Editing Zal'Kazzir's Stuff he knows

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'''You WILL abide by the [[LAWS OF SHADOW]]'''  
 
'''You WILL abide by the [[LAWS OF SHADOW]]'''  
  
 
'''This is your [[Daily Life Under the Shadow]]'''
 
'''This is your [[Daily Life Under the Shadow]]'''
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==PLACES==
 
==PLACES==
===Baden's Bluff & the Region===
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[[Image:Badens-Bluff-Societal-Struc.gif|thumb|Baden's Bluff Societal Structure as Zal'Kazzir knows it]]
 
[[Image:The-Bluff-Area.gif|thumb|the Baden's Bluff region]]
 
[[Image:Badans-Bluff-color.gif|thumb|Baden's Bluff proper]]
 
: The city of Baden’s Bluff crowns a wide peninsula that juts out into the mockingly serene azure waters of the Sea of Pelluria. The bluff is the last in a series of gentle hills that march north from the River Orh, a rich land blessed with fertile soil and good weather. The estates that the Dorn and Erenlander nobility once held here were famed for their splendid orchards, finely bred livestock, and vineyards that were the envy of the kingdom. Now, once grand manors lie in overgrown ruin or are occupied by traitorous usurpers who serve the Shadow and call themselves lords. The fine flocks and herds are gone, the pasturelands and orchards are reclaimed by the wilds, and the scions of the true lords are dead or live in secrecy among the winding back alleys of Baden’s Bluff. Towns that once dotted this pleasant land lie in echoing abandonment or have become slums where the race of men sinks into fearful ignorance, forgetting who they were and why they had once been proud. The rural folk whose ancestors lived free under the benign auspices of House Baden now eke out cruel lives as serfs forced to toil in servitude to traitors and black-hearted legates. They see little return for their back-breaking labors as the legates’ tithe-masters take most of what they grow to feed Izrador’s growing armies. Meanwhile the hateful orcs arrive from the north in never-ending numbers, their howls and the fearful beating of drums often filling the night air as they march along the Road of Ruin to the war fronts of Erethor.
 
: Where the blue waters of the southern Sea of Pelluria meet the rocky shoreline, a broad peninsula protrudes into a deceptively gentle sea, its length crenulated by gentle hills cloaked with dreaming woods and pleasant pastures that have long provided a bounty as rich as the sea that lies beneath them. At the tip of this promontory a bluff of gray stone rears above the water; clinging to its sides and crowning its summit is the city of Baden’s Bluff. The west side of the bluff faces the open waters of the Sea of Pelluria, its surface pockmarked by ledges and mine shafts and scarred by the working faces of long defunct quarry works. The shallower tunnels and excavations are now used by the most destitute of the Bluff’s residents as squalid tenements. On the northern and eastern flanks, the ground rises less severely and is carved by a maze of canals and alleyways that make up the Tidewood district. The northern part of this district is the claustrophobic shantytown of the Worm Docks, bound by rotting piers and the sea in the north and the broad Aransway canal to the southeast. Home to dour Dornish fishermen and grim-faced laborers, the Worm Docks are rumored to be the last dominion of the Badens in exile. The Stone Docks lie on the other side of the Aransway canal. Here is the true port of Baden’s Bluff, where ships have for centuries found safe harbor behind the dwarf-built sea wall. Occupying the north-easterly flanks of the Bluff, the craftsmen and merchant quarters of Guildall and the Well make up the Bellows District. Clinging precariously to the northern face, the slums known as the Steep provide shelter of sorts to the downtrodden and desperately poor. These are the squalid breeding grounds of disease, misery, and violence—they are Izrador’s benedictions, and are tools used well by his black priests. Beyond Guildall, the plentiful inns of Hearthhome lie in crowded and incongruous proximity to a bewildering number of sinister temples and shrines to the dark god. Along with the administrative quarter of Kingshand and its imposing halls and governmental offices, and the dilapidated residences of Weirhold, Hearthhome forms the district of Leewall. Above it all, the once splendid Baden Court crowns the bluff, and within its walls pretenders, sycophants, and bastards squat in the Badens’ palace, acting out a charade of governance and power. On the delicate balustrades of the graceful Spire, a winged horror squats where elven diplomats and emissaries once gazed at the stars. Corruption and menace hang over Baden’s Bluff like a bilious cloud, and from its gates march a seemingly endless horde of orcs, newly alighted at the Stone Docks and on their way to war against the fey in Erethor.<br> <br> The road that leads to the Burning Line passes through the wooded hills of the peninsula and traverses the borderlands bound on one side by the forests of Erethor and on the other by the Westland plains. To the east and west of the port city, the land rolls away in a series of low hills that follow the coastline, providing a northern edge to vast plains that stretch to the lush Eren River Valley in the east and the shores of the Ardune in the south. The Shadow’s grip is felt in the hill country, where the once multitudinous towns and villages of Erenland lie largely in ruin and the proud men and women of the kingdom eke out pitiful lives of servitude and toil. Only in the sea of tall sword grass can men and the last remaining halflings snatch some freedom from the Shadow’s tyranny, but their existence is a hounded one as orc bands led by traitorous men hunt them through the plains.
 
