This is the archive where Guardian has placed old material from his Illithid War campaign. You can use the format and material here to set up your own DM cheat sheet.
It may be helpful to refer to the Continental Maps.
| More information will be forthcoming. For now, check out the map of the town, and it's surrounding countryside! |
| Additional Details/Maps: Al'vas town | Al'vas Countryside |
| Nation | |||||
| Ruler: Duke Alan Markkson | |||||
| Population: | Allies: Peacewood, Isenvar, Tyris | ||||
| Ardenkeep 30,000 | Morkain 3,400 | Enemies: Fandril | |||
| Arkhail 2,850 | Waystation 850 | Founded/Built: 2990 | |||
| Hathway | Wingrove | Terrain: Forest, farmland, Hellsteeth Mountains, Caldin's Gap | |||
| Jelaud | Government: Monarchy | ||||
| General Alignment: Good | |||||
| Defenses: | |||||
| Ballistae, heavy | Ballistae, light | Catapults, heavy | |||
| Catapults, light | Glyphs (8th-10th) | Land of stability (16th) | |||
| Magic Circle (foundation) | Magical Weapons | Major Ward (18th-Ardenkeep, Morkain only) | |||
| Moat | Symbols (Hopelessness, Persuasion -16th lvl, only some cities) | ||||
| Teleport Barrier (15th) | Terrain | Walls (all towns & cities) | |||
| Wards, elemental (14th) | Wizard Locks (14th) | ||||
| Troops: | |||||
| Archers (xbow) 1,700 | Engineers (siege, artillery, counter-siege) 2,000 | ||||
| Golems, Iron 6 | Hv. Horse 680 | Hv. Infantry 1,100 | |||
| Lt. Horse 700 | Lt. Infantry 2,000 | Mages 12 | |||
| Md. Horse 80 | Md. Infantry 300 | Gray Company | |||
| Polearm, Pikes 1,400 | Priests 50 | Spies (excellent) 27 | |||
| Tatheari 13 | |||||
| Magic: C (Max level around 8-9)
No organized guilds. Magic mostly regulated under old Imperial Law (register with the local authority, don't cast spells in towns/cities without a license, heavy fines). Most of the magical defenses are left over from the Empire. Ardenia lacks the trained wizards to do more than poorly maintain the failing wards. Priests of Avaryan help keep spell-slingers under a watchful eye. |
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| Religion: A (Avaryan) | |||||
| Accuris, Corellon, Crom, Kamarr, Kitai, Lanua, Silvanus, Talamyr, Vardin | |||||
| Economy Type: A (Very Wealthy)
Grains, meats, finished products, textiles. Ardenia has some of the richest farmland of the Seven Kingdoms. Even the various Merchant Clans leave off their backstabbing here. |
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| Guilds: All of the greater Merchant Clans have representatives here. Western Dwarves from Chakka-Luk (through Mordeen) also pass through Ardenia on their way to the Ironheart Mountains. | |||||
| Brief Description: Ardenia is the last bastion of the Empire of the Hartland. Alone of the Seven Kingdoms, the Markkson family has never claimed a royal title, instead maintaining their land as a Dukedom. The people are happy and well-fed. There is very little crime (since criminals are usually conscripted into the Gray Company in lieu of a prison sentence or execution - a la Foreign Legion) except on the southern border with Fandril. Ardenia is at almost constant war with its poorer southern neighbor (the "Bandit Problem"), with actual armies taking to the field every five years or so (the Fandrilians regularly get stomped). As for Horeen... open conflict hasn't broken out yet - mostly due to the fact that Ardenia and Horeen are almost entirely dependent on each other's trade. Horeen can never seem to get enough of its nobles to stop fighting each other and turn on Ardenia. Ardenia, though it has the far superior troops, does not wish to wage war on "former countrymen whose leaders have led them astray." | |||||
| People of Note: Jacob Malierre (High Priest of Avaryan) | |||||
