Outer Colonies & Trade Roads
Outer Colonies & Trade Roads
The Outer Colonies and Trade Roads form the restless edge of civilization—a sprawl of coastal strongholds, open plains, and distant harbors where divine law thins and mortal ambition takes root. Here, coin outweighs creed, banners shift with the tide, and empires rise on the promise of gold, grain, and glory. To some, it is a frontier of opportunity; to others, a graveyard of ideals.
🌍 Land, Climate, and Terrain
Stretching from the western deltas to the storm-beaten southern reaches, the Outer Colonies occupy a patchwork of newly conquered frontiers and contested hinterlands. Roads of cracked marble and sun-bleached brick wind through trade posts, farmlands, and half-finished forts. Beyond the settled routes lie open grasslands, volcanic scarps, and haunted ruins where no banner flies for long.
Key Features:
Bronze Bastion of Locria — A floating fortress-city that drifts along the coast, powered by divine furnaces and anchored by chains of enchanted bronze. Its forges and garrisons supply nearly every mercenary company on the frontier.
Myron’s Hold — A fiercely independent citadel carved into a cliff face overlooking the Sea of Shards. Ruled by a council of captains and scholars, it operates as both free port and diplomatic neutral ground.
Thresia, the Waking Fields — Vast plains of golden wheat said to grow from Persephone’s tears; harvests never fail, though reapers speak of voices whispering beneath the soil.
Emberfield of Myrrhine — Once a glorious battlefield, now a scarred wasteland where divine fire still smolders beneath the ash. On certain nights, ghost legions march in perfect silence.
The Crimson Causeway — A trade artery paved with volcanic stone, linking inland cities to the coasts. Bandits, pilgrims, and caravans alike travel under hired banners for protection.
The Saltmar Edge — Marshland dotted with refineries that extract “living salt,” a mineral prized by alchemists and healers.
The Isles of Tarn — Small, lawless archipelago of privateers and free merchants; a sanctuary for smugglers, explorers, and those who fled their debts.
The Beacon Hills — A string of signal towers once used by Aegion to guide fleets; many now stand dark, manned by mercenary bands or ghostly wardens.
The Golden Span — A colossal bridge of brass connecting two fractured peninsulas; caravans camp along its length for days during market season.
The Dust Markets — Nomadic bazaars that migrate along the frontier winds, trading relics, mercenaries, livestock, and rumors in equal measure.
Climate is sun-baked and fickle, alternating between arid heat and sudden storms swept in from the sea. The soil is fertile but battle-scarred; the air carries the scent of bronze, smoke, and ambition. Seasons are marked less by weather than by which banner claims the roads that month.
🏛️ Governance and Power
No single crown or pantheon claims dominion here. Each colony and fort declares its own charter or patronage, often bought or broken within a generation.
Ruling Power: The region is divided among Independent City-States, Merchant Leagues, and Colonial Mandates of powers from the heartlands such as Aegion, Telyria, and the Skyreach Peaks. Authority is fluid—written on parchment one day, rewritten by conquest the next.
Hidden Powers:
The Guild of the Third Coin, a shadow consortium that manipulates trade tariffs and mercenary contracts, rumored to answer to no god.
The Free Company of the Emberfield, a mercenary army that claims to serve justice but sells its blades to the highest bidder.
The Oracle of Chains, an unseen prophet housed within the Bastion of Locria, consulted by generals and smugglers alike before every campaign.
Laws: Each colony enforces its own code. Common to all are the Charter Decrees: every contract must be sealed before at least one witness of the gods, and no road may be closed to commerce without war being declared. Slavery is outlawed in principle, tolerated in practice. Vengeance is an accepted form of justice when courts fail—hence, they often do.
💰 Economy and Trade
The Outer Colonies are the arteries of the known world’s economy, carrying everything from sacred grain to contraband relics.
Exports: Wheat and wine from Thresia, bronze and enchanted alloys from Locria, ship timber, mercenary contracts, divine relic fragments, and war spoils.
Imports: Skilled artisans, weapons, slaves, spices, arcane reagents, and luxury goods from Aegion, the Whispering Coast, and beyond.
Currencies: All standard coinage circulates here, though the most trusted medium is the Roadmark—a stamped bronze chit that bears the sigil of the Trade Roads and is honored in every colony.
