Setting

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sirravd

Setting

#1 Post by sirravd »

Long ago, in what is now the Kingdom of Vathrenti, near the Sea of Lenae and the great Barrowmoor, there lived a mysterious people, the Barrow-folk. Who the Barrow-folk were, exactly, no scholar can say. All that is known is that they buried their dead in burial mounds and elaborate underground tombs: the barrows.

These strange tombs are now collectively called the Barrowmaze, for their complexity is legendary. For generations, tomb-robbers have made their way into the Duchy of Aerik and the Barrowmoor, seeking plunder and glory. Some have returned with great fortunes, but half-maddened, unable to speak about what they have seen or even to enjoy the fruits of their delving. Some have been lost forever. Some, it is said, have returned as walking dead, haunting the moor.

Will you survive the labyrinthine catacombs, retrieve treasure, and keep your sanity? Or will you be lost to the terrible Barrowmaze?

sirravd

Re: Setting

#2 Post by sirravd »

The Duchy of Aerik

The Duchy is named for Aerik Ironguard, one of the first settlers in modern days and the founder of Ironguard Motte (q.v.).

Geography

The Barrowmoor
The Barrowmoor dominates the Duchy of Aerik. The moor is a vast fetid bog roughly 30 by 35 miles. Within the marsh, an obscuring fog hangs heavily on the landscape and easily disorients travelers. At dusk the fog is nearly impenetrable and the moon casts an eerie glow across the moor. The moor is, so you have heard, nearly impossible to navigate due to the dense and bizarre flora: seven-foot vines, huge fungi in the shape of men, and other such fabled creatures.

The Old Dwarf Bridge
Created long ago by the dwarves of the Moon Peaks (q.v.), the Old Dwarf Bridge (or the Ghazdukul, as the dwarves call it) facilitates trade across the Moorwash River between the dwarves and the human settlements of Ironguard Motte and Helix (q.v.) Although the dwarves still conduct trade occasionally. they have by and large retreated their underground halls, increasingly uninterested in the affairs of men. The bridge itself provides the primary ford across the Moorwash River and is essential to the village of Bogtown (q.v.) Periodically human brigands or monstrous humanoids from the Barrowmoor, the Wyrdwood, or the Moon Peaks (q.v.) have been known to occupy the bridge for a short time and waylay (or demand tolls from) travellers and caravans.

The Merisc and Blackwater Rivers
From the Barrowmoor, the Merisc (pronounced "merrish") and Blackwater rivers drain to the forests and plains beyond the duchy. Both rivers appear blackened by peat moss and slowly return to clear water the farther away from the Barrowmoor. Tales say a large tribe of lizardmen lives in the delta of the Blackwater River.

The Moon Peaks
The Moon Peaks are a mountainous range that runs east of the Wyrdwood. A clan of dwarves, the Hammerhands, lives in the northernmost of these mountains near Bogtown. In their mountain home, called Karnak by the dwarves, they mine metals and trade both raw ore and finished goods (metalware, arms, and armor) to the human settlements by. All non-dwarves are strictly forbid. Some say a great Roc makes its nest in the southern edge of the mountains.

The Moorwash River
From the plains to the east, the Moorwash empties into the Barrowmoor. Its waters darken to black due to the peat from rotting vegetation as the river approaches the swamp. Monstrous humanoids such as froglings and lizardmen often use the banks of the Moorwash, particularly to the west of the Old Dwarf Bridge, to hide their numbers and strike at caravans and travellers before retreating quickly into the Barrowmoor.

The Blackened Forest
The Blackened Forest is a dark swampy woodland. Some say the trees have turned black from the peat of the Barrowmoor and others that a greater evil has poisoned the forest. The wood is known to harbor all manner of monstrous creatures. During the spring and summer months the villagers of Helix, accompanied by a group of men-at-arms, attempt to harvest the extremely valuable giant spider silk from the forest. Only a handful of locals possess the skill to weave giant spider silk. Some say the clothing made from the silk possesses unique properties. The majority of the silk harvest is transported by the Silver Standard Merchant Caravan Company to Ironguard Motte. In addition, a white marble ruin––perhaps an ancient temple––is said to exist in the Blackened Forest north of Helix.

