22 August 2021

D&D Story 4: B6 The Veiled Society

You can find the audio recording here.



Lance Duncan  
Okay, we are beginning recording for B6, the veiled society, one of the best city adventures I've ever seen.

Bruce Duncan  
And I would definitely agree

Lance Duncan  
for any RPG I've come across. Okay, so on page one. well, first question, how many times have you read this module? 

Bruce Duncan  
Twice

Lance Duncan  
only twice?

Bruce Duncan  
 only twice 

Lance Duncan  
because I've run it. At least three, probably six. Somewhere between three and six.

Bruce Duncan  
I ran it with my friends, the binghams. And then I ran it with you kids once. 

Lance Duncan  
huh, I remember it more than that.

Bruce Duncan  
No. Yeah, you guys. Every time one of you wanted to be the dungeon master, this is the one you always picked.

Lance Duncan  
Oh, really? So did Cassie or Bridget run this or 

Bruce Duncan  
Yes. 

Lance Duncan  
Oh, both of them, because I've run it two or three times for D&D and one for shadow run. One time for my own RPG that I made back when we were doing that,

Bruce Duncan  
because it's a really well written dungeon

Lance Duncan  
 well and also I had Tristan run it.

Bruce Duncan  
Yeah I remember that one 

Lance Duncan  
you weren't playing then were you?

Bruce Duncan  
 no you guys

Lance Duncan  
yeah you were there, sometimes. you yeah what kind of weird because he decided to make them all orcs because someone was like Oh Are these all human? Is this a human city? and he's like oh, they're all orcs. that was when we were, we happened to be pirates. It was, I mean his changes were interesting and fun. Okay so you only ran it once I was surprised because I remember it being pretty common, like B2. 

Bruce Duncan  
Yes.

Lance Duncan  
Okay. Oh 

Bruce Duncan  
it's so intricate. You really have to, as a dungeon master memorize  almost And innumerable set of circumstances when you run it because so many decisions are made and lead you in different directions. And you've got to know when this one is this, and that one is that, and it doesn't work if you go at this time, but it does if you go at that time,

Lance Duncan  
right. Well also, you made me forget what I was gonna say, 

Bruce Duncan  
Sorry.

Lance Duncan  
lol... Well, yeah, like you have to really know it because, I don't remember. Whatever. I'll just get to the first question. So throughout the adventure, there's this narration from first person point of view of the of the bad guys of the Radu family. Did that help you run it? Did you, Did we ever get a hint of that as players? 

Bruce Duncan  
I don't think you've got a hint that it was a first person narration because I can't read well enough. 

Lance Duncan  
Well, like did you read that to us? Or did you

Bruce Duncan  
no I did not. 

Lance Duncan  
You know, so we didn't. It was just it just flavor text. It was nice to read for you. 

Bruce Duncan  
Right

Lance Duncan  
Okay. I wasn't sure if you ever incorporated that into your readings. 

Bruce Duncan  
No, you guys didn't have the full picture; you picked up here and there in your adventure of what was going on, but no one ever went through it. I did not let anybody read through that.

Lance Duncan  
Yeah, not until we were actually running games at that time. 

Bruce Duncan  
Right.

Lance Duncan  
And with that first person narration throughout it, did you enjoy reading it as fiction interspersed

Bruce Duncan  
for me? Yeah. I mean, as difficult as it is for me to read, it did capture my attention.

Lance Duncan  
And was it helpful? 

Bruce Duncan  
Yes. 

Lance Duncan  
Like it helped you to get a feel for what the adventure was about

Bruce Duncan  
right. and If I had not read that, the timing and everything on the rest of the adventure would not have gone as smoothly. So that was that was good that they did that.

Lance Duncan  
Okay. Because I'd say that's probably about a third of the text in here.  It's really short. Oh, that's what I was going to talk about. the, the adventure overall. Like you said, it's really intricate, and you got to know everything. But it's also a great example of being concise because it's only Well, it's really less than 16 pages.

Bruce Duncan  
Yes.

Lance Duncan  
Let's see, there's monsters. There's the last page of the adventure is page 14. But the first two pages is really like, like half of it is about using the the fold ups. So, you could say it's 12, 12 and a half pages of actual adventure. And It's really concise. It's a great example of writing a good adventure in as few words as possible. 

Bruce Duncan  
Well see that's where the Dungeon Master's prerogative comes in. Because it gives you so much nuance to everything. If you're a good Dungeon Master, you have to embellish and to do it properly you need to know other things that most dungeon writers don't give you that this one does.

Lance Duncan  
Yeah, yeah, I agree with you. Okay, now a bit to the technical side. So with with the paper fold ups, did you use them? You said you photocopied them.

Bruce Duncan  
I did build two houses. Two were different types. But as we were playing  we still have the I don't know if it's pewter or what little metal

Lance Duncan  
lead, they're usually Lead. Sometimes they're pewter, but Pewter is lead too so

Bruce Duncan  
right. So we had some of those. So rather than cut the back page up, I used them instead. It just was not working, right.

Lance Duncan  
So like during the chase scene you didn't really, the buildings didn't help?

Bruce Duncan  
no. The floor plan was about all I knew. And the floor plan as you know, it is very sparse in this thing. So I had to make up my own floor plans.

Lance Duncan  
Okay, so also, I don't know if you noticed, but like, so there's this small map on page one of specularum, which has hexes measuring distance, and then there's the, the smaller scale map. And there's a ruler to measure distance of the city. And that scale is way off from what's in the one in the book, the hex map. 

Bruce Duncan  
oh you noticed that too?

Lance Duncan  
Well, when I was trying to georeference them for my karameikos map. So, did you notice that? how did you deal with that? Did you care?

Bruce Duncan  
I didn't care. I just made it however big I wanted it to be. And it worked out way better that way.

Lance Duncan  
Also, if you look closely, the shape is a little bit off 

Bruce Duncan  
just a little bit. Yes.

Lance Duncan  
O  kay. Okay. In here, it talks about the description of the city. There's, so the population is 5000 looking at a map of the city did . . . Okay. So with population 5000, and the look at the map, and the massive scale. Did you leave it 5000? Did you change the population Did you, You know?

Bruce Duncan  
I changed the population to where, Yes, in the inner city It was 5000. in the outer city,  There was more space between buildings.

Lance Duncan  
Well, yeah, you look at the map, the streets are spread out,

Bruce Duncan  
right. The inner city was 5000 Yes. 

Lance Duncan  
And also on the map on page one, you can see there's outbuildings outside the walls,

Bruce Duncan  
right. So I figured that the real true total population of the entire area that was being serviced by this seaport was actually closer about 20. 

Lance Duncan  
Okay, okay. Yeah, I've been thinking about I've been thinking of several solutions, because it contradicts what came later. in gazetteer 1, which I know you didn't have. And I've been thinking of one solution, just make the inner city 5000. And since you had that in the game, and I'm keeping to our, I'm making that cannon for our games, I'm gonna, I'll follow that.  so the inner city 5000 and the outer city, it might be different since my timeline is advanced from where we were.

