Sometimes also called "the Watchers" or "the Guardians" by the local peasantry, the Sentinels are a somewhat secretive organization whose declared mission is to protect the good people of the Northlands. They are a loosely organized collection of adventurers, priests and others who openly battle against evil and lawlessness, as well as townspeople, peasants and others who keep their eyes and ears open to gather information. Some members are open about their allegiance to the group while others hide their affiliations. There is speculation that some of the most powerful warriors, spell casters, clerics and politicians of the north are either Sentinels or are sympathetic to their cause. As with any group, there are some who question the true motives of the group. The common folk for the most part recognize them for the good deeds they do, and look favorably upon them.
Little is known about what hierarchy or power structure exists within the Sentinels, but it is rumored that there are powerful individuals within the group that hold the title of "Warden", and have at least some authority over other members within their area.
Those members who openly declare their membership in the Sentinels often wear a piece of jewelry emblazoned with the Sentinels' symbol; a radiant sun above a shield.
Tales of Sentinel activity are typically stories of adventurers protecting villages, hunting monsters, aiding travelers, and patrolling the Wilderlands.
The history of the Sentinels goes back 25 or 30 years, and the size of the group is open to debate. Openly declared Sentinels would not be considered rare, but they aren't terribly common either. The Sentinels seem to be active in Alsberg, Mercia, Longwood Vale and the High Plateau, the eastern stretch of the Great North Road, and the lands between these areas.
Thursday, October 30, 2014
Tuesday, October 28, 2014
Nations and Regions of the Realms - West
A Whirlwind Tour of the Realms - part 2, The West
Darlish - Darlish is a mysterious and dangerous country, ruled by the Council of the Seven, a cabal of powerful spellcasters. Magical ability is valued extremely highly in Darlish, and the noble families that control day to day power within the realm strive to have their members recognized for their spell casting talents and abilities. The common people do not fare nearly as well, and it is fair to say that nowhere else in the Northlands is the gap between the ruling elite and the common folk as wide as it is here. Servitude that amounts to little more than slavery is commonplace, with the lowest tier of society living a wretched existence. Some of the more powerful noble houses do have slaves, either purchased in the far South, or captured and brought in against their will.
The rulers of Darlish have lofty ambitions with regards to the place of their realm in the future of the Northlands (in other words, they believe they should be running the whole show). The Darlishites are intent on expansion and extending their sphere of influence, to the chagrin of the more moderate lands that they are in contact with. Rumors of Darlishite agents and spies abound throughout the North, and are not without basis in reality. Political intrigue and information gathering is a Darlishite focus, and also a specialty. The one thing that keeps Darlish from being even more of a threat than they already are is that the internal power struggles of the various noble houses within the realm is equal to, or even exceeds, their ambitions in the outside world.
Darlish is located at the far southwestern end of the Great North Road. The land of Mirraddi is to its north, the Blood Peaks form its eastern border, and Lake Trelgar forms the southern border. Varlune is to its southeast, and the Florian Empire is across Lake Trelgar to the south.
Varlune - The Blessed Land of Varlune is a small nation, roughly 75 miles both north to south and east to west, on the eastern shores of Lake Trelgar. Varlune is a theocracy, with the worship of a triumvirate of gods being the official state religion. The ruling class is tied directly to the clerical hierarchy of these gods. The three main gods are Ardran, the All-Father (the Creator diety), Tombal, the god of balance, and Barsek, the god of fate. Of only slightly less significance are Brand (duty and honor), Barrin (justice) and Valtus (perseverance). Duty, honor and righteousness are important to the Varlune people. This makes Varlune an excellent choice to serve as a buffer that exists on the border with Darlish (to the northwest).
Varlune may be a small nation, and pacifist by nature, but its "duty and honor" mindset results in a small but highly trained and very effective military. Even the Council of the Seven in Darlish, with their overdeveloped superiority complex, would think twice before provoking the people of Varlune.
Mirraddi - Not much is commonly known about the land of Mirraddi, other than that it is the far western terminus of the Great North Road. Not much more that 25 or 30 years ago, this territory was wilderness. Over the last couple of generations, settlers from the far west, beyond the rugged mountains, have staked claim to this area, and have begun to settle some of what was the Elder realm of Ithilkar.
The people of Mirraddi speak what is known as Westreth, a language related to the Old Gorlavan tongue. This language is related to Darlishite, and suggests a common ancestry with the Elder nation of Gorlavar. The Mirraddi are tall and strong, typically with reddish blonde hair, similar to how the tales describe the Gorlavar people of the Elder days.
Next...Wrapping up the tour of the Realms with the South...
