Where Flavor Meets Mechanics
It is currently Mon Jul 24, 2017 2:38 pm

All times are UTC - 5 hours [ DST ]

Welcome to dicefreaks

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!

Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Talingarde: A Gazeteer
PostPosted: Wed Nov 27, 2013 11:23 pm 
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1389
A Shining Paragon of Virtue and Law


Alignment: LG
Capital: Matharyn (105,000)
Notable Settlements: Ghastenhall (82,000), Daveryn (59,000), Havelyn (21,000), Farholde (9,500), Aldencross (1,800), Varyston (1,200)
Ruler: King Markadian V called the Brave, Protector of the Righteous
Government: Religious Monarchy
Languages: Common, Dwarven
Religion: Mitra, the Shining Lord

The Rise of House Darius
Talingarde may be a peaceful and prosperous king-dom at the start of the campaign, but the nation has cer-tainly had a troubled past. Only eighty years ago, the kingdom weathered a bitter war of succession fought between the largely half-elven nobility of House Barca and the human dynasty of House Darius. Both had claim to the throne and their supporters amongst the fractured nobility of the isle.

On the Plains of Tamberlyn just north of the capital city, two great armies met and decided the future of this dominion. One army was commanded by King Jaraad of House Barca, a great half-elven hero mounted on a griffon, the symbol of his house. The other was led by Markadian of House Darius, a young upstart paladin who would not bow before all the gods of the Talirean pantheon (in particular Asmodeus).

The Battle of Tamberlyn remains the most famous conflict in all of Talingarde’s history. House Darius was gravely outnumbered but far more fiercely committed to their holy cause. Much of House Barca’s army was paid mercenaries fighting for nothing more than gold. The Battle was fought between two large stone spires (the so-called Lords of Tamberlyn) that rise from otherwise level ground. A small brook splits the spires crossed only in one place by an ancient stone bridge. The brook is not deep but still would be difficult for men in armor to cross.

Markadian took to the field first, seizing the bridge with his knights and positioning infantry on both his right and left flank. The famed archers of Barrington and Embryl, with their mighty
longbows of yew, were positioned behind the infantry.

Outnumbering his foe many times, King Jaraad hoped for a quick victory and sent his mercenary crossbowmen forward to bombard the knights on the bridge. The hope was that a few
volleys of crossbow shot would kill many of the knights and paladins of House Darius. Deprived of their leadership, the rest of the soldiery would likely flee from the battlefield when the king moved the bulk of Barca’s army forward.

However, the crossbowmen advanced too close and the infantry on Darius’ right flank performed a surprise charge. The charge caught the mercenaries off guard and they fled with hardly a shot fired.

So disgusted was the knight commander of Barca behind the mercenaries that he ordered his knights to charge forward through the “cowardly retreating rabble” to attack the relatively exposed Darian infantry. The result was a chaotic muddle of panicked mercenary and tangled knights. It was then that the Darian archers begin to fire their volleys. The arrows rained down on the knights and took a princely toll on the Barcan force.

King Jaraad saw the muddle that his left had become and ordered the other pincer of his army forward. They moved swiftly at first along the banks of the brook but soon found themselves equally bogged down in mud. They too began to receive a hail of arrows.

Finally the Barcan left pushed through the mercenaries and charged the bridge. It was here that the heaviest fighting of the battle took place. On the bridge of Tamberlyn the knights of Darius met the full might of the Barcan army and held the line. The Barcan army was packed in so tight trying to cross the bridge that there rear ranks were at the mercy of the Embryllian archers.

King Jaraad could watch the slaughter no longer. He flew his elite personal command – a dozen knights on griffons to the other side of the bridge hoping to flank the defenders and break their line. What he encountered instead was the young Lord Markadian and his personal guard.

The battle between Markadian’s knights and the griffon riders has been immortalized in several songs and plays. Suffice to say that after a great battle, a dozen dead griffons littered the field and only Markadian of Darius and King Jaraad of Barca remained combatant. They fought fiercely and in the end, Markadian slew Jaraad upon the banks of the Tamberlyn brook and claimed the throne of Talingarde.

At the end of the day, the battle had proved to be a slaughter. The military might of House Barca was broken and House Darius came to power. It would have been easy then for House Darius to seek revenge against their former enemies but instead King Markadian I called the Victorious showed mercy.

He allowed the nobles of House Barca to keep their lands if they would only swear loyalty to the new king and bow before the great god Mitra. The offer was accepted and peace once more came to Talingarde. The crisis of succession was over and the religion of the isle was decided. Mitra the Shining Lord became head of the Talirean pantheon.

