Arbolis' Trench Players Guide

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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).


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The Mines of Arbolis Trench

Under the tavern are the entrances to both the mineshaft and the ruins. The ruins are typically magically protected from anyone entering them; however, the protections fail from time to time to allow people to enter, and things to come out. Some of those things that come out go right into the mines and take up residence. The hallway leading to the ruins are located to the left of the mineshaft.

The mine is a strange place. On some days miners find copper, other days, gold, other days silver, rubies, diamonds, or coal. One could always hope on any day to find small traces of truesilver, mithiril, or strange crystals imbued with magical powers. No matter how many miners they put to work only a certain amount of ore could be found in a day, and the following day digging that they’d done would be done, leaving only the cave that was there initially. However, the cave constantly shifts, the passage ways twisting around and around, the deeper into the cave one goes, the more the cave changes like a living thing. This is done partially by sudden cave ins, partially by the collapse of solid walls that suddenly lead to new passageways. Watched carefully the stone and earth that they cut to get to the precious metals slowly grow back. Many become lost in the mines, sometimes for days. Frequently giant burrowing creatures will appear in the mine apparently drawn to and hostile towards those who mine. Additionally, the Hallway of Ruins occasionally brings “guests” who take up residence within the mines, strange creatures from far away lands.

Currently the Dominion Commander Bilar Totenhaus seems obsessed with recapturing the mines.

The Ruins of Arbolis Trench

Under the tavern are the entrances to both the mineshaft and the ruins. The ruins are typically magically protected from anyone entering them; however, the protections fail from time to time to allow people to enter, and things to come out. Some of those things that come out go right into the mines and take up residence. The hallway leading to the ruins are located to the left of the mineshaft.

The hallway that the ruins are found beyond is long and more frequently than not blocked by some strange golden energy. The other side of the hall leads to seemingly random destinations, most frequently ruined cities, or crumbled castles, but occasionally distant tracts of wilderness, deep caves, or other exotic locations. First called the Ruins by the dwarves who discovered the mines when the Trench was first settled, the hallway initially let to only to an underground labyrinth filled with strange serpentine beasts, crystalline scorpions, and bizarre stone golems.

A final expedition was sent into the hallway and never returned. Several days after their entrance into the hallway a glowing barrier appeared the near end of the hallway, this barrier drops from time to time, but the far end of the hall never goes to the labyrinth anymore.

The snake creatures known as the Slythe of the Amaranthine seem to be particularly interested in the ruins and the mines.

Council of Squires

Set up as a ruling body by Dame Annevor, the council appoints the magistrate, sheriff, and Sub-Knight. Only one member of the Council is still present in Arbolis’ Trench, Squire Temmet.

Defenders of Destiny (town guard)

The remains of this force now serve as a town guard. The town guard was once part of the military, and those few that were freed from the Dominion able to return to service have done so here. Expected to roughly follow the code of chivalry, enforce the law, and defend those weaker than they, the town guard is controlled by a sheriff.

Miner and Smith’s Guild

Almost all of the dwarves are in this guild. In addition to having the right to control the mine, they also set the prices for anything that comes out of the mine, and own the remaining forges in town. This guild has a strong racial importance to the dwarves in Arbolis’ Trench, the current leader of the guild, Gunther Dalikak, is also considered the dwarven elder responsible for handling any dwarf issues. He is second to Squire Temmet in power and influence over the people. He greatly admires the Code of Chivalry though does not profess to always follow it.

The Field Guild

Organized by the first knight from Icenia, the guild has the duel responsibility to communally help other farmers in need as well as alert any issues that they need to resolve in the land – to filter requests and to hold leaders accountable for acting on those requests the guild deems important. They also help to control pricing and assist farmers in growing crops in a varied and financially equitable way for all involved.

Hunter’s Guild

A monster/trophy guild with emphasis on individually slaying one’s foes through either honorable combat or slyness and trickery. The guild typically has funds awarded to it to sponsor body part collection of whatever monster that is currently the most annoying or dangerous to Arbolis’ Trench. This Guild is multi-national, with many local city-states taking part in it.

Merchant’s Guild

This guild is multinational. It abides by the laws of each city-state it operates in but facilitates trade in between the kingdoms. They will not traffic within the borders of any kingdom in items that are illegal within the kingdom but will purchase such things from residents of that kingdom who are outside of the kingdom’s borders. Initially a hobling racial specialty, in recent years the guild has many more people from other races in its leadership.

