Cities and Places
The Great Woods
The Great Woods extend from the eastern and northern coasts of the Known World to the Frontier, a region that separates the Great Confederacy from the Tawdonian Empire in the west.
A large region of dense forest and scattered Confederate villages. The heart of the Confederate lands.
Although no one is certain how the Rock of Patience acquired its name, what is a well-known fact is that it is the site of the peace treaty negotiated by the last of the warring Confederate tribes. In later years, the location has built up a reputation of compelling those present to speak the truth and is frequented not only by the annual Meeting of Confederate Elders, but also by young lovers professing their undying love to each other.
The fabled ‘City that Floats’. Until its destruction in recent years, Kel’Arizon was one of the great Tree Cities of the Confederacy. A small town populated for the most part by fauns and halflings, along with a few Confederate humans, the residents claimed to have been aware of each other since long before the Plague, when the humans initially thought their Fey neighbors to be good forest spirits.
The Crescent Islands
A wide collection of islands located in the Far North that follow the curve of the Northam Sea. These barren and inhospitable islands are home to the hardiest people in the world. Fierce raiders and hunters they travel the Northam Sea on their great long ships and skin boats trading, hunting, and raiding. The coastal peoples dread the sight of square sails on the horizon, not knowing till the boats run aground whether they’re here to trade or to raid.
There are only two towns on the Islands – Torvik, a city with a constant population of 200 people that ballons up to around 500 in the summer trading months, and Freeburg on the northern shore of the same island which is the stronghold of the Stag Clan.
History and People: The Crescent Islanders
The Frozen Marsh
So named for its ill tempered climate, the Frozen Marsh is home to a few villages of extremely hardy folk, fierce enough to brave out both the weather and the frequent raiders and brigand bands that come through. Although technically in a land claimed by the Empire, and alleged to be under Imperial law and religion, the locals pay little attention to either tax collectors or priests, practicing their own brand of religion.
The Dragonspire Mountains
These desolate and frozen peaks are thought to be virtually uninhabited by civilized people. A few human settlements are scattered throughout the mountains in sheltered valleys and along the base of the ridge. A handful of orc tribes also carve a meager existence out of this harsh land, including the Grey Mist and Bloodwing Orcs. Rumours say the mountains are also filled with giants and other strange, fierce creatures, but with so few people traveling to these parts, and so fewer returning, these rumours have never been confirmed or denied.
The Northern Wilds
A savage land sparsely populated with barbaric tribes. The region has tremendous natural resources.
The Northern Wilds have been a source of slaves for the Tawdonian Empire for over 300 years. However, the Empire considers this land too harsh to bother colonizing. Expeditionary forces launched by Sidram I discovered the regions nature resource between 281-276BP, but also found that its climate and its natives were far too difficult to make it worth the effort to make it part of the Empire.
The peoples of the Wilds are a strong, hardy folk who live in small villages scattered among the few livable areas. Though few farm or do any agricultural work, they do often war among themselves, taking prisoners as slaves to trade to the Empire for manufactured goods. They are accomplished smiths, and fierce warriors. The Northmen have been known to charge into battle, faces and arms painted, and armour adorned with the furs, bones, teeth, claws, and pelts of various wild animals that they hunt and catch in the area.
The lands of the North have for years served the Empire as a vast reserve of natural resources, and Imperial merchants trading goods for raw materials and slaves frequently do very well in this harsh land, if they can brave the environment. And although the Northmen are quick to war among themselves, few would attack an Imperial trade caravan. Although a superstitious people, fragmented and far behind the Empire in science and technology, it is whispered that the Imperial court works to continue the conflicts between the villages, fearing that should the Northmen ever unite under one leader they would be an enemy of great strength.
The Great Wastes
A huge desert.
First discovered by explorers from the Tawdonian Empire over 300 years ago. No one who has ever attemped to cross it has returned. In 282BP, Emperor Sidram I set up a number of outposts along the eastern edge of the Great Waste. He intended them to be a bases for exploring the Wastes but all the outposts were eventually lost to the sands.
It was shortly after the begining of the Plague that the city of Menhaden sealed itself from the rest of the world. Tariel Lang, the governor of the province of Menhaden saw the situation in the Imperial City as his chance to break from the Empire. It was on the festival of Olt och Sim, 351, that the fortress city of Menhaden closed its doors and waited for the siege. The city walls were decimated by the forces of Emperor Edlin in 352. It rebelled again a few years later and remained a “independent state” throughout most the plague-years.
