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Far Holdings

Overview

The Far Holdings is the cultural heartland and breadbasket of the known world, a temperate region of dying forests, storm-rich skies, and adaptive resilience in the northeastern reaches of Kaernest. It is home to the strongest non-Sektarri cultural centers—particularly for the Kampanni and Verdanni—while simultaneously serving as a critical resource hub for the Sektarri Empire.

The region exists in a state of protected resentment: Imperial garrisons defend against genuine dragon threats while extracting timber, crops, and minerals to feed Kemet. Locals accept this arrangement not out of loyalty, but because the alternative—dragon rule—would be worse.

Far Holdings is defined by adaptation and survival. As forests slowly die and winter encroaches, the diverse peoples of the region are learning to endure through innovation, cooperation, and stubborn refusal to surrender what remains.

Geography & Climate

Terrain: - Extensive temperate forests (slowly dying as winter spreads) - Rolling hills and fertile plains - Scattered volcanic zones providing geothermal warmth - Mountain ranges along the southern border with Kemet - Rivers and storm-fed lakes throughout

Climate: - Temperate with highly variable weather (similar to American Midwest) - Frequent, intense electrical storms (heavy rain, dramatic lightning, not tornadoes) - Seasons still cycle, but growing season shortens each year - Winter encroaching earlier into fall, later into spring - Storms keep soil fertile despite climate deterioration

Volcanic Activity: - Scattered volcanoes in mountains between Far Holdings and Kemet - Several volcanic zones in the northern flatter mountains - Volcanic sites along the southern coast - A few active volcanoes in the plains - These provide critical geothermal heat and attract both Qnassi and Kampanni

Major Settlements

Lampone

Resource hub and northern defensive position.
Originally Verdanni, now heavily Imperial-administered.

  • Major timber and agricultural center
  • Imperial garrison coordinates northern defense against dragon incursions
  • Significant Kampanni presence (storm-watching, trade coordination)
  • Tension between traditional Verdanni inhabitants and Imperial efficiency
  • Timber industry declining as forests die; adaptation to other resources ongoing

Rosa

Magical capital and cultural center.
Originally Verdanni, now "protected" by Imperial presence while maintaining stronger cultural identity than other cities.

  • Sits beside a large, spirit-rich lake
  • Hosts the highest concentration of Ka-nodes in the known world (at least seven)
  • Fire-node with volcanic connection
  • Water-nodes beneath the lake surface
  • Storm-node tied to semi-permanent lightning storm nearby
  • Forest-nodes in surrounding groves (weakening as trees die)
  • Magical hub for non-Sektarri sorcerers from all species
  • Lake produces pearls exceptional for Ka-storage (amulets, magical items)
  • Cultural crossover happens naturally due to magical draw
  • More freedom and diversity than other Far Holdings cities
  • Prime target for dragon interest (heavily garrisoned)
  • Verdanni cultural identity remains strong despite Imperial presence

Spina

Southern pass guardian and militarized gateway.
Guards one of the major passes into Kemet.

  • Originally Verdanni, now heavily militarized
  • Strategic importance makes Imperial military presence unavoidable
  • Mixed population accustomed to working together for defense
  • More pragmatic than Rosa; less traditional than Lampone
  • Constant flow of military personnel (posting ground for young soldiers)
  • Veteran culture shapes local identity

Radomirsk

Dazhdvog surface keep and neutral ground.
Guards the other major pass into Kemet.

  • Dazhdvog-built and Dazhdvog-administered
  • Empire respects their autonomy more than Verdanni cities
  • Serves as neutral ground for inter-species meetings and negotiations
  • Deep halls below connect to larger Dazhdvog underground network
  • Record-keepers, witnesses, stone-markers for agreements
  • Strategic position gives them leverage with all factions

Inhabitants & Presence

Verdanni

Cultural heartland facing slow extinction.

Far Holdings was the traditional Verdanni homeland. Ancient groves, sacred forests, and cultural centers defined this region for millennia. Now they watch it all slowly freeze and die.

