The current head of the Barony of Khomaes is Aldra Ap Iaggio. The Iaggio family has ruled the Barony for 8 generations now, stretching back almost 200 years. Although the family, as with most of the significant families, is only interested in politics and the situation in the city of Khomaes (simply called "The City" within the Barony, but sometimes derisively referred to as the Drop or the Rift, because of Dancer's Rift. It is also common for poets to refer to it as the Spire or the Spike, for Dancer's Spike).
The population of the city is approximately 22,000, but it has been a while since a general census has been called for. The local economy, which is based primarily on local agriculture for the lower classes, and on a combination of industrial trade (amberstone and other materials coming down out of the Aghanz Hills), trade with the nearby Baronies, and the pilgrim and traveler trade. The pilgrims and travelers have ample reason to come to The City, and hence the City itself flourishes, and creates additional demand on the surrounding areas, affecting the whole Barony. The pilgrims coming are for the two cathedrals in the city, and also for the School of Charm. The cathedrals are Appuco Fast, and it's twin Ramee Tower. Appuco Fast is dedicated to St. Norena. Ramee Tower is dedicated to the followers of St. Ellain. Both churches draw a large amount of pilgrim traffic, and the business that pilgrims draw, to the Barony.
Westron is spoken commonly in this Barony, as with most of the Baronies. But because it is so far north, there is also a wide understanding of Destrikking. All written transactions, however, use Westschrift.
The surrounding towns are (see the map):
A. Truend - Pop 2,200 - Walled against the large mammals of the Darkearth Plains, and also against the Shagmen out of the Aghanz Hills. A small elite corps of the town guard are called the Truend Rangers, and they travel the local area, looking for traveling groups of Shagmen, and breaking them up before they can get too close to Truend, or local farm villages.
B. Khoben Vale - Population 1,800 - There is a small section of dense trees that grows on either side of a minor river called Bruuka Wash. Carved out of that is enough space for Khoben Vale, all within the trees, and partially on a rocky island in the middle of Bruuka Wash, the rest on either bank. There are sturdy stone bridges connecting the whole affair, and stone walls and towers inside the forest, to protect the town. Outside the little forest, there are single and small groups of trees, all of which attract the giant lynx common to the area. In fact, sometimes the lynx is called the Khoben Cat.
C. Sagio Mill - Population 2,800 - This is an open town, without a city wall. There are, however, several concentric rings of watch towers extending out, 20 miles in all directions around the town. Most of the farms, and other holdings, relying on the town, are within that set of rings. The town gets it's name from a very large stone mill, built next to a rather impressive mill pond. There is no river feeding this pond, but the water in it constantly rotates (due to magic means), providing motion for the very large grinding wheel.
D. Iffel - Population 2,200 - This is a town built around a small castle (D'Mosh Castle), with a curtain wall around the core town. It is, however, built right next to the King's Highway. The curtain wall of the town backs up to and connects with the mound of the King's Highway, and within the walls of the town, there is a curious large tower, that has in it's central area, four very, very large platforms (like rafts, made of large logs lashed together), big enough for a large wagon and team. Each of these platforms are actually elevators, up to a stone connecting ramp over to the King's Highway. The elevators are powered by partially trained Mammoths, captured from the wilds of the Darkearth Plains. This access to the King's Highway means that Iffel is quite wealthy as a trade location. There is a similar elevator tower - obviously built by the Old Ones - on the south side of the King's Highway at this same point, but nobody bothers to maintain or man it.
E. Cyclot - Population 2,400 - This town has a massive wooden great hall at the center of it, lots of professional buildings (mostly of a half timber variety), and massive palisade walls made of very large shaped logs driven into the earth. There are two concentric walls, one only 2 miles across, in a rough oval, only 1 mile across the narrow axis. The second concentric wall is all of five miles across, roughly circular. Inside the first wall is the "inner town" - which is for the wealthiest families, and prestigious buildings. The second wall contains the "outer town" which are most of the minor nobility, lesser professionals, and more important land owners, who own grazing and planting estates outside the town. Outside the walls exists a small community of Elves, mostly Wood Elves (about 400), but a few traveling Gray Elves are always present, also. The residents of Cyclot, and the Elves, refer to this community as Duar Village. These Wood Elves have strong ties to the Harp Woods. Much of the industry in the town is either from the surrounding forest products (charcoal burning, and carpentry rate very highly), but also a very strong wool market is present. The sheep, a curious three horned variety, called the Odelle Sheep, produces very valuable wool. The flocks that graze in open pasture outside the city are protected by shepherds. Cyclot shepherds are known to be very competent, and dangerous, mostly due to the high number of dire wolves in the area.