Another siege was set against Menhaden after the plague ended, but it did not fare well for the Imperial troops. Then one night in 363 one lone figure scaled the wall into Menhaden and paid a visit to the “King”. It is not known who the man was or what he and the King of Menhaden said to one another, but the next morning the man was gone and the “King” ordered the gates of his city thrown open to welcome the friends who had been waiting so patiently outside the walls to visit the governor’s palace. The “governor” of Menhaden never spoke of what made him surrender and took the secret of that night to his grave, thirty years later. The superstitious among the royal court think the “King” had a visit from a son of the House of Darrion, but the rational mind knows that the treacherous House Darrion was snuffed out entirely by the Plague.
Once a great city, rich in trade and commerce of all sorts, Old Gallinale was famous for its many and varied bazaars and markets, filled with rich merchants traveling back and forth on their sedan chairs and donkeys. With the settling in of the Wastes, and the loss of many of its trade routes, the city is but a shadow of its former self, now offering a few meager inns and supply depots for those few travelers and merchants brave or foolish enough to try their luck in the Wastes. Twice a year, Old Gallinale plays host to the Wastelander fair – when representatives from the various Wasteland tribes travel eastwards to trade for those necessities and luxuries unavailable or hard to come by in the wastes.
Battlekeep is a fortified town on the northeast tip of the Hurn Sea. Battlekeep is an Imperial outpost and marks the end of the Frontier and the beginning of the Tawdonian Empire. Battlekeep was founded in 235 BP as a fortified outpost in the Empire’s war with the Confederacy.
Thulud claimed its right of independence first in 359 and the Emperor’s soldiers were sent to Thulud shortly thereafter to disabuse Thulud of this notion. The solders captured the city but the war had been raging ever since. Riots, open revolt and terrorist tactics have been used by the Thuludite Separatists but the large number of Army men and the strong Loyalist presence in the city has kept the port officially the domain of the Empire.
Originally founded in 211 BP as a line of defense against the possibility of Confederate troops crossing into the Empire, Falken is now a nearly deserted town. Sitting not far from the shores of the Minor Ocean, there still is some trade of fish and boatmaking, though the weak economy has left many hungry and desperate. Recently, with support from Thulud, there has been much talk about how the Empire has deserted the people of Falken, and they would be better off without the Emperor.
Falken still boasts a sizable population, numbering around 700+. However, the people are growing more and more isolated every day, with occasional travel from Thulud being about the only contact they still maintain with the Empire. Even those from Battlekeep who make the voyage across the Minor Ocean are finding they are not welcome. Also, with the vast swamp lands running from the tip of the Minor Ocean to the edge of the Southern Forest separating Falken from the rest of the Empire, they have had to depend on themselves to defend against monsters and other aggressors rather than hoping for Imperial support.
A largish city in the heart of the Empire, Fairlock is still one of the larger agricultural centres of the Imperial world. Although the city proper only has a population of a few hundred, the surrounding farms and orchards bring that up to a few thousand in the Fairlock county area. Fairlock has always enjoyed a certain prosperity, being deep enough inside the Empire to avoid most external pressures, and being wide enough spread out that the Plague didn’t have as massive an impact as it did in some of the more densely populated cities.
A town populated by Fey. It is governed by elves. Humans are only permitted as slaves.
Tor’Jadin was built as an Imperial capital of the province Sinciput but the population was completely wiped out by the Great Plague. This left the city completely empty just prior to the emergence of the first Fey from the mists. The city (and all the land for two days riding) was granted to the Fey by Emperor Medaka IV in exchange for information about magic.
History: The History of Tor’Jadin
Cities and Places
Description: This town was once called Hope Springs, but then it became a Nazethen stronghold. The resent history of this town is unknown. This town in home to many powerful magic users.
Economy: Stable to Strong
Trades: Mining, Weaponsmithing
Religion: Mix, NOSian tendency
Population: 250+ (pre-plague: 2400+)
Description: This settlement is rumoured to have a strong Fey presence.
Recent Events: It is rumoured that this town was destroyed by Grandmother and that the survivors are in the process of rebuilding.
Description: This hamlet, en route to the Empire, used to be a reputable stop-over before heading on to Battlekeep. Falling into ruin after the Plague, it became a haven for freed slaves and gamblers.
Economy: Feeble to Stable
Trades: Lumber, Quartz mining
Religion: Mix, NOSian tendency
Recent Events: Rebuilding after Grandmother’s last onslaught, Bulltongue County has been left alone for now.
