Region

Free Ports

CanonOfficial lore from the booksSSGp. 2, 16, 44SoVp. 6

The western coast, along the ocean, is home to city-states known as the Free Ports. The three largest are Pupa, Pruva and Neptune.1 They lie along the shores of the Great Western Sea, where each city-state on the long coastline governs itself; the true home of their people is the sea, and from these cities a ship can reach the Farr Islands within a few days.2

Near the Free Ports and the southern lands of the D’afat, at the south-western edge of The Empire, lies the ancient crater in which Vansreik stands.3

The free folk

Whatever their race or culture, the people of this region are called free folk. In the eyes of the Empire they may all be outlaws and their cities may look like chaos, but the reality is different.1

The free folk elect their ship captains, their city leaders and even their gang leaders by vote. These votes may not be very democratic, and power struggles go on, but the custom is a tradition handed down from the pirates of old.1

Law and gangs

There is no king in the Free Ports and no law beyond the most basic. This brings insecurity and crime, but it is also a life in which nobody can tell you what to think or say.1

Gangs play a significant role in the Free Port cities, Neptune above all, seizing every opportunity that the weakness of central government offers. The Gentlemens, the Hanged Devil and The Boulevard Killers are a few of these powerful gangs.1

Faith

The free folk have a church of Aquaron that is independent of the High Church. It is established in Neptune, just ten steps from the salty seawater.1

In history

During the northern raids led by Skolpa, the raiders burned and destroyed the cities and towns where the free folk lived. The raids lasted four years and ended in a bloody and decisive battle on the border of the free ports, in the westernmost part of the province of Westreach.4

Notes

  1. ↑BookLands of Exile: Starter Setting Guide, p. 44
  2. ↑BookLands of Exile: Starter Setting Guide, p. 2
  3. ↑BookShadow Over Vansreik, p. 6
  4. ↑BookLands of Exile: Starter Setting Guide, p. 16

Sources

This article draws on:

  • SSGLands of Exile: Starter Setting Guide(Bad Badger Games, 2024), pp. 2, 16, 44
  • SoVShadow Over Vansreik(Bad Badger Games, 2024), p. 6

In Free Ports

Related articles

PlaceNeptuneA coastal city west of the Empire and one of the three largest cities of the Free Ports, owned by no one, contested by street gangs and pirate lords, and home to the free folk's own church of Aquaron.PlacePupaOne of the three largest cities of the Free Ports, the city-states on the western ocean coast.PlacePruvaOne of the three largest cities of the Free Ports, the city-states on the western ocean coast.PeopleFree FolkThe people of the self-governing city-states along the shores of the Great Western Sea, named for their region rather than their race. Outlaws in the Empire's eyes, they elect their captains and leaders and keep their own church of Aquaron.OrganisationThe GentlemensOne of the powerful gangs of the Free Port cities on the western coast, and a rival of the Hanged Devils.RegionThe EmpireThe human realm at the heart of the Lands of Exile, an absolute monarchy heavily shaped by faith, ruled from Marble City by the unbroken line of the Red Eagle and divided into five provinces under their Sovereigns.RegionCaligranThe eastern of the two great continents of Teneris, mostly desert since the Desolation, whose habitable north holds the Lands of Exile, the refuge of the surviving races.RegionCanarqueThe western of the two great continents of Teneris, a collection of fragmented lands discovered by an imperial expedition that returned in 289 AVD, and known to most imperial subjects as the New World.RegionDa’fat FederationThe elven federation south of the Calinor-dal, founded in the Second Age by elven tribes who fled north after the Desolation; every surviving elven people lives there, and Lady Nemarin is its spiritual leader.RegionFrazaThe harsh northern realm beyond the Empire's mountain passes, a land of monsters and relentless winter whose clans live free, honour strength and deed above blood, and esteem their seers and witches.