F. Nowak - Population 2,200 - Another woodland related town, this one with a nearby Gnome community, of about 600 Gnomes, mostly underground. The community is called Cheddom Tower, but the tower is a minor part of the underground Gnome village. Together, the carpenters and craftsmen of Nowak and the Gnomes of Cheddom build some of the most intricate, and fabulous working artifacts (such as cuckoo clocks). There is a strong tradition of hunting amongst the wealthy and young from Nowak, in the Harp Woods.
G. Acron Trade - Population 2,400 - This is another walled town, built around a core of a castle (Bekno Keep), and surrounded by stone palisade walls. It is built next to the King's Highway, and the Old Ones had constructed a curious platform settlement right next to the mound. The platform is large enough for multiple buildings, and serves as a location for the main market of Acron Trade. Approaches to the platform were built with a very long, shallowly sloping ramp up, so that animal and walking traffic have no trouble climbing it. Stairs have been constructed, that are much steeper, but provide quicker access up out of the walled town of Acron Trade. There is not a similar platform, nor an access ramp, on the south side of the King's Highway. Although there is a thriving agricultural community of farms and villages surrounding Acron Trade, it is from trade that it makes its economy.
Note, this is part two of a two part article on the Barony of Khomaes. Part 1 is located here.
Showing posts with label Harp Woods. Show all posts
Showing posts with label Harp Woods. Show all posts
Jun 28, 2012
Jun 27, 2012
Khomaes Barony (1)
So far the postings on Khomaes have been about the city itself, and some of the peculiar encounters that lurk in the darker areas of the very unique city. An adventure (the Cult of the White Shadow) and some other details have come out.
This is the information about the barony itself. The city of Khomaes stands in the northwestern part of the Darkearth Plains, between the Lost Mare River and the Greywater River. It is between the Aghanz Hills to the north, and the King's Highway to the south.
The city itself has a population of 22,000. There are a number of towns (on the map, as A-G), with an additional "urban" population of about 16,000. In the open farmland in between these areas, which are dotted with countless unknown and nameless villages, the population reaches approximately 100,000. Like most of the Westroner Baronies, Khomaes is very much a rural, agricultural setting.
Next postings will include the remainder of the encounters for the Cult of the White Shadow adventure will be posted, and then on to the next of the Darkearth Baronies - Werms.
This is part one of a two part article on the Khomaes Barony. Part two is located here.
This is the information about the barony itself. The city of Khomaes stands in the northwestern part of the Darkearth Plains, between the Lost Mare River and the Greywater River. It is between the Aghanz Hills to the north, and the King's Highway to the south.
The city itself has a population of 22,000. There are a number of towns (on the map, as A-G), with an additional "urban" population of about 16,000. In the open farmland in between these areas, which are dotted with countless unknown and nameless villages, the population reaches approximately 100,000. Like most of the Westroner Baronies, Khomaes is very much a rural, agricultural setting.
Next postings will include the remainder of the encounters for the Cult of the White Shadow adventure will be posted, and then on to the next of the Darkearth Baronies - Werms.
This is part one of a two part article on the Khomaes Barony. Part two is located here.
Apr 27, 2012
Darkearth Plains Map
First map of the Darkearth Plains. This is lifted from the most detailed overall valley map (done in autorealm). I am also thinking of doing a version of this in hexographer, and they populating it as a sort of sandbox area, just for giggles.
Not all of the sites mentioned in the previous writeup (which was an intro sketch to the area, just collating what I already knew about it, and had captured elsewhere), but it is a good start - more coming.
Not all of the sites mentioned in the previous writeup (which was an intro sketch to the area, just collating what I already knew about it, and had captured elsewhere), but it is a good start - more coming.
Nov 28, 2010
Week of Encounters Day 5: Living Skulls of the Purple Marsh
This encounter takes place in the Darkearth Plains region of the Valley. It takes place just north of the Great River, where the Jazzan Mountains can be seen to the south, and the Harp Woods spread out to the North.
On the northern banks of the Great River, as it passes just east of the Jazzan Mountains, near the Harp woods, there is a swampy expanse that stretches for approximately 25 miles along the river. This swamp is called the Purple Marsh, named long ago for the semi-aquatic Narreck trees that clog the waterways of the swamp (the Narreck, when they flower, produce a purple floss that becomes airborne in the spring winds, and spread the growth of the trees).
The locals from the fishing villages that owe fealty to the Barony of Khomaes have long known that they should give the Marsh a wide miss. It is widely known that the normal dangerous Marsh inhabitants (trolls, lizardmen, dangerous large aquatic grazers such as the catoblepas and so on) are present, but these rarely leave the marsh to raid surrounding areas. When they do, the fighting men of Khomaes, led by Knights of the White Lady, often arise to contain the threat, and keep it limited to the marsh itself. The area is too large, and largely impassable to military units, for the soldiery to clear out the marsh - but they can keep the dangerous inhabitants contained.