Description: Best known for its lush blackberry and blueberry fields, the simple folk of Clairborne mistrust Magic and mages.
Economy: Struggling to Feeble
Population: 50-70 (pre-plague: 250)
Description: Once a strong trading town, Denson’s Pass is rumoured to have collected some artifacts and other rare merchandise over the years.
Economy: water trade
Trades: merchant, fishing
Religion: Mix, Pyren tendency
Population: 150+ (pre-plague: 500+)
Description: One of the largest towns on the Frontier, despite the plague, Fairtree has been a trader’s haven throughout the centuries of war in the Frontier region. It is widely believed the Plague started in Fairtree.
The town of Fairtree is well known for its top-notch Northern hospitality (including its promiscuous women). It is the finest fabric production centre in the region (Their weaving technology is considered wondrous). It has a large established slave market. Thievery is quite common as there is no “law”.
Fairtree is the main center of commerce for the Frontier. Once a year, the mayor rallies the merchants to donate goods to the unfortunate surrounding villages.
Religion: Natural NOSianism
Population: 1000 (pre-plague: 3000+)
Trades: Corn, Wool, Hemp, Cattle, Fabrics, Slaves
Description: This town is best known for its fine horses and weaponsmithy, and is said to be rather closed-minded towards outsiders.
Religion: Skae/Pyren Animism
Trades: Horse, Cattle, Lumber, Syrup
Population: 150+ (pre-plague: 4500+)
Description: This village is the site of the Frontier Jesters Guild. Entertainers come from all around to join the Guild. However, Gill’s Hold is also known for its religous zealots.
Economy: Struggling to Feeble
Trades: Lumber, deer, Jesters Guild
Population: 250+ (pre-plague: 700+)
Recent Events:Grandmother refused to attack the town – she hit places nearby but never the town directly. Other towns became bitter of the trade demands of this town, but none have acted against it thus far.
Description: This crossroads community was the focus of rumour-mongers everywhere. They said that Stormhaven was a meeting place for Adventurers, Demons, and Monsters!
However, Stormhaven, or Haven as it was known to it locals, was largely destroyed by the Imperial forces in their attempt to stamp out the Nazethism.
Description: Known for the vein of raw copper, which runs straight through the town, Pekerel Falls is home to the best coppersmith in the region. It is said the citizens of the town are mostly insane. The town is also known for fostering trade in slaves.
Religion: Soft Animism
Economy: Weak to Stable
Trades: Copper Mining
Population: 150+ (pre-plague: 1500)
Recent Events: Recently gained an influx of support from the Confederacy, namely a Skae tribe which has set up camp to provide military assistance.
Description: A town of hard-working Confederate sympathizers, Petra is known to have deep respect for nature and the area surrounding it. Rumour has it that those who disrespect the land or the sea are dealt with harshly.
Trades: Fishing, Shipmaking, Iron mining
Religion: Huren (Confederacy) Animism
Population: 100+ (pre-plague: 2500)
Description: Home of the Apple Harvest Festival, Poor Harvest is rumoured to be Plague-ridden.
Economy: Struggling to Feeble
Trades: Apple, Tobacco, and Corn Farms
Description: This village is best known for its busy harbor and fishing port. It is considered a secure port and much trade passes through the town. Sencel has a strong militia, which is kept in top shape in case of trouble from the Confederacy. A strong anti-confederate philosophy exists within the population in the town.
Economy: Stable to Strong
Trades: Fishing, Boat building
Population: 70+ (pre-plague: 300)
Recent Events: A failed assassination of the Mayor Griswold
Description: Nobody is certain how large Twain’s Heart is. It’s regularly patrolled, and is known to be closed to outsiders. Twain’s Heart has resisted all attacks from the outside.
- Old House Balla
- The Earth Circle
- The Faunclave
- The Last Resort Inn
- The NOSian Chapel
- Scholars’ Hall
- The Bath House
- The Faery Ring
- Theater Cobweb
- The Back Field
- The Skull Hut
- The Fire Circle
- Camp Brightmoon
- Camp Coventry
- The Inn Field
- Tower Bridge
- The Confederate Rocks
- The Air Circle
- The Fey Enclave
- The Water Circle
- The Dock
- The Enclave Field
- The Hill Top/Catacombs
Its name translates from an old Pyren dialect as ‘Blessed Rune’. The city was originally built around a large white rune stone that had been unearthed and thought to be the center stone of an even older city. The ancient stone is said to have an unknown rune, or runes, inscribed upon it.