Darlish - Darlish is a mysterious and dangerous country, ruled by the Council of the Seven, a cabal of powerful spellcasters. Magical ability is valued extremely highly in Darlish, and the noble families that control day to day power within the realm strive to have their members recognized for their spell casting talents and abilities. The common people do not fare nearly as well, and it is fair to say that nowhere else in the Northlands is the gap between the ruling elite and the common folk as wide as it is here. Servitude that amounts to little more than slavery is commonplace, with the lowest tier of society living a wretched existence. Some of the more powerful noble houses do have slaves, either purchased in the far South, or captured and brought in against their will.
The rulers of Darlish have lofty ambitions with regards to the place of their realm in the future of the Northlands (in other words, they believe they should be running the whole show). The Darlishites are intent on expansion and extending their sphere of influence, to the chagrin of the more moderate lands that they are in contact with. Rumors of Darlishite agents and spies abound throughout the North, and are not without basis in reality. Political intrigue and information gathering is a Darlishite focus, and also a specialty. The one thing that keeps Darlish from being even more of a threat than they already are is that the internal power struggles of the various noble houses within the realm is equal to, or even exceeds, their ambitions in the outside world.
Darlish is located at the far southwestern end of the Great North Road. The land of Mirraddi is to its north, the Blood Peaks form its eastern border, and Lake Trelgar forms the southern border. Varlune is to its southeast, and the Florian Empire is across Lake Trelgar to the south.
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| Darlish and Varlune |
Varlune - The Blessed Land of Varlune is a small nation, roughly 75 miles both north to south and east to west, on the eastern shores of Lake Trelgar. Varlune is a theocracy, with the worship of a triumvirate of gods being the official state religion. The ruling class is tied directly to the clerical hierarchy of these gods. The three main gods are Ardran, the All-Father (the Creator diety), Tombal, the god of balance, and Barsek, the god of fate. Of only slightly less significance are Brand (duty and honor), Barrin (justice) and Valtus (perseverance). Duty, honor and righteousness are important to the Varlune people. This makes Varlune an excellent choice to serve as a buffer that exists on the border with Darlish (to the northwest).
Varlune may be a small nation, and pacifist by nature, but its "duty and honor" mindset results in a small but highly trained and very effective military. Even the Council of the Seven in Darlish, with their overdeveloped superiority complex, would think twice before provoking the people of Varlune.
Mirraddi - Not much is commonly known about the land of Mirraddi, other than that it is the far western terminus of the Great North Road. Not much more that 25 or 30 years ago, this territory was wilderness. Over the last couple of generations, settlers from the far west, beyond the rugged mountains, have staked claim to this area, and have begun to settle some of what was the Elder realm of Ithilkar.
The people of Mirraddi speak what is known as Westreth, a language related to the Old Gorlavan tongue. This language is related to Darlishite, and suggests a common ancestry with the Elder nation of Gorlavar. The Mirraddi are tall and strong, typically with reddish blonde hair, similar to how the tales describe the Gorlavar people of the Elder days.
Next...Wrapping up the tour of the Realms with the South...
Monday, October 27, 2014
The Shearingvale
The Shearingvale is a fertile farming and
herding area on the frontier of the Onorian Wilderlands. It stretches roughly
50 miles from east to west, and 20 miles from north to south, with the Great
North Road running through the heart of the Vale. The town of Linden is centrally
located. Linden is a town of approximately 1,000 inhabitants, including the
neighboring farms, and is the largest settlement between the town of Wegley (50
miles to the east) and the city of Turil (60 miles to the west), both of which
are beyond the borders of the Vale.
The territory of what is considered the Vale stretches from Pittston in the west to Grainger in the east, both of which are hamlets on the Road. The northern limit stretches in an arc above the villages of Draharr, Olmsby and Tardesk. In the south, the villages of Gulb, Bornil and Murtin line the edge of the Greenreach Woods. The Silver Hills and their resident communities of gnomes and halflings border the Vale to the northwest, and the dense and mysterious Shadowveil Forest is to the northeast. Futher north lies the Onorian Wilderlands, a vast expanse of untamed and dangerous territory.
The economy of the Shearingvale is based on farming, herding, hunting, trapping and forestry. The northern part of the Vale is made up primarily of rolling grasslands and fertile farmland. Thus the villages north of the Road (Draharr, Olmsby, and Tardesk) revolve around sheep and goat herding and related industries (weaving, textiles and cheese making), as well as farming, especially apple and pear orchards as well as vineyards and wine making. The towns along the Road (including Linden, Grainger, Sarenton and Pittston) have the same focus as the northern towns but also have businesses supporting the caravan traffic on the road. The three southern villages (Gulb, Bornil and Murtin) are much more involved in forestry and related products, as well as hunting, trapping, fur trading etc.
