In the current era of the Valley (year 1534 since the Westerner Migrations first began out of the Olmart Empire, so it is marked 1534WM), each of the various Baronies is ruled over by a regent of some sort. Most of these are Barons, at least in the nomenclature of the Kingdom of Ymnaris. The Kingdom was first established, in the year 26 when the First City was settled (now often called Hogle). The capitol of the Kingdom moved progressively eastward with successive generations and waves of migration. Each of the four fiefdoms that originally housed a capitol city of Ymnaris is entitled to the title Duke for their ruler, however they are still commonly referred to as Baronies. Up until the Neill family assumed the throne of the Kingdom of Ymnaris, several generations back. the ruler of the kingdom was referred to as the Archduke, however with the growing separation from the Olmart Empire, this title was dropped, and the title of King (or Queen) has been in use now, by the Neills at least, for the past 352 years (since year 1182).
Rulers of the Westron Baronies
Hogle - Duke Keevar Silverhand (m, age 54), settled year 26. Capitol of Kingdom of Ymnaris from the year 26 until 165.
Macester - Baron Tyremius Ap Troft of Trofthall (m, age 162), settled year 82.
Ockham - Baron Guiscar the Enlightened (m, age 47), settled year 107.
Scallen - Duchess Safeeny Everlight (f, age 53), settled year 163. Capitol of Kingdom of Ymnaris from 165 until 341.
Kof Karn - Baroness Talena Ap Ironheart (f, age 31), settled year 219.
Khomaes - Baron Aldra Ap Iaggio of Erthos (m, age 59), settled year 231. The city itself is ruled by a Proctor.
Henn - Baroness Lendara Astern (f, age 32), settled year 285.
Pellorix - Duke Falden the Just (m, age 51), settled year 341. Capitol of Kingdom of Ymnaris from 341 until 642.
Werms - Baron Kilgar Ap Huim, Ne Etro (m, age 45), settled year 352. The city itself is ruled by a Magistrate, typically a magic user (currently, a mysterious hooded person titled the Wizard of Werms).
Huygen - Baroness G'Melan Luce Ap Viellot (f, age 33), settld year 394.
Gorrem - Baroness Catherine Ap Terrasund of Tatelis, also called The Second (f, age 49), settled year 462.
Na Kram - Baron Farris Quar Nev of Borleos (m, age 73), settled year 558.
Lynch - Duchess Tindra Ap Logis of Oakforge (f, age 40), settled year 642. Capitol of Kingdom of Ymnaris from 642 until 1021.
Botts - Baron Pesar Ap Gansford of Tuldis (m, age 51), settled year 728
Ungams - Baron Virondis Pulchky (m, age 59) , settled year 902.
City of Narn - King (Archduke) Alasdair IV (m, age 37), settled year 914. Capitol of Kingdom of Ymnaris since 1021.
Devrie - Baron Huntain Dorren of Ymnar Hall, also called The Miner (m, age 51), settled year 1022.
Futtonol - Baron Rolan Ap Kopf of Kopfheim, settled year 1099.
Kennidor - Baron Hugh Voxely, of Lakecastle (m, age 39), settled year 1186.
A curious event occurred just over four hundred years ago. The gathering of Barons in the year 1015 had agreed that a new capitol for the Kingdom was needed, as the Tower-Keep of Oakforge (in the Barony of Lynch at the City of Fire) was under constant threat at the time by an army of chaos creatures out of the western Nel Nod forest. The new location was to be the new settlement forming between the Erando and Moa Thola rivers, which would become the City of Shale, and capitol of the Barony of Devrie. However, at the last, just before the Malachite Throne was to be transferred to the new site in 1021, a group of northern Barons made the case for transferring it to the city of Narn instead. Narn was previously not considered, because it was built on the site of a long dead city, taking advantage of the ruins that were there already when the Westroners came in 914, however it was thought to be a safer location, than another capitol in the wild south, where the Sun King Barbarians still threatened all of the settlements and cities.
The new location, at Narn, satisfied most, except for the southern Barons from Gorrem, Lynch, and Ungams, who have referred to Narn as the Shadow Capitol, and refer to Devrie as the Chosen Capitol. These tensions have spread to understandings and relations among the various eastern Baronies, but nothing has come to open war. With the passage of three centuries, the original animosity that accompanied the founding of Devrie, and the change of the Capitol from Devrie to Narn, has been mostly forgotten, but the establishment of alliances (however tenuous the reasoning) between the different groups of Baronies, has proven a strong motivation for mutual support, and trade, ever since.
Showing posts with label Na Kram. Show all posts
Showing posts with label Na Kram. Show all posts
Apr 20, 2013
Apr 2, 2013
Baronies - The holdings of the Westroners in the Valley
There are currently 19 Westron Baronies in the Valley of the Old Ones. Technically speaking, there are 18 Baronies, and the city of Narn, which is the capitol of the Kingdom of Ymnaris - of which the 18 other Baronies are technically fiefdoms. However, in practice, Ymnaris (currently ruled by Duke Alasdair IV of the Neill family) is little more powerful than some of the other larger baronies. The two points of exception for Narn are its size (it is larger, by thousands of inhabitants, than the next largest Baronial city), and the fact that the Cathedral of St. Narn is there - for which the city is named. The Cathedral of St. Narn is also the seat of the Church (technically, the "High Office at St. Narn of the Westron Church of the Three Goddesses").
The Cities (which are technically named for the barony of which they are the capitol) all have their own "official" nick name. They were all settled between the years 26 and 1186. It is currently the year 1534 of the Western Migration, so the younger cities have only been established as short as 300 years since they were originally settled, compared to the oldest, which has been settled now for over 1500 years.
The population figures given are JUST for the City, and not for the whole Barony. In most cases, assume that the Barony will number this much again in dependent towns, and double this amount in dispersed rural communities.