Celestial Circle of Power

The enigmatic wizard, Dersarkissian is the master of the Celestial circle of power. He is presently open to new students who will serve him in his magical studies of the hallway of ruins under the Trenchguarde tavern.

Sometime before the collapse of Harratarra during the Arbolis’ Trench’s highest population and influence, Dersarkissian, by most appearances a human being, showed up. He had more magical knowledge than any of the Celestial masters in town but lacked any understanding of earth magic, or even alchemy. He demonstrated his ability quickly and explained that he would like to study the Hallway of Ruins. He outlived the then human guild master, and adopted that role. Years of experimentation conducted by Dersarkissian have demonstrated that this area of the Plains of Rage effects magic in a strange way. Many weak monsters are outright killed by elements that the monster race as a whole is weak to. For instance, Goblins are utterly slain by any stone damage.

Seemingly he does not age, why that should be the case is a subject of much debate. He is known to be surly, or perhaps just bored, unless engaging in the study or expansion of the Celestial arts.

During the Dominion take over he fought as did everyone, but during the occupation he neither helped nor hindered their control. He identified items for the Dominion, and as there were no wizards among them, he was not forced to invest anyone.

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Order of the Soothing Hand

The much more business like dwarven guild of healers was taken over by civilian healers when Dame Annevor arrived. It has a long history of aiding not only with magical healing, but with natural healing, midwifery, and death counseling. The guild deals with all aspects of the cycle of life. The Order makes and sells healing potions at reasonable rates, and is known to purchase them as well for redistribution.

One other aspect of the Guild is that it contains as a subset the Order of the Righteous Fist, a group of undead and necromancer hunters. Comprised of those with healing ability from the Miner and Smith’s Guild, as well as from the Defenders of Destiny, they are trained by the Order of the Soothing Hand.

With the Dominion occupation, this order was all but wiped out and is struggling to rebuild.

Nemeroff

Zolis was the land of rivers, one of the Medori of Lempur. This is the place from whence the people of Nemeroff draw their heritage. With three large rivers flowing through the Medori, the land was fertile and supplied much of the food for the entire nation of Lempur. All of Lempur could boast that they bred fine horses, but Zolis was the unsurpassed leader in horse breeding. It was believed that the first horse that sprang forth from the earth, did so in Zolis. He was the king of all horses, and his bloodline reigned over Zolis for centuries.

The army of the Zolis Margraves was the lightest and fastest of all the Lempur armies. As a result of being the most mobile, they were also the most used and most experienced soldiers in the land. It is said that few places could be trod upon in Lempur where the blood of a Zolis Horseman had not been spilled.

In the Icenian year 2997/290 Emperor Glantri of Galanthia called his first great curse down upon the Medori of Lempur. Completely engulfed in a disaster, thousands were struck dead by a swirling black mist. After a month’s time the mists abated and a powerful earthquake struck the region. Storms of dirt and sand obscure vision, torrential rains caused flash floods, and black mists haunt the abandoned streets of their destroyed cities, mines, once filled with fabulous jewels and riches were made unsafe. Lempur had become a wasteland. After a time, survivors attempted to return to their homeland but none have survived a travel across Lempur; some survive, turning back after their horses die a mile inside the borders, if they find a way back out.

A group of survivors led by Margrave Zolis escaped the distaster. They marched through the winter, many more died, more than that deserted and when the people of Zolis arrived at the place that the dark figured had been guiding the Margrave to, there were but five thousand.

On the empty plain a pile of basalt rock laid, the size of a small city with several points reaching into the sky a hundred feet high. Margrave Zolis took a group of his most trusted advisors, and most powerful magi, and climbed deep into the pile of rock where he found a slab of flat stone covered in ancient symbols that in turn covered a doorway. What transpired inside the cave is not known in any great detail, but the Margrave entered the cave by himself. When he emerged he seemed different. He called for all of his people to stand together in his view, including the cursed, and he pronounced that their curse was to be lifted. A cheer went up from the crowd. He held his hands up to the sky and a wave of magical energy passed through him, to his people, and back to him knocking him over. When he stood the flesh from half of his body was gone and a new light was in his eyes. The escaped Lempur’s cursed had been cured, flesh had grown on their hands, but something had happened to all of his people. Their bodies had been reversed.