The Victor upon the Throne
When Markadian I came to power there was great uncertainty of how capable a king he would prove. While he was a great warrior, he had never ruled and there was reason to doubt this young paladin could control this divided land. He soon put those doubts to rest.

Markadian I called the Victorious (usually simply The Victor these days) was the sort of ruler that only comes once every thousand years. At the battle of Farholde he dealt the bugbears of the north a savage defeat and scattered them for a generation. He confronted the pi-rates who had made the western coast of Talingarde their stronghold and burnt them out. It seemed that the Victor was undefeatable upon the field of battle.

So fearsome was his reputation that by the later years of his reign, he merely sent a letter to a rebellious warlord in the west that read, “Must we meet on the fields on war?” The warlord relented and became a loyal subject. By the end of the Victor’s reign, almost all of the island south of the Watch Wall was firmly a part of Talingarde. Only a few parts of the great and trackless forest, the Caer Bryr, remained wild and unmapped.

More than a soldier, he also proved a great builder and statesman. He raised the capital Matharyn from a small city into a great metropolis. He reinforced the watch wall, commissioning three new fortresses. He eased tariffs bringing merchants from the mainland to the oft-isolated isle once more. He personally visited the Lands of the Yutak tribesmen in the north and made peace with their great chiefs. And though the paladin spread the religion of Mitra and discouraged devotion to Asmodeus he tolerated the Prince of Nessus’ temples as long as they were discrete.

For forty six years the Victor sat upon the throne bringing a golden age to Talingarde. Today, his statues are to be found in almost every town and hamlet through-out the kingdom. He did have his faults though. Like so many great rulers – he was a great soldier and king but a poor father.

The Scholar and the Monster
After the death of the Victor, his oldest son Martius ascended to the throne as King Markadian II called the Learned. More a scholar than a king, Martius proved largely disinterested in affairs of state. He commissioned the great library at Matharyn and began renovation of an old family castle into the great palace known as the Adarium. As the first wing of the Adarium was completed, he retreated there and was rarely seen in public.

The other son, Prince Hallen, was not so reserved. Though he had no official power, he often ruled in the king’s absence and commanded great loyalty from the knights of the realm. This might have been an acceptable arrangement. After all, Prince Hallen was a soldier and an heir of the Victor. He could have become the de facto ruler while the official king sat in his distant
pleasure palace and library. Alas, that Prince Hallen was also mad.

Prince Hallen became convinced that his mother (who had died in childbirth) was not the queen but an angel of Mitra. He believed himself a demigod and incapable of wrong. At first the Prince’s madness was subtle. He often dressed all in white and even had a magic set of wings made for himself that allowed him to soar over the capital.

But in time the visions began. He communed with these so-called angels and they whispered that he should replace his brother and become the true and immortal master of Talingarde. The king received disturbing reports of the prince’s madness and plots but refused to believe them. “My brother but jests,” is famously what Markadian II replied to the reports.

Finally the “angel” prince would wait no longer. He flew to the Adarium and with a flaming sword slew his own brother amidst his books and proclaimed himself Markadian III called the Immortal. His brother’s six year reign was at an end.

For a brief time, it was possible that Markadian III’s claim of kingship might have been acknowledged. His brother after all was little loved and tongues wagged that getting rid of the absent king was a blessing. Maybe the new king was a divine messenger of Mitra’s will. But within days the mad decrees began from the Adarium. The king decreed that Mitra’s high holy day would no longer be the summer solstice but instead would become his own birthday. He ordered the military to prepare to invade Hell and commanded his wizards to research opening a great gate. First, he explained to his flabber-gasted advisors, the army would go through the gate to the shining realm of Mitra himself to call forth an army of angels. Then he personally would lead the host to invade the nine hells and overthrow Asmodeus himself.

Finally the people had enough of this madness. Officially, the histories record that after only five moths in power Markadian III called the Mad tried to fly from the highest spire of the Adarium without his magic wings. More likely, he was thrown from the spire by paladins who would tolerate no more of this madman’s blasphe-mies. Whatever the truth, his reign was over.

Blame the Devil
Fortunately for Talingarde, Martius (Markadian II) had a son -- Marcus. The grandson of the Victor was neither mad nor a recluse. He had been clever enough to avoid the Adarium and the capital during Prince Hallen’s angelic rampage. Marcus was a handsome knight twenty nine years of age and closely resembled his grandfather the Victor. Thus was Talingarde spared another disastrous war of succession.

