You Are Now Leaving Forstan
((OOC: Sorry it's taken so long to wrap this up. Don't know if anyone is still around to read it...))
Having befriended the Forstani, they gave you bridging crystals to span the Rifts—a series of chasms scarring the land to the east. They also told you about the Orc citadel of Belegost—another city in the midst of the Broken Lands. It is an Orc citadel. The Orcs tried attacking Forstan long ago but couldn’t get through the dome. Sent raiding parties for a few years but haven’t been back since.
The Rifts were smokers that spewed black choking gas, plus there were several living spells that inhabit the area—a living cold spell, a living fire spell, and a living poison spell. Crossing the Rifts on the ground via the crystal bridges, you encountered a coffer corpse, though it was unclear how it ever got there.
Reaching Belegost, you found a city-state of (enlightened) Orcs (orak-shan), apparently turned that way by the corrupted magic of the land. As instructed by the Forstani, you made peace with them, and they saw you safely through the rest of the Broken Lands as they considered themselves the ‘masters of their domain’ and it was a point of honor. They had developed a natural stone-shape ability and made fancy décor, decorative features, colored stones, paintings, and sculptures. Even the Citadel stone fortress was carved from jagged rocks. You discovered that the Orcs had the Book of Souls, and it has transformed them. Orcs don’t normally have souls; these do. They are still somewhat violent but not vicious. They hunt hummerhorns, rock creatures and the giant black and gray wasps. You went on a hunt with them. You showed up with a corpse creature (the only thing they fear). You had a target shooting contest with them, gave them some magic and had a drinking contest. They eat moss and fungus, but also hunt meat.
The Broken Lands are subject to frequent ground quakes, massive upheavals of rocks, and freed elementals trapped in the earth. On the other side of the Broken Lands, you came to the city-state of Durandor, home of the Red Dwarves--red-haired Dwarves that have no beards but mustaches and mutton chops and van dykes. Fortress Durandor straddles the edge of the Broken Lands and the Searing Desert.
Crossing the Searing Desert, you encountered sandstorms, animated sand creatures, scorpions and spontaneous fire bursts, finally coming to another city-state—Sharandor. The Shining Spires of Sharandor are the home of red-skinned humans.
On the other side of the Searing Desert, you came across a great waterfall known as the Veil and a city-state named Steamport, home of Mechanar Dwarves. These are at war with the Rovotic Elves that live across the valley. You had to pass through both places to reach
Vaharadar where the Tall Dwarves live. The Vaharadar gave you the method of contacting the Avari as only the Avari could guide you through the Great Wood to the Ent-wives.
After successfully contacting the winged-Elf Avari, they did, indeed, guide you through the Great Wood which had 1000-foot tall trees, but they weren’t ‘living’ trees like the Ents.
Once you found the Ent-wives, you discovered that they were all healthy but lonely. They thought the Ents had all been destroyed. In any case, they did not feel that they were capable of crossing the land the way it had become. The Searing Desert alone would probably have killed them.
Exactly how you would have returned the Ent-wives to the Ents will probably never by known.
The Fellowship that made it to the end was: Anira, Borun Redbeard, Grimfast, Lady Isile, Radagast, and Saxon.
There would have been a second quest: find out whatever happened to the Blue Wizards. Possibly new players would have been recruited.