So other than the city of Narn, the other 18 Baronies are as follows:
Hogle - "The First City" in the Shattered Plains region; pop. 18,000, settled year 26.
Macester - "City of the Sword" in the Gateway region; pop. 21,000, settled year 82.
Ockham - "City of Enchantment" in the Enchanted Forests region; pop. 19,000, settled year 107.
Scallen - "City of Birds" in the Bartaloo region; pop. 19,500, settled year 163.
Kof Karn - "City in the Cradle" in the Rising Land region; pop. 21,000, settled year 219.
Khomaes - "City of Mists"; in the Darkearth Plains region; pop. 22,000, settled year 231.
Henn - "City of the Shadows" in the Rising Land region; pop. 18,000, settled year 285.
Pellorix - "City of the Lake" in the Rising Land region; pop. 19,000, settled year 341.
Werms - "City in the Clouds" in the Darkearth Plains region; pop. 19,000, settled year 352.
Huygen - "City of Light" in the Darkearth Plains region; pop. 18,500, settled year 394.
Gorrem - "City of Ten Gates" in the Wychwood region; pop. 27,000,settled year 462.
Na Kram - "City of Dust", in the Sildur Reaches region; pop. 18,000, settled year 558.
Lynch - "City of Fire" in the Nightside region; pop. 20,000, settled year 642.
Botts - "City of Wind" in the Sildur Reaches region; pop. 17,500, settled year 728.
Ungams - "City of the Harp" in the Nightside region; pop. 16,000, settled year 902.
City of Narn - "City of the Three Goddesses" Capitol of Kingdom of Ymnaris; in the Suuviz region; pop. 38,000, settled year 914.
Devrie - "City of Shale" in the Shale March region; pop. 16,000, settled year 1022.
Futtonol - "The Shield City" in the Suuviz region; pop. 11,000, settled year 1099.
Kennidor - "City on the Frontier" in the Shale March region; pop. 12,500, settled year 1186.
Note that the nicknames of the city are those that the Archivists at Parn Tandalorn have decided to grant the city, in order to differentiate the City itself form the Barony, which often includes lands, villages, castles and other holdings far beyond the borders of the city. The local inhabitants, however, will sometimes choose a different name (either from custom, or predating the naming by the Archivists). For instance, the inhabitants of the First City (capitol of the Barony of Hogle) often refer to it as Granite Hold - which was the name of the Castle first built there by the founding baron, Sir Tuneyer of Ockett, in the year 26. It took him, and his men, a number of years to build Granite Hold, but they adopted for a stone structure from the start, hence the name.
The Cities (which are technically named for the barony of which they are the capitol) all have their own "official" nick name. They were all settled between the years 26 and 1186. It is currently the year 1534 of the Western Migration, so the younger cities have only been established as short as 300 years since they were originally settled, compared to the oldest, which has been settled now for over 1500 years.
The population figures given are JUST for the City, and not for the whole Barony. In most cases, assume that the Barony will number this much again in dependent towns, and double this amount in dispersed rural communities.
So other than the city of Narn, the other 18 Baronies are as follows:
Hogle - "The First City" in the Shattered Plains region; pop. 18,000, settled year 26.
Macester - "City of the Sword" in the Gateway region; pop. 21,000, settled year 82.
Ockham - "City of Enchantment" in the Enchanted Forests region; pop. 19,000, settled year 107.
Scallen - "City of Birds" in the Bartaloo region; pop. 19,500, settled year 163.
Kof Karn - "City in the Cradle" in the Rising Land region; pop. 21,000, settled year 219.
Khomaes - "City of Mists"; in the Darkearth Plains region; pop. 22,000, settled year 231.
Henn - "City of the Shadows" in the Rising Land region; pop. 18,000, settled year 285.
Pellorix - "City of the Lake" in the Rising Land region; pop. 19,000, settled year 341.
Werms - "City in the Clouds" in the Darkearth Plains region; pop. 19,000, settled year 352.
Huygen - "City of Light" in the Darkearth Plains region; pop. 18,500, settled year 394.
Gorrem - "City of Ten Gates" in the Wychwood region; pop. 27,000,settled year 462.
Na Kram - "City of Dust", in the Sildur Reaches region; pop. 18,000, settled year 558.
Lynch - "City of Fire" in the Nightside region; pop. 20,000, settled year 642.
Botts - "City of Wind" in the Sildur Reaches region; pop. 17,500, settled year 728.
Ungams - "City of the Harp" in the Nightside region; pop. 16,000, settled year 902.
City of Narn - "City of the Three Goddesses" Capitol of Kingdom of Ymnaris; in the Suuviz region; pop. 38,000, settled year 914.
Devrie - "City of Shale" in the Shale March region; pop. 16,000, settled year 1022.
Futtonol - "The Shield City" in the Suuviz region; pop. 11,000, settled year 1099.
Kennidor - "City on the Frontier" in the Shale March region; pop. 12,500, settled year 1186.
Note that the nicknames of the city are those that the Archivists at Parn Tandalorn have decided to grant the city, in order to differentiate the City itself form the Barony, which often includes lands, villages, castles and other holdings far beyond the borders of the city. The local inhabitants, however, will sometimes choose a different name (either from custom, or predating the naming by the Archivists). For instance, the inhabitants of the First City (capitol of the Barony of Hogle) often refer to it as Granite Hold - which was the name of the Castle first built there by the founding baron, Sir Tuneyer of Ockett, in the year 26. It took him, and his men, a number of years to build Granite Hold, but they adopted for a stone structure from the start, hence the name.
Mar 19, 2013
Na Kram - City of Dust
Na Kram is the capitol city of the Barony that shares its name. It is one of two Baronies within the region of the Sildur Reaches. Far to the Northeast of Na Kram is the Barony of Botts. To the far west of Na Kram lies the Greywater River, and beyond that Huygen, the City of Lights, is connected to Na Kram via the Na Kram-Huygen Road.
