- Region Type: Temperate heartland / city-state mosaic / frontier crossroads
- Population: Approximately 6–7 million
- Major Terrain: Coasts, plains, forests, swamps, deserts, riverlands, volcanic islands, lake country, and sacred towerlands
- Major Themes: Independence, trade, pilgrimage, city-state politics, sacred history, frontier danger, and old ruins
- Common Faiths: Highly regional; local shrines, civic cults, forest faiths, and temple traditions vary widely across the region
The Free Lands, often shortened to the Freelands, are not a single kingdom, empire, or unified state. They are a vast and varied region of independent cities, fortified roads, coastal powers, elven enclaves, caravan settlements, frontier villages, sacred sites, and dangerous wildlands.
At the heart of the region stands The Tower of Ascension, the divine and mysterious monument from which the region draws much of its mythic importance. Around it have grown trade roads, pilgrim routes, rival city-states, ancient forests, military bastions, and settlements that define themselves by independence rather than shared rule.
To outsiders, the Free Lands can seem chaotic: every city has its own laws, every road has its own dangers, and every border is more custom than certainty. To those who live there, that same disorder is the source of the region’s strength. The Freelands are a place where old powers endure, new fortunes are made, and no throne has ever successfully claimed the whole.
Map and Subregions
The Free Lands are commonly divided into several broad subregions. These divisions are practical rather than political; most are defined by terrain, trade routes, settlement patterns, and local history.
| Subregion | Description |
|---|---|
| The Burning Sea | Inland desert and badland region shaped by caravan trade, the Golden Road, beast markets, hard travel, and water-magic wonders such as Caeruleum. |
| Wallhaven and the Eastern Marches | A martial city-state and its protectorate sphere, known for fortifications, smokepowder, disciplined civic identity, and hard borders. |
| Freeport and the Southern Coast | Great southern harbor region dominated by maritime trade, merchant politics, sea-lanes, privateering, and access to the wider world. |
| Skyfall and the Western Coast | Coastal monarchy, naval power, pilgrimage center, and western gateway to the Free Lands. |
| Moonstair and the Lakelands | High-elven library fortress and surrounding lake country of orchards, villages, old roads, and quiet prosperity. |
| The'Rune and the Central Roadlands | Inland trade and temple country shaped by law, pilgrimage, and the legacy of the city’s fall and return. |
| Goblin Peninsula | Isolated goblin kingdom and coastal trade zone known for whiskey, charcoal, smokepowder, and guarded independence. |
| Dwarven Holds | Mountain and under-mountain settlements linked to trade, craft, defense, and ancient dwarven lineages. |
| Ember Island and the Ring of Fire | Volcanic island frontier and mercenary stronghold along sea routes between the Free Lands and foreign powers. |
| The Tower Heartland | Sacred central territory surrounding the Tower of Ascension, mythically important to the entire region. |
Regional Character
The Free Lands are defined by local rule. A traveler may pass from a merchant republic to a military city-state, from a high-elven archive city to a goblin kingdom, from a desert caravan stop to a swamp village, all without leaving the region.
There is no single Freelands army, king, coinage, or law. Instead, the region survives through overlapping systems of treaties, road customs, shrine protections, merchant agreements, mercenary contracts, and old grudges. Most settlements are proud of their autonomy, and even smaller communities often have strong local traditions of militia service, shrine obligation, road hospitality, or clan law.
The Free Lands are also a region of movement. Merchants cross the Golden Road, pilgrims travel toward the Tower, scholars seek Moonstair, soldiers march from Wallhaven, ships sail from Freeport and Skyfall, and adventurers follow rumors into forests, ruins, volcanic islands, and forgotten battlefields.
Major Settlements
| Settlement | Role in the Free Lands |
|---|---|
| Freeport | Southern trade capital and maritime gateway of the region. A city of merchants, ships, councils, and sea-borne ambition. |
| Wallhaven | Martial eastern city-state known for engineering, smokepowder, fortifications, civic discipline, and protectorate rule. |
| Skyfall | Western coastal power, naval stronghold, pilgrimage city, and major port. |
| Moonstair | High-elven library fortress and one of the greatest repositories of knowledge in the Free Lands. |
| The'Rune | Inland trade city marked by law, piety, road culture, and the legacy of its fall and restoration. |
| Caeruleum | Wonder-city of the Burning Sea, sustained by a stabilized portal to the Elemental Plane of Water. |
| Khanen | Plateau city famed for beast breeding, caravans, mounted warriors, and the rule of the Horse Lords. |
| Kijah | River-edge gateway where desert trade meets the greener eastern lands. |
| Laz'klennar | Troubled settlement whose history and current condition make it a point of regional concern. |
| Bramblebrook | Smaller settlement tied to the rural and frontier character of the Free Lands. |
| Fairhaven | Local settlement within the broader Freelands network of towns, roads, and regional powers. |
| The Lakelands | Quiet lake-country region of villages, orchards, roadways, and local communities. |
History
The history of the Free Lands is the history of survival without unity. Great powers rose here, but none endured as masters of the whole region. Cities survived by building walls, ports, archives, roads, armies, towers, markets, and alliances suited to their own needs.
