Add in the old New World setting, circa 2010-2014

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2026-05-18 12:26:59 -04:00
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Arc River
This river flows out of the crater lake on the eastern mountains,
flowing east and west. It carries ships between the coast and the
mountains, and it carries vital fresh water to settlements on the
frontier.

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Northern Forests - Civil Wood
Home to elves and forest gnomes, a thick wood that humans
generally don't enter. Powerful magics and strange construction confuse
non-gnomes and non-elves, who promptly leave in most cases. For the
creatures who live here, however, it is peaceful, quiet, and utterly
civil. For more information on this area, see the area on the “Elven
Protectorate” political area.

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Coral City
Coral City sits at the southern end of the Arc River's western
delta, directly on the ocean on the whale coast. Coral City is the
largest city in the kingdom next to Throne (though Mast is definitely
the much more recognised city). Coral City is home not only to the
Royal Navy Headquarters, but also to a booming manufacturing sector.
Coral City is also known for its extensive civilian waterborne
industries, to include whaling, saltwater fishing, and others. The
Coral City Shipyards, alone, between the royal navy and the civilian
shipmakers, employ almost 15,000 personnel at their sprawling facility
just south of the Docks. The Royal Navy itself maintains an armada of
20 war ships, and 40 transport ships, here in the bay south of Coral
City, as well as the docks proper. Coral City is, also, largely
unaffected by the Royal Trading Company's corruption. The city, being
the only city on the coast to the south of Throne and north of the
southern border, is under military law. Therefore, the commanding
officer of the Royal Navy is also the commanding officer of the local
garrisons. And on top of that, the Royal Navy just happens to be
commanded by Crown Prince Archibald Braddock - the King's younger
brother, and a decided enemy of government corruption and the Royal
Trading Company itself. The Prince's loyalty to his brother, and his
country, are unfailing - but he is in constant disputes with his
brother over his involvement with the Trading Company.
Coral City's industrial sector consists, mostly, of shipbuilders,
textile manufacturers, and horse ranches. Much of the Royal Cavalry's
horses are born and trained in facilities locate inside, or just
outside of, Coral City. Much of the cloth that is sold in the kingdom
is spun or loomed in Coral City (the only supplier bigger than Coral
City is Mast, because it's closer to the foothills where wool is
shorn). The ships built in Coral City are made from woods harvested to
the south, around the gnollwood (a dangerous but profitable business -
the Gnollwood is home to some very prize varieties of wood), or floated
south down the Arc Delta from just south of the Elven Protectorate. And
then, of course, there is the useful and lucrative Whaling industry in
Coral City; Coral City is the nation's single largest provider of
animal fats and oils, whether for cooking, lighting, or lubrication.
Coral City also does not have the large and diverse bazaar that
Mast hosts, not being as central a point. However Coral City is the
launching point for all expeditions into parts unknown. Many
Adventurers come to Coral City clutching some ancient map, charter a
ship, and head off - some are never seen again, some return with booty
from some ancient island, others return empty handed and destitute. But
regardless, Coral City is every bit as much a hub for adventurers as
Mast, and therefore its marketplace - while smaller than Mast - is no
less diverse.
Coral City does, however, have a booming agricultural industry,
and is the breadbasket of much of the Kingdom. Not counting the seafood
brought in by its commercial fishermen, farmers around Coral City
produce a full 35% of the foodstuffs sold in the kingdom, as well as
those sent to the Army. The Arc River Delta provides many miles for
rice farmers to place down paddies, and the verdant fields along the
coast to the south provide mediterranean growing conditions for a
variety of fruits. The plains that are inland, just before the land
turns to scrub, are quite healthy.
Coral City is also the embarkation/disembarkation point for
troops heading to and from the Long Watch and South Tower, if they are
coming from Throne or Northgate (as transfers often do). The Arc
River's western delta makes movements of troop columns through it
almost impossible, so they are often moved by ships by the Royal Navy,
making - again - Coral City a very important hub for military movements
inside the kingdom.

