Difference between revisions of "Alia:Geography"

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=Geography=
 
  
==Overview==
+
 
 +
=Overview=
 
The northern isles compromise two large isles, and several smaller
 
The northern isles compromise two large isles, and several smaller
 
ones surrounded by a warm sea, on the more southern large isle is the
 
ones surrounded by a warm sea, on the more southern large isle is the
Line 23: Line 23:
 
inhabited and ruled by giants and called Estvald.
 
inhabited and ruled by giants and called Estvald.
 
              
 
              
Between Estvald and Rhode are the hilly lands of the Rock Gnomes,  
+
Between Estvald and Rhode are the hilly lands of the Rock Gnomes,
         
+
 
         
+
== Demographics ==
         
+
 
==Republic of the Isles==
+
Demographics presented in this section are loosely based on [http://www.io.com/~sjohn/demog.htm |Medieval Demographics Made Easy]
 +
 
 +
==Overview Map of Alia ==
 +
[[Image:Alia region half.jpg]]
 +
 
 +
=Republic of the Isles=
 +
 
 +
The northern isles compromise two large isles, and several smaller ones surrounded by a warm sea.
 +
 
 +
The islands are:
 +
 
 +
* Wellsland (pop. 4 million), the more southern large isle has the capital city of the Republic, [[Alia:Nolton|Nolton]], the major ship building industry of the Republic is the City of Farifax, and the Dwarven city of [[Alia:Cragmore|Cragmore]].
 +
* Rhime (pop. 2 million), the large island to the north of Wellsland.  Cities include [[Alia:Lannish]], [[Alia:Narrowford|Narrowford]].
 +
* Khole (pop. 200 thousand), a small island west of Wellsland, and east of Prolia.
 +
* Darkshore (pop. 200 thousand), a small island east of Wellsland.
 +
* Icehold (pop. 100 thousand), a medium size island to the northwest, off the coast of the northern forest.
 +
 
 +
==Map of the Republic of the Isles==
 +
 
 +
[[Image:Republic.jpg]]
  
 +
==Government==
 +
The humans of the Republic are seafaring masters and are skilled at
 +
naval combat as well as coastal raiding.  This from long years of
 +
fighting off pirates from Prolia.  (Some say
 +
from an infusion of Prolian blood from all the raiding as
 +
well.)  The Republic's official religion is the Order of Man.
 +
The Emperor is a hereditary figure-head.  The actual rulership comes
 +
from the house of lords where each founding nation's noble families
 +
meet in Nolton for 2 months in the summer to pass laws and discuss
 +
national policy and by a group of ministers elected from within those
 +
lords to administer the country.  There are currently 15 ministerial
 +
posts, including a Prime Minister, a Minister of Defense, a Minister
 +
of Justice, and several others.  These ministers are the true
 +
rulership of the empire.
 +
 +
==Adventure in the Republic==
 
The republic is the home of oldest known human civilization.  It is
 
The republic is the home of oldest known human civilization.  It is
 
90% settled with few only a few remaining dangerous areas.  There is
 
90% settled with few only a few remaining dangerous areas.  There is
 
no appreciable Monstrous Humanoid presence on the main islands of the
 
no appreciable Monstrous Humanoid presence on the main islands of the
republic.
+
republic. Adventures, tend to be driven by civilized peoples.  Common
 +
conflicts include:
 +
 
 +
* insane or criminal villains
 +
* political machinations
 +
* ancient crypts and tombs.
 +
 
 +
===Famous Locations===
 +
 
 +
* The Harrow Wood is an enchanted forest inhabited by all manner of the fey.
 +
* Mistraven Swamp is an evil place inhabited by a large coven of Hags.
 +
 
 +
===Major Cities===
 +
 
 +
* [[Alia:Nolton]]
 +
* [[Alia:Cragmore|Mount Cragmore]] (Dwarves)
 +
 
 +
===Dragons===
 +
 
 +
There are five dragon fiefdoms in the Republic.
 +
 
 +
In Wellsland:
 +
 
 +
* Fringle the Green, has a fiefdom with 22 Dragons on the western side of the Harrowood.
 +
* Krestag the Bronze, has a fiefdom of 12 on the easternmost coast of Wellsland.
 +
 
 +
In Rhime:
 +
 
 +
* The Brood, is a fiefdom of 8 Black Dragons who collectively claim the lands surrounding the port town of Narrowford.
 +
 
 +
In Icehold:
 +
 
 +
* Sharvakan the white, holds a fiefdom of 12 dragons on the northern coast.
 +
 
 +
In the straight between Wellsland and Rhime.
 +
 
 +
* Othleigh the Red, and his entourage of 6, claim the entire island of Freidmore.
 +
 
 +
==People of the Republic==
 +
 
 +
===Nobility===
 +
 
 +
Nobility is a long tradition of the Republic.  The histories of human civilazation of the lands of Prolia began with the first kingdom of humans on the southernmost isle of the Republic (Wellsland).  The nobility of today is mostly a thing of tradition and has been replaced by the reality of a modern government.
 +
 
 +
Political reality of The Republic:
 +
 
 +
* It has an independant judiciary.
 +
* The Rule of Law is paramount.
 +
* A standing army reports to the Minister of Defense and to the House of Parliament.
 +
* Noble titles are mostly irrelevent.  Either a family is a peer of the realm, and thus it has a hereditary post in parliament, or it doesn't.  Power comes from wealth and from political influence.
 +
* The Order of Man, while being the official religion of the Republic is seen as separate from the rule of the country.  Golanist philosophy is still very much a part of the Republic's moral fibre, so although Humanity is seen as the rightful rulers and higher in the hierarchy of reincarnation, the "lesser races" are not mistreated.
 +
* The republic has close ties with the Dwarves of Cragmore, the Wood Elves of Shadow Wood, the Gnomes of Green Hill and is seen by demi-humans of the Empire of Rhode as a safe haven.
 +
* Elves and Half-elves are accepted in the Republic.  There are some noble half-elves, which by law have all the rights of nobles, but who may not occupy a seat in the House of Lords (Proclamation of the House of Lords and the Will of Emporer Ralph VII, Bill 34, Summer Session  402 OY).
 +
 
 +
{{Template:Alia}}
 +
 
 +
=Empire of Rhode=
 +
 
 +
The Empire of Rhode rules all the plains drained by the Dannick and Red rivers, right up to the edge of the Shadow Wood to the south, Mount Silverpeak to the East and Estvald and the hills of Greenhill to the west.
 +
 