The barony is ruled over by the Quar Nev family, and currently the oldest living (age 73) Male of the family, Farris Quar Nev, is the Baron. His eldest daughter (age 54) Brinna Quar Nev is due to succeed him.
The City of Dust is so named due to the curious grey dust that populates the region. The lands to the north of the City are populated by the remains of forest of great Cloudwood forests, and in the region vicious windstorms are common. They will fill the area with massive swirling clouds of the curious grey dust, and for days (sometimes longer) following such a storm, the whole of the local area, including the City, is covered by layers of the grey dust. During this time, packs of a strange type of hunting spider (giant, of course) emerge from their burrows in the dead roots beneath the Cloudwood stumps, and they ravage the area.
The Dungeons of Borleos are here. These are legendary dungeons maintained by the Baron for the purpose of housing foul criminals...
Hol Kram, the Cathedral of Starry Wisdom, is here. This is the main Cathedral dedicated to the service of Saint Gianna the Oracle.
Two independent trade towns exist close to Na Kram - to the west is Jinette, and to the east is Haaksen.
To the north of Na Kram is the region of the Mongrelbeast Herds and the remains of the Elkmen.
The barony is ruled over by the Quar Nev family, and currently the oldest living (age 73) Male of the family, Farris Quar Nev, is the Baron. His eldest daughter (age 54) Brinna Quar Nev is due to succeed him.
The City of Dust is so named due to the curious grey dust that populates the region. The lands to the north of the City are populated by the remains of forest of great Cloudwood forests, and in the region vicious windstorms are common. They will fill the area with massive swirling clouds of the curious grey dust, and for days (sometimes longer) following such a storm, the whole of the local area, including the City, is covered by layers of the grey dust. During this time, packs of a strange type of hunting spider (giant, of course) emerge from their burrows in the dead roots beneath the Cloudwood stumps, and they ravage the area.
The Dungeons of Borleos are here. These are legendary dungeons maintained by the Baron for the purpose of housing foul criminals...
Hol Kram, the Cathedral of Starry Wisdom, is here. This is the main Cathedral dedicated to the service of Saint Gianna the Oracle.
Two independent trade towns exist close to Na Kram - to the west is Jinette, and to the east is Haaksen.
To the north of Na Kram is the region of the Mongrelbeast Herds and the remains of the Elkmen.
Regions of the Valley (4) - Sildur Reaches
[This is the introduction to the region of the Sildur Reaches, a mapping and some hex details have been posted already].
The Sildur Reaches describes the region of the valley that lies north of the Great River, south of the Destriel Mountains, and between the Fa'Ars River on the eastern border, and the Greywater River on the western border.
The central terrain of this region is dominated by the patchy pine forests that together make up the massive Shadow Woods. The pines of this region include the mighty Giant Cloudwood pine trees, that can reach as much as 400 feet tall, and as big around as 25-30 feet. Some Cloudwoods are as old as 2,500 or 3,000 years, according to some Wood Elf sages that have been tending them as a life project. Other pines in the area include the gnarleycone pine tree, the bristlecone pine tree and also the thinwhistle pine tree.
The whole region was once heavily, heavily forested, but it is believed that during the time of the Old Ones that it was deforested. The reason is unknown, but occasionally massive fields full of the stumps of Cloudwood trees are still encountered. These are often home to packs of dire wolves, giant badgers, and frequently swarms of giant burrowing insects (mostly giant beetles of different types, some as large as 10 or 12 feet long; and also a peculiar type of ground dwelling giant tick that are the bane of the dire wolves).
The name of the region, the Sildur Reaches, comes from the name of a Frost Giant warlord, or king as he preferred to be called, that ravaged the region during the time between the departure of the Old Ones and the arrival of the Westroners. Some of the incredible crusading campaigns waged by the early bands of Westron knights in this region were against the armies of Frost Giants, and their ogre and bugbear allies. Once the Giant Crusades were over, the Giants were confined to the mountainous lands to the north east, around the Tears of Heaven.
The road that extends from the city of Botts southwest to the city of Na Kram passes over the King's Highway. Actually it passes under the King's Highway, but it does so through an area that is a flooded bog. There is a vast tunnel through the mound of the Highway at this point, approximately 200 yards wide, and 30 yards high at the center, through which punt boat traffic frequently travels. This boat traffic is one of the activities of the swamp town of Wall Morton. This is a Westron town that is built all on pillars in the bog, and almost all movement in and around the town is by punt boat. The swamp itself, called simply The Morton is about 75 miles wide, but this is spotted throughout with islands and high areas where trees grow, but the region is generally boggy and covered in fetid waterways. A number of black dragons make their home here, and there is a order of Knights of the White Lady (paladins) who dwell in Wall Morton, and they patrol the region on the back of great hippogriffs.
In addition to the swamp town of Wall Morton, there are a number of other independent towns, that are not part of either the Barony of Botts or of the Barony of Na Kram. These are Willow (in the east, a river trading town on the Fa'Ars River), Gavaar and Roesen (two rival ports on the Great River), Jinette (trade town on the road between Na Kram and Huygen "The City of Lights" - which is across the Greywater River in the Darkearth Plains) and Haaksen (walled trade town on the road between Na Kram and Wall Morton).
The Sildur Reaches describes the region of the valley that lies north of the Great River, south of the Destriel Mountains, and between the Fa'Ars River on the eastern border, and the Greywater River on the western border.
The central terrain of this region is dominated by the patchy pine forests that together make up the massive Shadow Woods. The pines of this region include the mighty Giant Cloudwood pine trees, that can reach as much as 400 feet tall, and as big around as 25-30 feet. Some Cloudwoods are as old as 2,500 or 3,000 years, according to some Wood Elf sages that have been tending them as a life project. Other pines in the area include the gnarleycone pine tree, the bristlecone pine tree and also the thinwhistle pine tree.
