Exploring the Halls of Arden Vul

From RPGnet
Revision as of 00:03, 12 July 2021 by Atlictoatl (talk | contribs) (Imperial Goblins)
Jump to: navigation, search

Arden Vul waterfall.png

Recruitment | OOC | IC

Player Characters

  • list your character here
  • list your character here

Sample Character Sheet

Character Generation Guidelines

Playing in a game with roots in Colonization

The valley in which play will be centered has seen over 3000 years of colonial history, which includes the domination of the region by a colonial empire. They left the region for 820 years before returning nearly 350 years ago. Three cultural groups (two non-human and foreign to the region, one human and native to the region) have been assimilated into the dominant culture and possess citizenship, though are denied the highest echelons of political power. The human cultural group native to the region has a resistance movement.

The 'ruins' we will be exploring contain a number of factions and cultures of various descent. The majority of wealth extraction that occurs in the game will be of the ancient ancestors of the dominant colonial power, though some will be of other foreign, non-native cultures. We will not be stealing cultural artifacts or wealth from the native population.

The history of this sort of game is rooted in unexamined privilege and the oppression of native peoples. We'll make a conscious effort to conduct our play with intent, avoiding the worst tropes of the genre and seeking to subvert others of its tropes.

The Archontean Empire

The Archontean Empire was formed nearly 3000 years ago on the island of Mithruin with the Compact of Ennius (0 AEP), and colonized east to the Grain Islands, north to a foothold in the Borealios islands, and west to the continent of Irthuin.

Its first period of colonization was from 850 AEP to 1680 AEP, thirteen hundred years ago, before the Empire retracted into a dark age from 1900 AEP to 2400 AEP after a civil war. It shrunk its holdings back to Mithruin and the Grain Islands and lost much of its ancient knowledge. A period of military expansion beginning in 2450 AEP saw it re-enter a colonial period, returning to the Irthuin continent in 2639 AEP and re-establishing its dominance in Arcturos and Narsileon.

The year is 2993 AEP (AEP = 'from the pact of Ennius'), five hundred years after the Archontean return to the continent.

Peoples seen in Archontean lands

Archontean Humans

(Ar-KON-tee-ehns) Properly the term refers to the humans from the city of Archontos, capital of the empire on the island of Mithruin, but it has come to refer to any citizen of the empire, regardless of where they reside. Archonteans are typically medium height (5’4” to 5’7”), with black or dark brown hair and olive-colored skin. Those from Imperial famlies can be arrogant when dealing with others, even while deferring to the myriad social hierarchies that govern diverse Archontean society. That Archontean society is highly ordered, with a strong belief in the ‘city’ as the natural building block of civilization.

Archonteans are modeled on the ancient Romans and Byzantines. In antiquity, their names were Latinate, typically with two names (e.g., Priscus Pulcher, Marius Tricotor). About a millennium ago, however, their names have shifted to a more Greek, or Byzantine, style. Hence, the names of the powerful clans Basileus and Ligareus shifted to become Basileon and Ligareon; similarly personal names have ceased to favor names like Priscus, Marius, Julia, and Licinia and instead favor names such as Alexios, Georgios, Marcion, and Theodora.

Modern Archontean male names typically end in -on, -ion, -os, or -ios, while female names typically end in -a or -is.

  • Modern male Archontean names: Alexios, Anaximander, Basil, Belisarios, Hector, Heraclion, Iskander, Kallion, Lukon, Marcion, Melchior, Paullor, Teodor, Uriel, Valerian
  • Modern female Archontean names: Alexia, Basina, Berenice, Callista, Eudocia, Helena, Megaris, Petronia, Sarabel, Syagria, Theodora

Imperial Goblins

The humans of Archontos enslaved the goblins of Mithruin in antiquity and put them to work as miners and as laborers on the vast imperial latifundia of Mithruin. More than a millennium of exposure to the Archontean empire has created a distinct racial subgroup, culturally distinct from their native origins. Imperial goblins were freed from slavery a thousand years ago.