Marcus returned to the capital and was crowned Markadian IV called the Zealous. The new king quickly realized that he needed to solidify his power and explain away the difficulties of the last six and a half years. In short, he needed an enemy to unify this fractured Talirean nation. He found one – in the Temple of Asmodeus.

King Markadian IV blamed the cult of Asmodeus for using their black magic to summon a devil to possess the former king thus driving him mad. It was a brilliant political solution (though an utter fiction). It removed blame from the royal house of Darius and instead placed guilt squarely upon a small, unpopular, marginalized cult. This was the beginning of the Asmodean Purges.

The Knights of the Alerion took the lead in destroying the temples. High priests were burned at the stake and the sect was driven underground. For twelve years, the Zealot sat upon the throne and during that time he did his best to annihilate the cult of Asmodeus. He very nearly succeeded.

Markadian IV died comparatively young, only 41 years old of a mysterious illness. There were rumors that the Cult of Asmodeus had placed a curse upon the king. These rumors only fuelled the purges further.

A Brave New King
Markadian IV was followed by Markadian V, his son. Twenty-two when he took the throne (the same age as the Victor), he has ruled for sixteen years as a capable, energetic king who has done much to put bad memories in the past. Beloved by his people, he has proven again and again he is the true heir of the Victor. Early in his reign, he personally led the army to relieve the Watch Wall after another bugbear incursion. It was on the watchtower walls that he earned himself the title The Brave.

Markadian V has continued the prohibition against the cult of Asmodeus but does not pursue the purges with the same vigor as his father. After all, that battle is largely won. No one has heard of an Asmodean cultist in Talingarde for years. Instead, he turns his attention to the west and the north hoping to be the king who brings the entire island of Talingarde under his dynasty’s dominion.

He has failed in one duty however. He has failed to yet produce a son. Instead, he has only one child -- a beautiful, brilliant young princess named Bellinda. Twenty years of age, she is already a prodigy of arcane magic. If her father produces no heir it is an open question whether the men of Talingarde will follow a queen instead of a king. Her story is yet to be written.

The Six Regions
Talingarde is an archipelago consisting of more than a hundred islands. This archipelago may be divided into six regions each with their own unique character: The Cambrian Ports, The Heartland, the Borderlands, the Caer Bryr, the Savage North and the Land of the Yutak.

The Cambrian Ports
This is the center of the nation of Talingarde and the apex of its culture and power. This region is defined by three great metropolises – the capital Matharyn, the northern city of Ghastenhall, and the western port of Daveryn. Each of these three cities will receive more detail in later installments.

The Heartland
This is where most of the population of the nation of Talingarde lives and works. Seemingly one quaint village after another, this is a land of endless farmlands broken up only by small stretches of well-managed forest. Those who truly understand the nation understand that the Heartland is Talingarde’s strength. The cities may create its riches and culture, but without the stalwart yeomanry, country knights and hearty folk of the field, Talingarde would be only a dream.

The Borderlands
Located between the Heartland and the Savage North, this border region represents the limits of Talirean power. Unable to fully conquer the north after centuries of incursion and brutal conflict, it was King Accarius IV of House Barca called the Architect who constructed the first version of the Watch Wall. In more educated circles it is still called the Accarian Line.
Accarius constructed nine castles guarding the border. Later Markadian I called the Victorious would add three more. Whoever controlled these castles could effectively prohibit access to the Heartland from the North.

The Watch Wall was intended to contain the monsters and savages so that eventually the rest of the isle could be conquered and pacified. It was never meant to be the permanent measure it has become.

The success of the Watch Wall has bred complacency. Why invade the north when the south is so prosperous? The Watch Wall does such a fine job of repulsing the ill-led assaults of the barbarous humanoid invaders. Thus today, the Watch Wall is little regarded as a pressing military concern. The twelve castles are garrisoned and maintained but little is done to capture the Savage North.

The Caer Bryr
The Western frontier of the island is dominated by the massive forest that gives this region its name. Small Talirean border towns flourish in the less wooded south, but the north remains a land of mists and legends. The Caer Bryr is reputed to be haunted and filled with monsters. There are tales of dragons and ancient evils that still haunt the woods. The only ones who are able to travel here with impunity are the barbaric Iraen, a primitive human tribe that reveres the spirits of the woods.