Recently, numerous trading cogs from areas west of the Jazzan have been attacked by a string of piracy in the area of the Marsh. The Player Characters, traveling through the area, come across the wreckage of a cog that has washed up on shore. It was attacked, and the crew mostly killed, but a few survivors are found with the wreckage. They talk about an attack by a pirate ship that came out of the morning mists on the Great River, as the cog passed by a part of the Purple Marsh. The cog was carrying a heavy cargo of expensive clothes and other luxury items, meant for trade in Khomaes and Gorrem river towns. These trade goods have all disappeared. The player characters should be given a sense that tracking down the pirates will be quite profitable for them.
The survivors will describe the pirates as living men (human fighting men and thieves), but with skulls for heads. Living Skulls with no flesh, no skin, no eyes - but attached to the body and capable of a rude speech. The players have no concept of these skull men, nor have they encountered anything like it before.
Living Skull
Num Appearing: Special (created creature)
Alignment: Chaotic evil
Movement: 60'
Armor Class: 4
Hit Dice: 2d (10 h.p.)
Attacks: 1 (claw) or by weapon
Damage: 1d6 - or by weapon (claws are 40% poisoned)
Save: F2
Morale: special (commanded creatures)
Special Abilities: Similar to undead - can be controlled by Evil priests and clerics, but cannot but turned by Good or Neutral priests and clerics.
The claws of a Living Skull are poisoned 40% of the time. Every time a claw attack scores, there is a 40% chance that it is poisonous (does an additional 1d3 points of damage per round, for 1d6 additional rounds - save for half as many rounds).
Living Skulls are supernaturally strong, even if they are slow (if using initiative rules, they suffer are -2 slower than a typical human). Their strength gives them +1 to hit in combat with weapons, and +2 damage when using weapons.
The searching and investigating of the players should lead them to a watery inlet into the Purple Marsh, that goes to a protected lake, surrounded by small islands and ridges of dry land, but the whole area is thickly forested with Narreck trees. The region is full of primitive bands of hunting lizardmen who are always seeking a source of fresh meat. On one of the larger dry land ridges at the edge of the lake, there is a small walled village, with some simple piers stretching into the lake. There are several galleys (the sort that would make good piracy vessels) moored here.
The village appears deserted. There are some wild denizens of the Marsh who have moved in where pirates and brigands once dwelt. Nearby is a solitary stone structure (all else is made of wood and bamboo), a squat round tower, with a large bronze brazier (25' across) on the exposed top floor. Examining this reveals that there is a dungeon complex underneath. Several layers, magically constructed, lined with marble and extending deep underground, past the water table levels of the swamp. Some areas of the dungeon are dry, and some are intentionally flooded as pools.
Within the dungeon is a society of cultists of the ancient Old Ones' deity, the "One beneath the Waves". These deranged beings seek to draw their deity back to the world, in order to destroy it. They have taken up with a clan of Kuo Toa (who dwell in the dungeon as well, within the flooded chambers, and elsewhere), and have perfected and cast a spell on the inhabitants of the brigand village on the surface. All of the men (and women and children - although the latter were mostly eaten by the cultists in cannibalistic rites) were transformed into "skull men" - mindless servants that are enslaved to the cult and do its bidding. These are strange hybrids of life and undeath, but are immune to the religious sway that modern priests and clerics would have over normal undead. While slow, like most undead, they fight very well and are persistent to the point of destruction.
The dungeons under the tower are quite well stocked with treasures of both the normal and magical types, and exploration of the site by the Player Characters would prove quite valuable. What to do with the knowledge of the Cult and their macabre invention is up to them.
Living Skulls are created by EHP's of the cult of the "One Beneath the Waves". It is a level 6 spell, taught only to priests of the cult, and it works as follows:
Create Living Skulls (spell)
Level: 6
Duration: Permanent
Range: 30'
This spell turns incapacitated humans (it only works on humans) into Living Skulls. The created beings have no memory of their pre-converted life. The process removes all skin, hair, eyes, brain, muscle etc from the head, leaving an exposed skull. The created beings respond to simple commands (as with other simple undead) from their creator, although this can be a command to transfer their allegience (such as "Obey Igor").
The number of humans converted per application of the spell is equal to 1d6 plus the caster's level. All of the humans to be converted must be incapacitated (sleeping, knocked out, tied up, or something similar), and within the range of the spell.
On the northern banks of the Great River, as it passes just east of the Jazzan Mountains, near the Harp woods, there is a swampy expanse that stretches for approximately 25 miles along the river. This swamp is called the Purple Marsh, named long ago for the semi-aquatic Narreck trees that clog the waterways of the swamp (the Narreck, when they flower, produce a purple floss that becomes airborne in the spring winds, and spread the growth of the trees).
