Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Tuesday, February 5, 2019

The Village of Hegendorf


I knew my players were going to spend at least one session of out Lamentations of the Flame Princess game dealing with the fallout of their last adventure and taking care of some administrative activities like selling loot and restocking gear. As such, they’d spend a good chunk of the upcoming session in and around the closest settlement.

Vincent Baker’s seminal game Dogs in the Vineyard has great advice on how to create towns, and I’ve used those techniques for creating locations for years. Figure out who the important and interesting NPCs are. Figure out what they want. Create interesting conflicts between them. Make them come to the PCs with their problems. Figure out what would happen to everyone if the PCs did nothing.

That’s how I put together the little village of Hegendorf. Feel free to use it in your own games.
(My players should stop reading here.)


Hegendorf

Hegendorf is a small village consisting of a few central buildings and about a dozen outlying farms. Most of the villagers are related in some way, with intermarriage between extended cousins. The detrimental effects of inbreeding haven’t quite manifested yet, but it’s just a couple of generations away. Hegendorf doesn’t have a proper inn or tavern. The trading post acts as a common meeting place. Visitors can usually find a farmer willing to let them sleep in their barn for a couple of silver pieces.

Hegendorf lies a day’s travel north of Nonsbeck. The Abbey of St Agnes, where the sisters brew surprisingly decent beer, is half a day’s travel to the east of the village.

Unless otherwise noted, all NPCs are 0-level humans.

1) The village well sits in the center of what passes for the town square. A bronze sculpture of a turtle is bolted to the rim of the well. Villagers rub it for good luck when they draw water. Its shell has been worn smooth over the years.

2) The village lacks a proper church, but it has a small shrine made of mortared fieldstone next to a humble meeting house. Friar Hubert, a Franciscan priest, oversees the shrine.  He is terse and cynical, and the past several years of war, famine, and death have severely tested his faith. He was in love with Brenda the herbalist, and her death at the hands of the witchfinders three years ago has weighed upon him. He mistrusts the nuns at the Abbey of St. Agnes.

3) Alexander Hegen runs the village trading post, buying and selling goods from the villagers as well as any travelers passing through town. Alexander is tall, ruddy, and built like a tree. His wife, Gertie, died of fever three years ago. He is childless, but dotes upon his 2-year-old niece. His sister Ilsa is married to the village blacksmith. Alexander is vocal in his disapproval of their marriage. Hegendorf doesn’t have a mayor, but Alexander is well-respected, and serves as the de facto headman of the village.

The trading post serves as a common meeting place for the men of Hegendorf. When the weather is pleasant, villagers drink and kibitz while sitting on barrels and benches on the large, roofed porch. They all crowd inside when it’s too cold out. The trading post sells all basic equipment and the standard rural prices. It does not usually carry weapons or armor, except for hatchets, wood axes, and knives. There is a 20% chance that Alexander has 1d3 shortbows in stock. If it does, there’s still only a 50% chance that there are 1d4 dozen arrows for sale. The trading post isn’t a tavern, but it does sell the beer that Alexander buys from the nuns of St. Agnes.

4) The blacksmith’s shop is an old but sturdy building with large wooden shutters that can be opened or closed as the weather permits. There is a small stables attached to it with 1d4-1 horse at any time. A stout cottage where the smith and his family lives rests behind the smithy.

The blacksmith is Antonio Palmetto a short Italian man with a wiry build, a large moustache, and broken teeth. He currently has no apprentice but is looking for one. Antonio is married to Ilsa, the shopkeeper’s sister. She is tall and auburn, like her brother. They have a daughter, Eleanor, who is 2 years old. Antonio is secretly sleeping with the charcoal burner, something his brother-in-law suspects.