Imperial goblins are short, long-armed, and bandy legged, with yellowish skin and, frequently, yellow eyes. They possess black hair and are comfortable wearing minimal clothing, but possess their own standards for fine dress (these include tall conical caps, colorful vests, and jodhpurs tucked into beautiful leather boots). They reach a maximum of 3'8" in height. Goblins are known for their wiry strength and tough constitutions.

Imperial goblin names combine two radicals, and usually describe a profession or task that the goblin (or their ancestors) practiced.

  • Male imperial goblin names: Capdoffer, Lamplighter, Seamfinder, Wicktrimmer.
  • Female imperial goblin name: Hearthminder, Kettlelifter, Threadspinner, Warplifter.

Halflings

Halflings are uncommon, and largely found in segregated agricultural communities. Most halflings known to the Empire live on the Grain Islands to the east of Archontea, where their agricultural prowess provides important food supplies to Archontos itself.

Although most halflings are content with their rural lives, a few end up traveling ‘across the water’ to Archontos. These halflings are seen as rustic, and they tend to suffer some general paternalistic patronizing from Imperial citizens. Imperial officials treat halflings in a genial but patronizing way, and will assume them to be political naïfs.

Halflings aren't much larger than 3'6" in height, are brown-skinned, and are generally athletic in build.

Halflings have given and family names. Family names are typically derived from botanical or agricultural features. Given names vary widely, but are typically English in origin.

  • Male halfling names: Harry Berrymash, Jenks Pipeweed, Phlebotomas Plumthorn, Rosco Barleystalk, Williston Appleroot
  • Female halfling names: Alice Goldengrain, Gail Winebottom, Livinia Greenthumb, Lucy Rosepetal, Petunia Turnstile

Thorcinga Humans

(thor-KING-ga) Inhabitants of the western continent of Irthuin, physically the Thorcinga range in size and coloring, a fact that outsiders use to claim that they are a hybrid people.

Although the Thorcinga occupied the old Archontean cities and maintained them as trading depots, the Thorcinga prefer a rural life. A hereditary aristocracy (the thegns) holds title to most of the cultivated land and other rights of wealth; lesser folk living in villages or manors owe taxes (in kind) and service to their local thegn. Since the return of the Archonteans to Irthuin 350 years ago, and the re-establishment of imperial exarchates at Narsileon and Arcturos, many Thorcinga have chafed at the reappearance of imperial law and bureaucracy. A Thorcin Recovery League (TRL) has sprung up, led by a possibly mythical figure known as Eadric Strigona, with the purpose of permanently driving the Archonteans from Irthuin.

Thorcinga is the collective noun; Thorcin (THOR-kin) is the substantive noun and adjective. Their names are loosely derived from the stock of English names of the Anglo-Saxon period.

  • Male Thorcin names: Aelfric, Aethelred, Colmund, Edric, Godric, Horsa, Swithun
  • Female Thorcin names: Aethelflad, Cyneburga, Eadgithu, Ebbe, Thalia

Wiskinga Humans

(wis-KING-ga) Inhabitants of Borealios, the Wiskinga are typically tall (5'10" to over 6'), blonde or red-haired, and fair-skinned. Their society is more tribal than that of the Archonteans, being based on small matriarchal kinship groupings clustered around a chieftain’s hall. Wiskin society values physical skills and ability, and reaving is an ancient and well-respected tradition among young Wiskinga. It is also common for young Wiskinga to journey within the Archontean empire, seeking glory, adventure, and wealth before returning to the ancestral steading.

Wiskinga is the collective noun, Wiskin (WIS-kin) is the sub-stantive noun and adjective. Their names are loosely based on Old Norse naming conventions.