The whole region was once heavily, heavily forested, but it is believed that during the time of the Old Ones that it was deforested. The reason is unknown, but occasionally massive fields full of the stumps of Cloudwood trees are still encountered. These are often home to packs of dire wolves, giant badgers, and frequently swarms of giant burrowing insects (mostly giant beetles of different types, some as large as 10 or 12 feet long; and also a peculiar type of ground dwelling giant tick that are the bane of the dire wolves).
The name of the region, the Sildur Reaches, comes from the name of a Frost Giant warlord, or king as he preferred to be called, that ravaged the region during the time between the departure of the Old Ones and the arrival of the Westroners. Some of the incredible crusading campaigns waged by the early bands of Westron knights in this region were against the armies of Frost Giants, and their ogre and bugbear allies. Once the Giant Crusades were over, the Giants were confined to the mountainous lands to the north east, around the Tears of Heaven.
The road that extends from the city of Botts southwest to the city of Na Kram passes over the King's Highway. Actually it passes under the King's Highway, but it does so through an area that is a flooded bog. There is a vast tunnel through the mound of the Highway at this point, approximately 200 yards wide, and 30 yards high at the center, through which punt boat traffic frequently travels. This boat traffic is one of the activities of the swamp town of Wall Morton. This is a Westron town that is built all on pillars in the bog, and almost all movement in and around the town is by punt boat. The swamp itself, called simply The Morton is about 75 miles wide, but this is spotted throughout with islands and high areas where trees grow, but the region is generally boggy and covered in fetid waterways. A number of black dragons make their home here, and there is a order of Knights of the White Lady (paladins) who dwell in Wall Morton, and they patrol the region on the back of great hippogriffs.
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Paladin of the White Lady fighting a Black Dragon for a captured maiden. |
Feb 17, 2013
Sildur Reaches - Sandbox Map
[I have let this blog go mostly dormant, since September of 2012. That was when I started teaching my first semester as a Professor at Columbus State University, and I have been busy. However, I was working away on a number of different parts of the Valley of the Old Ones, although my current gaming interests take me in the directions of doing the next inter-river region of the world, the Sildur Reaches. I am developing this in the manner of an Old School sandbox region, for players to explore and adventure in, without an over-riding plot or adventure theme. The first step, of course, is a hexmap of the region . . .]
So, here is the map of the Sildur Reaches, developed using Hexographer (a fantastic program, I highly recommend it). Each hex on the map represents 25 miles across. This is a region approximately 1000 miles wide, and about 600 miles from north to south. My plans, for sandbox gaming, are to pick one or two areas, and then do a higher detail (smaller scale - probably 5 mile hexes, similar to the old Judges Guild village book hexmaps) treatment, showing lairs, adventure sites, dungeons, ruins, etc.
On the map can be seen the two main cities of the Sildur Reaches, Botts and Na Kram. Also a number of other features. In the western part of the Reaches, a lot of the details from the previous work on the Greywater Jarls is visible, including a number of the Steadings of the Jarls. Here is a list of the main features, by hex number, of this map.
0115 - Furlingga Gnolls (tribal area) Home of a number of roaming tribes of Gnolls.
0303 - Steading of Icewall - Icewall is the name of the northern most of the River Jarl steadings. It is the home of a very powerful clan of Storm King barbarians, the Isvater clan. The current head of the clan is Kolfinn Haukson. He is an old warrior, ruling his great clan, and his huscarls, with a firm but fair manner. He has a daughter, Vigdis Kilfinndottr - who is young, lovely, and given to romantic adventures. She has a group of friends, all young ladies, who attend her on all manner of adventures.
0508 - Steading of Rookroost - Rookroost is the name of the steading of the Daughters of the River Raven. It was once an impressive castle, built high on a rocky abutment that rises some 200 feet above the surface of the Erantor river, which runs out of the Great Owl Forest, to join the Greywater River. Today, the remains of the ancient castle are still standing, but the steading itself is built into the stone mound that it stands upon.
0512 - Steading of Clearwater - Near the point where the Greywater River passes under a great arch, to run beneath the King's Highway, there stands two fascinating structures. The first, of course is the tall, wide raised up artificial ridge that the King's Highway is built on. As detailed elsewhere, this artificiality was built by the Old Ones, probably by Ba'a Zarn the Builder. Up against this raised up ridgeline rises the small castle (steading) of Clearwater.
0516 - Northwind Steading - The furthest south of all the River Jarl Steadings, Northwind is further south than the King's Highway, almost half the distance between the King's Highway and the Great River. Some way south along the river, is the great ferry crossing of the Greywater, marking the point where the road between the baronies of Huygen and Na Kram cross the Greywater river.
0612 - Steading of Mead Hall - There is a skald's song that starts out "Mead Hall, Mead Hall - Home of Heroes Brave and Tall!" And it has, indeed, been a home for many heroes over the years. If there is a Steading of Storm King barbarians that fits the stereotypes that Westroners believe in - it is definitely Mead Hall.
0706 - Steading of Bright Iron -The current Jarl of Bright Iron is called Garret Fingolsson. His name is a curious one for a Storm King barbarian - since it includes a Westroner first name, but it was the name his father (Fingol the Just) gave him.
0708 - Stone Houses (ruins) - Immediately southeast of Bright Iron, just on the outskirts of the tended agricultural lands under the protection of Jarl Garret's fyrdmen, lay the lands of the Stone Houses. The Stone Houses are curious round structures, long since out of use by their original inhuman builders, made of stacked stones. The are similar to a Broch, or round house, that is built by some of the distant Storm King barbarians, however the roofs are all long since rotted off, and some of the stone walls are crumbling. What is curious about the structures, is that they are built for giant beings. Larger than an ogre, whomever it was that first peopled these stone houses must have been of a great stature, perhaps 15 feet tall? The typical stone house (as pictured below) has a first story that is partially underground, and then usually two more stories above that, and a peaked roof. Sometimes the roofs are present (when they were made out of slate or other stone) and sometimes they are long gone (when they were made out of material that would have rotted with age, such as wood or thatch). The typical structure is approximately 70 tall (at the peak of the roof), and about 80' across the base, at ground level. Of course, there is variation, so some exist that are taller or shorter, and either bigger or smaller around.