: The Baden’s Bluff district stretches south and east from the Green March in an almost 200-mile arc around the city. Officially, Count Halrion, the bastard Baden, rules Baden’s Bluff, the largest human city on the southern coast of the Pelluria.
 
 
 
====Baden's Bluff Districts====
 
*  Leewall
 
**  Weirhold
 
**  Hearthhome
 
*  The Crown
 
**  The Spire
 
**  Baden Court
 
**  The Watch
 
**  Kingshand
 
*  The Bellows
 
**  The Well
 
**  Guildall
 
**  The Steeps
 
*  Tidewood
 
**  Stone Docks
 
**  Worm Docks
 
**  The Quarries
 
  
  
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===Mystery and Magic===
 
===Mystery and Magic===
[http://darknessfalls.leaderdesslok.com/magic_magic-limits.htm Magic Restriction Rules]
 
 
 
Magic is as much a part of the world as
 
Magic is as much a part of the world as
 
wood and earth, water and air. Just as felling a
 
wood and earth, water and air. Just as felling a
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==The Corbron Isles and related==
 
===Story of the Surrender of Hedgreg the Red===
 
''After eighteen years of warfare between the Sarcosans and the Dorns, the final conflict came to the seaside city of Fallport in 853 SA. Convinced of the Sarcosans’ intentions of northern expansion by constant raids from their new base at Highwall, the remaining Dornish houses had come together to defend the city in what appeared to be their last gasp against the southern invaders. As the Sarcosan forces surrounded Fallport and dug in for a long siege, the Dorns debated the wisdom of their plans. Many swore that they would die before falling before the Sarcosans, but many more cautioned their leaders to give thought to a well-planned truce. Hedgreg the Red of House Redgard, who as the leader of the north’s strongest remaining house had been granted title of high commander of the Dornish forces, sat with his advisers and the other House leaders. After some discussion, they decided to send a messenger to negotiate a truce with the leader of the Sarcosan force that was camped outside their walls. When taken before the Sarcosan general, Fakeem Siyah, the cloaked messenger revealed himself to be none other than Hedgreg himself. Taken aback by the bravery and candor of his enemy, Siyah accepted the Dornish surrender without a single life being lost in Fallport.''
 
:: '''House Redgard'''
 
::: House Redgard ruled over a vast region of the far north and was known for its rice, salted meats, and fine horses. The house seat was in the city of Cale; though sacked in the first war with Izrador and the target of long sieges in the second, it did not fall until the end of the Third Age. Its strong walls and proud defenders were of no use in the last war, as it was betrayed from within and razed by the release of a horrible demonic power. Whatever that force was, it is said to still lurk in the ruins of the city, contentedly supping on the memories of that single glorious night of feasting 100 years ago.
 
::: Roland Redgard is the last surviving heir of House Redgard and leads a growing nomad band of horse raiders that survive off what they can steal and live for killing orcs. They are a boon to the few remaining free Northland settlements and a bane to the traitor princes and their Night King overlords. They have built a valuable alliance with the elves of the Veradeen, trading them information, horses, and diversionary raids in return for arrows, healing elixirs, hearthstones, and the occasional forest refuge.
 
::: Even under the Shadow there is life and some small degree of hope. North of the Pelluria, sheltered in the eaves of the great forest and roaming free upon the Plains of Eris Aman, House Redgard still fights for its people. With the help of the Caransil and supposedly led by Roland, prince of House Redgard, these insurgents have brought thousands of refugees into the forest. While in some cases a burden to the elves, these refugees have also assisted the war effort by occupying elven villages that had to be abandoned when the Witch Queen ran out of troops with which to defend them. The raiders exist in a nest of uneasy freedom that is buffered on the south by the Foul Bog of Eris Aman and to the northeast by the ruins of Cale. With the Shadow focusing it efforts well to the south and so many troublesome obstacles in the way, only the orc garrisons of Fallport and Steel Hill remain to harry the Redgards.
 