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Crater Lake
A large, ~220 square mile lake formed in the giant crater in the
eastern mountains. It feeds the Arc River, and the highest point, where
the Arc flows down the other side of the mountain.

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Dragonspine Mountains
The Dragonspine mountains are named because when viewed from
North Gate, it looks like the back of a dragon viewed while it sleeps.
And the name is also given because these mountains were a hotbed of
dragon activity before many years before the Council of Nine routed all
of the evil draconic activity. Now, dragons are rumored to be returning
(from where, who knows), and it is unknown if they are good or evil.

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Eastern Mountains
Known as the "Waterwall Mountains" by the non-demihumans, these
form the boundary between the Western Kingdom and the Frontier. The
foothills below the mountains, particularly the area east of
Hillsburrough between the North and South forks of the Eastern Arc
River, have already seen many large battles between expanding
demihumans and monstrous bands - even a few armies claiming that they
were sent by the Great Alliance (thought broken up 300 years ago by the
Council of Nine).
The Eastern mountains still really aren't safe, despite all the
traffic they see. In addition to the bandits that haunt the lonelier
corridors of the Frontier Road, there are all manner of known and
unknown monsters that lurk in the higher portions of the Eastern
Mountains. White Worms, Frost giants, and Drow all haunt the mountains.
Rumors of dungeons and evil castles popping up across the mountains are
increasingly common, and the nature of the mountains - with their high
peaks, steep slopes, and few navigable passes - make these rumors
difficult to investigate, let alone confirm or squash.
Regardless of any of this, the Eastern Mountains are definitely
proving to be the passport to the future of the Kingdom, for better or
worse.

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Frontier road
The road leading across the mountains and into the frontier.

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Southern Forests - Gnollwood
Home of the only remaining monstrous band in the interior of the
western kingdom. Despite repeated attempts to route them, the band of
rogue gnolls, orcs, and ogres continues to evade all capture. Midland
is constantly dealing with raids as a result. It is expected that there
are hidden caves leading to the Underdark, in which the rebels are
hiding. There are currently rumors of the Gnomish Holdings contributing
a few squads of gnomish recon operatives to help route them.

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Hellsmouth keep
Guarding the valley through which the north fork of the Wayward
River flows, stationed directly behind the waterfall at the fall line,
Hellsmouth Keep is a mighty fortress that has expelled every assault in
its 150 years. Hellsmouth Keep garrisons some 1,000 men in the keep
proper and in outposts across the valley and lower mountains.

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The village of Kingsford sits on the spot where the Council of Nine,
leading the slaves to freedom, came out of the mountains and crossed the
Wayward River. The spot was later settled as a village (only 20 or 30 years
ago), because of the great amount of Salmon that come up-stream to spawn.
The village is a loose confederation of 6 families, all working together to
eek out a good life here, relatively safe from the dangerous frontier, and
the prying eyes of the King.
1. The MacGregor house. The MacGregors are fishermen and boatmen. They earn
their keep by catching and selling salmon to the other families, as well as
various oils, tinctures, etc made from other aquatic creatures and
substances.Thomas is the oldest at 60, with his wife Alia; their son,
Marcus and his wife Deborah run the business, with the help of their four
sons; Joseph, Ryan, James and Thomas II (the eldest).
2. The Owen place. The Owens are a pack of 3 brothers who settled here with
their wives and children. Jeffrey and his wife Christine run a blacksmith
shop, making various useful and decorative items. Though Jeffrey
desperately wants children, Christine is (sadly) barren. Rouan and his wife
Trista herd sheep and goats above the village, with their daughter Melissa.
David and Rebbecca run a cobbler/tailor shop, making various fabric and
leather items. Their son Randall just turned four.
3.Throughgood Church. The home of Graham and his father Samuel Through good,
along with Graham's two younger siblings Diana and Athena. His older
brother Robert is in the army, serving over the mountains past
Hillsburrough. Samuel is the town's resident priest and doctor, holding
sermons on the front lawn of his home. His wife and the mother of the
children, Gwendolyn, passed away some years ago of a consumption.
4. The Morgan farm. The Morgans are a family of farmers.On their land they
raise grain, beans, fruit, vegetables, etc. They also help Samuel
Throughgood maintain his herb garden. Thadius, the father, is ailing and in
his 70s. His wife Adria is not much better. Their daughter Brianna and her
husband Shamas work the farm with their three children; Billy, Connor, and
Pamela.
5. Strongheart keep. The house of the Strongheart family is named such
because it also serves as the jail - since the Stronghearts are the
village's protectors. The father, Alan, is the oldest at 55. His three
sons, Alex, Jordan, and Herbert work under his command as the town guard.
His two daughters, Eileen and Elena, serve as jail guards mostly (and
since there is hardly ever anything more than a drunkard in the jail, they
have a pretty easy job).
6. Magistrate's house and court. Sent here by King Braddock, Judge
Rothschild sees his assignment as a punishment (and it is). He and his wife
constantly petition the king for a reassignment to a new location,
somewhere far away from this backwater berg. They are always turned down,
however, since Judge Rothschild had an affair with the Royal Trading
Company manager's mistress, and the manager of said company pushes the king
as hard as possible to make the Judge suffer. So he, his wife Suzanna (who
is such a blatant harlot and drunk that she is his wife only in name), with
their 4 children Ralph, Jimbo (the slow one), Lisa and Nelson. They also
own the village's only horse, "Horse". That's what they get for letting
Jimbo name the horse.