 +
[[Image:Alia_rhode.jpg]]
 +
 
 +
The empire of Rhode is, in fact warring on two fronts, with the Republic of the Isles
 +
in the north and with the elves of the Shadow Wood forest in the south. The economic and military might of Rhode is great, due to the large amount of fertile land, the temperate weather and good supply of natural resources, bolstered by Rhode's use of slave labour. They appear to be doing well in both wars.
 +
 
 +
==Population of Rhode==
 +
 
 +
Rhode is an Imperial Monarchy. Lands are divided into duchies, counties, marches and baronnys and ruled and administered by their hereditary nobility. All pay tribute to the Emporer and to their Duke, both in taxes and troops.  The system of government is entirely based on the feudal system.  The empire has no single standing army, but rather each noble, by his oath of fealty must equip and train men, and send them to serve the Emporer or Duke in his wars.
 +
 
 +
All land is owned by the nobility, by law. Most land and businnesses are also administered by hirelings of the noble families but there are a small number of commoners who rent from the nobility and run their own operations. Being low-born is a great impediment in the southern kingdoms.
 +
 
 +
The Empire of Rhode has a total population of 18 million.
 +
 +
Population breakdown by class is as follows:
 +
 
 +
* 0.1% high noblity - ranking land owners with taxation rights (18k)
 +
* 0.9% "low" nobility - knights or noble merchants and traders (162k)
 +
* 4% commoner merchants (200k), traders(70k) and clergy (450k).
 +
* 5% serving class (900k)
 +
* 5% skilled labourers - artists (100k) and skilled crafters (800k): smiths, coopers, brewers, sculptors, etc.)
 +
* 65% free common labourers - farmers, and light unskilled labour (11.7 million)
 +
* 20% slaves - heavy and/or dangerous labour (3.6 million)
 +
 
 +
===Armed Forces===
 +
 
 +
About 1/4 of low nobility are combatant knights (40k).  These
 +
have regional affiliations and rarely more than 1/2 of a
 +
region's knights are called to the field.  Typically, knights
 +
compose up to 10% of an army the rest are composed of militia
 +
drafted from the peasantry.
 +
 
 +
A region's knight-defenders will consist of 1 knight per 400
 +
population and 1/4 of the population might be called upon to
 +
defend a town or city.
 +
 
 +
A region's army sent to battle would be half the number knights
 +
plus as many as 1 in 20 of the population of commoners.
 +
 
 +
Slaves are rarely if ever used in combat.
 +
 
 +
===The Royalty of the Empire===
 +
 
 +
Rhode has a single emporer and number of princes.  The emporer
 +
appoints those princes in his favor to rule the non-hereditary
 +
posts of the six Duchies of Rhode.  Other princes are granted
 +
titles at the Emporer's pleasure.
 +
 
 +
===Sovereign Nobility===
 +
 
 +
Peers are the true nobility of Rhode.  Counts, Marquis and Barons
 +
are all titled, hereditary ranks, with full taxation rights over
 +
their land, and bound by an oath of fealty to their Prince and to
 +
their Emporer.  Each is responsible for equiping and training a
 +
certain number of footmen, and for providing mounted knights to
 +
be sent to war at the Emporer's or their Duke's word.
 +
 
 +
Marquis have sovereign power over a march or border city.
 +
Counts have soveriegn power over large county or city.
 +
Barons have soveriegn powers over smaller baronies.
 +
 
 +
These landed nobles are named after the counties, marches,
 +
cities and baronies they rule.  A nobles word are as law to
 +
all commoners, and to all lower or equal ranked nobles in
 +
their domain.  Visiting nobles are usually treated with respect,
 +
but may be banished from the domain by the right of the ruling
 +
lord.
 +
 
 +
===Knights===
 +
 
 +
====Landed Knights====
 +
 
 +
Knights (form of address Sir or Madam) are a non-hereditary rank granted to an
 +
individual in exchange for service and fealty.  The spouse of a Knight has no
 +
noble rank. Knights are typically the younger sons or daughters of titled
 +
nobility or baronets, or of knights.  The rank of knight is granted to an
 +
individual cavalryman or spellcaster in exchange for military service. 
 +
They are nobility by law, and have the right to bear arms or magical devices,
 +
to wear a white belt to identify them as nobles, to own land.  The grantor
 +
of the knighthood will give the knight 1000gp, and a portion of his land as
 +
well as 50% of the revenue from such land.  The knight is expected to
 +
provide all of his martial equipment, weapons, a mount, armor and or
 +
magical equipment and supplies as well is to build and or maintain a
 +
hall or manor.  Experienced knights usually have a small retinue of
 +
retainers and cohorts as well.
 +
 
 +
====Landless Knights====
 +
 
 +
Some knights are not granted a fief by their liege lords, but rather are paid a
 +
salary for thier service.  This is the usual case when a noble has an obligation to provide more mounted troops for the Empire, but has no land to provide. Such salaries are usually 50 gold pieces per year of service as well as accomodation during times of peace.  Such landless knights rarely have a retinue, but must still pay for their own equipment and maintenance and they are held in low regard by other knights.
 +
 
 +
====Holy Orders====
 +
 
 +
The Church of Man, has the right in the Empire of Rhode to knight it's own mounted warriors, in service to god and the emporer.  These are called the Knights of Man.  Such knights have the right to bear arms and magic, have the duty to answer both to the Church and to the Emporer, and are granted the rank of Knight by the Empire, but never have land granted to them.  They are funded by either their family, or by a wealthy sponsor.
 +
 
 +
(There is no prestige class, or class requirement to becoming a Knight of Man.)
 +
 
 +
===Clergy===
 +
 
 +
Lower ranks of clergy have a social rank somewhat equivalent to landless knights, with higher ranking bishops, having a social status equivalent to a Landed Noble.  The clergy are basically immune to the laws of the land but are subject to the laws of the Church of Man and internal discipline.
 +
 
 +
===Commoners===
 +
 
 +
Most commoners are farmers, either bonded or free.  Established farmers are typically
 +
free and have hereditary access to pastures and fields owned by their liege.  When
 +
the hereditary land is not enough to support a family, younger men will bond
 +
themselves to a new (usually uncleared) fief.  The knight will pay for travel to
 +
the new land and support his new bonded peasants while the land is cleared and
 +
planted, in exchange for bonded service.  Farmers may pay off this bond, but
 +
usualy only do so after many years.
 +
 
