Showing posts with label Varreshiss. Show all posts
Showing posts with label Varreshiss. Show all posts

Wednesday, 15 February 2012

Werberin Island

Whereas Klantorr is a very lawful realm, Werberin is quite the opposite - mostly neutral, with some very chaotic aspects.
During the Wars between the Empires, numerous levels of government disappeared - the Duke of Varreshiss and the Senechal of Werberin were killed by invading Bursian troops and assassins, while later on the Empire collapsed with the Summoning. This has left a power vacuum that has not been filled in Werberin in the way the clerics took over Klantorr. The result is that Werberin is now a collection of independent towns and villages living in an uneasy anarchy.

Geographical features:
Gaelaron Forest is on the south-eastern tip. There are relatively few dangerous creatures - the Senechal of Werberin saw that the forest was kept under control until the wars between the Empires. There are some stags, wild boar, giant ferrets and giant shrews that threaten the unwary, but nothing that an armed adventurer couldn't deal with.
The Sorrowflow river runs from Vander's Silvermine past Westlier Keep, through the Oystercatcher Marshes and into the sea. It was previously named the Sarrinflow but its name changed during the Bursian attack on Werberin when there was a major battle on the banks as Varreshiss troops held one side and Bursian troops tried a frontal attack. For days the river ran red and corpses were washed downstream, and the river was nicknamed the Sorrowflow.
The Oystercatcher Marshes surround the estuary of the Sorrowflow, and are mostly salt-water or brackish water. Giant crabs and scarlet crabs are known to crawl around in the marshes, and giant hawks sometimes compete with the giant seagulls, each looking for easy scavenging, or maybe weakened and lost prey.
The Bertrach Ridges run along the southern coast of the island, and are rugged hills rising to a few mountainous peaks in the middle. Unlike most of Werberin Island the Bertrach ridges were never completely cleared of monsters, and a few very dangerous creatures can be found - there is at least one nest of wyverns, giant eagles and hill giants have also been sighted. More commonly there are giant goats (3HD herd animals), wild ibexes (2HD herd animals), giant hawks, mountain lions and black bears. 

Principle Settlements:
Cornaxville (population 20,000) is the largest settlement in Werberin. It is run by supposedly a town council but this is really just a front for the thieves guild. The whole town is dangerous and lawless, and muggings, pick-pocketing, burglary and swindling are all common activities.
Endorell (population 15,000) is a fishing town with a large farming community attached. The town is sort of lucky in that the most powerful inhabitant is a crotchety old mage called Varshild (16th level mage, neutral, male) who prefers to be undisturbed while he studies. He has hired a band of 240 mercenaries called the Purple Chevrons to act as peace-keepers, primarily so he can continue his research, but with the side benefit of some sort of order kept in the town. This should not be construed as any sort of benevolence - the Purple Chevrons are paid to make sure the town stays quiet, not necessarily charitable or just. There is an active thieves' guild here, but it stays discrete.
Hastlin (population 13,000) is known for its shipwrights and carpenters of exceptional skill. However, it has seen better times. At the moment the council who run the town are in league with both pirates and the Red Hand organisation. There is a well-developed and busy port where ships can offload cargo and passengers but unless you are on good terms with the harbour-master, there is a good chance that some mishap (usually theft of some sort) will happen. Whole ships have gone missing from the quay when the owners weren't looking.
Shepherdshelter (population 5,000) has grown rapidly since its early days as a farming village. It currently has a military government - when the duchy collapsed a contingent of soldiers retreated here and set themselves up as the de facto government. They have recruited replacements and the company is still in charge. These days they have several advisors - a merchant-trader, a head cleric and a mage. Shepherdshelter is on the shore, and a quay and port are being constructed slowly when money and materials can be spared. The local fishermen simply pull their boats up onto the beach, but this is not good for larger ships.
Vander's Silvermine (population 4500) is, as the name suggests, based around a silver mine. The mine itself is relatively peaceful - a few mindless vermin but nothing the miners can't handle. However, wyvern attacks on travellers and shepherds outside of town is becoming a serious problem. The town is run by an alliance of merchants and headed by an appointed mayor. The mayor is primarily interested in keeping the merchants happy, which means keeping the mine open and money flowing. The town is recovering from a period when a mad cleric of Storshin dominated the town, demanding human sacrifices to keep his goddess appeased. For five years the people of Vanders Silvermine obeyed, cowed by his clerical magic, until a popular uprising saw him thrown off a cliff. Nonetheless, it is thought he had acolytes hidden among the population and they might still try to restart the insane cult of Storshin.
Westlier Keep (population 2200) used to be the administrative heart of Werberin, but it was sacked and most of the officials and officers killed in the Bursian attack during the wars. These days it is a shadow of its former glory, with most inhabitants being beggars, bandits and outcasts from other settlements. 

Smaller settlements include farming hamlets and small villages of less than 500 people are dotted over Werberin but are not shown on the map. 