Bruce Duncan  
well, and also, the outer city varies you know. cause That's where that's where all the migrants, immigrants and vagabonds and everybody else like that lives and has a place. They are not allowed to live on the inner city. Only those who are well connected get to live on the inner city.

Lance Duncan  
 Okay, so like the noble district you'd have in the inner city,

Bruce Duncan  
right 

Lance Duncan  
Not like

Bruce Duncan  
no, I know it suggested that they were in one part way over there. But I said no, the nobles are the ones that will be that would be the first to defend it. 

Lance Duncan  
Yeah, cuz the the map in the gazetteer is a completely different map, the bay is completely different shaped. But they do have some districts I was thinking of putting those districts in different places. Whether this district is like a noble district, I forget what's called. So you would put the noble place inside the inner city. 

Bruce Duncan  
Yeah, closer to the castle. 

Lance Duncan  
Okay. Okay, what was I gonna ask? oh it talks about poachers in the Dukes Park, as PCs did we ever poach there? were ever caught or allowed in?

Bruce Duncan  
No, you guys were not even allowed in the park. 

Lance Duncan  
Okay. There is a later adventure where we're, like, half of it is in the dukes park. You didn't have that, So . . . 

Bruce Duncan  
No

Lance Duncan  
did you use the street map?

Bruce Duncan  
Yeah, kinda sorta. Most of the time, it was more intricate than what that street map shows. But you guys used it as a frame of reference. Oh, we're in the big mall here.

Lance Duncan  
So as players, we had access to that 

Bruce Duncan  
Yes.

Oh we're at the docks, oh we're at the wall 

Lance Duncan  
and

how did you handle the markets? Did you have them as big open spaces with four, a bazzar type thing? 

Bruce Duncan  
Only the one 

Lance Duncan  
cause there's three

Bruce Duncan  
yeah 

Lance Duncan  
there's one big 

Bruce Duncan  
the other markets were so hemmed in and close that it was difficult to move around. But only the big one was wide open. 

Lance Duncan  
Okay. That's all the . . . , now on to the adventure. Okay, so as PCs, did we ever get to like meet the Duke or other powerful NPCs of the families? 

Bruce Duncan  
Oh, yeah. All of them. Sometimes not under good circumstances. And you had to fight your way out. But as far as the Duke itself, you were always on good terms with the duke. because you were bringing information that would make the city stable and peaceful.  Which he was all for; other people were not so because they wanted to own the Dukeship. But you were able to make allies. because I save someone's daughter, this or that. 

Lance Duncan  
well like, was it usually one family or did it switch? 

Bruce Duncan  
It was between just the one family, but you were able to get another family to work with you. But then something came up and they split off again.

Lance Duncan  
So which one did we befriend?

Bruce Duncan  
I don't remember

Lance Duncan  
cuz the Radu are the bad guys,

Bruce Duncan  
right? It was never the Radu.

Lance Duncan  
I think the Vorloi, yeah the vorloi are the newcomers.

Bruce Duncan  
Yeah, the vorloi was more often than not the ones that you made friends with. And the other ones. The other ones, they would work with you. While they needed you, but they were there to take advantage of you mostly. And the Radus There was no alliances allowed because you weren't part of them. They were very snobbish. 

Lance Duncan  
Right. Did you ever use the coat of arms in game. did we ever see that?

Bruce Duncan  
Yeah, you guys saw the coat of arms. I showed you that much. because it was critical for you guys to know where you were, what part of the city you were in, and what protocols you had to observe while you were there. 

Lance Duncan  
Okay. So All right, so into the adventure. So when we enter the city we're supposed to have our weapons bound at the entrance and pay a fee. How did that go with the players? 

Bruce Duncan  
Not well with some of them. because the weapons you guys had By that time, were so sharp that when you try to bind them, they just kind of fall off. 

Lance Duncan  
Oh, wow. 

Bruce Duncan  
So it was, difficult to keep them appearing bound

Lance Duncan  
were we able to convince the guys that we don't have to pay anything. 

Bruce Duncan  
No.

Lance Duncan  
Okay, so we always paid 

Bruce Duncan  
you always paid. 

Lance Duncan  
Okay, so at the very beginning there's a festival of Lucor where there's a disturbance. Who was Lucor, you know, St. Lucor, and how did you Have that?

Bruce Duncan  
I don't remember, but I do remember the bear.

Lance Duncan  
There's a dancing bear, right? 

Bruce Duncan  
Yes, there's a dancing bear

Lance Duncan  
yeah, I remember that.

Bruce Duncan  
And you guys were able to give the bear enough booze that he was fine. 

Lance Duncan  
Okay, so there's the outbursts between the two different factions, you know, they don't say they're from the factions. But how did we How did the PCs react to that?

Bruce Duncan  
Most of the time, they didn't want any part of it unless they were already in their investigations.

Lance Duncan  
Which we weren't because that's the very entrance, right?

Bruce Duncan  
Well, there was, when the first time I went through it, they were so into studying every single little step that they were taking into the city that they learned a lot before they got there.

Lance Duncan  
wow, before the first event happened, they were already knowing stuff?

Bruce Duncan  
Yes. 

Lance Duncan  
Okay. But when us kids went through it, we didn't know

Bruce Duncan  
you kids are just meh . . . the binghams, when I had them, this was not their first adventure. In fact, it may have been like, they were well into Dungeons and Dragons, they had higher level characters like sixth. so that I really had to spice this up for them.

Lance Duncan  
Well, you know, this is supposed to be for like, what is it? Where's it say? I don't see it. Oh, 1-3. But the thing is, there's not a lot of fighting here. So it's really more intrigue. It's more about roleplaying than it is about fighting. So it doesn't matter what level you are.

Bruce Duncan  
true . . ., but it helps to know the

Lance Duncan  
it makes a difference for experienced players.

Bruce Duncan  
Yes, it does. And I really had to do that. So With all their inquiries, they learned an awful lot before they came up to the disturbance.

Lance Duncan  
Right. Okay, so after the disturbance. so you said the Binghams had already figured all this stuff out. So us kids after disturbance did we ask about the different factions?

Bruce Duncan  
Yeah, that's after the disturbance. That's when you guys started actually asking questions and figured out that this wasn't a 

Lance Duncan  
the three different factions?

Bruce Duncan  
Yeah, this wasn't a dungeon crawling where you kill everything in sight.

Lance Duncan  
Okay, so on page five oh we, there's a chance that we get pickpocketed without ever. . .

Bruce Duncan  
Oh, yeah. Several times.

Lance Duncan  
Did we catch anyone did they get away with it 

Bruce Duncan  
once you caught someone and eventually they got away anyway, but still, you know, it's just, it's city life, you lose things if you don't pay attention. 

Lance Duncan  
Right. Okay, so after we find an inn. So we're supposed to, basically, there's two different people that that are supposed to approach us and try to get us. You know, this is the starting, of splitting into joining the two different factions. did that ever work? Did we actually accidentally go on opposite sides? Did we actually join one of these factions?

Bruce Duncan  
You guys were like, for a few dollars more and playing both sides. 

Lance Duncan  
Okay, so it did work. 

