Foriedy
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Details
In the South Western reaches of Ordinth Caphil chain lies a small island of great importance to the people of the Isles. From sea the island appears to be a dormant volcano reaching for the sky. Bamboo buildings and hard stone walls cover its bulk, while a scattering of palm trees try to stretch out of the urban sprawl. Ships slowly weave their way out of the harbor charting a careful course between bright red buoys. The Island is a melting pot of peoples, cultures, and is one of the primary trade hubs within the Isles. This is Foriedy.
Foriedy lies 10 miles off the Black Sand Coast of Lazorta. It is home to humans, ephryn, [Elf|elves]], and even a dwarven clan. Other races have found a home there as well though their cultures and traditions have been largely lost. The Island is ever abuzz with bartering and trade. Services are of great importance, and skilled laborers can earn a proper living.
Cost of living is high however, as a multitude of imports are required to sustain the Islands ever growing population. Foriedy’s resources are few, but it makes up for its lack of resources by offering protection and trade options. Fresh water from Lac Baird provides a ready supply of fresh water for trade vessels and many species of fish can be found in the nearby waters. Salt rice grows in bounty along the shallows and spices are gathered from nearby Lazorta to be sold on the docks or in the markets.
Hidden beneath waters surrounding the Island is the massive Kelj Atoll. It runs near 30 miles to the North, forming a cone back to toward Lazorta. A web-work of channels provide hidden passage to the Island, and serve as a dangerous trap against those who would try to make an assault sea. Many ships have be lost to the atoll by careless captains or rough waters.
The atoll is host to nearly 1400 species of fish, 400 coral, and a wide variety of other marine life. It is also home to a phosphorescent algae commonly referred to as Glitter Gill or to the Druids; Aelorra Luminas. The glowing algae allows the network of channels in the atoll to be seen in the dark. This was once the primary means for approaching the island. Now the passages are now marked by buoy system to help ships make their way to and from the Island during the day.
Protection from storms have proven to be a reason that many come to the Island as well. Heavy waves must contend with the atoll, greatly reducing their impact once they hit land. Foriedy benefits from the protection of neighboring island Lazorta as well. Lazorta, which is only 10 miles away, protects Foriedy’s Southern and Eastern edges. With most rough weather originating in the East, most storms are quickly mitigated.
Further defense against harsh weather comes from a supernatural anomaly. An ever present, high pressure system seems to be gather directly overhead of the dormant mountain referred to as the White Spire. Druids have studies the phenomena but remain puzzled by it. Dangerous storms are averted, while minor rain storms are allowed to pass over the island. No magical signature has been detected, and yet the pressure system seems to hold many magical properties. Even dragons seem to be turned away by the system, and only The Red Queen has dared to make landfall in the cities many years.
While cause of the high pressure has not been accurately traced, many believe that the Wizard of the White Spire (former ruler of the island) constructed magical weather spheres to manipulate conditions around the Island. According to legend, the Wizard buried the spheres in a Nine Points formation around the Island to form a perfect ward. Further fueling the mystery and speculation were claims made by Great House Aldemon that several of these spheres were unearthed and placed in the parapets of the Harborage Walls. Whatever it may be, the people are well protected.
Attractions
The Grand Cathedral of Jose Amantigo
The Grand Cathedral was constructed in 822 LD. Designed by Jose Amantigo, it took nearly 80 years of feverish effort to complete; construction finished in the month of Glasswater, 900 LD. Dozens of great spires rise off the structure, and the outside is host to unique grotesques representing the many races of the world. The temple is well known as a pilgrimage location for the followers of Estridae and is considered by the mainland to be the jewel of the Isles.
Pilgrims come to gain the blessings of the goddess, which are said to grant longer life and bring peace into the home. Water is blessed at the temple and regularly sold to the mainlands so that people can share in the blessing without ever coming to the Isles. Blessings are not the only draw that the Grand Cathedral holds, for it is said that the spirit of Amantigo remains in the Temple under-croft. It is rumored that the kin of those who see him will be blessed with great talent.
The Cathedral makes an effort to be a place of uniformed worship to the goddess of Light. They promote the growth of family and home, administering healing, blessings, and banishing dark spirits from the afflicted. The Cathedral is a lavish place, and one that appears to be close to the goddess. Those with dark intentions or impure hearts have been physically harmed simply by stepping beyond the Temple’s entrance.
The Home of Far Seas
A modest place of Pilgrimage, the temple to Sploron attracts the most dedicated of explorers seeking challenge. It is said that those who donate to the temple are often called upon by the gods to fulfill a great task, and that those who succeed will forever be remembered.
Sunguard Edifice
Sunguard Edifice is an imposing polished dome, dedicated to the Guardian of Justice, the god Demuen. A status of the god glares sternly upon those who tread on the cobbled walkway leading into the structure. His gaze scorns the wicked and emboldens the virtuous. This hall is a place of judgement, where court is held to punish those who break the law, and to settle disputes. It is a place of worship where the meek can cry out to the gods for aid. It is a place where even the wicked may be turned from there ways; where justice is served.