All healing, and all poisons, now had the exact opposite effect on them. They were healed only by necromancy and poisons that would kill others. All food tasted rotten, all milk sour, all wine bitter. They required death spells rather than life spells if they were cut down, and worst of all, if died permanently, they would rise as horrible undead abominations whose claws were as cold as the grave. The undead could not be destroyed, if cut down, they rose again a minute later. However, the undead did not harm anyone from Nemeroff unless attacked directly. They could be gently coaxed out of the area where the city was being constructed where they would stand guard against hostile foes. These undead came to be called Doomed Guardians.

Margrave Nemeroff proclaimed that the new city of Nemeroff would be built on this very spot, with the basalt stone they stood upon. And so it came to be that the walls protecting the city of Nemeroff were made from black basalt stone, and many of the largest structures in the city were made from this stone as well. And a ring of frozen, twisted undead surrounded and protected the city. Necromancy was proclaimed legal by the Margrave as the only means to heal citizens, though this proclamation never sat well with most of the people of Nemeroff, especially those from Normandeau who founded an Alchemist Guild to rival the “Healer’s Guild” of Nemeroff. The Healer’s guild was filled with people who loved the use of necromancy. It took the people working the better part of a decade to construct the outer wall, and the next decade to build up the major structures within the city. Farming proved to be difficult as there wasn’t much land inside the walls, and outside the walls were a tromping horde of undead. The citizens found that they could grow many root vegetables, as well as mushrooms, and these could be grown in deep mineshafts that were dug into the ground under the stones. They raised amazing horses, and traded these with other city states and even roving warbands.

When the Freejyn Horde came to the city the first time, there were only a few dozen of the Doomed Guardians, but this was enough to drive the Horde back. Foes that do not die and do not bleed were unwelcome by the Freejyn. Only every generation or so would the Freejyn return to attack, when they had forgotten that there was nothing for them in Nemeroff, to be beaten by the undead guardians of the city. Nemeroff’s soldiers were quite powerful as well, healed by gas globes and healed by necromancy, riding the fastest and well bred horses on the Plains of Rage, they were a formidable, furious, and fast force. They had mutual defense pacts with many other smaller city-states in exchange for grains and field foods that they could not grow.

Margrave Nemeroff, meanwhile, had built a city that was growing at all times. He was seemingly immortal. He was overthrown in 531 by the Alchemist’s Guild and it is not known outside of Nemeroff what happened to him. A draught called Eliot’s Serum was discovered which was able to make a citizen of Nemeroff have a normal metabolism for a day.

House Normandeau then assumed power and maintained power until the rise of the Dominion. They could not fully outlaw necromancy, but made it so that it could only be used in a life or death situation as an emergency. Healers who forswore necromancy joined the Alchemist’s Guild and the earth circles of power throughout the city became under their control. The Healer’s Guild was abolished as a separate entity; necromancers went underground to practice their art. Calling themselves the Order of the Marred Grave, they encouraged people to not take the Serum and even waged a minor insurgency by destroying Alchemy labs throughout the city. Though many were caught, the Order remains active even today.

In August 606 everyone in Nemeroff collapsed in pain. As they got to their feet they discovered two things, the first was that their city was being laid siege by the mindless horde of undead that once defended them, and the second was that each and every person in the city was suddenly completely free of any curse. The curse of Lempur was over, and so therefore, the curse that had transformed the first curse had no power to rest on and had vanished. The city immediately mobilized, driving back the undead, and closing the gates to the city. The Doomed Guardians pounded on and clawed at the basalt walls and cried out in anguish that they could not devour the inhabitants.

Trapped within the walls, and before the harvest, food began to grow scarce after a month and the citizens of Nemeroff began to grow desperate. The Dominion arrived in force at this time. The most powerful of the Dominion’s undead (those who had once been Getragen) were able to vocally control the Doomed Guardians. Within a few hours, they discovered that Nemeroff had no such ability. One Griffon and Tamer was all it took to rip down the main city gate, and one Dominion Liche leading the army of Doomed Guardians against the city’s defenders.

