Setting Guide: The Eastern Territories

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Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

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The Domain of Man: Culture and Society

It is easiest to describe the Eastern Territory by dividing it into two regions.

The Kingdoms (South-East)
Feudal, Conservative, and Adherents to the Old Ways

This region includes the the Tegyn Peninsula and the entirety of the eastern coast line, is the most developed and densely populated areas of the Domain of Man. Well-established, powerful, feudal kingdoms rule this region.

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The White Rock Mountains provide diamonds and ore to the powerful city of Peningshir. The city of Wisdom, along the Old Kingdom River, acts as the capital of the Dominion. Further up the eastern coast are the religious centers of Haven and Dain Rurga. Furthest North is the Fortress City of Southwatch, ever vigilant against the threat of Wolfen aggression. The land in this region is fertile and resource rich. Indigenous clans of subhumans, bandits, and the threat of invading Hordes from the Old Kingdom and the North are the major dangers here.

Phi-Lopan and the Riverlands (North-West)
Progress, Self-Determination and Manifest Destiny
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This region includes the island nations of Phi and Lopan and the city-states of Llorn, Ladden, Hadrian's Cove as well as the democratic kingdoms of Wisdom and Raf'Chalon. Opportunity and wealth abound for those bold and strong enough to take it. This region is also the frontier of the Eastern Territories. It encompasses the Scattered and Bruu-Ga-Belimar Mountain chains as well as the majority of the Disputed Lands, the ancient hunting grounds of the Wolfen/Coyle and tribal home of many clans of non-human 'monster' races.


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The Scattered Mountains are occupied by kobolds in the South and to a lesser extent by the Danzi in the North. The mountains are considered impassable except for two passes, one created by the path of the Great River, and another sits where the Scattered Mountains meet the Bruu-Ga-Belimar chain. The Howling Lands are an inhospitable, nearly lifeless wasteland; surrounding them are the Wilderlands, a dense, monster-infested forest region.
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The most significant population centers are Llorn, Hadrian's Cove and Northholme. The Bruu-Ga-Belimar Mountains divide the Disputed Lands from the Northern Wilderness and the Wolfen Empire. Northholme, an industrious Dwarven city, provides ore and weaponry to the entire Dominion. Civilization never strays far from the water's edge in this region. The Grand Canal/Great River and the coast of the Inland Sea host 80% of the human settlements in the area.

Culture and Society Notes:

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Racism, misogyny, brutality and slavery are day-to-day facts for the people of the East. A generally widespread belief that the value of life is cheap. Or at least it is for certain races, classes and menacing strangers.

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The Dominion views slavery as an illegitimate act and punishes Slavers with banishment or more likely, Death. Easterners in general find slavery abhorrent and oppose it when ever they come across it. Racism and discrimination between the 'fair' races and the 'monster' races is rampant and widely accepted in the culture. Regarding the equality of genders, it ranges from nearly equal in Llorn to very traditional in the Kingdom of Peningshir. Generally the North is more progressive in terms of societal roles and politics of the commonwealth.
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It's a bit like a medieval Wild West in the Northern portion of the Eastern Territory. It also shares some of the Pioneer spirit of the old days. The land is rough, and needs to be cleared and softened before it can be cultivated and domesticated.
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The "free" land that settler and immigrants come in droves for is not in fact empty. The forests of the East are inhabited by numerous tribes of various "monster" races. This conflict between the new settlers and the original inhabitants creates a state that can only be described as one of war.
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The insidious danger from within, the constant raids from the far larger and more organized "Monster" tribes from the Old Kingdom, and the ongoing Cold War with the Wolfen Empire have turned the region into a Warrior's Paradise. There is constant need for trained combatants, and skilled fighters can command incredible wages.



PALLADIUM CALENDAR

Eastern Territory ~ 345th Year of the Dominion
Bizantium ~ 3rd Year of King Wilgan
Timiro Kingdom ~ 32nd Year of King Gedro
Wolfen Empire ~ 72nd Year of the Wolfen Empire
Western Empire ~ 25th Year of Emperor Voelkian Itomas II


Months
(Earth, Palladium, Lunar)
  1. January; Algor; Makarav (Wolf Moon)
    • Festival of Isis, Algor 1,Pantheon of Ra
  2. February; Ippotomi; Kompak (Snow Moon)
    • Festival of Amon, Ippotomi 15, Pantheon of Taut
  3. March; Kormath; Mik Na (Crow Moon)
    • Spring Equinox, 3/21
    • Festival of Apis, Kormath 20, Pantheon of Ra
  4. April; Bennu; Mesa (Fish Moon)
  5. May; Epim; Uk Sak (Sowing Moon)
    • Festival of Osiris, Epim 1, Pantheon of Ra
  6. June; Isis; Thok Na (Strawberry Moon)
    • Summer Solstice, 6/21
    • Festival of Ra, Isis 21, Pantheon of Ra
  7. July; Ra; Ka Da (Buck Moon)
    • Festival of the Pantheon of Ra, Ra 1, Pantheon of Ra
  8. August; Thoth; Seha (Sturgeon Moon)
    • Festival of Thoth, Thoth 21, Pantheon of Ra
  9. September; Sebhest; Kagna (Harvest Moon)
    • Autumn Equinox, 9/22
  10. October; Locknar; Tola (Reaper Moon)
    • Festival of Anubis, Locknar 31, Pantheon of Taut
  11. November; Set; Vicheka (Beaver Moon)
    • Festival of the Pantheon of Taut, Set 1, Pantheon of Taut
  12. December; Od; Thnu (Winter Moon)
    • Winter Solstice, 12/21
    • Horus Day, Od 21, Pantheon of Ra
Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Economy and Trade:

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There are several common commodities of high value in the East besides fighting men and women. A major problem facing development is the scarcity of labor.
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    Lumber is the number one trade commodity in the North; Lopan, Phi and the Western Empire are starved for wood and are easily accessed markets. These operations are constantly harassed by faeries and local monster tribes who hate the industrial activity. A recent Dwarvish discovery for the use of yellow wood in high temperature smelting has given that common tree new value. The Inland Coast city of Ladden provides access to the legendary timbers of the Hinterlands while common high-value woods are abundant everywhere.
    Notable Products: Fernwood, stonewood, yellow wood, oak, walnut, cedar, pine and spruce.
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    Minerals; Northolme provides ore and diamonds. Several small emerald mines have been established near Hadrian's cove. The mountains near Vanguard are rumored to be ripe with exotic, rare minerals, but prospectors rarely return from expeditions there. Peningshir enjoys a monopoly on the marble, diamond and ore wealth of the White Rock Mountains. Nearly everywhere quarries pull valuable stone from the earth.
    Notable Products: Alumina, antimony, coal, cobalt, diamond, emerald, ruby, quartz, iron, copper, silver, gold, platine, palladium, zinc, mercury, tin, lead, bismuth, wolfram, vanum, Kr'hum, talc, plumbago, kaolin, marble, slate, granite, limestone, bluestone, blackstone and sandstone.

    Beer, Wine and Spirits; the world is flooded with libations from the Eastern Territory. Beer is produced in mass quantities in the Northern half and wine is produced in the South in equal measure. The products are of good quality and relatively cheap so they are popular throughout the human realm.
    Notable Products: Gnomish Whiskey, Wisish Mead, Wisish Spirits, Wisish Wine Varietals, Elvish Wine Varietals, Gold Coast Wine Varietals, Old Crow Llornish Ale, Northholme Dwarvish Ale, Highback Wheat Beer, Peningshir Sparkling Wine

    Furs; The fur-trade is massive in the North but the industry is dependent on the whims of Western Nobles fashion sense.
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    Leather; Cattle and game animal leather is a common product in the north most often made from game animals.
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    Grain; the Highback Plains are the breadbasket of the East. An extended drought has limited production in the last three years.
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Xy-Djehuti'Snafu

Re: Palladium City Creation Template

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Llorn
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Member of the Domain of Man.
Population: 270,000
  • Human: 75%
    Dwarves: 15%
    Kobolds: 5%
    Elves: 4%
    Other: 1%
Military: 19,000 (+12,000 mercenaries)
Major Temples:
  • Sect of Rurga
    Church of Light and Dark
    Church of Light
    Cult of Set
Ruler: Duke Githeon VasPasseon the 12th, 8th level Palladin of the Mistoan Order.
Coinage: Aggon (1 silver piece, worth 1/1 Oth of a gold), Mark (1 gold piece), Dross (10 GP), Ne-Dross (100 GP).
Flag: An eagle with its wings spread, holding a sword in its talons, on a crimson field.

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The actual city of Llorn is located on the eastern shore of the Inland Sea and is easily the greatest military power in the Eastern Territory, far outreaching the inexperienced, and sometimes feeble, Dominion Army.
Llorn lays claim to an extensive piece of land extending 70 miles (112 km) north of the city, west some 150 miles (240 km) to the Great River and south another 50 miles (80 km) to the shores of the Old Kingdom River. A series of stone towers define the southern border, each 20 miles (32 km) apart, to defend against the occasional marauding band of barbarians from the Old Kingdom.

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The city began during the canine invasion 580 years ago as nothing more than a refugee camp established within the ruins of an old settlement.

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The courageous last stand and three day defense of the camp against the great Wolfen horde is still sung about in ballads today. When the Wolfen gave up and withdrew, it was seen as a sign from the gods, and the spot ordained to be the site of a new (blessed) city.

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The next 200 years saw the settlement blossom into a thriving city despite constant struggle, against the Ore, Goblin and Ogre tribes in the region, the Bonriga Ogres in particular.


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It was not until the city defenders launched an offensive by a young renegade noble and his entourage from the Western Empire, that the city finally succeeded in driving the Ogres and their minions back into the tumbled forests of the Howling Lands.
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That young noble was Duke Mistoan VanPasseon, who, forty years later, helped pen the Charter of Dominion.

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Today, the gleaming walls of Llorn jut high above the inland sea. Its buildings are primarily constructed of wood and stone with red tile roofs, although the buildings in The Sprawl area mostly made of wood.

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The city is surrounded by a 40 foot (12.2 m) tall, 25 foot (7.6 m) thick curtain wall and patrolled by sentries at all times.
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There are four gates in the wall, the Gold Gate on the north leading into the Market District, the Victory Gate on the east leading into the Low District, the South Gate in The Sprawl, and the Sea Gate dividing the Sea District from the Market District which is outside the wall.

