Add in the old New World setting, circa 2010-2014
This commit is contained in:
6
Locations/Western Kingdom/Arc River.txt
Executable file
6
Locations/Western Kingdom/Arc River.txt
Executable file
@@ -0,0 +1,6 @@
|
||||
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.
|
||||
8
Locations/Western Kingdom/Civil Wood.txt
Executable file
8
Locations/Western Kingdom/Civil Wood.txt
Executable file
@@ -0,0 +1,8 @@
|
||||
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.
|
||||
62
Locations/Western Kingdom/Coral City.txt
Executable file
62
Locations/Western Kingdom/Coral City.txt
Executable file
@@ -0,0 +1,62 @@
|
||||
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.
|
||||
5
Locations/Western Kingdom/Crater Lake.txt
Executable file
5
Locations/Western Kingdom/Crater Lake.txt
Executable file
@@ -0,0 +1,5 @@
|
||||
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.
|
||||
8
Locations/Western Kingdom/Dragonspine Mountains.txt
Executable file
8
Locations/Western Kingdom/Dragonspine Mountains.txt
Executable file
@@ -0,0 +1,8 @@
|
||||
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.
|
||||
22
Locations/Western Kingdom/Eastern Mountains.txt
Executable file
22
Locations/Western Kingdom/Eastern Mountains.txt
Executable file
@@ -0,0 +1,22 @@
|
||||
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.
|
||||
3
Locations/Western Kingdom/Frontier Road.txt
Executable file
3
Locations/Western Kingdom/Frontier Road.txt
Executable file
@@ -0,0 +1,3 @@
|
||||
Frontier road
|
||||
|
||||
The road leading across the mountains and into the frontier.
|
||||
9
Locations/Western Kingdom/Gnollwood.txt
Executable file
9
Locations/Western Kingdom/Gnollwood.txt
Executable file
@@ -0,0 +1,9 @@
|
||||
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.
|
||||
7
Locations/Western Kingdom/Hellsmouth Keep.txt
Executable file
7
Locations/Western Kingdom/Hellsmouth Keep.txt
Executable file
@@ -0,0 +1,7 @@
|
||||
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.
|
||||
56
Locations/Western Kingdom/Kingsford.txt
Executable file
56
Locations/Western Kingdom/Kingsford.txt
Executable file
@@ -0,0 +1,56 @@
|
||||
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.
|
||||
55
Locations/Western Kingdom/Mast.txt
Executable file
55
Locations/Western Kingdom/Mast.txt
Executable file
@@ -0,0 +1,55 @@
|
||||
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.
|
||||
7
Locations/Western Kingdom/Midland.txt
Executable file
7
Locations/Western Kingdom/Midland.txt
Executable file
@@ -0,0 +1,7 @@
|
||||
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.
|
||||
10
Locations/Western Kingdom/North Gate.txt
Executable file
10
Locations/Western Kingdom/North Gate.txt
Executable file
@@ -0,0 +1,10 @@
|
||||
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.
|
||||
9
Locations/Western Kingdom/Old Irongate.txt
Executable file
9
Locations/Western Kingdom/Old Irongate.txt
Executable file
@@ -0,0 +1,9 @@
|
||||
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.
|
||||
13
Locations/Western Kingdom/Overview.txt
Executable file
13
Locations/Western Kingdom/Overview.txt
Executable file
@@ -0,0 +1,13 @@
|
||||
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).
|
||||
|
||||
|
||||
7
Locations/Western Kingdom/South Tower.txt
Executable file
7
Locations/Western Kingdom/South Tower.txt
Executable file
@@ -0,0 +1,7 @@
|
||||
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).
|
||||
15
Locations/Western Kingdom/Stonehold.txt
Executable file
15
Locations/Western Kingdom/Stonehold.txt
Executable file
@@ -0,0 +1,15 @@
|
||||
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.
|
||||
8
Locations/Western Kingdom/The Long Watch.txt
Executable file
8
Locations/Western Kingdom/The Long Watch.txt
Executable file
@@ -0,0 +1,8 @@
|
||||
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.
|
||||
10
Locations/Western Kingdom/Throne.txt
Executable file
10
Locations/Western Kingdom/Throne.txt
Executable file
@@ -0,0 +1,10 @@
|
||||
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.
|
||||
5
Locations/Western Kingdom/Western Swamps.txt
Executable file
5
Locations/Western Kingdom/Western Swamps.txt
Executable file
@@ -0,0 +1,5 @@
|
||||
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.
|
||||
4
Locations/Western Kingdom/Whale Coast.txt
Executable file
4
Locations/Western Kingdom/Whale Coast.txt
Executable file
@@ -0,0 +1,4 @@
|
||||
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.
|
||||
Reference in New Issue
Block a user