Bruce Duncan  
Oh, yeah. the binghams. They tried to stay away from picking sides, but they were forced into it. And they made very good choices. But at the same time, because they had to pick sides. They had to let the other sides know, because they were very honest people and felt that it was important that they know I'm working with these people right now you really shouldn't be doing this. And you guys, on the other hand, were just the opposite.

Lance Duncan  
Can we get as much money as we can? Yeah, exactly.

Bruce Duncan  
Yeah. And then cover your tracks so that nobody could tell it was you

Lance Duncan  
Okay, so the first real dungeon crawl, if you want to call it a dungeon crawl. So there's an old woman who asked for help. How hard was it to get us to help?

Bruce Duncan  
not hard at all for you guys. For the binghams, the guy really definitely wanted to help but the girls his wife and his sister in law, really were suspicious. So They went with him in trepidation. You guys, eh, an adventure finally! you were tired of the city.

Lance Duncan  
Okay, so in the tunnels there's a caped, hooded, man, did we ever capture him?

Bruce Duncan  
There were several caped men. Yeah, there were several. You were able to capture one once. And he made it a point to drink a potion that killed him. 

Lance Duncan  
Okay. So, did we ever let any, capture, Well, since we only played once, I guess



[Excerpt: talking to my sister] 



Lance Duncan  
Okay, so continuing. What was I talking about? Oh, the caped men, so we captured him, but we didn't release him because he was already dead.

Bruce Duncan  
No Well, not before you got to see that he was going to die. 

Lance Duncan  
Yeah. So with the kobolds,  did we fall for their trick where they collapse the tunnel on us with, they break the beams. 

Bruce Duncan  
Yep. And You went scurrying back where, Or at least thought you were scurrying back. I made sure you weren't. 

Lance Duncan  
Oh, okay. But like we didn't get hurt because of that.

Bruce Duncan  
No. 

Lance Duncan  
Okay, so after this whole thing, then the cops show up and arrest us. How did we prove our innocence? Or were we hung?

Bruce Duncan  
you were not hung. You proved your innocence by mentioning a few names and having a medallion given to you by certain families. I don't remember which one it was, because you guys were already double agents by then.

Lance Duncan  
Because it does hint that we could be helped by the veiled society to get out of this situation.

Bruce Duncan  
Right. 

Lance Duncan  
Did that happen? 

Bruce Duncan  
I think it was the veiled society. Yeah

Lance Duncan  
Oh okay so after we get out, did we pick up on the clues we found underground?

Bruce Duncan  
yeah you guys were good at that

Lance Duncan  
you know there's the, can tell the lady was strangled, the red hair, the dried blood, hemp rope. Did we catch all of them or only some of them? 

Bruce Duncan  
You caught all of those. 

Lance Duncan  
Okay, so there's the message that the dead lady left on the floor. It says here. did we, were we able to interpret that message? 

Bruce Duncan  
not at first. But you guys kept asking about it. And so I kept leading you on to where you could actually eventually interpret it. 

Lance Duncan  
Okay, Oh, there's a wine that we find. Do we link the wine to the . . . what's my question? Oh, yeah. Do we link the presence of wine to the murder scene as one of the clues? 

Bruce Duncan  
Yes. 

Lance Duncan  
Okay. The the brown liquid, I think it was on the floor. And there's a, we're supposed to find a map. Yeah. So in the guest house, we, I think it's in the guest house. Yeah. So there's the wine. And then there's a map that marks buildings of the tunnels we were in. did we connect the dots with that?

Bruce Duncan  
right. Yes, you did.

Lance Duncan  
Okay, so then it goes onto the riot. So with the riot, So the riot happens and then some horsemen come in to stop the riot. did we fight them? Did we try to escape?

Bruce Duncan  
There were people in the riot that you guys knew that you tried to get to not riot. And were able to escape. But you guys were spotted by the horsemen. And again, the veiled society had to come in. How shall I say, vouch for your integrity? In fact, that's when you were called upon by the Duke himself.

Lance Duncan  
Okay. Because it also gives us the option of, because there's the orator who started the riot, okay, and he escapes and also gives us the option to follow him so we didn't follow him. We went to the Duke at the end.

Bruce Duncan  
well, you were requested to go to the Duke. Because they knew which building you guys had gone into, the horsemen, and they stuck around. And when you came out, that's when you were apprehended.

Lance Duncan  
Okay. And at the Duke, what did he have to say to us? 

Bruce Duncan  
He had asked what all information you guys had and you told him you're double spying. he said that was a smart move, continue and find out more information and come back and tell me. because he wanted to know what's going on in the city. and you were the, you were outsiders and you're already proven yourself as double spies, double agents. So now your an official agent for the duke.

Lance Duncan  
Okay, so the Duke was asking us to work for him basically.

Bruce Duncan  
Yeah. All information that you guys acquired was supposed to be returned to him. he even gave you special messaging scrolls. I don't remember how they worked. 

Lance Duncan  
Well, there's a special magic item in the book of marvelous magic that does that. Yeah. I think it's the book of marvelous magic. It might be the companion set

Bruce Duncan  
something, I think it's something to do with you would write on your page and it appears on his

Lance Duncan  
yeah. It's a pair of scrolls that they match together. Yeah At this point, you hadn't given us a rings of communication like you did later. 

Bruce Duncan  
Yeah, that was something I thought of later.

Lance Duncan  
Yeah. Okay, anyway. Oh, so we didn't catch the orator that incited the riot. 

Bruce Duncan  
No. 

Lance Duncan  
Okay. There's the escape, leading the riot . . . So we didn't lead the riot and fight the everyone?

Bruce Duncan  
No. 

Lance Duncan  
Because it also leads into pikemen and stuff later, I think. But we didn't have to deal with that. We just went and hid and then went to the Duke. 

Bruce Duncan  
Right.

Lance Duncan  
Okay. page ten. well since we weren't in the riot, you didn't actually use the mob system it determines here 

Bruce Duncan  
No. 

Lance Duncan  
Okay, because it gives a special thing for the mob to determine what the mob does. You didn't use that. Did you use that in the other game?

Bruce Duncan  
Yes. Because they did get caught in the riot because they were going after the guy that was inciting the riot. Okay.

Lance Duncan  
Okay, continuing from that, okay, so since we're working as triple agents for the Duke

Bruce Duncan  
and because you're working with the duke, guess who you now had an in with? the Radu or whatever their name was

Lance Duncan  
while the Radu are the bad guys but yeah,

Bruce Duncan  
yeah, but see the bad guys were high up on the Duke list

Lance Duncan  
That's true. 

Bruce Duncan  
Yeah and so because of that he had you watching them as well. Okay,  he had you watching all three factions

Lance Duncan  
Right, Okay. And currently no one, Well besides the radu, knew who the veiled society was?

Bruce Duncan  
right

Lance Duncan  
 Okay, so at that point did we follow our different jobs that were given to us by the different factions? you know, to go the senator and to the other one

Bruce Duncan  
yeah but you didn't do them in order and and didn't do them immediately. Yeah, tried to make it look like to all parties involved that you were on their side, which was a difficult juggling match. 