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The gates are immense stone affairs with numerous portcullis, murder holes, and wards. Each gatehouse has a contingent of soldiers never fewer than 15, that includes a pair of sorcerers (typically Wizards, Warlocks or Psi-Mystics) and a mid-level (4-7) Mind Mage. In addition, there are three scribes responsible for recording each traveler's name, and their business in Llom, as well as, the collecting the entrance tax, and issuing visitor passes.
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Re: Palladium City Creation Template

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Rivengard

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  1. Location: Old Kingdom River, on the edge of the Howling Lands
  2. Population: Large Town; and surround farm lands 21,000
  3. Surrounding Area: Grassland and Prairie
  4. City Defenses:
    Fortress City
    Fundamentally the same as the Heavily Defended City, only the troops will equal 20% of the population, 2-4% of the troops will be men of magic (most 3rd to 5th level; leaders being 6th to 11th level), and there will be a church and priests (most 2nd-5th level) dedicated to serving the army and who engage in healing, helping and counselling the troops (equal to 2-3% of the troops).
    Fortifications are elaborate, with massively thick walls (15-25 feet/4.6 to 7.6 m thick and 20-40 feet/6-12 m tall). These walls will have full battlements, siege weapons and other defenses at strategic locations along the top, towers at each gate and strategic locations and garrisons of !D4xlOO troops stationed at each gate and one or two other strategic locations, in
    addition to the regular army. This outer wall will enclose 70-100% of the main community

    (Note: A town often outgrows its original, main defenses, so a the community may spread outside the main fortifications, although the heart of the city will always be those inside the walls. Likewise, outlying communities of villages, small towns, outposts, farms and grazing land are commonly found outside cities, especially large ones. The people in these areas can flee to the fortified city for protection in case of invasion, or call upon the city guards to address criminal activity, bandit raids and incursions from rival communities or monster armies).
    The palace grounds will have a fortified wall (about half the size of the outer wall) and towers above each gate, plus a garrison of the most loyal and experienced troops (300-500 troops; 4th to 6th level) to protect the grounds at all times. Furthermore, there is usually a police force and militia, as well as siege weapons (catapults, etc.) and excellent stores of food and supplies (can last 1D4+4 months without difficulty).
    Taking a city like this would entail a siege by a full-scale army for at least six months, if not considerably longer, and/or by an extremely powerful force wielding great magic or calling upon demonic and unnatural forces.
  5. Government: Council of Elders
  6. Loyalty: Strong
  7. Alignment: Unprincipled
  8. Wealth: Middle-class
  9. Industry: Livestock, Horse Trade, Farming, Brewery, Tannery, Textiles
  10. Magic:
    Prominent
    Magic is so common here that people barely blink an eye when it is used. For that matter, there are numerous mages who practice a variety of mystic arts, and mages involved in business, politics, the government and military defense, as well as several prominent local figures. There are likely be two or more magic shops, magic weapons, a magic guild and possibly even a school for magic. Adventurers, mercenaries and travellers who practice magic also come to town and are active in the surrounding region.
  11. Religion: Moderate
  12. Pantheon: Church of Light
  13. Racial Breakdown: Humans 59%, Elves 23%, Dwarves 3% Other 15%
  14. Buildings:
    1. Government: Aqueduct & Sewer, Water Reservoir, Granary, Barracks, Hospital
    2. Residential: Middle-class 55%, Low-class 45%
    3. Industrial: Brewery, Textile Manufacturing, Tannery
    4. Commercial: Armorer, Bakery, Miller, Farmer's Market, Stables, Tailor, Weaver
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A major fortification along the Old Kingdom River was built near a pre-established elvish community.
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Now Rivengard is a prosperous farming community on the southern border of the Domain of Man.
Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Raf'Chalon
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  1. Location: West of Wisdom on the Old Kingdom river.
  2. Population: 28,900
  3. Surrounding Area: Rolling hills, excellent for grazing and grain crops.
  4. City Defenses:
    Impregnable at least in theory
    There is no such thing as a truly impregnable fort or fortress city, just those so heavily fortified and well defended that most would-be attackers tend to pass on messing with it. Of course, this doesn't mean it cannot be infiltrated and plagued by rabble-rousers, sabotage and comparatively minor) terrorist assaults from within, as well as crime and corruption.
    Fundamentally the same as the Fortress City, only magical defenses are heavily incorporated. Wards and mystic symbols can be seen etched into the doors, gates, and walls. Magic circles and wards are on the floors at strategic locations and offer protection to storage bays and important rooms. Magic circles may be used to summon the forces of nature, magical forces and supernatural creatures to help defend the city. The number of magic defenders represents 3-6% of the army, generally 4th to 7th level with leaders being 8th level and higher, and includes Summoners and Diabolists. There is also likely to be a special division of Psychic Healers (1% of the troops) and a dozen or two Mind Mages or a strong group of priests that serve the army (equal to 3-5% of the troops).
    Impregnable defenses are rare because they are usually too costly to maintain. Consequently, they are usually reserved for the most important strategic locations, like the capital city of a kingdom, a precious resource, a crucial trade port, and important strategic border outposts, towns and cities; occasionally, wealthy, paranoid communities can be included in the mix. Note that being impregnable doesn't necessarily mean the community is an aggressive or violent military power. For example, the Pueblo Indians had great defenses but weren't warriors, they just wanted to live in peace.
  5. Government: Constitutional Monarchy
  6. Loyalty: High
  7. Alignment: Scrupulous
  8. Wealth: High
  9. Industry: Vineyards, Fishing, Magic, Breweries, Distillery
  10. Magic:
    Pervasive
    Magic is so commonplace that it plays a big role in daily life. Wizards, Warlocks, Summoners and others are involved in designing, building and maintaining the city infrastructure, play a big role in the military and defenses, are involved in business and politics, and can be seen casually walking the streets and chatting with neighbors. There will be several magic guilds (often divided by magical discipline), a school or two, maybe even a university of magic, numerous magic shops, magical services, magical oddities, magic weapons, items and foods.
  11. Religion: Moderate
  12. Pantheon: Church of Light, Light and Darkness, the Cult of Thoth is very prominent.
  13. Racial Breakdown: 38% Elves, 33% Human, 20% Gnomes, 9% other.
  14. Buildings:
    1. Castle, Walls, Fish Processing facility, Temples.
    2. Government: A monarchy in name but essentially a republic.
    3. Residential: High standard of living.
    4. Industrial: Glenmaltchbarleyhill produces fine, small batch beers and they have invented Whisky! The only producer of whisky on the planet!
    5. Commercial: Huge amount of trade in Old Kingdom Relics, Alcohol Products and large-scale Fletchery Operations (Bulk Arrow Sales)
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The Kingdom of Raf'chalon, a member of the Dominon of Man.
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Castle Chalon
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The Library
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Glenmaltchbarleyhill: Gnomish Freehold

East Glenmaltchbarleyhill
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West Glenmaltchbarleyhill
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Re: The Eastern Territories: Setting Guide

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The Enchanted Forest

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The western forests between the shores of the Inland Sea and the Shattered Mountains have proven resistant to habitation. Though many settlements have been started, precious few have been able to survive the constant harassment of large predators, monsters, Coyle aggression and the land's seeming unwillingness to be cleared. Plants regrow so fast that a newly cleared field will be choked with creeping vines, weeds, grass and other fast growing undergrowths within a month. Within six months, even trees will have grown to saplings that seem more like two or three years old! Surely this is the work of some unknown supernatural power, and rumors as to who or what abound.
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Due to this and the other dangers, the only sizeable settlements are a number of hugely profitable lumber operations (rag-tag towns built around a lumber mill) and towns on the shores of the Inland Sea and along the Great River. Even the normally unstoppable frontier spirit of free settlers has. been blunted by the western forest of the Disputed Lands. Travel through the forests is a mere 1D4+2 miles (4.8 to 9.6 km) per day.
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Much of the land along the Shattered Mountains is completely impassible by all but Druids, Warlocks, Danzi, Wolfen and their kin, and the few Rangers who call the forest home. Staying to the forest's outer edge is comparably safe and easier to traverse. It is the forest's depths that are so dense, quick growing and dangerous. Moving more than 20 miles (32 km) into the forest is extremely hazardous, and will possibly result in even experienced wilderness guides becoming lost (-20% to land navigation and sense of direction skills).
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Trolls, Ogres, Giants, Chimera, a wide variety of dark Faerie Folk and monsters call this virgin forest "home," along with the occasional dragon, Harpy, entities and other supernatural monsters. The Faerie Folk constantly harass interlopers by stealing small items, tying hair into knots, interrupting sleep, slipping faerie food into food stores, etc. Some of these tricks are just simple Faerie orneriness or mischievous fun, but it does serve to dissuade those few hardy travelers who otherwise would brave the danger of the deep forests.
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Part of the problem is the aftermath of the Siti War, a conflict that once raged between the denizens of good and evil Fairies. Scholars dispute this as warfare between Faerie Folk, because it has never been documented or reported on by a reliable source (Danzi know, but rarely speak of it). As the gentler, more good-natured Faerie Folk were driven away or left for more peaceful surroundings, the Bogies, Grograch, Pucks, Toadstools, Kinnie Ger and other dangerous Faerie Folk declared victory and made the land their home. There remains the occasional clan of gentle Faeries, Sprites, Brownies and others, but the majority are the dark Folk.
SNAFU

Re: The Eastern Territories: Setting Guide

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Fortifications


Llorn lays claim to an extensive piece of land extending 70 miles (112 km) north of the city, west some 150 miles (240 km) to the Great River and south another 50 miles (80 km) to the shores of the Old Kingdom River. A series of stone towers define the southern border, each 20 miles (32 km) apart, to defend against the occasional marauding band of barbarians from the Old Kingdom.
A full third of the Llornian army is permanently garrisoned along the southern border, and each member of the famed Llornian Mercenaries must perform combat training on the fringes of the Howling Lands and/or the Old Kingdom frontier. Likewise, the northern border is similarly fortified, though only one in three towers have been completed, and until recently, only a skeleton garrison force had been in place.

The eastern border is the most settled by independent communities not part of the growing Llorn Kingdom, the city of Hadrian's Cove at the end of the Grand Canal being the most notable.

The Llornian Military maintains two defensive lines, one along the Great River and the other along the Old Kingdom River.

