Everlasting D&D Campaign Attempt #99102
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Territorial Information Empty Territorial Information

Post  Di-Master Mon Aug 30, 2010 11:58 pm

Faerun
Region: Moonsea
Location: east / northeast of River Stojanow

climate: cold
..a fur cape or cloak is a common article of clothing in the Moonsea..
"Anyone who walks around in light clothing during cold weather is obviously either a fool or
someone who is using magic to stay warm and doesn't care if people know it, an thus a fool"
spring/autumn = cold weather category (4 C or below)
summer = mild (16 C)
winter = usually severe (-18 C or below)
often extreme cold (below -29 C)


Nearest urban area: όχθες του ποταμού Stonajow


The Moonsea is rich, indeed . . . gold and jewels, valuable pelts, and old ruins ripe for plundering. But it is a hard place to live -- cold, brutal, and dangerous, and it makes the men who live there into something much the same, tempering the soft iron of their spirits into cold, sharp steel. The people of the Moonsea are hard and unforgiving because if they weren't they'd be dead at the hands of monsters, tyrants, or the cruel turns of nature herself." -- Khelben "Blackstaff" Arunsun


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Post  Di-Master Tue Aug 31, 2010 1:18 pm

Territorial Information Moonsea_lg
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Post  Di-Master Wed Sep 01, 2010 1:13 pm

Start Area:

Phlan (~3k inhabitants) ή περίχωρα (δική σας επιλογή)

κοντινή metropolis: Melvaunt (30k+)

Λόγω του κλίματος και της πληθώρας εχθρικών πληθυσμών στα βόρεια (αναφορά σε upcoming post), όπως επίσης και πειρατών της Moonsea, το 99.99% του πληθυσμού είναι συγκεντρωμένο σε αστικά κέντρα 1000+ κατοίκων.

Frostwine: This delicate white wine is created from an exotic blend of grapes that grow only in extreme northerly climes. Frost worms in particular are drawn to the scent of frostwine grapes in bloom, making it dangerous to harvest. (Fortitude save DC 13.)


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Post  Di-Master Wed Sep 15, 2010 4:18 am



Για όσους δεν είναι familiar με τη περιοχή:

Οι τέσσερεις μεγάλες πόλεις είναι:
στη Δύση = Zhentil Keep (~15k)
στο Νότο = Hillsfar (~35-45k)
στην Ανατολή = Mulmaster (~40-50k)
στο Βορρά = Melvaunt (κοντινή) (~ 30-35k)


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Territorial Information Empty Zhentil Keep

Post  Di-Master Wed Sep 15, 2010 4:22 am


Large City, ~15k population

First human city built on the Moonsea north coast.
Once a walled metropolis with a population of nearly 57k.
It was (and remains) one of the major ports of the Moonsea.
At it's height, was a mass of stone buildings six stories high and spanning both banks of the River Tesh.

The north section was sacked and destroyed in 1368, along with both of the city's bridges.
The Zhents have since rebuilt both bridges and repaired the harbor facilities.

Evil deities, particularly Bane, are venerated in Zhentil Keep. Followers of Cyric , however, are not welcome.

to be continued


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Territorial Information Empty Melvaunt

Post  Di-Master Tue Oct 26, 2010 11:24 pm

Information known by all
Pop: 40k+
This depressing town, with its cobbled streets and slate-roofed stone houses, is crowded, noisy, smelly, and utterly lacking in vegetation.
Trade
The city specializes in weapons, armor, and other metal implements.
The city’s main industries are smelting ore andexporting all manner of metal items
Caravan traffic is constantly entering and leaving, and ships with bulging holds line up to unload their cargo. “If it’s not in Melvaunt, you don’t need it” is a common phrase, and it is no exaggeration
Melvaunt boasts more skilled metal smiths than in any other city of comparable size.
Melvaunt is known for its thriving and lucrative slave trade.
Government is administered by the Council of Lords, made up of Melvaunt’s wealthiest merchants.
Trade mainly run by the Three Families and the Zhentarim.
The three families seek to rule the city and control its trade and industry.
The first and foremost family is the Nanthers, followed by Leiyraghons. The last, and weakest, is the Bruils (currently: prosperous traders in Phlan too)
Religion
There are three large temples in Melvaunt
1) The Purple Portals is devoted to Gond the Wonderbringer
2) The Hall of Laughter is a temple of Lliira, goddess of revelry, Mistress of Joy
3) The last of the three large temples is hardly a laughing matter. The Resting Place of the Whip, temple of Loviatar,
[for Vadania's and Ilyrio's knowledge only]
is a labyrinthine complex of interconnected houses near the east docks. It is a dark, foreboding place, dimly lit and filled with the
pungent odor of incense and the chilling tones of chants. Few are seen entering or leaving, but Loviatar has a large following here— if the offerings left
at the temple are any indication of the townspeople'’s devotion