Lance Duncan  
Yeah. Because one of us was supposed to go. So one group was supposed to go to the Jade sea, the ship at the docks and another one to vintners lane, 

Bruce Duncan  
right. And when you guys were escorting the prince

Lance Duncan  
its a Senator

Bruce Duncan  
and you're escorting the senator back from the docks. You saw each other in each other's, in the two different parties 

Lance Duncan  
cuz we're supposed to ambush each other 

Bruce Duncan  
Yeah.

Lance Duncan  
That didn't work out? 

Bruce Duncan  
you guys were the lead in both situations

Lance Duncan  
okay.

Bruce Duncan  
And upon seeing each other, you all figured it out simultaneously and concocted a plan to get the senator escaped, but get the other people thinking that you got the senator and all, it was messed up, it was hard.

Lance Duncan  
so the senator, His name is Simion I think, so he lived, and we got him to the house He's supposed to go to

Bruce Duncan  
yes

Lance Duncan  
But we were still in good with the veiled society

Bruce Duncan  
yes.

Lance Duncan  
Great planning. 

Bruce Duncan  
You guys were really, most of this planning, you gotta hand it to Cassie and Heidi, 

Lance Duncan  
right. Okay, so the chase scene. Did that work out? Well, did the chase scene start, did we go through the chase?

Bruce Duncan  
Remind me of what the chase scene was. 

Lance Duncan  
So we're, Well there's a, okay so it says read the following. There's shouting and we, so we go towards noise and then there's an arrow. We're supposed to chase the person who shot the arrow

Bruce Duncan  
right. Yes you did. 

Lance Duncan  
Okay. so, Did we lose the attackers? Did they lose us? 

Bruce Duncan  
No. you followed them all the way to the lair 

Lance Duncan  
did we did we capture them? 

Bruce Duncan  
Well, you made it to the room and then were going Oops.

Lance Duncan  
Okay, because it leads to the blue water mead Hall. But from early in the adventure we're supposed to get clues about the blue water mead hall

Bruce Duncan  
right, 

Lance Duncan  
so did we go there voluntarily? or the chase scene first? 

Bruce Duncan  
You were chased scene to the blue water mead hall. because you hadn't gotten around to that one yet. 

Lance Duncan  
Okay. Which leads to the secret lair of the veiled society. did we find that, How did that work? 

Bruce Duncan  
Yeah, you guys found that and you bluffed your way pretty good through that. But then someone recognized you because they'd seen you talking with one of the other factions and your charisma 

made it to Where they accepted your answer that you were infiltrating to find out what you could to help out the veiled society. 

Lance Duncan  
Right.

And at this meeting we're supposed to see the the guy who murdered the noble lady. were we able to catch him? 

Bruce Duncan  
Yep.

Lance Duncan  
Like right afterwards?

Bruce Duncan  
Yep.

Lance Duncan  
And also there's antonito radu, did we catch him, or not catch him? Because he went a separate way. 

Bruce Duncan  
Well, you'd seen him later. you recognized him later in the adventure and were able to apprehend him without his goons.

Lance Duncan  
so That was at a different time.

Bruce Duncan  
Yes.

Lance Duncan  
do you remember anything specific about that?

Bruce Duncan  
no, just randomly someone recognized him. I rolled, and Yep, someone recognized him. And you were able to sneak up on him and get him. You brought him all the way back to the Duke and let the Duke deal with it

Lance Duncan  
Okay, so also at the very end of the, in the secret chambers there's a prison cell where there's an elf, part of the Dukes elven guard. did we free him, did he adventure with us, what happened?

Bruce Duncan  
You freed him and gave him a potion of invisibility so that he could make it back to the Duke and let him know what was going on and that you guys had freed him. keeping the Duke in the loop and you in the good graces with the Duke.

Lance Duncan  
Also at the very end, there's the opportunity to. . . last question. So at the very end we have the opportunity to fight or capture cartha radu, did we ever catch him?

Bruce Duncan  
No, he got loose but he is now banned from the city by orders of the Duke.

Lance Duncan  
and zweis, asks for help. Did, and offers us a reward? Oops, there's the baby falling on his head. Okay, I guess he's okay. So what happened there with cartha and zweiss,? 

Bruce Duncan  
she was taken into the keep of the Duke and never seen again.

Lance Duncan  
Okay, so after all this happened, we report to Duke I assume. 

Bruce Duncan  
Right. and the Duke is so enthralled with your investigative abilities and aid in calming the community that he made you honorary members of the court. Okay. So anytime you come to town, you have a free place to stay. 

Lance Duncan  
Okay. So what were the long term ramifications in the city like, of the different factions? What was the political atmosphere of the city after we have done this? 

Bruce Duncan  
Well, with your aid, you were actually able to make everybody see reason except for the Radus. And they all started to get along better, because they were all under the threat of the Duke if they didn't, and his army was far superior to that of theirs. And after this whole fiasco, I figured out his spy network was way better than any of theirs

Lance Duncan  
So this whole adventure that we went through, increased the power and influence of the Duke throughout the city?

Bruce Duncan  
Yes

Lance Duncan  
 Okay, so the Duke has a stronger hand,

Bruce Duncan  
right. He can actually leave the castle now.

Lance Duncan  
I also have another question in general about specularum and the Duke. so How did you play the Duke? Was he the beloved Duke, a benevolent ruler that he's described later in later publications or did you have him be more realistic?

Bruce Duncan  
He was ruthless. But he also had a keen head and knew what would make a community of that size work and what wouldn't. and his whole idea was to get the community on its on its feet well enough that he could actually leave and still be in control not being there. 

Lance Duncan  
Okay, so you would describe him as like an iron fisted ruler, typical, medieval feudal lord?

Bruce Duncan  
but merciful, in obvious situations

Lance Duncan  
right. He's wise.

Bruce Duncan  
Yes, 

Lance Duncan  
he's wise, but he's also a feudal lord. 

Bruce Duncan  
Yes, definitely. He was definitely a feudal Lord. 

Lance Duncan  
Did you have him be a Direct conquerer or a descendant of people who conquered the land

Bruce Duncan  
or he had conquered some, But it was his ancestors that started it. And that's why he was so, That's why he was so cognitive about how to make the city work.

Lance Duncan  
Oh, also because in later publications, it has him have three children, I think. did you have him have kids? What were your plans for the succession?

Bruce Duncan  
succession was going to be the oldest, it wasn't going to be a guy. It was going to be a girl. And there was a wedding that you guys wished to attend.

Lance Duncan  
I don't think we ever did that. 

Bruce Duncan  
No, you didn't. But you got the invitations. 

Lance Duncan  
All right. Do you have any more comments?

Bruce Duncan  
It became your port of entry when you decided to go out to the isle of dread.

Lance Duncan  
Yeah, well, it kind of says that in the isle of dread adventure anyway.

Bruce Duncan  
Yeah, but you were so well known that everybody was happy to see you guys. You were recognized by almost everybody in the town.

Lance Duncan  
So we were actually put, able to put together an expedition, not just ourselves? 