The Borderline

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The Riverguard

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Re: The Eastern Territories: Setting Guide

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The Trade Road
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A highway of stone that runs from Llorn in the west all the way to Haven in the east, and recently and new route runs south towards Wisdom. The Trade Road is constructed, maintained and managed by the Coalition of Merchants Guild. Non-members must pay a toll to get on the road as well as at every town they encounter along the way, forcing these traders to pick their stops with care and then to make a wide detour around those towns they do not stop at.
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Not only is it more dangerous to wander from the road due to bandits, but the land tends to be heavily forested along the Great River, making wagon travel very difficult if not impossible in places. Of course, one can always use the river for free, but the CMG strikes again with dock tolls that are three or four times higher for non-guild members. Twice a year the Guild of Merchants Coalition organizes a mass convoy to maximize safety of transport.
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SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Kaash


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Not a member of the Domain of Man and does not recognize the authority of the Merchants' Guild or the legitimacy of the Army of Dominion.
Population: 48,000
  • Human: 50%
    Ores: 25%
    Goblins: 10%
    Dwarves: 3%
    Kobolds: 2%
    Ogres: 1%
    Elves: 1%
    Other: 8%
Military:
  • 3,500 Sentries
    1,200 Pikes
Major Temples:
  • Cult of Set
    Children of Utu
Ruler: Lord Alshizar, though Count Lovejoy sees to the day-to-day operation of the city.
Coinage: 1 Piece (1 gold), 5 Piece, 10 Piece, 20 Piece, 50 Piece, 100 Piece, 500 Piece.
Flag: A plain, blood red banner.
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Crouching in the shadow of the Shattered Mountains on the banks of the Stone River, a murky tributary of the Great River, Kaash has earned the title of the most vile and corrupt city in all the Eastern Territory (and that's a feat, because there are plenty of towns and small cities that are dangerous and rife with crime and civil unrest). Blood cults, gang wars, rampant drug abuse, high stakes gambling, murder, rape and slavery are just a few of the most notable crimes at Kaash.
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A cesspool of wickedness and villainy, it seems to attract bullies, brutes, crooks, river pirates, slavers, cultists, psychopaths, and practitioners of the black arts (Witches, Necromancers, Scarecrows, Lizard Mages, evil Summoners, dragons, Za, etc.) from throughout the Domain of Man.

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In addition, assassins and opportunists from the Western Empire find the city quite "homey." The gold trade still goes on as profitable as ever, but the growing city now supplements its income with the slave trade, prostitution, gambling, drugs and much, much worse. For a time the city's economy was in shambles. The city's infrastructure wasn't growing fast enough to meet the demands of the population. People had plenty of gold, but there was precious little to spend it on, so they were taking their money to spend elsewhere.
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Lord Alshizar appointed the current Steward, Count Lovejoy, a charming man with the tongue of an angel and the heart of a monster, to rectify the problem. One of the King's first actions was to create the Embassy, a haven for visiting merchants where they can stay and conduct business without fear of crime or their safety. The second, was to allow all kinds of building, and businesses to operate with virtually no restraints or limitations, endorse all sorts of vice to operate out in the open (things most other cities try to stomp out or hide in a corner). Today, a steady stream of merchants, river traffic and adventurers stop at Kaash to rest and find shelter, enjoy dark pleasures, resupply, gather information and to hunt down desperados.

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Outwardly, Kaash looks like a city built for war. The tangled forest runs right up to the 60 foot (18.3 m) tall drab-gray stone walls. There are few immigrants, squatters, farmers or homesteaders living in the immediate vicinity outside the walls; the wilderness is just too dangerous, and nobody does anything about the roaming clans of Kobolds, Ores and Giants, nor bandits or even simple vandals. Only mining and prospecting sites (half of those fruitless and abandoned) flourish along the Stone River and up into the mountain. A few burnt out farms and outposts from the Merchants' Guild's reign remain as testament to the troubled past.
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Atop the walls, walking beside blood red banners snapping in the breeze, are dead-eyed soldiers, attired in black scale armor, wielding sword and pole arm, and silent as the grave. Should the city be threatened, first one and then all of the sentries will point their weapons and scream like banshees, as a warning both to those within the city and to the invaders outside. The effect is so strange and chilling that five years ago a regiment of mercenaries hired by the Church of Light to raze the city turned around and sailed home. They reported that it sounded like the entire city began screeching and they could smell the taint of death and evil magic in the air.
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Supporting the defenders on the wall facing the river (the most likely avenue of attack) are 24 catapults armed with Greek fire and acid bombs (thick clay balls filled with acid that does 2D6 damage per round, for 1D6 melee rounds or until washed off with alcohol). The continuous wall around the city enables troops to reposition the catapults relatively quickly should an attack occur elsewhere. There are three large gates, two of which face the river and usable only by watercraft, and a third gate on the west wall where the gold trains enter the city.

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Along the road leading to the gold mines, dubbed the "Gold Road," some five miles (8 km) from Kaash, are soldiers identical to the sentries on the wall.
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For most of its history, Kaash was little more than a pirate base where brigands could raid the Great River communities or attack merchant caravans along the Trade Road, then slink away up the Stone River to split up the booty and lay low until things settled down. In time, the priates became a serious threat to commerce along the river, which forced the Merchants' Guild to take steps to protect its members. To that end they hired an army of Llorn Red Brigade mercenaries, as well as capable adventuring groups and would-be heroes, and conquered the pirate base in a short and bloody campaign. With the Merchants' Guild firmly in charge and the pirate threat greatly diminished (two thirds perished or fled), at least for a time, the settlers began occupying Kaash to rebuild it and turn it into a civilized place. Within a few years what had once been the pirate base had become a small town. When gold was discovered in the nearby mountains, the town grew into a city seemingly overnight.
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The booming population and the promise of wealth from gold attracted more thugs, crooks, con artists, claim jumpers, thieves, criminals and opportunists of every stripe. A short time later, people started turning up dead, their bodies horribly mutilated.
When the authorities proved unable to find those responsible or to prevent more murders, it gave villains a more free hand because they could pump somebody, rob him and kill him and blame it on the "curse of the Mountain," or "the monsters of the shattered stone."

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This also inspired death cults and dark churches to spring up all over the place, as well as gambling halls, saloon, houses of ill-repute, drug dens, pawnshops and other unsavory shops and services catering to the base whims and desires of the wealthy prospectors, miners, workmen, immigrants and adventurers who flocks to the city to find their fortunes.
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In the century since Alshizar took control of the town and renamed it after himself, Kaash has grown in both size and power. Much to the chagrin of its neighbors, it has also sunken ever further into evil and decadence. The city is a haven for river and sea pirates, slavers, criminals, fugitives and roughnecks. Here, the Lord of Kaash refuses to allow the Dominion Army or lawmen from other communities entry into his "fair city."


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If they have a complaint or suspicion that a wanted bandit, raider, murderer or criminal is hiding in Kaash, all they can do is log it with the office of foreign affairs and the law at Kaash will investigate and take whatever action is necessary. In short, it does nothing while pretending to be concerned and protecting villains with the claim of sovereign privilege (i.e. other communities stay out of our business).

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Nothing short of a siege is likely to have any hope of routing the army of brigands that find sanctuary at Kaash. It is an idea some have considered, only there is, indeed, an "army" of cutthroats at Kaash, as well as its own militia and who knows how many practitioners of magic, dark priests, and monstrous non-humans to defend the place. If river and sea pirates, tribes of Ores, and other brigands and monsters should join forces with Kaash, the entire region could find itself at war and the vile city might actually win and become even more powerful.

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SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

New Crest
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Capital of the Groff Estates; A member of the Domain of Man.
Population: 72,000; does not include the 50,000 people living in towns, villages and farms within 20 mile (32 km) radius of the city, nor the large number of visitors (thousands) that
come and go.
  • Human: 86%
    Elf 7%
    Dwarf 2%
    Other: 5%
Military:
  • City Militia: 800 (this is the number of men actually stationed in the city not the entire military of the Groff Estates)
    Dominion Soldiers: 1,600 (3rd Regiment 9th Army of Dominion)
    Navy: 600
Major Temples:
  • Church of Light
    Cult of the Great One
    Temple of Ippotomi
Ruler: Estate Mayor, Ehric Groff
Coinage: Crescent (1 gold), Moon (5 gold), Sun (10 gold) Also honor Merchants Guild scripts of credit.
Flag: A golden half sun rising out of a field of midnight blue.
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New Crest is the only big city in the Groff Estates and as such, is the seat of government and the hub of commerce. It is built on an island some 100 yards (100 m) from shore. Ships are constantly arriving and departing, making the docks a very busy and sometimes bewildering place. Merchants and street criers yell to be heard above the dull roar of the peoples voices punctuated by the sharp cry of seagulls and the steady pounding of the surf.
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Two other cities have stood on the current site of New Crest; the most recent was Crest View which was razed 150 years ago during a pirate raid. Since then, the city has been rebuilt and with its ever growing professional navy is virtually impervious to pirate attack. The only remaining structure from the original city is Fort Dethial (Elven for "ocean"), which is now used as the headquarters for the Groff Navy. A pair of pier-like bridges
made of wood and stone connect the city to the mainland.
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The limestone island that New Crest is built upon is crescent shaped and is just over three miles wide (5 km). The land thrusts •40 feet (12.2 m) out of the ocean and thus its citizens are spared the flooding that invariably accompanies hurricanes. The jagged
cliff face is slippery and hazardous to climb (-20% to climbing skill). A low stone wall some four feet (1.2 m) tall surrounds the island as a safety measure for pedestrians.
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Bridges: A pair of pier-like bridges connect New Crest to the mainland. They are built 20 feet (6.1 m) above the waterline so as to stay above the storm surges. Stone arches, embedded deep in the sea bed and wide enough to allow small boats to move beneath
them, support the bridges. As the easiest method across the harbor, the bridges are also the most severe security risk. They are closed after dark and guarded by 20 soldiers and a low-level (2-3 level) Warlock, Mystic, or Wizard.

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During the day, the bridges are very active. A steady flow of traffic moves over each bridge as merchants, farmers and visitors arrive; the former bringing goods and produce to sell. Traffic is especially busy just after sunrise when people are hurrying into the city and then again just before sundown as people hurry to get across before the mainland gates close. The soldiers stationed on the bridges at night will prevent anyone from entering the city. Attempting to sneak into the city by going under the bridge or swimming the harbor is grounds for arrest and interrogation, possibly trial for spying.
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Lighthouses: Situated on either side of the harbor mouth and on the northern and southern-most points of the island are 60 foot (18.3 m) tall, stone lighthouses equipped with a powerful beacon lantern visible for five miles (8 km). A lighthouse keeper
lives in a small home connected to the lighthouse and is responsible for repairing and operating the light; Visitors are never allowed in the lighthouses.

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Docks: The New Crest docks are constructed of stone with wood bumpers on the waterline to protect ship hulls. On average, a dozen vessels arrive and depart each day, loading and unloading cargo. Sailors wander the wharves enjoying the feel of solid ground while soldiers work to keep the peace. Adding to the activity are the legions of laborers and fishermen who live and work on the docks. Lining the wharves are inns, alehouses,
general stores, tattoo parlors, the fish market and several bawdy-houses.
SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Haven
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Member of the Domain of Man. However, has declared itself neutral in the ongoing conflict between the Eastern Territory and the Wolfen Empire.
Population: 65,000
  • Human: 80%
    Elf: 10%
    Dwarf: 5%
    Ore: 2%
    Goblin: 2%
    Other: 1%
Military: 5,000
Major Temples:
  • Church of Light and Dark
    Church of Light
    Church of Darkness
    Cult of the Great One
    Cult of Set
Ruler: Bishop Rose Nodeki
Coinage: All coinage is based off the one gold piece "Negin" with larger denominations simply called a "five-negin" or 5 gold piece. Other denominations include 10, 50, and 100-negin.
Flag: An ankh within a gold sun emblazoned on a split white/black field.