The presence of The Tower of Ascension makes the Free Lands one of the most mythically significant regions in the known world. Pilgrims, scholars, heroes, nobles, and desperate travelers have crossed the region for ages because of the Tower’s divine importance.
Several broad patterns define Freelands history:
- The rise of independent cities rather than a unified crown.
- The survival of old sacred sites and pilgrimage routes.
- The expansion of inland trade through the Burning Sea and the Golden Road.
- The enduring importance of elven, dwarven, goblin, and human regional identities.
- Repeated periods of invasion, occupation, exile, monster threat, and frontier violence.
- The constant return of adventurers, mercenaries, and scholars to ruins that should have been forgotten.
Historical Timeline
| Era | Regional Significance |
|---|---|
| Age of First Ascension | The Tower of Ascension draws heroes and mortals from across the ancient world, shaping the sacred identity of the region. |
| Age of City Foundations | Early settlements grow around ports, roads, defensive sites, river crossings, forests, and holy places. |
| Age of War and Survival | The Free Lands endure violence, divine conflict, and the long shadow of Feng’s wars. Many communities survive by becoming fiercely local and self-reliant. |
| Rise of the Trade Cities | Freeport, Skyfall, The'Rune, Wallhaven, Moonstair, and other powers expand their influence through roads, ships, markets, and military strength. |
| Modern Free Lands | The region remains independent, wealthy, dangerous, and politically fragmented, with no single power strong enough to dominate the whole. |
Government and Power
The Free Lands have no central government. Power is divided among city-states, merchant councils, noble houses, military orders, local temples, scholarly enclaves, caravan masters, village elders, mercenary companies, and regional rulers.
This makes diplomacy complicated. A treaty with one city may mean nothing twenty miles away. A road tax paid in one barony may not protect a caravan in the next valley. A soldier from Wallhaven, a merchant from Freeport, and a scholar from Moonstair may all call themselves people of the Free Lands while obeying entirely different laws.
Major forms of rule include:
- Merchant rule, especially in powerful trade cities and ports.
- Military civic rule, most famously in Wallhaven.
- Monarchal and noble rule, especially in coastal and old urban centers.
- Elven custodianship, particularly around ancient libraries and high-elven settlements.
- Caravan and clan authority, especially in desert and frontier regions.
- Temple and shrine influence, strongest around pilgrimage routes and sacred sites.
- Local autonomy, the default condition for many smaller towns and villages.
Faith and Culture
Religion in the Free Lands is highly regional. Unlike lands dominated by a single church or imperial cult, the Freelands contain many traditions side by side. A traveler may find old forest shrines, civic temples, ancestral cults, roadside offerings, elven rites, dwarven halls, goblin customs, and grand pilgrimage sanctuaries all within the same broad region.
Talic is especially important in many forested and wilderness areas, where druids, hunters, rangers, and rural communities honor the balance of nature. Other gods and divine traditions appear according to local history, settlement identity, and the needs of the people.
Culture across the Free Lands tends to value:
- Independence over obedience to distant rulers.
- Local reputation over abstract law.
- Practical alliances over permanent unity.
- Trade and travel as sources of wealth and danger.
- Sacred memory, especially near the Tower and older holy sites.
- Suspicion of conquest, especially when foreign powers claim to bring order.
Hospitality customs vary widely. Some roads are protected by shrine law or merchant bond; others are safe only when guarded by steel, coin, or spellwork.
Economy and Trade
The Free Lands are one of the great trade regions of the world because they connect so many different environments and cultures. Goods move through ports, rivers, desert roads, forest trails, lake settlements, mountain holds, and fortified highways.
Important trade goods include:
- Grain, fruit, wine, timber, livestock, and finished foodstuffs from fertile inland regions.
- Books, maps, records, magical scholarship, and rare lore from Moonstair and other centers of learning.
- Weapons, machines, smokepowder, and military engineering from Wallhaven and related workshops.