Bruce Duncan  
Oh, yeah. 

You had three ships.

Lance Duncan  
Okay. Was this was this where Paul? My cleric paul got his ship? Or was it somewhere else?

Bruce Duncan  
This was where he got his ship. Okay.

Lance Duncan  
Cuz I know had I forget what type of ship it was? I think it's written on the character sheet. Yeah. Do you remember which players went through this adventure? Or which characters?

Bruce Duncan  
No, not anymore.

Lance Duncan  
Because if Paul got a ship there, was he the one who was doing it or was it one of my other characters?

Bruce Duncan  
Paul was there but by then you guys were already playing two characters at a time. 

Lance Duncan  
Yeah. Yeah. Okay,

all right. I guess that's it for B6

05 August 2021

The Known World Player Map

 Finally got around to doing a player map of the known world for my game. The style was partially inspired by the mappa mundi and other world/continental maps of the early modern period. The coast lines are exaggerated and the rivers are smoothed out. I used the same settlement symbology I built for my college webmap, didn't really feel like developing something new. the political borders reflects the current state of affairs in my world.

I've also attached a write-up that I did for my players describing the different locations of the Empire

You can download a full size pdf here




This document contains a brief description of some important places. What is described here is preliminary, and subject to change after I have finished transcribing my interviews with my dad and looking for details from there and then doing more research into cannon sources for more material. Population given is for the major city and not the total population of the hinterlands

Specularum and the Grand Duchy of Karameikos

Government/Ruler – Grand Duchy/Grand Duke Stefan Karameikos III

Fealty – The Holy Emperor

Ethnicities – Doulakki

Common Languages – Karamic, Trade Common

Real World Analog – Attica (Krakatos would be Athens)

Accepted Coinage – silver Denaro

Population – 7000

Description – Karameikans claim descent from the ancient Doulakki, cousins of ancient Taymora before it sunk beneath the rising tide, and in fact closer in lineage to the people of Thyatis than the surrounding Traladari people. The ducal family is a cadet branch of the Kerendic royal family who established Specularum as trading post about 130 years ago, and the current duke took the name surname Karameikos from the name of land and people. During the Imperial Wars Stefan sided with the Holy Empire against the Empire of Thyatis and was key to victory. It was during the war and its aftermath that the duke and Specularum rose to a position of prominence over the Traladari people, most of which sided with the empire of Thyatis, and were subsequently ‘converted’ or slaughtered. Before the war the citadel of Krakatos was the predominant power among the Karameikan people, but that city along with the noble Marilenev family sided with Thyatis while the other noble Karameikan families sided with the duke. Krakatos was razed to the ground leaving only hulking ruins and lady Magda Marilenev was left a widow and the sole survivor of her family. Many of the old Karameikan families now vie for power within the city hoping to overthrow the ‘foreign’ duke, while the new blood families that the duke has elevated to noble status support him in these power struggles. Specularum is the major shipbuilding center of the empire and supplies most of ships in her navy.

Threshold

Government/Ruler – Patriarchate/Patriarch Sherlane Halaran

Fealty – Grand Duke Stefan Karameikos III

Ethnicities – Doulakki and Daro

Common Languages – Karamic and Traladari

Real World Analog – Romania

Accepted Coinage – silver Denaro

Population – 500

Description – Formerly known as Lugsid. The ancient cult of Zirchev had constructed a sanctuary here and the town of Lugsid grew up around it. During the Imperial Wars, Patriarch Halaran, who was just a lowly missionary at the time, allied himself with Duke Stefan. After the war was effectively over, Halaran received permission from the Duke to stamp out the last vestiges of the old gods in Traladari lands. Being isolated as it was in the north Lugsid had escaped getting involved in the war, and now Traladari refugees who feared retribution for their part in the war were flocking to the old sanctuary. Halaran besieged the old stone walls for many months and was in the end victorious, slaughtering any who would not give up their faith in the old gods. Upon his victory he declared himself patriarch and swore an oath of fealty to the duke. Halaran immediately set about building a personal stronghold, Tarnskeep, nearby and rebuilding what was left of the town in his vision of the perfect community. The old stone walls were left to crumble while a new palisade was built to allow for future growth, and the old sanctuary was converted into a temple. Only about 30 years ago a band of adventurers discovered the old road to the lost valley and helped chase away the gnolls in the Foamfire valley, which opened up a new trade route to the north through the mountains. Threshold is now a thriving trading and logging town, supplying a majority of the lumber that makes its way to Specularum and fuels the shipbuilding done there.

Kelven

Government/Ruler – Barony/Baron Desmond Kelven II

Fealty – Grand Duke Stefan Karameikos III

Ethnicities – Doulakki and Daro

Common Languages – Karamic and Traladari

Real World Analog – Romania

Accepted Coinage – silver Denaro

Population – 2000

Description – Formerly known as Lavv, the legendary home of the ancient hero Halav. Here the cult of Halav worshipped at his sanctuary. This city was besieged for several years during the Imperial Wars by Desmond Kelven, a close friend of Duke Stefan, until its king surrendered to save his people from starvation. Kelven is as much a fortress as it is a city.

Luln

Government/Ruler – Town Council

Fealty – Grand Duke Stefan Karameikos III

Ethnicities – Daro

Common Languages – Traladari

Real World Analog – Romania

Accepted Coinage – silver Denaro

Population – 500

Description – This is a town of adventurers, refugees, and ruffians only nominally under control of the duke. For many years this was a place of shelter for those fleeing the tyranny of the Black Eagle Baron who rose to power during the Imperial Wars. Since the villain’s defeat by a band of adventurers nearly 30 years ago Luln has been fending for itself. The Town Council sends taxes every year to the duke simply as a measure to ensure the town is left alone.

Penhaligon

Government/Ruler – Estate/Lady Arteris Penhaligon

Fealty – Grand Duke Stefan Karameikos III

Ethnicities – Daro

Common Languages – Traladari

Real World Analog – Romania

Accepted Coinage – silver Denaro

Population – 375

Description – The Lord Arturus Penhaligon was a close personal friend of Stefan and did much to subdue the Traladari people in the north. He constructed castle Penhaligon as a means of enforcing the duke’s law on the common people. His daughter succeeded him and is the leader of the knights of the Order of the Three Suns.

Thyatis

Government/Ruler – Empire/Thincol the Brave

Fealty – The Holy Emperor

Ethnicities – Taymoran

Common Languages – Thyatic, Trade Common

Real World Analog – Constantinople

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)

Population – 60000

Description – Thyatis was once a colony of the ancient Taymorans. The Empire of Thyatis is the last vestiges of the Old Empire. During the Nomad invasions which led to the conquest of the Old Empire 1000 years ago, the governor of Thyatis declared himself emperor and managed to hold onto the little bit of the empire that was left. Over the centuries the Empire of Thyatis was able to establish colonies on the Isle of Dawn, Ochalea, the Pearl islands and the hinterlands of Davania. During this period Thyatis was unchallenged as the major political power in this region of the world while the petty kings of the continent were busy posturing and fighting each other, and was the most populous city on the continent. About 60 years ago that power was challenged by the growing influence of the Holy Empire, and over the next several years a series of proxy wars took place in the lands of the Traladari, the Ierendi Isles, and Minrothad Isles; these came to be called the Imperial Wars. Ultimately Thyatis lost, the overseas colonies had revolted and declared independence from the empire or been overrun by the natives, so that in the end Thyatis only controlled its continental territories and a few minor islands. The emperor swore an oath of subservience to the Holy Emperor; the alliance was assured by the marriage of the daughter of the Emperor of Thyatis to the son of the Holy Emperor, and it was agreed that rights of the Empire of Thyatis would fall to the daughter and any subsequent descendants would hold dual rights to the crowns of both empires. The city of Thyatis has struggled to rebuild after the devastation of the long wars and is only a shadow of its former self.

