Mike Ventrella
Duke
The Plains of Rage (An updated history)
Like a terrible, gaping wound slashed across the face of the continent of Tar’Navaria, sit the Plains of Rage. For three hundred yeas this vast and dangerous area of land has been a rampaging highway of violence and bloodshed for the fearsome horde known as the Freejyn. The plans’ name is derived from the strange and bloody philosophy, The Red Rage. Prior to this time a large portion of the Eastern Plains were encompassed in the Empire of Harratarra, and the western area left largely unexplored (other than scattered independent city-states) until a great western migration from Harratarra began with the rise of the Freejyn Horde.
City-states also have foundations in the wanderings of exiles from Galanthia, Icenia, Amasara, and Harratarra, as well as Lempur.
Because of the years of the Freejyn’s nomadic presence, no kingdom or empire has been able to claim any portion of the plains, however small independent settlements litter the Plains of Rage. For a short time the Plains knew peace (at least from mass violence) for a few years when in 601 the Freejyn Horde en masse disappeared, reputed to have sunken into the earth at Queensboro. In the autumn of 603 the Freejyn Horde returned, but called itself the Plane Touched and led by an elemental calling itself “The One.” Less interested in random carnage, the Plane Touched worked to keep peace and order across the Plains of Rage all while waging a war against the kingdom of Icenia, specifically the Biata in that nation. In reward for fair trade, new troops, and succor and comfort for the “New Horde” the Plane Touched offered powerful protection. Such was the case until the Plane Touched was suddenly found bereft of their extra planar abilities, leadership, and the original, most powerful, Freejyn Horde members all disappeared. It was at that time that any hope for peace crumbled when the rise of the Dominion came in May 606, The Dominion through use of armies of Getragen (biata), enslaved bestial griffons, and hordes of undead quickly took over vast tracts of territory controlling many of the previously independent city-states, then launched attacks on nations bordering the Plains of Rage.
The use of Necromany is still strong in the area, and this has not allowed the land to grow normally (so say the Elven sages). It is said that the very flora of the Plains of Rage grow in corrupted, twisted forms due to the centuries of atrocities inflicted across the plains. It is even said that from all the years of bloodshed, the trees have become so accustomed to drinking blood that they now crave it and reach forth with hungry, spearing limbs to impale the unwary! Other stories speak of strange and dark things such as whispering phantoms and pits of utter darkness that suddenly pen to swallow a traveler.
Since word of the “Lost Kingdom’s Return” in 598 has spread across the continent, independent merchant caravans have risked the Plains of Rage to come to “Ashbury to trade. In fact, these caravans have joined a strong trade guild which even the Dominion has accepted. But travel upon the plains is ill-advised. These merchants bring with them, aside from their goods, and awful tale. They speak of a gigantic fountain of blood somewhere on the Plains of Rage. This fountain is fed from a large well and it is said that, over the centuries, the Freejyn had continually collected the blood of their victims and poured it into the well. It is believed that this fountain of bloodshed is what gave the skull of the horde’s founder and namesake, Freejyn, the power to inspire a berserk rage in the hearts of folk. They also bring stories of powerful griffons, freed from Dominion control, with the mentality of mindless beasts roaming free and terrorizing any who are unlucky enough to cross their paths and powerful undead Celestial sorcerers making small fiefdoms out of once free states.
Now that the Dominion has been destroyed, it has no control over fanatic former members who remain chaotic and disorganized. This makes the Plains of Rage an even more dangerous place to try to travel through.
Arbolis Trench (Also referred to as “The Trench”, “Trenchguarde” and “Arbolis’ Trench”)
Over a thousand years ago clanless dwarves from Dwarennagar left their home behind, tired of being kicked around and beaten down by their brethren. They traveled through Harratarra but wanted to get far away from Dwarennagar, and so kept going. They sought a good location to build a town where they could perform the logging and mining that they were used to doing. Rumors of a wealthy goblin tribe in the far west who traded what seemed to be limitless ore to city-states on the western border of Harratarra caught the elders’ interest, and they headed out. Once they hit goblin territory they grew more and more excited until they found the mines that the goblins worked.