 +
===Slaves===
 +
 
 +
Slavery of non-human races is legal in the south. Humanoids like Orcs and Goblins are considered too foul to enslave and are always killed. The most common slaves are
 +
half-orcs and halflings. Half-orcs have been subjugated by the Church and have been
 +
taught that there rightful place in the hierarchy of life is as slaves to humans.
 +
Halflings are mostly Golanites and are pacifists, and as such they are easy to
 +
capture and are model slaves, although their small size makes them unsuitable for
 +
heavy work. Gnomes are also quite common although they are seen as more troublesome
 +
than halflings and just as unsuitable for heavy labour in addition their mastry of
 +
illusion has led to several slave breakouts. Dwarves are prized for their
 +
craftmanship, but are known to be troublesome slaves. They are regarded as worth
 +
it and are always well guarded. Some wood elves have been taken as slaves. So far,
 +
little gain has come of it, many wood-elves dying in their attempts to escape,
 +
sometimes taking some of their slave masters with them.
 +
 
 +
Citizens of Rhode and the families of Citizens are exempt from slavery.  Citizenship
 +
is aquired by birth and is held by most humans, high elves and half elves who reside
 +
in Rhode.  Citizenship is revoked for criminals, and several years to life enslavement
 +
is a common punishment for crimes.  Children of human slaves, born in Rhode are
 +
commonly granted citizenship upon their 16th birthday.
 +
 
 +
Slaves comprise about 20% of the population of Rhode, and are responsible for
 +
about one third of all labour.  By tradition and law, slaves are not used for
 +
agriculture.  Typical jobs done by slaves include unskilled
 +
labour in foundries and other heavy industry, mining, and
 +
construction.  Slave operations often use a mix of slaves and skilled labourers,
 +
for example, in construction of a keep, slaves will be used for heavy labour
 +
of lifting stones into place, while stone masons will do the stone cutting and
 +
supervision.
 +
 
 +
Racial breakdown of slaves are: 10% Foreign Humans, 10% Criminal Human,
 +
50% Half Orc, 20% Halfling, 5% Dwarf, 3% Gnome, 2% Elf.
 +
 
 +
=Prolia=
  
Adventures, tend to be driven by civilized peoplesCommon conflicts
+
Prolia is a loose association of humans and half orcs that pay
include: insane or criminal villains, political machinations, ancient
+
tribute to the Giants of EstvaldThey are fishermen and
crypts and tombs.
+
coastal raiders as well as farmers and swineherds.
  
Famous Locations:
+
Prolia was once a unified knigdom.  There are ruins of guard towers
 +
along the border to the northern forest, where once Prolian soldiers
 +
kept the goblinoid raids from the north out of the country. 
  
The Harrow Wood is an enchanted forest inhabited by all manner of the
+
Prolia as a country is in a bad shape.  The unified rulership of the past
fey.
+
has degenrated into a collection of independant towns with very little
 +
co-operation between them.  Prolia is threatened by conquest from
 +
the south from Rhode, and by tribes of Hobgoblins to the north,
 +
all the while paying crippling tribute to the capracious hill
 +
giants of Estvald.  The northern-most towns are on the verge
 +
of collapse.  Each town and village struggles to survive to
 +
feed itself and to satisfy the Hill Giants.
  
Mistraven Swamp is an evil place inhabited by a large coven of Hags.
+
Prolia exists mostly because the giants are uninterested in the
 +
flatlands near the coast and like the tribute without having to
 +
administer the area.  Prolia is in danger of being overrun by
 +
the goblinoids of the northern forest, who would like better
 +
access to the southlands, but lack the organization to mass in
 +
numbers sufficient to take all of Prolia and who also do not
 +
wish to upset the giants.  Rumors of a great hobgoblin leader
 +
who has been dealing with the giants for the right to take
 +
prolia persist, but so far only the northernmost town of Prolia,
 +
Prauld, has fallen, the goblins did not stay to occupy the area,
 +
but retreated to the forest.
  
 +
[[Image:Prolia_cmp.jpg]]
  
 +
==The People of Prolia==
  
===City of Nolton===
+
===Society===
  
Capital of the Republic of the Isles
+
There are three classes of people in Prolia.  The nobility which are the Jarls and the families of the Jarls.  The regular citizens of Prolia who do the bulk of the labour. There are also a small number of slaves.  Slavery is accepted and practial in Prolia.  Criminals are typically slain or put into slavery.  Captured enemies or people captured in coastal raiding are also made to be slaves.  Males slaves are castrated, (human, half orc, or elvish) females are often taken as wives.  Children from these mixed unions of slaves are integrated into Prolian society.  Because of this practise, there are no second generation slaves in Prolia, and their numbers are quite small.
  
 +
===Law===
  
==== Extradimensional Tower of Infinite Possiblility ====
+
In times past there was a King, and the King's Law put restraints on the powers of the Jarls. In present times, Jarls are the rulers of all they see.  Their word is law and all justice comes from the judgement of the Jarl.  Where two Jarls meet there is either diplomacy or there is war.
  
Tomb of the Wizard Lysander.  The tower is located near the middle of the city and is a
+
===Race===
puzzle to everyone.  The actual tower is 60 feet tall and 40 feet
 
wide, but the interior is significantly larger.  In the windows of the
 
tower, strange creatures can be occaisionally seen and several groups
 
of adventurers have escaped from the tower through the windows, they
 
tell a tale of great, and ever-changing dangers.
 
  
=====Ecology=====
+
Humans and Half-Orcs are the most common races of Prolia, although there are small numbers of half elves and elves, some full blooded Orcs, and a very small number of half ogres and half giants.  Race has no bearing on social status within Prolia, although family history is very important.  Usually only the paternal line is considered.  Being the son of a Jarl is prestigious whereas being the son of the Jarl's sister has little meaning.
The tower has it's own ecology, and is populated by dangers of
 
multiple sources.
 