Economy and Trade:
Because it is a collection of now-independent towns and villages, Werberin has no structured economy - it is as laissez-faire as it gets. Even laws don't really stop the flow of production and demand as far as moonshine liquor, hired thugs and fenced goods go. Theft is common, particularly in Cornaxville and Hastlin, and there crime is almost an accepted part of the economy. Mercenaries, private bodyguards and security consultants are in good demand. Although the government of Werberin was destroyed during the wars, a lot of the means of production were not badly affected - the farms and small villages around Cornaxville, Shepherdshelter and Endorell were ignored by the Bursian troops, so crops and livestock are still farmed, though bandits (mostly human but a few humanoids) can ruin a farmer's whole year. 
Trade outside of Werberin is possible, but not reliable. The main problem is that a lot of merchants simply don't feel safe doing business in Werberin, so those who want to sell stuff need to export it to the buyers themselves (this is one of the reasons Shepherdshelter wants its own port). Nonetheless, there is some trade with Klantorr, the cities of the Walrus Freehold and Teiglin. 

Military Situation:
Werberin no longer has a proper military force - after the wars and the collapse of the Empire and Duchy, the remaining forces either disbanded or became mercenaries (or in Shepherdshelter, the local rulers). Settlements have to provide their own defences and law-keepers, either recruiting within their own population or hiring from outside. As such the quality of troops or town watch varies wildly from the professional (the Purple Chevrons of Endorell and the military rulers of Shepherdshelter) to the ineffectual (the "town watch" of Cornaxville who never interfere with Thieves' Guild business) to the negligible (the occasional angry mob that forms in Westlier Keep when a scapegoat is found). 
The problems that face Werberin are not massive but they are many-fold. 
The Undead of Narvellis occasionally raid - they are not after money or food, but people, either dead or alive. This is rare but quite terrifying when it happens, when one of the dreaded ghost ships of the Drowners of Sorrow arrives on the shore. 
The human barbarians of Cortacus have developed raiding ships, like rougher, cruder versions of viking longships. They are not interested in large-scale invasion, but can take on a large village if they are motivated enough. 
Disputes and raids between settlements on Werberin are common enough and the archmage of Endorell gets annoyed enough with bandits linked to Cornaxville that he will order the Purple Chevrons to punish the offenders or at least the town that sponsors them. Such tit-for-tat squabbles might escalate into something more serious. 

Monday, 13 February 2012

Cortacus - the Wild Land

Cortacus is a large island off the north-west coast of Toutus. As far as islands go, it is big, measuring 600 miles or so from east to west, and 150 miles from north to south, and it sits on the west side of the Walrus Freehold, north of the Vareshiss Islands
Unlike quite a few regions where I have gone into detail and mapped the relevant area, I shall leave Cortacus unmapped, at least for the time being. The thinking behind this is that even before the Summoning, Cortacus was mostly wilderness. The parts that have been mapped - the eastern end with Najask, Fjordport and the Orgrist Hills, and the southern edge abutting the Varreshiss Islands - are mapped because they are relatively close to civilised areas and towns where human cartographers and explorers may gather. 
The central and western part are almost unknown to humans. They know that it exists, and the Toutatians have sailed round the coast so they know its dimensions, but its interior is almost total mystery. 


Nonetheless, there are rumours and third-hand accounts of what could be found in central Cortacus - some of these should be taken with a pinch of salt:

  • A civilization of stone giants who have excavated and hollowed out entire mountains into giant-sized strongholds
  • Tribes of fire giants and frost giants who war with each other and use human barbarians and ogres as proxies
  • A red dragon ruler who dominates human barbarians, forcing them to mine for gems and gold on pain of being eaten
  • An entire citadel of chaos cultists who have been established from way before the Summoning, who have allies and emissaries all over Toutus including the Red Hand and the Traitor Legion
  • A race of winged centaurs calling themselves Pegataurs 
  • The ruins of the Turrokoth Despotship of hobgoblins, mentioned in the book "The Histories of the Ancients", containing the Despot's lost treasure gathered from decades of raiding human cultures
  • A tribe of amazon women who keep their menfolk in chains and ruthlessly cull sick or crippled men. 
  • A rookery of large rocs, dominated by the biggest giant roc ever seen
  • A tower of untarnished white metal reaching a mile up into the sky, where an incredibly powerful wizard has mastered the secrets of immortality but prefers academic research to conquest or physical wealth
  • An underground cavern network (perhaps connected to the Underworld?) where reptilian humanoids domesticate and herd dinosaurs and giant lizards. 
  • The remains of a failed Toutatian colony on the western end. The ruins of the town are haunted by various undead creatures as well as the evil spirits that brought about the colony's demise

Wednesday, 1 February 2012

Mercenaries of Toutus

This is not a complete list, but just the most notable and famous of the mercenary bands around the west coast of Toutus. You may notice that Teiglin does not feature much - as a large kingdom with its own army, it does not need mercenaries, though they may be found around the borderlands along side adventurers