5) The charcoal burner, Black Molly (level 2 Specialist, 4 dots in Bushcraft) is in her early 30s with short, black, frizzled hair. She is constantly covered in soot but has perfect teeth. Molly settled in Hegendorf about 5 years ago. She is an unmarried, outgoing, and independent woman with strong opinions. Therefore, she is largely mistrusted by most villagers. She is sleeping with the blacksmith. Molly always seems to have more money than a simple charcoal burner should. This is unrelated to her affair with Antonio, she’s just thrifty and lucky with money.

Molly lives in a small hut just outside of town near the woods, next to her large charcoal kiln. She has befriended a wolverine (named Wulfrick; HD: 3, AC: 14, 1d8 ravage, Morale: 11) that guards her home. The trees around her home are decorated with a variety of “granny magic” charms and talismans that don’t really have any arcane effect.

6) Stanfred Hagan, aka “Sergeant” aka Old Man Hagan is 70 years old and can still kick your ass (level 3 Fighter). He is either senile or insane, depending who you ask.  He always dresses in full uniform including breastplate, epaulets, and sword. He is tall and crane-like with a ratty gray moustache. Old Man Hagan assumes an any stranger or foreigner in town is a Swedish soldier come to kill him, and will act accordingly.

Old Man Hagan lives alone with his dog, Manfred, in the largest house in town. It’s a two-story house with an actual slate roof, but the whole thing is in poor repair. His living room features several antique German flags and a massive painting of the Emperor. He possesses many old swords and armor and has 2500sp in a hidden cache. His home is festooned with a variety of homemade anti-Swede booby traps.

No one has ever seen his dog Manfred, as the dog never leaves the house. “Manfred” is actually a 4HD demon (use the Summon spell) disguised as a small black schnauzer. Manfred whispers blasphemies and paranoid conspiracies into Hagan’s ears as he sleeps, and is the cause of the old man’s insanity.

7) The small abandoned cottage was the home of Brenda the herbalist. The roof has fallen in, the windows are broken out, and the herb garden is a tangled, over-grown mess. After Alexander’s wife died three years ago, the witchfiders came to town and hung Brenda as a witch. The house has been considered unlucky ever since. It could be purchased for 75% the normal price, but would require repair, and anyone who lived there would be considered unlucky by the villagers. A small iron box holding 150sp, a silver dagger (worth 10sp), and a medicinal draught (heals 2d4hp) is hidden behind loose brick in the remains of the fireplace.

8) Karl Hogon, is the local pig farmer and town drunk. He lives on his small, muddy farm with his horrible wife Bathsheba. Karl is always filthy and perpetually broke. He hates his wife and lusts after Black Molly.  It was Karl who ratted out Brenda the herbalist to the witchfinders. Karl has plans to break into Old Man Hagan’s home to find his treasure cache, but so far he hasn’t got the nerve. If a disreputable-looking group of visitors come to town, he’ll candidly tell them about his plans to rob the old man, offering to split the take 50/50.

The Outlying Farms
  1. Hegen
  2. The Other Hegens
  3. The Tall Hegens
  4. Hoggle
  5. Hugun
  6. Higgins
  7. Huggins
  8. Hogan
  9. Hygynn
  10. Holder
  11. Hogarth
  12. Johnson (no one trusts the Johnsons)


If the people of Hegendorf continue their business without a group of Player Characters coming in and interfering with their lives, here’s what happens:

In a couple of weeks, Karl Hogon finally decides to rob Old Man Hagan. The pig farmer kills the old man in his sleep, and Manfred the dog reverts to its true, demonic form and tears Karl apart. With its favorite toy dead, the demon takes up residence in the woods and spends the next several weeks killing livestock, children, and travelers.

The village is in a panic, and the witchfinders are called in to find out who brought the demon to Hegendorf. Blame immediately falls upon Black Molly. Friar Hubert, feeling guilty for letting Brenda die three years ago, comes to Molly’s defense. Unfortunately, the friar gets into a scuffle with one of the witchfinders’ thugs and takes a sword to the neck. Molly is burnt at the stake, and the witchfinders leave, confident of a job well-done.