Current Situation: - Some migrate to The Shallows where forests still thrive - Some stay and adapt, developing cold-resistant crops through growing-magic - Some fight desperately to save what remains - Strong cultural identity maintained in Rosa especially - Younger Verdanni experimenting with hybrid survival methods (traditional magic + Sektarri tech)

Relationship with Sektarri Technology: - STRONGLY opposed to invasive infrastructure (Spewy Roads, large-scale irrigation) - Grudgingly accept geothermal greenhouses (survival necessity) - Monitor geothermal tapping carefully (risk of earthquakes, lava breaches) - Develop own solutions wherever possible (cold-resistant crops, enhanced growing-magic) - "We'll adapt, but on OUR terms" - Would respond with violence to Asrian-style irrigation systems

Cold-Resistant Crops: - Verdanni growing-magic strained to its limits - Crops survive shorter seasons but taste piney/bitter - "Survival food, not celebration food" - Traditional foods becoming luxuries saved for festivals - Each generation, crops get hardier and worse-tasting - Cultural loss tied to loss of flavor

Kampanni

Most active and settled presence.

Far Holdings serves as the Kampanni cultural center, with storm-rich skies perfect for their flight patterns and more established communities than anywhere else in the known world.

Presence: - Frequent stopping places and established seasonal sites - Cultural centers, breeding grounds, storm-watch stations - Key to inter-region trade and communication (air routes connect Far Holdings to Kemet, Shield Lands, and beyond) - Share rest-stops and mooring grounds with Qnassi (volcanic warm zones) - More settled here than anywhere else, though still fundamentally mobile

Relationship with Storms: - Dance in electrical storms, ride the winds, see them as sacred/joyful - Help predict weather patterns (invaluable service to farmers) - "When Kampanni gather, a storm is coming" - Their presence is both warning and celebration - Storms keep soil fertile despite climate change

Mooring Grounds: Not true settlements, but recurring stopping points: - Mostly Human-run services (repairs, supplies, trade) - Kampanni structures for mooring vessels (posts, platforms, landing zones) - Often shared with Qnassi as rest-stops - Nearby Verdanni villages provide supplies, food, repairs - Feel like campground/bazaar hybrids - First-come-first-served market stalls - Constant flow of different groups - Where species mix naturally without hierarchy - Where news spreads and cultural exchange happens

Technology Stance: - Neutral to positive regarding Sektarri infrastructure - Lightning-rail doesn't threaten their mobility (they fly) - Trade benefits from better infrastructure - "Let them build, we'll use it"

Dazhdvog

Strategic presence and long memory.

  • Mountain holds throughout the region (can actually delve here, unlike The Shallows)
  • Radomirsk serves as major surface keep and diplomatic center
  • Record-keepers documenting adaptation efforts and cultural changes
  • Witness what's being lost and what's being saved
  • Provide historical context for current struggles

Technology Stance: - Interested in engineering aspects of Sektarri technology - Willing to collaborate on structural projects - Stone + Sektarri metal = superior fortifications - "Good engineering is good engineering" - Help monitor geothermal systems for stability

Qnassi

Trading routes and volcanic sanctuaries.

  • Migration paths cross through Far Holdings, especially near volcanic zones
  • Sacred basking sites around geothermal vents
  • Share warm-zone rest-stops with Kampanni at mooring grounds
  • Trade routes connect Far Holdings, Kemet, and Shield Lands
  • Less contested presence than in The Shallows (more space, clearer routes)

Economic Role: - Trade heat-related goods (obsidian, volcanic glass, fire-Ka items, portable heat sources) - Information brokers (scout dragon movements, know safe routes through volcanic zones) - Drive exotic herds adapted to heat through their migration routes - Partner with Verdanni to transport specialty crops grown near volcanic soil - Mercenary work and warrior training (shock troops, anti-dragon tactics) - Obsidian weapons particularly effective against dragons

Technology Stance: - Largely indifferent (nomadic, not land-invested) - Use infrastructure when convenient - Don't fight for or against Sektarri expansion - "Not our problem unless it blocks our routes"

Fluvarri

River and lake communities.