Haven is the pride of the Eastern arm of the Church of Light and Dark, for it is the home to the Tower of Light, keeper of the Heart of Osiris, famed for its pair of Great River spanning bridges, and has been the centerpiece of human civilization in the northeast for centuries. Aside from Llorn, Haven is the most powerful and influential city north of Wisdom.

It holds a commanding position at the mouth of the Great River and enjoys the considerable might of the international Church of Light and Dark. Even the Wolfen who laid waste to everything else in the north, were stopped at Haven's walls. The city acted as an anchor of stability during the early days of the Great River's colonization and is always there, ready to lend a helping hand. The hope was that by assisting the colonization efforts along the Great River, they would cultivate new members for the Church of Light and Dark. Haven's leadership envisioned the Church being a dominant power, much like it enjoys in the Western Empire's Middle Kingdom. Although the Church has not become the dominant power, the city and the priests are looked upon kindly by most everyone in the Eastern Territory, and most consider Haven to be the epitome of what a righteous city should be.

The Church of Light and Dark takes great pains to portray itself and the city as unified in common belief; a place where the followers of the Gods of Darkness and those of the Gods of Light come together in mutual respect and understanding. They tout the "balance" of light and dark and speak of harmony and cooperation. The truth of the matter is that despite the international Church's attempts to bring it into balance, the Eastern arm is badly fractionalized. Most followers of the Gods of Light reside in the larger and older city of Haven on the southern shore of the Great River while the majority who worship the Gods of Darkness reside on the north side of the River in New Haven. Even within each faction are smaller factions each dedicated to one, or a specific cluster of specific gods in the pantheon. While it is true that people worshiping dozens of different Gods live
together in the same city, for the most part peacefully, Haven is not an idyllic paradise. The devotees of Ra hate the followers of Set and all the Gods of Darkness. The secret Cult of Set would like to see all the Gods of Light and their churches destroyed, and actively engages in assault and murder against their rivals. Helping the followers of Ra to counter this threat are the followers of Bennu who are waging a not so secret war against the
Cult, and those are just some of the most powerful factions, there are dozens of others, all with their own agendas and alliances.

The city of Haven can be divided into three main parts: The Holy City situated high above the rest of the community and hidden from view by whitewashed ramparts, the Outer City where the majority of the population lives and where all commerce occurs, and lastly, New Haven, situated on the other side of the Great River and connected to the Outer City by two immense stone bridges; dominated by the followers of Taut and its many sub-sects. Most visitors stay in the Outer City and therefore have little or no contact with the more zealous worshipers of Taut. They are blissfully unaware of the underground war being waged by the sub-sects in alleys and the under cover of night. So long as the situation does not get out of hand and erupt into full-scale civil war in the streets, the Bishop, more concerned with maintaining the illusion of cohesion and under pressure from the West to generate converts, is not inclined to openly crack down on the combatants.

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SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Wisdom

A member of the Domain of Man.
Population: 120,000
  • Human: 80%
    Elf: 5%
    Dwarf: 2%
    Other: 13%
Military:
  • City Militia: 5,000
    Dominion Soldiers: 7,000
Major Temples:
  • Church of Light
    Church of Light and Dark
    Church of Thoth
Ruler: King Jeffries Hafton
Coinage: Crescent (1 gold), Moon (5 gold), Sun (10 gold). Also honor Merchants' Guild Coinage and scripts of credit.
Flag: White and gold unicorn on a blue field.

If Llorn is known as the city of war and Haven as the city of religion, then Wisdom holds claim to the title City of Learning. With the largest assemblage of educated people, both mundane and magical, in the Eastern Territory, it has become the heart of the Domain of Man. It is also home to the widely traveled and respected brotherhood of scholars, the Circle of the Scroll, the prestigious Institute of Science and Magic, and the powerful and
influential magic guild, Tri-Arcanum. As the "unofficial" capital of the Domain of Man, Wisdom is host to the entire 7th Army and the administrative juggernaut that keeps track of the member cities, kingdoms and states that comprise the Dominion. Twice each year, representatives from every Charter member of the Dominion gather in the House of Man to resolve disputes, pay taxes, receive petitioners wishing to sign the Charter of Dominion
as well as conduct other business of state. (The original signed copy of the Charter is kept at Wisdom.) Wisdom is an old city and has seen continual habitation for over 700 years. Contrary to what one may think, most buildings are not exceptionally old. The oldest is the House of Man, a large, domed structure reminiscent of the Winter Palace in Southwatch that is just over 300 years old. Most of the buildings elsewhere are between 10 and 100 years old, with many even newer. Buildings are constructed of both wood and stone, with
the wealthier inhabitants having more stone and the poorer folk depending more on wood and plaster. The King has decreed that slate shingles must be used as a fire prevention measure. The city militia, dubbed the "Green Men" for their tunics have maintained safe streets and a good relationship with the locals for as long as anyone can remember.

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The Hall of Man
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SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Penningshir

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A member of the Domain of Man.
Population: 61,000
  • Human: 95%
    Elf: 2%
    Dwarf: 2%
    Other: 1%
Military:
  • 2,500 of the Royal Penington Army
    2,500 in the volunteer city militia.
Major Temples:
  • Church of Light and Dark
Ruler: King Edmund Penington
Coinage: Crescent (1 gold), Moon (5 gold), Crown (10 gold). Also honors Merchant's Guild scripts of credit.
Flag: A silver sword cleaving a black sphere, all on a green field.


Peningshir is a traditional looking, medieval city of stone and wood, of history and decline. The city is found at the feet of the Eastern Territory and has been part of the rise of the Domain of Man. It was the effort and blood of Sir Aaron Penington against the Blood Eye Orcish horde and other barbarians from the Old Kingdom which was able to gouge a foothold in the (then) badlands of the Eastern Territory and defeat subsequent barbarian
and monster attacks to build a kingdom. The bards sing, if the weathered stones could speak they would tell of love and loss, of kingdoms won and heroes fallen. As one of the oldest cities in the Eastern Territory, Peningshir has deep roots indeed. The quality masonry and richly decorated stonework is considered some of the finest examples of early Eastern architecture. The roofs, unlike most in the south, are constructed of slate. Many
windows still contain the brightly colored glass that once made the city such a bright and colorful place. Sadly, the death of the great warrior King Aaron Penington saw the noble families fall to discord and with them, the kingdom and the city's glory days. Once, Peningshir was the jewel of the East, but no more. Nearly all of the most talented craftsmen and merchants have moved to the boom towns of the north or the free lands of the Groff Estates. The people who remain are either the wealthy nobles who hold the land and reap its greatest benefits or those who have lived here for generations and eke out a reasonably good life or are too poor to move.

Outside the glittering Palace of the East where the affluent and educated live and work, is just an endless sea of humanity and aging stone buildings, half of which are slums. A few areas are clean and quaint, but they are oases in a city of old and shabby buildings. Many of the people struggle under the weight of hard labor and crippling taxation. Most every street has a tavern or two along with abandoned buildings or closed businesses. The citizens are resentful of the nobility and their excesses while the nobility fails to see the problem. The typical resident is illiterate, and most are dependent upon their King and the
whims of the nobles for their livelihood. The Church of Light and Dark has a large temple in the city which spends much of its time caring for the sick and destitute. All manner of shops can be found, but most are simple, and sell only the most rudimentary items - there's just no market for expensive, exotic or magical merchandise.

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Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Southwatch
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Member of the Domain of Man
Population: 27,000
  • Human 80%
    Elf 12%
    Dwarf 4%
    Other 4%
Military:
  • Dominion Army: 8,000
    Great River Militia: 500
    City (Southwatch) Militia: 4,200
    Llornian Mercenaries 3000
Major Temples:
  • Sect of Rurga
    Church of Light
    Temple of Hoknar
    The Sect of the Red God
Ruler: Governor General Natsa "Winter Fox" Poledoris (10th level Palladin)
Coinage: Merchant Guild trade bars
Flag: The Dominion flag, hunter green field with a wild boar rearing (rampant) with 8 gold stars above.
Defenses:
  • Ditches: 16 feet deep (5 m), 39 feet wide (12m), lined with steel scythe-like blades.
    City Curtain Wall: 23 feet thick (7 m), 33 feet tall (10m).
    Towers: 19 feet thick (6 m), 46 feet tall (14 m), The towers are topped with catapults and ballista and each has a springal in storage for use on the walls or in the streets.
    Castle Curtain Wall: 33 feet thick (10 m), 33 feet tall (10 m).
    Towers: 26 feet thick (8 m), 52 feet tall (16m). The towers are topped with catapults and ballista.
    Winter Palace Curtain Wall: 43 feet thick (13 m), 33 feet tall (10m).
    Towers: 33 feet thick (10 m), 59 feet tall (18 m).
    Winter Palace: 36 feet thick (11 m), 118 feet tall (36 m).
Southwatch is built atop the ruins of an ancient fortification that the Wolfen called "Gronocht Urgag," which roughly translates to "Dome of the Dead." Even before the coming of the armies of man, Gronocht Urgag saw violence. Sometime far in the past, before the coming of the Wolfen, the fortress was destroyed, leaving only crumbling walls and a massive domed building, a mere shell of its former self. After the Danzi's defeat at the foot of Gronocht Urgag, the Wolfen piled their slain enemy in the center of the dome and set them on fire for a warrior's cremation. When the armies of the Eastern Territories smashed their way north, they found the ruin and immediately set to repairing and upgrading it. Of the original ruins, only the large domed structure remains.
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The human engineers quickly tore down the old crumbling walls, other than the dome, and used them as the cornerstones for the foundation of a new city. When the dome proved to be impervious to both their tools and magic, they set about patching its holes and rebuilding its interior. The rest of the fortress was completed in three stages, beginning with the other buildings atop the "Hill," then the curtain wall that surrounds the Hill, and finally the curtain wall.
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Southwatch is a busy place, full of soldiers, mercenaries, adventurers, trappers, traders, and civilians. The soldiers stationed there run the gamut from loyal men and women with a strong desire to defend against the "barbaric Wolfen bent on world domination" to lowlife thugs, criminals and mercenaries who were sent to Southwatch from their home cities to fulfill some obligation or to avoid prison. Morale runs lukewarm and the General is concerned about what will happen should war really break out. With the rate of desertion running at approximately five soldiers per month (most are captured, tried and summarily executed, which seems to only lend fuel to the problem), there is a general lack of confidence that the infantry can win against the legions of Wolfen. To that end, Southwatch is currently negotiating with Llorn to send more mercenaries.