Sunguard Edifice is said to have had meager beginnings, starting out as little more than a circular gallows where blood flowed freely. It is said that the Wizard of the White Spire ordered the construction of the great stone dome that makes the Hall of Judgement, and set into it’s foundation the base and impure. Some believe the grounds are haunted by the ghosts of those whom justice has never found, and that their cries serve to keep the Justices impartial.
It is said by the people of Foreidy that there is no grander a structure on all of the Island than the Sunguard Edifice.
The Hall of Artifice
The Hall is a museum carved into the southern side of the mountain and owned by Great House Telraed. It serves to display the many objects that have been uncovered over the years and brought to Foriedy to be preserved. The Hall is also home to the Vault of Sacrifice and is well guarded by each of the Great Houses. Stored within the Vault is the cities tithe to the Red Queen which is loaded into marked ships once per year during Sunreign and delivered to Wyrm’s Heart, Syris Ri Tae to appease the dragon.
Governing Body
Foriedy is governed by a council of the most powerful trade organizations on the Island. The council consists of 10 seats, each taken by the head of one of the trade houses. According to council bylaw, additional seats cannot be created and therefore trade organizations will fight for a position on the council. Direct combat is not allowed, as it is not in the Island’s best interest. Instead the council seeks to promote trade and growth by giving seats to the highest contributors to the Vault of Sacrifice.
For another trade house to gain a seat, an existing house would have to lose it. Alternately, the council may vote another house out if that house has committed crimes against the Island. Failure to contribute to the Vault of Sacrifice will cause a house to lose their seat as well. Losing a seat on the council removes a trade house from power, and they will need to align themselves with one of the Seat Houses or risk further status demotion. It is possible for a trade house to lose all rights on Foriedy depending on the cause for the loss of the seat.
Each Seat is granted a single vote in the Council, making it necessary to create alliances and work together to make sure that a house’s interests are kept at the forefront. All trade regulation, laws, and position appointments are made by the Council.
Factions
The factions that exist on Foriedy are broken into two groups; Great Houses and Trade Houses. These factions represent the most powerful organizations on the Island. Each holds a seat at the White Spire, and often control specific aspects of trade or services on the Island. Many individuals and traders, whether they are growing their own businesses or not, will often ally themselves with the various houses. They commonly receive benefit for their allegiances which range from discounts on specific types of goods, services, or even additional freedoms not normal given to citizens. Some aspiring people even choose to swear allegiance to multiple houses, but they must always be careful not to tread on the toes of the powerful.
The Great Houses of Foriedy have been around the longest and consistently provide the most wealth to the Vault. These houses have entrenched themselves into Island life to the extent that they could easily take over the Island if they so chose. The Great Houses often partake in multiple types of trade but specialize in Island life, employing the guards, repairing the ships, or controlling entertainment.
The Trade Houses have grown from small businesses to successful enterprises with multiple ships and trade connections. They usually control specific goods that come to and from Foriedy, and represent the Island’s life-blood.
Great House Corvosa: Founded by a family of elves, Great House Corvosa is best known for ship construction and repair, as well as securities. In recent years the house has moved toward more philanthropic ventures. This change has been well received by most, but there are some dissenting voices.
Great House Xemnon: Maintains the bulk of the Island's guard forces. Their patrols are heaviest in the Temple and Spire districts. There are rumors that the Great House is tied to pirate organizations but there has never been proof to back this up. They are generally fair to the public so long as a person is not on their bad side.
Great House Telraed: Maintains the Island's entertainment venues, Bard organizations, taverns and brothels. Pleasure and relaxation are the tenants of this Great House. They are purveyors and collectors of art. Dark whispers are often heard in union with the Great House's name as it shares a close resemblance to the god of Shadows.
House Aldemon: Former Great House, Aldemon was stripped of honorary title for the part they played in handling the Red Ransom. Many members of the house left Foriedy, but those who remained have been trying hard to restore the house to it's former glory. Aldemon employs the guard in the dock districts and manages ship inspections.
House Morgan: Gained their wealth through the trade of tailored goods and cloth. They expanded from clothing to ships sails and have created a strong competition with house Corvosa and Malcom.
House Ahn Zies: An Ephryn trade house that gathered the best sailors in the region together under one flag. They specialize in high seas protection and bring a varied selection of goods back to the Island for trade.
House Malcom: Engages in the trade and collection of Iron Web. The web is harvested from spiders on the neighboring island of Lazorta and is used to craft light armor that is said to be stronger than steel.
House Folswell: Once hailed from the nobility of Naltronia, House Folswell seems to have a bottomless supply of wealth without bringing in many specific services. They appear to take pleasure in throwing festivals and parties and are generally well received by the population despite their hedonism.
House Sol: A mercenary family who have made both name and wealth in slaying dangerous beasts and sailing routes that others shy away from. They are always seeking individuals to adventure with them and are willing to throw the weight of their council seat around for those who advance their glory.
House Diemeda: A small clan of dwarves took to the sea rather than the mountainside. They have survived the odds and made their living importing delicacies and rare foods to the Island.