There is no strong central government in the Shearingvale. Each town and village is mostly independent and rules itself in its own way. To address larger matters that impact the whole community, there is a monthly meeting of Vale Elders. Because there is no true central government, there is also no organized military common to the Vale. However, due to the fact that these are frontier settlements, each village does have a militia of all able-bodied men (and women in some cases), and in many cases a sheriff or constable and some number of town guardsmen. Some of the merchant companies and trading costers operating in the area hire mercenary guards to patrol the roads, and these serve to supplement the town guards.
Adventurers are a fairly common sight in the area, as the lure of the untamed Wilderlands to the north, and the multitude of ruins dating to the time of the Elder Nations draw a steady trickle of courageous souls northward. Some of them even return... Basic necessities and supplies for expeditions into the Wilderlands are easy to find, but more uncommon items will need to be sought out in larger towns and cities, often quite far away. The people of the Vale are wary but generally friendly.
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| Shearingvale region (hexographer, 6 mile scale) |
The territory of what is considered the Vale stretches from Pittston in the west to Grainger in the east, both of which are hamlets on the Road. The northern limit stretches in an arc above the villages of Draharr, Olmsby and Tardesk. In the south, the villages of Gulb, Bornil and Murtin line the edge of the Greenreach Woods. The Silver Hills and their resident communities of gnomes and halflings border the Vale to the northwest, and the dense and mysterious Shadowveil Forest is to the northeast. Futher north lies the Onorian Wilderlands, a vast expanse of untamed and dangerous territory.
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| Shearingvale detail (Hexographer, 1 mile scale) |
The economy of the Shearingvale is based on farming, herding, hunting, trapping and forestry. The northern part of the Vale is made up primarily of rolling grasslands and fertile farmland. Thus the villages north of the Road (Draharr, Olmsby, and Tardesk) revolve around sheep and goat herding and related industries (weaving, textiles and cheese making), as well as farming, especially apple and pear orchards as well as vineyards and wine making. The towns along the Road (including Linden, Grainger, Sarenton and Pittston) have the same focus as the northern towns but also have businesses supporting the caravan traffic on the road. The three southern villages (Gulb, Bornil and Murtin) are much more involved in forestry and related products, as well as hunting, trapping, fur trading etc.
There is no strong central government in the Shearingvale. Each town and village is mostly independent and rules itself in its own way. To address larger matters that impact the whole community, there is a monthly meeting of Vale Elders. Because there is no true central government, there is also no organized military common to the Vale. However, due to the fact that these are frontier settlements, each village does have a militia of all able-bodied men (and women in some cases), and in many cases a sheriff or constable and some number of town guardsmen. Some of the merchant companies and trading costers operating in the area hire mercenary guards to patrol the roads, and these serve to supplement the town guards.
Adventurers are a fairly common sight in the area, as the lure of the untamed Wilderlands to the north, and the multitude of ruins dating to the time of the Elder Nations draw a steady trickle of courageous souls northward. Some of them even return... Basic necessities and supplies for expeditions into the Wilderlands are easy to find, but more uncommon items will need to be sought out in larger towns and cities, often quite far away. The people of the Vale are wary but generally friendly.
Tuesday, October 7, 2014
Campaign Journal - Session 1 - A Beginning
All dates Northern Reckoning year 707.
April 3 - On the road again, arriving at the frontier town of Linden late in the afternoon. Linden is a town of perhaps 200 buildings, and numbering as many as 1,000 inhabitants if you count some of the outlying farms. The plan is to spend the night in Linden and finish the trip the next day. The party meets and talks to a few locals in the Rusty Nail tavern, including a nosy merchant named Narsan of Ilaresh (from the Kalembar Federation), along with his lackeys Mack and Gardel. There are tales of sheep and goats going missing in bunches over the last couple months, and there are a lot of questions from the locals as to the long term intentions of Fulcher's Band. Before turning in for the night, someone is seen snooping around the wagons. Nothing seems to be missing, although there are signs that some things have been rummaged through.
April 4 - Atherik and the dwarves have some business in town to attend to first, so it is late morning by the time the group sets out northwards on a minor road. A mile or so north of town, a wheel comes off one of the wagons, spilling its heavy cargo onto the ground. Careful inspection shows that several other wagons have also been tampered with. Fixing the damage takes a few hours, and it is near dark when the wagons pull into Olmsby, a small hamlet of maybe 50 buildings and 200 inhabitants. The party meets some locals, including Ravar, an elderly beekeeper, who warns the party of his giant honeybees (which are harmless unless provoked). Ravar claims to have been an adventurer in his younger days, and regales the characters with some good stories of ruins in the Shearingvale, including one site just a half dozen or so miles further north. There are more tales of missing livestock in this town. The party sleeps with the wagons through an uneventful night.