The Rim
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Neighboring Shanty Town to Southwatch; not a member of the Dominion
Population: 7,000 plus 2D4xlOO transients at any given time.
  • Human 70%
    Elf 10%
    Dwarf 4%
    Kobold 4%
    Orc 5%
    Other 7%
Military: Sturnward mercenaries and volunteer meres and adventurers visiting town.
Major Temples:
  • Sect of Rurga
    Church of Light
    Temple of Hoknar
    The Sect of the Red God
    Kurgi the Rat God
Rulers: Town Council and Count Morgan, leader of the Sturnward mercenaries, but a number of businessmen also have a fair amount of clout.
Coinage: Merchant Guild trade bars, but also barters heavily and accepts all currencies.
Flag: None.
Note: Dozens of small fishing villages are found along the coast and scores of farms and homesteads are scattered around The Rim and City of Southwatch, accounting for another couple thousand people in a 50 mile (80 km) radius.
Between the outer ditch and the inner ditch has grown a shanty town called The Rim by its residents, but collectively referred to as squatters by the city folk and the Army. The Rim is a boisterous place where those who are afraid of the Wolfen raiders or who wish to find work in Southwatch have settled. With the recent shortage of housing space within the city walls, anyone who wants to move to Southwatch must first take residence on The Rim while they wait to be allowed to live in the city. Names are drawn in a monthly lottery. The laws governing the city are not strictly enforced in The Run, so it is a rather lawless place that attracts thieves, bandits and criminals of every stripe, traveling merchants and other opportunists, to those down on their luck, adventurers and would-be heroes. Assault and murder is an all too-common method of solving disputes. The Army occasionally makes sweeps through The Rim, rooting out suspected Wolfen spies and putting on a show of who is in charge, but once they leave, it's back to the same old fun and games. The only sure way to remain safe in The Rim is to hire the services of the Sturnward, a small band of mercenaries (80 in all) who came to Southwatch to find work. The leader, Count Morgan, quickly decided that selling his services to the folks of The Rim was more lucrative than manning border forts in the wilderness for the Dominion Army. The Sturnward control the southern third of The Rim and those wishing for his team's protection and "law" must pay a fee.
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Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Northholme
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Not a member of the Domain of Man. Have a mutual defense treaty with Llorn.
Population: 23,000
  • Dwarf: 97%
    Human: 2%
    Other: 1%
Military:
  • 1300 full-time soldiers
    1800 Llornian mercenaries.
    In an emergency, virtually the entire population can be mobilized as militia.
Major Temples:
  • Temple of Belimar
    Sect of Rurga
    Church of Light
Ruler: Clan Chief Runark Goldenbeard
Coinage: Tenth (1 silver, worth l/10th of a mink), mink (1gold), shek (10 gold), gerak (100 gold), tegerak (1,000 gold)
Flag: Gold Hammer on a navy blue field.

Northolme (home to the Goldenbeard Dwarven Clan) is the single greatest independent community of Dwarves in the East. The city was originally one of many far-flung mining outposts of the old Dwarven Empire that churned out gold and steel to help finance the war effort. Then, one day the mine went silent.
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When agents of the Dwarven king arrived, they found the miners' horribly mutilated bodies strewn about the mine. When members of the investigators started turning up dead, they sealed the mine, disguising its entrance with powerful magicks to be examined at a later date. Following the Elf-Dwarf war, the mine was forgotten and remained undisturbed until Runark Goldenbeard reopened it more than 9,000 years after it was sealed. Today, the mine is home to thousands of Dwarves and has become the premier exporter of Dwarven made weapons in the north.
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15 years ago, Runark, a superior weapon smith, first learned of an abandoned mine in the westernmost reaches of the infamous Bruu-Ga-Belimar mountains, deep in the Disputed Lands. At the time, he claimed the god Belimar had given him a vision in his sleep (he can't remember the dream at all now). Taking his considerable profits from his trade, he gathered a small band of like-minded Dwarven comrades and struck out into the north in search of the mine.
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Four years and many hundreds of miles later, they discovered a large Troll village at the end of an ancient road high in the mountains. The village was located on a wide outcrop that had obviously been flattened by other than natural means. The Trolls were clearly hostile, so the Dwarves kept to the mountain high-ground. While lurking about, they discovered a small opening below the village. It had been uncovered by a recent landslide and opened onto an unknown tunnel.

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Venturing inside, they followed grooves worn in the tunnel floor by mine carts. They correctly surmised they had entered some kind of waste chute used in mining, to dump debris down the cliff into the forests hundreds of feet below. The tunnel eventually led to the smelting room, with its immense hearths long since cold. They made their way upward into the middle of the mine, through an immense chamber (dubbed "the Chasm"), and finally to the front door which, to their surprise, opened onto the Trolls' village. Runark and his companions knew they had found something important and went home to hatch a plan.

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They returned a year later with 500 members of the Goldenbeard Clan and an entire legion of Llornian troops. The battle against the Trolls was ferocious. The defenders held for three months before they finally fell to a combination of sword and magic. No sooner had the fighting ceased and the dead been buried, than the surviving Dwarves went to work reopening the ancient Dwarven mine.

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It took a month to map the twisting corridors enough and another month to start mining operations. Declaring himself Clan Chief, Runark called upon all members of the clan throughout the world to assemble at what he dubbed Northolme, and come they did. Within two years, the 500 grew to nearly 5,000.

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The mine has been operating at full capacity for eight years, churning out hundreds of weapons every year. Soon after they started digging they discovered an incredibly rich vein of gold, along with the iron ore that made weapon manufacturing possible. The Troll village has been replaced by a small city that is home to merchants and the Llornian troops that are permanently stationed at Northolme as part of their mutual defense treaty.
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Emissaries from the Wolfen Empire have approached the city and Runark wisely listened to their requests. However, the Dwarves' strong ties to the Llorn, and thus the Domain of Man, has made trade unwise and appears to place them at odds against the Wolfen should war erupt in the north.

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The surface city is located midway up the southern slopes of the mountains. A wide, winding road, recently resurfaced with smooth stone, leads from the mine to the settlement of Ladden on the Inland Sea.

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Four forts guard the road within the mountains, each capable of holding out for months against a much larger force. Each is manned by 25 Dwarven Soldiers. Since tensions with the Wolfen have risen, another 12 Llornian Soldiers and either a Warlock or a Wizard have joined each garrison. In addition to its defenders, the road to each fort has been rigged. By removing four keystones, a 40 foot (12.2 m) section of road will tumble over the cliff, opening a 40 foot wide, 15 foot (4.6 m) deep moat, thereby making a frontal assault even more difficult.

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A patrol consisting of four Dwarven Soldiers, two Llornian mercenaries and a War-Bear, specially bred and trained by the Dwarves, guards the road between forts and along the lower slopes. As an added defensive measure, the Dwarves have secretly constructed a tunnel that runs all the way from Northolme to the foothills near the Inland Sea. The tunnels come within 50 feet (15.2 m) of the surface. In case of an extended siege, the tunnel could be opened anywhere along its length, allowing the Dwarves to escape or to launch a surprise counterattack against the rear of the unsuspecting siege force.

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Northolme has two main parts, the Clan Home or Clan Hall, which occupies the old mining complex within the mountain, and the surface city, which rests on the flat shelf before the immense doors leading into the mountain. When the mine was first reopened, only Dwarves were permitted access, but now anyone may come and go so long as they have legitimate business within the Clan Hall. Unfortunately for most humans, the tunnels are cut to Dwarven proportions.

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SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Vanguard

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  1. Location: Western edge of the Gauntlet, Eastern Territories
  2. Population: Large Town (11,000)
  3. Surrounding Area: Heavily forested mountains; exceptional mineral wealth
  4. City Defenses:
    Impregnable at least in theory
    There is no such thing as a truly impregnable fort or fortress city, just those so heavily fortified and well defended that most would-be attackers tend to pass on messing with it. Of course, this doesn't mean it cannot be infiltrated and plagued by rabble-rousers, sabotage and comparatively minor) terrorist assaults from within, as well as crime and corruption.
    Fundamentally the same as the Fortress City, only magical defenses are heavily incorporated. Wards and mystic symbols can be seen etched into the doors, gates, and walls. Magic circles and wards are on the floors at strategic locations and offer protection to storage bays and important rooms. Magic circles may be used to summon the forces of nature, magical forces and supernatural creatures to help defend the city. The number of magic defenders represents 3-6% of the army, generally 4th to 7th level with leaders being 8th level and higher, and includes Summoners and Diabolists. There is also likely to be a special division of Psychic Healers (1% of the troops) and a dozen or two Mind Mages or a strong group of priests that serve the army (equal to 3-5% of the troops).
    Impregnable defenses are rare because they are usually too costly to maintain. Consequently, they are usually reserved for the most important strategic locations, like the capital city of a kingdom, a precious resource, a crucial trade port, and important strategic border outposts, towns and cities; occasionally, wealthy, paranoid communities can be included in the mix. Note that being impregnable doesn't necessarily mean the community is an aggressive or violent military power. For example, the Pueblo Indians had great defenses but weren't warriors, they just wanted to live in peace.
    Magic is so common here that people barely blink an eye when it is used. For that matter, there are numerous mages who practice a variety of mystic arts, and mages involved in business, politics, the government and military defense, as well as several prominent local figures. There are likely be two or more magic shops, magic weapons, a magic guild and possibly even a school for magic. Adventurers, mercenaries and travellers who practice magic also come to town and are active in the surrounding region.
  5. Government: Military (Red Brigade)
  6. Loyalty: Patriots!
  7. Alignment: Unprincipled
  8. Wealth: Strong earnings; lower middle-class
  9. Industry: Trade Center; Wheel Mill, Logging, Saw Mill/Log Processing, Blacksmith
  10. Magic:
    Prominent
    Magic is so common here that people barely blink an eye when it is used. For that matter, there are numerous mages who practice a variety of mystic arts, and mages involved in business, politics, the government and military defense, as well as several prominent local figures. There are likely be two or more magic shops, magic weapons, a magic guild and possibly even a school for magic. Adventurers, mercenaries and travellers who practice magic also come to town and are active in the surrounding region.
  11. Religion: Moderate
  12. Pantheons: Rurga, Light and Dark
  13. Racial Breakdown: Human 60%; Dwarf 22%; Elf 8%: Other: 10%
  14. Buildings:
    1. Residential: 66% Middle-class homes, 33% low-income homes, 2 Temples,
    2. Government: Barracks, Hospital, Sewer & Aqueduct, Water Reservoir, City Guards,
    3. Industrial: Saw Mill, Carpentry & Building; Stone Masonry; Trade Center; Tannery
    4. Commercial: Blacksmith, Carpenter, Barracks of Rurga, Temple of Light and Dark, Construction and Repair Firms, Saw Mill, Hospital, Inns, General Store, Hardware Store, Furrier, Security and Mercenary Companies, Stonecutter & quarry, Tavern, Warehouse and docks, Armorer and Weaponmaker, Freight Elevator

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This mighty Eastern castle stands on the southern shore of the Great River, looking directly into the heart of the Disputed Territory between the Wolfen Empire and the Eastern Territory. It is one of the oldest of a string of castles positioned along the river's edge as a defense against any kind of Wolfen invasion. The castle itself is especially large and well fortified. Over the years, a sizeable town has grown to the south of it, as the castle is also the guarding point for one of the few bridges that actually spans the width of the river. The bridge itself is a major feat of engineering, courtesy of the many Dwarves in the employ of the Eastern humans.

