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Post by venger on Oct 14, 2010 14:27:39 GMT -5
1 hex = 20 miles 1 over-hex = 100 miles 1 hex = 4 miles 1 over-hex = 20 miles
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Post by venger on Mar 15, 2011 10:51:19 GMT -5
Magic swords x-post - BenesarionBenesarion can list a number of more contemporary, famed swords, throughout the Forest Kingdom's storied past- The Sunblade, Solendel wielded by Ser Ambrose. Caladfwlch (Caliburn): The Sword of Kings. Galgonon and Greywand (mated blades): Ancient fey swords of legend, when coupled their wielder is nigh invincible. Famed swords forged by the incomparable smith Weyland: Durendal - "Indestructible" Almace - "Defender" Cortana - "Noble Blade" Gram - "Wrath," used by Sigurd to slay the dragon Fafnir The cursed swords of the Knights of the Crimson King: Oathbreaker, Riventruth, Blightsworn, Deceiver, Blackpromise, Brokenvow, Falsewitness, Enilno, the Quickblade. Most recently: The black sword "Dödenben”, reputedly brought through the veils of Faerie from another world!
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Post by venger on Mar 15, 2011 11:28:25 GMT -5
[placeholder for "history" of Forest Kingdom]
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Post by venger on Jan 11, 2012 19:35:05 GMT -5
100,000 Oaks: A dense,old-growth forest, with little underbrush. No proper trails exist over the mossy carpet that cushions the forest floor and it is easy to get lost. There are timber and logging camps on the outer edge of the woods, but few dare to enter under the shadowy world beneath its canopy. This area is keenly contested by the elves (Lord of the Wood, Rory Oakenheart) and faeries on one side and goblins and kobolds on the other. A near-invisible war exists beneath the unbroken boughs. Wildlife abounds here, including a herd of albino deer.
Alderweg: Nestled in a forested valley high in the foothills of the forbidding Mengul Mountains, the sleepy village of Alderweg is only accessible by a single snowy pass.
Blackmire Fens: A vast stretch of territory that is half-land, half-water. Small streams wind between low-lying islands, then peter out into bogs. Here and there are larger streams with enough draft for bigger boats, or shallow lakes dotted with clumps of trees that rise directly out of the water. Some of these trees are islands in the making; debris and soil lie caught around their massive multiple roots, poking out of the water and providing nesting places for birds, and fresh water eels. The deeper swamps are reputedly home to beasts most foul.
Blightwood: Dead forest, home to a wicked clan of kobolds. Legend holds that the spirit of a powerful and evil witch is contained within the Hangman's Tree at the heart of the wood.
Boggy Run: A riverboat runs from Danton Mills to Misha's Ferry.
Castle Aldagmor: Drafty stone castle which overlooks the village of Aldagmor - ancestral home of the Baron Aldagmor.
Castle Alderweg: A gondola from the village of Alderweg runs to the castle proper, reaching an altitude of 2000m, where the Count Ludvig von Alderweg rules from this lofty keep.
Cinderham-on-the-Moors: Walled town of 5,000 souls, located on an island hugging the eastern shore of the Dappled River. The town is renowned for its high walls, brick buildings, numerous bell towers, and the wide bridges that span the Dappled River, connecting the town to either side. Once these bridges were regularly decorated with garlands of flowers and lanterns were hung along their length. They were a popular place to pledge one’s troth, but the Abbott Adano did away with that kind of business.
Critchley Falls: Tiny village situated above and below a waterfall, its only resident of note, the late Bensarion "Elf-Friend", Sage of Aldagmor. Ravaged by vampires.
Danton Mills: A small community, population 800, famous for its fine wood-working.
Dappled River: Wide, lazy-flowing river that winds through the 100,000 Oaks, crossing the Moors.
Devonshire: Center of commerce and hub of trade in Aldagmor, home to 5000+ skilled laborers, craftsman and merchants. Sister city and rival of Cinderham-on-the-Moors.
Dunder Downs: Ruined hold of Lord John O'Crewet - cursed to haunt the grounds forevermore.
Fenhold: Small manor-keep situated at the southeastern most point of the barony, newly acquired by Lord Friedrich Ironhide
Forest of Night: Dark and gloomy enchanted forest filled with malign spirits.
Great Eastern Forest: Vast and untamed sylvan forest stretching for untold miles. The Fair Folk have a strong presence here and it is not uncommon for travelers to vanish without a trace.
Hadraith Tor: Northern fortress of the Forest Kingdom, securing the border pass into the blasted lands of Denagoth. Contains several famous tapestries and frescoes by the great artist von Berghoff.
Mengul Mountains: Near impassable range of mountains separating the Forest Kingdom from the Denagothic plateau.
Misha's Ferry: Swamp-river crossing and trading post. A riverboat runs south to Threshold and north to Danton Mills
Mirror Lake: A tranquil lake whose crystal waters appear preternaturally still.
Naga River: Narrow, fast-flowing river that cuts through the Mengul Mountains. Legend holds that it was formed from the tears of a weeping goddess.
Orc Cave ( Voormithadreth): Orc hideout north of Willowsby. Deeper underground complex saturated with ancient evil, contains Temple to Chaos carved into the living rock and unimagineable horrors.
Pagan Boneyard: Abandoned pagan cemetary located at the edge of the Thistlewood. Haunted of course.
Silverwillow Falls: Eponymously named for the gleaming silver willow trees that grow at the base of the waterfall. Location of the Silverwillow Mill.
Suskyn: Small settlement east of Misha's Ferry, brothers Stephen and Piotyr Suskyn break wild horses.