The Iraen neither revere Mitra nor pay homage to the king, instead preferring their own crude animistic faith and barbaric chieftains. Worse, in times of hardship the Iraen can be quick to turn to banditry against Talirean settlements. Thus their relationship with Talingarde is strained at best. Still, beside the occasional raid or skir-mish, there has never been large-scale warfare between the Iraen and theTalireans.

The Savage North
Beyond the Watch Wall lays the Savage North. Often this land is said to be nothing but an empty waste of ice and monsters. This is a complete fiction. The north is dominated by forests and plains rich in life. Here dwell three peoples long demonized or ignored by the more civilized folk of the south – the brutal burabar (the name the bugbears call themselves), the naatanuk (intelligent polar bears) and the mysterious ice elves.

Though little is known about the North, this is certain – it is largest unexplored region on the island. Many a Talirean king has dreamt of conquering the North. So far, those dreams remain unfulfilled.

The Lands of the Yutak
This chain of islands is inhabited by the Yutak, short swarthy black-haired humans. These islands are cold, inhospitable places unsuited to farming or grazing, so the Talireans have left the Yutak to their own devices. Where the southerners see wastelands, the Yutak see oceans teaming with fish and seals. In their one-man kayaks and larger umiaks, they ply the open oceans hunting for fur and blubber. Occasionally, several small bands will unite to hunt a whale.

Rarely, an umiak will appear out of the mist loaded with ivory and furs. These Yutak umiaks will sail into one of the western ports (a few have made it as far south as Daveryn), conduct their business and then disappear once more. The Yutak never trade for gold instead prizing steel, leather and strong drink. Wise merchants keep a stock of steel harpoon heads in case they encounter a Yutak trader. The Yutak will trade much ivory for a finely made harpoon.

Few Talireans speak the strange musical Yutak tongue and few Yutak understand common. The Yutak, much like the savage Iraens of the Caer Bryr, have their own gods and their own way of life. Still, where the Iraen are secretive and xenophobic, the Yutak are a gregarious people. Travellers along the western coast tell tales of Yutak who without invitation join Talireans around a campfire. The Yutak share their seal meat and sing strange but beautiful songs with strangers with whom they share no tongue. It is said that if you are polite and share your own food, the Yutak may leave a gift to mark their passing.

Report this post
 Post subject: Re: Talingarde: A Gazeteer
PostPosted: Sat Feb 08, 2014 4:13 pm 
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1389
LG small town
Corruption+0; Crime+0; Economy+2; Law+1; Lore+0; Society +2
Qualities pious, prosperous, strategic location
Danger -5

Government autocracy chosen by the monarchy in Matharyn
Population 1,800 (1,500 humans;150 dwarves; 50 halflings; 100 other)
Notable NPCs
???, commander of Balentyne
Bellam Barhold, owner of the Lord’s Dalliance

Base Value 1,400 gp; Purchase Limit 7500 gp; Spellcasting 3rd level divine, 4th level arcane
Minor Items 3d4 items; Medium Items 1d6 items; Major Items--

Report this post
 Post subject: Re: Talingarde: A Gazeteer
PostPosted: Wed Jun 04, 2014 10:33 pm 
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1389


CG small city
Corruption+0; Crime-4; Economy+1; Law+3; Lore+0; Society+3
Qualities insular, strategic location, superstitious
Danger 5
Government autocracy chosen by the monarchy in Matharyn
Population 9,500 (7,500 humans; 1,100 half-elves; 650 elves; 125 dwarves; 90 halflings; 35 other)
Notable NPCs
Lord Argus Welshire, Duke of Farholde, Commander of the Castle Hamorhall – absent, he is of leading the garrison in war against the Fire-Axe
Sir Valin Darian, Knight of the Alerion, 2nd in command of the Castle Hamorhall
Baron Arkov Vandermir
Abbess Temperance Avigail of the Order of Saint Cynthia-Celeste
Hugo Hallynbeck, mayor and reeve of Farholde
Base Value 4,400 gp; Purchase Limit 25,000 gp; Spellcasting 4th level divine, 4th level arcane
Minor Items 4d4; Medium Items 3d4; Major Items 1d4

Farholde is the northernmost colony of Talingarde. This small city is a backwater, largely isolated from its parent nation by distance and danger. No King of Talingarde has visited Farholde since the Victor sat upon the throne. And yet, Farholde is a keystone of the realm’s defense. Without control of the delta that feeds into Lake Scardynn (pronounced SCAR-den) there would be no credible defense of the Borderlands.

