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*Mr. Hand hasn't spent enough time in Rhea's Ford to suss out the demand modifiers there, but you can hazard a guess that it will be fairly in line for what a relatively wealthy large city would want: silks, spices, coffee and tea, textiles, animals, etc.
 
*Mr. Hand hasn't spent enough time in Rhea's Ford to suss out the demand modifiers there, but you can hazard a guess that it will be fairly in line for what a relatively wealthy large city would want: silks, spices, coffee and tea, textiles, animals, etc.
*Brinas finds a breeder of dogs willing to train large mastiffs to be mounts for the kobolds. "They can be trained either to ride or to be used in war," she says, "riding dogs can be trained for fifty gold each, war dogs for one hundred and twenty apiece. Riding dogs will be fully trained in three months; dogs that can be ridden into battle will be ready in four and a half months." [https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21206779#post21206779 post]
 
  
 
==County of Chelles==
 
==County of Chelles==
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*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20205370#post20205370 Festivals in Hob]
 
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20205370#post20205370 Festivals in Hob]
  
===Hob, Class VI===
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==Hob, Class VI==
 
Hob is currently a Class VI (actually, right on the cusp of becoming a Class V market) market of 125 families. It was once a medium sized Class V market (treated as Class IV because of its location on a trade route) with over twice the number of residents. So, quite literally, half the buildings in town are standing vacant.
 
Hob is currently a Class VI (actually, right on the cusp of becoming a Class V market) market of 125 families. It was once a medium sized Class V market (treated as Class IV because of its location on a trade route) with over twice the number of residents. So, quite literally, half the buildings in town are standing vacant.
  
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*The townsfolk are split over what seems to be imminent increased prosperity. Many welcome it and the outside world while others claim they don't need outsiders, their newfangled ideas, foreign money or strange customs.
 
*The townsfolk are split over what seems to be imminent increased prosperity. Many welcome it and the outside world while others claim they don't need outsiders, their newfangled ideas, foreign money or strange customs.
  
====Assets in Hob====
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===Assets in Hob===
 
*Rinath the Red-bearded, factor.
 
*Rinath the Red-bearded, factor.
 
*Two story adobe building (hex 24.10).  Cost 500 gp, needs another 250 gp labor and 250 in materials.
 
*Two story adobe building (hex 24.10).  Cost 500 gp, needs another 250 gp labor and 250 in materials.
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[[Map of Hob]]
 
[[Map of Hob]]
  
===Pevin, Class VI===
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==Pevin, Class VI==
 
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19431576#post19431576 Pevin] is smaller than Hob, consisting of a score of sod or stone houses with thatched roofs clustered around a small square. The decaying and collapsed remains of two dozen more dwellings form an outer ring around the village proper. To the west, a quarter mile off, several bells shaped chimneys rise up, only one of which is currently smoking. Those familiar with metallurgy recognize them as crude smelters used to refine iron ore.  
 
[https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19431576#post19431576 Pevin] is smaller than Hob, consisting of a score of sod or stone houses with thatched roofs clustered around a small square. The decaying and collapsed remains of two dozen more dwellings form an outer ring around the village proper. To the west, a quarter mile off, several bells shaped chimneys rise up, only one of which is currently smoking. Those familiar with metallurgy recognize them as crude smelters used to refine iron ore.  
  
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Imprisoned in the Pevin mine is a minor god called Nachthudhrasa, a small, local arachnid deity which was recognized to manifest in the grasslands and hills miles south of Rhea's Ford. The legends say that Nachthudhrasa is confined underground, bound by chains of silver and the influence of some sort of font of Law, and has been imprisoned so for the past six or seven Cycles.
 
Imprisoned in the Pevin mine is a minor god called Nachthudhrasa, a small, local arachnid deity which was recognized to manifest in the grasslands and hills miles south of Rhea's Ford. The legends say that Nachthudhrasa is confined underground, bound by chains of silver and the influence of some sort of font of Law, and has been imprisoned so for the past six or seven Cycles.
 
===March of Manifest===
 
 
Comprised of four 6-mile hexes and two urban centers (Hob, population 125 families and Pevin, population 50 families), Chelles has an overall population of 1,175 families. It is technically a wilderness domain, but for some as yet unknown reason is actually classified as being civilized. Therefore it has an overall garrison cost of 2,350 per month. You will need to garrison some number of troops here that equal or exceed this value in order to occupy it and keep the peace. Then we'll just give it time and see what transpires as p. 64 of D@W (opposing morale checks, essentially).
 
