a fortunate arrival for many
farmers and even some shop keepers since their work is typically jovial and will do the work many
others won’t do.

Longroad Merchant Train—Lightfoot


This is a rare breed of halfling caravan; it is a mixed family caravan. When the merchant train got started
it was made from several families. Anywhere from 5 to 7 halfling families create the Longroad Merchant
Train, and the exact number can turn into a long debate with any of the halflings in question. The
halflings of the caravan made the decision to change their names to Longroad, making them all related
to each other.

The Longroad family name refers to the path the merchant train makes during its long trek to all of its
known stops. The train travels from Jinar’ra down to Raathe and on out of the Reachlands. When they
re-enter the Reachlands they stop at Quavale and then move to Highwind. They travel around to
Eastwind and then to Omin. Their trip ends at Brimweed until it’s time to make the trip all over again.

Bottlefloat Shipping—Stout
The Bottlefloat Shipping Co. is of course owned by the Bottlefloat halfling family. They own a traveling
shipping company that commonly frequents the islands of the Broken Ring. They are known to ship
nearly anything from merchandise to people. It is hard to say where the ship known as the
Bottlebreaker—why—will dock next.

The Dragonborn

Dragonborn do not have a land they call home. They are known to settle and live among most of the
other common races, but a dragonborn homeland does not exist. They are known to fill any roll in all
walks of life. You might find a dragonborn running a church or studying at a wizard’s tower. Some are
skilled crafters and have shops located in the settlements scattered throughout the Reachlands. Some
are adventurers and mercenaries while others can be found among bandits and bands of marauders. In
the Reachlands there is a faction of dragonborn living in the Dragon Reach province, but they are not
openly settled there.
Gnomish Holdings
Gnomes settle areas similar to dwarves, sometimes even being neighbors to that race. There is not a
large holding of gnomes known to exist in the Reachlands. The only known gnomish home is located in
the Kragwall Mountains. It is the Kragclog Clan Holding and it is not well known by common folk of the
Reaches. If there is another Holding in this region, it is not common knowledge.

Half-elf Lands

Half-elves do not have a home of their own, or rather a Land they can call their own. Their mixed
bloodline is rather uncommon and they are most common known to live with other races. Sometimes
they can be ambassadors and spokesman for other races or mediators between races. It is their strong
personality that normally gets them accepted. Unfortunately, there are those few that use their gifts to
follow more nefarious needs and can be found at the lead of bandit gangs or even cults. Half-elves can
be found anywhere in the Reachlands.

Half-orc Lands

Half-orcs have a similar story to half-elves; they have no true land to call home. Many of them are found
among their human or orcish brethren, but they are generally of a lower cast or even hated within their
parent homelands. They can; however, be found running a shop, providing muscle for another patron,
or using their skills as a guard of a local settlement. Due to their difficulties at getting accepted, they are
also commonly found in the ranks of raiders or getting by on the roads as a bandit. Half-orcs are not
common but they can be found throughout the Reachlands.

Tiefling Lands

Tieflings have a very similar background to dragonborn; they do not have a land of their own… anywhere
in the all of Awlidan. They mingle with other races filling what void they find there. They can easily be
intimidating to the common folks of the region; therefore, are sought after as guards and muscle for
other establishments. There is generally mixed emotions with the other common races and the common
people around the Reachlands. Most commoners do not understand what a tiefling really is and think
the worst. The well-educated see them as they see any other race, they run the gambit between good
and evil. Tieflings are generally found all over the region in any of the provinces, with the exception
being Eldora. The high elves of that province see them as abominations and would like to send them
back to hell where they belong.
THE UNCOMMON RACES

Throughout the years other races have learned of their connection to the fate of Awlidan. The
knowledge that this is the Age of Destiny has spread to all corners of the world and the more hidden
races, the forgotten people, have answered the call. Not all have answered for the good of mankind or
the world. Many of decided to grab hold of their own destiny. The following races may not be common
knowledge to the public, but they have been spotted around the Reachlands, in one form or another.

Firbolg Homeland

The firbolg race is still widely unknown to the people of the Reachlands. They are secretive and prefer
to be left alone. There are those among the firbolg people that believe the world is in need and they
have answered the call. There is one place in the region where the firbolgs have become not as
secretive as they would like. The firbolgs of the Woodspine have adopted that name as their tribe name
when dealing with outsiders. The Woodspine is located just over the mountains from the Kragwall Bay.

Genasi Lands

Genasi are among the rarest of races on Awlidan. They do not have a place in all the world to truly call
home. They are also among the other half breeds like the half-elf and half-orc. Finding enough of them
in one place to form a settlement is next to impossible and has never been seen. Like their half breed
cousins, a genasi has been known to settle with some of the other races. You might see a genasi training
others in the martial arts or the magical arts. They may be crafters or merchants, and like the other
races, they can be evil overlords, vile masterminds, or common thugs. It is just rare to see one at all.

Goliath Homelands

The goliaths of the Reaches call the highest peaks of the mountain ranges their homeland. Normally
among their own people they have given these peaks their own names unknown to the outside world.
The people of the region might know the northern mountains as the Blazefear Mountains but the tribe
that lives there call their mountain Cloudspear. Goliaths generally won’t be found among the smaller
mountain ranges for that is a sign of weakness to the other clans.

Goliaths can be found anywhere they can test their prowess. Though, it is rare for a goliath to call any
other place home outside their birth clan. They are most often found outside their clan trying to
improve their skills to better serve their chief and their clan. Goliaths have settled the mountain ranges
of Blazefear in the northwest, Dragonspine in the northeast, and the Twinspine Peaks south of
Warwall.
Kenku Lands

Like many other beast races, the kenku have migrated to Bealtan answering the call of the Emerald
Lady. They have taken up residence throughout the province. The kenku are nearly as diverse as the
flying avian they typically represent. There are blue jay kenku, cardinal kenku, and even hawk kenku.
Since the kenku race cannot fly, they are not normally found in high places. The kenku of Bealtan have
settled the hills of Heaven’s Reach. Like the other races, they are not found in Bealtan exclusively. Many
of their kind have made lives doing various things throughout the Reachlands.

Tabaxi Homelands

The tabaxi are another of the beast races that heard the summons of the Emerald Lady and found a
home within the Bealtan province. The tabaxi have wandered the lands of Awlidan since they have
come out of hiding almost three decades ago. Here in the Reachlands they have found a home. It is not
exactly the tabaxi tribes they remember, but it is theirs like any other animal and bestial race settled
here.

The tabaxi were drawn to the Heartswood Forest near the center of the province. Several tribes have
taken up residence in the forest, though they are not necessarily allies as they squabble for territory.
Open conflict between the tribes is frowned upon by the tabaxi elders, so they generally keep their
distance from one another.

Triton Homelands

Tritons are one of the newer races drawn out in the open, seemingly by Awlidan herself. It is rare but
adventuring tritons are occurring more and more frequently as the Age of Destiny goes on. Their
homelands are unknown to the majority of life on land. Each individual triton leaves their home and
their waters for their own reasons. No triton has been known to settle any of the lands around Awlidan.

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