Tancrad's Motley Mariners - Tancrad Anchorhead (12th level fighter, unaligned) is a mercenary fleet commander with 5 ships at his disposal. He is based in Trislem in the Walrus Freehold, and usually has one or two of his ships there. He also does business in and around the Varreshiss Islands, and there is often one of his ships in that area.
Each ship is a caravel with a crew of 50, made up of many different nationalities, appearances and a few different races (a number of dwarves and halflings are among the ratings). They are all combat trained (1st level fighters minimum) and none are obviously chaotic - some discipline and standards of behaviour are required. Many are legitimate sailors, but some are reformed or refugee pirates and buccaneers either turned honest or just lying low.
Tancrad usually hires his ships out for exploration, trading in dangerous waters or amphibious raids. Anti-piracy patrols and other dangerous tasks will require extra hazard pay.

Sterin Clerical Services - 20 clerics of Partheusa are based in Sterinport and on hire on a daily basis, either the whole company or a contingent of 3-5 (never fewer - they like to watch each others' backs). They usually dress in chain mail, with surcoats and shields bearing Partheusa's emblem (a blacksmith's hammer on an orange background).
As befits followers of a goddess of trade and craftsmanship they are professional and detached about their work and generally offer the range of clerical spells up to 4th level, including healing, divination and protection. They often work along side more combat-oriented mercenaries as combat medics, or dealing with limited outbreaks of disease or undead.

Svarrien's Company - These are a relatively conventional mercenary company of 200 men split into 4 platoons of 50 men each. They are all human fighters of at least 2nd level and are equipped with plate mail and either wield spears, shields and swords, or swords and light crossbows. They fight in formation, with the crossbowers firing over the heads of the spear and shield men who are braced to fend off cavalry charges.
Svarrien's Company are based in Sturnornel Fort, and are based around a core of survivors from the Urdus Ducal army who fled eastwards during the Summoning. There is still some sort of loyalty towards the humans in the area, though since the duchy has collapsed they are now interested in money rather than feudal obligations.

Uldur’s Scouts - a company of human light cavalry with studded leather and fur armour, lances and maces who are based in Walrus City and go out on patrols on the Icemud Tundra, visiting trading posts and trappers. Like Svarrien's Company, they have some loyalty to the city, and are unlikely to betray Walrus City or attack its citizens and traders, but they do expect to get paid, and will often moonlight  in side jobs when things are quiet around Walrus City itself. Uldur himself was killed during a battle in the Wars between the Empires when Bursian forces attacked Walrus City, but the company still carries his name. There are believed to be 75 in the company, which is often split into patrols of 12 each. 

Grundil's Quarrellers - In Stalim in the Walrus freehold among the 550-strong militia are Grundil’s Quarrellers, 150 dwarf crossbowmen originally from the Grulven Mountains who now act as mercenary guards. They are paid by the city council and as such are relatively loyal to the city as a whole. The dwarves are used in defensive duties, including manning the city walls and assisting the other militia and city officials at the city gates checking visitors and traders going in and out. There is the unofficial role that it keeps the dwarves of the Grulven Mountains on good terms with Stalim and there is a turnover of dwarves coming to join the company for a 3 or 4 year "tour of duty" and going back to the mountains to tell the other dwarves what their human neighbours are like ("Alright I suppose, and their ladies are leggy, but they don't have proper skill with metal and their beer is like watery yak pee")

Monday, 23 January 2012

Kaelaross and the Monster Manual

Although my intentions earlier in the blog were to keep Kaelaross clearly B/X D&D, separate and distinct from AD&D, I have decided to relax a bit. If I were to allow monsters from 1st Edition Monster Manual into Kaelaross, which ones would I use? Note that I don't expect those who read this blog to necessarily have the book, and I won't make them central to any adventures on this blog without giving them B/X D&D stats. If you do want B/X D&D stats for these, you could try Labyrinth Lord Advanced Edition Companion.

Boar, Giant - Although not as common as their lesser cousins, giant boar are known to inhabit the warmer areas of Toutus, including the Howling Forest (near the Godsblood Straits).

Brownie - These fey creatures related to sprites and pixies have been touched by the powers of Law. Although very shy and wary of bigger folk, brownies are nonetheless useful allies against Chaos. They have been known to ally with powerful lawful mages as familiars, and also found in both the Shorgan Forest and the Talloak forest.

Couatl - These agents of Law, when not on the Planes of Law, are found in warmer, tropical climates and rarely in Toutus.

Demons, all - All these demons could be found in the Planes of Chaos, and could travel to the Material Plane either through a Chaos Portal or individual summoning

Dragon, Silver - Silver dragons are as rare as gold dragons and, like them, can disguise themselves to blend in with lesser races. Silver dragons are known to be friendly with lawful clerics and deities but, unlike lammasu and shedu, are not in servitude or owe any great loyalty. Tales of silver-bearded dwarves transforming into silver dragons have occasionally been heard both in the Grulven Mountains and the Ten Peaks.