 
The domain seems to consist of four hexes on the adventurers' map: 19.29, 19.30, 18.30 and 20.30.
 
 
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Information] on the Chelles family and the Hob Standing Stone.
 
*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20205370#post20205370 Festivals in Hob]
 
*[[Hob]]
 
*[[Pevin]]
 
 
[[Map of Hob]]
 
 
*[[Manifest Settlers]]
 
 
====Hob====
 
*[[Construction Projects in Hob]]
 
*[[Hirelings in Hob]]
 
*[[Hob Warehouse]]
 
*[[Population of Hob]]
 
*[[Church of Manifest]]
 
 
====Pevin====
 
*[[Construction Projects in Pevin]]
 
 
  
 
==The Candle==
 
==The Candle==
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==Jacaar and Phiesen==
 
==Jacaar and Phiesen==
 
Both were border towns of the Timshan Empire that flourished to the south during the Twelfth and Thirteenth Cycles (approximately 400-500 years ago). It is possible that Wolf Keep itself is a relic of this period of time -- although more likely it dates back to only the Fourteenth Cycle -- but Zizdul certainly was an important city during this time. During this time a series of roads and highways were built, many of which till survive to this day, and trade goods were brought from the far reaches of the Empire to Zizdul in the south. Jacaar is to the east of Wolf Keep, supposedly, and in its day was known for producing an alchemical substance known as zelenek, a curious greenish sand used in casting metal items of great value or magical in nature. Phieisen was to the west of Wolf Keep, about twice the distance as Jacaar, and known for its silver mines.
 
Both were border towns of the Timshan Empire that flourished to the south during the Twelfth and Thirteenth Cycles (approximately 400-500 years ago). It is possible that Wolf Keep itself is a relic of this period of time -- although more likely it dates back to only the Fourteenth Cycle -- but Zizdul certainly was an important city during this time. During this time a series of roads and highways were built, many of which till survive to this day, and trade goods were brought from the far reaches of the Empire to Zizdul in the south. Jacaar is to the east of Wolf Keep, supposedly, and in its day was known for producing an alchemical substance known as zelenek, a curious greenish sand used in casting metal items of great value or magical in nature. Phieisen was to the west of Wolf Keep, about twice the distance as Jacaar, and known for its silver mines.
 
Jacaar is 31 miles away (probably hex 18.42) and Phieisen 77.
 
  
 
==Zarich==
 
==Zarich==
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The main of the city is surrounded by a wall some forty feet tall, punctuated by sixty foot towers every hundred yards or so. Overall the buildings appear to suffer from disrepair and neglect; in some areas entire city blocks have been razed to the ground. Zizdul possesses a mile or more of waterfront, most of which is lined by decaying docks and half-submerged boats slipping under the surface of the water. There do not appear to be any ships capable of sailing. Numerous columns of smoke rise from the various buildings and vacant lots, but what he makes especial note of are the sheer numbers of humanoids that can be seen. Crowds of them fill the street, of a bewildering array of races, sizes and appearance. He sees goblins, orcs and ogres, bugbears and gnolls and even, sprawled around an enormous campfire in the center of a cleared city block, a family of five brutish looking giants, easily twice the height of an ogre. There are crews of kobolds working on the city walls, overseen by stern looking hobgoblins with whips, markets teeming with these races plus others less identifiable. If the mage were to guess he would say there were at least a thousand inhabitants of the city, and most likely more.  [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19783282#post19783282 IC 1615]
 
The main of the city is surrounded by a wall some forty feet tall, punctuated by sixty foot towers every hundred yards or so. Overall the buildings appear to suffer from disrepair and neglect; in some areas entire city blocks have been razed to the ground. Zizdul possesses a mile or more of waterfront, most of which is lined by decaying docks and half-submerged boats slipping under the surface of the water. There do not appear to be any ships capable of sailing. Numerous columns of smoke rise from the various buildings and vacant lots, but what he makes especial note of are the sheer numbers of humanoids that can be seen. Crowds of them fill the street, of a bewildering array of races, sizes and appearance. He sees goblins, orcs and ogres, bugbears and gnolls and even, sprawled around an enormous campfire in the center of a cleared city block, a family of five brutish looking giants, easily twice the height of an ogre. There are crews of kobolds working on the city walls, overseen by stern looking hobgoblins with whips, markets teeming with these races plus others less identifiable. If the mage were to guess he would say there were at least a thousand inhabitants of the city, and most likely more.  [http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19783282#post19783282 IC 1615]
  