With his illicit lover murdered by the witchfinders, Antonio is swallowed by guilt, turns to drink, and becomes abusive to his wife and child. While drunk at the forge, he has an accident that burns down the smithy, the stables, and his house, killing Ilsa and Eleanor. This enrages Alexander, who strangles the blacksmith to death. With his life and village in shambles, Alexander leaves Hegendorf forever and become an adventurer.

Meanwhile, the demon continues to prey upon the outlying farms until the families turn against each other or flee the village in terror. Hegendorf lies in ruins.

Friday, March 25, 2016

Dragon Temple Map

As I'm sure most of you know, I used to post a lot of maps here. That stopped a while ago, mostly because (a) I just plain ran out of ideas each week, and (b) most of the new maps I do draw now are for use in my home D&D game, and I don't want to post them until my players are done with them.

But recently my friend Colin asked me to draw a map for his own D&D game. I did, and now I'm going to share it with you. Yay maps!


Colin's description:
"Ok Dragon Temple specs..Dragon theme obviously,10-15 rooms, big epic dragon statutes.  The PC's are putting a Jewel, called the Eye of Utenkia, into the Temple to keep the Lovecraftian horror known as the Maw from entering this realm and devouring everything.  Ooh-- maybe put the eye into a huge dragon skull?  Just ideas though.  Go nuts and I look forward to what you create."

Monday, January 26, 2015

The Lower Danks [Mini-Map Monday]

The Danks were once a marshland outpost for a community of Halflings in the Bogbrie Wetlands. Due to some basic construction errors, the structure soon sank into the marsh (becoming known as the Lower Danks) and were quickly occupied by Bollywugs.

Let's get froggy!

Monday, January 19, 2015

The Marchlands

The Marchlands are a loose coalition of free cities and small fiefdoms bound by the Freeman's Compact. The Bastion is a militant faction dedicated to keeping The Marchalnds free and protecting it from incursions by Uth-Goliad to the north and Madyan to the south. 

The Marchlands is the starting province for my upcoming D&D 5th Edition game. For reference, Phandalin lies east of Old Warrior's Road, between Red Widow Woods and the Knucklebone Mountains. 

Here are some bullet-points about the important towns and cities in the Marchlands.



HORIZON
Population: 30,000 (city)
  • Sovereign Hieronymus Rook (human fighter, NG)
  • Cast down the former overlord Krace Krokus 20 years ago.
  • Largest city in the Marchlands.
  • Temples to most (non-evil) gods.
  • Pangloss' largest temple to Hyperia, Heaven's Vigil. A mighty citadel of vaulted stone topped with bronze spires. Still under construction.
  • Crypt-shrine to Lord Rook's dead wife (Mellura, half-elf sorceress) made of blue crystal in city square. Honor guards provide constant vigil. Died six years ago.
  • Main castle,rechristened Rookskeep, an ancient edifice of black stone with heavy iron gates.
  • The Seclusium (a wizards' collective) in tower covered in dark gray, maroon, and green fractal mosaics.
  • Large halfling quarter with prosperous artisans.
  • The Pale House, large circular temple to Death Itself with thirteen doors, made of marble and carved like bone.


BLACKHELM
Population: 20,000 (city)
  • Duke Xythos Blackhelm (human fighter, LN)
  • Duchess Galthia
  • Blackhelm family has ruled the land for seven generations.
  • The Black Helm is a magical helmet, sapient and powerful. Family artifact.
  • Home of the only navy in the Marchlands
  • Famed for its pottery and brick-works. Rich deposits of dark blue clay.
  • Massive temple to Thantogrim. The Hall of Gates. Five-sided building with five sets of gates. Worshipers are allowed deeper and deeper into temple as they are indoctrinated deeper and deeper into the Gray Mysteries. None have returned after passing through the fifth gate.
  • Minority tieflings and orcbrood live in slums called Little Stygia.
  • Main base of operations for The Bastion. Fort Bulwark on the hills outside of town.