In the Icenian year 2864 (158 Evendarian Calendar, or 452 years ago), one of the last great quests for the Chalice of Sovereignty occurred. An Icenian Royal Knight, Dame Annevor Ryatt, acting on the orders of King Arbolis Avacar lead an entire Evorran Phalanx (with support civilians, approximately 700 people – called “Destiny’s Defenders” “We seek destiny for truth, glory, and honor!”) into the wild northern coast of Evorra (what is now Imladar) where they discovered ancient and beautiful ruins of what is generally accepted to be an Elven city, deeply overgrown with vegetation. Within the city they found many structures still intact including one which was open on 3 sides by clever use of columns and facing the sea, on the solid side a long hallway which had markings that did not match or seem to fit with the surrounding architecture.
A scouting group which included Dame Annevor scouted down the hallway and there found a group of dwarves desperately clinging to fortifications, under assault by serpent-like people, the Slythe of Amaranthine. The dwarves begged for aid in the battle, claiming that they had no idea why the Slythe were attacking them. Dame Annevor, seeing the weakened condition of the dwarves and the earnestness in their request and well known to act on her impulses and dedication to the Code of Chivalry, swiftly ordered her Phalynx down the hallway to join the battle. As the civilian contingent aided the dwarves, the battle raged on all day. Massively powerful celestial spells tore apart the air, but the Icenian soldiers fought with honor and devotion to their Knight. After three days the Slythe called for a retreat.
Dame Annevor assisted in rebuilding the defenses but discovered that the clan of dwarves was small, and had been relying upon a hired mercenary warband for defense which had sold them out to the Slythe. The dwarves numbered not more than a few hundred, and were mostly miners and craftfolk, with a small group of seasoned warriors. The Dame agreed to spend a few weeks at the dwarven keep, called Trenchguarde, to thwart any Slythe retaliation. That night at a feast it was discovered by her mages that the Hallway had been closed off by some strange magical field. The dwarven elders explained how the hallway works, that it leads to random locations and very rarely to the same place twice.
Many years and many Slythe attacks later the hallway had still not shown the Icenians a path home. The dwarves had never heard of Icenia, nor had any of the remote city states that had good trade relations with Trenchguarde. With no way home, the Dame orders that the phalanx settles down. She assumes leadership, with the permission and encouragement of the dwarven elders who are quite enamored of the honor that the Icenians conduct themselves with, over all of Trenchguarde, and renames the town Arbolis’ Trench in honor of her king and country.
After her death, and lacking formal Knighthood, the Code was spread around and commanders of the military as well as Council of Squires (the ruling body) were expected to follow its tenants. The title sub-Knight was created. This person acted as the one voice to make commands in times of danger. Chosen by the Council of Squires and carrying (but never wearing) Dame Annevor’s white belt, the Sub-Knight was expected to act in concert with the Code at all times.
Throughout the years, the Slythe have continued to plague Arbolis’ Trench, frequently attacking with shifting tactics and magic, never gaining the upper hand.
Acting as a bastion of good will to surrounding territories, and with a nearly unlimited supply of ore and weapons to trade, Arbolis’ Trench was, for a hundred and twenty years, the most influential city-state in the region. The shockwaves of the fall of Harratarra and rising of the Freejyn Horde changed that climate.
The real downfall of Arbolis’ Trench came when the Dominion rose up and attacked. Absolutely unwilling to compromise with the evil of the Dominion a pitched battle ensued which lasted for two days and nights, the Dominion bringing their most powerful forces to bear on Arbolis’ Trench. The Defenders of Destiny refused to surrender, to a man. For the following three years of occupation. They constantly undermined the Dominion rule, even under pain of torture and death, they quietly decreased the efficiency of the food production, mining, and smiting operations.
When the Dominion central control collapsed, however, it was these Defenders of Destiny that went to Harrat and Nemeroff and found that they had regained their independence. They asked for aid in freeing Arbolis’ Trench but could offer nothing in return; however, both the new leadership in Harrat and in Nemeroff needed little encouragement to lead forces against Commander Totenhaus. Led by the Defenders, the mixed battalions attacked in the middle of the night. Citizens still working the mine used their shovels and their picks to attack dominion soldiers, and even children in their bed clothes did their best to aid the liberation of Arbolis’ Trench.
Commander Totenhaus ordered a retreat and the Dominion forces fled into the woods.
Since this time Arbolis’ Trench has been occupied by Harrat, and Nemeroff under the tenuous rule of Squire Arturo Temmet.
Known for: Mining, Logging, Blacksmithing, Wild Herbs, Farming (exports are grain, corn, easy “field” crops, vegetables).
