The campaign world Im setting the adventures
in is based on a previous campaign. The current scenarios will take
place 2000 years in the past on the planet that was the home to
the City-States of Talismonde, Talizine, Kweebia, Raven, Varacas
Grimslade, Landor and Hoji.
What follows is a brief description of each of
the countries shown on the Map of the Dragon Realms. Further details
and game information on character races and classes can be found
on later pages. First of all, far less of the planets habitable
regions have been explored and even in most major population centers,
civilizations grip is tenuous at best.
Avanir is home to the Silver Elves. Their
capitol and home to the School of Emerald Wizardry and Witchcraft
is Bespiron and the major trade and travel center is Cliffwhistle.
The Silver Elves are ruled by a council of elders which represent
the major guilds, nobles, and clergy. The Elves are makers of wondrous
weapons and arcane tools, but they jealously guard these items because
of past betrayals at the hands of humans and dwarves. The main trade
partners of the elves are the people of Rutstalt and Freeport, the
Tinkers of Pentathaway. There is occasional trade with the human
nomads of Hells Camp, who revere the Elves, and Avanir is the preferred
vacation spot of wealthy Burgents.
Dugerdeeps is the mountain range
favored by the Wild Dwarfs. These rugged miners are organized into fiercely
loyal familial clans and work in ancestral deeps. The Dwarfs mastered
the Riddle of Steele a long time ago and make themselves wealthy supplying
humans with weapons. The most powerful Dwarf, Alanor Magesmith, has
declared himself the Mountain King, and holds the power in the Dwarfs
largest city, Redsteel Gate. Dwarves regard all races with suspicion.
Orcs and goblins are killed on sight.
Equigonia is the war torn land
of squabbling human warlords and the knights, clergy, thanes, and peasants
who serve them. Their capitol at Garigorn Keep is currently held by
Lord Aquinas Remus of Greendale, but he has not earned the allegiance
of more than a few other warlords. Thus, the kingdom is under the constant
threat of war. Battles are frequent, but fortunately, most of the nobles
realize that Equigonia cannot afford to throw all her knights away in
internal conflict. So an uneasy peace has emerged to stay prepared for
the common raids and wars with goblins, orcs, ogres, and barbarians.
The towns of Oakhurst, Brindinford, Ossington and Blasingdell are all
primarily inhabited by humans. Burgents, dwarves and Silver Elves are
welcome in all Equigonian settlements. Wood Elves and barbarian folk
are regarded with suspicion.
The Freewoods are the home to the
Wood Elves or Grugach. Several generations ago the Grugach were
slaves to the Lizardmen of the Tichenese Empire far across the ocean.
During a thousand years of enslavement, the Grugach held fiercely
to what little remnants of their culture they could. They developed
powerful sorceries, natural magic, and a fighting style which utilized
farming tools and bare knuckles. After a grueling war and escape
onto the oceans, the Grugach found themselves delivered by their
new god, Deltherain, at the feet of a vast forest, their new home.
The Elves of the Freewoods are very secretive and territorial. They
have a live and let live policy and general but malicious intruders
are met with deadly force, whether they are goblins, orcs, or humans.
As usual, Burgents are welcome and the humans of Hells
Camp are regarded as friends.
Greenpillow Downs is the primary
home of the Burgents of the Dragon Realms. Although Burgents are
welcome most everywhere, no where is quite as homey as the Downs.
Like the Burgents themselves, Greenpillow Downs is idyllic and comfortable
on the surface, but years of attacks by goblins, orcs, and occasionally
human bandits or barbarians, have necessitated a hidden arsenal
of carefully crafted war machines, traps and guard posts hidden
around the Downs. In recent years, the Burgents and Hellions
mutual respect for both Elven kingdoms has brought them closer.
But due to the size of Burgent dwellings, outsiders are very rare.
Even others of the small folk are rare, since Burgents find Dwarves
grim and unsettling, and Tinkers think Burgents are boring and mundane.
Hells Camp
is the commonly used nickname of the Greenrock Highlands and Silver
River Valley, home of the tribal Humans. They are known in most
of the Dragon Realms as "Hellions" because of their fierce
warriors and "primitive" ways. The highlanders are actually
the predecessors to some of the humans in Equigonia and practice
ancient versions of its religion. In recent times the Hellions have
established better relations with most other nations, especially
the Dwarves, Elves and Burgents, whom they regard as little cousins.
Equigonian and Pentathaway are regarded with suspicion. The Barbarians
territory stretches well into the lowlands, taking advantage of
internecine struggle in Equigonian to grab more farm area. Surprisingly,
the Hellion warlords are benevolent to farmers with previous claims
in this area.
Pentathaway is the land of the
Tinkers or Gnomes, a reclusive people who are so amused by each others
company that most tinkers seldom travel. This said, the few Tinkers
who do feel the need for trade and travel have managed to foster an
active trade route in the seas around them. Gnomish traders are protected
by the Tinker Merchant Marines, a full fledged navy of insane Tinker
soldiers, wizards, and bards. The Gnomes also engage in active trade
with the Dwarves of Dugerdeep, and the humans of Equigonia, whom the
gnomes supply with intricate weapons of self destruction. The Gnomes
maintain a small but well equipped army to protect them form Orc and
Goblin raids. Although the Hellions learned long ago that it is easier
to trade with a tinker than use force, they are regarded with extreme
suspicion.
Orkheim is the gathering place
of the scattered Orc tribes. The Blackrock Throne is the seat of the
Grand Warlord of the Orcs, Redfang Twoaxe, a towering and cunning soldier
and high priest of Marghast. However, most Orcs resent leadership rather
than flocking toward it, so they maintain their independence and find
homes wherever they can. Fortunately the Dragon Realms are vast and
Orc tribes inhabit almost every area, building strongholds or utilizing
natural defenses as bases for their murderous raids on their neighbors.
Rutstalt is an independent city-state
populated by members of all races. It is a center of learning, the home
of two Universities of Magic, and a mecca for independent thinkers and
freaks who found their homelands boring or backward. This openness,
has made Rutstalt the largest and wealthiest city in the Dragon Realms.
Fortunately, the variety of political attitudes and special interests
keeps Rutstalt from building a military force capable of conquering
other areas.
Freeport is the only known city
on an island range called the Dragons Teeth. Two hundred years ago,
it was not much more than a city of pirates, where illegal and stolen
goods were traded in abundance. Piracy still abounds and ships flying
pirate flags are still welcome in Freeport, but the city has gone ligit,
with a Council of Captains and an hereditary Sea Lord, running the show.