The stone bridge has drawbridge-like mechanisms every quarter mile (0.4 km) along its length that can open up and let ships pass through. Alternately, they can also be used to effectively cut off the bridge and halt the advance of invading
ground troops. The devices work on a system of gears and cranks. A team of two brawny individuals stand on a platform that forms the hub of the gear assembly and together work the crank. As they turn it, the bridge segment slowly rotates horizontally downriver, opening a channel through the otherwise low bridge. (It stands only 13 feet/4 m above the river's surface, and frequently gets flooded out, but to build the bridge any higher would have been prohibitively expensive.

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As it stands, the bridge is an amazing accomplishment, since the river it spans is nearly a mile (1.6 km) wide.) When the bridge segments are rotated 90 degrees, the "crankers" lock the segment in place with a single twist of their crankshaft. When the bridge segment is to be rotated back into place, the crankshaft is unlocked, and the segment gears itself back into place utilizing a kind of wind-up mechanism submerged at the bridge segment's base.

This prevents the crankers from having to rotate the segment back into place while going against the river's current. The Vanguard has a smaller fortress on the far side of the river as well, known as the Little Vanguard. It too has become the hub of a thriving settlement and will prove most difficult to attack, should the Wolfen feel so inclined.

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On the south side a large and bustling industrial town has blossomed around the fortress walls. The settlement has taken the name of the fortress and is referred to as Vanguard.

Orevald
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15 miles West of the Vanguard lies a massive-scale Dwarven mining operation.
SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Local Legends

Stormdancer
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The famous sea captain Ohan Ohan carried this for years will hunting pirates on the Inland Sea until he was murdered on the streets of Llorn. Since the murder, eighteen years ago the sword has not by seen. Stormdancer famously has power over the wind and weather and is considered among the greatest of rune weapons.


Red Melody
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This sword haunted the peaks of the Belimar Mountains when it's howling magic was in the hands of a Troll Warlord named Cheev. A combined force of Northholme Dwarves and mountain barbarians, cornered the Troll and his forces where he was defeated. The sword was claimed by the barbarians who took it back to their lands. Eventually desire for the weapon consumed everyone who has seen it in battle and the barbarians fought among themselves passing it from hand to hand, until it eventually it disappeared stolen away in the night by it's last thief.

Siege Breaker
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20 years ago, the dwarves of Northholme wanted to honor Llorn's contribution to the founding and defense of their community. Siege Breaker was created in the Great War and is known to shatter stone and crush metal. No fortification is known to have withstood a battering by this hammer.
The delegation tasked with transporting the weapon to Llorn never arrived. Chosen for their loyalty and competence, betrayal seemed unlikely and at any rate, none of them have ever resurfaced. Somewhere in the Enchanted Forest between Northholme and Llorn those warriors and this weapon were lost!

The Lost Gold of Captain Vargas
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Less than a century ago the Pirate Lord Captain Ottomen Vargas, who had been terrorizing the Inland Sea with impunity for decades, met his match when a rare hurricane descended on the region. He is reported to have been getting ready to retire, moving his assets from one place to another. Vargas was known for his tendency to pay for things with Old Kingdom Gold, and not just any Old Kingdom Gold, he always had a stack of fully-jeweled Dragon Coins! Vargas' ship, The Black Joke, is believed to have been shipwrecked near Ladden, on the rocky shores of the Wriunn Sea.


The Lost Imperial Treasure Fleet
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Back in the days before the White Treaty, Imperial Forces regularly demanded tribute from the various Eastern communities. The Last Treasure Fleet to ever extract wealth from the East was finishing it's circuit when it disappeared. The fleet left Llorn with their holds stuffed to the top with loot, and headed for Estellian, the capital of Lopan, a voyage that usually takes less than a day. They never arrived. The story has been distorted by the years but apparently there are between 3 and 35! gold-laden galleons in the waters between Llorn and Lopan!
SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Heraldry