Kerendas

Government/Ruler –Duchy/Duke Maldinius Kerendas

Fealty – Thincol the Brave

Ethnicities – Traldar

Common Languages – Kerendic

Real World Analog – Thessaly

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)

Population – 10000

Description – This is the second largest city in the empire, and is famed for its excellent breed of horse and highly trained cavalry. The people of this region of the empire are the sole remnants of a migration of Traldar people which took place before the old empire existed.

Hattias

Government/Ruler – County/Count Heinrich Oesterhaus

Fealty – Thincol the Brave

Ethnicities – Doulakki

Common Languages – Hattic

Real World Analog – Ionia

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)

Population – 3000

Description – The Isle of Hattias is dominated by scrubby hill country. Vineyards and olive groves are cultivated on the little amount of arable land there is, while the backcountry is used mainly as pasturage for goats and sheep. A few fishing villages do the coast, and the seat of government in the isle is a prime example of corruption and decadence.

Retebius

Government/Ruler – Duchy/Duke Callastian Retebius

Fealty – Thincol the Brave

Ethnicities – Doulakki

Common Languages – Hesperic

Real World Analog – Euboea

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)

Population – 1500

Description – Ancestors of the ancient kingdom of Hesperia, the people here are proud and at the forefront of culture and innovation. Large portions of this duchy are dedicated to cattle ranching. The city itself is famous for the Knights of the Air, an order of knights that maintain a herd of pegasi.

Ierendi

Government/Ruler – Pirate Kingdom/King Palfrit and Queen Marianne

Fealty – The Holy Emperor

Ethnicities – Taymoran

Common Languages – Ierendic, Trade Common

Real World Analog – Laconia

Accepted Coinage – silver Denaro, gold Solidus(25d)

Population – 1200

Description – The people of Ierendi claim descent from ancient Taymora. Ierendi was used as a penal colony by Thyatis more than four centuries ago. After more than a century of virtual enslavement, the prisoners, led by one Mad Creeg, revolted and drove out the Thyatians. The Matrongle dynasty ruled the Kingdom of Ierendi for close to two hundred years before the last king was overthrown by the merchants of Ierendi city. The nobles and other influential figures fought among themselves, turning to piracy against each other and outsiders, each eventually forming their own petty kingdom. During the Imperial Wars these pirate kingdoms switched loyalty many times, but eventually all swore fealty to the Holy Emperor and were crucial in defeating the Thyatian navy. Every year a tournament is held and the winner is named Pirate King or Queen. The real power of government is held by the Ierendi Tribunal, a council of the various pirate lords. Each member of the tribunal is appointed or approved by the Emperor, any pirate lord excluded from the tribunal suffers severs disadvantages politically, economically, and militarily.

Minrothad

Government/Ruler – Syndicracy/Guild Master Oran Meditor

Fealty – The Holy Emperor

Ethnicities – Taymoran

Common Languages – Minrothic, Trade Common

Real World Analog – Achaea mixed with the Hanseatic League

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)

Population – 2500

Description – Both the humans and the elves of Minrothad claim to have inhabited the ancient lands of the people of Taymora before it was swallowed by the rising tides. The people of Minrothad have always been sea-faring merchants who prefer to settle conflicts with negotiation and coin over violence. Much of this attitude comes from the influence of the water elves of Alfeisle who have often acted as peacemakers when conflict arose. More than five centuries ago Hadric Corser established the first federation between the many human settlements in Minrothad, establishing himself for all time as a national folk hero. Gregus Verdier followed in his footsteps by establishing the council of dread which united the human and elven communities. Just under two centuries ago a group of influential merchants gathered in the Council of Minrothad beginning a program of reform and establishing the Minrothad Guilds in the form it is today.

Minrothad is confederation of guilds of various sorts: merchant, trade, family, etc. During the Imperial Wars, the Guild sided with Thyatis; at the end of the war there was a great lycanthrope scare among the isles and the guilds withdrew from the war and ceased all interaction with the outside world. The withdrawal of Minrothad’s fleet caused Thyatis to suffer a great loss in a battle at sea. It wasn’t until nearly ten years after the war that Oran Meditor became ruling guild master and opened up the trade of Minrothad. It was Oran who negotiated a treaty with the Holy Empire that was favorable to Minrothad.

Tel Akbir

Government/Ruler – Duchy/Sheik Terik ben Nadir

Fealty – Thincol the Brave

Ethnicities – Doulakki and Iasuli

Common Languages – Hesperic and Birran

Real World Analog – Malta

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d), copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)

Population – 2000

Description – This region of Thyatis is occupied primarily by people of Iasuli descent, but they have been under the rule of Thyatis for so long that they consider themselves to be Thyatic and are proud of their mixed heritage. This city acts as major seaport on the trading routes between Thyatis and Ylaruam and the Northern Reaches.

Biazzan

Government/Ruler – Barony/Baron Babrak Biazzan

Fealty – Thincol the Brave

Ethnicities – Traldar and Iasuli

Common Languages – Biazzic and Alasiyan

Real World Analog – Cyprus

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d), copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)

Population – 1250

Description – This is a small valley in the mountains that acts as the only significant pass between the lowlands of Kerendas and Ylaruam. The area was originally settled by the Iasuli and later conquered by Thyatis; the Iasuli that remain tend to be treated as second class citizens. The city of Biazzan is famous for its prestigious university, and the population is divided evenly between those who study or teach at the university and merchants conducting trade between the empire and Ylaruam.

