Eastern Flanaess

The Eastern Flanaess is a region shaped by the rise and fall of the once-mighty Great Kingdom of Aerdy, whose influence once spread over nearly all the Flanaess. Though its imperial zenith has long passed, the Eastern lands remain dominated by its lingering legacies: shattered provinces, decadent city-states, dark powers, and the ongoing struggle for control among noble houses, warlords, and sinister forces. It is a land where the clash between ancient authority and rebellious ambition plays out across storm-wracked coastlines, blood-soaked plains, and crumbling capitals.

The Eastern Flanaess is a land of decayed grandeur and brewing conflict, where the shadow of the Great Kingdom still looms large over both loyalists and rebels. Intrigue, tyranny, and resistance define daily life, and every province has a story of betrayal, heroism, and looming dread. Adventurers here must navigate a land steeped in ancient power, imperial arrogance, and emerging darkness, where the fate of the East—and perhaps all the Flanaess—hangs in the balance.

Geography

The Eastern Flanaess is geographically diverse and strategically critical, with natural features that have long served as borders, battlegrounds, and strongholds:

  • The Sea of Aerdi forms the region’s eastern edge, once serving as the heart of naval power for the Great Kingdom.
  • The Impeded Gulf of Gearnat connects eastern ports to southern trade and piracy.
  • The Rakers and Griff Mountains to the north and northeast form a wild, rugged frontier filled with barbarian tribes, monsters, and lost Suel ruins.
  • The Bone March and Ratik regions are harsh and mountainous, contested between human lords and monstrous hordes.
  • To the southeast lie the Sunndi, Idee, and Onnwal regions—rebellious provinces frequently at odds with imperial overlords.
  • The interior heartlands of the former Great Kingdom are a patchwork of river valleys, farmlands, and decaying estates—fertile yet fractured.

Notable Locations

  • Rauxes – The former imperial capital, now a cursed ruin after a magical cataclysm. Whispers suggest the Overking’s madness triggered its collapse—or worse.
  • Rel Astra – A vital coastal metropolis that clings to neutrality and diplomacy amid a sea of hostility.
  • Eastfair – The seat of the Naelax dynasty in the North Kingdom, known for its dread legions and dark sorcery.
  • Irongate – A fortified city that successfully resisted the Great Kingdom’s tyranny, now a beacon of hope and independence.
  • Scant (Onnwal) and Tyrant’s Fork (Idee) – Key cities in rebellion or under the control of outside forces, often scenes of espionage, sabotage, and war.

History

At the core of the Eastern Flanaess lies the remnant of the Great Kingdom, now ruled in name by the mad Overking Xavener II of the United Kingdom of Ahlissa, and in practice fractured into feuding noble houses, wicked vassals, and autonomous provinces. The region includes:

  • Ahlissa (South Province) – The strongest remnant of the Great Kingdom, now reformulated under Xavener's rule. It is wealthy, scheming, and expansionist.
  • North Kingdom – Ruled by the brutal House Naelax from Darnaal, this northern breakaway state is infamous for its cruelty, undead allies, and open worship of evil.
  • Rel Astra – A major port city that once rivaled the imperial capital itself. Now semi-independent, it is a den of intrigue and diplomacy.
  • Medegia – Once the Theocratic Province, it is now a ruined land overrun by cults and reavers after civil war and divine wrath.
  • Sunndi, Onnwal, and Idee – Former imperial provinces that have declared independence or fallen under foreign influence (such as the Scarlet Brotherhood), and are caught between rebellion, occupation, and resistance.

The Eastern Flanaess is filled with fractured loyalties, simmering wars, and noble houses attempting to either restore the old order or destroy it completely.

The Eastern Flanaess is defined by political instability, divine corruption, and the ghost of empire. Key themes include:

  • Imperial Decline – The fall of the Great Kingdom is an ever-present reality. Its culture, architecture, and traditions still linger, but its glory has curdled into arrogance and cruelty.
  • Noble Intrigue – Petty dukes, corrupt princes, and ancient bloodlines vie for control, often allying with dark powers, devils, or necromancers.
  • Religious Tension – The once-dominant Church of Hextor and other imperial faiths are now challenged by heresies, cults, and rising sun-gods like Pholtus and Zilchus.
  • Resistance Movements – In rebellious regions, resistance groups wage guerrilla warfare against imperial forces and foreign occupiers alike.
  • The Scarlet Brotherhood – The secretive, fanatical Suel supremacists have taken footholds in eastern ports and provinces, working through assassination, propaganda, and manipulation.


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