| DM Notes: Duke Markkson carefully maintains the status quo in Horeen through judicious use of spies and blackmail. He does not wish to conquer Faldrin, even though he certainly has the capability, as that would immediately give him tens of thousands of hungry mouths to feed, in addition to a vastly increased criminal population. Policing Fandril would be a nightmare. This is a blind spot with most Ardenians: The people of Fandril attack Ardenia out of desperation - they're starving. If the Ardenians would simply offer grain at a price the Fandrilians could afford, there wouldn't be wars. | |||||
| Weather: | Winter: Mild | Spring: Mild | Summer: Mild | Fall: Severe fog, especially near Hellsteeth | |
| Culture/Customs: Modeled after Renaissance France. Gentlemen carrier rapiers for self-defense as well as duels of honor. The longsword is a weapon reserved for knights and the noble-born. Metal armor is reserved for the nobility and military personnel (active or retired). These laws are strictly enforced. | |||||
| Geographical |
| Brief Description: The Escarpment is a massive uplifting of the edge of a continental plate. What exactly causes this unusual feature is unknown. The land lifts straight up on both sides, having little physical effect on nearby lands. The Escarpment separates the Corinian Forest, on the west side, from the Silver Forest, on the east. |
Places of Note: Of all the Eastern Dwarves and Elves who have tried to explore the Escarpment (at least, its eastern side) very few have returned. Those who have tell of this strange plateau extending far north, running into a huge range of mountains, and far south, where it runs into the sea and forms dangerous mazes of shoals and coral reefs. The Escarpment rises between 2,000 and 4,000 feet in height (about 1/2 mile to 4/5 mile). Its walls are rocky and hold many caves raised from under the ground. Many rich veins of ores, including mithril and adamantite, can be mined from its walls. The caves are uninhabited for the most part. However, there are lairs of svirfneblin, duergar, Drow, and other creatures from Underearth. The vast majority of these lairs remain undiscovered for the inhabitants either slay intruders or escape deeper into the Escarpment, collapsing tunnels as they leave. Several of the caves lead to passages, which lead to the caverns and pathways of Underearth. Some portions of the Escarpment are homes for dragons (good and evil) and one or more beholders. Of the surface of the Escarpment, little is known. It is difficult to approach the Escarpment by air due to the fierce winds that prevail about it, some of which can reach hurricane force during a moderate storm. |
DM Notes: Classify this as one of the five most dangerous places on the continent. Good site for unusual "underground" adventures, mining expeditions, exploration - especially for high level parties (9th+). |
| Ralkstag, City | ![]() |
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| Ruler: Prince Rheylid Asrytal | |||||
| Population: 52,000 | Allies: Peacewood, Isenvar, Tyris | ||||
| Founded/Built: Pre-Cataclysm | |||||
| Terrain: Jungle, coast, plantation | |||||
| Government: Benevolent Monarchy | |||||
| General Alignment: Any N | |||||
| Defenses: | |||||
| Ballistae, heavy | Catapults, heavy | Coral Reef | |||
| Demons, bound (Unknown) | Devils, bound (Unknown) | Glyphs (various, 12-15th) | |||
| Guards & Wards (18th) | Land of stability (17th) | Mage Ward (vs. non-guild magi) | |||
| Magic Circle (foundation) | Magical Weapons (various) | Moat | |||
| Symbols (18th) | Teleport Ward (vs. non-guild magi) | Walls (30x20') | |||
| Wards, elemental | Wizard Locks (18th) | ||||
| Troops: 5200 | |||||
| Archers (xbow) 1000 | Demons (Unknown) | Devils (Unknown) | |||
| Golems, Iron 6 | Hv. Horse 680 | Hv. Infantry 1,100 | |||
| Engineers (artillery, counter-siege) 470 | Golems, Iron | ||||
| Lt. Horse 500 | Lt. Infantry 1200 | Mages 10 | |||
| Md. Horse 250 | Md. Infantry 900 | Polearm 800 | |||
| Priests 30 | Spies (Good) 40 | ||||
| Magic: C (Max level around 8-9) Bardic Collegium, Magisters' Collegium, (Rheylid Asrytal) |
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| Religion: B (Accuris) | |||||
| Avaryan, (Bael), Crom, Kamarr, Lanua, Silvanus, Talamyr, Amara, Falrun, Mahnan, Shune, Vardin, Kitai | |||||
