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Showing posts with label Coastal Kingdoms. Show all posts
Showing posts with label Coastal Kingdoms. Show all posts
Friday, 16 September 2011
Day Zero, basic map
Here is a map drawn in about 15 minutes using Campaign Cartographer 3 it shows in the simplest of terms of the Skyelund region and acts as the basic players map. Currently it displays the Old Road and the mysterious and cursed Isle Of Zyphan.
Day Zero, mythic places, the Old Road
A great forest runs north to south much of which acts as a border between the coastal kingdoms and the empire of the sun. Rumours that the forest is haunted, plagued by goblins, spiders or woodfolk are always leveled at it. Woodsmen steer clear of it'd depths and nobody can say of anyone who ever returned after venturing into it's interior.
The forest would cause anyone wishing to travel between the north and east to the south and west a huge inconvenience, adding months onto the journey time was it not for the Old Road that runs through it, linking east with west. The Old Road is not for the faint-hearted though, as it plunges straight into the deepest parts of the forest and travellers report of strange goings on and even attacks from monstrous forest beasts and unseen foes.
The road has been there for as long as records of the region can be found. It is a single lane track, never overgrown or muddy and it avoids all but the most minor hillocks and dells. All along the route are way stones, ancient and carved into the shape of forest creature both renown and unknown. The 3ft tall stones appear neither weathered or new and are placed about a fifty paces apart. In several places the road descends underground briefly, for no more than three or four hundred paces and an eerie luminescent green moss coats the ceilings of the tunnels.
Experienced travellers sleep on the road itself, and the journey across is a week on foot. Guards should be posted and it is best to flee any attacks that might occur, as the fauna seem reluctant to travel along the road themselves. Some say that lone travellers are blessed by ancient spirit and need never fear the inhabitants of forest. Unfortunately robbers do sometimes pray on less guarded merchants and individuals.
The forest would cause anyone wishing to travel between the north and east to the south and west a huge inconvenience, adding months onto the journey time was it not for the Old Road that runs through it, linking east with west. The Old Road is not for the faint-hearted though, as it plunges straight into the deepest parts of the forest and travellers report of strange goings on and even attacks from monstrous forest beasts and unseen foes.
The road has been there for as long as records of the region can be found. It is a single lane track, never overgrown or muddy and it avoids all but the most minor hillocks and dells. All along the route are way stones, ancient and carved into the shape of forest creature both renown and unknown. The 3ft tall stones appear neither weathered or new and are placed about a fifty paces apart. In several places the road descends underground briefly, for no more than three or four hundred paces and an eerie luminescent green moss coats the ceilings of the tunnels.
Experienced travellers sleep on the road itself, and the journey across is a week on foot. Guards should be posted and it is best to flee any attacks that might occur, as the fauna seem reluctant to travel along the road themselves. Some say that lone travellers are blessed by ancient spirit and need never fear the inhabitants of forest. Unfortunately robbers do sometimes pray on less guarded merchants and individuals.
Friday, 2 September 2011
Day Zero, The Coastal Kingdoms
The Coastal Kingdoms or Storm Kingdoms as the eastern region is known is a collection of feudal kingdoms of varying size. The kings, barons, dukes and other assorted rulers follow the god Kord who represents strength, competition, war, storms and honesty. This has led to a overarching society constantly in conflict with itself. War, while waged vigorously, follows agreed rules and is carried out in such a way means smaller nations are less disadvantaged. The peasants generally follow Kord but also a number of lesser gods and goddesses, mostly in relation to weather and agriculture.
Warpriests and cavaliers of Kord are a common sight in the halls of kings, advising but also riding out with the very many knights the kingdoms support. Scouts and hunters are valued too, although these coming for the peasantry they are held in high status, especially given the forests that dot the landscape. Mages often act in support of their lieges, although in the more remote regions they sometimes are found as rulers themselves or just hide themselves from sight.
The Coastal Kingdoms are bordered by the Brass Mountains to the north and the Old Forest to the west, and both come with fierce-some reputations. The Brass Mountains are said to be the home of giants and ogres, while any who forage to far into the Old Forest are never seen again. Hunters who range along the edges of the forest speak of beautiful fae folk who are at least as dangerous as the stunted goblins and other faeries who live there.
Warpriests and cavaliers of Kord are a common sight in the halls of kings, advising but also riding out with the very many knights the kingdoms support. Scouts and hunters are valued too, although these coming for the peasantry they are held in high status, especially given the forests that dot the landscape. Mages often act in support of their lieges, although in the more remote regions they sometimes are found as rulers themselves or just hide themselves from sight.
The Coastal Kingdoms are bordered by the Brass Mountains to the north and the Old Forest to the west, and both come with fierce-some reputations. The Brass Mountains are said to be the home of giants and ogres, while any who forage to far into the Old Forest are never seen again. Hunters who range along the edges of the forest speak of beautiful fae folk who are at least as dangerous as the stunted goblins and other faeries who live there.
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