The Free Land

The Free Land is an Outlands sub-region of the continent that surrounds the Setlian Sea, a home to Elves, Orks, and Humans.

Geography
The Free Land lies directly to the south of Templehelm. It is the thinnest point of the continent surrounding the Setlian Sea. To its north lies the Setlian and to its south lies the Jurrian. To the east of the Free Land lies the Great East, specifically the dominion of the Iron Empire. To the west of the Free Land the Deepwood fades into the endless jungle of the Arcai Forest.

Aikia
These vast steppes cover a large part in the central Free Land. This endless sea of grass, which stretches from the Aloni in the east to the Deepwood in the west, is the birthplace of Khal the First. Many small villages dot the plains, home to farmers and livestock herders. Life is peaceful and repetitive. Those who seek more than the villages they were raised in must travel to one of the many cities that dot the edge of the plains. Each village is sure to have its own place of Claudite worship, and most also have a school for teaching the local children reading, writing, and mathematics.

Karmet Marshes
A result of the waters of the Neriad Bay meeting the sandy soil of Aikia at the mouth of the River Tzuria. Characterized by thick undergrowth, high humidity, and dangerous aquatic life, few live here.

River Tzuria
A river that winds across the northern Aikia, the River Tzuria is actually the joining of four separate streams: Gad, Eli, Dan, and Ada. It acts as a point of commerce between small villages and Elishiva, eventually emptying into the Karmet Marshes and Neriad Bay.

Elishiva
Resting on the southern bank of the River Tzuria, Elishiva is a center of iron-working and other skilled crafts. Materials necessary for its exports come both over land and water.

Naftali
A settlement at the edge of the Deepwood. It holds what is known as the the Naftalian Menagerie, a zoo full of curiosities (both flora and fauna) found in the in the Deepwood and at the edge of the Arcai Forest.

Liran
A settlement at the edge of the Silvenwood. Those who live there often marry elves, and over time this has resulted in the population being extremely long-lived, by standards of humans.

Port Zaki
Located in the Neriad Bay, just north of the Karmet Marshes, Port Zaki is a harbor town through and through. Sea merchants from north of the Divide use it as their contact point with the Free Land.

Kool'jai
The black sands of Kool'Jai are home to many tribal communities. Only the hardiest beings can withstand the harsh life in the desert, for not only does the heat kill many a traveler, there is also the danger imposed by the residents of the area. Most common are the Orks of Kool'Jai. Strong and instictful, numerous beyond count and very territorial. They are mainly nomadic, traveling in a variety of routes, though each tribe is careful to not leave their ancestral territory unless they are seeking war.

Homraz
In the late history of the Free Lands, Homraz was established as the last stop-over for Free Land traders before beginning the long journey across the Kool'Jai. It is inhabited by a mix of orcs and humans. The orcs who have settled there have gentled in comparison to their nomadic brethren, taking on more of the traits and speech patterns of humans.

Drigka
Originally an archeological dig site in the late history, Drigka has since grown into a large, bustling town. It trades with both Homraz to the north and Klaern to the east. Scholars often station themselves there in order to study the history of the Gunami peoples. The Gunami themselves use it as a place to buy goods from the west such as cloth, tools, and elvish alcohol. The elves and humans who live there are mostly either scholars or traders.

Aloni Mountains
A steep mountain range extending from the Meitar Cliffs to the north and presumably to the Jurian in the south. The mountains are a rough and nigh uninhabitable wilderness. Two passes are in common use, one connecting Aikia with Hilderbrand, and the other connecting the Silvenwood with Kool'Jai. Both are used as trade routes. The mountains themselves are home only to fierce wild animals and the occasional homesteader. Winters are harsh at the higher elevations, leading many who attempt to make a home there to return to the temperate plains of Aikia.

Klaern
A town built into the cliffs of the Aloni. It looms above the Southern Pass. Traders stop here for their last night of ale and a warm bed before beginning the rocky journey through the mountains.

Silvenwood
Home to the elves of the Free Land, this place is pleasant and temperate. It lies in the south of the Free Land. Its eastern border is the Aloni Mountains, and in the west it gradually runs into the Deepwood. Many elves live with its tall, elegant trees. Humans and orcs are rare, except in the two cities found there.

Aleratha
Aleratha is an elvish city on the banks of Lake Elisen. It marks the southern extent of known Claudite influence.

Calarel
An elvish city at the border between the Silvenwood and the Deepwood. Home to the Great Silven Library and a pilgrimage site for many scholars.

Deepwood
The Silvenwood transitions into much thicker growth in the Deepwood, which in turn transitions into the Arcai Forest. Residents of this place work tirelessly to keep the growth of the Arcai at bay. There are a number of small settlements within its dense forest, but they are quite isolated from other civilization.

Fort Anafa
A settlement in the southern Deepwood. It originated as a trading post, but quickly shifted to a defensive fort as the residents realized the Arcai was not to be trusted. It is mostly inhabited by soldiers and adventurers of the wild, though occasionally scholars or traveling merchants will try their luck there.