The Lost Woods: Deep and tangled forest where a traveler might easily lose their way. The paths wander and move, making it nearly impossible to navigate. Also known as Loring's Wood, legend holds that the ghost of old King Loring is still lost, wandering these woods.
The Moors: Rolling low hills covered in heather and rich with peat, easy enough to travel, although frequent mist and roving fog banks usually limit visibility to a few hundred yards. A pilgrim's trail leads from Cinderham to Danton Mills, giving a wide berth to Dunder Downs.
The Vernal House: Strange faerie manor, once home to the Gentleman of the Moors, razed to the ground by Church soldiers from Cinderham.
The Warlock Stone (Grimmergairn): Ancient stone edifice of unknown origin, carved with runes of mystic power, situated atop a powerful nexus of ley lines.
Thistlemarsh: Broad trackless marsh, thick with willows and red maple. The marsh is infested by biting flies, leeches and much more dangerous things; it is an altogether nasty place. Some of the fauna grow to surprising size and it said that monstrous catfish can sometimes be found in the lazy and deceptively deep streams that crisscross through the marsh.
Thistlewood: This forest is aptly named, with thick undergrowth, more often than not of the stinging, thorny variety. The trees are mostly elm, ash and oak. Hunting is considered better here, but the travel is more taxing. There are said to be mysterious, moss-covered ruins crumbling in the forest; none can say who built them. It is also said that hidden doors to the Underworld can be found therein.
Willowsby: Quaint, yet unremarkable peasant village - population 800+. Newly famous for the ancient stone cathedral wherein was recovered the Chalice of St. Alendus Crebus, first of the Forest Kings.
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Post by venger on Jan 11, 2012 20:29:22 GMT -5
the West:
The Baronies of the Forest Kingdom: Aldagmor: Rolling moors, verdant woodland and treacherous swamp make up this barony, towns are few and often isolated by hostile humanoids. The Empire's roads are still in use in many areas, but haven't been maintained for centuries. Small farms and holts dot the countryside, threatened on every side. The untamed wilds of Aldagmor are home to many fey spirits and monsters.
Averoigne: The northern half of the territory is dominated by the walled city of Vyones, site of an impressive cathedral. In the southern half is located the town of Ximes; the main road of Averoigne runs between Ximes and Vyones, straight through the thick, dark forest that blankets the province. A river called Isoile flows from the sea and feeds into the salt-marshes in the south. Recently a heretical splinter faith has broken off from the Church, dubbed the Averoignian Apostasy, led by a charismatic young woman said to be touched by the One God. (Joan of Averoigne)
Dunthrane: The breadbasket of the Forest Kingdom, blessed with rich farmland and temperate weather. At Castle Dunthrane the golden throne of the Forest Kings has sat empty all these long years.
Falworth: Northern barony, dominated by snow-covered forests and rugged hills. Capel Tower, also known as Barbarian Bridge, has twice repelled barbarian incursions from Pohjola.
Isle of Gramarye: Mist-shrouded island home of the Druids.
the North:
Denagoth: Denagoth is a massive plateau cradled by the mountains between Aldagmor and the Essurian waste. Denagoth is a harsh land where trust is hard to come by and rarely rewarded. Humans have established a working coexistence with the humanoid tribes, while the elves of Lothenar find themselves embattled and isolated. A new and charismatic leader, self-styled "Queen" Istyria, has rallied the beastmen under the banner of the Shadowlord and declared all-out war on the Forest Kingdom.
Pohjola: the land of evil and wizardry. The witch-queen Louhi rules the land of Pohjola with an iron hand. She opposes all of the good heroes of Kalevala, and works continuously for their downfall.
Kalevala: Land of Heroes. Harsh winters. Forests, bogs and marshes, ten thousand lakes.
Trollhight: Craggy castle peak home to the Troll-King, ally of Pohjola & Denagoth
Üttingard: Mountainous stronghold of Chaargga Two-Heads, ettin over-chief.
Jotunheim: The mountains at the top of the world. City of the Frost Giants.
Hyperborea: mythical kingdom beyond the North wind.
the East:
Great Eastern Forest: Vast, dense and mysterious forest, home to the equally mysterious Faery Folk.
Ancient Essuria: Fallen empire of the Northeast. The necrophagous thouls have formed a civilization amid the ruins of this once great Empire.
Petalumeir: Flower of the Desert
the South:
Threshold: A wretched hive of scum and villainy, this sprawling, ramshackle city is home to 15,000 humans and humanoids. The caravansarai sees many merchants from far-off lands make their way here, across the Trackless Steppe, to barter goods with merchants from the Forest Kingdoms. Mercenaries and adventurers alike come here to seek their fortune at this, the threshold to adventure.
The Black Peaks: Treacherous, impassable basalt-formed mountains that form the northern border of the Empire.
The Trackless Steppe: A wild and dangerous steppe extending for hundreds of miles, rife with roving barbarians and beastmen.
The Old Empire: Vast empire spanning the Emerald Sea. For time out of mind the Old Empire has been riven by civil strife. Once a single nation with a single emperor, his laws enforced by a mighty army and loyal administration, it has been dissolved down the years into a boiling soup of petty princedoms, crackpot republics, city states and tiny lordships until few acknowledge any leader who does not even now hold a sword over their heads. The lines between tax and brigandage, between just war and bloody murder, between rightful claim and fantasy have blurred and vanished. The Empire is mostly ruins, a shadow of its former self, important now only as the seat of the Church and a gateway to the rest of the world.
Ifriqiya: A Savage Land on the other side of the World
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