Ghast - These stinking undead are primarily found in Narvellis, in the Varreshiss Islands, but apparently some clerics of Storshin have discovered a ritual to transform normal ghouls into ghasts and are travelling from one region to another looking for ghouls to transform.

Ghoul, Lacedon  - These undead are found in the waters around the Varreshiss Islands, particularly the cursed and haunted Narvellis Island with its undead masters.

Golem, Flesh, Stone & Iron - These constructs are among the most powerful that a magic user can create.  The students of Gerontium in Maquosmouth would be most impressed if they found out how to create these.

Irish Elk - These huge majestic herbivores are found in northern climates, including the hills and plains of the Walrus Freehold, and on some of the Varreshiss Islands.

Ki-Rin - These heavenly creatures are very rarely seen except on the Planes of Law. When they do appear on the Material Plane, it is to oversee the fight against some terrible evil foe. Ignore the psionics and give them 1 clerical spell from each level from 1st to 7th

Koalinth (aquatic hobgoblin) - These creatures are believed to have come through the Chaos Portal created in the sunken city of Urdus, and now have set up bases around the Godsblood Straits. They often clash with their main rivals, the Sahuagin.

Lamia - These chaotic deceivers are found in ruined, desolate areas including the Twisted Hills and the Godsblood Hills. They are also found on the Planes of Chaos, and most of the lamias on the Material Plane came through the Chaos Portals.

Lammasu - These noble creatures of Law will sometimes be sent by Lawful deities to assist or advise their mortal followers. They are also found on the Planes of Law.

Leucrotta - These strange predators are definitely chaotic in nature, and are found near some chaos portals, including Maquosmouth and Aerisport in the Godsblood Straits.

Lurker Above - These strange ambushers dwell underground. They have evolved in the Underworld, but have adapted and thrived in deliberately created dungeons.

Morkoth - These strange underwater predators are not common, but can be found in deep waters, including off the western coast of Toutus such as around the Vareshiss Isles and Godsblood Straits. Sages believe, based on survivors accounts, that these are not natural creatures but evil monsters of Chaos.

Ogre Mage - Rather than being a separate species, on Kaelaross, Ogre mages are ogre leaders who have made a dark pact with a powerful chaos god (usually Bhael) and been transformed. They may either be on their own or else among a band of normal ogres either as leader or as lieutenant to an ogre chief.

Peryton - Bizarre stag-headed predators. They could only be a creation of Chaos, and their vicious behaviour confirms this. A few have been sighted around the Chaos Portal in Aerisport, while others are seen in the Twisted Hills south of the Walrus Freehold

Quasit - These demonic imps are often found in areas where other demons are found. Also they may ally themselves to a particularly chaotic and unpleasant magic user.

Rakshasa - Originating in Pelepton's home plane of Aegothis, these tiger-faced shapeshifters have slipped through chaos portals and have now infiltrated surviving cities around Kaelaross such as Ironmarket and Trislem.

Remorhaz - These giant polar worms are found on the icecap north of the Walrus Freehold. They are not natural creatures but are thought to have come through a portal from Noreesis Vale (change alignment from neutral to chaotic).

Roper - Sages believe that although these creatures may have started off as natural creatures in the Underworld, they have been touched by Chaos and are found in some planes of Chaos as well as dungeons and the underworld.

Sahuagin - These violent sea raiders are the bane of both other sea creatures and shore-dwelling land folk. They are thought to have originated in the Planes of Chaos, but several outposts have been established around the chaos portal in Urdus where they clash with both the Koalinths and the mermen in the area.

Satyr - these wild and unpredictable fey are notorious for their appetites for wine, music, dancing and women. They are found in small groups in the largest forests, including the Shorgan Forest, the Talloak Forest and even the Twilight Forest.

Shedu - Along with Ki-Rin, Couatls and Lammasus, these are the messengers and agents of the Lawful gods sent to assist and advise their mortal followers in their battle against the forces of Chaos. Ignore the psionics and give them spellcasting as if 7th level magic users.

Slithering Tracker - These amorphous predators may be related to less intelligent slimes and oozes. They are found in both dark dungeons and also the sprawling caverns of the Underworld.

Toad, Ice - These creatures are found in the far north, on the ice floes and icecap north of the Walrus Channel. They only come onto human lands during the bitterest winter, though there are records of a band of ice toads causing trouble among trappers and hunters north of Walrus City a few years back.

Umber Hulk - These huge monsters are creatures of chaos, placed in the Underworld by dark powers (such as Havok) to cause as much disruption and death to miners and explorers as possible.