  
* Underground Tower: Water is everywhere in the labyrinth.  The interior of the tower, quickly gains a subterranean atmosphere, filled with dripping water and a vast array of fungal growth. Mushrooms, slimes and other light independant vegetation are very common in the labyrinth.  Many are edible.  Many are poisonous. Some are deadly in other ways.  There are a moderate population of fungus eating herd animals, including primarily the Boarus, a dark-adapted species of small pig.
+
===Warriors and Heroes===
  
* Kidnapping: The labyrinth definitely spans, stretches and bridges space, there are several exits and entrances to the labyrinth and they seem to open and close at varying locations following some unknown purpose. The labyrinth occaisionally will capture things and cast them within the labyrinth, where they are often trapped for days, months or years, often carving out their own niche within the confusing vaultsSections of the labyrinth may be found with small tribes of humanoids.
+
Prolia does not have a standing army or a tradition of knighthood, however it does have a tradition of heroic warriors and users of magic, and has great respect for those who take up the sword or the staff. The Jarls of the towns follow a warrior tradition where their children are trained in the arts of war.  The Jarls friends and companions during their younger years are accepted as their sworn protectors, heros and fellow armsmenThe number of sworn warriors that a Jarl has is usually around 50 men.
  
* Forgotten Crypts: The labyrinth seems to have done a large amount of tomb raiding, gathering within itself many forgotten crypts, tombs and mauseleums from throughout the ages.  These transplanted crypts are ALWAYS guarded by undead spirits.
+
Life is hard in Prolia, and in rural areas, about 1 in 40 of the population are capable warriors or have class levels in a heroic class.  These are free men who fight for themselves, for their villages or for glory. A call to arms by a Jarl or a renowned hero may gather between 10 and 80 percent of the region's population of warrior-heroes and between 0 and 10% of commoners.
  
* Magical: temporary summons are quite frequentAny creature that may be summoned or called by a magical spell (Monster Summoning, Summon Nature's Ally, Planar Binding, or Planar Ally, Gate, etc.) may be found within the labyrinth's tunnels.
+
Given the population of the region of about 330 thousand, there are about 8200 warrior-heroes, and during a time of conflict Prolia could muster 6500 of them and as many as 33000 commonersGiven the current political situation in the country and the lack of instracture to support and feed such and army, it is unlikely that Prolia could actually put together such a force or if it did, feed them form more than a few days.
  
* Explorers: adventuring groups occaisionally venture into the halls and often do not return.  Many die, but many are trapped and either choose to or are forces to dwell within the labyrinth.
+
==The Five Towns==
  
=====The Game=====
+
There are five major towns which comprise ProliaEach town is trade center for the region around it, with a small assortment of servicesMost of the population of Prolia live in small villages and hamlets of between 100 and 400 people that are within 30 miles of one of the townsAreas further than 30 miles from any of the five towns are unpopulated wilderness.
The purpose of the tower is to test peopleLysander is in fact dead and entombed within the uppermost reaches of the labyrinthDuring his life he never found a worthy apprentice.  Before his death, he set up the labyrinth as a test for prospective apprentices.  He is now a
 
demi-lich, resting, waiting for someone to carry on in his footsteps. The entire dungeon is in fact a magical artifact, designed and built by Lysander in the ten years before his lichdom, and watched over it by LysanderIf an apprentice is found, the tower will revert back to
 
it's original form.
 
  
The labyrinth is a game of sorts.  Propsective adventurers risk
+
===Prauld (pop 1700, rural 60k)===
themselves for potential gain, but if they fail they face the
 
possibility of becoming trapped within and being forced to serve the
 
labyrinth for up to 3 years.
 
  
Monsters within are either temporary summons, quasi-real illusions,
+
Prauld was a lumber and fishing town before it fell to goblinoid
are have in fact chosen to remainMonsters are occaisionally led
+
raids recentlyThe survivors of the attacks have retreated
into an area deemed suitable for their occupancy, if they stay they
+
south and have set up a refugee camp a days travel inland
are welcomed into the labyrinth, if such monsters decide to leave,
+
from its nearest neighbor, Beryl.  The townsfolk of Prauld
they easily find their way back to where they came from.
+
have not been welcomed Beryl.
  
=====Treasure=====
+
The town leader, Jarl Jorgen, was felled in battle defending
 +
the town, and is currently dying in a sick bed in the camp. 
 +
Jorgen's son, Giordi, is the de-facto leader of the Prauld
 +
refugees.  He's a bit of a hothead, but the Prauld citizens,
 +
so far have managed to support themselves without conflict
 +
with Beryl by hunting to the far north.
  
Treasure within the dungeon comes from three sources.  Sometimes
+
===Beryl (pop 2500, rural 80k)===
monster encounters that move into the dungeon carry treasure with
 
them.  The second source of treasure within the dungeon is adventurers
 
who carry the treasure in and never carry it out.  The third are the
 
undead crypts. And the last and more interesting are the "reward"
 
treasure from Lysander.
 
  
Reward treasure is always magic geared towards castersLysander is
+
Beryl is led by Jarl HastelBeryl factions have those who
in fact a multi-disciplinary spell caster, being a epic level cleric
+
think they should use the Prauld refugees to defend the city
5/wizard 5/mystic thuerge 20 (if using dual class rules, is a
+
from the hobgoblins, those who think they should leave the
cleric-wizard 10, mystic theurge 20) and has access to all spells in
+
Prauld refugees to themselves, and those who think they
the player's handbook, but has rewards suitable for any spell casting
+
should join with Prauld to attack the hobgoblins.  Jarl
class including sorcerers, wizards, clerics, druids, bards, paladins,
+
Hastel is in the last faction, but does not have support
rangers.  In order to earn a minor reward, a character must display
+
from key powers in the city.  In particular his brother
worthyness in defeating an encounter.  In order to earn a medium
+
Hagel, is a long time pirate raider, who thinks the  
reward, a character must display several such worthy attempts.  In
+
misfortune of Beryl's enemies is to the betterment of Beryl.
order to achieve a major reward, the character must prove themselves
 
to be a potential apprentice.
 
  
Minor rewards consist usually of expendable magic.  Scrolls, potions,
+
Beryl is primarily a fishing village, with some income from coastal
magic arrows, expendable wonderous items.  Medium rewards are usually
+
raiding, and herding of goats and pigs.
lasting magic items that encourage spell casting, such as pearls of
 
power, rings of wizardry, magical instruments of bardic music, or
 
ability enhancers.  Major rewards are items from Lysander's personal
 
collection from his adventuring days.
 
  
There are six levels of Lysanders tower, of varying challenge from
+
===Derros (Pop 3200, rural 30k)===
EL3-5 for level 1, to EL18-20 for level 6.
 