April 5 - The party heads the remaining 6 miles to Fulcher's Hold. They talk with Fulcher (priest of Alaron, god of Light), Alissara (female elven spellcaster of some sort) and Damron (human warrior), the 3 of Fucher's Band who are present at the moment. Fulcher seems friendly. He claims to have no greater goals than to semi-retire here and "spread Alaron's divine radiance over the surrounding land". The characters do not get the sense that he is lying, but have the vague feeling that he is hiding something.
On a bit of high ground overlooking a stream, a couple dozen laborers and a few dwarves are working on the keep. There is a cluster of a dozen or so wooden shacks and a few nicer houses at the bottom of the hill; presumably where the workers live. The site itself consists of a rectangular wooden palisade, with a wooden tower in one corner, and a medium-sized stone keep rising at the opposite corner. The wooden parts of the complex seem complete, or nearly so, while the stone keep is complete only to about the top of a first story. Work is focusing on the stone keep, which definitely looks more like a castle than a manor house.
At the end of their conversation (and getting paid), Fulcher indicates that if the party wanted to remain in the area, he and his companions would welcome that, and would provide what assistance they could. The party is noncommittal, and decides to head to the nearby ruins described by Ravar. The party backtracks 2 miles toward Olmsby, and is able to find the overgrown trail leading north along the west bank of a stream. A mile or so up this trail, the party comes to a spot where the trail drops down into a marshy looking lowland. With daylight fading, the party decides to camp on the dry ground. The night passes quietly.
April 6 - The party rises early and is on the trail by 7:30am. By about 9:30am, they have made their way through a couple of miles of marshy lowland and across another couple of miles of open ground. Ahead they see a few low hills, the landmark that Ravar told them to look for. Leaving the trail and heading east toward the stream, they find the site and begin to investigate the area. A few vultures circle low overhead.
There are the remnants of many low stone walls, flagstone paving that may have been streets, foundations and basements fairly well hidden in the dense scrub and underbrush. In a large sunken area that may have been a building's basement level, they discover a 2.5 foot diameter circular opening in the floor covered by a pair of thin stone slabs. The party surmises this may have been a well. Niam, the extremely dextrous wood elf rogue, is easily able to climb down the very rough stone-lined shaft and finds that water can be seen below, perhaps 30 feet below ground level. The pool of water seems to be in a chamber that opens out beyond the bottom of the well shaft, which ends 9 or 10 feet above the level of the water. Without a rope, he can go no further without free-falling into the water. He returns to the surface to tell the others what he has seen.
The party begins to discuss what to do next...
The Sage's Commentary - For a first Dungeons & Dragons session in about 22 years (best guess), this went pretty well, and I had an absolute blast. We had two out of our three hoped-for players, and were able to rope in another player on a few hours notice, so we had three players and a DM. Over the course of almost 3 hours, we put the finishing touches on character creation for a couple of the players, and had the new player create the wood elf rogue. Then we very briefly covered some "world background" of the type posted here (which the players for the most part had not read). Once we got things rolling, we covered the above 2+ game days of non-combat role playing fairly smoothly. I will admit to feeling like a bumbling (and very self-conscious) fool at start, but think that we all found a pretty good groove once we got going, and you have to start somewhere. Preparation was key, and once I stopped thinking and just went with the flow, things went very well. People seemed to enjoy themselves. Now that the players know that this blog is here for the campaign, creating some of that sense of place in which to set these adventures should go more smoothly. I can't wait to play again. We have yet to roll dice in anger...
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| Linden, Olmsby, Fulcher's Hold (1 mile hex) |
April 4 - Atherik and the dwarves have some business in town to attend to first, so it is late morning by the time the group sets out northwards on a minor road. A mile or so north of town, a wheel comes off one of the wagons, spilling its heavy cargo onto the ground. Careful inspection shows that several other wagons have also been tampered with. Fixing the damage takes a few hours, and it is near dark when the wagons pull into Olmsby, a small hamlet of maybe 50 buildings and 200 inhabitants. The party meets some locals, including Ravar, an elderly beekeeper, who warns the party of his giant honeybees (which are harmless unless provoked). Ravar claims to have been an adventurer in his younger days, and regales the characters with some good stories of ruins in the Shearingvale, including one site just a half dozen or so miles further north. There are more tales of missing livestock in this town. The party sleeps with the wagons through an uneventful night.
April 5 - The party heads the remaining 6 miles to Fulcher's Hold. They talk with Fulcher (priest of Alaron, god of Light), Alissara (female elven spellcaster of some sort) and Damron (human warrior), the 3 of Fucher's Band who are present at the moment. Fulcher seems friendly. He claims to have no greater goals than to semi-retire here and "spread Alaron's divine radiance over the surrounding land". The characters do not get the sense that he is lying, but have the vague feeling that he is hiding something.