Of course, today that matters little. The Watch Wall is already broken far to the east and war burns bright across the Borderlands. The bugbear horde re-lentlessly presses south towards the city of Daveryn far away from distant Farholde. Castle Hamorhall, Farholde’s great bastion, is almost empty. Its commander and garrison have left to join the war effort leaving behind only a skeleton defense. Farholde seems now more isolated than ever.

A City of Floods
The key to understanding Farholde is water. Almost every structure in the city of Farholde is built on one of nine hills. In fact, its old Iraen name is actually Cannoch Naoi (pronounced Cannock Noi as in noise) which means literally Nine Hills. The reason for this arrangement is simple – Farholde floods.

Almost every year in the spring, Lake Scardynn, brimming with mountain runoff, overflows its banks and floods Farholde. These floods are usually predictable and brief. They have never in memory crested any of the nine hills.

These floods are a boon for Farholde. They deposit rich lake sediment all over the delta plane and create rich arable land for the growing season. No one in Farholde worries about leaving fields fallow or fortifying their soil. The mighty Scardynn handles all such labor. But these floods also mean if you build a structure beneath the floodline, you had better be prepared for it to be underwater for at least two weeks a year.

Besides agriculture and the garrison, Farholde has an-other important industry – fishing. Though the sea is rough and dangerous and few bother to fish its open waters, Lake Scardynn is deep and densely populated with salmon, sea cat and amberscale. Even the occasional sturgeon is caught and both their meat and caviar are prized delicacies.

The prize every captain dreams of catching though is the rare giant crayfish. No one knows why these monsters sometimes appear or why they grow gigantic, but specimens longer than seven feet have been captured in Lake Scardynn. The creatures are dangerous and more than one over-ambitious young fisherman has lost an arm to the beasts. But when one is brought back to town, buyers pay premium coin for delicious giant cray-steaks that barely fit on dinner plates. Grilled and served with melted butter there is no greater delicacy.

The quays where the fishing boats dock are stout stone affairs designed to survive weeks underwater. They jut out in to the delta all along the southern bank. The northern bank has only one – a broad military quay where soldiers and supplies are unloaded to provision the Castle Hamorhall. Usually the quay is home to doz-ens of war galleys and supply barges, but now they are all gone transporting their troops to the eastern front.

A Conquered City
Farholde did not always belong to Talingarde. Less than three hundred years ago, it was a small hill fort controlled by a barbaric Iraen chieftain. How long the Iraen lived and ruled there, scholars can only guess but a farmer tilling a field still might find a crude iron arrowhead or a broken bit of pottery that shows the march of countless centuries.

The half-elven king Accarius IV called the Architect personally led the army that besieged the Iraen hill fort Casrhalla (pronounced Kaz-ra-halla rhymes with Valhalla) and through might of arms took control of Farholde. Though he burned down the original fort, he rebuilt a castle upon its foundations. This was the first establishment of the Hamarhall, named for its distinctive shape. It became one of the first nine watchtowers of the Watch Wall which guarded the frontier.

Accarius’ troops made permanent camp atop the nine hills and it is this camp that is direct descendant of Farholde today. Some of the oldest street names like ‘Quartermarch’ and ‘Kingscamp’ hint at this origin.

The Iraen tribesmen are not memories. They inhabit the Caer Bryr in great numbers and even a few still make Farholde their home. Some worry that the forest-dwellers merely wait for a chance when Talingarde is weak enough that these barbarian may take back what was once theirs. The truth is that the forest-dwelling Iraen nowadays prefer their secluded glens. As for the town-dwelling Iraen, so interbred are they with the Talireans, that they are virtually indistinguishable. Their greatest contribution is the proliferation of unpronounceable place names, red hair and green eyes.

The City in the Jaws
With a little imagination, you can see that the delta is actually a great monster closing its jaws upon Farholde. The town seems like little more than a morsel this great beast will soon devour. Though simply a coincidence of geography, this is an apt analogy.

North is the savage frozen frontier – the land beyond the Watch Wall. It is the domain of the bugbear tribes, the mighty Naatanuk and the enigmatic ice elves. More than once, Hamarhall has been besieged by these barbarous neighbors. Every time the Talireans have fought them off. If the invaders tried to bypass Hamarhall, the fortress deployed its war galleys armed with batteries of ballistae and battering rams. These warships made quick work of any crude flotilla the bugbears could cobble together.