  
=====Lysander's Purpose=====
+
Derros is a mining town.  The ground is too poor for any
 +
appreciable farming or herding, the coast near Derros
 +
is to rough for a proper port for fishing.  Iron mined
 +
here is smelted into bars, plates and ingots at the
 +
foundry and then shipped by wagon to shinar.  The
 +
primary focus of the town is the production refining
 +
and transport of ore, and is seen by many as an
 +
extension of the town of Shinar.
  
Lysander looks for six traits in potential apprentices, and in fact is
+
Derros is led by two Jarls.  Jarl Marrum claims responsibility
not especially interested in level or power, but rather is interested
+
for the northern half of the town and the iron mines. 
in these virtues:
+
Jarl Ioda claims the southern half of the town, the foundry
 +
and for the transportation of iron. 
  
Intelligence & Wisdom, (not necessarily the stat value, although these
+
===Shinar (pop 8600, rural 80k)===
help), honour, bravery, loyalty, forethought.  For each of these
 
virtues there are tests.  Tests will target a particular individual.
 
  
* Intelligence: puzzle solving, sometimes word puzzles, other times logic puzzles, or creativity puzzles.
+
Shinar is the largest town of Prolia, with a population
 +
nearing ten thousand.  Shinar is primarily a fishing
 +
town, with some light agriculture and light manufacturing. 
 +
Most weapons, armor and tools made in Prolia are from
 +
Shinar.  They have good relations with all the other  
 +
towns of Prolia.  Shinar's Jarl Yutsen, is a keen
 +
businessman with a reputation for coming out ahead
 +
in all his dealings.
  
* Wisdom: learning, recognizing danger
+
===Belrane (pop 4400, rural 90k)===
  
* Honor: truthfulness and being held by one's word.
+
Belrane is the southernmost town of Prolia.  Primarily
 +
farmers and herders.  The town of Belrane is the least
 +
defensible town of Prolia, with many farmsteads spread out
 +
a fair distance away from the city walls.  Belrane does
 +
send out regular patrols to scout the countryside for
 +
incursions from the south.  Jarl Wellus, is paranoid
 +
about invasion from the Rhode, even though there are
 +
many miles of wilderness between Belrane and the nearest
 +
Rhode outpost.
  
* Bravery: There's a certain amount of bravery one must have just entering into the tower, but many who do do so from fool-hardiness rather than bravery.  One demonstrates bravery only after comprehending the level of danger.
+
==Letgar==
  
* Loyalty: Not abandoning friends, when doing so would be self advantageous.
+
The pirate island city of [[Alia:Letgar|Letgar]] lies off the coast of Prolia.  Letgar is not part of prolia proper, does not participate in the politics of the mainland, but was once part of the prolian kingdom.
  
* Forethought: Thinking about a challenge when given the opportunity to do so instead of impatiently going forward.
+
==Yuri's Doom==
  
If two or three of the tests generated by the tower are passed, Lysander begins to take a passing interest in the individual, crafting further tests for them to face.
+
The ruined city of Jarlsberg was once the southernmost city of Prolia, and the longer ago was the capital.  The (single) Jarl ruled the country from this ancient location.  Prolia now has six Jarls each ruling a small portion of Prolia and each having a claim on the throne.  Yuir's Doom is the swamp that was created in 515 OY, by Yuri in defense of Prolia against Rhodes' invasion and is still a major impediment in the Empire's conquest of the area.
  
The labyrinth is not designed to kill although it certainly does on occaision.  It always however demands a price for failure - the real treasure has to come from somewhere.  Those who do not demonstrate worthyness who wish to leave, find it expensive to do so.  Maybe a
+
==Tribute to Estvald==
challenge will be presented leading to a window.  In order to gain access to this, the adventurer must usually leave behind some item of magic.  (This could be disguised as a Planar Ally spell).  Sometimes this is achieved by defeating the adventuring party in combat.  The
 
adventurers will be stripped of the required price and upon regaining conciousness would discover the way out.  In any case, Lysander does not wish to murder young adventuring parties.  The dead are raised, permanent status effects are healed.  This is accomplished by various means including the discovery of magic pools to cure the afflicted or
 
by a "fellow adventurer" meeting with the group and providing the service, the cost of material components to cast these spells is always retreived from the adventurers before they leave.
 
  
Much of the treasure (not reward treasure) is illusionary.
+
The hills above Estvald are inhabited by Hill Giants and by Ogres who claim
Illusionary magic item rewards function as those magic items within
+
tribute from all the townsEach fall, a band of Hill Giants and Ogres will
the walls, but all illusionary trasure gained within the walls,
+
come down from the hills to the gates of each town and demand payment of
dissapears upon leaving the labyrinthPiles of coins, gems, and
+
tribute.  The giants take the tribute and name their demands for tribute
jewelry are easier to fabricate with magic than to actually produce.
+
of the following fallTypical demands include forged weapons, food and
What the dungeon effectively does is distribute magic items and
+
spirits, and gold or treasure.  Failure to meet the demands brings about
treasure between adventuring parties and between typical dungeon
+
an immediate attack on the town.
dwellers based on lysander's evaluation of their worthinessIn
 
addition to the re-distribution of wealth, Lysander adds his own
 
magical item rewards to sweeten the pot for those he wishes to aid.
 
  
Gaining Lysander as a patron would be a mixed affair.  He chooses his
+
{{Template:Alia}}
apprentice, not the other way around.  Who would appreciate a
 
demi-lich as a mentor, anyway?  Regardless of his protege's
 
willingness, Lysander will constantly meddle in thier affairs,
 
providing them with advice and critisism in an attempt to mold them
 
into the hero he sees as a worthy successor.  If his new apprentice
 
accepts the attention, Lysander can provide very good magical
 
instruction, able to teach anyone with int/wis 11+ to be a wizard or
 
cleric, and having a complete collection of all known wizard spells.
 

Latest revision as of 10:21, 31 July 2008


Overview[edit]

The northern isles compromise two large isles, and several smaller ones surrounded by a warm sea, on the more southern large isle is the capital city of the Republic, Nolton.

To the south of the republic, on the main continent are the lands of the Empire of Rhode. Rhode's capitol city is Bernast along the Dannik river that runs through Rhode.

South of Rhode is the Shadow Wood, inhabited by the wood elves.

South of the Shadow Wood are lands comprising of desert, savanna and jungle.

To the west of the Republic of the Isles are the coasts of Prolia inhabited by sea faring humans/half orcs who alternatively fish, raid other coastal villiges or pirate the seas.