The Dominion took Nemeroff with just three of its own members as a phalanx of Rotes Getragen looked on idly. It was the grand execution that Commander Totenhaus had been hoping for his entire career. The Dominion discovered the most proficient alchemists in the Plains of Rage, and stationed several of its most seasoned alchemists there to oversee the work of supplying much of the Empire with alchemy. They also found the best larder for their griffons, the horses. All of the horses in the city were led out back to feed the Griffons of the Dominion at Velorenstien, this nearly broke the spirit of the citizens of Nemeroff. The Liche was left in charge of Nemeroff as Commander Totenhaus shifted his focus back to the mines at Arbolis’ Trench.

When the central command of the Dominion fell, little changed initially in Nemeroff. The Liche, however, received word of what had occurred and marched out of the city with the Rotes Getragen alchemists and the Doomed Guardians in tow. It wasn’t long before Nemeroff was able to muster a resistance and purge the enslavement from the rank and file of the city’s living army.

Farming (root vegetables, mushrooms), Horse breeding, cattle

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Harrat (also called “New Harrat” and “The Empire of Harrat”)

Harrat was founded during the economic collapse of Harratarra. Wishing to flee the dangerous times as the country fell and the slaughters of the new Freejyn Horde; thousands gathered what they could and headed west. By horseback, by wagon, and even on foot a long train of Harratarrans marched over what is now known as the plains of rage. They were beset upon at all times by bands of orcs, goblins, barbarians, bandits, the forces of other free states that had some grudge or another with Harratarra, and their own desperate countrymen, loosing many. Only the strongest and heartiest, and those they could protect, made it to their new home. Then numbering about 2000 and led by a Cair Harrat, a noble descendent of Empress Dikana, the city-state of Harrat was founded. Built at the northern end of a large fertile valley over a system of caves, taking over a decade to complete, and capable of housing some 1500 refugees in addition to the castle’s defenders, Castle Harrat has stood for over 275 years.

As luck would have it, Freejyn had turned his attentions to the western borders of Icenia, affording several years for Harrat to fortify defenses, build up, and prepare for what they felt was an inevitable conflict. Scouts and spies that were sent into the decimated countryside of what was once the proud nation of Harratarra kept track of the movements of the growing Horde, not a difficult task due to the Horde’s growing size, though some fell to either the sword or Freejyn’s sway. The latter told Freejyn of the construction of Harrat, but he seemed content, for the time being, to search for his bloody paradise further East.

Once Freejyn’s body died and his spirit was only accessible via the blood drinking skull he left behind, the Horde took even more liberties with his vision of the Red Rage; led by the urgings of those who had joined the Horde formerly of Harrat, it turned it’s blood stained spears to the west. Why did they do this, these traitors? To assuage their own guilt and wipe out the remembrance of it? Because they were mad to join the Freejyn Horde, or made mad by joining it? No one can say. What is known is that the Freejyn Horde first marched upon Harrat in the Old Icenian year 3024 / 292.

A fortress as powerful as Castle Harrat is not built easily. Farms that can produce enough food to stockpile rations for a siege cannot be raised from virgin soil overnight without some trick, and a city-state with only 500 soldiers, and 500 capable freemen as defenders doesn’t stand a chance against the full bloody might of a screaming rampaging mad Horde bent upon bloodshed for bloodshed’s sake. Not without a trick.

Harrat’s trick was this: Slavery.

Any bandit who attacked citizens of Harrat and was caught was pressed into servitude. Any monster that attacked and could be first aided was, and made a slave. Castle Harrat was build by a mixed Orc, Troll, and human slave brigade. Slaves were bred in captivity as well and forced to do hard labor for life. By the time the Freejyn Horde attacked Harrat, Harrat had slaves numbering just as many as it’s free citizens. The slaves were told that if they fought the Freejyn Horde they would have freedom either through death, or by defeating the Horde, any who did not wish to fight would be slaughtered on the spot so that the Castle could save in food storage.

The Freejyn Horde was driven back again and again for the length of an unusually hot autumn. Many farms were destroyed in the valley by countless battles, but by the time the icy winds of winter had come on, the Horde had withdrawn. In midwinter, all slaves that fought to defend Harrat were freed. Most of the humans, and the orcs, stayed as citizens, and many of the trolls and goblins that were freed retained a loose trade alliance with Harrat.

