Faronne

Faronne: a Western Green

Faronne is a western continent. Split into four main regions—the Northern Plume, the Westerly Islands, the Greenering, and the Spike—Faronne is home to a wide variety of folk and principalities.

It is home to the Strahd-Gang and the Grove-Gang and is an extended ship's sail from Torrovion.

## Geography

Faronne is a large continent, made up of four main regions, each with a variety of countries, kingdoms, and nations.

### The Spike

The Spike is an eastern region, home to three major nations, and one "anti-nation". Up in the north, home to the Dragomir, above the Scaled Cliffs, the climate is cool, with dry summers and frigid winters. South of Yellow Ridge, in the nation of Southsandrin, the climate is hot, with an arid zone in the shadow of the western mountains and a humid zone on the eastern coast.

Rivers run through the Withering Wood, the central nation, and estuaries along the eastern coast feed into rivers, forming the major trade routes from the Spike to the Greenering.

### The Greenering

The Greenering is home to fourteen cooperative provinces that divide up the rolling hills and rich forests of the Greenering. Its people have lived in peace for centuries, and trade and development have flourished.

### The Westerly Islands

To the west of Faronne, lie several large islands surrounded by smaller sprays. The four Queens of the Westerly Islands rule here, in a matriarchal, sea-faring society. Rocky shores, towering cliffs, and hidden coves make the Westerly Islands a uniquely insular community.

### The Northern Plume

The Northern Plume is a dark and snowy land in the north of Faronne. Home to monsters and hardy folk, it is separated from mainland Faronne by a narrow, treacherous channel.  Little is known about this land, but the famed monster hunter, Dr. Rudolph Van Richten, has published his experiences in this dangerous region.

*Van Richten's Guide to Basic Monsters* features vampires, lycanthropes, elusive mystical creatures, and dangerous tribes of wildfolk. All good reasons not to enter this place. But the most compelling reason of all?  Van Richten has not been seen in two months. The doctor has been known to disappear for long stints. Legends have it that he often travels through Ghost Circles—willingly, at that.

His protegé, Ezmerelda D'Avenir has likewise gone missing, though she was last seen heading towards the Withering Wood.

## Planality

Faronne is unique for its planar quirks. Legend holds that the unwary traveler may accidentally wander to another plane or world. Druids refer to this phenomenon as *Ghost Circles*.

### Barovia

One planar overlap is with the demi-plane of Barovia, the former location of Daphne, Quiet Dusk, Gaurqoask, Eorlin, and, presumably, Zevrin.Barovia has since been brought back to the material plane, but connections to the mists of dread remain interspersed throughout the continent.

## Culture

Faronne tends to be agrarian, with development and magical resources centered around urban hubs.

### Major Cities

* Accordia - The capital city of all the Greenering, Accordia is a massive city, home to the Accordia Arcane Academy, the Green Accords that govern all of the Greenering, and many shops, immigrant communities, cultural events, and more.
* Stonehaven - the capital city of Precipicen, Stonehaven is home to many shops and artisans, as well as the Precipicen Arcane Academy.
* Advilka - The capital city of the once great kingdom of Ladvia. In the war of the accords, Ladvia ceded to Doria and Rhysa, and the royal family gave up their power. Never the less, Advilka remains a large city with many draws for people in the surrounding provinces.
* Nraa - the Southsandrin seat of power.
* Astra - Nestled in the mountains of Dragomir, Astra City is a marvel of elvish tradition and discovery. Home to the most acclaimed magical University in Faronne, Astra is the place to be for ambitious, innovative scholars.
* Porthilt - Sitting on the mouth of the Dragon's Tail, Porthilt is a major trade center for the Greenering, managing imports and exports to the River route that leads straight to Accordia, and to the various major landroutes throughout the Greenering.

### Not-so-Major Cities

* Crackling Sylvesterville
* Tweetiesburgh
* Bluebell
* Greenbriar
* Sandalwood
* Dansalen
* Dreicaster

### Religion

Faronnians tend to follow local deities over mass, hierarchical deities. The church does not tend to have a significant following or political power.

#### Well-Known Deities

* Pelor
* Yondalla
* Lathander
* Sharindlar
* Bahamut

#### Obscure Deities

* Zevrin
* Agora
* Green-Moon Goddess