(more)
Like a terrible, gaping wound slashed across the face of the continent of Tar’Navaria, sit the Plains of Rage. For three hundred yeas this vast and dangerous area of land has been a rampaging highway of violence and bloodshed for the fearsome horde known as the Freejyn. The plans’ name is derived from the strange and bloody philosophy, The Red Rage. Prior to this time a large portion of the Eastern Plains were encompassed in the Empire of Harratarra, and the western area left largely unexplored (other than scattered independent city-states) until a great western migration from Harratarra began with the rise of the Freejyn Horde.
City-states also have foundations in the wanderings of exiles from Galanthia, Icenia, Amasara, and Harratarra, as well as Lempur.
Because of the years of the Freejyn’s nomadic presence, no kingdom or empire has been able to claim any portion of the plains, however small independent settlements litter the Plains of Rage. For a short time the Plains knew peace (at least from mass violence) for a few years when in 601 the Freejyn Horde en masse disappeared, reputed to have sunken into the earth at Queensboro. In the autumn of 603 the Freejyn Horde returned, but called itself the Plane Touched and led by an elemental calling itself “The One.” Less interested in random carnage, the Plane Touched worked to keep peace and order across the Plains of Rage all while waging a war against the kingdom of Icenia, specifically the Biata in that nation. In reward for fair trade, new troops, and succor and comfort for the “New Horde” the Plane Touched offered powerful protection. Such was the case until the Plane Touched was suddenly found bereft of their extra planar abilities, leadership, and the original, most powerful, Freejyn Horde members all disappeared. It was at that time that any hope for peace crumbled when the rise of the Dominion came in May 606, The Dominion through use of armies of Getragen (biata), enslaved bestial griffons, and hordes of undead quickly took over vast tracts of territory controlling many of the previously independent city-states, then launched attacks on nations bordering the Plains of Rage.
The use of Necromany is still strong in the area, and this has not allowed the land to grow normally (so say the Elven sages). It is said that the very flora of the Plains of Rage grow in corrupted, twisted forms due to the centuries of atrocities inflicted across the plains. It is even said that from all the years of bloodshed, the trees have become so accustomed to drinking blood that they now crave it and reach forth with hungry, spearing limbs to impale the unwary! Other stories speak of strange and dark things such as whispering phantoms and pits of utter darkness that suddenly pen to swallow a traveler.
Since word of the “Lost Kingdom’s Return” in 598 has spread across the continent, independent merchant caravans have risked the Plains of Rage to come to “Ashbury to trade. In fact, these caravans have joined a strong trade guild which even the Dominion has accepted. But travel upon the plains is ill-advised. These merchants bring with them, aside from their goods, and awful tale. They speak of a gigantic fountain of blood somewhere on the Plains of Rage. This fountain is fed from a large well and it is said that, over the centuries, the Freejyn had continually collected the blood of their victims and poured it into the well. It is believed that this fountain of bloodshed is what gave the skull of the horde’s founder and namesake, Freejyn, the power to inspire a berserk rage in the hearts of folk. They also bring stories of powerful griffons, freed from Dominion control, with the mentality of mindless beasts roaming free and terrorizing any who are unlucky enough to cross their paths and powerful undead Celestial sorcerers making small fiefdoms out of once free states.
Now that the Dominion has been destroyed, it has no control over fanatic former members who remain chaotic and disorganized. This makes the Plains of Rage an even more dangerous place to try to travel through.
Arbolis Trench (Also referred to as “The Trench”, “Trenchguarde” and “Arbolis’ Trench”)
Over a thousand years ago clanless dwarves from Dwarennagar left their home behind, tired of being kicked around and beaten down by their brethren. They traveled through Harratarra but wanted to get far away from Dwarennagar, and so kept going. They sought a good location to build a town where they could perform the logging and mining that they were used to doing. Rumors of a wealthy goblin tribe in the far west who traded what seemed to be limitless ore to city-states on the western border of Harratarra caught the elders’ interest, and they headed out. Once they hit goblin territory they grew more and more excited until they found the mines that the goblins worked.