In the summer the Freejyn Horde returned. But Harrat’s new policies were in effect by then and they were officially an Empire. (Called, by some, the Empire of New Harrat). Any warband that made hostile attacks towards Harrat were enslaved, additionally warbands of the allied Trolls, goblins, and orcs, led by or in concurrence with Soldiers from Harrat, marauded out attacking smaller city-states and capturing more able bodied slaves. The air sung again with the ancient Harratarran battle cry “Hail.. Hail.. Hail.. Glory to the Empire!” Each year the slaves were given the same deal that the first group had been given, Fight and be free, or die. And so, for nearly 300 years Harrat stood against the tide of the Freejyn Horde on the backs of slaves.

Eventually the Freejyn Horde sank into the Plains of Rage. A year after this was confirmed, all slaves in Harrat were set free. This was in response to the noble houses pressure on the high leader, especially the very influential house Tarrahannah. When a few years later as the Plane Touched rose again and the familiar battle cry was heard echoing over the Plains, the high leader of Harrat ordered that the surrounding area be attacked and took over several nearby city-states to build an army quickly – but it was quickly found that this was not necessary when the creature that led the Plane Touched, the One, arrived and spoke with the Harratian leadership. The One offered that if enough people joined the Plane Touched that they would simply trade with them for supplies, and even defend them against monsters if needed. Governor Bromielt Harrat, then the high leader of Harrat, simply gave the slaves a choice: Join the Plane Touched, or die. This pacified the One and an alliance was struck with that being, though did not sit will with the noble houses.

When the One was destroyed and the Dominion rose up out of the Plains of Rage, there was no time. No time to prepare the traditional defenses. No time to do anything but parley with a force of griffons, tamers, and undead. Governor Bromielt appealed to the Dominion, and the Dominion listened. To appease and protect his people, the Governor peacefully surrendered his territory on the condition that they be allowed to self govern, and that Harrat would capture slaves for the Dominion. The Dominion leadership agreed. They imposed a few laws on Harrat and kept Harrat the way an angry child might play gently with a pet that does as it is told. The Dominion placed a provincial Governor (Commander Bilar Totenhaus) in place over three city-states and a company of its least experienced troops counting on Harrat to provide the real muscle in controlling Harrat, as well as the territories of two neighboring city-states. The Dominion Commander took many liberties and squeezed the people, much to the chagrin of Governor Bromielt.

In the year 609 the Dominion capital fell and the Dominion fractured into dozens of factions each scrambling for territory. Governer Bromielt, at the urging of the noble houses of Harrat, took the advantage of the confusion and drove Commander Totenhaus’s forces out of Harrat. Bromielt disappeared.

The noble houses decreed that no longer would Harrat be an empire but would live in peace and harmony with the surrounding territories, and ratified a motion to never again allow slavery within its borders. Rather than a governor, a high chancellor now rules Harrat, chosen (and with the ability to be removed by) the noble Houses.

The current citizenry of Harrat includes mostly humans, with a solid representation of orcs (the largest non-human population) along with some hoblings descended from the city-state of Fair Town (the first city-state to ever be attacked by the Freejyn Horde), as well as dwarves, and in much smaller numbers are Ogres, Wylderkin, and Sarr. Elves are so rare as to be considered fairy tales and not known well at all, and Biata are openly hunted and killed as monsters by Harrat.

Farming (exports are fruit trees –apples, bananas, oranges, etc; vineyards/wine), Militant, Exotic Spices, Trade (distant), Wine, timber

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Commander Bilar Totenhaus’s Dominion Forces

When he initially took Arbolis’ Trench from its defenders, the Commander had the aid of a Griffon squad – more than a match for the few hundred soldiers that were present. The town leaders were taken deep into Dominion territory to be processed as useful slaves, as were most of the higher ranking and able soldiers.

When Velorenstein was destroyed the Dominion became fractured and scattered, large forces snatched up areas and hunkered down trying to figure out what to do next. The former provincial governor of Harrat, Nemeroff, and Arbolis’ Trench, Commander Bilar Totenhaus, has a company of inexperienced dominion troops. These are all Rojes Getragen that have served the Dominion for less than 100 years. They are loyal and dedicated to the Commander as the only path towards citizenship, even in a crumbled empire, is through military service. While acting as the provincial governor, Commander Totenhaus discovered that the mine never ran out of ore, and that the Hallway of ruins leads to random remote locations. Though it seemed celestial in nature, the Commander hoped to control that hallway and use it to move troops as fast as or faster than by Griffon-back.