  • Male Wiskin names: Bjorn, Hjalti, Njal, Olaf, Thorvald
  • Female Wiskin names: Birte, Freya, Gudrun, Gunhild, Hallgerd

People of Stone

The society of the People of Stone is two-tiered. The upper tier is composed of the established clans, most named after a type of rock or similar substance (e.g. Malachite); members of these clans are the elites, and enjoy special privileges within stoneholds. It is said that members of a clan will go to any end to rescue a clansperson, or at least to recover their body and life-stone. The lower tier of Stone-person society is composed of the clanless. Some of the clanless were born that way, others were exiled from their clans for misdeeds, while still others are survivors of clans that imploded or were eliminated in factional politics.

The clanless do much of the mining and shaping, usually under the supervision of a Stone-person from an established clan. When Stone People die, they are said to ‘take to the stone’; whether this is literal or figurative is an open question among human sages, for Stone People are particularly tight-lipped about such intensely intimate practices.

The Archonteans know of only two Stone People settlements, although its sages suspect that other holds exist on Irthuin and in the southern jungles. One known settlement is Durildor, or Deephold to humans; this small settlement is set in the mountains of Mithruin. The Children of Durildor are technically citizens of the Archontean Empire, although they are quite reclusive. It is said that ancient Emperors swore oaths of support to persuade the Stone People to come to Archontea, and that the price of their arrival was near immunity from imperial rule and law.

The other known settlement is Kazildor (Stonehome to humans), a major hold lying beneath the mountains north and west of Narsileon. The Stone People of Kazildor have refused all requests on the part of the empire to exchange ambassadors, so little is known of Kazildor itself. Perhaps to fend off more such requests, the Stone People of Kazildor have recently established a small permanent embassy in Narsileon. In return for certain advice and smithy work, the exarch has allowed them to operate their own trading factor in Narsileon, and has granted them certain monopolies.

Stone People are generally around 4' tall, are hairless, and decorate their grey skin with intricate scarification patterns. Their society is cooperative and ruled by council, though the clanless are not represented.

Stone People names are usually derived from types of rock or stone, and/or stone-related crafting, mining or related skills. Given names vary widely, but clan names are relatively few in number, and are of great antiquity.

  • People of Stone clan names: Gest, Granite, Jade, Malachite, Obsidian, Tapper
  • People of Stone male given names: Etsil, Gedric, Grist, Jasper, Scoria, Utor, Zhorak
  • People of Stone female given names: Bressia, Dunita, Grishia, Hergist, Norita, Sable

Sylvari

The Sylvari are rare in the human-dominated areas of Magae. The largest and best-known sylvari enclave is the realm of Ellagel and Gallador, located deep within the central forests of Irthuin, separated from Archontean territory by a vast mountain range. Those sylvari that travel in human society frequently do so for highly specific, temporary reasons (searching for a specific object or piece of knowledge); on occasion, they reside as advisors in the courts of human lords. Most humans have never seen a Sylvar, and will treat them with fear and caution.

Sylvari society is broadly collective, with younger sylvari associating themselves with seniors who have established reputations for great deeds, excellent craftsmanship, or particular wisdom. The Sylvari prize core balance in all things. Those who are able to blend their emotions, magical sensibilities, knowledge, and connections with nature are held as paragons. Sylvari are curious and inquisitive, but do not care to reveal themselves before strangers (and especially non-sylvari). Most pursue a highly specific intellectual interest, as well as a specific interest in magic of some sort, whether as a practitioner, theorist, or amateur. Sylvari are particularly attracted by wisdom, by knowledge, by beauty, and by magical lore.

Sylvari have two names, their given name followed by the name of their mentor, to whom they are linking their future. Given names vary widely. Only the most venerable and powerful of sylvari dispense with their mentor's name.

Sylvari are gender-fluid, willowy, and tall (over 6'), and of varying skin tone and hair color.

  • Sylvari names: Erist Ellagel, Gallador, Gelanchian Gellis, Jiltorin Trillissa, Lellagalon Begels, Nagellor Bellador, Nisdis Jerons, Seldorin Seldors, Aelin Gilleslad, Ellagel, Gilleslad, Noredden Gales, Pelissa Halbest

Exarchate of Arcturos

Arcturos is a city-seat of an imperial exarchate on Irthuin, formed in 303 AEP, abandoned in 1818 AEP, and reoccupied in 2639 AEP after a long absence. Population 30,000.