ABERNATH
Population: 18,000 (city)
  • City on island in Titan lake.
  • Duchess Ardith Ymma (human fighter, N)
  • Orchards and rich farm lands. Abernath Apples are a rich golden-green and keep for years. Popularly used in iron rations. Makes potent wine and brandy.
  • City walls of large, irregular red and purple bricks.
  • Tall buildings and towers with narrow, cobbled streets.
  • Thousands of statues and hundreds of fountains, even in the poor parts of town.
  • Famous for its fancy clothing (especially velvet, suede, and lace) and elaborate hats.
  • Sizable community of dragonborn, mostly laborers and artisans.
  • Wyrd Elf enclave of artists in the Crystal Quarter.
  • Ban-Rooe--Small bard college (Lore) founded by survivors of Ban-Wyyr.
  • Mysterious disease Sticky Fever is spreading through the gentry. Causes horrible pain as body fluids slowly turn to glue.


SILTMERE
Population: 3,000 (town)
  • Halfling fishing town, also famous for crabs and oysters.
  • Guild counsel governed by Lord Merriweather Foxslayer. (halfling commoner, LN)
  • Low buildings on platforms, terraces, and bridges over the silty, sandy ground.
  • Reed and rice fields. Paper mills produces high quality paper in demand by wizards, scribes, and sages.
  • Temples to the Lawgiver, Chalice, and Brahma.
  • Millennial Turtles are wild, bearded tortoises that wander through town, supposedly over 1000 years old. People write poetry on their shells to ensure luck and long life.


ELDERBRIDGE
Population: 1,500 (town)
  • Ancient and massive stone bridge spanning Graymourn River. Fortified tower on each side of bridge. Massive iron bells toll every hour.
  • Controlled by a monastic sect of 100 warrior-clerics of Thantogrim.
  • Arch-Cenobite: Gorgophon (Human cleric LN)
  • Monks charge taxes and tolls on goods and travelers crossing bridge.
  • Mummy guards.
  • Clerics destroy any other bridges or ferries that cross the river.
  • Sizable town has grown up around the bridge.
  • All spices but salt illegal due to decree of former arch-cenobite 350 years ago.


CROSSKEEP
Population: 5,000 (town)
  • Fortified town built at crossroads of Harpstring Highway and Knight's Road.
  • Large trading town. Suffering a bit since the conquest of Wyyr.
  • Called the “Gateway to the Marchlands”
  • Ruled by council of guilds and merchants, who elect an Archminister.
  • Archminister Gurndle Groatpenny (dwarf commoner, N)
  • Dwarf-made walls with several watchtowers in the outlying lands.
  • Lots of fur and ore trade from forest and mountains to the south.
  • Many fine dwarf and gnomish armorers and smiths.
  • Chapterhouse of the Hrothgarem. Housemaster Pukk Garribeldi (middle-aged Halfling fighter, NG)
  • The Bronze Goatmen--Dwarven knights who patrol the roads on armored war-goats.



FORT PERILOUS
  • Old abandoned fortress, recently refortified by refugees from Wyyr.
  • Captain Tormund Ten-Fingers (Orcbrood fighter, CG) leads a rag-tag cohort of 150 soldiers from Wyyr, holding the Harpstring Highway against Warlord Margok's advance.
  • 400 civilian refugees in makeshift villages scattered in the hills around the fort.
  • Princess Korina Larken (Human valor bard, CG) daughter of slain duke of Wyyr stays here.


WYYR
Former population: 8,000 (town)
  • Port city conquered by hobgoblins three years ago. Lead by Warlord Margok Elfslayer.
  • Legion of 500 hobgoblins and other humanoids and monsters.
  • Docks destroyed and burned in the battle. Poorly replaced.
  • Former home of the Ban-Wyyr, the greatest bardic college of Lore in Pangloss.
  • Human population currently kept in thrall. Elves and halflings have been eaten.
  • Churches razed and replaced by new temples to Moloch.
  • None of the Marchland lords can spare the troops or time to liberate the city.