 
 
===The Fight for the Pellurian Sea===
 
From the beginning of the Dornish War in 835 SA until just prior to its end in 852 SA, the Dorns and their Sarcosan enemies fought one another on the Sea of Pelluria. While the Sarcosans were masters of horse warfare on the plains of Erenland, the Dorns were much more proficient in ship to ship combat. Dornish longboats proved to be more maneuverable than Sarcosan war barges, and many southern ships were burned to the waterline by Dornish sailors. Dornish naval strength was epitomized by the heroics of House Norfall.
 
 
The number of longboats available to the Dorns was limited, however, and each loss suffered by the northmen was a painful wound that was not easily healed. At the same time, Sarcosan reinforcements seemed to sail up the Eren River on a near-daily basis, guaranteeing their victory in a prolonged war of attrition. Although House Norfall never surrendered its hold on the waves of the Sea of Pelluria, its fleet was eventually smothered by the constant influx of new ships from the southlands.
 
 
Meanwhile, north of the Pelluria in the decimated and thoroughly destroyed lands of the Dorns, orc tribes have begun to migrate out of the Vale of Tears to resettle in deserted towns and villages. Tens of thousands of the creatures have settled in the hills around Fallport, up and down the Ishensa River Valley, and throughout the barren lands to the north and east of Highwall. The orcs consider anyone in these lands to be their property to use or kill as they see fit. If the migrations north of the Pelluria continue apace, the orcs will soon outnumber the Dorns.
 
 
Along the Pelluria, in the heartland of the shattered Kingdom of Erenland, the Shadow’s grip is absolute. From orc infested Fallport in the west past Highwall, Port Esben, and Davindale, and even to the fearsomely garrisoned town of Chandering, the Shadow dominates all facets of life. Only the few fishing villages built in marshy areas or without easily accessible landing spots can avoid the tithe and therefore live with marginally less fear.
 
 
 
===The Corbrons Isles===
 
The Corbrons make up a large archipelago of treacherous reefs and rocky, heath-covered islands that were once home to little save fishermen and sheepherders. Now, a century after the fall of the north, the islands are the secret harbor refuge of the Pirate Princes of House Norfall.
 
 
The navy of House Norfall was always one of the largest and most powerful of the Dornish fleets, dominating the Pelluria for centuries. As part of the Norfall fiefdom, the Corbrons were a strategic port and key to their naval strength. The fleet’s captains carefully charted the seemingly impenetrable reefs surrounding the islands and House Norfall eventually established a base there, expanding a series of caves running through the low bluffs in the heart of the archipelago. Known as the Waterkeeps, the warren of caves would eventually become a safe haven for the Norfall resistance when the great houses fell. The complex and treacherous reefs serve as natural barriers to the largely inept orc and goblin-kin sailors; though there have been many attempts to land orc troops on the islands, they have so far met with disaster, a fact to which shipwrecks scattered across the reefs offer mute testament. Even those that land safely are unable to divine the caves’ whereabouts, as many entrances are underwater most of the time and those that are not are kept well-concealed.
 
 
The greatest threat to the Waterkeeps and the Pirate Princes is the great dragon known as the Wrath of Shadow. If the creature were to commit time and effort to hunting down the Princes’ harbors, it would undoubtedly find them and kill all within. Luckily for them, the beast seems to have other priorities, whether it is to burn the elves from their home in Erethor or to squat atop Theros Obsidia as Izrador’s most trusted guardian. To protect the pirate fleet itself from the dragon, magical attacks, or even sabotage, the Princes never allow more than a handful of ships to moor in the islands at any one time. The legates send terrible storms and winged creatures after such ships, but the rogues often lose their pursuers in the treacherous and cavern-riddled rocks of the Corbron Isles.
 
 
: '''The Pirate Princes'''
 
:: The Pirate Princes, as they are called, are all heirs of the Norfall royal family—three brothers, one sister, two cousins, and an uncle. This fleet of pirates is led by Captain Jaden, the eldest of the brothers, and the orcs consider him the scourge of the Pelluria. The orc fear of drowning is so acute that even the mention of these sea raiders makes them nervous. The Pirate Princes spend most of their efforts hunting and sinking troop carriers and taking supply ships as prizes. For each ship they lose, they take three, and slowly their tiny fleet has become a sizable flotilla. Still, they are outnumbered, and they are forced to depend on surprise and their hidden harbors in the Corbron Isles to avoid the orc oar galleys sent after them.
 