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Mast
Mast is the hub of the kingdom, even though it is not the
capitol. It sits centrally between all important cities and
strongholds, and it is placed centrally on the river, so that it can
catch ships incoming from the whale coast and outgoing to the eastern
mountains. Mast is the largest city in the kingdom, due to the economic
influence, but it is not the grandest (mainly because Throne won't let
that happen).
The Royal Trading Company's headquarters is here in Mast, though
most of the high-ranking officials inside the Company reside and
operate out of Throne, where they can more easily influence the
corrupt and greedy King Braddock. Regardless, here in Mast, the Royal
Trading Company flexes a lot of muscle. They exert control over the
Navy that is quartered here, as well as the local thieves guilds. The
only thing that keeps the Royal Trading Company even remotely in check
in Mast is the fact that the commander of the local garrison, Lord
Reinhardt, an old soldier and cavalry man, is firmly set against the
control of the Company in the area, and he is openly opposing their
activities both in, and outside, of his official duties with the
Garrison and the Courts.
Mast is also a major location on the tournament circuit in the
Western Kingdom; every spring, they host a joust and tournament in
front of the fortress gates. The prizes range from a set of custom
sword and armor, to a piece of land in the outlying areas, etc.
Being a center for commerce and travel, Mast is a huge hotbed of
thief activity. There are no less than ten local thieves guilds, some
of them having a mafia-like central authority derived from their
bloodline or point of origin; others are cutthroat bands, some are
religiously oriented or focused on a given sub-race (much akin to the
Aryan Nation). But none are to be trifled with; they are all extremely
dangerous even if only when provoked, most are easily provoked.
Alliances between them are frequent, but fragile, and generally short-
lasting. The only constant among them, generally, is their ties to the
Royal Trading Company. The Trading company will use the local crime
groups to enforce their will without dirtying their hands officially;
everything from the looting of navy ships, to the assassination of
troublesome local officials, are handled by crime groups who are
unaware of their puppeteer status underneath the Royal Trading Company.
As for the people of Mast itself, Mast is one of the most
racially diverse cities in the kingdom, if not the most. People from
all locations and walks of life are drawn here; and half the time,
those who come here looking for money and a better life, stay here.
Despite the large number of crime groups, and the corrupt nature of the
Trading Company who controls most of the town, the people of Mast have
a generally peaceful existence. Lord Reinhardt and his men do a good
job of keeping everything under control, while the Trading Company
ensures that most Mast residents' biggest worry is the amount of tax
they pay on a loaf of bread at the baker's shop.
Mast is host to the biggest open bazaar in the kingdom, situated
almost directly next to the docs. The saying in Mast is, “If you can't
buy it at the bazaar, a god-fearing man doesn't need it.” And, for the
most part, that's the truth. Seafood peddlers pull their boats directly
into the wharf, and some sell straight off the boat. It is similar for
all merchants.