Inland from Prolia are the mountains formerly ruled by a great dwarven and gnomish civilization that fell hundreds of years ago. Now inhabited and ruled by giants and called Estvald.

Between Estvald and Rhode are the hilly lands of the Rock Gnomes,

Demographics[edit]

Demographics presented in this section are loosely based on |Medieval Demographics Made Easy

Overview Map of Alia[edit]

File:Alia region half.jpg

Republic of the Isles[edit]

The northern isles compromise two large isles, and several smaller ones surrounded by a warm sea.

The islands are:

  • Wellsland (pop. 4 million), the more southern large isle has the capital city of the Republic, Nolton, the major ship building industry of the Republic is the City of Farifax, and the Dwarven city of Cragmore.
  • Rhime (pop. 2 million), the large island to the north of Wellsland. Cities include Alia:Lannish, Narrowford.
  • Khole (pop. 200 thousand), a small island west of Wellsland, and east of Prolia.
  • Darkshore (pop. 200 thousand), a small island east of Wellsland.
  • Icehold (pop. 100 thousand), a medium size island to the northwest, off the coast of the northern forest.

Map of the Republic of the Isles[edit]

File:Republic.jpg

Government[edit]

The humans of the Republic are seafaring masters and are skilled at naval combat as well as coastal raiding. This from long years of fighting off pirates from Prolia. (Some say from an infusion of Prolian blood from all the raiding as well.) The Republic's official religion is the Order of Man. The Emperor is a hereditary figure-head. The actual rulership comes from the house of lords where each founding nation's noble families meet in Nolton for 2 months in the summer to pass laws and discuss national policy and by a group of ministers elected from within those lords to administer the country. There are currently 15 ministerial posts, including a Prime Minister, a Minister of Defense, a Minister of Justice, and several others. These ministers are the true rulership of the empire.

Adventure in the Republic[edit]

The republic is the home of oldest known human civilization. It is 90% settled with few only a few remaining dangerous areas. There is no appreciable Monstrous Humanoid presence on the main islands of the republic. Adventures, tend to be driven by civilized peoples. Common conflicts include:

  • insane or criminal villains
  • political machinations
  • ancient crypts and tombs.

Famous Locations[edit]

  • The Harrow Wood is an enchanted forest inhabited by all manner of the fey.
  • Mistraven Swamp is an evil place inhabited by a large coven of Hags.

Major Cities[edit]

Dragons[edit]

There are five dragon fiefdoms in the Republic.

In Wellsland:

  • Fringle the Green, has a fiefdom with 22 Dragons on the western side of the Harrowood.
  • Krestag the Bronze, has a fiefdom of 12 on the easternmost coast of Wellsland.

In Rhime:

  • The Brood, is a fiefdom of 8 Black Dragons who collectively claim the lands surrounding the port town of Narrowford.

In Icehold:

  • Sharvakan the white, holds a fiefdom of 12 dragons on the northern coast.

In the straight between Wellsland and Rhime.

  • Othleigh the Red, and his entourage of 6, claim the entire island of Freidmore.

People of the Republic[edit]

Nobility[edit]

Nobility is a long tradition of the Republic. The histories of human civilazation of the lands of Prolia began with the first kingdom of humans on the southernmost isle of the Republic (Wellsland). The nobility of today is mostly a thing of tradition and has been replaced by the reality of a modern government.

Political reality of The Republic:

  • It has an independant judiciary.
  • The Rule of Law is paramount.
  • A standing army reports to the Minister of Defense and to the House of Parliament.
  • Noble titles are mostly irrelevent. Either a family is a peer of the realm, and thus it has a hereditary post in parliament, or it doesn't. Power comes from wealth and from political influence.
  • The Order of Man, while being the official religion of the Republic is seen as separate from the rule of the country. Golanist philosophy is still very much a part of the Republic's moral fibre, so although Humanity is seen as the rightful rulers and higher in the hierarchy of reincarnation, the "lesser races" are not mistreated.
  • The republic has close ties with the Dwarves of Cragmore, the Wood Elves of Shadow Wood, the Gnomes of Green Hill and is seen by demi-humans of the Empire of Rhode as a safe haven.
  • Elves and Half-elves are accepted in the Republic. There are some noble half-elves, which by law have all the rights of nobles, but who may not occupy a seat in the House of Lords (Proclamation of the House of Lords and the Will of Emporer Ralph VII, Bill 34, Summer Session 402 OY).

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Empire of Rhode[edit]

The Empire of Rhode rules all the plains drained by the Dannick and Red rivers, right up to the edge of the Shadow Wood to the south, Mount Silverpeak to the East and Estvald and the hills of Greenhill to the west.

File:Alia rhode.jpg

The empire of Rhode is, in fact warring on two fronts, with the Republic of the Isles in the north and with the elves of the Shadow Wood forest in the south. The economic and military might of Rhode is great, due to the large amount of fertile land, the temperate weather and good supply of natural resources, bolstered by Rhode's use of slave labour. They appear to be doing well in both wars.

Population of Rhode[edit]

Rhode is an Imperial Monarchy. Lands are divided into duchies, counties, marches and baronnys and ruled and administered by their hereditary nobility. All pay tribute to the Emporer and to their Duke, both in taxes and troops. The system of government is entirely based on the feudal system. The empire has no single standing army, but rather each noble, by his oath of fealty must equip and train men, and send them to serve the Emporer or Duke in his wars.

All land is owned by the nobility, by law. Most land and businnesses are also administered by hirelings of the noble families but there are a small number of commoners who rent from the nobility and run their own operations. Being low-born is a great impediment in the southern kingdoms.

The Empire of Rhode has a total population of 18 million.

Population breakdown by class is as follows:

  • 0.1% high noblity - ranking land owners with taxation rights (18k)
  • 0.9% "low" nobility - knights or noble merchants and traders (162k)
  • 4% commoner merchants (200k), traders(70k) and clergy (450k).
  • 5% serving class (900k)
  • 5% skilled labourers - artists (100k) and skilled crafters (800k): smiths, coopers, brewers, sculptors, etc.)
  • 65% free common labourers - farmers, and light unskilled labour (11.7 million)
  • 20% slaves - heavy and/or dangerous labour (3.6 million)

Armed Forces[edit]

About 1/4 of low nobility are combatant knights (40k). These have regional affiliations and rarely more than 1/2 of a region's knights are called to the field. Typically, knights compose up to 10% of an army the rest are composed of militia drafted from the peasantry.