The Secret Shrine of Zargon
Old tales tell of a temple to the forbidden god Zargon that can be found in the mountains of the Moon Peaks. Sages know little else about this mysterious site.

The Thornswild Forest
The Thornswild Forest is a rotting, swampy wood choked with vines, thorns, and tangled branches. A small community of black-haired elves is said to live in the forest, who protect their borders against men and lizardmen alike. Little else is known about this woodland.

The Wyrdwood
The Wyrdwood is a dark forest that stands between the Barrowmoor and the Moon Peaks. It is a mixed wood: damp and wet closest to the bog and dry forest nearest the mountains. Tribes of neanderthals are said to live in the low caves of the Moon Peaks and wyverns have also been spotted at higher elevations. A small number of elves still patrol the woods, but they have largely abandoned the Wyrdwood to join their kin in the Thornswild.
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Last edited by sirravd on Sun Feb 23, 2020 12:40 pm, edited 6 times in total.

sirravd

Re: Setting

#3 Post by sirravd »

Towns and Settlements

Bogtown
Population: Roughly 500
Demographics: Primarily human with a few dwarves, half-elves, and elves

Bogtown is located at the eastern edge of the Barrowmoor at the base of the Moon Peaks. Bogtown was first populated by men for the purpose of logging and as a location to facilitate trade between Ironguard Motte and the dwarves of the Moon Peaks. The local villagers of Bogtown also, it is said, keep contact with the handful of elves that remain in the Wyrdwood.

The village has a seedy reputation, as a haven for the low-born and the outcasts of civilized society. The village has few amenities; most structures are in disrepair and almost everything in the village is covered in moss from the constant dampness. It is common knowledge amongst adventurers and similar reprobates that Bogtown is the headquarters of the Shadow Hands, the Duchy of Aerik's thieves' guild. Furthermore, there are rumors that the village's Ironguard Designate and Elderman, Herik Yolun, is a secret worshiper of Nergal (q.v.)
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Last edited by sirravd on Sun Feb 23, 2020 8:27 am, edited 2 times in total.

sirravd

Re: Setting

#4 Post by sirravd »

Ironguard Motte
Population: Roughly 1,600
Demographics: Primarily human with some elves, dwarves, gnomes, and halflings
Industry and trade: agriculture (wheat); fine goods (clothing, armor); metal goods (raw and finished from trade with the dwarves)

Located on the eastern edge of the Blackened Forest and northeast of the Old Dwarf Bridge, Ironguard Motte is the most highly populated town in the region. "Ironguard Motte" refers to both the Ironguard noble family and their Motte and Bailey castle that serves as the town's primary fortification. The town proper is encircled by a wooden palisade, although many farms and other structures are located in the immediate countryside. The Ironguards employ a force of 50 men-at-arms that both protect the castle and serve as law enforcement.

As the largest town and center of trade in the region, Ironguard Motte offers all the services available in Helix, in addition to specialized services that include an armorer, a weaponsmith, a temple to Crom, and a shrine to Elei. The Silver Standard Merchant Caravan Company is also centered in Ironbuard Motte and conductdweekly trips to Helix and Bogtown.

Ironguard Motte is also the seat of political power in the duchy. Although they are a noble family, the Ironguards are considered by their cultured peers to the east as uncouth, unsophisticated yokels. Nonetheless, the Ironguards have tried to bring a resemblance of stability and trade to the area, despite the influx of adventurers and mercenaries to the region each spring.
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sirravd

Re: Setting

#5 Post by sirravd »

Helix

Population: Roughly 650
Demographics: Primarily human with a few dwarves, elves, half-elves, and halflings
Industry and trade: Dried peat, subsistence agriculture

The village of Helix is located between the northern edge of the Barrowmoor and south of the Blackened Forest. Humans established the village centuries ago atop the ruins of a much older settlement. The location affords access to water, the protection of the forest, and fuel supply in the form of harvested peat mass from the bog.