The Imperial City of Darokin

Government/Ruler – Empire/Corwyn Mauntea

Fealty – n/a

Ethnicities – Daro

Common Languages – Daroki

Real World Analog – medieval Rome

Accepted Coinage – silver Denaro

Population – 5400

Description – This was the ancient capitol of the old empire until it was overrun by nomads from the west 1000 years ago. Corwyn Attleson was the first King of Darokin after the nomads fell to infighting. The Kingdom never attained the glories of its ancient past, and the last of the kings of Darokin, King Santhral II, died without any heirs more than 300 years ago. During the waning years of the kingdom, the Church gained more power and took on more responsibilities, so when the dynasty of kings died out there was a relatively smooth transition of power to the local Patriarch. For the next 200 years the Patriarchs ruled the City of Darokin and its hinterlands peacefully and became renowned for the zeal and charity of its citizens. When Charles Mauntea became Patriarch he began a series of crusades against the neighboring kingdoms and in short time had annexed the entire streel river valley, excluding the elves of Alfheim with whom he arranged a non-aggression pact. In the year 927 all the Patriarchs of the Empire gathered in the first Great Ecumenical Council and granted the title of Holy Emperor to Charles Mauntea and all his successors; the Holy Emperor became the first among equals within the patriarchs of the church. The Empire remained fairly stable for the next 40 years, until Corwyn Hoff was crowned Emperor and called for a crusade against Thyatis initiating the 10 year period known as the Imperial Wars. After this last victory, the empire has established military outposts guarding trade routes through the broken lands and the Sind Desert, and forging alliances with nearby Ylaruam. Rumors abound about an impending crusade into the Ethengar plain as a preemptive strike against the Golden Khan.

Corunglain

Government/Ruler – Merchant Republic/Natalie Kalimi of the Corun House

Fealty – The Holy Emperor

Ethnicities – Daro

Common Languages – Glaini

Real World Analog – Florence

Accepted Coinage – silver Denaro, silver Denier(1d)

Population – 3100

Description – This was once a mighty city that rivaled Darokin in culture and power, however the city was besieged and ravaged by orcs over 500 years ago. The ancient people, culture, and language of this once great city were destroyed in a single night. The people who live here now are descendants of settlers from Darokin. The city now is a veritable fortress, ever watchful of the nearby orc tribes. The queen oversees a series of military outposts through orc territory along two caravan routes leading to the City of Glantri and the Ethengar Khanate. These caravan routes are the major source of wealth for the city.

Akorros

Government/Ruler – Merchant Republic/Mendel Callister of the House Toney

Fealty – The Holy Emperor

Ethnicities – Daro

Common Languages – Akorri

Real World Analog – Genoa

Accepted Coinage – silver Denaro

Population – 2300

Description – The sister city of Akesoli on Lake Amsorak, Akorros is the major trade hub of agricultural goods in the Streel River valley. The city is virtually run by the organized crime element of a few families.

Dracopolis

Government/Ruler – Free City/Guild of Adventurers

Fealty – The Holy Emperor

Ethnicities – Daro, Doulakki, Taymoran, Traldar, Ethesti, Iasuli, Gothic

Common Languages – Trade Common

Real World Analog – n/a

Accepted Coinage – silver Denaro

Population – unknown

Description – This city was founded by a group of adventurers over 30 years ago at the mandate of the Dragon Council, with the goal of fostering an environment where humans and Demihumans and dragons can learn to work together. The city has become a major center of trade between Karameikos and Darokin and Ylaruam, even to the point of overshadowing Selenica. The Guild of Adventurers has established a company in every major city of the empire and Ylaruam, and is looking to expand beyond the empire into neighboring regions.

Athenos

Government/Ruler – Merchant Republic/Lucius Linton of Linton House

Fealty – The Holy Emperor

Ethnicities – Daro

Common Languages – Atheni, Hinnic, Trade Common

Real World Analog – Venice

Accepted Coinage – silver Denaro

Population – 1500

Description – This city of canals and islands has only recently gained its reputation as a major port. For many years it was a backwater fishing village at the edge of the Malpheggi swamp. The city only began to reap the profits of trade when the Linton family convinced investors that the swamps were navigable. The city has been on a meteoric rise to power and wealth ever since and has lofty goals of becoming the rival of Thyatis.

Ylaruam

Government/Ruler – Emirate/Emir Sturling

Fealty – n/a

Ethnicities – Iasuli

Common Languages – Alasiyan, Trade Common

Real World Analog – Tunisia (pre-Islamic)

Accepted Coinage – copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)

Population – 1300

Description – This kingdom has come to power only recently nearly 200 years ago after a five year campaign by Suleiman Al-Kalim to drive out the foreign colonists of both Thyatis and Heldann. The descendants of Suleiman have ruled the emirate ever since, frequently clashing with their culturally different neighbors. About 30 years ago Emir Sturling waged a war against the Jarls of Vestland and conquered much of that land. It was around the same time that an alliance was arranged with the Holy Empire. The country is inhabited mostly by nomads who make a life out of the harsh desert. The oasis of Ylaruam is the focal point of all trade across the region and is home to many imported luxuries.

Akesoli

Government/Ruler – Kingdom/Greenleaf Vickers of the Umbarth Dynasty

Fealty – The Holy Emperor

Ethnicities – Ethesti

Common Languages – Akesolian, Akorri

Real World Analog – western Anatolian Turks

Accepted Coinage – silver Denaro

Population – 1700

Description – The Ethesti are remnants of a nomadic culture that conquered the empire 1000 years ago. The descendants of these nomads survive in the plains to the West of Akesoli. Akesoli is sandwiched between the nomads and the civilized lands of the empire. It is an important link in the trade network of the west, dealing more in the shipment of goods than their production. However it is famous for making excellent rope, and virtually all the boats that ply the waters of Lake Amsorak are built here.

Selenica

Government/Ruler – Kingdom/Bertram Hallonica of the Hallonica Dynasty

Fealty – The Holy Emperor

Ethnicities – Ethesti, Daro, Doulakki, Iasuli

Common Languages – Selenican, Daroki, Karamic, Alasiyan, Trade Common

Real World Analog – eastern Rumelia

Accepted Coinage – silver Denaro, copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d)

Population – 3900

Description – During the time of the old empire this city was known as Salonikas. After the Nomads overran this area, a tribe of the Ethesti decided to settle down and make this place their own. Over the centuries they have the mixture of the two peoples has led to the development of a unique culture and language. At the crossroads between Karameikos, Darokin, and Ylaruam the city is a natural point of cross-cultural exchange; distinct districts for each foreign population have grown up over the years. The city is virtually independent of the empire and bristles whenever an imperial official arrives with a new decree; the city is notorious for skimping on its taxes and running the tax collector out of town.

Soderfjord

Government/Ruler – Jarldoms/various

Fealty – Emir Sturling

Ethnicities – Gothic

Common Languages – Vestian

Real World Analog – the Danelaw

Accepted Coinage – silver Forthin(1/4d), silver Sceatt(1d), silver Skillin(4d)

Population – 700

Description – Many centuries ago the Gothic people came from the north, making war on the native Deheuol people and colonizing the land. The region has been ruled by many petty kings through the years. Approximately 500 years ago another wave of raiders from the north, the Heldannic people, invaded the isles nearby. From there the raiders invaded this land which they called Vestland, carving up the country between themselves. For the last few hundred years the numerous Jarls have fought amongst themselves for power, wealth, and prestige. The majority of the population is still of Gothic ancestry subject to the ruling Heldannic elite. About 30 years ago the Emir of Ylaruam waged a bloody and ruthless campaign, known as the Prism Wars which resulted in the subjugation of most of jarls to his rule. The campaign was only halted when the Jarls put aside their squabbles and feuds and formed the Nordhartar Defense League electing Ragnar the Stout as their War Leader. Any adventurers in the Guild originate from the territory of the Jarls which are subject to the Emirate of Ylaruam.