So obsessed was the Commander with the wonder of the mine that he left Nemeroff and Harrat unsupervised (other than a few enslaved members of their ruling bodies). When the Dominion suddenly collapsed, he was taken by surprise by a combined Nemeroff and Harrat force. He quickly retreated from Arbolis’ Trench and has since erected a small wooden fortress nearby. His primary motivation seems to be recapturing the mine.

Amaranthine Slythe (which means endless/eternal/purple/red/)

The Slythe are a race of Wylderkin that have an especial fondness for celestial magic. The clan of the Slythe that have been attacking Arbolis’ Trench for hundreds of years now are called the Slythe of the Amaranthine, and their symbol is two stylized snakes wrapped aroud each other forming a cup shape. Four hundred and fifty years ago they first attacked the mine, nearly destroying the dwarves there but were repelled and soundly defeated by a company of Icenian knights. Since then they have attacked several more times but were always just barely defeated. These Slythe did not escape notice by the Dominion and have been fighting a loosing battle for the past five years. Most of their most powerful leaders have been killed. With the withdrawal of the Dominion offensive they have had time to recoup and return to their plot to capture the Ruins of Arbolis Trench. Recently they have found an alliance with a tribe of lizardmen and seek to use their new allies to get closer to their goal.

Governor Bromielt Harrat

The former Governor of Harrat, Bromielt Harrat, fled with wild amounts of riches and a platoon of loyal personal guard honor bound to defend him before a planned coup by the other noble houses within Harrat. He is thought to still have ties to the Harrat noble household as well as to the Orc Slaver tribe, the Iron Boot Clan. He is wanted by Harrat authorities for slavery, treason, and sedition.

The Ogre Legion, Gw’yaythan’s Lance

A regimented and focused group of Ogres, a legitimate army with rank and discipline, has been a recent threat to Nemeroff. They attacked Nemeroff several times in an early spring, and then the attacks suddenly stopped in the fall, 604. This year the attacks began again. They have attacked Dominion outposts as well, even marching on Arbolis’ Trench once while it was under Commander Totenhaus’ control (only the presence of a griffon squad drove the Ogre army away). Once the Ogres discovered the presence of Nemeroff’s leading noble family in Arbolis’ Trench, they redoubled their campaign splitting between the most powerful forces attacking Nemeroff directly, and smaller, younger, less experienced forces attacking Arbolis’ Trench.

Clan Iron Boot (Orc wild Clan)

Clan Iron Boot was brought together under the leadership of the Orcish Warlard Grakarr several hundred years ago. Since then they have been a powerful force in the western Plains of Rage, attacking small settlements, taking captives and selling them as slaves. Any Orc they find is impressed into service as a Clan slave and made to fight for the clan, able to earn a place in the clan if they fight well and are useful. Clan Iron Boot gleefully engaged the Freejyn horde, and was even considered an honorary part of it for many generations.

The Clan has (or rather had, as Harrat no longer condones slavery) ties to the Harrat noble household in Harrat, as well as to slavers formerly of Galanthia. They happily worked for the Dominion as well. The clan did not generally engage in the use of necromancy until Harrat stopped doing business with them, now that Harrat’s deal with them is broken they have no compunction about casting it, especially disease spells to slow down slaves who would try to flee. Many of the Orcs know the rudimentary skills of first aid to minimize casualties during raids.

The clan is completely nomadic, rarely staying in one place for longer than it takes to plan and execute a raid.

Broken Pick Goblin Tribe

This goblin tribe is presumed to be loosely descended from the tribe of goblins that once occupied the mine at Arbolis’ Trench and were driven out by the dwarves. They are malicious, but stupid, and seem content to be little more than pests to the population. Occasionally a goblin king will rise among them and the attacks will be more coordinated and directed. They hate dwarves, and claim that the mine is theirs.

Pits of Utter Darkness

Called Shadow Pits and Shade Pits, the traveler’s guide for the Plains of Rage states that there are pits of utter darkness that suddenly open to swallow a traveler. What few sages and scholars of the Plains of Rage who’ve studied these Shade Pits (from afar of course) say that there is a malicious (or perhaps just mischievous) intellect behind these pits experimenting on those who are caught unaware by the pit. What happens to those who fall into these pits is unknown but it is said that they are never seen again.
 
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