An Introduction
For the past several hundred years, the Holy Kingdom of Ethshar and the Northern Empire have been engaged in the Great War. Perhaps a million men have fought in all the military campaigns, land and sea battles and border skirmishs in that time. Although the final outcome is unclear, it is obvious that Ethshar cannot negotiate or compromise with the Northerners: the Northern Empire must be annihilated or the Holy Kingdom will perish. There is no middle ground.
Everybody knows that the Gods support the Holy Kingdom of Ethshar and that the Northern Empire allies itself with demons and devils. One proof of this Northern demonic alliance is in the existence of the shatra. Shatra are charismatic half-human, half-demon soldiers who fight by the sides of ordinary human and demi-human soldiers, beneath the Northerner banner. Shatra's unnaturally quick reflexes and their serene and uncaring eyes strike fear in the hearts of all ordinary men. The Holy Kingdom is blessed to have the well-financed and well-developed Wizard Program for training magicians and researching new spells to counter the Northern advantage given by the shatra.
Demi-humans play an active role in the Great War and are integral to Ethsharic culture. Many elves, dwarves, gnomes and halflings serve in the military, both in the field and in administration. Frequently, elves act as castellans and advisors to human generals; dwarves serve as soldiers and regimental commanders; and gnomes and halflings serve as officials and administrators. It is even rumored that there are hidden cities of elves (in the wild forests) and dwarves (in great subterranean stone cities) that would join their Ethsharic demi-human brothers to fight alongside Ethshar if they could be found. Similarly, duergar, derro, svirfneblin and drow, the evil cousin races of these demi-humans, typically ally themselves to the Northerners. These allegiances are not cut-and-dried, though. Some ordinary dwarves and elves serve the North and, two hundred years ago, the great drow general, Yilothian Nefrintine, led the Eastern Ethsharic Army in the battle on the Plain of Lost Souls.
Even with all this history, the common soldier does not need to consult an almanac to distiguish his comrades from the enemy. Ethsharite and Northern soldiers can be distinguished by sight. The Ethsharite common soldier is recognized by his forest green tunic and, more prominently, his large steel breastplate. He is normally outfitted with a standard long sword but rarely carries a shield.
In contrast, the Northern common soldier is recognized by his bright red tunic, his dark gold chainmail and his gray cloak. Northern soldiers are normally outfitted with a standard long sword and sometimes carry a shield.
Most of the battles take place along the Northern Frontier, to the north of the Capital of Ethshar, and far away from Fallwell's Keep. To the average Ethsharite in Fallwell's Keep, relatively little is known about the Northern Frontier and the Capital. Officially, Fallwell's Keep is in the Far Western Domain of the Holy Kingdom of Ethshar. There are other Domains: travellers come and Ethsharic army divisions march to the Western Domain (east of the Far Western Domain), news and announcements always say that the Northerners threaten the Northern Domain (so that must exist) and a few other domains are occasionally mentioned by military officials. It matters little to the people who are born and live around Fallwell's Keep. That is there and this is here.
A few hundred years ago, the Far Western Domain was virgin forests, large grasslands and a wild marsh. For military purposes, the Ethsharic Army built a road from the east into this area and founded Fallwell's Keep. The garrisons at Fallwell's Keep then spread out and tamed the grasslands, chasing out or killing monsters and wild beasts. Regular patrols were organized to keep the area clear and to patrol for Northern intrusions. Fiefs were granted to nobles and private lands granted to Army veterans. The new owners put the land to productive use by creating farmlands. Nowadays, Ethsharic soldiers diligently patrol the roads along the coast, from the Goblin Mountains to Fallwell's Keep, keeping them safe. Those who live further out organize their own watch and rely on neighbors, friends and retainers.
To the north of the walls of Fallwell's Keep are a patchwork of farmlands that surround the Old North Road. This large collection of small communities is collectively known as The Farmlands. The Farmlands are subdivided into smaller communities (which can even be as small as a single house) which have quaint names like Tellin's Post, Elfinitian and the Outer Burrows. To the south of the city are more farming and fishing lands which collectively are known as Southerine.
From its founding to this day, Fallwell's Keep continues to be the center of merchantile and administrative activity of the Far Western Domain. Everybody who is anybody in this area maintains a residence in Fallwell's Keep (although they may have other residences elsewhere). The military bureaucracy govern Fallwell's Keep from the Crown Halls, a small fortified castle inside the walls of the city.
The city itself consists of several Quarters. A Quarter is a division of the city. All Quarters are within the large retaining Outer Wall of the city but some Quarters are further separated from other Quarters by interior walls. Most adventurers live and work in the cheapest, poorest quarter: the Old Quarter. The Sea Quarter, the Wizard's Quarter and the informally known Thieves' Quarter are all connected and accessible from the Old Quarter. Further, and walled away from the other Quarters, are the Garden Quarter, the Noble Quarter and Crown Quarter. The Guards of the Vine who patrol the gate to the Garden Quarter regulate the traffic through the Gate, checking for passes, sending messenger boys and protecting the Garden Quarter residents. The Noble and Crown Quarters are similarly protected. The Crown Halls themselves are accessible directly from most Quarters of the City, including the Old Quarter. The small fortified castle is positioned at the nexus of several interior walls to allow direct access from most Quarters and indirect access from all Quarters.
The Old Quarter has several main thoroughfares. In particular, there is Market Street, Merchant Row, Gate Street and Adventurer's Square.
Market Street houses a large number of inns, taverns, shops, private homes, tenements and stables. One particular inn, the Green Dragon Inn on Market Street, attracts many novice adventurers. The owner, a human named Janx Jovard, is friendly and runs a clean and cheap place, ideally suited for adventurers. Like all inns in the City, the private rooms are all unavailable since they are occupied or reserved by military personages. However, the Common Room always has an available bunk, ready for any adventurer that is just starting out. For an entire week, Janx charges 3 gold pieces for the bunk which includes plenty of nutrious but tasteless gruel to eat; he charges an extra 2 gold pieces to stable a horse or other animal nearby. Many patrons also send Weyn, the human servantboy, out to run errands and fetch better food (as the gruel can become quite tiresome) which he does gladly for a few extra copper pieces.
To find work, many adventurers ask Janx Jovard. Others, if they are less savory, may ask around the Fallen Hippogriff, a tavern which is a few streets over in the Thieves' Quarter. Often, adventurers comment that there should be a bar or tavern where ordinary warriors, magicians and clerics can congregate but no one with both the business interest and finances has stepped forward yet.
A better place to find work is probably the Adventurer's Board in Adventurer Square. The Adventurer's Board is actually several wooden boards with many leaflets tacked to them. The leaflets advertise mercenary jobs of all sorts for all sorts of different employers, such as the Government, the Church of Donblas and private individuals.
More recently, some adventurers head directly out of town, along the Old North Road, looking for The Maze. The Maze is a dungeon complex that was only a rumor until just recently, when it was rediscovered by the Ethsharic Navy. Many adventurers just head down the road and figure that they will know The Maze when they see it. It is said to be less than a day's walk along the Old North Road to the west.
Many rumors and stories have been floating about the inns and taverns about The Maze. A local adventuring group, known informally as Malachai's Band, has had the most success. Competitors abound, however, such as Durgeur Eynr, the dwarven Ethsharic army veteran, who has brought back some interesting and valuable antique tapestries.