LOE - Background Info

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LOE - Background Info

Post by Karvon » Wed Aug 20, 2008 9:50 am

In this thread I'll post some info of potential interest to players on the region of the campaign.

If you have questions related to this topic, feel free to ask here.

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A Political Overview of the Immediate Kingdoms

Post by Karvon » Wed Aug 20, 2008 9:53 am

The campaign and PW entry is centered on the Duchy of Perrin. The duchy has suffered a serious of setbacks over the past few years including humaniod incursions, a large meteor strike which destroyed it's economic center the city of WhiteCliff and, most recently a plague of undead. Lord Fox, Duke of Perrin, has doggedly worked to improve things and has granted lands to various religious orders and to successful adventurers in a bid to better develop and defend the domain. Farming, logging and fishing are primary businesses. The duchy has good relations with the Dwarves of Ironstone to the SE, trading raw materials for finished Dwarven goods and occasionally contracting mercenaries. Relations with the County of Alwyn to the west, have improved considerably of late due to a common threat from humanoid raiders. Relations with Thelwyn to the east, are cool. The Prelate of Thelwyn would like to exercise more power over Perrin religious orders, but not to the point of resorting to force, being likewise distracted by a rather constant humanoid threat from the NE.

The County of Alwyn, formerly part of the Kingdom of Perrin, is a small very rustic frontier marcher domain. The Count of Alwyn has been actively seeking settlers and fortune seekers as a way of expanding his holdings and stemmming the tide of orc and goblin raids from the north. Cautious ties are maintained with Morovia to the south, but the focus of diplomatic activity these days is on improving and expanding relations with Perrin.

The Theocracy of Thelwyn is the largest most developed human state in the region of the world. A number of large cities are supported by a network of farming villages and farm estates. Thelwyn is ruled by a centrally run federation of religious orders. It's prelate is elected by a council of archbishops and rules for life. Those religions which are not part of the federation are proscribed and subject to persecution. The degree to which this is actually carried out, varies depending on the whims of the local religious authorities. The nobility find outlet for their energies thru military service, either as mercenaries or as part of the Thelwyn Legions. The legions are very active along the northern frontier in an essentially eternal campaign against the neighbboring goblins.

The Kingdom of Morovia located to the south of Alwyn is a very underdeveloped region due to a combined curses of undeath and lycanthropy. The majority of the lords of this realm are rumored have been infected with one or the other curse by one way or another. Each lord has absolute power in his domain. There is no king, but a chancellor, a non-noble, is elected by the lords to serve as the nominal adminstrator and is responsible for foreign affairs and other tiresome things the nobles have little interest in. There are many rivalries and private wars between lords via their surrogates is common. The common folk are treated rather like cattle and life is both harsh and cheap here. Needless to say, foreign vistors are few and far between, aside from mercenaries, fortune seekers and necromancers drawn to the region in pursuit of their studies. The Morovians mostly ignore their neighbors, much to everyone's relief.

The Druid Highlands are found north of Darkwood and south of Hallowood. Given the dangers of Darkwood these days, not many make the trip by that route. The much longer, but safer, route is over the Northern Mountains then via the Dwarven road running along the shores of Lake Khuzden.

A number of primative human tribes live in the Hallowood, as do a few Wood Elven clans. Most druids are Human or Half-elven, but but there are druids among the Wood Elves as well. While humanoids raid into the Hallowood, they don't reside there given the druids and Elven patrols.

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Principle Ports of the Southern Seas

Post by Karvon » Wed Aug 20, 2008 9:56 am

Dolby's Rock South

Last civilized port before venturing into the unknown expanses of the Southern Sea. A volcanic craig jutting out of the sea. An inn, small trading post and small warehouse is all that's here. Supply: Fish, Semi Precious Stones. Demand: Beer, Wine, Meat

Southport Southwest

A Perinni island town founded by two trading partners a century or so ago. The hub port between Perrin and Farun to the far southwest. Rival merchant factions vie for power. A few temples and shrines in addition to a large market and warehouse district. A fair number of craftsmen live here as well. The mercenary guild provides town security, though there is a small Perrini naval base as well. The town has risen in importance since the demise of White Cliffs.
Supply: Fish, Dyes, Glassware Demand: Wood, Beer, Wine, Grain, Meat

Wizard's Cove Central

An active volcanic island with a good natural harbor. This is wild and lawless place, infested with pirates and other assorted villains living under the protection of a powerful but reclusive wizard. Aside from paying tribute to the wizard and not destroying too much of the town at a time, there is no law. The wizard's minions occasionally patrol the place and collect protection fees fairly regularly.
Supply: Slaves, Precious Metal, Gems Demand: Beer, Wine, Meat

Iona North

A small isle off the coast of Perrin is one of the holdings of the Order of St Culbert. The community raises goats and fishes, in addition to producing books and manuscripts. The brothers maintain a number of patrol boats which keep the pirates clear of the immediate waters. An inn, some warehouses and a modest market are all managed by the order as well.
Supply: Fish, Rare Books Demand: Wine, Dye

Ryoshima East

A remote isle at the eastern end of the Southern Sea. This is a retreat and training center for monks and priests of Shaknira. Ships may put in for supplies and rest, but visitors are restricted to a visitors compound near the harbor.
Supply: Rare books, Porcelain Demand: Dye, Wine

Soudholm West

A Northmen outpost at the western end of the Southern Sea. Non Northmen ships are not welcome, and in fact, most would run aground as the harbor waters are rather shallow. The island is noted for it's slave market.
Supply: Slaves, Rare Furs, Furs Demand: Weapons, Armor, Beer

Wizard's Isle Northwest

Wizard's Isle the home of the Wizard's Academy,
which provides training to prospective wizards and sorcerors as well as provides a place for such to lodge and do some research in exchange for fees. The Academy has a rather open admissions policy, so you can find all races and alignments studying and in residence.

Practicers of the Arcane Arts have a bit of negative reputation by and large in the Lands of Etarnon due to their past excesses whilst in power of various parts of the region. In some realms, such as Thelwyn, they are particularly discriminated against, though even in Thelwyn, they are tolerated and find employment in the legions.

The island is actually more managed by a merchant's guild with the blessings of the Wizard's Academy. The merchants run assorted shops and businesses selling magical goods created by the academy and providing services to both residents and visitors.

In addition to a magical bazaar and the academy, other attractions include: an arena for shows and exhibits, a 5 hold croquette course, a magical zoo and The Wizard's Challenge, a large dungeon created and stocked by the academy.

Wizard Isle is also the home terminal for Wizards Air, an airship service linking the isle to a a number of distant lands. Charter services are available.

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