Halk

Free Folk

KanonKitaplardan resmî bilgiSSGp. 2, 16, 44MCp. 107, 110, 123

Bu madde henüz yalnızca İngilizce.

The Free Folk live in the west, along the shores of the Great Western Sea. Each of the city-states founded along that long coastline governs itself, and the true homes of their people lie in the seas. From these cities a ship can reach the Farr Islands within a few days.1

Anyone who lives in this region is called free folk, whatever their race or culture.2

The Free Ports

The western coast is home to the city-states known as the Free Ports, the three largest of which are Pupa, Pruva and Neptune.2 Seven pirate lords and their fleets currently rule all the cities of the Free Coast, and the constant contest between them is what keeps Neptun free: no one owns it.3

Way of life

In the eyes of The Empire the free folk may all be outlaws and their cities may look like chaos, but the truth is different. The Free Ports have no king and no laws beyond the most basic. This brings insecurity and crime, but it is also a life in which no one can dictate what a person thinks or says.2

Gangs play a large part in the Free Port cities, Neptune above all, seizing every opening that weak central rule leaves them. The Gentlemens, the Hanged Devil and The Boulevard Killers are among the most powerful.2

The free folk choose their ship captains, city leaders and even gang leaders by vote. These votes are not always very democratic and struggles for power go on, but the custom has been handed down from the pirates of old.2

Faith

The free folk keep a church of Aquaron that is independent of the High Church. It stands in the city of Neptune, only ten steps from the salt water.2

Neighbours and history

High elves are a common sight on the Free Coast. Theirs is the most prominent naval force on the seas, and their sea patrols are the encounter Neptunian pirates fear most.4

During the raids of the northern warlord Skolpa, his army burned and destroyed the cities and towns of the Free Folk.5 His raiders tore through the Western Provinces and raided Neptun, which for a short time became one of their military bases. The descendants of many northerners who never returned home still live on the Free Coast.6

Notlar

  1. ↑KitapLands of Exile: Starter Setting Guide, p. 2
  2. ↑KitapLands of Exile: Starter Setting Guide, p. 44
  3. ↑KitapMercenary Compendium, p. 107
  4. ↑KitapMercenary Compendium, p. 110
  5. ↑KitapLands of Exile: Starter Setting Guide, p. 16
  6. ↑KitapMercenary Compendium, p. 123

Kaynaklar

Bu madde şunlara dayanır:

  • SSGLands of Exile: Starter Setting Guide(Bad Badger Games, 2024), pp. 2, 16, 44
  • MCMercenary Compendium(Bad Badger Games, 2024), pp. 107, 110, 123

İlgili maddeler

BölgeGreat Western SeaThe great sea between Caligran and Canarque, home of the Eye of Aquaron, the Farr Islands and the sunken elven city of Athrokaan, along whose shores live the Free Folk.BölgeFarr IslandsAn island group in the Great Western Sea, a few days' sail from the Free Folk's cities, whose tribal, seafaring people produce some of the best sailors in the realm and send chocolate and other exotic goods to the Empire.KarakterSkolpaChief of the White Stag clan who in 212 AVD rallied the northern clans against the peace with the Empire and raided the west for four years. Branded a traitor, he is still toasted as a hero in the northern lands.BölgeFree PortsThe self-governing city-states of the free folk on the western coast, with Pupa, Pruva and Neptune the largest of them, where there is no king, little law, and powerful gangs thrive.BölgeThe 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.HalkHumansThe people who lived in northern Caligran long before the Desolation, sheltered the long-lived races after the Exodus and remain the greatest power in the Lands of Exile, at the heart of which stands their Empire.HalkBadgerfolkA small, fur-covered people from the Blue Forest who resemble badgers standing on two legs. They are skilled craftsmen and archers, build wooden towns they can move with the seasons, elect their mayors, and often stand with the wood elves.HalkCapraA tireless, goat-headed nomadic people of the Yellow Sea beyond the forest frontier, led in herds by their strongest warrior, the Shepherd, and divided between herds bound to nature and herds touched by dark gods.HalkDroomA rare people born from the heart of an ancient forest, whose bodies of bark, leaves, vines and resin make them resemble walking, talking trees. They have no parents, do not age, and turn back into trees when they die of natural causes.HalkForgottenThe dead who walk with their souls and their memories intact. Unlike the mindless dead, a forgotten remembers everything, looks as they did in life but paler and cold, does not age, and must hold to a purpose or slowly lose their mind again.