In the Icenian year 2864 (158 Evendarian Calendar, or 452 years ago), one of the last great quests for the Chalice of Sovereignty occurred. An Icenian Royal Knight, Dame Annevor Ryatt, acting on the orders of King Arbolis Avacar lead an entire Evorran Phalanx (with support civilians, approximately 700 people – called “Destiny’s Defenders” “We seek destiny for truth, glory, and honor!”) into the wild northern coast of Evorra (what is now Imladar) where they discovered ancient and beautiful ruins of what is generally accepted to be an Elven city, deeply overgrown with vegetation. Within the city they found many structures still intact including one which was open on 3 sides by clever use of columns and facing the sea, on the solid side a long hallway which had markings that did not match or seem to fit with the surrounding architecture.
A scouting group which included Dame Annevor scouted down the hallway and there found a group of dwarves desperately clinging to fortifications, under assault by serpent-like people, the Slythe of Amaranthine. The dwarves begged for aid in the battle, claiming that they had no idea why the Slythe were attacking them. Dame Annevor, seeing the weakened condition of the dwarves and the earnestness in their request and well known to act on her impulses and dedication to the Code of Chivalry, swiftly ordered her Phalynx down the hallway to join the battle. As the civilian contingent aided the dwarves, the battle raged on all day. Massively powerful celestial spells tore apart the air, but the Icenian soldiers fought with honor and devotion to their Knight. After three days the Slythe called for a retreat.
Dame Annevor assisted in rebuilding the defenses but discovered that the clan of dwarves was small, and had been relying upon a hired mercenary warband for defense which had sold them out to the Slythe. The dwarves numbered not more than a few hundred, and were mostly miners and craftfolk, with a small group of seasoned warriors. The Dame agreed to spend a few weeks at the dwarven keep, called Trenchguarde, to thwart any Slythe retaliation. That night at a feast it was discovered by her mages that the Hallway had been closed off by some strange magical field. The dwarven elders explained how the hallway works, that it leads to random locations and very rarely to the same place twice.
Many years and many Slythe attacks later the hallway had still not shown the Icenians a path home. The dwarves had never heard of Icenia, nor had any of the remote city states that had good trade relations with Trenchguarde. With no way home, the Dame orders that the phalanx settles down. She assumes leadership, with the permission and encouragement of the dwarven elders who are quite enamored of the honor that the Icenians conduct themselves with, over all of Trenchguarde, and renames the town Arbolis’ Trench in honor of her king and country.
After her death, and lacking formal Knighthood, the Code was spread around and commanders of the military as well as Council of Squires (the ruling body) were expected to follow its tenants. The title sub-Knight was created. This person acted as the one voice to make commands in times of danger. Chosen by the Council of Squires and carrying (but never wearing) Dame Annevor’s white belt, the Sub-Knight was expected to act in concert with the Code at all times.
Throughout the years, the Slythe have continued to plague Arbolis’ Trench, frequently attacking with shifting tactics and magic, never gaining the upper hand.
Acting as a bastion of good will to surrounding territories, and with a nearly unlimited supply of ore and weapons to trade, Arbolis’ Trench was, for a hundred and twenty years, the most influential city-state in the region. The shockwaves of the fall of Harratarra and rising of the Freejyn Horde changed that climate.
The real downfall of Arbolis’ Trench came when the Dominion rose up and attacked. Absolutely unwilling to compromise with the evil of the Dominion a pitched battle ensued which lasted for two days and nights, the Dominion bringing their most powerful forces to bear on Arbolis’ Trench. The Defenders of Destiny refused to surrender, to a man. For the following three years of occupation. They constantly undermined the Dominion rule, even under pain of torture and death, they quietly decreased the efficiency of the food production, mining, and smiting operations.
When the Dominion central control collapsed, however, it was these Defenders of Destiny that went to Harrat and Nemeroff and found that they had regained their independence. They asked for aid in freeing Arbolis’ Trench but could offer nothing in return; however, both the new leadership in Harrat and in Nemeroff needed little encouragement to lead forces against Commander Totenhaus. Led by the Defenders, the mixed battalions attacked in the middle of the night. Citizens still working the mine used their shovels and their picks to attack dominion soldiers, and even children in their bed clothes did their best to aid the liberation of Arbolis’ Trench.
Commander Totenhaus ordered a retreat and the Dominion forces fled into the woods.
Since this time Arbolis’ Trench has been occupied by Harrat, and Nemeroff under the tenuous rule of Squire Arturo Temmet.
Known for: Mining, Logging, Blacksmithing, Wild Herbs, Farming (exports are grain, corn, easy “field” crops, vegetables).
(more)