Showing posts with label Iryanland. Show all posts
Showing posts with label Iryanland. Show all posts
Thursday, 11 October 2012
The Independent County of Iryanland
Iryanland is a region of Toutus on the west coast, immediately north of the Godsblood Straits, and several hundred miles south of the Walrus Freehold.
During the latter stages of the Wars between the Empires, the Count of Iryanland proclaimed that he would no longer fight for the Emperor of Toutus and that Iryanland was neutral and independent. The county had already received a battering during the wars from invading enemies, but the count still had an honour guard of 200 troops, and using these he fended off Toutian, Bursian, Telthian and monstrous incursions. These honour guards were soon bolstered by deserters fed up with the war and other Toutians fleeing the Emperor's wrath. It came through after the Summoning weakened but intact, which was better than most of its neighbours and the Toutus Empire (which completely collapsed as a coherent entity).
The present count, Count Carnovon, is the great nephew of Count Barastin who proclaimed independence. His court advisors include two wizards, two clerics, two merchants and four generals.
Iryanland is relatively stable and peaceful. It has some problems with wild frontiers but is otherwise a safe, lawful place. Its economy of agriculture and trade supports 125,000 people and a standing army of 2000, including 2 regiments of 300 longbowmen each, a 400 strong heavy cavalry regiment 200 light cavalry and three regiments of heavy infantry.
Heriston, City of Cynics
Heriston was an important Toutian port city overrun by armies and then monsters and left for dead. It is amazing that it recovered, but this can be in part attributed to Iryanland's need for a usable sea port. The port flourished and proclaimed independence from Iryanland which was too busy defending its own borders to do much except protest. It is less safe than Iryanland and law enforcement is haphazard. The 60,000 strong population rely on fishing and external trade.
Heriston has acquired its unusual epithet because of its angry and ruthless attitude towards clerics. Worshipping gods is not allowed in Heriston, and clerics face the death penalty if caught preaching.
The Border Baronies
These states were formed as the Count of Iryanland paid off restless mercenaries and shifted refugees by giving them licenses to settle and expand the borders with the rest of the Empire.
Like other borderlands, the baronies are not really cosmopolitan or under full control. The federation between the barons is a loose one and inter-baronial conflicts are common, as are monstrous raids.
The economy is based on sheep, cattle, furs and timber. The small population of 15,000 people are all trained with weapons of some sort and in times of great need a militia of 3000 can be raised.
The Clanhold of Duradin
The Duradin had suffered raids and losses from the wars when Iryanland declared its independence. The Thane of the Duradin Clan quickly followed suite, recalling any of its warriors it could contact. Iryanland and Duradin became allies and much of Duradin's food now comes from Iryanland. In return, Duradin shields Iryanland's eastern border from various incursions. Of its 18,000 inhabitants, about 6000 are warriors.
Trade between Duradin, Iryanland, Heriston and the Baronies is vigorous, with many dwarf-forged armour and weapons and dwarf-brewed ales traveling across the region to paying customers.
Astarril County
This realm collapsed during the Summoning. It was spread across the north coast of Mackerel Bay and Khorid Island. During the Summoning Khorid Island was shattered by a massive earthquake, that both leveled the main city of Mostor and also split the island into three smaller isles. Further north the city of Telverhain was invaded by monsters as a Chaos Portal opened up in the city. These chaotic monsters overran the County, and now it is against these monsters from Telverhain that the Border Barons stand guard.
Saturday, 20 August 2011
The Talloak Forest
The Talloak Forest is a large stretch of woodland to the north and northeast of the Godsblood Straits. It also borders on the south of Iryanland.
The Talloak Forest, like the Shorgan Forest, is virgin, dense and dangerous. There are plenty of natural predators making their homes here, as well as humanoids.
Since humans first moved into the area, there have been humanoid and demihuman tribes, including the Derelth elf clan who have been around for many centuries, leaving a number of abandoned ruins deep in the forest.
Not all the humans are civilized - the Siluri are a tribe of human barbarians who have survived in the forest independent of the Toutus Empire. They have declined since their glory days when they raided the dwarves of the Ten Peaks, but they are still found north of the Ten Peaks, and will react savagely to any civilized intruders.
The gnolls, orcs and hobgoblins of the Talloak Forest are natives to Kaelaross - they have not come through any recent Chaos Portals. Nonetheless, they are still chaotic, dangerous and will raid other races (sometimes each other) if they think they can succeed. A number of humanoids have been subjugated by a family of green dragons led by a matriarch called Jadefury. Jadefury herself caused havoc to the Confederacy of the Ten Peaks about 75 years ago, and also raided the northern Duchy of Urdus 95 years ago. She has been quiet recently but she may be planning her next assault.
Random Encounters in the Talloak Forest (roll 1d8+1d12)
2 Green Dragon
3 Wereboar or Werebear
4 Minotaur
5 Axebeak, wild
6 Snake, Giant Pit Viper
7 Brown Bear
8 Wolf
9 Orc or Hobgoblin (DM's choice)
10 Wild Boar (1-2 in 6 chance of Giant Boar)
11 Stag (Herd Animal 2 HD) (1-2 in 6 chance of Giant Elk)
12 Wild cattle (Herd Animal 3 HD) (1-2 in 6 chance of Auroch)
13 Gnoll
14 Derelth Elves or Human Barbarian (DM's Choice)
15 Giant Spider, Black Widow
16 NPC adventurer
17 Giant Hawk or Giant Eagle (DM's choice)
18 Sprite or Pixie (DM's Choice)
19 Treant
20 Unicorn
The Talloak Forest, like the Shorgan Forest, is virgin, dense and dangerous. There are plenty of natural predators making their homes here, as well as humanoids.
Since humans first moved into the area, there have been humanoid and demihuman tribes, including the Derelth elf clan who have been around for many centuries, leaving a number of abandoned ruins deep in the forest.
Not all the humans are civilized - the Siluri are a tribe of human barbarians who have survived in the forest independent of the Toutus Empire. They have declined since their glory days when they raided the dwarves of the Ten Peaks, but they are still found north of the Ten Peaks, and will react savagely to any civilized intruders.
The gnolls, orcs and hobgoblins of the Talloak Forest are natives to Kaelaross - they have not come through any recent Chaos Portals. Nonetheless, they are still chaotic, dangerous and will raid other races (sometimes each other) if they think they can succeed. A number of humanoids have been subjugated by a family of green dragons led by a matriarch called Jadefury. Jadefury herself caused havoc to the Confederacy of the Ten Peaks about 75 years ago, and also raided the northern Duchy of Urdus 95 years ago. She has been quiet recently but she may be planning her next assault.
Random Encounters in the Talloak Forest (roll 1d8+1d12)
2 Green Dragon
3 Wereboar or Werebear
4 Minotaur
5 Axebeak, wild
6 Snake, Giant Pit Viper
7 Brown Bear
8 Wolf
9 Orc or Hobgoblin (DM's choice)
10 Wild Boar (1-2 in 6 chance of Giant Boar)
11 Stag (Herd Animal 2 HD) (1-2 in 6 chance of Giant Elk)
12 Wild cattle (Herd Animal 3 HD) (1-2 in 6 chance of Auroch)
13 Gnoll
14 Derelth Elves or Human Barbarian (DM's Choice)
15 Giant Spider, Black Widow
16 NPC adventurer
17 Giant Hawk or Giant Eagle (DM's choice)
18 Sprite or Pixie (DM's Choice)
19 Treant
20 Unicorn
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