  • Present along waterways and storm-fed lakes
  • Not as dominant as in The Shallows, but still significant
  • Strong presence at Rosa (lake spirits, magical collaboration)
  • Spirit presence weaker in Far Holdings but still meaningful
  • Alliance with Verdanni to preserve wetlands and water sources

Technology Stance: - Concerned about spirit disruption from Sektarri technology - Irrigation systems anger water spirits - Geothermal tapping might disturb earth spirits - Accept technology that doesn't harm spiritual balance - "Ask the spirits first"

Humans

Adaptable intermediaries and experimenters.

  • Recent arrivals fitting into economic and social niches
  • Run most mooring ground services
  • Serve Imperial administration (Word Magic for binding contracts)
  • Work with locals to develop hybrid survival strategies
  • Not invested in old cultural claims = free to experiment

Technology Stance: - Most willing to adopt Sektarri methods - Also most willing to blend approaches - "Why not use Verdanni magic AND Sektarri greenhouses?" - Often caught in middle as mediators between species - Bridge traditional and innovative approaches

Sektarri

Occupiers, protectors, and engineers (all three).

Military Presence: - Garrisons in Lampone, Rosa, Spina - Radomirsk remains Dazhdvog-administered (Empire respects this) - 1-2 major Imperial forts beyond cities (locations tied to dragon zones, to be determined) - Coordinates defense against dragon incursions - Posting ground for young soldiers from all species (military service requirement) - Creates veteran class with inter-species cooperation experience

Administrative Role: - Extract resources (timber, crops, minerals) to feed Kemet - Organize production, transportation, storage - Coordinate large-scale defensive operations - Manage infrastructure projects

Engineering Contribution: - Deploy Sacred Technology to help Far Holdings adapt - Geothermal greenhouse systems - Lightning-rail transportation for cattle and goods - Limited irrigation systems (carefully controlled to avoid Verdanni violence) - Infrastructure improvements (roads, bridges, fortifications)

The Complicated Reality: - Genuinely protecting against real dragon threats - Also genuinely extracting resources for Imperial benefit - Technology helps locals survive BUT risks turning region into lifeless Kemet - Most locals both grateful and resentful simultaneously - "We need them, but we hate needing them"

The Dragon Threat

Active Dragon Presence: Far Holdings faces regular dragon activity from one or two dragons operating in the region. These are less powerful or organized than the Shield Lands threats, but still dangerous, still raiding, and still corrupting.

Manifestations: - Dragon cults operating in rural areas - Blooded attacking outlying communities - Raids on isolated farms and villages - Corruption attempts targeting influential individuals - Attempts to destabilize inter-species cooperation

Why It Matters: - The threat is REAL and observable - Locals have been genuinely saved by Imperial forces - Without Imperial protection, dragons would seize this resource-rich region - This justifies Imperial presence (to most locals, most of the time) - But the price—loss of autonomy, resource extraction, cultural pressure—is steep

Dragon Interest in Rosa: Rosa's Ka-node concentration makes it a prime dragon target. The heavy Imperial garrison there serves dual purposes: genuine protection against dragons who desperately want magical control, and Imperial control over the most magically significant location in the region.

What Makes Far Holdings Special

  1. The Cultural Heartland - Where non-Sektarri cultures remain strongest despite Imperial "protection." Kampanni and Verdanni cultural identity centers here.

  2. The Adaptation Zone - Where species learn to survive climate change through innovation, cooperation, and stubborn resilience. Laboratories of survival methods.

  3. Storm Country - Intense electrical storms keep soil fertile, provide dramatic weather, and make Kampanni feel at home. Storms are both blessing (fertility) and danger (lightning, flooding).

  4. The Slow Death - Forests dying but not dead yet. Fighting to save what remains while accepting inevitable loss. Every generation watches more traditions fade.

  5. Protected Resentment - Not purely conquered, not purely allied. Genuinely protected AND genuinely exploited. Mutual dependency creates constant, complex tension.

  6. Resource Critical - Kemet needs Far Holdings to survive. Far Holdings needs Kemet to fight dragons. Neither can afford to let the relationship collapse.

  7. Rosa's Magic - The highest concentration of Ka-nodes in the known world creates a unique magical center where species collaborate across traditional boundaries.

  8. Military Proving Ground - Where young soldiers from all species serve together, creating veterans who understand inter-species cooperation better than their elders.