0801 - Rockhome Dwarven Kingdom - Rockhome is a city built into a mountain's roots, it is the capital of a kingdom of Dwarves that exists largely underground.
0811 - Orc Clans (tribal area) - Home of a number of tribes of roaming Orcs.
1004 - Steading of Seawyrm - Seawyrm is the northern most steading of the River Jarls along the Upper Greywater River. It is still a long way short of the edge of the Destriel Mountains, so the Upper Greywater is quite broad and wide by the time it reaches the shore where Seawyrm is constructed.
1011 - The Scorch - Southeast of Bright Iron, further south east even than the Stone Houses, there is a region along the border of the Orc Clan lands known as The Scorch. This is a rolling plain, among some gentle swells of the land, where all life has been burnt off. This was done during one of the wars between the Huscarls of Bright Iron and the Orc Clans. It was meant as a reminder of the edge of the Orc Clan Lands that Bright Iron would tolerate.
1018 - Town of Jinette - A walled independent town along the road between Na Kram and Huygens to the west. Population 4,250.
1107 - Sword People (tribal area) - These tribes of vicious and primitive savages are found mostly to the east, across the open plains between the Upper Greywater and the Shadow Woods. These plains are known as the Blood Veldt. The Sword People are a simple, bloodthirsty culture of savage barbarians that live in crude tribal groups (with simple shelters of sticks and skins that they erect), and make their basic economy by hunting the wooly rhinos of the Blood Veldt, and the herds of giant reindeer. Occasionally, and all too frequently, they will have some sort of religious frenzy where the young warriors of the tribes will go on a blood frenzy, traveling in random directions, and slaying any and every living thing they come across, leaving the dead just to rot. This is where the name Blood Veldt comes from...
1115 - Mongrelbeast Herds - East of Mead Hall, out across the Fields of Aton, between the Greywater River, and the Barony of Na Kram, roam the Mongrelbeast Herds. These are herds of giant elk, as found in other regions of the valley north of the Great River, but the herds here have been affected by some foul strain of Old One magic. A long time ago, a savage primitive people, similar to the Sword People north of the King's Highway in the same region, would wander and travel with the Giant Elk herds that have been trapped south of the King's Highway, since it was constructed. These people, called the Elkmen, would wander with the herds, culling some now and again for food and skins, but mostly living with them in peace, and for protection. The Elkmen had semi-domesticated some of the beasts to pull their great wheeled huts. The king of the Elkmen lived in a massive giant wheeled hut called the Roaming House.
1303 - Village of Aderbak - Several days northeast of Seawyrm, towards the southernmost fingers of stony ridges coming down out of the Destriel Mountains, there is a curious village. It is a small village made of stone buildings, and surrounded by a stout palisade, to aid in warding off the Sword People who venture that way. The village's name is Aderbak, and it is known to be the home of both the Princess of Roses, and the thorny portal.
1417 - City of Na Kram - Baronial seat of the Na Kram Barony. Home to the Dungeons of Borleos, a fearsome prison. Hol Kram, the Cathedral of Starry Wisdom, dedicated to Saint Gianna the Oracle, is located in Na Kram. Population, 18,000.
1502 - Kingdom of the Great Bears - Home of a race of intelligent, magic using cave bears.
2116 - Town of Haaksen - Independent walled town at the crossroads on the road between Na Kram and Wall Morton. Population 4,800. The Hospital of the Pierced Pelican is here - a religious hospital run by Sisters of the order of St. Brigid.
2812 - Town of Wall Morton - Independent town, with main buildings built on poles in the great Vinemorton Swamp, along the King's Highway. Population 5,200, although mostly outliers.
2819 - Town of Gavaar - Independent trading town on the northern bank of the Great River. Home of the Corsairs of Iron, funded by the Shiaress of Gavaar. Population 4,700.
2821 - Town of Roesen - Independent trading and fishing town on the southern bank of the Great River. Rival to the Shiaress of Gavaar, the Patriarch of Roesen funds the Ka'Bleez Marine - a small flotilla of patrol craft to protect trading ships from harassment by the Corsairs of Iron. Population 5,400.
3111 - City of Botts - Baronial seat of the Barony of Botts. Home to the bardic college of Brandismore, and also to the Grand Lyceum of Abjurative Sorcery. The Bardic College of Brandismore is located at Feyd Hall. The Lute Master of the Hall is Mistress Leanarra Gwayne. The school of Abjuration is located in the heart of the city of Botts. It is a walled campus of several buildings built upon a shining plaza made out of curious metals from a fallen asteroid. The head of the Lyceum is the Abjurer Glub Nar (male, human). Tolbe Cathedral (the Orphans' Cathedral) is located here, and is dedicated to St. Lilliane. Population, 17,500.
3507 - Fire Mountain - This curious volcano is riddled with layers and layers of caves and cavern complexes. It is home to a number of dragons, amongst other fouler creatures.
3809 - Town of Willow - Walled riverbank town that runs a ferry crossing the Fa'Ars River. Population 4,400.
So, here is the map of the Sildur Reaches, developed using Hexographer (a fantastic program, I highly recommend it). Each hex on the map represents 25 miles across. This is a region approximately 1000 miles wide, and about 600 miles from north to south. My plans, for sandbox gaming, are to pick one or two areas, and then do a higher detail (smaller scale - probably 5 mile hexes, similar to the old Judges Guild village book hexmaps) treatment, showing lairs, adventure sites, dungeons, ruins, etc.