The locals from the fishing villages that owe fealty to the Barony of Khomaes have long known that they should give the Marsh a wide miss. It is widely known that the normal dangerous Marsh inhabitants (trolls, lizardmen, dangerous large aquatic grazers such as the catoblepas and so on) are present, but these rarely leave the marsh to raid surrounding areas. When they do, the fighting men of Khomaes, led by Knights of the White Lady, often arise to contain the threat, and keep it limited to the marsh itself. The area is too large, and largely impassable to military units, for the soldiery to clear out the marsh - but they can keep the dangerous inhabitants contained.
Recently, numerous trading cogs from areas west of the Jazzan have been attacked by a string of piracy in the area of the Marsh. The Player Characters, traveling through the area, come across the wreckage of a cog that has washed up on shore. It was attacked, and the crew mostly killed, but a few survivors are found with the wreckage. They talk about an attack by a pirate ship that came out of the morning mists on the Great River, as the cog passed by a part of the Purple Marsh. The cog was carrying a heavy cargo of expensive clothes and other luxury items, meant for trade in Khomaes and Gorrem river towns. These trade goods have all disappeared. The player characters should be given a sense that tracking down the pirates will be quite profitable for them.
The survivors will describe the pirates as living men (human fighting men and thieves), but with skulls for heads. Living Skulls with no flesh, no skin, no eyes - but attached to the body and capable of a rude speech. The players have no concept of these skull men, nor have they encountered anything like it before.
Living SkullNum Appearing: Special (created creature)
Alignment: Chaotic evil
Movement: 60'
Armor Class: 4
Hit Dice: 2d (10 h.p.)
Attacks: 1 (claw) or by weapon
Damage: 1d6 - or by weapon (claws are 40% poisoned)
Save: F2
Morale: special (commanded creatures)
Special Abilities: Similar to undead - can be controlled by Evil priests and clerics, but cannot but turned by Good or Neutral priests and clerics.
The claws of a Living Skull are poisoned 40% of the time. Every time a claw attack scores, there is a 40% chance that it is poisonous (does an additional 1d3 points of damage per round, for 1d6 additional rounds - save for half as many rounds).
Living Skulls are supernaturally strong, even if they are slow (if using initiative rules, they suffer are -2 slower than a typical human). Their strength gives them +1 to hit in combat with weapons, and +2 damage when using weapons.
The searching and investigating of the players should lead them to a watery inlet into the Purple Marsh, that goes to a protected lake, surrounded by small islands and ridges of dry land, but the whole area is thickly forested with Narreck trees. The region is full of primitive bands of hunting lizardmen who are always seeking a source of fresh meat. On one of the larger dry land ridges at the edge of the lake, there is a small walled village, with some simple piers stretching into the lake. There are several galleys (the sort that would make good piracy vessels) moored here.
The village appears deserted. There are some wild denizens of the Marsh who have moved in where pirates and brigands once dwelt. Nearby is a solitary stone structure (all else is made of wood and bamboo), a squat round tower, with a large bronze brazier (25' across) on the exposed top floor. Examining this reveals that there is a dungeon complex underneath. Several layers, magically constructed, lined with marble and extending deep underground, past the water table levels of the swamp. Some areas of the dungeon are dry, and some are intentionally flooded as pools.
Within the dungeon is a society of cultists of the ancient Old Ones' deity, the "One beneath the Waves". These deranged beings seek to draw their deity back to the world, in order to destroy it. They have taken up with a clan of Kuo Toa (who dwell in the dungeon as well, within the flooded chambers, and elsewhere), and have perfected and cast a spell on the inhabitants of the brigand village on the surface. All of the men (and women and children - although the latter were mostly eaten by the cultists in cannibalistic rites) were transformed into "skull men" - mindless servants that are enslaved to the cult and do its bidding. These are strange hybrids of life and undeath, but are immune to the religious sway that modern priests and clerics would have over normal undead. While slow, like most undead, they fight very well and are persistent to the point of destruction.
The dungeons under the tower are quite well stocked with treasures of both the normal and magical types, and exploration of the site by the Player Characters would prove quite valuable. What to do with the knowledge of the Cult and their macabre invention is up to them.
Living Skulls are created by EHP's of the cult of the "One Beneath the Waves". It is a level 6 spell, taught only to priests of the cult, and it works as follows:
Create Living Skulls (spell)
Level: 6
Duration: Permanent
Range: 30'
This spell turns incapacitated humans (it only works on humans) into Living Skulls. The created beings have no memory of their pre-converted life. The process removes all skin, hair, eyes, brain, muscle etc from the head, leaving an exposed skull. The created beings respond to simple commands (as with other simple undead) from their creator, although this can be a command to transfer their allegience (such as "Obey Igor").
The number of humans converted per application of the spell is equal to 1d6 plus the caster's level. All of the humans to be converted must be incapacitated (sleeping, knocked out, tied up, or something similar), and within the range of the spell.
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