TOADWALLOW
Population: 3,000 (town)
  • Halfing settlement on the marshy banks of Mirklemire Lake.
  • Lord Mayor Hezekiah Griggs (halfling commoner, NG)
  • Small, two-story houses on stilts, connected by bridges and small boats.
  • Homes and streets illuminated by large bioluminescent snails in glass lanterns.
  • The Stompin' Hall--Large meeting/dance hall on a solid hillock in the center of town.
  • Trade with Branwyn and Blackhelm.
  • Famous for leather-working, especially snake and alligator.
  • Large fields of swamp-tobacco, a foul-smelling but incredibly potent pipeweed, usually sweetened with molasses.
  • Large church of the Lawgiver made of unmortared stone and living wood.


VANDALA
Population: 7,000 (town)
  • Lady Delphina Starflower (half-elf, N sorceress). Sister of the late Lady Mellura of Horizon.
  • Port city. Prosperous fishing town.
  • Winding streets meander around large old trees and flower beds.
  • Low houses painted in shades of green and orange. Orange paint comes from the fireblossoms cultivated locally.
  • Large population of seals on nearby islands. Considered signs of good luck.
  • Starflower Manse—three-story manor of glass and yellow brick covered in flowering, lambent ivy. Lady Starflower's home.
  • The Kissing Stone--Sacred menhir to Baphomet in center of town. New brides kiss it for large, healthy families.
  • Temple to Chalice. Etched white stone with massive windows of pink glass.
  • Ancient temple to Pikus the Fish God (CN, Nature domain) on nearby island. Made of fossil coral, encrusted with salt and black kelp.
  • Sleeping Selkie inn and tavern.
  • Green Gnome enclave with large communal homes.


BRANWYN
Population: 4,000 (town)
  • Prosperous logging, mining, and trapping community in Thistlethorn Forest.
  • Founded 100 years ago by retired adventurers and pilgrims fleeing the fall of Arkavoi.
  • Count Roan Blackoak (Half-elf ranger, NG) is a master of the gnomish long-rifle and rides a bear as a mount.
  • Stout wooden palisades protect town from orc and goblin raids.
  • Gnomes mine tin, copper, and silver in the mountains.
  • Wood Elves trap game and harvest pelts in the forests.
  • Marchland's largest temple to Beoren, White Bear Lodge. Decorated with the pelt of a giant albino dire bear.
  • Twice per year, float lumber, furs, and trade goods up the river to Toadwallow and Blackhelm.


NIGHTMASS
Population: 5,000 (town)
  • Seaside town built along the rocky shores and cliffs.
  • Lady Madelaine Nyx (human cleric, N) governs the town and acts as high priestess.
  • Temples to Unastre and only Unastre. Heretical sect reveres Her as mother goddess and demiurge.
  • Clergy and faithful consume glowing purple sea moss that causes hallucinatory visions.
  • Sea moss is harvested by merfolk colony off-shore and traded with the clergy.
  • Dead interred in tombs hacked into cliffs, and capped with carvings of the departed's faces. Richer citizens are entombed higher up the cliff.
  • 40-foot tall, giant-bone pipes stand along the shore. Haunting melodies to fill the air when the wind blows (and the wind blows a lot).
  • Iocasta Doomslayer (Tiefling, paladin of vengeance LN) carries out Lady Nyx's will and roots out trouble.


ISADOLE
Population: 2,500 (town)
  • Vancian whaling town.
  • Lord Adriano ap Marius (human commoner, N)
  • Town reeks of fish and whale blubber. Constant yellow haze from rendering plants.
  • Sizable temple to Aeshura, Vancian demon goddess of the sea (CN, Tempest domain).
  • Cosmopolitan town with wide mix of cultures and races.
  • Popular stop-off spot for merchants, trader, and pirates.
  • Popular haunt for Captain Damnation Devilfish, infamous tiefling pirate.
  • Ancient, giant brass statue of a naked elvish woman stands in harbor, breathing elemental fire. Acts as navigational beacon and lighthouse. Named “Isadole” by original settlers.
  • Outlying swamps are infested with trolls, scared away from town by flaming statue.