On a bit of high ground overlooking a stream, a couple dozen laborers and a few dwarves are working on the keep. There is a cluster of a dozen or so wooden shacks and a few nicer houses at the bottom of the hill; presumably where the workers live. The site itself consists of a rectangular wooden palisade, with a wooden tower in one corner, and a medium-sized stone keep rising at the opposite corner. The wooden parts of the complex seem complete, or nearly so, while the stone keep is complete only to about the top of a first story. Work is focusing on the stone keep, which definitely looks more like a castle than a manor house.
At the end of their conversation (and getting paid), Fulcher indicates that if the party wanted to remain in the area, he and his companions would welcome that, and would provide what assistance they could. The party is noncommittal, and decides to head to the nearby ruins described by Ravar. The party backtracks 2 miles toward Olmsby, and is able to find the overgrown trail leading north along the west bank of a stream. A mile or so up this trail, the party comes to a spot where the trail drops down into a marshy looking lowland. With daylight fading, the party decides to camp on the dry ground. The night passes quietly.
April 6 - The party rises early and is on the trail by 7:30am. By about 9:30am, they have made their way through a couple of miles of marshy lowland and across another couple of miles of open ground. Ahead they see a few low hills, the landmark that Ravar told them to look for. Leaving the trail and heading east toward the stream, they find the site and begin to investigate the area. A few vultures circle low overhead.
![]() |
| Ruins |
There are the remnants of many low stone walls, flagstone paving that may have been streets, foundations and basements fairly well hidden in the dense scrub and underbrush. In a large sunken area that may have been a building's basement level, they discover a 2.5 foot diameter circular opening in the floor covered by a pair of thin stone slabs. The party surmises this may have been a well. Niam, the extremely dextrous wood elf rogue, is easily able to climb down the very rough stone-lined shaft and finds that water can be seen below, perhaps 30 feet below ground level. The pool of water seems to be in a chamber that opens out beyond the bottom of the well shaft, which ends 9 or 10 feet above the level of the water. Without a rope, he can go no further without free-falling into the water. He returns to the surface to tell the others what he has seen.
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| An old stone well? |
The party begins to discuss what to do next...
The Sage's Commentary - For a first Dungeons & Dragons session in about 22 years (best guess), this went pretty well, and I had an absolute blast. We had two out of our three hoped-for players, and were able to rope in another player on a few hours notice, so we had three players and a DM. Over the course of almost 3 hours, we put the finishing touches on character creation for a couple of the players, and had the new player create the wood elf rogue. Then we very briefly covered some "world background" of the type posted here (which the players for the most part had not read). Once we got things rolling, we covered the above 2+ game days of non-combat role playing fairly smoothly. I will admit to feeling like a bumbling (and very self-conscious) fool at start, but think that we all found a pretty good groove once we got going, and you have to start somewhere. Preparation was key, and once I stopped thinking and just went with the flow, things went very well. People seemed to enjoy themselves. Now that the players know that this blog is here for the campaign, creating some of that sense of place in which to set these adventures should go more smoothly. I can't wait to play again. We have yet to roll dice in anger...
Monday, October 6, 2014
Campaign Journal - Preamble
All dates Northern Reckoning year 707...
March 28 - The various characters are in the city of Nandra, to the west of the Grand Duchy of Rimini, looking for adventure but hard up for money. They are hired by a warrior named Damron to guard a small wagon train carrying construction materials and other goods to a site near the town of Linden, in the Shearingvale. Damron refers to the place as Fulcher's Hold. Apparently, a cleric named Fulcher and his band are rebuilding a small ruined keep a day or so north of Linden. Four dwarves of Clan Dundark of the Iron Spire Mountains, led by a stonemason named Atherik, are with the wagon train. Damron will take care of some other business and meet the party there.
March 29 - The party leaves Nandra with 8 wagons heading west on the Great North Road. The party consists of Duncan (a human wizard), Badric (a dwarven cleric of the Life domain), Niam (a wood elf rogue), Melior Ardenshade (a wood elf druid), and a human barbarian warrior (Malachy Fairwind). The first night's camp is along the banks of the River Greve.
March 30 - On the road. Uneventful travels. Camp for the night in the grasslands between Nandra and the town of Wegley.
March 31 - On the road. Arrive in the small town of Wegley late in the afternoon. Spend the night in a rundown inn.
April 1 - Leave Wegley heading west. Camp under the stars by the side of the road. Woken during the night by several deer bursting through the camp, but nothing else of note.
April 2 - On the road. Night spent at a tiny un-named waystop. The party should reach Linden tomorrow...