The people of Helix are a mixed group. The remote location of the village, on the western edge of the known world and far removed from civilized society, means the townspeople are either hardy frontiersman who make the village their home or scoundrels and knaves seeking refuge in the distant corners of the realm.

The time of year also influences the village population. Helix appeas relatively quiet during the rainy season in the fall and winter months, During this time, only the foolish would attempt to cross the marsh (even highly skilled rangers and druids would think twice). Instead, any who wish to navigate Barrowmoor must wait until the late spring or early summer.

Helix falls under the feudal protection of young Krothos Ironguard, son of Kell Ironguard. Krothos is rarely seen without his personal advisor, a weasel-looking fellow by the name of Xirgyn. Until a year ago, Helix was instead ruled by Krothos's older brother, Perafern Ironguard, but Perafern suddenly died of marsh fever. The people of Helix had great admiration for Perafern, but despise Krothos, who cares little for the well-being of the land and its people. Rumors have become increasingly persistent that Xirgyn murdered Perafern by means of black magic; in the last few weeks, two townsfolk have had their tongues cut out and been expelled from the Duchy for allegedly spreading these rumors.

Many folk tales and legends are told in Helix. Of these stories the undead are most persistent. Village elders have become increasingly worried by the sightings of strange human-like figures shuffling through the fog. Some locals in Helix blame adventurers for these disturbances and say the barrow mounds by be left alone. Most Helixians (not least Krothos himself) support adventurers because they bring money to the village, especially on the rare occasions that they do indeed strike it rich in the barrows, but public opinion is shifting against them...

sirravd

Re: Setting

#6 Post by sirravd »

Map of Helix
helix.png
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1. Village Square. This is the central meeting and marketplace in the village. The village crier makes announcements each day at noon from a dais in the center of the square. The square also contains a pillory.

2. Turgen's Trade Goods. The merchant Cirwyr Turgen has provided basic equipment and trade goods to the villagers of Helix for decades. He also serves as the local agent for the Silver Standard Caravan Company and facilitates shipments back and forth between Helix and Ironguard Motte. Turgen also hires men-at-arms, mostly through the mercenary guild (q.v.) but occasionally from unaffiliated adventurers, to serve as protection for his caravans.

3. The Axe and Anvil. The dwarf Karg Barrelgut is the lead hammer at the Axe and Anvil. Barrelgut is a fine craftsman and serves the village in the varied roles of blacksmith, armorer, and weaponsmith, as needed. His young cousin Gern works as his apprentice. Barrelgut was originally from the Stone Mountains far across the plains to the east but fled decades ago for an unknown reason. He has befriended the other dwarves in Helix and his smithy how serves as the de facto dwarven meeting place (social and religious). He can provide all the weapons (except bows and arrows) and most armor types (plate must be ordered from Ironguard Motte on a cash up-front basis and will take one week). In addition, adventurers can also purchase a broadsword from the Axe and Anvil for 8 gp. (The broadsword is the favored weapon of warriors in the duchy.) If given sufficient time, Barrelgut can make unique non-magical dungeoneering items and equipment. He is known as a fair dealer in Helix.

4. Mercenary Guild. This building serves as the home of the mercenary guild in Helix. Osen, the Guildmaster, created a business for himself recruiting men-at-arms, porters, torch-bearers, guides, and so on to serve adventurers and expeditions into the Barrowmoor and the surrounding region. In the spring and summer months, when the population of Helix swells with the influx of lowly adventurers, scoundrels, and rogues, Osen and his guild manage to bring order to the village. Osen is disliked by the villagers due to his friendly relationship with Krothos.

5. The Silver Standard Merchant Company. This building serves as the supply depot fr the Silver Standard Merchant Caravan Company in Helix. Trade goods are both delivered and loaded at this location. Cirwyr Turgen oversees each shipment personally and normally has a small crew of men to load and unload the caravans. The building is locked at night. It may also be protected by several guards, subject to the situation. The Caravans follow a route tat exchanges goods between Helix, Ironguard Motte, and Bogtown. The road between these locations is little more than a perilous dirty trail and caravans are forced to move slowly. Moreover, travellers are often attacked by brigands and monsters: froglings, lizardmen, and worse.