 
:: Jaden Norfall is third eldest of the seven Norfall heirs that captain the fleet of the Pirate Princes, but he is the unquestioned leader. To those that do not know him, he appears every bit the handsome, arrogant, foppish, good-fornothing heir apparent of a once-great noble house yet the weight of his elders weighs on him and he feels it when disarmed. On the open water, however, he is a sea captain of unmatched skill and cunning. Countless times he has out-maneuvered superior numbers of orc and collaborator vessels, always coming away victorious, enemy ships aflame in his wake. He has forged his love of the sea and knowledge of its ways into a powerful weapon for resistance and revenge. Though the man seems charmed and all but invincible, Jaden’s kin fear that his increasingly bold actions and hunger for vengeance may soon be his undoing.
 
 
: '''House Norfall'''
 
:: The Norfall clan claimed the greatest sailors of the Pelluria, and it is their ancestors that are said to have first discovered Eredane when the Dorns began migrating from their homeland. The kingdom was based on a strong navy and large shipping fleet. They employed many gnome bargemen and were one of the few Northman houses to sail river runners down the Eren. The seat of their power was in Fallport, along the Pelluria’s northwestern shore.
 
:: Captain Jaden Norfall is the eldest heir to the crown of House Norfall, and he and his kin have become known as the Pirate Princes. Having taken to the open sea aboard its surviving ships, the remains of House Norfall live a pirate existence, capturing orc ships and coming ashore only to raid orcoccupied towns. The clan has a number of secret seaport sanctuaries in the Corbron Isles, and it is said that the pirate fleet grows with each passing year as Northmen and gnome sailors alike rally to the Norfall banner.
 
 
: '''Pirates and Reavers'''
 
:: In addition to acting as a bulwark against the Shadow’s forces, the Sea of Pelluria has proven to be a relatively safe haven to those who oppose them. The socalled Pirate Princes of House Norfall are, if any can claim such a thing, the true masters of the inland sea. They strike against the occupied cities of the north and south, harass the Shadow’s fleets as they attempt to ferry soldiers and supplies across the water, and run contraband back and forth between Erethor and the insurgent forces operating in Erenland. Their contacts with gnomish river families and the smuggling rings of the Badens provide them with information on the enemy’s movements and the supplies they need to wage a bloody war of attrition against the Shadow’s forces. Unfortunately, others have also found a haven in the Sea of Pelluria: violent, despicable reavers who raid the almost defenseless fishing villages and towns that dot the coastline, as well as less violent but no less selfish pirates who are not particular about whom they rob. Fortunately, because Izrador’s vessels are the most numerous on the Pelluria, these scoundrels more often than not end up attacking ships in service to the Shadow. Rumors in the ports of the southern coast speak of islands where men live freely, albeit in violent and dangerous communities. These tales of pirate-run enclaves and freetowns are not without credibility: many small islands dot the Sea of Pelluria and the ragged coastline hides countless coves and caves. These are used by the pirates and smugglers in the complicated, ever-changing game of cat and mouse played out between the various power factions active on the inland sea. The Norfalls attack the Shadow’s troop-carriers, hunt collaborators and reavers, and hide from the inevitable reprisals in the bewildering archipelago of the Corbron Isles; the unaligned pirates and reavers are opportunistic scavengers and low-lives who attack anyone they believe they can best; and the Shadow’s forces hate them all, but are more often victim than victor in the Norfalls’ domain.
 
 
: '''Baden's Bluff - the Quay'''
 
:: House Norfall is rumored to have a hidden series of chambers beneath the city, referred to by its protectors as the Quay. The Norfalls keep two swift, flat-bottom boats moored there for smuggling supplies and agents into and out of the city. On moonless nights, using little or no light, the boats leave the caverns and slip down the coast to meet waiting ships and transfer their cargo. The Norfalls keep two crews in homes built into the face of the bluff in abandoned quarries. The crews try to blend in with the other refugees that fight the gulls for living space away from the gloom of the city. Their vantage point on the bluff face also allows them to monitor the ships coming into the city, providing valuable intelligence for the Pirate Princes.
 
 
:: The black market run by the Pirate Princes is where the true heart of commerce continues to thrive in Erenland. The Norfalls interface with the Badens, the gnome trading families, and other resistance groups to move people and supplies across the sea, and are the key contacts with the wood elves of the Gamaril. Even the unaligned pirates and reavers need the Norfalls to sell or trade their ill-gotten gains, though they play both the Shadow and the resistance groups for what they can.
 
  
 
==The Heavy Hand of the Shadow==
 
==The Heavy Hand of the Shadow==

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