Nations

Llorn


Northholme

Western Empire

NEW

OLD

Timiro


Houses of the Grand Canal Region

Vas Passeon

Firthing

Kenington


Percifallon

Kraye

Mordumas

Hardcrossing



Jaquerre

Lowffing

Delmarque

Bannemen

Askers

Oxwarden


Tannath


Henmore


Skene


Honeyreave

Clathmore

Malconey

Major Elven Houses of Llorn

Marthas


Lothlorien

Rolyvryn


Tencele
SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

History of the East
  • 100,000 years ago: The Age of Chaos ends and the Old Ones are placed in an enchanted slumber to last the ages. One of the few surviving races, the Danzi, inhabit the Eastern Territory as their homeland, the Elves eventually build the New Kingdom in the south.
    8,700 years ago: The fighting of the Elf-Dwarf War spills into the Eastern Territory on the coast of the Inland Sea, the Great River and Bruu-Ga-Belimar mountains. The warring factions clash with the Danzi, a race of tattooed humanoids believed to have been extinct for at least 30,000 years.
    6,000 years ago: The Elves and Dwarves arrive on the shores of the Inland Sea as they retreat from the declining New Kingdom. Others migrate down the Old Kingdom River and arrive in Timiro. A few Elven colonists reinhabit the island of Phi after three centuries of neglect.
    2,800 years ago: Elsewhere in Palladium, the Timiro Kingdom rises to power.
    2,354 years ago: The first human explorers from the Western Empire travel deep into the heart of the Eastern Territory and what will later become the Disputed Lands; Wolfen and Bearmen are discovered by humans.
    1,200 years ago: A small settlement is established at the mouth of the Great River by followers of the Church of Light and Dark led by Father Antes of the Cult of the Great One who is seeking to convert the denizens of the wild Eastern Territory. The followers claim to carry one of the fourteen parts of Osiris and begin construction of a shrine.
    1,175 years ago: The city of Haven is constructed around the site of the shrine and is open only to followers of the Church of Light and Dark. The building project is spearheaded by Father Mezim. It takes a full two decades to complete.
    1,155 years ago: The construction of Haven is completed and the Antes temple is born, housing the shrine of Osiris. The temple gams its namesake from Father Antes who died a year before its completion. Work on the Tower of Light is begun.
    995 years ago: A mining colony is established at the base of the White Rock Mountains on the Tegyn Peninsula. The miners find rich deposits of rubies and diamonds and the entire colony enjoys a brief span of prosperity.
    994 years ago: The White Rock colony is destroyed by Ores of the Blood Eye Horde. Emboldened by their success, the Ores drive west and invade the eastern border of the Timiro Kingdom. The Royal Timiro Army soundly defeats the Blood Eye Horde and the ravaged Ore army retreats back onto the Tegyn peninsula. Border raids continue for the next four decades.
    955 years ago: The Tower of Light is completed and is the tallest structure in the known world.
    950 years ago: Sir Aaron Penington leads an army of 35,000 to root out and destroy the Blood Eye Horde. After 3 months of skirmishing, a titanic battle is fought in the Mound Hills. 80,000 Ores die to the last man in what becomes known as the Penington Campaign. With the destruction of the Blood Eye Horde, the Tegyn Peninsula is opened for colonization. Sir Penington creates the Ivory Throne from the bones of the Orcish war chiefs and declares dominion of the entire region. The Timiro Kingdom formally recognizes Sir Penington's claim. Though King Penington lays claim to the entire peninsula, only the lands bordering the Timiro Kingdom are actively colonized. Penington's second in command during the campaign, Sir Joran Anken,. is given the hereditary title of Count by Penington and is granted lordship of the lands bordering the mountains and the marshes. Count Anken immediately reopens the mines closed nearly half a century earlier.
    905 years ago: King Penington dies at the age of 70 years. He leaves two sons who both claim the throne. The Anken family sides with the youngest of the claimants while the rest of the nobility that grew up under the rule of Joran side with the eldest. A brief war is fought and the kingdom quickly splinters. From then on, the region is dubbed "The Kingdoms."
    900 years ago: Immigrants from the crumbling Western Empire and Old Kingdom begin arriving on Lopan and the east shores of the Inland Sea.
    880 years ago: Population levels in the Timiro Kingdom reach a critical level and a flood of Timiro immigrants finally begin settling the interior of the Tegyn Peninsula. Elsewhere, the shores of the Inland Sea are settled and scores of villages appear almost overnight. The native Danzi avoid them. Western settlers discover the ruins of several ancient cities but avoid them after several treasure hunters disappear and rumors of demons and ghosts abound.
    870 years ago: An army of Ogres, Trolls, Algor Giants, Ores, Coyles and Goblins descend upon the settlements on the Inland Sea and push them to the Dwarven town of Kadaskome. The Danzi join the battle and together destroy the invaders' army, but not before half of the settlers and their villages are destroyed. The Danzi are now recognized as elusive inhabitants of the region, but most avoid contact with the settlers and retreat into the wilderness.
    850 years ago: Count Edger Anken grants the lands bordering the marshlands to the Wyndglades family. The marsh soon takes on the Wyndglade namesake. Initial forays into the waterlogged marshlands show little promise for expansive colonization. Cattle and their handlers begin disappearing on the edges of the marsh, giving rise to rumors of swamp monsters.
    700 years ago: The Tegyn Peninsula is washed in a tide of humanity as settlers begin exploring the region. They encounter scores of monolithic stones and other ruins as well as the occasional nomadic Danzi. In the north, the city-state of Haven is well established and opens relations with Timiro and neighboring outposts. Immigrants
    from the south, denied citizenship in Haven, travel west and begin carving settlements along the Old Kingdom River. Immigrants from the Inland Sea reach the Great River in the northeast, while the first humans arrive on Phi.
    650 years ago: Tension and discord brews among the nobility of the Penington Kingdom, rumors abound that the Anken family is seeking to claim the Ivory Throne. The Circle of the Scroll is established and settlers erect the foundation of what will become the city of Wisdom.
    620 years ago: The Great River cities are firmly established. The Tower of Light is formally declared the seat of power for the Church of Light and Dark in the east. Logging begins in earnest along the river and great swaths of land are completely deforested
    to fuel the growing settlements.
    600 years ago: The Island Kingdom of Bizantium openly declares its sovereignty. The Wolfen and Coyle barbarian tribes war among themselves and raid all non-canine people. The Danzi are a prime target of the tribes' aggression in the east.
    580 years ago: The first canine invasion begins. Three-hundred thousand strong (two thirds Coyles), the barbarian horde lays waste to the human settlements along the Inland Sea and the north. At the same time, the Kingdoms to the south hotly disagree on whether to send military aid to the embattled north. Old feuds amongst the nobles and regional powers erupt into open bloodshed and the ensuing conflict is dubbed the War of Houses. Any question of sending troops to fight the Wolfen is forgotten.
    576 years ago: The canine invasion reaches the northern tip of the Old Kingdom. Refugees from the fighting assemble in an unoccupied ruin on the present spot of Llorn overlooking the Inland Sea where they are able to hold off the Wolfen horde for
    three days. Losing patience, the barbarians finally leave and turn east towards the Great River cities after destroying the Dwarven city of Kadaskome, ending its 3,500 years of continual habitation.
    572 years ago: The Wolfen horde arrives at the walls of Haven. The fighting continues for another six months. The people of Haven claim victory, but they win only because the canines start to fight among themselves and disappear back into the Great Northern Wilderness. Still, thousands of Wolfen and Coyles are killed. Of the original 300,000 canines who began the invasion, only 50,000, mostly Wolfen, make it back. Wolfen and Coyle raids continue for centuries, but no force numbers more than 40,000 and most are well under 5,000. The Fortress of South Watch is established on the shores of the Algerian Sea where they can keep an eye on the canine barbarians.
    500 years ago: A shaky peace finally returns to the Eastern Territory with the fall of the Anken family, ending the second oldest noble line in the East. The Peningtons take control of the Anken diamond mines. The Great River cities are rebuilt and thrive. Logging on a vast scale begins again and large swatches of the Highback Plains are recultivated. Llorn is formally declared an independent city with the arrival of General Mistoan and the young Duke VasPasseon from the Western Empire. Coyle attacks begin on logging camps in the Disputed Lands. South Watch retaliates by attacking Wolfen along the Algerian Sea.
    450 years ago: The Great River cities open talks to establish .fair and equal taxation policies and to officilize currency weights. Initial discussion begins on military cooperation. Coyles raze a Borderland settlement on the Eastern Ocean coast killing 200 men, women and children. Despite Wolfen claims of innocence, South Watch destroys a long house 50 miles (80 km) inside Wolfen lands. Meanwhile, a combined force of Llornian mercenaries and Danzi hunters destroy the band of Coyle marauders responsible. Away from the eyes of humans, the Wolfen (and Coyles serving under them) defeat the last of the Danzi armies on the shores of the Algerian sea. The battle is so fierce and the Danzi so courageous, that the Wolfen declare them noble warriors to be honored and respected. Elsewhere, the Highback Plains are cultivated and the Great River city populations begin to rise as food becomes more plentiful. The region enjoys a boom time that lasts 30 years.
    411 years ago: The Western Empire prepares to launch the greatest human offensive in history against the Eastern Territory to claim it for themselves. The Timiro Kingdom, the Land of the South Winds, and Kingdom of Bizantium join forces and take diplomatic action to stop the invasion while each prepares its own army. If the West forces the issue, they will wage a united war against the Empire of Sin. If the Eastern Territory should fall into the hands of the Western Empire (or any one nation) it will greatly unbalance the world powers.
    409 years ago: The (very) temporary union of the Land of the South-Winds, Timiro Kingdom and Bizantium, joined by the strongest cities and kingdoms of the Eastern Territory, finally persuades the Western Empire to withdraw its armies and declare a truce. A condition of the surrender is the signing of the White Paper by which the Empire promises to never again build or use the Demon Black Ships. Though they are not invited to sign it, all of the major city-states in the Eastern Territory welcome and support the treaty. These events make it clear that no existing nation owns the Territory and spark a boom time for homesteaders and settlers from the lands of the three allies, particularly Timiro and Bizantium. The Emperor in the west declares that any citizen of the Western Empire found leaving the kingdom to settle in the "wild east" will lose their citizenship forever, and they and their descendants will be executed as traitors if they dare to return for any reason. Despite that, at least ten thousand Westerners venture to the east to make new lives. The Western Empire slips into centuries of decline.
    340 years ago: The Eastern Territory is declared the "Dominion of Man" and the region experiences one of many intermittent booms in human colonization. The final draft of the Charter of Dominion is penned and presented to the eastern kingdoms. In the north, the Charter is greeted with enthusiasm and all but a few of the River Cities sign. The attitude towards the Charter is mixed as several of the more powerful nobles stall. Lopan and Bizantium refuse to sign, though Bizantium does agree to a more limited series of economic treaties.
    200 years ago: Finally succumbing to pressure from Llorn, Lopan signs the Charter of Dominion and it is formally recognized as an independent kingdom.
    100 years ago: The Silver Coin Coyle horde destroys the fortified town of Malroon on the Great River, killing 2,000 people. The Wolfen are implicated and the Dominion Army is mobilized to beat back a supposed invasion. During the next year, no less than 16,000 Wolfen, already weakened due to an ongoing civil war of their own, are killed as the east invades Wolfen lands in retribution.
    80 years ago: The "Sun Bridge" over the Great River is completed and New Haven, on the northern shores of the river, is born. The Dwarven engineers sell the blueprints to the city and leave for home.
    72 years ago: Phi officially declares itself The Kingdom of Phi and joins The Dominion of Man as the Western Empire rebuilds. 68 years ago: News of yet another Wolfen civil war spurs Governor General Wesmark of South Watch and commander of the Borderland Army to make a thrust into Wolfen lands. Initial resistance by the embattled Wolfen is weak and uncoordinated. 67 years ago: The Borderland Army is caught by surprise as the newly created Wolfen Empire drives the human invaders back to South Watch. Governor General Wesmark is killed in the botched invasion attempt and his title is posthumously revoked. Only a quarter of the Borderland Army makes it home alive with stories about an organized Wolfen Empire and skilled military force. Their tales are met with a mix of disbelief, terror, and uncertainty. Many refuse to believe the Wolfen are capable of such things, and mistakenly point to the brazen clans of disorganized and barbaric Coyles as proof. Despite this, reports of an organized and skilled Wolfen military presence in the Disputed Lands persist. The Coyles are emboldened to launch more raids against human settlements and adventurers in the northeast.
    30 years ago: The Dominion Army sweeps across the Old Kingdom River and destroys several Orcish strongholds, reducing the constant fighting along the river, sparking the most recent boom time of settlement.
    20 years ago: Elsewhere on Palladiium, Lord Itomas ascends to the Imperial Throne, marking the rebirth of the Western Empire.Westerners going east slows to a trickle a short time after.5 years ago: Scouts and locals in the Dominion of Man report signs of large numbers of Ogres congregating in the mountains north of Timiro. The Timiro Kingdom politely ignores the warning.
    3 years ago: The Wolfen Empire brings many of the barbarian Coyle tribes into the Empire, but discord strains the young kingdom and the Wolfen Empire begins to splinter along old tribal lines.
    2 years ago: The Wolfen expand their claim to include all the lands north of the Great River. The Disputed Lands, they insist, are theirs. Elsewhere Llorn opens the Grand Canal and Western Empire glassware, spices and gold flood the northeast communities, along with a new rush of Western settlers.

    Over the Winter: Hostilities in the Disputed Lands and areas bordering them have reached the breaking point, and war seems imminent. Emissaries from the Dominion of Man and the Wolfen Empire are meeting at the Tower of Light to find some way to avert a full scale war, but the Dominion fears the Wolfen are only stalling. The Silver Coin Coyles and other clans continue to attack settlements and travelers in the Disputed Lands and the Dominion blames the Wolfen Empire. To make matters worse, pressure from the rejuvenated Western Empire has pushed the seemingly limitless tribes of Orcs, Ogres and Goblins along their borders. Raids and conflicts all along the Old Kingdom River have steadily and dramatically risen. Dominion scouts report the Orcish strongholds cleared three decades ago have been reoccupied and are more heavily populated and aggressive than ever before.
SNAFU

Re: The Eastern Territories: Setting Guide

Post by SNAFU »

Timeline of Science and Technology
  • 10,000 years ago The world’s oldest known lens was ground.
    10,000 years ago First elevator about this time.
    9,000 years ago The Antikythera Mechanism, calculating mechanism, which originally contained 37 gears, included the cycle of the Lopan Olympics.
    8,800 years ago The aeolipile was regarded as a curiosity demonstrating a mechanical principle and was not developed into a practical engine.
    8,600 years ago Printing books on rag paper using wooden type.
    7,500 years ago Description of a science called heuristics to solve inventive problems.
    7,500 years ago A foundry was used to print books with metal type.
    7,450 years ago Scripture, was printed with the world’s first movable metal type.
    6,220 years ago The first recorded patent was granted for a barge with hoisting gear used to transport marble.
    6,660 years ago The first rain gauge.
    6,440 years ago First book printed with movable metal type.
    5,677 years ago The 1st book was published.
    5,550 years ago Lead pencils were 1st used.
    5,440 years ago Toothbrush was invented.
    4,430 years ago The microscope was invented.
    4,000 years ago A sunstone (Iceland spar), used to reveal the sun’s direction and thus assist in navigation.
    3,000 years ago Jango Lippershey, 1st to file a patent claim for a spyglass.
    3,000 years ago Galileon Oxbow invented the telescope..
    3,000 years ago A patent was granted for the thimble.
    1,000 years ago The clarinet was invented in Timiro.
    1,000 years ago Savery Belgrim devised a way to pump water out of mines by the use of condensed steam.
    738 years ago Torm Harden built a mechanical duck that could quack, flap,, paddle, drink, eat and “digest" grain.
    733 years ago Stendell Keewok exhibited a mechanical flute player that actually breathed.
    711 years ago The bottle opener was invented.
    541 years ago Astronomer Bruggo Stoneback introduced the Centigrade temperature scale.
    442 years ago Gimli Franklin invented his Franklin stove.
    165 years ago Eberhard put erasers on pencils.
    146 years ago The 1st fire escape was patented: a wicker basket on a pulley and chain.
    100 years ago Jacques Ozanam, a visionary Dwarf, 1st proposed a “self-moving vehicle"
    69 years ago Wolfgang von Kempelen invented the Automoton Chess Player.
    10 years ago Automoton Chess Player proved to be a deception.
Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Recent Events

This Spring
  • The Emissary from Southwatch tells of a cult leader calling himself Ras'Abaddon who has usurped leadership of the Silver Coin Coyle Horde, under his direction the Horde has become emboldened raiding the coast and the River cities, destroying the settlement of Sweet Creek and murdering it's inhabitants.

