Locations - TIW


Introduction

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.


AL'VAS

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


ARDENIA

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.

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.

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.

ESCARPMENT

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+).


NYVIN

Ralkstag, City

City of Nyvin
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)

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.

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.

Orstin

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

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.

Guilds: Caravaneers Guild, Mercenaries' Guild

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.