| Economy Type: B Silver, rare woods, leisure, trade from Greyslope. | |||||
| Guilds: All of the greater Merchant Clans, as well as most of the lesser Merchant Clans, have representatives here. | |||||
| Brief Description: Unlike the rest of Ralkstag, Nyvin and Raskar are prospering. Nyvin was fortunate to have a silver mine located nearby. It is also much warmer than the rest of the land, bordering on the jungle. Rare woods are regularly harvested from the surrounding jungle. Ships leave regularly for Greyslope Isle. | |||||
| People of Note: | |||||
DM Notes: Nyvin rates a higher magic and economy rating because of the silver mines and rare woods industries. Nyvin also has fewer undead than any other city in Ralkstag, save Raskar. Rheylid Asrytal is the cousin of Ralkstag's former king, Vendariel Asrytal II. The silver mines are extensive, tunneling miles under the surrounding land. Several times, miners have had to give up lucrative veins because of the magma beneath the rock. It is this magma which warms the surface land to near-tropical temperatures. |
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| Weather: Hot and humid. Nyvin gets more rain than most other parts of Ralkstag due to its location. The Escarpment and Greyslope Isle shield it from most ill weather. | |||||
| Culture/Customs: Graverobbing is a crime in Ralkstag. To prevent would-be undead-slayers from depsoiling the dead, Ralkstag has a standing bounty of 20gp per hit die of undead slain permanently. Proof of slaying must be given. | |||||
| Ralkstag, City | |||||
| Ruler: Mayor Halimar Warental | |||||
| Population: 45,000 | |||||
| Founded/Built: Pre-Cataclysm | |||||
| Terrain: Open farmland | |||||
| Government: Benevolent Monarchy | |||||
| General Alignment: N (variations) | |||||
| Defenses: | |||||
| Ballistae, heavy | Catapults, heavy | Demons, bound (Unknown) | |||
| Glyphs (various) | Mage Ward (vs. non-guild magi) | Magic Circle (foundation) | |||
| Magical Weapons (few) | Moat | Teleport Ward (vs. non-guild magi) | |||
| Walls (20x10') | Wards, elemental | Wizard Locks (18th) | |||
| Troops: 4,464 | |||||
| Archers (xbow) 900 | Demons (Unknown) | Devils (Unknown) | |||
| Engineers (artillery, counter-siege) 200 | Golems, Iron | ||||
| Lt. Horse 400 | Lt. Infantry 1300 | Mages 10 | |||
| Md. Horse 200 | Md. Infantry 900 | Polearm 500 | |||
| Priests 40 | Spies (Good) 14 | ||||
| Magic: D Bardic Collegium, Magisters' Collegium |
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| Religion: B (Accuris) | |||||
| Avaryan, (Bael), Crom, Kamarr, Silvanus, Talamyr, Amara, Mahnan, Shune, Vardin, Blade, Kitai | |||||
| Economy Type: C Copper mining and spice farming. Orstin is the caravaning hub or Ralkstag. |
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Guilds: Caravaneers Guild, Mercenaries' Guild |
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| Brief Description: Orstin is a sprawling city that once boasted a population greater than Calanport. Once, but long ago. Now most of the population is concentrated at the city's center; the outlying districts are slowly falling into ruin. | |||||
| People of Note: | |||||
| DM Notes: Many of the buildings in the outer districts could provide adventuring possibilities. Some suggestions: thieves guild, bandits, evil mages doing secret research, evil priests performing secret ceremonies, and of course the undead. | |||||
| Weather: The weather in Orstin tends towards warm and wet. Storms are very mild. | |||||
| Culture/Customs: Graverobbing is a crime in Ralkstag. To prevent would- be undead-slayers from despoiling the dead, Ralkstag has a standing bounty of 20gp per hit die of undead slain permanently. Proof of slaying must be given. | |||||
| Major Creatures: Several vampires and a female demon lord are active in Orstin along with the ever-present undead. The demon lord is responsible for the vampire activity. | |||||
Copyright 1998 by Guardian (cmuel59749@aol.com).