SAGE'S POINT
Population: 3,000 (town)
  • Madyan town founded by a sect monastic scholars and philosophers. Town has grown over three centuries.
  • Governed by a line of sage-princes. Bekhizitha Kos (human wizard/diviner, LN) is current sage-prince. Former tutor to King Elyas.
  • The Ten-Eyed Temple, school of diviner wizards. Members tattoo eyes on all their fingertips.
  • Large lighthouse of alabaster and stained glass, illuminated by radiant crystals.
  • Tamed lions patrol the town and guard the scholars.
  • Beach Farmers dredge amber from the seabed and shore.
  • Beach farmers have begun to discover weird artifacts and coins of unknown metal and origin.


MOR-GOLATH
Population: 2,500 (town)
  • Uth-Goliad town on island in the Sea of Shadows.
  • Ruled by Count Eru Gauth (human cleric, LN)
  • Entire population is male. Female children are sent to twin city of Gol-Morath on opposite side of the island.
  • Strict religious culture dedicated to Brahma.
  • Expert brewers, crofters, and animal breeders.
  • Fraternity of warrior-poets called Brotherhood of Drums.
  • Once per year, eligible young people travel to Temple of Unity in mountains for year-long, temporary marriages arranged by parents and town councils.


GOL-MORATH
Population: 2,500 (town)
  • Uth-Goliad town on island in the Sea of Shadows.
  • Ruled by Countess Eala Kaar (human wizard, LN)
  • Entire population is female. Male children are sent to twin city of Mor-Golath on opposite side of the island.
  • Strict religious culture dedicated to Unastre.
  • Expert warriors and metalsmiths.
  • Sorority of Eldritch Knights called Sisterhood of Thorns.
  • Once per year, eligible young people travel to Temple of Unity in mountains for year-long, temporary marriages arranged by parents and town councils.

Qaryonn-Kaer [Mini-Map Monday]

I'm planning ahead. Eventually my players will complete The Lost Mine of Phandelver and will need someplace new to explore. They'll even find a map to a new dungeon in Wave Echo Cave.

So I made that dungeon.

It still needs to be stocked. I'll do that at some point and share.

Qaryonn-Kaer was an ancient vault and sanctum created in Times of Old by the joint efforts of both Dwarves and Dragonborn. It has lain abandoned for untold centuries. Koa-Toa have moved in from the underground sea, and made it their home.

Three levels. A secret door on Level 1 leads to a covered hole that drops to the stream on Level 2. Another secret door on Level 1 reveals to an iron ladder that leads down to Level 3. The non-secret stairs lead to Level 2.

The stream on Level 2 flows into a floorless room and ends in a waterfall that drops down to the lake on Level 3. The stairs sandwiched between the jail cells are the safer way to get to Level 3.

Level 3 features much larger chambers. A large square room features a catwalk around its perimeter. An altar to The Crawdad Queen sits on an island in the lake, across from the waterfall.

Qaryonn-Kaer Level 1

Qaryonn-Kaer Level 2

Qaryonn-Kaer Level 3

Wednesday, January 7, 2015

The Lands of Pangloss [Part One]

The game world for my upcoming D&D 5th Edition world is starting to come together. This is the fourth version of the map that I've done, because I’m obsessive like that.. I decided Pangloss needed more open, unexplored areas. The general idea is that the old, established cities are near the center, and things get weirder the farther out you go. Keep heading southwest, and you’ll wind up in Narcosa. Keep going northwest, and you’ll find a Red and Pleasant Land.

I’m not too concerned with “realistic” geography. I’m following the Dragon Quest model and just making sure my players have plenty of different environments to explore. Forest lands, jungle lands, ice lands, desert lands, etc. I’m sure there’s a lava land somewhere.