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| Nandra to Linden on the Great North Road (6 mile hexes) |
March 28 - The various characters are in the city of Nandra, to the west of the Grand Duchy of Rimini, looking for adventure but hard up for money. They are hired by a warrior named Damron to guard a small wagon train carrying construction materials and other goods to a site near the town of Linden, in the Shearingvale. Damron refers to the place as Fulcher's Hold. Apparently, a cleric named Fulcher and his band are rebuilding a small ruined keep a day or so north of Linden. Four dwarves of Clan Dundark of the Iron Spire Mountains, led by a stonemason named Atherik, are with the wagon train. Damron will take care of some other business and meet the party there.
March 29 - The party leaves Nandra with 8 wagons heading west on the Great North Road. The party consists of Duncan (a human wizard), Badric (a dwarven cleric of the Life domain), Niam (a wood elf rogue), Melior Ardenshade (a wood elf druid), and a human barbarian warrior (Malachy Fairwind). The first night's camp is along the banks of the River Greve.
March 30 - On the road. Uneventful travels. Camp for the night in the grasslands between Nandra and the town of Wegley.
March 31 - On the road. Arrive in the small town of Wegley late in the afternoon. Spend the night in a rundown inn.
April 1 - Leave Wegley heading west. Camp under the stars by the side of the road. Woken during the night by several deer bursting through the camp, but nothing else of note.
April 2 - On the road. Night spent at a tiny un-named waystop. The party should reach Linden tomorrow...
Friday, September 19, 2014
Nations and Regions of the Realms - East
A Whirlwind Tour of the Realms - part 1, The East and Southeast
Alsberg - The Kingdom of Alsberg is a hereditary monarchy. It is one of the recently established nations, and currently represents the northernmost boundary of exploration and resettlement of the Northlands. It is a realm of law, with a well-liked and benevolent king whose goal is the well being and safety of his kingdom. Power in Alsberg is strongly centralized in the hand of the king.
Rimini - The Grand Duchy of Rimini is a small frontier nation centered on the important trade city of Rimini. Rimini is at the western end of the Stillwater Reach, and is where the Great North Road coming from the west meets the Coast Road coming from the north and south.
Mercia - The Kingdom of Mercia is another hereditary monarchy on the eastern coast. One hundred years ago, it was the northern frontier of civilization, when Rimini and Alsberg were much smaller collections of scattered frontier villages. Mercia expanded northward 18 years ago, and is still assimilating the new territory; thus it is somewhat inwardly focused at this time. Mercia is divided into a number of Dukedoms, each of whom have a significant amount of power and authority in their respective holdings.
Romney - Ruled by King Aldir the Stout, Romney is a small nation based on the capital city of Dambrusk, a coastal fortress that managed to survive the Years of Darkness. The people of Romney are proud to make the claim, however tenuous, that they are one of the nations of the Old North. This isn't really true, as Romney wasn't a kingdom in the olden days, and Dambrusk was just one of many independent cities and towns. Romney used to be a critical link on the Coast Road, but as the borders of civilization have expanded, trade caravans and merchants no longer need to cling so closely to the coast, and inland trade routes have been taking business away from Romney. Romney does have a naval presence, and is working towards a time when more travel can safely pass by sea. It is rumored that some of the merchant captains of Romney are in league with the pirates of the Oranthian Isles, who wreak havoc on shipping up and down the coast.
Tiencin - Tiencin is a small city-state of tradesmen and craftsmen, widely regarded for the quality of their products. Tiencin is not a large or powerful nation, but does sit astride the coast road, and is the only real trading partner for the elves of Liriana. Half-elves in substantial numbers call Tiencin home, as do a large community of gnomes.
Liriana - The peninsula containing the Forest of Liriana has an elven realm of the same name. As are most elven realms in the north these days, Liriana is secretive and standoffish, but they do trade with Tiencin. These high elves are known to be seafarers, as highly decorated and brightly colored elven longships have been known to put into ports around the realms from time to time.
Oranthian Isles - The Oranthian Isles are a large chain of islands off the coast of Romney and Mercia. They are rugged, wild territory, and are home to a number of seafaring warrior tribes collectively known as the Sea Wolves of Oranthia. The Sea Wolves are a barbarian people who do not trade with the Northlands (with the possible exception of Romney).
Saradel - Saradel is a land of contrasts. It has a number of cities along the coast whose inhabitants make their living from trade, crafts and manufacturing, including some of the North's largest cities. The inland half of the country is covered with many thousands of square miles of verdant grasslands and plains. Many of the inland peoples are herders and ranchers, with some groups still pursuing a more tribal and nomadic way of life. The government of the country, based on a Council of Elders from the different cities, towns and regions, is descended from the days long ago when what is now Saradel was nothing more than a collection of loosely related tribes, each ruled by its own chief.
