Post by Aeternus on Apr 6, 2007 11:37:42 GMT -5
Some proposals regarding geographical information, possibly also lore.
Known paths:
Kira Coastal Road:
This road follows the coastline, occasionally interrupted by a bridge, tunnel or ferry passage over the larger waterways. Serving primarily to connect smaller coastal towns, the road is occasionally patrolled by Pheric soldiers. There is light traffic on the road consisting mainly of travellers and merchants trading goods for fish, between these smaller villages and the larger cities.
Fjordspine Trail:
The Fjordspine Trail follows the back of the fjords, running largely parallel with the coastal road, but having only a few crossroads to move between the two. The trail also has light traffic, consisting mainly of merchants and travellers. It serves to connect the various mining villages at the ends of the fjords.
Several roads branch off eastward from the Fjordspine trail which eventually either leave the forest connect to the Kira Woods road.
Kira Woods Road:
This is the main track through the Kira Woods. Running near the eastern edge of the forest, it connects to Ivelfrost in the north, and Kiran in the southwest. Along it's path are Stahlford (a mining village) and several waystations with inns. It also comes quite close to the ruins of Verzhul, and a side road connects it, 'though there is little traffic over it anymore.
The road itself has a decent amount of traffic, mainly merchants and travellers travelling between Ivelfrost and either New Pherin or Kiran, or the smaller outlying settlements.
All of these roads have the occasional bandit raid. It is widely suspected the bandits that threaten these roads have camps in the deeper forest, but the forests are simply too large for the Pheric military to patrol in their entirety, especially now the nation is at war.
Rumors also exist of marvellous glades existing in the deeper forest, protected by druidic orders. Few people know where they are, and generally there is little interaction between the druids and the local settlements, with either party content to coexist and leave the other be.
Villages:
Lyvespar
Wealth: Poor.
Crime: Very light.
Lyvespar lays at the southern edge of a bay between some of the northern fjords. A ferry sails between the north and south edge, connecting the northern and southern coastal roads together. It's mainly a resting place, with stables, an inn/tavern. It exists by the grace of the ferry there, and the ferry operators (there's a couple) have a big say in the daily operations of the town.
Echville
Echville is a small fishing village at the mouth of the river Esch (which is so minor it doesn't turn up on many maps). It has an inn/tavern that serves mainly the occasional merchant looking to buy fish and sell trade goods. A few fishermen have settled here permanently. There are docks that can receive smaller fishing vessels, but the water is too shallow for larger naval vessels to dock. It does not have any form of local government, and disputes are generally settled either by a passing Pheric patrol, or by sword.
Wealth: Average
Crime: Light
Kaslan:
Another small fishing village north of Eschville, Kaslan is more organized. It operates a much larger fleet, and the Pheric military have a small but permanent outpost here for their own purposes (mainly to resupply patrols). Order is maintained by this outpost, but the local government is established by tri-annual elections of the entire towns population. The inn/tavern also serves as the towns townhouse.
Wealth: Average
Crime: Very light (due to military presence)
Konari:
This town lays on the Konari peninsula, a stonesthrow from the actual coastal road. A rough village with a surprisingly deep harbor (deep enough to receive medium-sized ships, but not large warships). Rumors of pirates operating out of this port are widespread through the region, but patrols of the Pheric military that visit the city on occasion have never found any known pirates there (though, coincidentally, there are always sails fading to the horizon when they enter the city). Due to it's harbor, it is a trading port of sorts, but most respectable traders tend to sail on to Kiran or Ivelfrost.
Crime: High
Wealth: Above average
Lorasmouth:
A town at the mouth of the river Loran. It's main source of income are the lumber mills that use the fast-flowing Loran river as their power source. Logging camps are found throughout the area near the town, and a small port serves as both a fishing dock and traders dock. It is however, a shallow port and the logs and timber is transported mainly by road.
It has an inn/tavern with a bad reputation, as during evening hours the lumberjacks tend to spend too much of their earnings on ale and spirits...
The mills are all owned and operated by a single wealthy merchant, who is the de-facto mayor of the town. The town has a small mercenary militia that is payed for by said merchant, which keeps order to an extent and protects the mills from bandits and raids. They typically don't help when lumberjack camps are in trouble 'though.
Crime: Medium
Wealth: Average
Kalhavn:
A town on it's decline. Laying roughly halfway between Ivelfrost and Lorasmouth, it has a small dock where a couple of fishermen sail from, but catchings in the area have been poor and most fishers have moved to richer areas such as Kaslan. The inn and tavern still do well, mainly due to the lumber transports between Lorasmouth and Ivelfrost.