6. Shrine of Herne. The Shrine of Herne is a shall church in the center of the village. Brother Othar and his underclerics Cella and Gamdar oversee the shrine and tend to the needs of the villagers.

7. The Rosy Quartz Jeweler and Money Lender. This is the shop of Gir Huwen, the village's jeweler and money-lender. Huwen provides several services for adventurers, including the appraisal of gemstones and other precious treasures, exchange of these items into gold pieces, banking services, and lending.

8. The Merry Dragon. The Merry Dragon is the heart and soul of the village. Berdnern the Barkeep owns the tavern. The tavern is usually quiet in the mornings and early afternoons. Patrons normally start arriving in late afternoon and the music and merriment continue until Berdnern closes the tavern in the wee hours of the morning. The tavern is a hub for adventurers as well as locals.

9. The Foul Pheasant. This is the only gambling house in Helix, run by the halfling Perni Vilnor, a rumored ex-thief. Perni is a fount of information (of unclear accuracy), which she dispenses to adventurers for the right price. Krothos Ironguard, a high-stakes gambler, makes regular appearances late at night.

10. Wizard's Spire. This decaying spire is the home of Mazzahs the Magnificent, the local wizard. The structure is in disrepair and the sides are covered in green moss. Mazzahs is a grouchy man, with a penchant for turning irritating people into small animals; Krothos has suffered him to continue living in the village out of sheer terror. However, he does have a great interest in the secrets of Barrowmaze and is reported to pay good money for interesting lore.

11. Valeron the Fletcher. This is the home of Valeron the elf, the finest bowyer and fletcher in the Duchy (and beyond). Valeron is also said to possess the ability to weave cloth of giant spider silk.

12. Mill. The mill grinds grain brought from Ironguard Motte into flour for the villagers. The miller, Hendon, is a capable man and occasionally walks the moor in defense of the village.

13. Barrowmaze. Barrowmaze lies four hours' march south of Helix, though new arrivals have no hope of getting there without the aid of a guide.

14. Statue of Herne. Surrounded by a ring of stones, a statue of Herne stands in a secluded grove three miles west of Helix. Some villagers travel there to worship.

15. Ancient Ruins. An ancient white marble ruin, perhaps once a temple, can be found in the Blackened Forest about five miles north of Helix. The ruins are covered in the same giant spiderwebs that dominate the wood.

16. Ironguard Motte. Q.v.
Last edited by sirravd on Mon Mar 02, 2020 8:12 am, edited 3 times in total.

sirravd

Re: Setting

#7 Post by sirravd »

Deities

Herne, god of the northern woodlands and swamps, and the creatures that inhabit them, and of peace and justice. The most frequently worshipped god in the Duchy, particularly Helix. Said to choose a favored mortal––a druid or ranger––to serve him as the Guardian of the Forest. Lawfully aligned.

The Green Man, god of nature as a whole, patron of druidic magic; possibly the father of Herne. For centuries, his face has been carved into trees and rocks; tales say good fortune befalls those who chance upon his face in the wild. Neutrally aligned.

Crom, or Cromm Cruach, god of feats of arms, valor, bravery, laughter, drink; patron of paladins. His followers strive to be just, loyal, courageous, and stoic; cowardice and treachery are the ultimate sins for a worshiper of Crom. Lawfully aligned.

Elei, goddess of arcane magic, mathematics, architecture, music, scholars. Neutrally aligned.

Imuurax, god of decay, corruption, pestilence; an ancient deity about whom little is known; said by some to be the same as Zargon (also an ancient chaotic deity, about whom even less is known). It is believed his faithful consisted of a secret order of corrupt druids who dwelt in the Barrowmaze centuries past and possessed a strange power over select creatures and monsters. Folk tales say Herne's last Guardian of the Forest died in a battle with these followers of Imuurax. Chaotically aligned.

Nergal, god of death, the undead, necromancy, assassins. His followers once ruled whole empires but now persist mainly in secretive cults. Some scholars hold that the Barrow-folk worshiped him. He is attended by his two sons, Orcus and Set. Chaotically aligned.

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