Major regions of Gal Hadre III

 So technically the regions to be discussed in this blog post are around Gal Hadre but not actually part of it.  But they are still important to the setting; even at this level of science and technology no region is isolated from those around it.  Also sorry for the delay in blogs, I needed to take most of August off; hopefully I will be back on a weekly schedule going forward.


First up is the Delosian peninsula, home to the Delosian city states.  It is said that the only thing a Delosian hates more than another Delosian city state is a non-Delosian of any kind; they only ally with each other when an obviously more powerful foe is threatening invasion.  These city states are technically merchant republics; though in reality they are all oligarchies run by effectively noble families of incredibly wealthy merchants.  This truth is hidden through a variety of means, including rigged elections, “emergency” powers that last years if not decades or convoluted voting rules and rights that effectively give a small number of purebloods nearly all voting power.  Several generations ago, Delos was conquered by lycanthropes, who established themselves as “benevolent” merchant princes.  Different types of were creatures came to dominate the different city states as power coalesced into the hands of a few families with the skills to run their commercial enterprises.  Privileges in Delos are divided based on what tier of society you fall into with pureblood werecreatures at the top, then high shifters (those who can take on multiple traits of an animal), low shifters (those who can take on only one animal trait), human Delosians and lastly foreigners.  There really aren’t that many purebloods, so many key positions and power is maintained by the high and low shifters.  Delosian armies are dominated by ranked spearmen and small elite groups of shifters that break enemy ranks and formations.  Archers and especially cavalry are afterthoughts to Delosian generals.

 

 Weretiger - Monsters - D&D Beyond


Volern, the lands beyond the Delosian City States, is a buffer state constantly shifting between independence and a Satrapy of Thath .  Other than the mountains of the Delosian peninsula, it has no defensible borders, but the spread out population and many swamps and forests make it a difficult place to hold from afar but easy to invade.  Volern city, generally the capital, is known for little other than being among the best places to contract a hired assassin, mercenary company or other ne'er-do-wells for less than reputable tasks.  Many of the country’s mages get scooped up by the various guilds and orders that govern these types of activities.  Some of the best assassins are trained in isolated, monastic-like conditions in various hidden fortresses in the mountains on the Delosian border or deep within the forests.  This has left their noble’s households noticeably short on dragon magic support.  Volern’s rural population is mostly human, but Volern city and the few other cities are cosmopolitan blends of many races and cultures.  The heart of Volern’s warriors is lightly armoured cavalry, primarily lancers but also horse archers in lesser numbers.  Some enterprising nobles have recently begun experimenting with crossbowmen mounted on horses who dismounted to fight, taking advantage of all the treelines and swamps to fight in ways that most can’t easily respond to.  The central government is generally very weak, and most important nobles are independent in all but name and frequently fight amongst each other for control of various towns and villages.

Mountain - Wikipedia

The wilds of the west, by their name, gives away how Gal Hadre feels about it.  And while it is home to many savage creatures, unforgiving terrain and strange tribes, it is a far more civilized place than Gal Hadre gives it credit for.  Perhaps most well known for the Farkembor, a vicious tauric race with the body of an oversized wolf, they serve as mercenaries across the continent.  Generally they work for less scrupulous or ethical organizations or rulers.  They are hired in small groups of up to 20, usually relatively closely related and they often have demands beyond mere coin as their payment for services rendered.  They also rarely are interested in doing guard or garrison work.  There are also many tribes of humans, along with the fallen Tund known as the Elhag and even some small clans of Werd holed up in the mountains.  What these lands lack is any kind of central government, what population centres there are remain separated by great distances and harsh terrain, greatly limiting the ability to conquer other tribes.

  Black Forest - Wikipedia

Off the north-eastern coast, near the Holy Protectorate of Thand, are the raider isles, known locally as the Isles of Fajdal.  A handful of small islands, the raider isles are home to a hearty stock of humans who can barely scrape out an existence if they remain in the isles.  However the Fajdali are expert sailors, and their longships terrorize any coast they can reach, sometimes being gone from their homes for more than a year.  Each isle is ruled by a chieftain, and it is at their word that longships slip into the sea.  Often the various isles are as busy fighting each other as they are raiding, but recently a High Chieftain has arisen and widespread conflict has ceased.  Fajdali are quick to assume offence and will rarely back down once they believe they have reason to be aggrieved.  As much as they hate outsiders, the Fajdali are perfectly happy to accept payment to focus their raids on a specific group of victims; some find work as mercenaries for those willing to accept their savagery.  There are many crazy claims about the Fajdali, including that they feast on the flesh of sentients that they capture and that centuries ago all their souls in perpetuity were sold to the neverborn in exchange for fell powers; all lies, but they show the fear that many from Gal Hadre hold for the raider isles.


Which of these groups or regions do you find the most interesting?  Are there any you think are more interesting than those of Gal Hadre?

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