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Extracts from 'The Realm of Fendrua Gazetteer 611' | |
Every city has a tale to tell; every mountain and every forest, all echo with a story that stretches back to the dawn of all things. This tome explores the Realm of Fendrua and covers the more notable features and places of the country. There are 16 territories in Fendrua which are split into equal areas controlled by Crown and Unity appointed lords, know as the Compass Lords. The Compass Lords rule the territory in the name of the Crown and the Unity and hold the position until death or until the Unity votes, by noted discretion, to replace a Compass Lord. Each of these territories is approximately 210 by 150 miles. To help govern this area the Compass Lords appoint 4 Warlords (originally known as Ward Lords) who equally control a quarter of a territory, known as a Ward. It is these Warlords who are responsible for carrying out the will of the Compass Lord, the protection of the people and the collection of taxes. Whilst it is not unknown to meet a Compass Lord on your travels it is more likely that you will meet a Warlord or one of their representatives. But this is only scratching the surface of the world. More awaits you within these pages.
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HISTORY | |
Fendrua is served by a monarchy that stretches back to the Fourth Age of Fendrua. The Royal House of Palgalamar was born out of the Dark Times. It was King Wolfgar I, oft known as Wolfgar the Blood, who was the man behind what became known as the Unity. In the dieing days of the Dark Times he built an army unsurpassed in any human history and forged alliances with the elves and dwarves of the land. Fendrua itself is ruled by The Assemblies that make up The Unity. These eight Assemblies are self-ruling and indeed self serving but always aim to put Fendrua first above all else – an oath they swear every time they meet as The Unity; once every year at a meeting also called The Unity. |
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SILENT SEA | |
One of the furthest places that you can stray from the civilised parts of Fendrua is to the territory of Silent Sea. Whilst there are some notable towns here, they can be counted on the fingers of one hand as this is not an area that is ventured into lightly. This is one of the places where the Loom touches the sea and it can be a dangerous area for any seadog of worth or time served naval man if they are not on their most fixed guard. There’s many a ship that lies grounded on the shores of the Northern Badlands because they did not keep a fixed guard to these waters. |
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THE OUTLAW COAST | |
It is a foolish vessel that sails the Outlaw Coast, even in these times of relative peace. If the shallows and the rip tides don’t get you the pirates will. There are several settlements that are not featured on the maps, partly because no one can be sure where they are but mainly because they have a habit of moving if discovered. The pirates are seemingly a private lot. |
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THE SHATTERED NORTHLANDS | |
The Shattered Northlands is known to some of the older Dawrven Clans as Tarath’Gar, which translates as ‘The Peoples (Dwarven) Homeland’. The Shattered Northlands have not always been so. Just over two decades ago in the final years of the fifth age there were thriving communities to the north of Milliard Passage. Where once was a land mass now only stands the Shattered Islands. This blighted set of islands stand as a testament to the final fall of Skotos, the Shadow God. It is believed that when many parts of the hundred fell to the world some of his hatred fell here, shattering the mountains that had stood and destroying most of the Tald’Aap’Dergun Dwarven Clan. |
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WORLDS END | |
The territory of Worlds End is most famous for the crafting of the Flag Ships for the Royal Navy since records of such things began. It lies at the north-eastern tip of Fendrua and is oft battered by the storms prevalent in the North Sea. The territory is mainly made up of sea with a smattering of Islands, most notable of which is Wolfgar Island.. |
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NORTHERN BADLANDS | |
The Northern Badlands is said to be the final resting place of the God Skotos who fell during the Shadow Conflict to the world. He fell on the far side of the Great Wall in the Quepzabaar Plains toppling three mountains. Other parts of Skotos fell across the Northern Badlands through the Forest of Dreams and across the Iflarni Plain and beyond into the Shattered Northlands. The biggest problem in this territory is deciding friend or foe when it comes to Orcs. Raiding parties still come from beyond the Great Wall and you can often find yourself standing shoulder to shoulder with other Orcs fighting against the invader. |
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THE NORTH WEST | |
The map of the North West should not be followed too carefully when it comes to the upper and lower western wards. These two quarters of the territory contain the heart of the Loom. The point from where its influence reaches out into the rest of Fendrua. |
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THE NORTH | |
The North is considered civilisations foothold on the more rugged parts of Fendrua. Bordering as it does the North West territory with the ever-dangerous Loom and the Heartlands territory with it links to the Capital. It is one of the richer territories of Fendrua and as such is more heavily populated and better protected. |
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NORTH EAST | |
It is often said that the North East territory would be a non-descript place if the focus of the Essence had not settled upon the four atolls of the Triad Islands. |
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SOUTHERN BADLANDS | |
The Southern Badlands were once a prosperous frontier territory from which adventurers would cross the Great Wall to venture in the lands beyond. The wall stood almost impregnable for centuries until the fall of the Shadow God, Skotos, to the world. Parts of the hundred pieces he has said to have shattered into breached the wall and hell and Orcs followed with him. |
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THE WEST | |
The West was, oddly, saved much of the turmoil of the Orc War because the Orc army simply bypassed Loomguard, Vrac’Dul’Gor and only skirmished at Loomdale. By the time they reached the West territory they’d a goal in mind. Suw’Dathoe, the capital, had become their focus. This was in all probability the downfall of the Orc warmachine. If they had spent time wiping out the military at Loomguard, Vrac’Dul’Gor and Loomdale the battle at Orchold, in the Heartlands territory would have had a different outcome. As it is, the way the West territory is now is much how the Southern Badlands were. The territory borders the Loom and the ancient battlefield of Kalor Kanier on its northern edge, the heartlands on its eastern edge ports on the South Coast run. The land sees travellers who stumble southwards out of the Loom, or who come from the land that lies to the south of Fendrua. |
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THE HEARTLANDS | |
The Heartlands, once known as the Royal Ward before the wards were quartered, is the hub and heart territory of Fendrua. All roads lead here, all trade runs lead here and the wealth to be found in this part of the realm is said to be unsurpassed. |
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THE EAST | |
The East territory is far from large and far from populated however as a one of the meeting places of the South Coast Run and the East Coast Run; with trade from oversees and the southern spur of the South Peninsula Road ending here it is not unsurprising that it is well defended, affluent and never without a ship docking somewhere at one of its four main cities. |
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THE FORBIDDEN LANDS | |
Let us not misunderstand each other, the Forbidden Lands are indeed forbidden to all. Only military personnel carrying the correct papers may traverse this land by foot or ship. Anyone found here is punishable by execution, on the spot. Even the elves of the Yinwrix Forest do not inhabit this part of Fendrua. Whatever is here it is kept from sight of the world by order of the Church, the Unity and the Royal House of Palgalamar. |
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THE SOUTH WEST | |
The South West territory is split into two definite halves and is a little analogous for this. Its western half borders the territory of the Forbidden Land whilst its eastern borders lie in the relatively civilised South territory. They are split by nearly a hundred miles of water known as the Black Gulf. |
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THE SOUTH | |
The South territory was settled by a nomadic group of humans in the Dark Times, who came from the land to the south, Nadziramen. The towns of Imiasyr, Eliasyr Ujeniasyr and the city of Ix’Hara were built and were lived in peaceably for several hundred years, until the Crown extended the Royal Roads into this area and discovered the settlers. The settlers were presented with an ultimatum of becoming Fendruan or leaving for their original land. They chose to stay. |
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LANDS END | |
The Lands End territory is one of Fendrua’s greatest trade hubs. Apart from being a nexus point for the East Coast and South Coast trade runs it also sees trade from across the waters; from Terlosia and Nadziramen. Ships from many lands call at Lands End. |