There is no government in this town. Everybody basically minds their own business.
Crime: Medium
Wealth: Poor
Verin:
Established at the Fjordspine's crossing of the river Rosla, this town serves mainly as a lumber camp and resting place for travellers. Loggers here supply wood to the mills further north at Lorasmouth, causing fairly frequent travel between the two towns. Due to the bandit activity at this road, such travel is usually in the form of caravans.
Crime: Medium
Wealth: Below average
Torga Springs:
Established, as the name might suggest, at the springs of the river Torga. The springs are rumored to have curative purposes, and this city lives mainly of the tourism generated by the springs. Wether or not the rumors are true is left up for debate, but reports of miraculous healing do pop up from time to time.
The use of the springs is free, however, the use of the towns facilities is not.
The various innkeeps of the town have formed a council which handles most of the towns affairs. They also have hired a small mercenary force that keeps order and protects the town and springs.
Spineglade:
Situated at the tip of a large body of water between the fjords, this is a town that lives mainly off of fishing the Fjordspine Flounder. This fish tastes particulary sweet, and is found nowhere else in Fenmyr then in the inlet (due to the water being not as salt as the sea, but not as sweet as riverwater). The flounder is considered a delicatesse in many cities, and merchants frequent this village to buy them from the fishermen.
The wealth of the fishermen tends to attract unsavory types, and as such some fishermen have banded together and now live in compounds guarded by mercenaries. There is no official form of government, but the fishers together tend to decide important matters if they arise.
Crime: Medium
Wealth: Above average
Lavesh:
This tiny town lays in an almost impassable area of the fjords. It has largely become self-sufficient, living off the sea and what little food will grow on the fjords banks. People in this village tend to dislike strangers, and eachother. In the region this city is rumored to be home to a number of unsavory types and fallen heroes who came there to disappear, however, no such rumors have ever been confirmed.
It does not have a governing body. Everybody tends to need to fend for themselves, and somehow, for the town, this has worked. This town does not have a road leading to it, and Pheric military rarely patrol it. It's existance is all but forgotten.
Crime: Virtually nonexistant
Wealth: Poor
Stahlford:
A large mining village at the southeastern end of the Kira Woods road. Several active mines serve as the basis for it's existance. There is a small Lodestone population here, who are mainly hired from time to time by the mine owners to blast new shafts or dig out difficult paths. These Lodestones are experts in these matters, and have become quite wealthy from their work there.
The mines produce mainly coal, but also iron and some other metals in small quantities. A couple of smiths and foundries have been established in the city which make good use of the resources there.
Merchants frequent this town due to the forged tools, weapons and minerals that the town produces. They either can head north to Ivelfrost, west to Kiran or south towards New Pherin.
It's location as a crossroads plus it's mining activity have made this a wealthy town, and as such, it has a local guard. The Pheric military have both an outpost and a foundry there, but the main force is a mercenary force hired by the mine owners. It is also the mine owners that form the town's government. (There are 5 of them)
There are several inns and taverns, some less savory then others. The miners tend to make a rowdy crowd, which the merchants try to avoid.
Wealth: Rich
Crime: Medium
Stokli:
Situated at the east end of the northernmost fjord, it's a town of prospectors and miners. Rumors of silver, gold and other precious metals have attracted a number of people to this village, which is so recent that it is just one step up from a miners camp. It's attractrion are the natural caverns southwest of the village, which are rumored to hold precious metals.
The town is situated on the Kira Woods Road (which has a road that branches off to Torga Springs here), and has an inn that predates the village.
Wealth: Poor
Crime: High
Places of interest:
Woodrest Waystation:
An inn on the crossroads of the road leading east from Spineglade to Verzhul, and the Kiran Woods Road. A place for travellers and merchants to rest, nothing more.
Bandit Camps:
There are some bandit camps rumored to be in the deeper forests. They tend to be very unfriendly to visitors, as the exact location of the camp needs to stay hidden for it to remain there.
Druid groves:
There are rumors of wonderful groves hidden deeply in the forest. Few locals know their exact location, but it is said they are hard to reach, and defended by very unfriendly animals.
Ruins:
Several ruins are known to remain in the forest. Very little is known about them, except that they are ancient and have been looted many times. Occasionally, adventurers in search of excitement will head for them, which tends to be the last thing anyone hears of them.
Rivers/streams:
The forest has several small streams and rivers flowing throughout. They all tend to be too minor to appear on larger maps, but a detailed map of the forest will mark them. The water in the rivers and streams is of drinkable quality, with especially the river Torga having a refreshing taste to it.