On the map can be seen the two main cities of the Sildur Reaches, Botts and Na Kram. Also a number of other features. In the western part of the Reaches, a lot of the details from the previous work on the Greywater Jarls is visible, including a number of the Steadings of the Jarls. Here is a list of the main features, by hex number, of this map.
0115 - Furlingga Gnolls (tribal area) Home of a number of roaming tribes of Gnolls.
0303 - Steading of Icewall - Icewall is the name of the northern most of the River Jarl steadings. It is the home of a very powerful clan of Storm King barbarians, the Isvater clan. The current head of the clan is Kolfinn Haukson. He is an old warrior, ruling his great clan, and his huscarls, with a firm but fair manner. He has a daughter, Vigdis Kilfinndottr - who is young, lovely, and given to romantic adventures. She has a group of friends, all young ladies, who attend her on all manner of adventures.
0508 - Steading of Rookroost - Rookroost is the name of the steading of the Daughters of the River Raven. It was once an impressive castle, built high on a rocky abutment that rises some 200 feet above the surface of the Erantor river, which runs out of the Great Owl Forest, to join the Greywater River. Today, the remains of the ancient castle are still standing, but the steading itself is built into the stone mound that it stands upon.
0512 - Steading of Clearwater - Near the point where the Greywater River passes under a great arch, to run beneath the King's Highway, there stands two fascinating structures. The first, of course is the tall, wide raised up artificial ridge that the King's Highway is built on. As detailed elsewhere, this artificiality was built by the Old Ones, probably by Ba'a Zarn the Builder. Up against this raised up ridgeline rises the small castle (steading) of Clearwater.
0516 - Northwind Steading - The furthest south of all the River Jarl Steadings, Northwind is further south than the King's Highway, almost half the distance between the King's Highway and the Great River. Some way south along the river, is the great ferry crossing of the Greywater, marking the point where the road between the baronies of Huygen and Na Kram cross the Greywater river.
0612 - Steading of Mead Hall - There is a skald's song that starts out "Mead Hall, Mead Hall - Home of Heroes Brave and Tall!" And it has, indeed, been a home for many heroes over the years. If there is a Steading of Storm King barbarians that fits the stereotypes that Westroners believe in - it is definitely Mead Hall.
0706 - Steading of Bright Iron -The current Jarl of Bright Iron is called Garret Fingolsson. His name is a curious one for a Storm King barbarian - since it includes a Westroner first name, but it was the name his father (Fingol the Just) gave him.
0708 - Stone Houses (ruins) - Immediately southeast of Bright Iron, just on the outskirts of the tended agricultural lands under the protection of Jarl Garret's fyrdmen, lay the lands of the Stone Houses. The Stone Houses are curious round structures, long since out of use by their original inhuman builders, made of stacked stones. The are similar to a Broch, or round house, that is built by some of the distant Storm King barbarians, however the roofs are all long since rotted off, and some of the stone walls are crumbling. What is curious about the structures, is that they are built for giant beings. Larger than an ogre, whomever it was that first peopled these stone houses must have been of a great stature, perhaps 15 feet tall? The typical stone house (as pictured below) has a first story that is partially underground, and then usually two more stories above that, and a peaked roof. Sometimes the roofs are present (when they were made out of slate or other stone) and sometimes they are long gone (when they were made out of material that would have rotted with age, such as wood or thatch). The typical structure is approximately 70 tall (at the peak of the roof), and about 80' across the base, at ground level. Of course, there is variation, so some exist that are taller or shorter, and either bigger or smaller around.
0801 - Rockhome Dwarven Kingdom - Rockhome is a city built into a mountain's roots, it is the capital of a kingdom of Dwarves that exists largely underground.
0811 - Orc Clans (tribal area) - Home of a number of tribes of roaming Orcs.
1004 - Steading of Seawyrm - Seawyrm is the northern most steading of the River Jarls along the Upper Greywater River. It is still a long way short of the edge of the Destriel Mountains, so the Upper Greywater is quite broad and wide by the time it reaches the shore where Seawyrm is constructed.
1011 - The Scorch - Southeast of Bright Iron, further south east even than the Stone Houses, there is a region along the border of the Orc Clan lands known as The Scorch. This is a rolling plain, among some gentle swells of the land, where all life has been burnt off. This was done during one of the wars between the Huscarls of Bright Iron and the Orc Clans. It was meant as a reminder of the edge of the Orc Clan Lands that Bright Iron would tolerate.
1018 - Town of Jinette - A walled independent town along the road between Na Kram and Huygens to the west. Population 4,250.
1107 - Sword People (tribal area) - These tribes of vicious and primitive savages are found mostly to the east, across the open plains between the Upper Greywater and the Shadow Woods. These plains are known as the Blood Veldt. The Sword People are a simple, bloodthirsty culture of savage barbarians that live in crude tribal groups (with simple shelters of sticks and skins that they erect), and make their basic economy by hunting the wooly rhinos of the Blood Veldt, and the herds of giant reindeer. Occasionally, and all too frequently, they will have some sort of religious frenzy where the young warriors of the tribes will go on a blood frenzy, traveling in random directions, and slaying any and every living thing they come across, leaving the dead just to rot. This is where the name Blood Veldt comes from...
1115 - Mongrelbeast Herds - East of Mead Hall, out across the Fields of Aton, between the Greywater River, and the Barony of Na Kram, roam the Mongrelbeast Herds. These are herds of giant elk, as found in other regions of the valley north of the Great River, but the herds here have been affected by some foul strain of Old One magic. A long time ago, a savage primitive people, similar to the Sword People north of the King's Highway in the same region, would wander and travel with the Giant Elk herds that have been trapped south of the King's Highway, since it was constructed. These people, called the Elkmen, would wander with the herds, culling some now and again for food and skins, but mostly living with them in peace, and for protection. The Elkmen had semi-domesticated some of the beasts to pull their great wheeled huts. The king of the Elkmen lived in a massive giant wheeled hut called the Roaming House.