To the south is the Caer Bryr (usually simply called the Briar by locals), an endless and alien jungle. The forest teems with barbaric tribes with different religions and tongues, weird ruins of inestimable antiquity and vicious super-predators that do not distinguish between men and prey. There are a thousand stories told of the dangers that lurk in the Briar and the terrifying truth is that a great percentage of them relate something close to fact.

In the middle of these wild perils lies Farholde – a thin strand of Talirean civilization. The people of Farholde do not decry their place or their fate. Instead, they take pride in their resilience. Farholde is just shy of three centuries old. For three centuries, bugbear hordes and Briar-born beasts have done their best to wipe it from the map.

Farholde remains.

Last edited by WarDragon on Thu Apr 02, 2015 10:25 pm, edited 2 times in total.

Report this post
 Post subject: Re: Talingarde: A Gazeteer
PostPosted: Tue Dec 23, 2014 11:13 pm 
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1389
Notable Landmarks of Farholde
1. Hamarhall

Ths grim castle of grey stone overlooks the Scardynn delta from high Hamarhill and remains the most obvious sign of royal might. Usually garrisoned by one hundred soldiers plus officers and support personnel, this castleis not too different from the Watchtower Balentyne. At the moment, the castle has lost much of its defensive significance and its garrison is much decreased. Sir Valin Darian commands twenty overworked soldiers who do their best to maintain patrols and a presence on the walls.

Baron Vandemir advises against attacking Hamarhall. Though it would be easy to conquer the tower manned only by Sir Valin and his twenty soldiers, all this will accomplish is alerting the citizenry that the town is in danger. He speculates that the Abbess (see below) and retired soldiery will form an alliance of desperation. A militia will be organized and the town will actually become more secure.

2. The Accarian Beacon
Where Lake Scardynn meets the sea rises King Accarius’ other less famous building project. The lighthouse guides ships into the port through the jagged, rockstrewn breakwaters. It is also anchors one point of the great sea-chain that can be raised to block access to the Scardynn in times of war.

The keeper and guardian of the beacon is actually a hereditary position bestowing a minor noble title. Sir Bonder of the Beacon holds the position today, charged with securing the beacon by a three hundred year old royal decree. He uses that decree to justify maintaining and arming his own gang of toughs. Known officially as the Beacon Watch, everyone in town calls them the Beakers. Th Beakers used to be kept in check by the Duke’s men, but now Lord Argus and his garrison are gone. Sir Bonder, an ambitious and ruthless man, has been recruited by Arkov Vandermir into his personal circle. Though not a worshiper of Asmodeus (nor aware that his new patron is such), Sir Bonder is a potential ally of the Knot.

3. Calliver Green
This gently sloping hill is amongst the highest points south of the Scardynn delta and has become home to the wealthiest residents of Farholde. Access to the Green is blocked by a small private guard post. Without a pass granted by a residents, access is not allowed.

Only six estates stand on the hill: Welshire Hall (the personal estate of the duke himself), Vanderhall (Baron Arkov Vandermir’s estate), Beaconhelm (the estate of Sir Bonder of the Beacon), Hallynsgate (home of the mayor and reeve, Hugo Hallynbeck), Cranstyn Spire (owned by Farholde’s wealthiest merchant – the lady Shalyn Marsten) and Far Ghasten (an empty but meticulously maintained manor owned by the powerful Ghastens of Ghastenhall).

The six estates surround a large picturesque communal green. Ths lush private park, once venerated as a holy place by the Iraen, still boasts a great and ancient yew tree, its knotty trunk more than sixteen feet across at its widest. Ths tree gives the hill its name – Calliver (pronounced Cowl-liver similar to caliber) is a bastardized version of its older name Cannock Ivar, which means literally the Hill of the Yew. Once druids prayed to this old tree, but now it is far more likely that you will fnid some young noble scion picnicking beneath the vast spread of its countless branches.

4. Abbey of Saint Cynthia-Celeste
Usually called simply the Abbey by locals, this large walled manor house is home to a devout order of Mitran nuns. The nuns are a common sight about town dressed in their dark blue and white habits. Thse “brides of light” are a chaste and cloistered order, but still must frequently leave their abbey to conduct their business. They are a relatively young order, their founder having been martyred only a hundred and fifty years ago.

Saint Cynthia-Celeste was a powerful cleric of Mitra who frequently ventured into the north. Her greatest achievement was single-handedly defeating a powerful ice devil (a gelugon) known only as Skathyl. Skathyl had manifested on this plane and threatened the peace by unifying an army of northern monsters. It was Saint Cynthia-Celeste who lead a party far to the north and slew the beast. Unfortunately, the saint herself was dealt a mortal blow in the fight and was brought back here by her distraught devotees. Her incorruptible body lies enshrined in a perpetually guarded sarcophagus looking as if she died yesterday. Skathyl’s wickedly ornate glaive, though, is on display in the Abbey’s shrine wrapped in chains of silver.