Ghyr

Government/Ruler – Kingdom/Queen Leahra

Fealty – Emir Sturling

Ethnicities – Gothic

Common Languages – Vestian and Alasiyan

Real World Analog – Wessex

Accepted Coinage – copper Fals(1/4d), silver Dirham(1d), gold Dinar(24d), silver Forthin(1/4d), silver Sceatt(1d), silver Skillin(4d)

Population – 900

Description – This kingdom alone of all Gothic kingdoms was able to withstand the onslaught of the Heldannic invaders. King Ganto of Ghyr allied with the Ylaruam during the Prism Wars. King Ganto assisted the Emir in obtaining many victories on the battlefield, and became known as ‘the Great Defender of Peace’ in his later years. As a result Ghyr’s alliance, the kingdom is virtually autonomous and only pays a nominal tribute to Ylaruam every year. Since the war the kingdom has benefitted greatly from trade, and many Alasiyan merchants have settled in the region. After King Ganto’s death, Queen Leahra ascended to the throne and married one the local nobles. She has ruled the realm wisely for many years.

Canolbarth Forest

Government/Ruler – tribal clans/The Treekeepers

Fealty – allied with The Holy Empire

Ethnicities – High Elf and Wood Elf

Common Languages – Hight Tongue and Sylvan Speak

Real World Analog – n/a

Accepted Coinage – silver Denaro(only in Alfheim Town)

Population – 1500(Alfheim Town)

Description – Not much is known of Alfheim by the outside world. It seems the elves have inhabited the forest eternally. The elves that live here have a strange green pigment to their skin. Any who enter the forest are often never seen again. Alfheim town was built many centuries ago as official place for what limited trade the elves would tolerate, more for the benefit of the neighboring Daro people than for any need the elves had of their goods.

Radlebb Woods

Government/Ruler – clan Callarii/The Tree keeper

Fealty – allied with Duke Stefan Karameikos III

Ethnicities – Gray Elf

Common Languages – Sylvan Speak

Real World Analog – n/a

Accepted Coinage – silver Denaro(only in Rifflian)

Population – 170(Rifflian)

Description – The Callarii elves inhabit these woods. They keep mostly to themselves and people who wander these woods tend to disappear. The elves have an arrangement with the duke to provide a small retinue to act as personal guards for him in exchange for their privacy. They do maintain the small village of Rifflian on the Windrush as trading post and means of contact with the outside world.

Dymrak Forest

Government/Ruler – clan Vyallia/The Tree keeper

Fealty – n/a

Ethnicities – Valley Elf

Common Languages – Sylvan Speak

Real World Analog – n/a

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d) (only in Greenheight)

Population – 100(Greenheight)

Description – The Vyallia elves inhabit the eastern portion of this forest and are reclusive, even by elven standards. The Greenheight family rebelled against the customs of the clan several centuries ago and built a settlement after the manner of the humans at the edge of the forest. Here they have been teaching humans the ways of the elven forester and allied themselves politically with the Empire of Thyatis.

Alfeisle

Government/Ruler – Guilds Verdier and Elsan/Ulard Forster and Eluna Kelar

Fealty – Guildmaster Oran Meditor

Ethnicities – Wood Elf and Water Elf

Common Languages – Sylvan Speak

Real World Analog – n/a

Accepted Coinage – silver Denaro, copper Follis(1/4d), gold Solidus(25d)

Population – 2000(Seahome), 1300(Verdon)

Description – This Isle is home to Meditor and Verdier elves. They inhabited this land since before the flooding of Taymora. Over the centuries the Meditor clan took to the seas and drifted away from the ancient traditions, while the Verdier elves became more insular and retreated to the dense woods of the highlands. The Meditor elves were the ones who became involved with the affairs of the surrounding people of Minrothad. Only recently have the Verdier elves begun taking a more active role so as to prevent their Meditor cousins from making decisions that affect the whole island.

Rockhome

Government/Ruler – Kingdom/King Everast

Fealty – n/a

Ethnicities – Mountain Gnome and Forest Gnome

Common Languages – Denwarf’s Tongue and Gnomish

Real World Analog – n/a

Accepted Coinage –

Population – 5500

Description – The great King Denwarf led the gnomes the great cavern of Dengar(literally translates as ‘Rockhome’) in the mountains millennia ago. The Mountain Gnomes once had 6 sister citadels throughout the known world, but they each have fallen one by one over the centuries and Dengar is the only surviving citadel. Denwarf’s Folk, as they like to call themselves, are an industrious people enamored with the riches of the earth. They have a strong military tradition which has enabled them to guard their homes and secrets for so long. Only in recent years have the gnomes begun trading items of their craftmanship in earnest to other peoples, though they still have a keen distrust of elves.

High Forge

Government/Ruler – Council of Elders

Fealty – allied with Duke Stefan Karameikos III

Ethnicities – Forest Gnome

Common Languages – Gnomish

Real World Analog – n/a

Accepted Coinage – silver Denaro

Population – 620

Description – The gnomes of the High Forge clan are scattered throughout the Wufwold hills in burrows of no more than 100. The gnomes are a solitary bunch, limiting their business with the outside world to their yearly caravan which journeys to Specularum and back.

Five Shires

Government/Ruler – Shires/the Sheriffs

Fealty – allied with Holy Emperor

Ethnicities – Garden Gnome

Common Languages – Hinnic

Real World Analog – n/a

Accepted Coinage – silver Denaro

Population – 2400

Description – The Hin have inhabited what they call Hinhome since before recorded history. These gnomes have faced many hardships over the centuries, first being ruled by a tribe of orcs, and then being subjugated by the nearby Mountain Gnome citadel of Thunderdelve; they have conducted wars on the high seas with the Empire of Thyatis. In short the Hin have often been underestimated and bullied by other peoples, but always come out on top. To an outside observer the Five Shires appears to be an uninhabited picturesque parkland of rolling hills of woodland and meadow. In reality the land is heavily cultivated and pruned; the Hin live in small burrows underneath the hills that are almost impossible to detect unless you know what you are looking for. The Hin adhere to a clan structure with each sheriff acting as a mediator and judge over the clans; each year, and as necessary, the sheriffs gather to conduct business that affect all the Hin people.

Honor Island

Government/Ruler – Supreme Symposium of Gnomish Syndicates

Fealty – n/a

Ethnicities – Tinker Gnome

Common Languages – Gnomish

Real World Analog – n/a

Accepted Coinage – silver Denaro, gold Solidus(25d)

Population – unknown

Description – This is a largely unknown island that is independent of any king or emperor, though it is often grouped with the Ierendi isles politically based on its geographical proximity. It is known that the island is home to a secret cabal of magicians practicing a unique craft of magic. A small clan of gnomes is also said to serve the magicians who rule the island. The gnomes are responsible for wondrous steel ships which are impervious to attack and deadly to all other vessels; some are even said to be able to submerge themselves underwater. Any trespassers on the island are executed. The magicians hire out their ships to Ierendi in exchange for supplies and an exorbitant amount of wealth in the form of raw metals and gems.