I wanted to make sure there was enough Moorcock/Lieber/Smith weirdness in the world, but I’m not trying to shatter any paradigms. The bullet points here describe the major cities and settlements.


Uth-Goliad
Meta: Imperial Rome with Mesopotamian influences. A lot like Aquillonia.


Cold, hard mountains to the north. Cold-to-temperate fields and forests further south. Harsh winters.


Divine King Castius Thule can trace his lineage 300 generations back to Brahma Himself. King Thule apprenticed under master dwarven smith in his youth, and is considered to be the greatest human smith alive.


Queen Golaria Bellona-qo-Thule is pregnant with their first child. She is a vocal supporter of The Purge, a radical faction of fiend/undead/witch-hunters.


As the official heads of the Uth-Goliad Church, the king and queen are both powerful clerics.


Uth-Goliad is a theocracy, and the Church of the Holy Couple of Brahma and Unastre is the official religion. Foreign faiths of non-chaotic/non-evil deities (especially Chalice and Hyperia) are tolerated, if not welcomed in the cities. Rural communities are more diverse in their faith.


Uth-Goliad enjoys a centuries-old alliance with the dwarves of Permanence. The nation greatly benefits from dwarvish engineering and construction techniques.


Slavery legal for prisoners of war, criminals, and debtors.


Uruth
  • Capital city of Uth-Goliad.
  • Ringed by a series of dwarf-made walls.
  • The High Castle crafted of blue marble chased with silver and gold.
  • The Promise of Hell is a massive dungeon under the city where criminals are banished.
  • The Cosmopticon is a sophisticated astrological observatory operated by Dragonborn sages.

Candle Quay
  • Large port city.
  • Duke Maxis Kellarion, recent widower.
  • Heavy fog from the quay shrouds the city in perpetual twilight more often than not. 
  • Thousands of magical candles float over the water, illuminating the quay.
  • Many large and beautiful churches.
  • Home of The Purge, a militant faction dedicated to wiping out undead, fiends, and their allies.
  • The Dwarfmarch Road leads from Candle Quay to Permanence. Made of fused stone.


Madyan
Meta: Desert kingdom, specifically not fantasy Arabian Nights. A mixture of ancient Persia and early Islamic East Africa.


Madyan is not, technically, a theocracy, although the church of Zarthura has a strong influence on the nation’s politics.


New young king Elyas Jabari recently returned from adventures abroad to take the throne. Talented wizard and secular progressive, he has outraged much of the old establishment. Very popular with the common folk, who call him the Prince of Smiles.


Conservative seneschal Ghazwan is trying desperately to find the young king a suitable wife.


King Elyas has opened the borders of Madyan to refugees from Gnomeria. Madyan is experiencing a mini-renaissance thanks to the influx of gnomish scholarship and science.


Elyas has also begun to welcome foreign religions, although non-Zarthuran churches are heavily taxed.


Slavery legal punishment for criminals and debtors, but have opportunities to work or buy their way to freedom.


Vast desert realm. Fertile lands along the west coast. Glowing Sands to the east. Razael Ridge to the north. Hastur’s Teeth mountain range to the south. Cassilda’s Peak is the highest mountain in Pangloss.


Barbarian tribes in the rocky lands near the mountains.


Henna
  • Capital city of Madyan.
  • Palace of Lions supposedly built on the spot where Zarthura first raised dry land.
  • City full of fountains and gardens. Streets paved in pink sandstone.
  • Vancian embassy near the wharf districts. Recently opened new shipyards.
  • The Scarlet Pride, fellowship of Zarthuran paladins famous for their red armor.

Zarrem
  • Port city on the Sea of Secrets.
  • Governed by Magistrate Abaresh Awati, a retired general.
  • Large influx of gnomish immigrants.
  • The Thrice-Blessed Magnificent Universty is said to be the greatest center of learning and lore in Pangloss, attracting even dwarvish and elvish scholars.



