
The Heartlands are the central, most stable region in all of Lyr’andor. It has become a peaceful melting pot of most other civilized races, a hub of trade throughout the continent, and the home to most of the main mercenary guilds of Lyr’andor.
Three Kingdoms
The Heartlands are split into three small nations: Lysandris, Mystendar, and Sesskarr. The kingdoms are at peace, having once swallowed up other smaller, warring nations, and forging an ongoing peace treaty that has lasted through five generations. The signing of The Treaty Of Lyr’andor marked the start of the Fourth Era.
The Heartlands are home to many settlements, largely human in population, based around logging camps, farmland and mines. These settlements often stray far from their cities, leaving them more vulnerable to monster raids and attacks. As a result of the many old wars, many old ruined forts and abandoned, razed settlements dot the landscape, making perfect homes for wandering monsters. As the kingdoms don’t have the resources to protect every village completely, they rely on the mercenary guilds to handle any greater, outlying threats.
Guild Culture
Due to the uncertain nature of life in the rural areas, small organizations of protectors began to form and take over defense of smaller territories within the kingdoms. Eventually, these organizations began to attract attention from adventurers, who were willing to take on longer, more dangerous, or more complex operations that the protectors couldn’t. In time, people realized that, if you needed a task completed, and you needed the efforts of a protector or an adventurer, you posted your work to a guild, and they would often send someone to assist you. This eventually evolved into the official guild system we see in modern day Lyr’andor – registered organizations with the Kingdoms, that are recognized by name in other regions. Missions are delivered sometimes to multiple guilds, who still vie for territory over smaller areas to act as the sole defenders. Guilds often give back to the community, hosting festivals, providing leadership, training guards and helping people to thrive. The Kingdoms sometimes hold competitions and rankings between guilds to instill a sense of competitiveness, keeping the skills of the guild sharp. As such, small rivalries form between close competitors, that have now been fostered over several generations.
Remnants of the Past
Lyr’andor wasn’t always the landscape of peace that is currently is. In ages past, especially before the arrival of the Avalrys, Lyr’andor was a prize to constantly be fought over. Its lands were rich in natural resources, easy to build upon and develop. Kingdoms rose and fall, nations went to war, won, and lost. Religions sprang up and died, organizations built their foundations, then fell to ruin. With all this history, not everything was completely erased. Memories of events long past dot the landscape in the form of ruined keeps, fallen and abandoned settlements, ancient monasteries, and collapsing outposts and towers. Monsters and knowledge-seekers alike are drawn to these places, leaving them rich with treasure and history, but also often dangerous. For those who are willing to brave the risks involved in plundering these relics of the past, the rewards might involve great wealth, but potentially at the cost of their lives.
Cities
Lysandris
Lysandris is the capital city of the kingdom of its name, though it also goes by the moniker “City of Blue Roses”, known for its beautiful blue rose gardens. It is a walled castle-town, with a healthy compliment of homes and farmland surrounding the outer walls and extending towards the nearby River Lys. It boasts a population of around 11,000 people. It is ruled by Queen Ericca Lysandris IV, a young, unmarried woman who took over the throne when her father, King Taryn Lysandris V passed away due to an illness. The royal family is well liked by the populace, and rules from their home, the Blue Rose Keep. Lysandris has average levels of petty crime, and houses a large district used for storing grains and foods from nearby. Lysandris also attracts the attention of Lucithian, Elven, and Prra’atii travelers due to its proximity to their home nations. It also welcomes peaceful Orcish tribes within its walls, having a history of peace with several of the local nomads, and houses a small Halfling population.
Silverhome
Silverhome is built into the mountains, and is the capital city of the kingdom of Mystendar. They are an industrious nation, and the city boasts as such. It is home to many fine artisanal crafters, stoneworkers, artists and metalsmiths. The people of Silverhome are hardy, and the city, while human in origin, boasts a large compliment of Avalrys due to their closeness to the Volantaris Peaks. The city itself is built on an ancient silver mine, which is the city’s primary export. It is ruled by Merchant-King Baron Rolantos, a middle-aged, muscular human who prizes the industry of his populace. Merchant-King Rolantos keeps a group of the wealthiest, most successful merchants, the Council of Silver, as his advisors. He rules from Silverfort, a fortress built into the mountains overlooking the city, giving him a bird’s eye view of his territory. Everything is a little more lavish in Silverhome, and costs a little more than it probably should. Gnomes and Dwarves are also quite common in this land, and congregate within its borders.
Rakkisha
Rakkisha is the capital city of Sesskarr, and is primarily populated by darker skinned humans. It houses a large orcish population sourced from local tribes in neighbouring regions. Sil’yvri and Lucithians are also more common, as this city is in close proximity to their homes. Rakkisha itself is a fairly rough-and-tumble city, with lax laws in favour of local enforcers keeping the peace between eachother. It’s a haven for businesses and organizations that might be illegal in other areas. As long as one keeps to the main streets, they won’t find much trouble. At the core of the city are the three arenas, a heart of gambling and organized combat for the whole region. At the center, between the three arenas, is the Tower of Sesskarr, a great structure said to have been constructed overnight by a Sorcerer-Warlord in ancient times. From its peak, current ruling organization, the Sendarian Clan, surveys the city.
Towns
Lysandris
Rosaria Town
Known for lovely fields of flowers, it’s the closest town to the Khandari Greatsands (The pass is within a day’s travel), so it is a slightly higher population of Sil’yvri. A nice, quiet town surrounded by rivers and streams, lots of open fields, a few nearby villages and forests. A day and a half or so from the capital.
Havenford
Nearest to the capital, just less than a day’s travel away. Borders some nearby jungles, with an old abandoned fort to the south. It’s closest to Tiger’s Paw, and so it has a slightly higher population of Praa’aati. Lots of open fields and hills nearby, as well as close proximity to jungles and trade opportunities.
Thornwood Hold
About a day’s travel, maybe a little more from the capital, found at the end of a stream and nearby the forests of Thornwood. There’s a few interesting locations nearby, from an old monastery to a wizard’s tower, to some nearby villages, there’s always something interesting going on. Lucithians that settle in the heartlands prefer this town to settle down in, as the forests remind them of their home.
Mystendar
Mysthold
Reachwatch
Copperblood Dale
Sesskarr
Drekeshi Pass
Sovrethfields
Duskwater Post
Villages
Lysandris
Silverrose
Darb’s Fields
Northrose Hills
Vaa’siitii
Singa’avar
Eldenwood
Ladirasville
Vuldrokh Doz
Mystendar
Angelsight
Red Peak
Ironstay
Ordenford
Stavenhold
Tinsholme
Blue Hills
Sesskarr
Sandfoot Villa
Murkwell
Dawnbury
Evrissath
Sakrenet
Tabykha’s Gaze
Nightsreach
Other Settlements
Points of Interest
Thornfist Monastery
Fort Kalvenar
The Crumbling Spire
Tower Moss
Darb’s Overlook
Terrain Features
Lysandris
Thornwood Forest
Eldenwood Forest
Tabykha’s Grove
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