Water Weird - These malevolent creatures are found in the Elemental Plane of Water, but have been tainted by Chaos, giving them an evil urge to kill. They rarely occur in bodies of water such as seas, rivers, lakes, underground pools or even village wells.

Winter Wolf - These chaotic predators originated from the Chaos Plane known as Noreesis Vale, but have slipped through a chaos portal and now roam the northernmost reaches of Kaelaross, including the Icemud Tundra and Twilight Forest as well as the island of Cortacus in the Walrus Freehold.

Xorn - These creatures from the Elemental Plane of Earth don't often occur on the Material Plane, but when they do it is either at the beckoning of a powerful spellcaster or else deep in the Underworld.

Others, which I have not had time to comment on, include:
Aerial Servant
Ankheg
Axebeak
Barracuda
Beetle, Giant Rhinoceros
Catoblepas
Eagle, Giant
Frog, Giant
Frog, Killer
Gar, Giant
Gargoyle, Kopoacinth
Groaning Spirit
Hippocampus
Hippopotamus
Ixitxachitl
Jackalwere
Larva
Leech, Giant
Leprechaun
Lich
Lizard, Giant Fire
Lizard, Giant Minotaur
Locathah
Mimic
Mindflayer
Naga, Spirit & Guardian
Night Hag
Nightmare
Nymph
Otyugh
Owl, Giant
Pike, Giant
Porcupine, Giant
Sea Hag
Shambling Mound
Slug, Giant
Sphinx, Andro
Sphinx, Hieraco
Triton
Will-o-Wisp
Wind Walker
Wolverine, Giant
Yeti

Thursday, 19 January 2012

Adventure Seeds on Klantorr Island

Klantorr Island is, on the surface, not very interesting - too stable, rigid and peaceful for adventurers to fit in - and many clerics of the theocracy would readily agree. Nonetheless, things do happen that the Theocracy is not prepared for and adventurers are better-suited to dealing with.

1) The PCs are accused of sorcery and chaos-worship by a cleric and several townsfolk. The PCs can either try to run from overzealous soldiers, junior clerics and townsfolk, or try to prove their innocence to a higher-ranking cleric, preferably a sane one. The problem is caused by a mischievous mage who has found a spell that tampers with dreams, allowing him to make people dream whatever he wants them to. Among faithful folk like those of Klantorr, this can easily be misinterpreted as divine guidance. The PCs have a slight advantage in that they are not the first to be framed, and there are several suspects in the town jail who have been set up by fraudulent dreams.

2) A senior cleric in Berranport is actually a chaos-worshipping cultist with an amulet of non-detection. He seeks to create a Chaos Portal underneath Berranport in its sewers, and he believes the ritual to do this requires a number of human sacrifices. Although a proper Chaos Portal is well beyond his means, he has been contacted by creatures from the Planes of Chaos and has summoned some of them into his lair in the sewers. These have been used to kidnap certain townsfolk in Berranport and take them down into the lair ready for sacrifice. The chief cleric of Berranport is eager to stop these monstrous kidnappings, while his newly-appointed deacon (the chaotic cultist) will happily give advice that will steer the party into all manner of dead ends and wild goose chases.

3) The miners in the Valhorrian Heights have dug into a network of caverns connected to the Underworld, and troglodytes and grey goblins are causing havoc in the mines. This has put a dent in the local economy, and merchants are looking for mercenaries and adventurers willing to go in and make the mines safe. A band of five miners were captured by goblins in the initial battle, and they have been taken into slavery. Any captured goblin can tell the PCs that slaves are usually held for a while at an outpost near the surface before being taken down into the bowels of the Underworld - perhaps the PCs could rescue the miners?

4) A caravan of merchants and pilgrims travelling from Guntharn to Charventown have a doppelganger in their midst. As the caravan progresses the PCs and others notice that people have gone missing or turn up dead. In some cases this seems impossible as someone else was talking to the murdered person at the same time as others discover their corpse. It is a race against time to find out who the doppelganger is impersonating now, and to stop it before more people are killed.

Wednesday, 11 January 2012

Klantorr Island

For a brief overview of Klantorr Island see the description in the Map and Overview of the Varreshiss Islands. Klantorr was once part of the Toutus Empire, but after the Summoning it has become an independent realm ruled by a Theocracy of the lawful clerics of Rhondus.

Population
Klantorr island has the largest population in the Varreshiss Archipelago, with 45,000 humans and 4,000 halflings. There are a few other races but none more than in the hundreds.

Before the Varreshiss Islands were taken over and incorporated into the Toutus Empire, they were colonised by the Ferdenmen, a human tribe who were adept at sea-faring. Many of the lower classes of Klantorr Island are still Ferdenmen, either pureblooded or mixed with Toutian blood. Ferdenmen are short and stocky for humans, with reddish, blond or light brown hair and fair skin. Ferdenmen are very rarely seasick, so they find other folks' heaving and puking over the side of ships quite amusing.