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Midland
Midland was originally a trading post between Coral City and Old
Irongate, and the Gnollwood threatens to keep it from growing any
larger if these raids don't stop. The garrison at South Tower has sent
a detachment of some 200 men to the town to help keep order; so far
it's working. So far.

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North Gate
North Gate Castle is the keep that separates the Northern
Frontier from the rest of the kingdom. Some 50 miles of wall butting
against the sea on one side and the dragonspine on the other - and the
large castle itself, keeps that border sealed. So far, none have dared
assail the tall walls and large 3,000 man garrison - but nobody's
letting their guards down. Especially not with stories of dragons
taking up residence in the Dragon's Spine, as it was in years long
past.

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Old Irongate
This is an old keep that used to guard the main pass to the
frontier - it still has the old road that, now, leads to nothing but a
few very ruined and run down villages, and the old crossing on the
south fork of the eastern Arc. When earthquakes closed the pass, the
residents either left Irongate and went home, or stayed to guard the
keep, and starved. It is now standing in ruin, and rumored to be
populated with all manner of demon, devil, and monster.

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Originally settled by humans and demihumans fleeing the Great
Alliance. The eastern mountains keep them safe from the eastern
frontier and its denizens. Known as the "False Kingdom of Slaves" by
the monstrous races, the kingdom is still very young, as evidenced by
its rather haphazard road system, and the fact that King Braddock is
attempting to expand east while still fighting elusive rebels in his
own Southern Forests. But regardless, this upstart kingdom (the first
unified demihuman kingdom ever to exist in known history) is proving
formidable, which means it is the declared enemy of 99% of the
established world (which used to keep the demihumans quite unhappily
enslaved).

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South Tower
Home to a garrison of some 2,000 men, this is the foremost
defensive position on the southern border, next to Hellsmouth keep. The
actual tower is the smallest part of the structure, which is made up of
no less than two or three full sized forts for all the men and their
equipment (as well as refugees from the surrounding countryside).

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Stonehold
An old Dwarven city, Stonehold was here before even the Alliance.
They have existed without interference from the outside world for
centuries, and have made a strong alliance with the Kingdom if for no
other reason than it suddenly found itself within the Kingdom's borders
one day, and they don't show any signs of leaving. However, for the
most part, Stonehold is left alone and traded with as a sovereign
entity - when they open their doors. But since the founding of the
Western Kingdom (officially at Throne), the doors have come open only
once, and that was for an envoy from the Church to enter and speak to
the dwarvish king. Since then, the only nation who claims to have
regular contact with those inside of stonehold are the gnomes in
Breech. For more information, see the section on the “Dwarvish Clans”
political area.

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The long watch
A series of guard posts across the southern border. Covering
about 150 miles, the posts are one mile apart, and each have two men in
a small camouflaged guard shack. Equipped with spyglasses and sounding
horns, they can signal the approach of incoming Alliance armies almost
a full 2 days before they arrive, given that they look out on about 100
miles of scrub plains and desert before losing visibility.

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Throne
The crown jewel of the Kingdom, Throne is the city that is the
biggest accomplishment of the demi-human kingdom in its short 250 year
lifespan. Its paved and lit streets, its plumbing and sewer system, its
mass transit and its rampantly out of control caste system set the
stage for what King Braddock wants the Kingdom to become. Rich,
Technologically adept, and horribly corrupt. And if it weren't for the
Church (which is headquartered in Throne), and the system left in place
by the Council of Nine, he would've already had his way by now.

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Western Swamps
At the mouth of the delta to the Arc River, these swamps are home
to all manner of beasts and odd races. Aquatic elves often surface
here, having come up the freshwater river.

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Whale Coast
This coast is known for its large population of whales, and the
large amount of income that comes into Coral City from whaling.