A region's knight-defenders will consist of 1 knight per 400 population and 1/4 of the population might be called upon to defend a town or city.

A region's army sent to battle would be half the number knights plus as many as 1 in 20 of the population of commoners.

Slaves are rarely if ever used in combat.

The Royalty of the Empire[edit]

Rhode has a single emporer and number of princes. The emporer appoints those princes in his favor to rule the non-hereditary posts of the six Duchies of Rhode. Other princes are granted titles at the Emporer's pleasure.

Sovereign Nobility[edit]

Peers are the true nobility of Rhode. Counts, Marquis and Barons are all titled, hereditary ranks, with full taxation rights over their land, and bound by an oath of fealty to their Prince and to their Emporer. Each is responsible for equiping and training a certain number of footmen, and for providing mounted knights to be sent to war at the Emporer's or their Duke's word.

Marquis have sovereign power over a march or border city. Counts have soveriegn power over large county or city. Barons have soveriegn powers over smaller baronies.

These landed nobles are named after the counties, marches, cities and baronies they rule. A nobles word are as law to all commoners, and to all lower or equal ranked nobles in their domain. Visiting nobles are usually treated with respect, but may be banished from the domain by the right of the ruling lord.

Knights[edit]

Landed Knights[edit]

Knights (form of address Sir or Madam) are a non-hereditary rank granted to an individual in exchange for service and fealty. The spouse of a Knight has no noble rank. Knights are typically the younger sons or daughters of titled nobility or baronets, or of knights. The rank of knight is granted to an individual cavalryman or spellcaster in exchange for military service. They are nobility by law, and have the right to bear arms or magical devices, to wear a white belt to identify them as nobles, to own land. The grantor of the knighthood will give the knight 1000gp, and a portion of his land as well as 50% of the revenue from such land. The knight is expected to provide all of his martial equipment, weapons, a mount, armor and or magical equipment and supplies as well is to build and or maintain a hall or manor. Experienced knights usually have a small retinue of retainers and cohorts as well.

Landless Knights[edit]

Some knights are not granted a fief by their liege lords, but rather are paid a salary for thier service. This is the usual case when a noble has an obligation to provide more mounted troops for the Empire, but has no land to provide. Such salaries are usually 50 gold pieces per year of service as well as accomodation during times of peace. Such landless knights rarely have a retinue, but must still pay for their own equipment and maintenance and they are held in low regard by other knights.

Holy Orders[edit]

The Church of Man, has the right in the Empire of Rhode to knight it's own mounted warriors, in service to god and the emporer. These are called the Knights of Man. Such knights have the right to bear arms and magic, have the duty to answer both to the Church and to the Emporer, and are granted the rank of Knight by the Empire, but never have land granted to them. They are funded by either their family, or by a wealthy sponsor.

(There is no prestige class, or class requirement to becoming a Knight of Man.)

Clergy[edit]

Lower ranks of clergy have a social rank somewhat equivalent to landless knights, with higher ranking bishops, having a social status equivalent to a Landed Noble. The clergy are basically immune to the laws of the land but are subject to the laws of the Church of Man and internal discipline.

Commoners[edit]

Most commoners are farmers, either bonded or free. Established farmers are typically free and have hereditary access to pastures and fields owned by their liege. When the hereditary land is not enough to support a family, younger men will bond themselves to a new (usually uncleared) fief. The knight will pay for travel to the new land and support his new bonded peasants while the land is cleared and planted, in exchange for bonded service. Farmers may pay off this bond, but usualy only do so after many years.

Slaves[edit]

Slavery of non-human races is legal in the south. Humanoids like Orcs and Goblins are considered too foul to enslave and are always killed. The most common slaves are half-orcs and halflings. Half-orcs have been subjugated by the Church and have been taught that there rightful place in the hierarchy of life is as slaves to humans. Halflings are mostly Golanites and are pacifists, and as such they are easy to capture and are model slaves, although their small size makes them unsuitable for heavy work. Gnomes are also quite common although they are seen as more troublesome than halflings and just as unsuitable for heavy labour in addition their mastry of illusion has led to several slave breakouts. Dwarves are prized for their craftmanship, but are known to be troublesome slaves. They are regarded as worth it and are always well guarded. Some wood elves have been taken as slaves. So far, little gain has come of it, many wood-elves dying in their attempts to escape, sometimes taking some of their slave masters with them.

Citizens of Rhode and the families of Citizens are exempt from slavery. Citizenship is aquired by birth and is held by most humans, high elves and half elves who reside in Rhode. Citizenship is revoked for criminals, and several years to life enslavement is a common punishment for crimes. Children of human slaves, born in Rhode are commonly granted citizenship upon their 16th birthday.

Slaves comprise about 20% of the population of Rhode, and are responsible for about one third of all labour. By tradition and law, slaves are not used for agriculture. Typical jobs done by slaves include unskilled labour in foundries and other heavy industry, mining, and construction. Slave operations often use a mix of slaves and skilled labourers, for example, in construction of a keep, slaves will be used for heavy labour of lifting stones into place, while stone masons will do the stone cutting and supervision.

Racial breakdown of slaves are: 10% Foreign Humans, 10% Criminal Human, 50% Half Orc, 20% Halfling, 5% Dwarf, 3% Gnome, 2% Elf.

Prolia[edit]

Prolia is a loose association of humans and half orcs that pay tribute to the Giants of Estvald. They are fishermen and coastal raiders as well as farmers and swineherds.

Prolia was once a unified knigdom. There are ruins of guard towers along the border to the northern forest, where once Prolian soldiers kept the goblinoid raids from the north out of the country.

Prolia as a country is in a bad shape. The unified rulership of the past has degenrated into a collection of independant towns with very little co-operation between them. Prolia is threatened by conquest from the south from Rhode, and by tribes of Hobgoblins to the north, all the while paying crippling tribute to the capracious hill giants of Estvald. The northern-most towns are on the verge of collapse. Each town and village struggles to survive to feed itself and to satisfy the Hill Giants.

Prolia exists mostly because the giants are uninterested in the flatlands near the coast and like the tribute without having to administer the area. Prolia is in danger of being overrun by the goblinoids of the northern forest, who would like better access to the southlands, but lack the organization to mass in numbers sufficient to take all of Prolia and who also do not wish to upset the giants. Rumors of a great hobgoblin leader who has been dealing with the giants for the right to take prolia persist, but so far only the northernmost town of Prolia, Prauld, has fallen, the goblins did not stay to occupy the area, but retreated to the forest.