Settlements
Charventown (population 5,300) is the capital and largest settlement - the only one that can be called a city. It is the heart of the theocracy, and the cathedral that towers over the city is the religious, political and legal heart of the realm.
Guntharn (population 1,400) is primarily a fishing village, though there are miners who set off into the Valhorrian heights every day. Because it is relatively isolated, the Theocracy is not taken quite so seriously here.
Berranport (population 2,000) is the main naval base, as well as a trading and fishing port. Because of its ease of access, Berranport is where a lot of visitors to Klantorr stay and do business.
Pikefish (population 1,900) is a market town for farmers and herdsmen that also serves as a stopover for river traffic passing to and from Charventown.
Hierarch's Retreat (population 1,300) has a country residence for the clerics away from the business and politics of Charventown. The town also has a cell of 5 doppelgangers who have evaded detection so far.

There are other smaller villages and hamlets (of less than 500 people each) dotted around the meadows and plains of Klantorr which are not shown on the map.


Physical Geography
The Charven River: This is the main artery for Klantorr Island, and it carries most of the trade goods and many passengers to and from Charventown.
Lake Ammorin: With the town of Pikefish on its southeast bank, this lake is noted for its large fish, including giant pike and gar. Not safe for swimming in.
Lake Lucian: High tides sometimes wash salt water into Lake Lucian, giving it an estuarine air about it. Giant frogs and toads are found around the shores.
Valhorrian Heights: A small but rugged area that reaches up to mountainous altitudes in places. There are significant deposits of both copper and tin ore, so miners find this range moderately profitable. There are wild boar, sheep and goats in the hills, while giant eagles and griffons compete against each other on the mountain tops and crags.
Wastell Woods: This woodland is not very safe - bands of both gnolls and kobolds have been encountered here over the centuries despite various attempts to clear them out - perhaps they have hidden hideouts.
Trellseed Woods: This is the largest woodland in the Varreshiss Islands, and it has a range of wildlife, including stags, wild boar, wolves, brown bears and wild cattle.
Gangrel Woods: Although there used to be a problem with kobolds and giant weasels here, the previous barons have effectively eradicated them, making the Gangrel Woods popular with woodcutters, berry pickers and pig herders.
Lellmar Woods: Another patch of woods that has been made safe for human use. However, this has been disrupted by the arrival of a boatload of gnolls who are fast-moving and evasive, raiding small farms and attacking travellers then moving before the Theocracy's troops can respond.

Military
The island realm is protected by 10 battalions of  200 troops each, plus 5 warships harboured at Berranport. Each of the battalions is commanded by a Major (6th level fighter) supported by a Commissar (6th level cleric), and each company of 50 men has a Captain (4th or 5th level fighter) supported by a Chaplain (4th or 5th level cleric) so the army is closely controlled by the church of Rhondus. Similarly, each warship has a complement of 50-70 men, commanded by a Captain (4th or 5th level fighter) and a Chaplain (4th or 5th level cleric).
The battalions are:
4 heavy infantry (chain mail, sword, spear, shield)
2 heavy crossbow (chain mail, sword, heavy crossbow, 20 bolts)
1 heavy cavalry (banded armour, lance, shield, sword, warhorse, barding)
2 light cavalry (leather armour, scimitar, lance)
1 engineer (chain mail, sword, tools such as hatchets, pick axes & shovel)
The warships are named The Righteous (flagship), The Valiant, The Redeemed, The Scrupulous and The Meritorious.

Economy
Klantorr is mostly self-sufficient, and given its circumstances it needs to be. Crops, livestock and fish provide plenty of food, while the tamer parts of Gangrel and Lellmar woods provide a supply of timber for housing, fuel and boat-building. The Valhorrian Heights can be mined for copper and tin, which can be smelted for bronze, but iron, gold and silver need to be brought in from outside. Bronze tools and weapons are therefore cheaper and more available than iron ones on Klantorr.
Klantorr also brews Viskey, a strong alcoholic drink brewed from barley and oats. The Theocracy is generally disapproving of this, though to make it illegal would invite insurrection. This is both popular with the locals and also exports well.

Trade is primarily with the Walrus Freehold. Although the Theocracy does not agree with the cities of the Freehold and their mercentile, materialistic attitude, nonetheless they recognise that trade is necessary. Klantorr can grow crops, fruit and vegetables (particularly on the broad grasslands between Pikefish and Berranport) that won't survive in the harsh cold of the Walrus Channel. In return the Walrus Freehold provides all-important iron (particularly from Najask) as well as ivory and furs.

Though it is further, Teiglin is also a trading partner. Teiglin is warm enough for wines to be brewed, and in return, Klantorr can sell its Viskey in Teiglin.

Monday, 21 November 2011

The Death Knights of Narvellis

(note - this is loosely based on the Death Knight from the 1st Ed D&D fiend folio with a bit of inspiration from Lord Soth - this is not connected with WoW Hero class). 