Exarchate of the Grain Islands

A chain of large islands to the east of Mithruin, perfectly suited for agriculture. The majority of halflings living within the Archontean Empire reside here. Conquered by Archontos in 417 AEP.

Exarchate of Narsileon

An Archontean exarchate and city in Irthuin, formed in 276 AEP. After the retreat of the empire from Irthuin in 1818 AEP, Narsileon was populated by Thorcins for eight hundred years. When the Archonteans returned to the western continent in 2639 AEP, they subjugated Narsileon and expelled many of its leading Thorcin citizens to accommodate an Archontean ruling class of lords, merchants, and soldiers. Order is kept by the several legions quartered in its cantonments. Population: 40,000.

Burdock's Valley

map of Burdock's Valley

Towns

Newmarket (Noviomagus)

Founded by new Archontean settlers in 2718 AEP, 275 years ago. The largest community in Burdock’s Valley, Newmarket lies on the Swift River. It is a free town, exempt from the lordship of Lord Burdock and governed by a mayor and council of aldermen. The local villages sell their surplus in Newmarket, and merchants from Newmarket trade downriver to Narsileon.

Population: 4,000

Gosterwick (Vetucaster)

The tiny Thorcin community of Gosterwick located at the base of the cliff and falls of Arden Vul was claimed by Lady Alexia Basileon and a sept of the Knights of the Azure Shield in 2968 AEP (25 years ago). The knights restored an ancient fortress, naming it the Azure Keep. Lady Alexia renamed the community Vetucaster and expanded it rapidly, offering residence, citizenship, and services to merchants, craftsmen, and adventurers. The current population bears a high proportion of adventurer-oriented businesses: sellers and buyers of curios, general sutlers, trainers, etc.

Population: 2,211 (40% Archontean, 40% Thorcin, 15% Wiskin, and 5% demi-human [primarily halflings and imperial goblins, although there are a few elves and dwarves]).

Villages

Castleton

A small village lying at the foot of Castle Burdock. The few services not devoted to the needs of the local farmers are bureaucratic in nature, serving Lord Burdock’s growing need for soldiers, lawyers, and money. Population: 600

Deepton

A mining village located in the foothills west of the New Forest. Half the villagers work the local iron mine under the supervision of some of Lord Burdock’s men. The other half of the villagers grow wheat, legumes, and barley. Population: 900

Bilsham

A farming village east of Newmarket lying on the Bilstream. The villagers specialize in wheat and buckwheat, selling most of their surplus in Newmarket through the Farm Cooperative. Population: 790

Beretun

A farming village north of Newmarket along the old Imperial Road, close by the New Forest. The villagers specialize in legumes, but also grow barley and hops. Population: 650

Ulfham

A farming village east of Newmarket, known for its vineyards. Also participates in the Newmarket Farm Cooperative. Population: 520

Thorham

A farming village lying on the old Imperial Road well to the north of Newmarket and close by the Paw and the Fenn. The villagers specialize in wheat, barley, and hops. Population: 475


Fortifications

Castle Burdock

An imposing fortress built on a ridge at the southwest corner of the valley, overlooking Castleton. The castle is the seat of Lord Burdock, a title currently held by Iskander Basileon, who is a favorite of the exarch in Narsileon. His title is contested by his half-sister, Alexia. Lord Burdock employs a large force of men-at-arms as well as a force of better-trained ex-legionaries.

The Azure Keep

Until recently a ruined fortress lying close to the Swift River at the foot of the cliff of Arden Vul, it has been repaired by a sept of knights from the Order of the Azure Shield. This sept is unusual for being politically active, as it is acting in concert with Lady Alexia Basileon, who contests lordship over Burdock’s Valley with her half-brother, Iskander. The Keep’s roof is tiled with sky-blue tiles and it sits atop a low ridge; the growing town of Gosterwick lies below it.