The Order is well regarded throughout Farholde thanks to their many good works. Led by the Abbess Temperance Avigail, the sisters are quick to offer aid. Their resources of holy blessings are limited. Though the order has more than three hundred sisters within its walls, Vandemir estimates that perhaps twenty of them, including the Abbess, have the ability to use divine magic.

Owing to their founder being a devil-hunter, every sister of the abbey receives some basic military training and they maintain an armory. While this is not well-known about town, now that the garrison is gone the sisters of Saint Cynthia-Celeste are actually the largest fighting force in Farholde. Thy could muster more than a hundred trained fighting nuns backed by divine spellcasters if Farholde were directly endangered.

5. The Vandermir Orphanage
Baron Arkov Vandermir established this orphanage ostensibly to help the most needy of Farholde’s children. In truth, the orphanage’s actual purpose is to give the Baron muscle. The older boys are taught to fight and steal. Those who excel at this brutality are eventually recruited into the Baron’s personal retinue. This gang of toughs does Arkov’s dirty work. While the Duke was here, the Baron had to be discrete. But now, reading between the lines of his conversation makes it clear that the Baron is determined to use all his might to secure his position as the most powerful person in Farholde. He does not spend much effort hiding this fact from his Asmodean allies.

The Orphanage itself is an imposing structure teeming with children of all ages. The buildings are well maintained and the children certainly seem well taken care of. The headmaster, a wizard named Bergill Mott is careful to ensure that the orphanage puts forward a fine official face. Master Mott sees that the orphanage’s worst offenses are confined to darkness. Still, it is difficult to contain several score young enterprising thugs and the hill around the orphanage has become a famously crime-ridden neighborhood.

6. Bryrwatch (“The Trident”)
This small watchtower just outside of Farholde rises on the highest promontory south of the Scardynn delta. It over looks both the edge of the Caer Bryr and the lake. Manned by guards with piercing signal horns, it could alert the town if anything dangerous emerges from the woods. It has a very distinctive shape with two smaller turrets jutting out of the main tower, hence its nickname “The Trident”. One turret faces towards the river and one towards the forest.

Like everything else connected with the military, Bryrwatch is garrisoned now only by a skeleton crew. A half dozen soldiers man the small three-floored tower.

7. Auld’Irey
Built upon the largest of the nine hills, this is the oldest section of Farholde and the only part of the town surrounded by a wall. When the hill fort that became Hamarhall fell, there was across the river a small Iraen town. The town surrendered without battle and was captured intact. Auld’Irey (pronounced all-DIARY), a corruption of “Old Iraen”, is the rebuilt remains of that settlement.

Today Auld’Irey is the mostly densely populated portion of Farholde. Every available plot has been developed and buildings are stacked upon buildings. The majority of commerce is done here and the lionshare of Farholde’s shops, taverns and inns are located in this quarter.

This quarter is not just filled with shops. Many people live here and the oldest houses in Farholde are located here. Once Auld’Irey was the nicest place to live in Farholde but recently that honor has been usurped by the manors of Calliver Green (see above).

Auld’Irey is also where the headquarters of the town watch is located. Ths ensures that this quarter is the most patrolled and safest public section of the city.

8. Templeton Rise
Located at the highest point in Auld’Irey is the center of all trade in Farholde -- the Templeton Rise. Originally, a pagan Iraen temple, a temple to all the Talirean gods (including both Asmodeus and Mitra) supplanted it. When the Darian dynasty overthrew the Barcan kings, that temple was abandoned and sold to the Marsten family, rich merchants. The family remains the current owners and this is the hub of their mercantile empire.

The lady Shalyn Marsten (the Marsten family a century ago bought a very minor noble title -- thus she is the “lady Marsten”) presides over her dominion from this perch. The building is an open hall where goods are traded in bulk. Various merchants maintain stalls where sellers can take their wares in hopes of finding a buyer. At the far end of the hall is the only permanent fixture, the Marsten Offices. The place is loud and furious during business hours as auctions are held one after another.

9. Newchurch
Newchurch is the name of the neighborhood, the hill it sits on and the common title given to the Mitran church at its center. The church was commissioned by the Victor during his visit to Farholde (the first and last time that any Darian king set foot here). It was this commission that caused the old temple (now the Templeton Rise) to be abandoned and later sold to the Marstens.