That particular Pyren dialect is notable because it is mutually understandable with the court tongue of the eastern Pentavarete kingdom of the same era. Both are originally pre-Empire dialects but Pentavarete languages were drastically changed under the rule of the Empire while the Pyren remained similar for several centuries more at least. This makes it difficult to place the era of the name. The old Pentavarete name, ‘Caerleg Wynne’ means ‘Sanctuary’, usually in the context of a city or inn at the end of a journey but also as in opposition to evil forces or spirits.
Carreg Wynn was founded as an independent city-state. The original inhabitants were a mixture of Imperials and Pyren, who put aside their political differences to found something better.
For a period of nearly two hundred years Carreg Wynn stood as the largest city and trading centre in the Frontier. It was a haven for scholars in the Frontier; thought it had several buildings devoted to libraries and learning, no formal university was ever founded. It was surrounded on three sides by the impenetrable Dark Woods and strong city walls surrounded the rest. Although laid siege a number of times by both Imperial and Confederate forces, it was never successfully conquered.
The high population density, comparable to the Imperial City, coupled with the Confederate level sanitation insured that the casualty rate was effectively 100% among those who did not flee at the very first signs of contagion in the city. Within a few weeks of the first wave of disease, raiders walked through the gates and began looting. Most of them died from Plague as well but greed leveled the city within a year of the start of the end. It was burned by invaders (on principle) and residents (to cleanse it). In short order there was nothing significant remaining and the Dark Woods began to swallow the shattered city like a snake slowly downing a twitching mouse.
The Last Resort Inn
Angus Fedington originally built the Last Resort under the name of The Cloaked Rider Inn. He built the Cloaked Rider (with some local help) after his old inn, of the same name, on the road to Fairtree was destroyed in an Imperial/Skae conflict. The current building has stood just less than twenty years and uses state-of-the-art post and beam construction techniques. The old inn and the name predated the Plague and apparently humans in those days commonly rode fast beast of burden called ‘horses’ to speed travel from place to place. The name has become somewhat meaningless and quaint since the plague apparently wiped out all of the ‘horses’.
After the unfortunate death of his wife, Angus sold the inn to Epiphany Sweetbuns and her partners. They decided to rename the inn The Ladle and the Cauldron as Epiphany is know for both her exceptional cooking skills and her skills as an alchemist. Epiphany eventually decided to sell the Inn as she and her husband, Rinaldus, concluded that Carreg Wynn is not a safe enough community in which to raise a family.
The Inn was once again re-named to its current name, The Last Resort Inn. It has been owned by a number of people over the past few years but is currently managed by Cherry and Sephrina.
The Fey Enclave
The Fey Enclave is a modest building located on the far side of the river from the Last Resort Inn. When the Haven refugees first arrived in Carreg Wynn this building was known as The Temple of the Winds. Once made of wood, the building was blessed by Lord Earth and turned to a dark red coloured stone.
Off a path branching off from the front of the Inn, this area is currently the home of a group of fauns that have renamed the clearing to the Faunclave
The Bath House
The Bath House is one of the few buildings from the original City of Carreg Wynn that is still standing. The Bath House is a tribute to both fine Imperial engineering and Pyren architecture. It has continued to work with little to no maintenance for over half a century.
The Tower Bridge
The Tower Bridge is one of the two remaining crossings over the river that runs through Carreg Wynn. At one time this was the main watchtower of the Carreg Wynn Constables. Poor maintenance over the years now makes climbing the tower a dangerous proposition.
The NOSian Chapel
This chapel has seen better days but few buildings in Carreg Wynn haven’t. Still, it is the most complete NOSian sanctuary in the area.
Before the destruction of Carreg Wynn this area was a grove of well tended trees, sacred to the area’s Pyren population. These two rocks were thought to represent Brother Potential and Brother Achievement. Now they sit mostly forgotten.
How Far Is…?
From Carreg Wynn
|City/Town||Days Travel by Foot|
|Twain’s Heart||2 days|
|Barren Hope||1.5 days|
|Poor Harvest||2.5 days|
|Bear Pine||5 days|
|Gill’s Hold||2.5 days|
|Tanglewood Keep||1 days|
|Denson’s Pass||1.5 days|
|Imperial City||66 days|
|Thulud*||48 days by land|
These times are minimums assuming the weather is perfect, you never get lost and there are no unexpected surprises.
* Travel to Thulud and surrounding regions can be shorten significantly by traveling by ship.