The Palesian fields

Geography:
The Palesian (Pal-E-zian) Fields are the southeastern most part of Myrcia (Mir-see-a). The fields are a large flood basin to the south of Dragon’s Seat, the mountain on which the City of Myrcia is built. Yearly floods from the Myrcian(Mir-see-an) river and it’s many tributaries brings rich silt and runoff making the area the breadbasket of Myrcia. The winds prevail out of the west bringing moist air from the Sea of Grass. Tornadoes and harsh wind and rain storms are common. Most of the terrain are glacial flats giving way to rolling hills and forests to the south.

People and Politics:
The Palesian Fields primary exports consist of food and livestock which are shipped via Akupara or Axe Beak to Myrcia proper. They primarily import finished goods, wood, Stone, and minted coin. Most trading is done by the primary race of The Palesian Fields, Palesian Halflings, a hardy and light hearted people. Palesian halflings live in small hidden communities often built in the sides hills or in dense groves. Often seen in their fields by day, at night it can be hard to find Palesian communities at all. The great exception to this is the Town of Hengeglade where the Druids of Palesia sit behind it’s living walls. The Palesian Fields don’t have a central government as one would think of it. Instead each Clan, made up of several Halfling families, see to their own. Matters of great import are discussed by the council of Druids at Hengeglade (/henjɡlād/) which act like a council of elders. Criminals are dealt with by their families and those whose actions are truly egregious are cast out. If clans have dispute with each other it is brought before the council who rule on the matter. These disputes are surprisingly rare, as land ownership is not a part of their culture. The person who planted the seed owns the crop, but not the land, and the Palesian halflings seem to have a sixth sense for knowing which crops are theirs. When disputes do come up usually the families split the crop. Part of how this system works is because of halfling “Walkabout” rite of passage ceremonies. When a Palesian Halfling reaches adolescence it is expected that the child join another family, preferably from another Clan. Then they work with that family. Halfling famlies often have a family trade, such as farmer, furrier, blacksmith, trader, etc. The adolescent works for the family for as long as they like, usually not spending longer than a year, and then moving on. When the Halfling finally settles, usually when they fall in love, they take the name of the Clan and become a member of that Clan. It is said most halfling adventurers just never finished Walkabout.

Among the fields lie the dotted keeps of Myrcian Lords. These keeps are used both as rest stops and inns for traveling traders and as points of military strength. Most lords keep a garrison of men and provide defense for Palesian halflings on their land in exchange for a tithe of food. This arrangement has allowed for food production to skyrocket in the region allowing the City of Myrcia to grow into what it is. However being a lord outside the walls of Myrcia proper is still considered very dangerous work and some keeps are found empty or worse almost overnight. Some lords view the halflings as serfs, but this is often a terrible mistake. Lords who mistreat their charges, or simply imply the halflings work for them, are either removed by the Myrcian army, fearing a souring of the relation ship with the halfling communities, or are found dead in their beds, targeted by halfling rogues. The few human farmers that live here often sleep inside keep walls at night. One exception is the walled town of Fueno (Fu-eh-no) which lies on the doorstep of Baywood on Sol’s Coast. It exists as popular resort town for the elite of Myrcia. Shunning typical tight Myrcian architecture for open boardwalks and flowing silks and goods from Hēilóng (Hey-long) and alnajm alsharqiu (aal-Na-heem Aal-shar-que) on the Frontier.

Besides roaming bands of monsters there are few other races in the Palesian Fields, save the Warriors of the Henge, the Hybrids. Created rather than born, the Lifecrafter Druids of Hengeglade created the Hybrids as a way of defending Palesian halflings in times of strife. Some halflings still volunteer to become hybrids, but most are descendants of those chosen during the orken wars. Half animal and half halfling, hybrids are the only Palesian denizens who would describe their jobs as warriors. Raised from a young age to be trained in combat, a code of personal honor is important to hybrids. Hybrid children rarely go on Walkabout, though they sometimes host halflings interested in their way of life. Palesian Hybrids stand taller and broader than their brethren making them closer in size to dwarves, though usually not as heavy set. Combined with their animal features, most halflings and humans mistrust Hybrids outside of Hengeglade. Those that do leave the city pledge their service to a lord or offer their services as monster hunters. Hybrids that aren’t newly created all belong to the Simic (sim-ik) Clan.

Religion:
The Palesian Halflings have little use for religion beyond warm hearth and home. Those that do practice a structured religion follow the Myrcian Pantheon or the druidic ways of thier elders. There are three sects of Druids that hold Sway in Pallesia: The Circle of the Land, which overseas crops and the growth of the people, The circle of the Shepard which oversees Livestock and seeks to find balance with nature, and the Circle of Lifecrafters, who seek the future and defend people from the monsters of Myrcia. Druids are trained through apprenticeship, and there is no official hierarchy outside the Hengeglade Council. In order to become a member of the council you have to be invited by sitting council members. Wisdom is the only factor to sitting on the council and there can be any number of druids on the council as long as each circle is represented.

Myrcian keeps will always have a shrine to Sol with occasional other deity’s available as well. Temples to Landon are also common, doubling as inns for the weary. Often Landon Pilgrims will be traveling from keep to keep visiting these shrines before moving West.

Surrounding Area:
The great Myrcian river marks the Eastern boundary of the Fields. Beyond the river lies the sea of Grass, an endless plains. To the south lies the Sol Coast along the Endless Sea. Sol Coast is a long stretch of sandy beach stretching from Baywood in the West to the Myrcian delta in the East. Along the Western Border of The Palesian Fields lies Baywood Forest, a huge thick deciduous forest considered innately magical and evil by locals. In the north lies Myrcia Proper, seat of the King Richard III.

Cities
Hedgeglade

Fueno

Sidil

Common Languages
Common (Myrcian)

Common (Palesian Halfling)

Druidic

Common race types
Human (Myrcian)

Halfling (Palesian)

Hybrid (Simic Hybrid)

Arcane Magic availability

3 – You can often find a passing scholar or Snake Oil salesman with a passing knowledge of Arcane magic. Though most arcane casters are working for local lords or passing through.

Divine Magic availability

3 – Shrines can be found in every keep andtown and, given the nature of halfling society, druids are much easier to find than in other places of the world.

Common organizations

Warriors of the Henge -