Valnwall - General Information and Background

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badams30
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Re: Valnwall - General Information and Background

#1 Post by badams30 »

Valnwall

General Information
Humans are the dominant race with a culture that is reminiscent of Europe during the late Middle Ages. Demihumans are a distinct minority and are subject to various levels of curiosity, prejudice and mistrust, especially in the more populous areas of the Duchy.

Magic is uncommon and those who practice it are often feared. Religion, particularly the teachings of the Church of Law and Order, plays a prominent role the lives of every citizen. Although the Church is largely considered a driving force for good in the world, past scandals, corruption and questionable prejudices have marred its perfect image.

The World
The Duchy of Valnwall is an ancient land littered with ruins that date back well before the legendary time of the Thirteen Cities. Ancient ruins, forbidding forests, imposing mountain ranges and stories told by the people themselves all combine to give the Duchy a sense of age and history. Only the bravest (or most foolhardy) set out to discover the secrets of the ancient world.

Law and Order
The Church of Law and Order is the dominant religion in the Duchy of Valnwall and its presence is evident throughout. Holy days are strictly observed, church bells call the faithful to worship, and statues, fountains, frescoes, and shrines to various Saints are common. Prayers are a part of everyday life – a woodsman might whisper a prayer of protection to the forces of Law and Order before starting a hunt, a shopkeeper might make a sacrifice to St. Gregor of Carach for good business, and a mother might beg St. Lucilla the Kind to heal her sick child. The clergy can be seen everywhere and are a constant reminder to the citizens that the Duchy is a bastion of Law and Order.

A Land Divided
In the Duchy, the noble houses, wealthy merchant families, and trade guilds all vie with each other for power and influence. Some seek to curry favor with the royal family, others seek to earn (or buy) the goodwill of the Church, while others focus on winning the hearts and minds of the people. The Duke traditionally avoids the power struggles, but members of his inner council sometimes pursue their own agendas. One thing is certain – nothing in the Duchy is free and a favor granted is a favor owed.

Magic is Feared
Magic is common enough to be accepted as part of the norm, however, those who practice magic are rarely trusted by the populace. The Church of Law and Order has played upon these fears even further to paint magic users and other spellcasters as despicable sorcers who are easily converted to the Church of Chaos and Destruction.

Magic users are expected to register with the Adventurer’s Guild and are subject to the close scrutiny by the agents of the Church of Law and Order. Demihumans, particularly elves, are considered creatures of magic and therefore are not to be entirely trusted.

Adventurers are Heroes
Adventuring is a time-honored profession throughout the Duchy and adventurers are afforded a special celebrity status that transcends the normal social classes. This status rises and falls with the adventurers fame and fortune. Although a nobleman may secretly look down upon an adventurer of common birth, the adventurer can still expect to be treated as a near equal, provided his deeds have been immortalized in poetry and song. Adventurers are expected to assist soldiers and watchmen when needed, drive off monster, and generally help keep the Duchy safe. The greatest adventurers may be awarded with knighthoods, land grants and even noble titles.

Demihuman adventurers, particularly dwarves, are better received than their non-adventuring counterparts, but may still suffer from prejudice and mistrust until they prove themselves through lawful deeds. Demihumans who belong to famous adventuring companies may eventually win the admiration and respect of the people (if that is their desire).

Adventurers are required to join the Adventurers Guild. The main guild is headquartered in the City of Dolmvay, but smaller outposts are located in most cities and large towns. Guild dues and services vary from place to place, but typically require 10% of treasure recovered.

At the very least, licensed adventurers can expect hospitality, greater access to rumors and information from other members, as well as free reign to explore the countryside, battle monsters, and lay claim to the spoils. Those who refuse to join the guild may be treated as trespassers, grave robber, and even wandering monsters.
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badams30
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Re: Valnwall - General Information and Background

#2 Post by badams30 »

Coastal Lockeland – Overview

Situated to the West of Dolmvay, Coastal Lockeland shares much of the general reputation of Lockeland – an area of good farmlands, wide open wilderness spaces, a rich (yet mostly unknown) historical background rife with ruins, burial sites, and mysterious sanctuaries of old civilization. The Earldom is ruled by the Duke’s cousin, Lord Stephen val Locke. The capital is the fortified town of Peake’s Crossing, Due to the constant harassment from orcs and other monsters from the mountainous areas, the Lord Stephen spends most of his time concerned with the area nearest Peake’s Crossing, leaving the area of the coast generally to its own devices. Lord Stephen largely depends on Baron Grellus of Restenford and Colonel Turgin of Turgin’s Hold to be the voice of authority for the southern reaches of the Earldom.