The church itself, formally known as the Hall of the Sun Victorious, is perhaps the most majestic building in all of Farholde. It rises in baroque splendor to dominate its hill. Its great central spire, crowned with a Mitran sunburst, can be seen from almost any point in town. The church once had a large staff of clergy. Most of them are gone. They went with Lord Argus to war, serving as healers and spiritual support for the troops. What remains are just a few junior laymen who conduct services and keep the place in order.

10. Drownington
Ths is the low-lying middle between Auld’Irey, Newchurch, Estell and Jasperhill. Being one of the lowest areas around the delta, no one sane would live here and yet it is crowded with temporary structures, water-logged shanties and traveller’s tents. This transient community is definitely the bad part of town. It exists because the town watch has repeatedly proven it is loathe to come down here. This is understandable, as it is not easy to get to Drownington from Auld’Irey. The bridge that connects Auld’Irey to Newchurch is separated by a wall. The eastern gate that connects Auld’Irey to Estell has no access to Drownington. You have to leave through the north gate and trudge through hundreds of yards of muddy bog to make it to Drownington. The guard rarely bothers. Thus, there is effectively a small lawless zone right in the middle of Farholde. This is Drownington. And if someone needs to avoid officials and doesn’t mind the occasional flood, anyone can set up shop here.

Drownington is a maze of transients and cast-off. Fights and muggings are common. Illegal goods unthinkable to trade up on the hills are openly trafficked here. Desperate prostitutes peddle their wares besides drunken river sailors too broke to afford lodging above.

11. Lord Drownington’s Manor
There is only one permanent structure in Drownington, built on a slab of rock that is mostly above the flood line (by almost four inches!). There stands a stout stone bunker that has barely survived a hundred floods. A crudely made sign in front reads “Lord Drownington’s Manor”. Equal parts bar, brothel, fight club, black market and thieves’ guild, this is without a doubt the most dangerous place in Farholde.

The Manor is run by a large, unpleasant man named Rubal Thaam. Bald, scarred, mean and possibly the world’s most creative wielder of profanity, Rubal was once a captain in the Duke’s garrison until he was caught running a prostitution and gambling ring to “increase morale”. Rubal was able to avoid being arrested and shipped to Branderscar prison by pinning some of the most heinous acts on underlings. Still, he was dishonorably discharged and ended up here. Rubal killed the last owner in a knife fight and now runs the place as his personal fiefdom.

A night without a knife fight or bar brawl is considered tame at the Manor. But if you want to really know what’s going on in Farholde, it’s also the best place to hear unfitered rumors. Just be careful not to steal from Rubal or threaten his girls. Rubal never forgets a grudge.

12. Wrecker Isle
This large accumulation of pebbles and debris in the river delta is largely seen as navigation hazard these days. There are rumors that it once held something important to the old Iraen, and other rumors that it's haunted by the ghosts of shipwrecked sailors, but there has never been any evidence of either being true.

13. Westell
This low hill has a small rural community that marks the beginning of a collection of loosely affiliated farms that stretch south towards the Caer Bryr’s edge. Baron Arkov Vandermir owns a great deal of this farmland and thus possesses a near monopoly on Farholde’s food supply. He has used this to grow wealthy indeed. Even though Westell and the Barony of Mir further to the south are the source of his wealth, he prefers to be an absentee landlord and rarely visits.

14. Corgan’s Landing
This is a large slab of stone built on the banks of the Scardynn almost two centuries ago. Though it has settled some, it remains comfortably above the flood line. Thus, it is completely filed with warehouses, businesses and offices of all sorts. It is also the home of the Harbormaster’s House.

The current harbormaster, Captain Charles Ritkin, is a retired member of the duke’s garrison. He is honest, forthright and relentless in enforcing the king’s law on the harbors of Farholde. When the war started, he almost reenlisted but was talked out of it by the duke himself. “I need you here, Charlie, keeping my city running,” the duke commanded. Harbormaster Ritkin takes this duty very seriously.

Alas that the assistant harbormaster does not. Mallory Ritkin is Charles’ nephew and the retired captain has a total blind spot towards the youngster. Mallory is a corrupt gambler and womanizer who has used his position to live far above his means. He is also completely in the pocket of Baron Arkov Vandermir.


Report this post
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 5 hours [ DST ]

Who is online

Users browsing this forum: No registered users and 0 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: