As of 5/3/98













Click Within the Red Box and Examine The Josurrian Reach Close Up!




The Josurrian Reach is an expansive area that lies east of the Innocus Mountains, stretching from Stonefist Pass in the south northward to the sea-bound Isles of Heroditus. Much of the reach is rustic wilderness, where nature is unfettered; it is a land of prey and predator, where deep forests rise up into rugged highlands, or give way to expansive grasslands in lower elevations.

Residents of the Josurrian Reach call themselves, "The Free Peoples," and often are grouped according to clans under a lord who is "first among equals." The major political power of the region is the Lords Alliance - a loose confederation of regional rulers who operate under articles known simply as The Code. Each lord generally has a traditional seat of authority - most often, but not always, the largest community within the domain - and 6+1d6 villages that swear allegiance and are under the lord's protection. Most of the villages have 1d6 surrounding hamlets and numerous outlying farms that swear allegiance to the village elder; thus, they are - in turn - under the lord's political sway and bound through the village elder to the clan leader.

The historical alignment of the Free Peoples can be classified best as Neutral Good; individualism is deemed as important as organized effort, provided the intent of either is of a goodly nature. However, a few of the clans have shifted alignment in recent years to Lawful Neutral - at least in regards to the rulers of those realms and the way in which their rule manifests itself. The lands of Lord Rhutgin and the Connaureigh clan is one such example, having become more feudal in nature, akin to more "civilized lands" such as the Kingdom of Langington.

Visitors often are amazed to discover the wide variety of skills and knowledge possessed by a people that seem, at first glance, to be little more than rustic commoners devoid of the trappings of more "civilized" climes. The lands of the Josurrian Reach entail mountains, highlands, expansive forests, navigable rivers, misty moors, and even bogs and swamps. A great many settlements are coastal in nature. The end result is that the Free Peoples collectively can field individuals experienced at prospering on sea, at farming, or in forests, highlands or swampy bogs. They are also a people given to celebration and lust for life; bards are looked upon with great favor at both court and village, and music and song can be seen as much in their religious life as in revelry for its own sake.

As a general rule, the following weapons are favored by the Free Peoples: long sword, broadsword, bastard sword, bows other than crossbows, battle axe, hand axe, dagger, spear, and quarterstaff. It is not unusual to see somebody in conflict wielding a makeshift club or farm implement, such as a scythe.

The Free Peoples work a great deal with leather goods, so it is not surprising that it shows up fairly frequently in their armor as well. Common armor types include leather, studded leather, scale mail (metal discs sewn onto a leather backing), and half-plate (breast- and back-plates, shoulder and forearm guards, and greaves worn over leather rather than the chain mail favored in Langington and several other western nations.



"Diverse be the terrain of my homeland. Highlands, grasslands, forests, and the sea combine to create a stunning tableau, wherein one may find delight in many different activities. As such, freedom of movement be important. We favor leather or studded leather armor, especially when one travels abroad; who knows when peril might strike along the wilderness paths? If forewarned of battle, then scale mail or half-plate often adorns those who take up arms in defense of kith and kin. I myself hath worn all four types of armor; yet, in all, I prefer studded leather o'er the others because of its practicality. Studded leather offers a goodly amount of protection without adding any noticeable encumbrance; thou canst e'en swim in it. Not that I shan't gird myself in half-plate when facing some invading host, for then the intent be to slay, to drive off those who would harm village and clan; then thou must stand toe-to-toe with thy foe, exchanging fearsome blows and defending against the same."

-Dravonen Dolgiiri of the clan DuBrannach, village of Haversham.



Stone is the building material of choice in the highlands regions of the Josurrian Reach, as much for its sturdiness as availability. Stone also is shipped to other locales by highland communities, though wood often is used as well in those communities further from the quarries, and which makes its way as well into those communities near forested areas. Fortified villages typically have walls constructed from thick beams of timber, sealed with pitch and planted deep, yet still rising to a height exceeding twenty feet above the surrounding ditch and embankment. Timber walls connect strong, square towers of cut stone - tall, imposing structures, especially those which serve as barbicans, allowing entrance and exit into the walled village.



Community:

Haversham is a fairly typical village that sits near the edge of forested, highland wilderness as the terrain changes to pasture land. Homes generally are of stone, with wooden roofs. Shops usually are the same, and often are additions to homes as much as stand-alone buildings. A village long-house serves as the seat of local government, record hall, and general all-around meeting place. The market is an outdoor affair, in which pitched tents provide protection against sun and rain. Haversham also is a village in two parts: one within a fortified palisade, the other beyond the wall's confines. Most of the shops, two of the three taverns, the long-house, the local shrines, the granaries, three communal wells, and a number of homes lie within the fortifications. Outside the walls are a tavern, two inns, a few shops, a mill situated alongside the nearby River Lyndril, and more homes, mostly belonging to those who farm land close to Haversham. The village also lays claim to a number of outlying farms, a few grassland ranches, and four stone keeps - two situated along major roads, a third near the forested environs, the fourth guarding a highland pass. Each keep possesses a signaling device - a polished disc of metal that will reflect sunlight or firelight - that can be viewed by Haversham or one of the other keeps.

Haversham is a holding of clan DuBrannach. The village elder is Hrothgar, sire of the warriors Amlaff and Asmund, father-in-law of Dravonen Dolgiiri. The DuBrannach clan is led by Lord Harvald from his seat of power at Port Dwar, a large, walled community protected by an actual stone fortress built alongside a natural deepwater bay. Fifteen villages swear fealty to Port Dwar and Lord Harvald, most being situated in the Lyndril Valley.



Clan Politics:

Clan life is neither patriarchal nor matriarchal. The village elder is dictated mostly by bloodline, being handed down from father or mother to eldest surviving son or daughter, or by less direct relationship if no surviving offspring exists; leaders most often are male, but the Free Peoples willingly follow a competent, well-considered female if such is the choice over a male of lesser ability. Some of the beloved leaders of the Josurrian Reach have been, in fact, female.

If a bloodline is eradicated, then a respected, competent member of the clan is selected by two-thirds vote of village residents. If no candidate exists who is able to garner two-thirds support of the village, the decision rests with the clan leader, who also is empowered to remove a village elder with two-thirds support of the local populace.

Each village elder is advised by two councilors, most often close relatives by either birth or marriage. The ritualized function of the triad is "For home, for hearth, for the harvest, for the hunt." The focus is on protecting and succoring those of the village and clan, inspiring and teaching by word and deed, and ruling wisely through service, both to the current generation and those who come after. Likely councilor-candidates are trained to be such by the existing triad, or by whomever they decide might yield valuable knowledge and/or skills. If a village elder voluntarily relinquishes the role in favor of another, he or she often is given the role of unofficial councilor. Councilors are referred to by the names on a day-to-day basis and as "Speaker", short for "Speaker of Wisdom", in formal situations.


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