Marchlands
Meta: Admittedly generic euro-fantasy with some American frontier elements. A nice open canvas.


Loose collection of petty kingdoms and free cities. Uth-Goliad and Madyan have clashed numerous times over territory in the Marchlands.


Slavery made illegal by the Freeman’s Compact 10 years ago.


The Bastion is a faction dedicated to keeping the Marchlands free and at peace.


Temperate forests and hills. Fertile lands with mild winters and balmy, breezy summers.


Thistlethorn Forest is a dark and tangled woodland infested by goblinoids.


Murklemire Marsh is home to many halflings and grooches.


Horizon
  • Largest city in The Marchlands.
  • Sovereign Hieronymus Rook, an aging warlord who had forsaken his evil past.
  • Massive crypt-shrine to Lord Rook’s dead wife in the center of the city.
  • Home to Pangloss’s largest temple to Hyperia.
  • The Harpstring Highway leads to Wyyr. Has fallen into disuse and disrepair since Wyyr’s conquest.
  • Seclusium, a  fraternity of wizards (never sorcerers or warlocks). Nothing so gauche as a mage’s guild, but an academic association. Gathers every seven years to discuss magical theory and research.

Wyyr
  • Port city conquered by hobgoblins three years ago. Lead by Warlord Margok Elfslayer.
  • Docks were destroyed and burned in the battle. Poorly replaced.
  • Former home of the Ban Wyyr, the greatest bardic college of Lore in Pangloss.
  • Human population currently kept in thrall. Elves and halflings have been eaten.
  • None of the local lords can spare the troops or time to liberate the city.

Elderbridge
  • Ancient and massive stone bridge spanning Graymourn River.
  • Controlled by a monastic sect of Thantogrim warrior-clerics.
  • Clerics destroy any other bridges or ferries that crosses the river.
  • Sizable town has grown up around the bridge.




Xöth
Meta: The Outlands from WoW mixed with a bit of Count Brass.

Formerly human city taken to the Abyss 300 years ago. Returned 20 years ago.

Ruled by Unbreaking Kasterath, who freed his people from demonic slavery. Chalk-skinned Tiefling eldritch knight. Wields a sapient greatsword named “All-Black”

The Adamant Citadel is built in the shell of an ancient demonic war machine.

The line between demon lords and gods is thin, and Unbreakng Kasterath will not allow his people to become slaves again. All clerics are outlawed in Xöth.

Xöth is a piece of the outer planes come to Pangloss. Red and purple turf and alien plants. Roger Dean geography. Weird metal towers and buildings.

Island connected to the main continent by a massive bridge of glass and gold and guarded by enthralled giants.


Vancia
Meta: I’m not going to lie. It’s Lankamar (with a touch of Vornheim).


Largest city in Pangloss, home to hundreds of thousands of people.
Thousands of years of building and rebuilding on top of itself, Vancia is a twisting, sprawling city with uncounted layers of subcity buried beneath it.


A decadent, dangerous, and unscrupulous city. The greatest city in the world.


Vancians are considered the shrewdest merchants and the greatest shipbuilders in Pangloss.

Hot and sticky weather with very rainy summers. Parts of the subcity prone to flooding.



Swamplands to the south are a rich resource of rare spices.


Currently ruled by Matriarch Veronica Delmora.


Plutocracy run by the Lords’ Senate. The rich buy Lordships, and must pay huge sums of money into Vancia’s coffers every three years to maintain their position on the Senate. Senate elects Patriarch/Matriarch who rules for life. Ruler can be removed with enough votes of “no confidence,” but such dissent is traditionally met with assassination.


Slavery is very much legal.


Rumors that the Cult of the Yellow King has infiltrated many noble families.


Monk School of the Way of the Shadow supposedly somewhere in the subcity.

Vancia is home to The Black Chapel, the largest temple to Death Itself in Pangloss.  A huge monolithic temple made of cyclopean basalt in a cavernous subterranean plaza.