Kalembar Federation - The Kalembar Federation is a loose collection of cities and towns, banded together for defense and mutual benefit under the League of Merchants, a large and unwieldy body of elected officials representing the different factions. These factions can be cities, important towns, large merchant houses, magical colleges, large temples and all manner of other entities. As a result, Kalembar rarely acts as a coherent political entity (as far as the outside world is concerned). The leaders of Kalembar are focused on trade and the pursuit of wealth, and in maximizing their position as one of the lands in the transitional area between north and south. Cities of the Kalembar Federation have an opulence not often found elsewhere in the North.
Longwood Vale - North of the Kalembar Federation lies an independent region known as Longwood Vale. The Vale is located between the Umbral Mountains to the west, the Tellarn Mountains to the east, and the High Plateau to the north. The great Longwood Forest covers the western half of the Vale, and is known to have a substantial wood elf realm. It is a region of fertile land and scattered frontier farmsteads through which the High River runs. The High River forms the upper part of the Kalem River watershed. The High River descends from the High Plateau, is joined by the River Terche at the city of Woodshade, and continues on to meet the Pesh River near the city of Peshtar and the Kalembar border. The Pesh River and the High River combine to form the mighty Kalem River, which runs through the heart of Kalembar. The southern end of the Vale descends to the border of the Kalembar Federation. The northern end of the Vale climbs steeply over many miles, eventually reaching the region called the High Plateau.
The High Plateau - The High Plateau is a sparsely settled region of alpine meadows nestled between the upper reaches of the Umbral Mountains to the west and the Tellarn Mountains to the east. It is a high elevation area of cool summers and very cold snowy winters. The land slopes away substantially both to the south (into Longwood Vale) and north (down into the Greenreach Woods). There is a trade road connecting Kalembar and the Great North Road that passes through Longwood Vale and the High Plateau, but it is a difficult road that cannot be used year round.
To be continued in part 2, the West and Far South...
Alsberg - The Kingdom of Alsberg is a hereditary monarchy. It is one of the recently established nations, and currently represents the northernmost boundary of exploration and resettlement of the Northlands. It is a realm of law, with a well-liked and benevolent king whose goal is the well being and safety of his kingdom. Power in Alsberg is strongly centralized in the hand of the king.
Rimini - The Grand Duchy of Rimini is a small frontier nation centered on the important trade city of Rimini. Rimini is at the western end of the Stillwater Reach, and is where the Great North Road coming from the west meets the Coast Road coming from the north and south.
| The Northlands |
Mercia - The Kingdom of Mercia is another hereditary monarchy on the eastern coast. One hundred years ago, it was the northern frontier of civilization, when Rimini and Alsberg were much smaller collections of scattered frontier villages. Mercia expanded northward 18 years ago, and is still assimilating the new territory; thus it is somewhat inwardly focused at this time. Mercia is divided into a number of Dukedoms, each of whom have a significant amount of power and authority in their respective holdings.
Romney - Ruled by King Aldir the Stout, Romney is a small nation based on the capital city of Dambrusk, a coastal fortress that managed to survive the Years of Darkness. The people of Romney are proud to make the claim, however tenuous, that they are one of the nations of the Old North. This isn't really true, as Romney wasn't a kingdom in the olden days, and Dambrusk was just one of many independent cities and towns. Romney used to be a critical link on the Coast Road, but as the borders of civilization have expanded, trade caravans and merchants no longer need to cling so closely to the coast, and inland trade routes have been taking business away from Romney. Romney does have a naval presence, and is working towards a time when more travel can safely pass by sea. It is rumored that some of the merchant captains of Romney are in league with the pirates of the Oranthian Isles, who wreak havoc on shipping up and down the coast.
Tiencin - Tiencin is a small city-state of tradesmen and craftsmen, widely regarded for the quality of their products. Tiencin is not a large or powerful nation, but does sit astride the coast road, and is the only real trading partner for the elves of Liriana. Half-elves in substantial numbers call Tiencin home, as do a large community of gnomes.
Liriana - The peninsula containing the Forest of Liriana has an elven realm of the same name. As are most elven realms in the north these days, Liriana is secretive and standoffish, but they do trade with Tiencin. These high elves are known to be seafarers, as highly decorated and brightly colored elven longships have been known to put into ports around the realms from time to time.
Oranthian Isles - The Oranthian Isles are a large chain of islands off the coast of Romney and Mercia. They are rugged, wild territory, and are home to a number of seafaring warrior tribes collectively known as the Sea Wolves of Oranthia. The Sea Wolves are a barbarian people who do not trade with the Northlands (with the possible exception of Romney).