Roads and Trade Routes (Land and Water)
There are no hard roads between Dolmvay and any of the settlements along the coast. There is a reasonably well-travelled dirt trail that runs from Dolmvay to Garrotten, although the road is far from secure and predictable for travel.

The Kings Bay is deep and allows for free traffic of ships, although the bay is notorious for sudden and unpredictable storms. Devil’s Cove is a deepwater cove, but north of Turgin’s Hold there are no safe harbors for larger vessels, as the settlements of Restenford and Garrotten are situated along a thin coastal area that is filled with rocks and unpredictable shallows. Boats with a draft of more than 3-4 feet proceed at their own risk! These cities typically employ shallow draft river craft to unload supplies brought from larger vessels offshore to the area docks. Restenford enjoys regular resupply from numerous vessels, while Garrotten typically receives less attention from supply vessels. It is adequately stocked from abroad, but the diversity of cargo and stocks are not nearly as rich as the areas to the south.

The General Landscape
This area is dominated by a large, sprawling expanse of plains, rolling hills, barrows, small forests and occasional ruins and burial sites. Ruined stone foundations of homesteads, long-forgotten settlements and fortified emplacements dot the landscape. Despite its proximity to Dolmvay, this area is largely unexplored, and occasional reports of fantastic treasure or mysterious dungeons and ruins are not unheard of.

Civilized Areas
Plentyfields:
This small cluster of farmhouses is little more than a large farming commune. Several farming families have carved out a farming paradise in this scrub grass area. About 20 families have small to medium farms in a roughly 5 mile radius, from cattle to corn to grain to apples and just about any cultivated crop – it’s probably growing here. Aside from the family farmhouses, there is a large meeting house that serves as a rallying point during times of crisis. There are also 4 large wooden warehouses in the center of town – these are communal property and used to store goods prior to transport. There is no inn, lodgings, or trader, this little oasis of civilization depends on caravan or mobile traders to keep it in supplies. Despite the relative hardscrabble life of this settlement, it is basically secure, prosperous, and travelers can easily find a barn or dry and secure space to spend the night if needed.

Turgin’s Hold:
This tiny settlement is named for its overseer – Colonel Milton Turgin, a decorated, semi-retired member of the Duke’s army. This settlement is home to approx. 200 people, including a small garrison of 20 light infantry from the Earldom’s ranks. Turgin’s Hold is a relatively new settlement, having been established only 4 years prior. The Hold is mainly a fortified settlement, a partially ruined keep that has been refurbished, most residents live within its walls. There are also about 20-30 homes scattered within 1-3 miles of the Hold, these being occupied with farmers, loggers or optimistic prospectors.

Col. Turgin was called back from retirement to oversee this settlement, and rumor has it that he is anxious to retire to Dolmvay and enjoy his senior years, free from the responsibilities of overseeing some hardscrabble settlement in the wilderness. Rumor has it that the Col. Is constantly hiring adventurers to explore the outlands near the Hold.

Turgin’s Hold is an area of mystery – surrounded by low, rolling hills, the Hold is rumored to be the sacred burial area of the long-gone civilizations of old. A large swamp about 10 miles from the Hold has been a frequent source of intrigue as of late.

Restenford:
Restenford is a small fishing port at the southernmost tip of Devil’s Cove. It sits at the bottom of many small hills and valleys that abut the Cove, and there are numerous ruins and sites of interest within 5-10 miles of the city. There have been rumors of humanoid and magical activity afoot in the areas between Restenford and Garrotten, and there have been numerous calls for adventurers to the service of the Baron.

Restenford is home to 315 persons, most of which are human. Virtually every able-bodied adult male over 13 is a member of the militia. Restenford is largely occupied by peasants, fishermen, farmers and shopkeeps. There are roughly 25 members of the Baron’s inner circle, and this includes some priests and the rumored 2-3 wizards. In addition to the normal inns and establishments of such a town, there is a small Adventurers Guild office here.

Garrotten:
Garrotten rests at the foot of Lake Fermin, and sits just offshore from the cove. The town has a reputation of being unfriendly toward outsiders, and usually exists under the radar of the Duke and Lord of Lockeland. The voice of authority in Garrotten is provided by the Lord Mayor, Arness – a female wizard. Not much is known of the Lord Mayor or her past, but her abilities and loyalty to the Earldom are unquestioned. There is also a large temple of the Church of Law and Order within Garrotten.

Climate:

The South of the Earldom is typically a coastal climate. The weather is unpredictable, the temperature usually ranges from the 20’s to the 70’s, rarely getting “hot” and rarely getting extremes of cold temperatures. That being said, the climate can be quite unforgiving, and the gales and squalls that come off of the coast can bring great misfortune and wild swings of weather to those living in this area.
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