Watercourses

  • The Swift River: This river lives up to its name, as it runs swiftly and strongly from the waterfall at the cliff of Arden Vul through the center of Burdock’s Valley. The old Imperial Road runs alongside it through much of the valley. South of Newmarket the river is navigable to trading barges.
  • Bilstream: This minor watercourse waters the rich agricultural lands east of Newmarket.
  • The Muddy River: Pouring down from the mountains to the west of Burdock’s Valley, this river gets lost in the Valtos Marshes before joining the Swift River at the mouth of the valley.
  • Gold River: This river gets its name from the flakes and small nuggets of gold sometimes found along its course within the New River. All assume the ore to have been swept down from the mountains near Deepton, where gold was mined in antiquity.
  • The Long Run: This vigorous stream runs east from the mountains to join the Swift River near the Azure Keep.


Woods

  • Old Forest: This old growth forest was never settled in antiquity, and is thus still home to giant hornbeams, beaches, elms, and other deciduous specimens. The western borders are home to bold human settlements of charcoal-burners and woodcutters. These groups are frequent targets of attacks by humanoid tribes living further in the forest. A circle of druids is said to make its home within the forest; it is not clear whether the druids support the humans or the humanoids.
  • New Forest: Although more than 800 years old and substantial in its own right, this forest land is considered ‘new’ because in antiquity it was mostly farmland. The retraction of the Archontean Empire 1,200 years ago led to prolonged and successful reforestation. Spiders, humanoids, and monsters are said to dwell there.


Named Hills, Ridges, and Rock Projections

  • The Paw: A tall hill shaped like a giant cat’s-paw, lying at the north end of the New Forest and looking over the old Imperial Road. It is said that the ancient Thorcinga delved vertical tombs into the rock of the Paw.
  • The Fingers: An odd rock formation of four slender ridges of stone rising 200’ into the air, and thus appearing as fingers of a hand. Most give the Fingers a wide berth, as they are a notorious nesting spot for gargoyles. Careful observers have reported several openings in the rock high up the side of the Fingers; a few of these appear to be worked, not natural.
  • Rocky Ledges: A long system of forested hills and ridges lying at the center of the New Forest. The terrain is jagged and difficult to negotiate.
  • The Spire: A steep hill located at the southern mouth of the valley, taking its name from the unusual spire of rock that extends another 75’ above the summit of the hill.
  • Bald Hill: An imposing, steep hill north of Newmarket. The hill rises 200’ above the plain. Strangely, the normal coniferous forest ends 50’ from the summit (hence the name).
  • Table Rock: A large, gently sloping formation at the southern end of the valley. Its summit is both long (6 miles) and remarkably flat. The ruins of several watchtowers stud the mesa.


Marches and Swamps

  • The Fenn: A low-lying area between the Fingers and Thorham, through which the Swift River moves more slowly than usual. The Fenn is home to several ruins, including a decrepit Moat House. Old-timers claim that in their ‘great-great-grandmother’s day’ the area was prime farmland and that some vast catastrophe turned it into swamp.
  • Valtos Marshes: Extensive marshland lying along the Muddy River just south of Castleton. Although serving as an effective barrier to attacks on Castle Burdock from the south, the marshes have also ensured the relatively stagnant economic status of the region around Castleton.


Ruins

  • Arden Vul: The Archontean heroes Arden the Defender and Vul the Sorcerer arrived in the area in 829 AEP at the vanguard of Archontean colonizers. The city of Arden Vul was founded by imperial decree in 893 AEP. The city was sacked by renegade Sortians during the civil war of Sortians and Theosophs in 1783 AEP, and the city was abandoned twenty years later. A seventeen-year attempt to recolonize the city, after the Archontean return to the continent nearly a thousand years later, ended in military failure in 2759 AEP.

Important NPCs

Neutral

Allies

Enemies

Rumors and Leads

Notable Posts