Current Tensions & Conflicts

Technology vs. Tradition: - Sektarri technology helps survival but threatens cultural identity - Verdanni especially resistant to invasive infrastructure - Different species respond differently (spectrum from acceptance to resistance) - Not generational divide, but species-based philosophical difference

Resource Extraction: - Far Holdings produces, Kemet consumes - Locals don't starve, but profits flow south - "We work the land, they take the surplus" - Resentment builds even as necessity keeps cooperation functioning

Cultural Preservation vs. Adaptation: - Verdanni watching ancient forests die, traditions fade - Kampanni storm-routes changing as weather shifts - Do we adapt (Imperial way) or preserve (and risk death)? - No clear answer; communities split on approach

The Limits of Cooperation: - Spewy Roads and Lightning Rails = grudgingly tolerated (invasive but necessary) - Geothermal systems = accepted with careful monitoring - Asrian-style irrigation = would trigger violent Verdanni response - Empire knows where the line is; locals know they can't push too hard - Everyone testing boundaries constantly

Dragon Pressure: - Cults trying to exploit resentment toward Empire - "Join us and we'll drive out the Sektarri" - Some listen; most don't (they remember what dragon rule means) - Creates paranoia, mistrust, internal policing

Rosa's Unique Position: - Too magically valuable to culturally suppress - Too dangerous (dragon target) to leave undefended
- Too diverse (species mixing) to enforce homogeneity - Creates tension between Imperial control and magical necessity

Adventure Hooks

  • Investigate dragon cult operating in dying forest region
  • Escort supply caravan through storm season (Kampanni scouts, ground protection)
  • Mediate dispute between Verdanni village and Imperial engineers over geothermal expansion
  • Protect Rosa during major magical gathering (multiple species, high dragon interest)
  • Hunt Blooded raiding isolated farms
  • Discover why geothermal system is destabilizing (sabotage? natural? dragon interference?)
  • Navigate complex politics at mooring ground (multiple species, competing interests, limited resources)
  • Transport rare heat-items from Qnassi traders to desperate community
  • Investigate disappearances near Rosa's Ka-nodes
  • Survive being caught in the semi-permanent lightning storm near Rosa
  • Prevent extremist action that would shatter fragile inter-species cooperation
  • Escort young soldiers on their first posting (teaching them cooperation instead of species rivalry)

Notes & Development Questions

To Be Determined: - Specific dragon identities and tactics (develop with broader dragon work) - Precise locations of Imperial forts beyond cities (tied to dragon zones) - Specific names for mooring grounds (when appropriate) - Details of semi-permanent lightning storm near Rosa - Extent of Dazhdvog underground network connections

Qnassi Development Needed: - Finalize their full economic role and cultural identity - Determine limitations/downsides of relying on them for anti-dragon work - Clarify why they're part of solution, not THE solution - Explore passion/heat as liability as well as asset

Connection to Broader Setting: - Far Holdings feeds Kemet (resources flow south) - Asrian River Region is where things are built (manufacturing center) - The Shallows is where Verdanni forests still thrive (migration destination) - Shield Lands is where heaviest dragon fighting occurs (military focus) - Rosa is magical capital of the known world (draws sorcerers from everywhere)


GM Notes

Far Holdings works best as: - A region of complex, layered conflicts with no simple solutions - A place where cooperation is necessary but difficult (species differences real and meaningful) - A setting where technology and tradition clash without clear victor - A frontier that doesn't feel like frontier (settled but endangered, civilized but wild) - A proving ground for characters learning inter-species understanding

Key Themes: - Adaptation through adversity - Cooperation despite resentment - Survival at the cost of tradition - Protection requiring submission - The slow death of a culture fighting to preserve what remains

The "protected resentment" dynamic creates constant dramatic tension. Players can support the Empire (genuine protection), resist the Empire (genuine exploitation), or navigate the complex middle ground (most interesting option).

Rosa provides opportunities for magical collaboration across species boundaries. Mooring grounds offer neutral territory for inter-species interaction. Dragon threats remind everyone why cooperation matters even when they hate it.

The dying forests serve as a constant, visible reminder that time is running out. Whatever solutions emerge must emerge soon, or there will be nothing left to save.