Name         Death Knight
No. Enc.     1d3 (rarely more)
Alignment    Chaotic        
Movement     90'            
Armor Class  3 or better  
Hit Dice     9** to 20** (40hp or more)
Attack       2 weapons
THAC0        as fighter -3
Damage       by weapon +3/by weapon +3
Save As      F9+
Hoard Class  XX
Size         Medium 
Type         Undead
Intelligence 14 (high)     
XP           2400xp (9th level) or more

Death knights of Kaelaross are undead beings that were formerly powerful fighters (level 9 or higher) that fell from grace. The stories of who each death knight was and how they ended up in this state of damnation are unique to each one. 
Death Knights are equipped with the best weapons and armour they can find, often the same ones they had when they became undead. A typical death knight will have Plate Mail +2 (giving AC 1) and a 2 handed sword +2 (1d10+2 damage), and may have other magic items that a fighter would find useful, except for healing magic (which is useless for the undead). Regardless of their physical strength during their lifetimes, death knights have 18 strength, giving them +3 to hit (or -3 to THAC0) and +3 to damage. Their exceptional skill and undeathly vigour gives them 2 attacks per round. 
Death Knights can command or rebuke lesser undead as a cleric of the same level, and can also cast the following spell-like powers: Cloudkill 1/day, Dispel Magic 1/day, Detect Magic at will, Detect Law (reverse of Detect Chaos) at will, Cause Fear by gaze attack (range 60', 1 opponent per round, save vs spells or flee for 1d6 turns) at will. Death Knights are immune to normal and silver weapons, and opponents need magic weapons (+1 or better) to damage them. As undead, Death Knights are immune to poison (including their own cloudkill spells), sleep, charm and hold spells and death magic. 


The Baron of Narvellis and his followers are the most notorious death knights still existing on Toutus (but according to rumour not the only ones). Before the Summoning they were Knight Protectors of Toutus, part of a noble order of knights, but already the baron and his closest henchmen had been subverted by Chaos cultists worshipping the death goddess Storshin. When this heresy was uncovered during the Wars between the Empires, the Baron and his knights were visited by the deputy commander of the order and given an ultimatum to repent or be expelled. The baron challenged the deputy commander to a duel of honour, and when the deputy commander refused on the grounds that it was not a matter of honour but fact, the baron and several of his aides slew him. At this point 14 out of his 30 knights realised they were in real trouble and fled - some became wandering knights, others returned penitently to the Order of the Knight Protectors. The other 16 had thrown their lot in with the Baron of Narvellis. The wars were raging, and the Order was in no position to retaliate, though it knew of his treachery. 
When the Summoning came, the avatar of Bhael travelled over the face of Kaelaross, inflicting woes, destruction and chaos portals wherever he went. When he appeared over Narvellis, he decided that the Baron and his damned followers were too useful to destroy on a whim - instead he transformed them all into death knights - bolts of black lightning shot from his hands and the flesh of the knights was blackened and charred, but they still stood. The man-servants and maids in the castle were turned into ghouls, and the men-at-arms into wights. He then instructed the now-undead knights that they were the champions of chaos, and that they were to cause pain and suffering to all who opposed the forces of chaos. 
The Baron is still in the process of turning Narvellis Island into a realm of the Undead, with his stronghold in Darvis Keep. From his port in Karlovon (north coast of the island) he sends forth ghost ships of undead pirates known as the Drowners of Sorrow who often ply the Walrus Channel, harrying the living and bringing back corpses for animation. He will sometimes allow living chaos cultists sanctuary on his land (particularly if they offer to create more undead followers for him), but he is a fickle and demanding ally, who can easily turn into a terrible and vicious enemy. 

Wednesday, 9 November 2011

Map and Overview of the Varreshiss Islands


The Varreshiss Islands are a small archipelago of islands off the coast of western Toutus, southwest of the Walrus Freehold and north of Teiglin. The climate is subarctic, wet, dull and misty. It freezes in winter, but in summer it rarely gets properly warm, just slightly less cold.
During the Toutus Empire this was the Duchy of Varreshiss, with each large island being a barony. Politically the Duchy has ceased to exist since the Wars between the Empires, but culturally the islanders remember their common membership of the Duchy.

Narvellis
The Baron of Narvellis had been subverted and seduced by the powers of Chaos, particularly Storshin. He had been a Commander among the knights-protector of Toutus and had a contingent of 30 knights. When he fell from grace and his true allegiances were known, the Order kicked him out. Half his knights left him and the other half joined his descent into Chaos. When the Summoning came, Bhael briefly appeared over Narvellis island. Instead of creating a Chaos portal, he turned the Baron into a death knight along with his loyal knights.

