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Fallen Principalities

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For my Against the Slave Lords adaptation (which I’ll be bloging about after the players do parts of the adventure) this is the part of my setting that will double for the Wild Coast where the adventure starts in the original campaign. The area is only very loosely defined to give me flexibility to insert things as needed (if they are not too large), while already having elements seeded that are part of the modules, such as Darkshelf (from the A0 module included in the recent preprint) and Pibir’s description (which replaces the location of A1). Much of the rest of it is tied into the history of the setting, or was developed to match character background(s) from prior campaigns set elsewhere.


The Fallen Principalities

The Fallen Principalities are a region of constant strife, where the greed of humans brings conflict as often as less civilised races. Orc tribes, and mercenary bands are nearly equally common, and sometimes indistinguishable in the region. Yet despite these dangers many villages still exist through these wild and dangerous lands, and merchants make the journeys between them, but never without mercenary guards.

The last war in the region was between the Prince of Physk and his neighbour, and rival, the Prince of Tais, and it would have been unremarkable except for the actions of the mercenary company known as the Brotherhood of the Wolf and Physk’s betrayal of them at the Battle of Willid Ford. Now many wait to see what Physk will do, as he was unable to capitalise on his gains due to trouble in the hills to the west of his lands with gnolls.

For several years organized bands of pirates and slaves have made a living by raiding settlements along the Golden Sea coast of the region. The division of the region has stopped any sort of well organised response, and so bribes and payments were the norm for dealing with the raiders, but now they are no longer honouring those agreements and villages and farmsteads are being burnt and left ashes in their wake.

Settlements

Beroth – A small port town on the river lake, Lerpall.

Physk – is an old town, and is built on ancient (most say dwarven) ruins, and it is the last port between the Fallen Principalities and the rest of the lands that rest on the Golden Sea.

Ishfort – As its name implies more a fort than a village. Ishfort stands as a guard for Physk against the gnolls of the Gwythailath Hills.

Tais – Port town on the Golden Sea.

Gwyllin – is a ghost of its former self, once a prosperous port at the mouth of the Kazalantar river it is now a large village, whose many abandoned buildings are attracting things in the region that would normally stay away from a town.

Tarnhill – a fishing and farming village nestled in hills on the Dragon Sea coast.

Liran – a fishing and farming village that was until 15 years ago protected by a small keep maintained by their chieftain. Since an orc attack destroyed the keep and the chieftain’s family the village has not fared as well.

Abbey of Peace – once a simple shrine to Rao marking Caedaria’s Last Battle, the Abbey has grown over the last 800 years into a thriving market and religious town. The simple shrine is now the castle-like Abbey, home to the faithful of Rao, Marathan, and Anyar.

Oren – A fishing village on the northern end of the Iron Heart Mountains that shows signs of becoming a port town, as trade again flows more and more into Minshantal to the south.

Darkshelf – Previously a small fishing village and harbour for a granite and limestone mine, Darkshelf has become more prosperous of late with a significant increase in production of the mine under the guidance of Bazili, a flame haired dwarf.

Ruins

Longhall – Ruins of what was once a great bardic college. It was destroyed around 100 years ago by the then Prince of Tais, and its destruction brought much ill will to the Prince (who was assassinated not long after) and his descendants. Now the ruins are said to be the lair of monsters, and a place of lost knowledge for those who might dare the new occupants.

Pibir – once a prosperous port it was sacked by gnoll marauders 80 years ago, it has become a haven for orcs, goblins, kobolds, ogres and gnolls. Looted, burnt, and ill-kept, the city has become a base for human outcasts wishing to deal with these unsavoury creatures.

Willid- was sacked and burnt by the Prince of Physk some 10 years ago in a brief conflict with the Prince of Tais. Since then it has become a haunted town, and few bother to go into the ruin any more, despite it having a good natural harbour.

Curam – was destroyed 150 years ago, sparking the series of petty wars that divided the Fallen Principalities into the petty city states found here to this day. Exactly what happened is unknown, but many of the buildings in the city show signs of a great fire, and some (including the Prince’s Keep) have little more than blackened earth and oddly lingering smoke to show where they once stood. Curam has become a city of black magic and foul cults, and every now and then they spew forth and must be battled by the surrounding people. There has been no such event since the Knights of Justice, one of the main forces that would oppose such things, fell 20 years ago, and some wonder what will happen should such an event happen now.


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