Fenian Triarchy
“Ever see a leprechaun wearing a sarong, sharing chopsticks with a talking crocodile? Any old day in the Fens.” -Le- Shauer of Iffud, merchant-bard

Capital: Greenwall
Settlements: City of Boats (7,000), Greenwall (17,000), MacCool (7,000), Siobhan (2,000)
Ruler: Finnegan Sleveyn, Triarch of the Green, Lord Protector of Sanctuary and the Reedlands, Triarch of the Fens
Government: 4-year limited Lordship with clanelected representatives in council
Races: Boggard, Feykissed, Grippli, Half-Elf, Human, Lizardfolk
Faiths: Aleria, Chiuta, Myketa
Resources: Papyrus, peat, seafood, whiskey
Languages: Boggard, Common, Draconic, Elven, Old Porphyran, Sylvan
Border Conditions: Limited (porphyrite border in the Bay of Reeds near Iffud)

History
The vast swamp known to antiquity as the Sea of Reeds was the food source of antevocial Porphyran nations in milennia past, and often rulers of ancient kingdoms would establish hot-season palaces in its territory. The Calling was especially harsh on those traditionally living in the Sea, as its food sources were especially prized during the NewGod wars. As invaders perpetually raided their fish stocks, a leader named Chiuta led the previously peaceful people against their Landed oppressors, and in the doing, became their Goddess, the first raised mortal to the pantheon on Porphyra. The titanic, worldchanging forces of The Calling, and of Chiuta’s ascension altered the Sea of Reeds itself, as well, and formerly small shoals of land rose above the murky waves, creating rain-shrouded highlands and incredibly fertile islands in the Sea’s midst. The newness of these lands, blessed, it is said, by the fertile hand of Aleria, attracted both Landed human refugees of the NewGod Wars, and sylvan faeries displaced by war, and attending on the Lover of Life.

The altered environment is a loose (extremely loose!) coalition of the swamp-dwelling, Chiuta worshiping, papyrus weaving Porphyran fisherfolk of the ancient Sea of Reeds (now dubbed Reedland), the Landed human, laid-back, peat-cutting whiskey drinkers of Greenland, whose blood is undoubtedly mixed a little with the faerie people of the offshore islands of Sanctuary, and the main island enclave of Siobhan. Though the Reedland and Greenland cultures could not be more different, the Reedlanders acquiesce that much of the requirements of international and technological life are beyond their ability to deal, and both they and the faeries of Sanctuary have embassies and clan-selected councilors in Greenwall to speak for their respective peoples.

Current Events
The latest word from MacCool is that their candidate for Triarch is a hard-nosed half-elf that (it is rumored) does not drink! Needless to say, the citizens of Greenwall and the southern villages are very concerned with the morals of Coolaghs these days. The Coolaghs are also busily expanding their town, hoping that size will allow them to compete more readily with the capital. Rumor has it this means foreign immigrants, a dire situation.

The normally stoic, sarong-wearing Reedlanders are looking smug these days, and are appearing in Greenland in larger numbers. The discovery of a sunken palace in the swamps is attracting many treasure-hunters, but the enigmatic Reedlanders are keeping a tight rein on their borders, and access to the City of Boats is limited, much to Triarch Sleveyn’s ire.

‘Walking the Green’ is a Greenlander saying for a disappeared person, especially in the vicinity of Siobhan. It is not as lightly said when 20 in the past fortnight, the population of an entire hamlet, has ‘walked the green’. Sanctuary councilors are uncharacteristically grim, and some of them have been recalled to some of the more remote islands of their small province.

Settlements
The major settlements of the Fenian Triarchy are:

  • The City of Boats is the closest thing the Chiutan Reedlanders have to an urban community, as most live in small fishing villages, or in the ruins of mainlander palaces, which poke up out of the mud like giant’s lost toys. The City actually moors itself around the biggest and oldest of these, the pinnacle of a sandstone pyramid, brought to the swamps by some ancient magic. Apart from the Lady’s Pyramid (as it is called) there is no solid ground in the City, all services and residences are on papyrus reed boats, and platforms of woven mats or (for the elite families) Greenland-imported lumber. Concentrations of eclectic magic users can be found in the City, and are often sought out by needy Greenlanders and foreigners alike.
  • Greenwall is a fortified city from the NewGod days, Greenwall is both sturdy and resistant to elemental magic, a moss-covered fortress, with surrounding suburbs. It is the largest city on the main island of Greenland, and handles a surprising amount of trade, from Reedland, Sanctuary, and other neighboring territories, as the faeries and Reedlanders are reluctant to let foreigners into their regions. Th at Greenlanders rarely travel to the Sea of Reeds or the isles of Sanctuary is not brought up often. Though it is a fortress city, Greenwall often echoes with song, dance, and the sounds of merriment, as the people have a natural aversion to work and aggression, probably due to the astounding varieties of whiskey made in Greenland, and the aforementioned fey blood in the populace. Fey races and half-breeds are common on Greenwall’s streets.
  • MacCool, second largest city on Greenland, seeks to emulate foreign cities and domains, and rejects much of the fey-influenced culture of the land, and sneers at the primitive Reedlanders as beneath notice. MacCool is an important port, and receives news and visitors all over the globe. The Portmaster of MacCool is frequently selected as the new Triarch, if only to satisfy the ambition of the imperialist Coolaghs; lucky for Greenland that a few glasses of Greenwall Special Green whiskey puts all thoughts of civil war out of the new Triarch’s head.
  • Siobhan is as stereotypical a faerie town as one could hope to fi nd outside the pages of a storybook. Giant mushroom houses, singing trees, leprechauns on street corners, the lot. Th e frequency of disappearance of those who have traveled to the town can be interpreted in… many ways.

Intrigues

  • A feystruck daughter of a powerful mainlander has traveled to the port of MacCool to join with the faeries at Siobhan. PCs have been hired to find her, and prevent her from being another to ‘walk the green’ Coolagh intrigues do not let foreigners move about so easily, though.
  • The Chiutan Reedlanders have had to be subservient among the provinces of the Triarch due to their poverty in metals, bought only dearly in foodstuffs and papyrus. Th e PCs will be given a treasure map to a hidden ancient swamp-palace if thy can smuggle in quantities of metal weapons and other heavily-taxed items.
  • The boggard tribes of the Sea of Reeds has secured a treaty of sorts from the nearby lizardfolk, who put a token wall between them and the Reedlander fishing villages. Shipwrecked or swamp-marooned PCs must either skirmish with the approaching frog-men or renegotiate with the lizardfolk before disaster strikes!
  • Greenlanders often assume their land holds no threats, due to its young age, and dominance by friendly creatures. Dragons, however, like to settle in new territories as well, and lack of opposition suits them just fine. Just how tough are the fabled mossy walls of Greenwall?

See Also