1303 - Village of Aderbak - Several days northeast of Seawyrm, towards the southernmost fingers of stony ridges coming down out of the Destriel Mountains, there is a curious village. It is a small village made of stone buildings, and surrounded by a stout palisade, to aid in warding off the Sword People who venture that way. The village's name is Aderbak, and it is known to be the home of both the Princess of Roses, and the thorny portal.
1417 - City of Na Kram - Baronial seat of the Na Kram Barony. Home to the Dungeons of Borleos, a fearsome prison. Hol Kram, the Cathedral of Starry Wisdom, dedicated to Saint Gianna the Oracle, is located in Na Kram. Population, 18,000.
1502 - Kingdom of the Great Bears - Home of a race of intelligent, magic using cave bears.
2116 - Town of Haaksen - Independent walled town at the crossroads on the road between Na Kram and Wall Morton. Population 4,800. The Hospital of the Pierced Pelican is here - a religious hospital run by Sisters of the order of St. Brigid.
2812 - Town of Wall Morton - Independent town, with main buildings built on poles in the great Vinemorton Swamp, along the King's Highway. Population 5,200, although mostly outliers.
2819 - Town of Gavaar - Independent trading town on the northern bank of the Great River. Home of the Corsairs of Iron, funded by the Shiaress of Gavaar. Population 4,700.
2821 - Town of Roesen - Independent trading and fishing town on the southern bank of the Great River. Rival to the Shiaress of Gavaar, the Patriarch of Roesen funds the Ka'Bleez Marine - a small flotilla of patrol craft to protect trading ships from harassment by the Corsairs of Iron. Population 5,400.
3111 - City of Botts - Baronial seat of the Barony of Botts. Home to the bardic college of Brandismore, and also to the Grand Lyceum of Abjurative Sorcery. The Bardic College of Brandismore is located at Feyd Hall. The Lute Master of the Hall is Mistress Leanarra Gwayne. The school of Abjuration is located in the heart of the city of Botts. It is a walled campus of several buildings built upon a shining plaza made out of curious metals from a fallen asteroid. The head of the Lyceum is the Abjurer Glub Nar (male, human). Tolbe Cathedral (the Orphans' Cathedral) is located here, and is dedicated to St. Lilliane. Population, 17,500.
3507 - Fire Mountain - This curious volcano is riddled with layers and layers of caves and cavern complexes. It is home to a number of dragons, amongst other fouler creatures.
3809 - Town of Willow - Walled riverbank town that runs a ferry crossing the Fa'Ars River. Population 4,400.
Jun 17, 2012
Northwind - River Jarl Steading (8)
The furthest south of all the River Jarl Steadings, Northwind is further south than the King's Highway, almost half the distance between the King's Highway and the Great River. Some way south along the river, is the great ferry crossing of the Greywater, marking the point where the road between the baronies of Huygen and Na Kram cross the Greywater river.
The great ferry (there are actually two vessels, the service back and forth across the river is simply referred to as "the great ferry" although the individual boats are called "Azano Runner" and "Byloo Swift") is operated from a great walled keep, and watch tower, high up on a rocky cliff of the western bank of the river. This keep and tower are named the Lisman Keep after the builder. It is manned by a group of mostly Westeroner men at arms, drawn from Huygen, Na Kram, and further baronies.
The far side of the river, across from Lisman Keep, is the Storm King village of Eidelthorpe. It is a small town, and only serves to house the guards for the slave rowers of the ferries (see below), and as a source of horses, and sleeping quarters, for travelers.
The two vessels, the Azano Runner and the Byloo Swift, are propelled by slave rowers, taken from the prisons at Huygen. The vessels themselves are considered off-grounds (a point of honor for the captains and huscarls of Northwind, and elsewhere) for viking raids, and other attacks.
Northwind is a steading that boasts a very large, and powerful, fleet of dragon ships. It is in a position to challenge attack from any small group of other Steadings, not to mention the single freebooters on the river, or even the large turtle ships and battle barges to be found along the Great river, somewhat more to the south.
The current Jarl of Northwind, Finndar Hatholsson, has turned over the organization of the Huscarls and dragon ships for the annual raids to his son, Rolfar Finndarsson. Finndar himself has selected a hand picked band of his twenty favored huscarls, some skalds and a wizard (Amsil Uropp), and has traveled west to the lands of the Furlingga Tribes. There he wages war against the strongest chiefs among the Furlingga, and is attempting to make a great name for himself and his men, all the while attempting to break up the Furlingga. His original band has grown, attracting a number of other warriors, both from Northwind and also from Mead Hall (heroes from Mead Hall are never reluctant to join such a venture). The war they are waging against the Furlingga gnolls has met with some success, but the complete difference in numbers is daunting to an outsider.
The write up of the Flooded Keep of the Astromancer was originally part of this article, but it has been removed and made into its own blog entry. It was originally part of the Week of Adventure Locations.
The great ferry (there are actually two vessels, the service back and forth across the river is simply referred to as "the great ferry" although the individual boats are called "Azano Runner" and "Byloo Swift") is operated from a great walled keep, and watch tower, high up on a rocky cliff of the western bank of the river. This keep and tower are named the Lisman Keep after the builder. It is manned by a group of mostly Westeroner men at arms, drawn from Huygen, Na Kram, and further baronies.
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Lisman Keep |
The far side of the river, across from Lisman Keep, is the Storm King village of Eidelthorpe. It is a small town, and only serves to house the guards for the slave rowers of the ferries (see below), and as a source of horses, and sleeping quarters, for travelers.
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Eidelthorpe |
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Westroner image of the ferries, from the Book of Huygen |
Northwind is a steading that boasts a very large, and powerful, fleet of dragon ships. It is in a position to challenge attack from any small group of other Steadings, not to mention the single freebooters on the river, or even the large turtle ships and battle barges to be found along the Great river, somewhat more to the south.