Fort Ophir
Known by many as "The Last Post," Fort Ophir is the western-most settlement before the thick, tangled jungle of the Arcai forest. Danger from wild animals, feral orcs, territorial elves, and mysterious spirits is constant. Those who live there understand that their daily activities may mean their death. As such, it is a strict, militaristic settlement with few newcomers.

Mount Ochlanus
The tallest mountain of the Free Land, Mount Ochlanus is a holy place for the people of Claude. Temple City rests atop it.

Temple City
Temple City is the capital of the Free Land. It is an ancient city once composed solely of temple complexes. Over time, it shifted to the capital of the Free Lands and the royal city that the theocratic monarchy operates out of.

Ochlanus University
Ochlanus University was founded in 46 YOP, three years after the death of King Josiah. It is located near the center of Temple City. OU, along with many other universities in the city, are linked through the ancient subterranean temple passageways which originate from the time when Temple City was a pilgrimage site inhabited only by priests. It has a long, prestigious history of high-class scholarship and outstanding graduates. Starting in 93 YOP, a program known as Accelerated Scholars was founded. Its purpose is to sponsor advanced young students (starting around 14 years of age) who came from middle and lower-class families.

Hildebrand
Wide, rolling hills and tall grass stretch across Hilderbrand. In the west it abuts the Aloni Mountains, in the east it runs into the plains of the Great East, in the south it merges to the Kool'Jai Desert, and in the north it turns to sandy dunes and then the Alterium Bay of the Setlian Sea. Many battles have been waged there between the armies of the Free Land and the Iron Empire.

The Great Chasm
In -1 YOP of the late period, it is reported that there was a great earthquake plunging the armies of both the Claudites and the Iron Empire into the abyss. In the 150 years since, the plains have been still and uninhabited, considered cursed by many. The only interruption to the green is a ravine miles long and across, seemingly bottomless. A memorial was raised by both nations on opposite sides, and a number venture there every year to pay their respects to ancestors lost in the cataclysm.

Languages
Though Common is spoken by most of the Free Land now, there remain a few isolated pockets that still speak their ancestral tongues. Many are fast disappearing, however, as knowledge of the old languages becomes more and more irrelevant.

Old Claudish
The language of the Claudite writings and also the ancient Claudite peoples, this language is similar to Old Hebrew, the ancient language of the Jewish people.

Kool'Jai Orcish
The trade language used by Kool'Jai orcs to communicate with different tribes.

Guanmese
The language of the Gunami People of the Kool'Jai Desert. Both it and Kool'Jai orcish are harsh languages with guttural sounds.

Silvenwood Elvish
Though all elves have a shared ancestral tongue, time and distance has created many strains of it. The elves of the Silvenwood speak a language that is similar to Welsh.

Arcai Elvish
Though the Arcai Forest is nigh impenetrable, there have been some elves who were born there and had settled in the Free Land or the Tuskas Mesa. They speak a language similar to Breton, which is itself similar to Welsh.

History
Conceptions of the Free Land have changed over time with new arrivals to Templehelm coming from different points in the external timeline.

Early History
In the eldest days, the Free Land was known as Lorknadan and it was reportedly inhabited by a number of different gods, spirits, and demons. This period ended after the arrival of the god Claude and his church.

Middle History
The middle eras of the Free Land are dominated by Claude as well as the nation and church which serve under him. Many from this era have arrived in Templehelm. The whole of the Free Land was united during this time and all foreign spirits, demons, and gods were purged. Throughout this period, Claudite excursions travel across the Setlian Sea and Jurrian Ocean in all directions spreading the word (often quite violently). Several of these have landed in Templehelm. This era is also marked by endless war with the Iron Empire to the east, as well as defense against the constant threat of the Carcass Legion. The Free Land is one of the few bodies capable enough to defend against the onslaught of the Carcass Legion.

Late History
The later eras of the Free Land are marked by a shift away from dogmatic unity. This is initiated by a radical reinterpretation of Claude as a pacifistic figure by some. Academic, truly peace-preaching sects take power and the middle history era of crusader zealotry backed by the full might of the Free Land ends.

Religion
The dominant religion of the Free Land is the faith of Claude. The people of the Free Land follow the words of the prophet Khal, advocating for a single god Claude above all others, who are believed to be demons. This religion is much reformed in the late history of the Free Land.

Politics
The Free Land has, since the arrival of Claude, operated as a Theocratic Monarchy. When it has been relevant to Templehelm it has variously acted as a zealous crusader state or as a benevolent place of cosmopolitanism and learning.

Characters
Thorvald

Dugg'mal

Quan Do O Grant

Aromai of the South

Virginia Smith

Forums
The Return of Claude!

Beyond the Helm I: A Missionary Excursion

Beyond the Helm II: Ceasefire in the Southeast

Part I: The Last Royal Line