Markets here operate on expedition cycles: each season begins with caravans from the heartlands and ends with returning ships heavy with grain, gold, or graves. Inflation and famine alike follow the rhythm of conquest.
🧑🤝🧑 People and Culture
The Outer Colonies attract pioneers, profiteers, and outcasts in equal measure. To survive here requires wit, steel, or both. Towns rise overnight around foundry fires, only to vanish under siege or debt. The culture prizes pragmatism, freedom, and cunning more than faith or honor.
Races: Humans, dwarves, and half-elves dominate, joined by itinerant minotaurs and centaurs on the plains. Tieflings are respected for their shrewdness in trade; orcs for their loyalty in war.
Values: Self-reliance, wealth, and victory. Success is the only virtue the roads reward.
Festivals & Rituals:
The Pactfire Fair — At midsummer, contracts are burned after being fulfilled, and the ashes cast to the wind for luck.
The Grainlight Feast — Celebrated at Thresia during the first harvest; fields are lit with lanterns of oil and gold to honor divine bounty.
The Chainfall Games — Martial contests sponsored by Locria’s guilds, held on floating platforms tethered to the Bastion.
Languages: Common, Trader’s Cant, Low Aegionese, and the Tongue of Coins—a silent hand-sign dialect used by merchants and thieves alike.
Social advancement depends on profit and reputation; one heroic act or fortunate deal can elevate a beggar to baronhood overnight.
🔮 Faith and Magic
The gods are honored here only as patrons of fortune, not of worship. Shrines to Hermes, Hephaestus, Athena, and even Hades stand side by side, tended more from pragmatism than piety.
Religious presence: Priests travel as diplomats and scribes; mercenary chaplains bless weapons before battle and sanctify trade routes after bloodshed.
Magic: Arcane practice is unregulated—alchemy, elemental manipulation, and battle sorcery flourish under private sponsorship. Artificers and magi are sought after by every guild but trusted by none. Magical contracts, inscribed in living ink, serve as both legal documents and potential curses if betrayed.
Superstitions: Soldiers refuse to camp on old battlefields during the new moon; merchants carry talismans shaped like broken chains to ward off failed deals. Every caravan swears its own minor oath to the gods of travel before crossing the frontier.
🏙️ Cities and Strongholds
Bronze Bastion of Locria — The floating fortress-city and industrial heart of the colonies. Its lower decks host the Forges Sublime, where divine alloys are poured into cannon and coin alike. Above, the Council of Chains dictates tariffs and war levies with equal ease.
Myron’s Hold — A citadel-state and neutral refuge where emissaries from rival city-states negotiate under truce. Its scholars maintain the Chronicle of Roads, the most comprehensive record of trade routes in the known world.
Thresia, the Waking Fields — The breadbasket of the colonies; its endless wheat plains shimmer with divine vitality. Farmers claim Persephone’s spirit still walks the furrows at dawn, blessing the grain with her touch.
Emberfield of Myrrhine — A wasteland of blackened soil and crimson flowers, haunted by spectral warriors. Fortune-hunters come seeking relics and divine fire, often joining the ghosts they disturb.
Port Vassian — A sprawling harbor colony at the edge of the Dust Markets, known for its shipyards and night markets. Sailors call it the “Mouth of the World.”
Military Assets:The Ironmarch Companies — Legions-for-hire trained in Locria’s drills.
The Chainfleet — Mobile flotilla guarding the trade lanes; captains are elected annually by guild ballot.
The Emberguard — Pyromancers and veterans of the Myrrhine campaign, wielding relics forged from divine fire.
🗺️ Regional Identity and Reach
Heraldry: A bronze coin stamped with crossed roads over a field of gold and ash.
Relations:
Viewed by Aegion Vale as both asset and liability—a necessary frontier that feeds the heartland’s ambition.
Courted by the Whispering Coast’s merchants, who provide ships and subterfuge in equal measure.
Feared by the Desert of Nyx and the Shaded Underlands for its tendency to disturb graves best left sealed.
Influence: The Trade Roads tie the world together; where they run, prosperity follows—until war, greed, or gods intervene. Every empire’s reach ends here, where the next one begins.
In short: A frontier of ambition and avarice—where the laws of coin eclipse the decrees of heaven, and every road leads to fortune, ruin, or both.