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==March of Manifest==
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 +
Comprised of four 6-mile hexes and two urban centers (Hob, population 125 families and Pevin, population 50 families), Chelles has an overall population of 1,175 families. It is technically a wilderness domain, but for some as yet unknown reason is actually classified as being civilized. Therefore it has an overall garrison cost of 2,350 per month. You will need to garrison some number of troops here that equal or exceed this value in order to occupy it and keep the peace. Then we'll just give it time and see what transpires as p. 64 of D@W (opposing morale checks, essentially).
 +
 +
The domain seems to consist of four hexes on the adventurers' map: 19.29, 19.30, 18.30 and 20.30.
  
==Cities to the West==
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*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20219981#post20219981 Information] on the Chelles family and the Hob Standing Stone.
There are two cities to the west that are worth speaking of; the first is the volcanic city of Pesh, to the northwest, and the other is the city of Sangachard, to the southwest, seated on the edge of the Copper Bay.
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*[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20205370#post20205370 Festivals in Hob]
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*[[Hob]]
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*[[Pevin]]
  
==Syndicates of the Region==
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[[Map of Hob]]
https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21205769#post21205769
 
  
===Rhea's Ford===
 
Rhea's Ford, a city of some seventy-five thousand souls, has an underworld controlled largely by three different crime syndicates.
 
*The largest by far is the Family of Three, who control the bulk of the smuggling, blackmail and extortion.
 
*The Black Hand is smaller but no less viscious, and they are behind much of the petty thefts, murders and drug sales in the city.
 
*The Iron Ring is the third and smallest of the three, and is said to have links to slavery (illegal in the Scarlet Principality but present in several of the other princedoms) as well as dabbling assassination, intimidation, loan collection, and so forth.
 
The adventurers estimate that these three groups control perhaps three quarters of all crime within the city.
 
  
===Junction===
 
Junction is smaller but has a no less active criminal element, although it is much less centralized.
 
*As one of the main routes into the Scarlet Principality from the outside world the Family has a fairly well established presence
 
*The Iron Ring has a minor presence as well, and is rumored to use the newly opened road west towards Rocky Peak to send "recruits" for the mines there, often hung over and with an aching head.
 
Otherwise, Junction is largely controlled by a half dozen groups of street thugs and bravos who pay the minimum to the Family while doing pretty much what they want.
 
  
==Merchant Consortiums==
 
The adventurers learn that there two merchant consortiums interested in setting up operations in Deepwater: The Silver Seas Trading Company** and the United Bretheren of Amalgamated Trade. Both groups are sending associates south as part of the initial wave of urban settlers. [https://forum.rpg.net/showthread.php?801538-IC-III-ACKS-The-Wilderlands-of-Absalom&p=21216370#post21216370 post]
 
  
==The swamplands==
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*[[Manifest Settlers]]
Four Cycles ago (approximately 800 years), there was an important temple located at the confluence of the two rivers, dedicated to the worship of the river goddess Sarna. Over time a small town sprang up around the temple, to provide for the needs of the priests who dwelled within the temple, and the pilgrims who traveled to the temple to ask questions to the oracles of the place. At sometime in the past a schism formed between the priests within the temple, a divide that eventually turned violent as brother turned against brother. One notable feature of the clash were the forcible drownings on those deemed to be heretics. About two Cycles ago (four hundred or so years), during one of the periods when the forces of Chaos were ascendant, the two rivers overflowed their banks and the land around sank into a swamp. It is conjectured by some that the this was the result of Sarna visiting her wrath upon those who despoiled the sanctity of the river; others suggest that one side fell to the worship of Chaotic gods such as Dagon, or Tsathoggua, or even older, nameless gods that stalked the earth long before the rein on man.
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====Hob====
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*[[Construction Projects in Hob]]
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*[[Hirelings in Hob]]
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*[[Hob Warehouse]]
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*[[Population of Hob]]
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*[[Church of Manifest]]
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====Pevin====
 +
*[[Construction Projects in Pevin]]

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