The current Jarl of Northwind, Finndar Hatholsson, has turned over the organization of the Huscarls and dragon ships for the annual raids to his son, Rolfar Finndarsson. Finndar himself has selected a hand picked band of his twenty favored huscarls, some skalds and a wizard (Amsil Uropp), and has traveled west to the lands of the Furlingga Tribes. There he wages war against the strongest chiefs among the Furlingga, and is attempting to make a great name for himself and his men, all the while attempting to break up the Furlingga. His original band has grown, attracting a number of other warriors, both from Northwind and also from Mead Hall (heroes from Mead Hall are never reluctant to join such a venture). The war they are waging against the Furlingga gnolls has met with some success, but the complete difference in numbers is daunting to an outsider.
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Finndar Hatholsson and his men, searching for Furlingga gnolls |
Jun 12, 2012
Posting update and Schedule
The eight Steadings of the River Jarls are still being posted. The first five have been done, only three remain: Clearwater, Mead Hall, and Northwind. All three of these offer interesting setting descriptions, I think, and they each have an associated Adventure Location (which continues, and will finish, the Week of Adventure Locations).
In generating the Adventure Locations, references were made to locales, encounters, monsters and other elements. These are planned to be detailed in the next week or two, so more content is on the way.
Further out, the three cities of Khomaes (home of the Diamond Villas, and the Glamor Hall for Bewitchment and Entrancement, and near the Purple Marsh), Werms (location of the Demesne of Planar Knowledge and Magical Petitioning), and Huygen (site of the wretched Black Prison of Volvedma) will need to be detailed with their own postings, and a little bit more about the other features of the Darkearth Plains (aside from what has already been done). Then it is on to the next in the inter-river regions, between the Greywater and Fa'Ars River. That area, the Sildur Reaches, includes the two cities of Botts (including the Bardic College of Brandismore, and the Grand Lyceum of Abjurative Sorcery) and Na Kram. Also the Shadow Woods, Craggy Hills, Fire Mountain, and the curious Tears of Heaven (which is also Giant country).
Still working on the ValleyWiki idea...
In generating the Adventure Locations, references were made to locales, encounters, monsters and other elements. These are planned to be detailed in the next week or two, so more content is on the way.
Further out, the three cities of Khomaes (home of the Diamond Villas, and the Glamor Hall for Bewitchment and Entrancement, and near the Purple Marsh), Werms (location of the Demesne of Planar Knowledge and Magical Petitioning), and Huygen (site of the wretched Black Prison of Volvedma) will need to be detailed with their own postings, and a little bit more about the other features of the Darkearth Plains (aside from what has already been done). Then it is on to the next in the inter-river regions, between the Greywater and Fa'Ars River. That area, the Sildur Reaches, includes the two cities of Botts (including the Bardic College of Brandismore, and the Grand Lyceum of Abjurative Sorcery) and Na Kram. Also the Shadow Woods, Craggy Hills, Fire Mountain, and the curious Tears of Heaven (which is also Giant country).
Still working on the ValleyWiki idea...
Dec 26, 2010
Thieves in the Valley of the Old Ones

Before discussing outlaws, however, a brief word about laws and justice is in order. Since the collapse of the Duchy at Narn, and even before, each Barony set its own laws and handed out its own justice. In all but the most wealthy, there is little in the way of a prison - except for important notable prisoners (Gorrem, Ungams, Na Kram, and Huygen are exceptions with large prisons for criminals of all social levels). Because of this, justice is usually quick. Either execution, or mutilation, and the criminal is let go. Thieves who have been at it for a long time, and who are not excellent at their trade, are often missing ears, hands, or have brands on their bodies. Thieves who risk bold crimes who aren't very good at it, end up dead in one of the many gibbets that dot the countryside outside the larger cities and castles. In many cases, determining who is guilty and who is not, is done by Ordeal. This can vary from the very crude Ordeals by Fire and Water (just as brutal and horrible as they were in our own Middle Ages), to Ordeals by Combat and by Magic. In some areas, these Ordeals are handled by members of the Church, and in others by civic Judges or Sheriffs.

Thieves, or particularly the adventuring type, are often wise to avoid crimes in the larger cities (although not all follow this advice). With the many adventuring sites, burial mounds, ancient ruins, and petty castles and towers scattered throughout the valley there are ample opportunities for thieves to get rich by removing the treasures of those who are either long dead, or who are living outside the law themselves. Not too many will give more than an instant of pause to the legality or morality of a thief plundering the dungeon burrows of an orc chieftain, or taking the golden treasures in the tower of a long dead necromancer.
All of this is not to say that crime does not exist in the cities, nor are there outlaws who operate in the populated reaches of the Baronies. Those criminals, however, are often a member of one or more thieves' guilds. The guilds that have overlapping geographical reach often have secret signs and passwords to identify one another (after all, they can't go about with easily recognized outward signs of their membership), and are often at war with each other. Being a member in a guild requires the thief to contribute some amount of his take (perhaps 10% per year) but provides a reasonable source for hiring "help" and also for learning the skills of the trade.
In almost any population center, there is some level of organized crime. In the larger areas this guilds fulfill this role, but in smaller areas this could be a band of rogues (thieves to be sure, but also affiliated sell-swords and outlaw magicians) that practices a systematic (or highly random!) campaign of banditry.
Thieves, as with all others who live on the fringe of society, are as likely to be from an "alien" culture as from the native population. In the hearlands of the Valley this includes members of the Storm King Tribes, the Sun King Tribes, and the many, many types of non-humans that dwell in the valley (including the somewhat friendly demi-humans such as Gnomes, Elves, Dwarves and Halflings). Both Faery and Goblyn changeling children (commonly called Half-Elves and Half-Orcs) are often thieves, even in civilized areas. Although the occupation seems to diminish any strong feelings of trust and honor amongst their fellow pursuers of the trade, there is a sort of kinship amongst thieves, as they are all together outside the law.
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