Klantorr Island
Klantorr island is now a strict theocracy, with an archbishop rather than a baron or duke ruling. The capital, Charventown, is dominated both physically and socially by the towering cathedral of Rhondus, and clerics of Rhondus act in place of nobility, particularly with regards to justice, crime, the military and social policy. The current laws are stricter than normal (such as Teiglin or Walrus Freehold) but tolerable particularly as the clerics use the threat of Chaos invasion or cultists such as in Narvellis to cow the population - "Adhering to the laws of Rhondus is the best, nay, the ONLY defence against the foul damnation of Chaos!" Previously during the days of the Empires, the Baron of Klantorr was a secular nobleman. In the years leading up to the Summoning a series of three politically astute bishops drew more political power from weak barons in the name of delegation and spiritual guidance. When the Summoning came, the clerics simply took over in the name of emergency contingencies but when five years later they dismissed the baron telling him he was no longer needed, the situation was clarified.

Werberin island
Werberin Barony had been the seat of power of the dukes of Varreshiss, particularly the grand castle of Westlier Keep, with the Senechal of Werberin looking after the day-to-day administration from Cornaxville. It was not Bhael and his Summoning that threw Werberin into turmoil but invaders from Bursia across the ocean during the Wars between the Empires. They launched a surprise attack and cornered and killed the Duke, the Senechal and a hit list of top Varreshiss nobility on Werberin with a combination of stealthy assassins and powerful wizards, followed by a conventional invasion force of Bursian Legionaries.
The assassins succeeded but the invasion did not. The Bursians were thrown back to their ships, but only after causing heavy damage and looting to the towns of Hastlin, Cornaxville, and Endorell, and killing half the soldiers of Werberin. After the Bursians left, Werberin collapsed into anarchy without any clear rulers.
These days Werberin has settled into something in between a federation of the settlements and a less violent anarchy. It is rough, mostly lawless but stable. The towns are filled with ne'er-d0-wells, pirates, roguish merchants and exiles from more lawful realms (especially Klantorr with its repressive morality).


Ryolis Island - Set aside as a game reserve. Plenty of wildlife and some monsters including a pride of manticores and a breeding pair of Chimeras. A hunting lodge for nobility is abandoned but could be reclaimed as a base for adventurers.


Skylock Island - Desolate, windswept and mostly ignored. Several villages (unmarked on the map) of human and halfling shepherds and goatherds who claim nominal loyalty to the clerics of Klantorr but prefer to be left alone.


Serridor Island - The only island with a significant number of elves. Before the Summoning the elves paid nominal fealty to the Duke in Westlier Keep. These days the Theocracy of Klantorr want the elves to recognise the clerics' authority. The elves are having none of it.

Tuesday, 12 July 2011

The Western Half of Toutus

The areas described so far have been part of continent and former empire of Toutus. The above map is not complete, but gives a good idea of how the current regions connect to each other.

The regions described so far include:
The Kingdom of Teiglin
The Godsblood Straits
The Walrus Freehold
The Varreshiss Islands
Iryanland

The regions I have not started describing are
Hilvernia

As you can see, these are works in progress. None of the regions are truly complete, as there are always new aspects, new locations, new characters to be described. Thus although I might introduce a new region one week, I may still go back and describe another part of an older region the next week.

An overview of Toutus:
Toutus is a continent in the northern hemisphere of Kaelaross that stretches from subarctic through temperate to Mediterranean climates. From 6,000 BBY (before Bursian Year 0) the land has been colonized by humans, clashing with or making peace with the resident demihumans who have been on Toutus seemingly since the beginning of the world.
Human kingdoms arose along the southern coast east of Hilvernia from 300 BY to 500 BY and formed a coalition. When faced with a humanoid horde in the north of unprecedented numbers and savagery (at least 110,000 orcs, 50,000 gnolls and 10,000 ogres according to historical sources) these kingdoms formed the Toutus Empire in 722 BY.
The Orc-Head War was bloody and attritional for both sides, but the Toutus Empire survived. Furthermore, the Emperor had shifted the war effort so that the component kingdoms were in no position to break away without permission - they were too exhausted and the bulk of the surviving troops were loyal to the Emperor himself.
The Toutus Empire was a feudal empire, with the Emperor at the top, the kings ruling the old original kingdoms, the dukes ruling over newer colonies (including the newly formed duchy of Teiglin and duchy of Urdus), and smaller counts, earls and barons ruling under them. Along side this there was the Church of Law, which was almost an empire within the Toutus Empire - a collection of the different lawful religions (notably Chelmor, Rhondus and Adonor) forming hierarchies that spread across Toutus, giving spiritual guidance and moral support to the feudal leaders.
The Toutus Empire was also known for its knights in shining armour with their splendid heraldry and their devastating charges with lances. These knights, and particularly their feudal overlords, built magnificent castles as both prestigious noble homes and as fortresses to dominate the surrounding lands.
This all came crashing down in 1560 BY when after 10 years of the Wars between the Empires, the Summoning occurred and the Toutus Empire, along with the three other Empires, ceased to be a coherent entity and collapsed.