File:Prolia cmp.jpg

The People of Prolia[edit]

Society[edit]

There are three classes of people in Prolia. The nobility which are the Jarls and the families of the Jarls. The regular citizens of Prolia who do the bulk of the labour. There are also a small number of slaves. Slavery is accepted and practial in Prolia. Criminals are typically slain or put into slavery. Captured enemies or people captured in coastal raiding are also made to be slaves. Males slaves are castrated, (human, half orc, or elvish) females are often taken as wives. Children from these mixed unions of slaves are integrated into Prolian society. Because of this practise, there are no second generation slaves in Prolia, and their numbers are quite small.

Law[edit]

In times past there was a King, and the King's Law put restraints on the powers of the Jarls. In present times, Jarls are the rulers of all they see. Their word is law and all justice comes from the judgement of the Jarl. Where two Jarls meet there is either diplomacy or there is war.

Race[edit]

Humans and Half-Orcs are the most common races of Prolia, although there are small numbers of half elves and elves, some full blooded Orcs, and a very small number of half ogres and half giants. Race has no bearing on social status within Prolia, although family history is very important. Usually only the paternal line is considered. Being the son of a Jarl is prestigious whereas being the son of the Jarl's sister has little meaning.

Warriors and Heroes[edit]

Prolia does not have a standing army or a tradition of knighthood, however it does have a tradition of heroic warriors and users of magic, and has great respect for those who take up the sword or the staff. The Jarls of the towns follow a warrior tradition where their children are trained in the arts of war. The Jarls friends and companions during their younger years are accepted as their sworn protectors, heros and fellow armsmen. The number of sworn warriors that a Jarl has is usually around 50 men.

Life is hard in Prolia, and in rural areas, about 1 in 40 of the population are capable warriors or have class levels in a heroic class. These are free men who fight for themselves, for their villages or for glory. A call to arms by a Jarl or a renowned hero may gather between 10 and 80 percent of the region's population of warrior-heroes and between 0 and 10% of commoners.

Given the population of the region of about 330 thousand, there are about 8200 warrior-heroes, and during a time of conflict Prolia could muster 6500 of them and as many as 33000 commoners. Given the current political situation in the country and the lack of instracture to support and feed such and army, it is unlikely that Prolia could actually put together such a force or if it did, feed them form more than a few days.

The Five Towns[edit]

There are five major towns which comprise Prolia. Each town is trade center for the region around it, with a small assortment of services. Most of the population of Prolia live in small villages and hamlets of between 100 and 400 people that are within 30 miles of one of the towns. Areas further than 30 miles from any of the five towns are unpopulated wilderness.

Prauld (pop 1700, rural 60k)[edit]

Prauld was a lumber and fishing town before it fell to goblinoid raids recently. The survivors of the attacks have retreated south and have set up a refugee camp a days travel inland from its nearest neighbor, Beryl. The townsfolk of Prauld have not been welcomed Beryl.

The town leader, Jarl Jorgen, was felled in battle defending the town, and is currently dying in a sick bed in the camp. Jorgen's son, Giordi, is the de-facto leader of the Prauld refugees. He's a bit of a hothead, but the Prauld citizens, so far have managed to support themselves without conflict with Beryl by hunting to the far north.

Beryl (pop 2500, rural 80k)[edit]

Beryl is led by Jarl Hastel. Beryl factions have those who think they should use the Prauld refugees to defend the city from the hobgoblins, those who think they should leave the Prauld refugees to themselves, and those who think they should join with Prauld to attack the hobgoblins. Jarl Hastel is in the last faction, but does not have support from key powers in the city. In particular his brother Hagel, is a long time pirate raider, who thinks the misfortune of Beryl's enemies is to the betterment of Beryl.

Beryl is primarily a fishing village, with some income from coastal raiding, and herding of goats and pigs.

Derros (Pop 3200, rural 30k)[edit]

Derros is a mining town. The ground is too poor for any appreciable farming or herding, the coast near Derros is to rough for a proper port for fishing. Iron mined here is smelted into bars, plates and ingots at the foundry and then shipped by wagon to shinar. The primary focus of the town is the production refining and transport of ore, and is seen by many as an extension of the town of Shinar.

Derros is led by two Jarls. Jarl Marrum claims responsibility for the northern half of the town and the iron mines. Jarl Ioda claims the southern half of the town, the foundry and for the transportation of iron.

Shinar (pop 8600, rural 80k)[edit]

Shinar is the largest town of Prolia, with a population nearing ten thousand. Shinar is primarily a fishing town, with some light agriculture and light manufacturing. Most weapons, armor and tools made in Prolia are from Shinar. They have good relations with all the other towns of Prolia. Shinar's Jarl Yutsen, is a keen businessman with a reputation for coming out ahead in all his dealings.

Belrane (pop 4400, rural 90k)[edit]

Belrane is the southernmost town of Prolia. Primarily farmers and herders. The town of Belrane is the least defensible town of Prolia, with many farmsteads spread out a fair distance away from the city walls. Belrane does send out regular patrols to scout the countryside for incursions from the south. Jarl Wellus, is paranoid about invasion from the Rhode, even though there are many miles of wilderness between Belrane and the nearest Rhode outpost.

Letgar[edit]

The pirate island city of Letgar lies off the coast of Prolia. Letgar is not part of prolia proper, does not participate in the politics of the mainland, but was once part of the prolian kingdom.

Yuri's Doom[edit]

The ruined city of Jarlsberg was once the southernmost city of Prolia, and the longer ago was the capital. The (single) Jarl ruled the country from this ancient location. Prolia now has six Jarls each ruling a small portion of Prolia and each having a claim on the throne. Yuir's Doom is the swamp that was created in 515 OY, by Yuri in defense of Prolia against Rhodes' invasion and is still a major impediment in the Empire's conquest of the area.

Tribute to Estvald[edit]

The hills above Estvald are inhabited by Hill Giants and by Ogres who claim tribute from all the towns. Each fall, a band of Hill Giants and Ogres will come down from the hills to the gates of each town and demand payment of tribute. The giants take the tribute and name their demands for tribute of the following fall. Typical demands include forged weapons, food and spirits, and gold or treasure. Failure to meet the demands brings about an immediate attack on the town.

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