Saradel - Saradel is a land of contrasts. It has a number of cities along the coast whose inhabitants make their living from trade, crafts and manufacturing, including some of the North's largest cities. The inland half of the country is covered with many thousands of square miles of verdant grasslands and plains. Many of the inland peoples are herders and ranchers, with some groups still pursuing a more tribal and nomadic way of life. The government of the country, based on a Council of Elders from the different cities, towns and regions, is descended from the days long ago when what is now Saradel was nothing more than a collection of loosely related tribes, each ruled by its own chief.
Kalembar Federation - The Kalembar Federation is a loose collection of cities and towns, banded together for defense and mutual benefit under the League of Merchants, a large and unwieldy body of elected officials representing the different factions. These factions can be cities, important towns, large merchant houses, magical colleges, large temples and all manner of other entities. As a result, Kalembar rarely acts as a coherent political entity (as far as the outside world is concerned). The leaders of Kalembar are focused on trade and the pursuit of wealth, and in maximizing their position as one of the lands in the transitional area between north and south. Cities of the Kalembar Federation have an opulence not often found elsewhere in the North.
Longwood Vale - North of the Kalembar Federation lies an independent region known as Longwood Vale. The Vale is located between the Umbral Mountains to the west, the Tellarn Mountains to the east, and the High Plateau to the north. The great Longwood Forest covers the western half of the Vale, and is known to have a substantial wood elf realm. It is a region of fertile land and scattered frontier farmsteads through which the High River runs. The High River forms the upper part of the Kalem River watershed. The High River descends from the High Plateau, is joined by the River Terche at the city of Woodshade, and continues on to meet the Pesh River near the city of Peshtar and the Kalembar border. The Pesh River and the High River combine to form the mighty Kalem River, which runs through the heart of Kalembar. The southern end of the Vale descends to the border of the Kalembar Federation. The northern end of the Vale climbs steeply over many miles, eventually reaching the region called the High Plateau.
The High Plateau - The High Plateau is a sparsely settled region of alpine meadows nestled between the upper reaches of the Umbral Mountains to the west and the Tellarn Mountains to the east. It is a high elevation area of cool summers and very cold snowy winters. The land slopes away substantially both to the south (into Longwood Vale) and north (down into the Greenreach Woods). There is a trade road connecting Kalembar and the Great North Road that passes through Longwood Vale and the High Plateau, but it is a difficult road that cannot be used year round.
To be continued in part 2, the West and Far South...
Wednesday, September 17, 2014
Design Notes - A Sense of Place
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| Of Castles and Kings... |
In an earlier "design notes" post on traditional medieval-fantasy worlds and population statistics, I referenced the idea of creating a sense that players would feel they were small parts of a larger whole. I think that idea summarizes where I have chosen to invest my time. If the players are to feel they are indeed small parts of a larger whole, there first needs to be that "larger whole". By that, I mean a geography that has some reasonableness to it, some sense of history (why things are the way they are), and a framework of that living breathing thing that is "today" (what is going on right now, regardless of what the players are doing).
With this in mind I have sketched out a piece of a world that seems reasonable to me from the perspective of geography, geology, size and scope. To which I have added (in my head) a framework of history that provides at least a very basic backstory. And finally, I have posted a number of entries here describing parts of the Realms that will be important early in our intended (or hoped-for) campaign.
The final piece of the puzzle is those kinds of posts that I would say fall into the category of "legends and lore". These are the very specific detailed bits that begin to breathe life into the framework that has been envisioned.
The human mind is an amazingly creative and adaptive thing. As historical miniatures gamers, model railroaders, artists, the theater, movie makers, and any number of other creative types of people know...begin to create an illusion of reality for an audience and the audience will willingly, unknowingly, create the rest for you. A suspension of disbelief. But also a filling in of gaps and a smoothing of rough edges. You just have to give them a gentle nudge in the right direction.
So the ultimate goal here, I guess, is to create those seeds that opens the door for the minds of the players to do the rest of the heavy lifting. To give that gentle nudge. To that end, posts on this blog will be focused on describing the "now", fitting that "now" into a framework of a "past", and sprinkling in some detailed bits. The very specific detailed bits are the seeds. The history and context are the soil. The audience will do the rest.
As an aside...where do the hours I can dedicate to this project come from? Basically, over the past month or two, they come from the car. More specifically, they come from the 8-10 hours per week I spend in the car commuting to and from my job. This is often dead time, spent listening to sports talk radio, classic rock, jazz on CDs, thinking about work, or whatever else strikes my fancy. Recently, whatever strikes my fancy has been the Myaran Realms. I have spent many of those recent hours in the car thinking and writing, editing, thinking, and re-writing, so that by the time I sit down in front of the computer after the kids have gone to bed, or on the weekend, I just need to type out what is already in my head and hit the "post" button. As for those hours in the car...these days this beats re-hashing an ugly Phillies season...
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