- Dwarven craft, stonework, metalwork, and under-mountain goods from the Dwarven Holds.
- Whiskey, charcoal, smokepowder materials, and guarded exports from the Goblin Peninsula.
Trade is lucrative but rarely safe. Caravans hire guards, ships hire marines, and merchants learn quickly that a letter of credit from one city may not impress a bandit lord, swamp clan, or border captain in another.
Geography and Climate
The Free Lands are geographically diverse. The region contains mild coasts, fertile plains, forested frontiers, lake country, riverlands, harsh badlands, desert routes, volcanic islands, and mountain territories.
Major geographic zones include:
- The western and southern coasts, dominated by ports, sea trade, fishing, shipyards, and naval politics.
- The central roadlands, where pilgrims, caravans, armies, and adventurers move between major cities.
- The forested interior, home to old spirits, elven influence, hunting communities, hidden shrines, and dangerous wild places.
- The Burning Sea, a harsh desert and badland region where travel depends on water, mounts, guides, and fortified stops.
- The Lakelands, a quieter region of water, orchards, villages, and local trade.
- The Dwarven Holds, where mountains, stone roads, mines, and under-mountain defenses shape life.
- The Ring of Fire and Ember Island, volcanic sea territory shaped by fire, mercenary power, and dangerous maritime approaches.
The climate varies from temperate and fertile to dry, volcanic, or swamp-bound depending on the subregion.
Travel
Travel through the Free Lands is common, necessary, and dangerous. The region’s wealth depends on movement, but its politics make movement complicated.
Common travel routes include:
- The Golden Road, linking the Burning Sea’s cities, caravan stops, and desert trade routes.
- The coastal sea-lanes, connecting Freeport, Skyfall, Ember Island, and foreign ports.
- The central pilgrimage roads, used by travelers heading toward the Tower of Ascension and other holy places.
- The Wallhaven roads, guarded and regulated by military authority where Wallhaven’s influence is strong.
- The lake roads, smaller routes through the Lakelands and nearby rural settlements.
- Forest paths and frontier tracks, used by hunters, druids, smugglers, rangers, and those who prefer not to be seen.
A traveler’s papers, coin, escort, faith, race, and reputation may all matter depending on where they go. In one city, a party may be welcomed as heroes; in the next, they may be taxed, searched, ignored, recruited, or arrested.
Threats and Tensions
The Free Lands are prosperous, but not peaceful. Their fragmentation creates opportunities for trade and freedom, but also for warlords, smugglers, cults, raiders, foreign agents, monsters, and corrupt nobles.
Major threats include:
- Political rivalry between powerful city-states and trade powers.
- Banditry and raiding along roads that pass between jurisdictions.
- Monster-haunted ruins left from older wars and forgotten civilizations.
- Dangerous forests and swamps where local power may belong to spirits, monsters, druids, or hidden enclaves.
- Foreign influence from empires, pirates, mercenaries, and distant courts.
- Volcanic and maritime danger around Ember Island and the Ring of Fire.
- Desert hardship throughout the Burning Sea, where water, shade, and mounts can decide who lives.
- Sacred instability near old divine sites, where history is rarely as dead as it appears.
The Free Lands reward courage and preparation. They punish arrogance.
Major Organizations and Powers
Because the Free Lands lack a central crown, organizations matter as much as governments. A merchant league, knightly company, library order, city guard, caravan guild, or temple network may hold more influence than a noble bloodline.
| Organization or Power | Influence |
|---|---|
| Merchant Councils | Shape trade law, tariffs, harbor access, caravan contracts, and city politics in major commercial centers. |
| City Guards and Militias | Defend local communities and enforce local law, though authority rarely extends far beyond their walls. |
| Wallhaven Military Authorities | Maintain discipline, fortifications, protectorate obligations, and smokepowder-backed civic defense. |
| Skyfall Naval Powers | Control western coastal movement, pilgrimage traffic, and maritime security near Skyfall. |
| Freeport Trade Houses | Drive sea trade, shipping, mercantile diplomacy, and foreign contact. |
| Moonstair Scholars | Preserve lore, records, maps, magical texts, and ancient knowledge. |
| Horse Lords of Khanen | Dominate mounted culture, beast breeding, caravan security, and plateau politics. |
| Dwarven Holds | Control mountain craft, fortified trade, stone roads, and under-mountain resources. |
| Local Temples and Shrines | Provide law, healing, refuge, ritual authority, and pilgrimage infrastructure in many communities. |
| Mercenary Companies | Common across roads, ports, desert routes, and disputed borders. Often necessary, rarely loved. |