4) There are also shrines to Tempus, Tymora, and the quasi-power Sharess, the goddess of hedonism and lust.
Taxes:
1) Every transaction in Melvaunt, no matter how large or small, includes a 1-cp trade tax collected by the vendor
2) Every wagon, sledge, or other means of land-based transport (including pack animals) is subject to a 1-cp gate tax
3) Ships sailing into Melvaunt harbor are levied a 1-gp dock tax
Defense
Men-at-arms, thousands



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Territorial Information Empty Thar

Post  Di-Master Tue Oct 26, 2010 11:40 pm


Thar, also known as the Great Gray Land, is a rocky, broken moor stretching for hundreds of miles with a harsh climate north of the Moonsea. It is inhabited by wild tribes of humanoids such as orcs and ogres who are constantly at war with one another.
The many humanoid tribes of Thar carry out attacks on caravans heading to or from Glister, the camps in the Galenas foothills or villages in the Stojanow Vale (Phlan included). In an attempt to keep them in check and bring stability to the area, lords and merchants have been known to create agreements with the tribes to encourage them not to attack, but these agreements break down easily

Thar is bleak and windy


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Territorial Information Empty other sites of interest

Post  Di-Master Wed Oct 27, 2010 2:27 am


Sorcerer's Isle (18 miles from Phlan)
One of the most unusual structures in the Moonsea can be found on the Sorcerer’s Isle, a small island in the middle of the Stojanow River. In the precise center of the island
rises a silver pyramid, 90 feet at its base and 120 feet high. There is but one structure, the pyramid. It once served as a school, laboratory facilities, and dormitories for wizards
of all schools and levels. Some say it is the last vestige of a powerful human empire that existed in the North thousands of years ago. Others say that the pyramid marks the
farthest point of expansion of a great southern kingdom, since the pyramid shape is more common in the Empires of the Sands than in therest of Faerûn.
Forty years ago, a mad wizard named Yarash moved into the pyramid in order to experiment with creating new marine life. The experiment went awry, and resulted in much
poisunous waste and monstrous mutations. Now the river and its banks seem to have recovered, but occasionally a horribly deformed plant or animal floats downstream.


Barbarian Tribes
native or nomad tribes currently inhabiting the plain of The Ride and the near mountains.
Some ofter raid south into Phlan, Melvaunt and trade routes.
last known raids in Phlan:
1357 Gray Wolves Tribe - the breach and the following days are still refered to as "The Night", raid finally repelled with help from Melvaunt
1357 Griffon Clan - 2 months later, hundreds of them caused great damaged to town only to see Bane's forces return eradicate them completely. Bane power re appears in Phlan
1369 Elk Tribe - raid repelled in a couple of hours time range
1370 Elk Tribe - raid repelled after 2 day


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Territorial Information Empty Mulmaster

Post  Di-Master Fri Oct 29, 2010 3:48 pm

NEW
Information known by all

Mulmaster is a city that is located in the rugged area west of the Earthspur and Galena Mountains in the eastern part of the Moonsea region.

Information known by Ilyrio only

The buildings nearest the docks are the most dilapidated and dangerous, full of poverty and rife with crime. The rich area of the city resides further up the mountainside, imposing its will over the rest of Mulmaster. The lands surrounding Mulmaster are treacherous to cross and boast many dangers to its inhabitants. The grand city of Mulmaster is ruled by the governing council known as the Blades, lead by the High Blade (currently: Rassendyll Uoumdolphin). Other Blades on the council, along with the nobles of the city, have either been threatened or otherwise influenced into supporting the High Blade in some manner

The nobles in Mulmaster are called zor for males and zora for females. The head of a noble house, regardless of gender, is a lord

Import(s)
Foodstuffs, cloth, liquor, luxury items
Export(s)
Arms, armor, ships, jewelry

Site of interest:
House of the Black Lord
A temple of Bane that was constructed in the High Blade's deal of allegiance with Fzoul Chembryl
Tower of the Blade
Home to the ruling family of Mulmaster, as well as their patriarch Rassendyll
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