    The E'Dehko Danzi tribe are attacking wolfen positions in the hope of sparking war.
    The spread terror in the canine lands and a smear campaign in the human. Can they be reasoned with?

    To the North the Iron Claw Wolfen tribe are known to be among the most warlike and certain to be on the frontlines in the Disputed Lands Their troop movements suggest problems with-in the Empire away from the traditional hotspot, or is it just a feint?

    A wolfen general has begun to push for war.

    It has become known that a Human kingdom is an enthusiastic participant in the Wolfen Kingdom. Spies could be everywhere. Paranoia is at an all time high. Other than this almost nothing is known of the Wolfen Empire. Not to mention Bizantium's position in event of war is in question. Intelligence is required.

    The Northholme dwarves report sightings of a community of Giants forming on a mountain northwest of their surface city. A large number of Trolls have joined them there. They seem to be in contact with the Wolfen as there is a permanent canine camp there and a settlement of Kobolds. They follow an Algor calling himself Gulabaddn.
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    It is possible that hostilities have already begun as the last outpost on Belimar's Crown has ceased all communication.
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    Meanwhile mining operations have opened a chasm under the mountains that leads to ancient ruins that predate even the original Dwarven settlement. Unfortunately the entrance is barred to Dwarves!

    From the Old Kingdom River region come news of an Ogre Horde forming in the Howling lands where they have formed and alliance with the Kobolds of the Flaming Eye. The High Priest leading them calls himself Abadno'kar. The Northholme dwarves mention recently discovered wall carvings that suggest a Dwarven stronghold forgotten untill now is located in the Kobold held territory. Have they discovered it, and it's secrets?

    The forests are plagued by werewolves. This has been true for years, but now potentially lucrative mining operations near the fortress city of Vanguard have also been plagued by Vampires. Operations can't continue until this issue is resolved.

    All along the mountains incidence of vampirism has halted operations. Orevald, a promising operation which had possibly just discovered Gantrium! in the East has ceased communication.

    In the Highback plains under the mountains a murderous cult worships a demon tree.

    Slavers' have increased in numbers in the riverlands disrupting the lumber trade. The slavers are rumored to be using the secret city of Grange as a base. The Slaves head to the Western Empire or into the mines of Kaash.

    Large numbers of captured settlers are being sent to Kaash to work in the mines there. Rumors of unnatural things happening within the city walls and about its strange ruler abound. The city is powerful but too little is known about it. Intelligence is required.

    Thanatos has been discovered. The Llorn Theives Guild is aware that it is compromised by Thanatos agents. Drugs from the West have flooded the Llorn streets as well as the other communities in the East. The drug trend is antithetical to the Eastern way of life and is worrisome. It is believed Venner the Herbalist is involved in the trade and is also a Thanatos agent... He must know where the leadership is. What are their motives?

    Another Orcish Horde gathers in the the Old Kingdom making travel there impossible there soon they are led by a beautiful woman called the Hordemother.
Today: 4/4, 346 Y.D.
  • The Barracks of Rurga has been set ablaze!
  • A Demon attack has destroyed the House of Von'Lycien and a good portion of city wall!
  • News from Haven reveals that a peace treaty has been signed between the Wolfen Empire and the Eastern Territory! The reasons for this sudden about face and unexpected willingness to make concessions are unknown.
  • The sailors report the mighty city-state of Khemmenu, located on the southern shores of the Inland Sea, has fallen to the "Mother of All Hordes!". Throngs of Refugees are headed East.
  • A slave revolt in Timiro has emboldened the Ogre tribes. The Southern Kingdoms look ever more to their own Security.
  • Massive ore deposits have been discovered in the South-Eastern slopes of the Scattered Mountains. Prospectors are rushing to the region.
  • Western Merchants report the Western Empire has changed it's flag.
Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

The Grand Canal

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The Grand Canal is one of the greatest accomplishments of the modern world. It was a joint venture between Llorn and Hadrian's Cove, giving each city the right to charge toll for any vessel entering the canal at their respective end.

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Located 50 miles (80 km) northwest of Hadrian's Cove is Veil Lake, the highest point on the canal. It is kept full by immensely powerful magic circles placed on the lake floor. From the lake, water flows to the Great River in the southeast and to the Inland Sea in the west.

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The small Merchants' Guild run town of Neven, on the shores of the lake, caters to travelers on the canal and those adventurous souls eager to explore the unmapped depths of the Disputed Lands to the east.

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The canal runs a full 150 miles (240 km) and follows the track of an older canal system that predates the Age of Elves. Even with much of the ground work laid, the building of the canal took 15 years to complete, with the aid of scores of Earth and Water Warlocks.

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Today, 1,000 workers and a dozen Earth and Water Warlocks are employed by both Llorn and Hadrian's Cove to maintain the canal and to dredge the waterbed of silt. Using a combination of Elemental Magic and science, the Llornian end of the canal features the world's largest and most complex system of gears and pulleys to operate the gigantic sea lock that raises vessels more than 80 feet (24.4 m) up the side of the sea cliff. One hundred miles (160 km) of chain, controlled by immense steel gears 40 feet (12 m) across, run throughout miles of tunnels beside or beneath the canal. Water Warlocks raise and lower the water levels and scoop out the silt that threatens to make the immense doors stick shut.

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The canal toll at Llorn is 10 gold pieces per ton of cargo "capacity" (a fee set by the Merchants' Guild representative). Thus, an Eastern mercantile with a maximum cargo capacity of 50 tons would pay 500 gold pieces. Note that the toll is the same whether the vessel is actually carrying cargo or not. Naturally, non-guild members generally pay double. Hadrian's Cove adds an additional 20 gold fee for any vessel wishing to use their locks.
Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Countryside

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Today, the coast is dotted with small towns, most dependent on fishing and/or the sea trade for their survival and Llorn for their protection.

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Most are part of the Llorn city-state, a veritable kingdom that lays claim to over 15,000 square miles (39,000 km) of territory along the coast of the Inland Sea.

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The total population of some 800,000 people gives this "city-state" more people than the isfand nation of Bizantium. In fact, the city of Llorn, with its 250,000 inhabitants, is the largest city in the Eastern Territory.

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Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Neven
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Located in the western forest of the Disputed Lands, not far from Llorn, Neven is an unofficial member of the Domain of Man. Since Neven is governed by the Merchants' Guild, it is assumed that the city is a member state, but the mayor has not signed the Charter of Dominion.
Population: 1, 880 (The population does not include the 1D4x100 visitors in town at any given time; mostly sailors, lumbermen and adventurers).
  • Human: 70%
    Dwarves: 10%
    Ores: 15%
    Elves: 1%
    Other: 4%
Military:
  • 50 mercenaries
Major Temples:
  • Sect of Rurga
    Church of Light
    Church of the Northern Gods
Ruler: Guild Master Ryan Chenney
Coinage: Merchant Guild coinage
Flag: Merchant Guild emblem, a gold scale over a split green and ermine field.

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Neven rests on the southern shore of the reservoir that serves as the mid-point for the Grand Canal. Here, traders stop over to rest their crew, make repairs to their vessels and to gather news for the next leg of their journey. It is also a prime spot for adventurers to set up a base of operations from which to make forays into the enchanted woods of the western Disputed Lands. The town has no outer wall as such, just an 8 foot (2.4 m) tall earthen mound that would do little to stop a determined foe. The residents of Neven depend on the lake, the canal and the two lines of Llornian mercenaries (50 men) hired by the Merchants' Guild for its defense. A fort is currently under construction overlooking the lake and a new stone dock. Neven is much like any other town of its size except perhaps for its over-abundance of inns for the visiting boat crews. Great swaths of timber have been cleared south of town both for lumber and to provide much needed farmland.

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Being a crossroads of sorts, Neven has a vast selection of stores, gear and equipment. Camping gear, weapons, armor and even some magical items can be purchased at a fair price in town. All manner of exotic goods pass through the town's docks from eastern glassware and spices to Northolme weapons and wine, and burgundy and textiles from the east.

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Xy-Djehuti'Snafu

Re: The Eastern Territories: Setting Guide

Post by Xy-Djehuti'Snafu »

Hadrian's Cove

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Member of the Domain of Man.
Population: 55,000
  • Human: 90%
    Dwarves: 5%
    Elves: 3%
    Other: 2%
Military:
  • 1,200 Militia
    1,800 Dominion soldiers
Major Temples:
  • Sect of Rurga
    Church of Light and Dark
    Church of Light
Ruler: Mayor Aleen Steele
Coinage: Merchants' Guild coinage
Flag: A sinuous green dragon, wings and claws extended, on a gold field.

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Hadrian's Cove is at once typical of the cities that line the Great River and unique. It is typical in its size, the attitude of its citizens and the zeal at which they have crafted a city from the wilderness. Hadrian's Cove is unique in two ways: the high living standard for even the common laborers, and the distinct difference between the wealthy whose ancestors herald from the Old Kingdom and Timiro, and those whose ancestors come from the Western Empire. Elsewhere in the north, few stop to consider where one's ancestors originally came from; after all, they are all members of the "Eastern Territories" now, with a common interest in seeing their settlements and cities succeed as "independent" kingdoms and city-states. However, here, one's lineage, especially noble lineage, remains important.

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Named after Father Hadrian, both the city and the Church of Light have prospered. What started off as 200 residents has steadily grown, fueled by a constant trickle of new settlers arriving from other parts of the Eastern Territory, Western Empire and kingdoms from the south. All are eager to become part of a growing town that promises to be an important place in the northeast.

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With the opening of the Grand Canal, the population has burgeoned. Two years after its completion, the population has swelled from 25,000 to 35,000. Everywhere, the sounds of construction fill the air as people pour into the city. As the population has risen, the forests surrounding the city have been cut back to make space for the many acres of farmland required to feed it, and lumber operations (where trees grow back at an unnatural rate) fuel the export economy and promise work for everyone.

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Today, "The Cove" is a city ripe for entrepreneurs and loggers. Taxes are light and there is plenty of room to grow. Further, its location near the southern edge of the "enchanted" forests of the Disputed Lands and north of the dark and deadly Howling Lands makes it an ideal headquarters for explorers. Adventurers find it alluring and the people of Neven, some 50 miles north, routinely come to Hadrian's Cove for relaxation, entertainment and to spend their hard-earned gold.

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