Wildlife:
The Kira Woods are native to a wild variety of animals. Red wolves, foxes, badgers, great cats, spiders... you name it, it's there. The wildlife over time has evolved to stay clear of the roads, as Pheric patrols and guarded caravans tend to eradicate animal attacks easily. In the deeper woods however, animal attacks are reported frequently. Travellers are thus advised to keep to the roads.
Other enemies in the forest:
Rumors of undead exist near long forgotten ruins. Bandit sentries sometimes skirmish with explorers if they come near their camps. Some caverns hold a small goblin population, but the wildlife typically keeps their numbers in check. Some of the coastal areas have a kobold population that harasses travellers on the coast roads. They also make their homes in some caves near the sea.
Again, all of this is probably incomplete and should be fleshed out. But it's a good base I think. DMs, check and see if anything in here should NOT be implemented so I know to adjust the areas. I'm creating encounters, NPCs and areas based largely on this.
Known paths:
Kira Coastal Road:
This road follows the coastline, occasionally interrupted by a bridge, tunnel or ferry passage over the larger waterways. Serving primarily to connect smaller coastal towns, the road is occasionally patrolled by Pheric soldiers. There is light traffic on the road consisting mainly of travellers and merchants trading goods for fish, between these smaller villages and the larger cities.
Fjordspine Trail:
The Fjordspine Trail follows the back of the fjords, running largely parallel with the coastal road, but having only a few crossroads to move between the two. The trail also has light traffic, consisting mainly of merchants and travellers. It serves to connect the various mining villages at the ends of the fjords.
Several roads branch off eastward from the Fjordspine trail which eventually either leave the forest connect to the Kira Woods road.
Kira Woods Road:
This is the main track through the Kira Woods. Running near the eastern edge of the forest, it connects to Ivelfrost in the north, and Kiran in the southwest. Along it's path are Stahlford (a mining village) and several waystations with inns. It also comes quite close to the ruins of Verzhul, and a side road connects it, 'though there is little traffic over it anymore.
The road itself has a decent amount of traffic, mainly merchants and travellers travelling between Ivelfrost and either New Pherin or Kiran, or the smaller outlying settlements.
All of these roads have the occasional bandit raid. It is widely suspected the bandits that threaten these roads have camps in the deeper forest, but the forests are simply too large for the Pheric military to patrol in their entirety, especially now the nation is at war.
Rumors also exist of marvellous glades existing in the deeper forest, protected by druidic orders. Few people know where they are, and generally there is little interaction between the druids and the local settlements, with either party content to coexist and leave the other be.
Villages:
Lyvespar
Wealth: Poor.
Crime: Very light.
Lyvespar lays at the southern edge of a bay between some of the northern fjords. A ferry sails between the north and south edge, connecting the northern and southern coastal roads together. It's mainly a resting place, with stables, an inn/tavern. It exists by the grace of the ferry there, and the ferry operators (there's a couple) have a big say in the daily operations of the town.
Echville
Echville is a small fishing village at the mouth of the river Esch (which is so minor it doesn't turn up on many maps). It has an inn/tavern that serves mainly the occasional merchant looking to buy fish and sell trade goods. A few fishermen have settled here permanently. There are docks that can receive smaller fishing vessels, but the water is too shallow for larger naval vessels to dock. It does not have any form of local government, and disputes are generally settled either by a passing Pheric patrol, or by sword.
Wealth: Average
Crime: Light
Kaslan:
Another small fishing village north of Eschville, Kaslan is more organized. It operates a much larger fleet, and the Pheric military have a small but permanent outpost here for their own purposes (mainly to resupply patrols). Order is maintained by this outpost, but the local government is established by tri-annual elections of the entire towns population. The inn/tavern also serves as the towns townhouse.
Wealth: Average
Crime: Very light (due to military presence)
Konari:
This town lays on the Konari peninsula, a stonesthrow from the actual coastal road. A rough village with a surprisingly deep harbor (deep enough to receive medium-sized ships, but not large warships). Rumors of pirates operating out of this port are widespread through the region, but patrols of the Pheric military that visit the city on occasion have never found any known pirates there (though, coincidentally, there are always sails fading to the horizon when they enter the city). Due to it's harbor, it is a trading port of sorts, but most respectable traders tend to sail on to Kiran or Ivelfrost.
Crime: High
Wealth: Above average
Lorasmouth:
A town at the mouth of the river Loran. It's main source of income are the lumber mills that use the fast-flowing Loran river as their power source. Logging camps are found throughout the area near the town, and a small port serves as both a fishing dock and traders dock. It is however, a shallow port and the logs and timber is transported mainly by road.
It has an inn/tavern with a bad reputation, as during evening hours the lumberjacks tend to spend too much of their earnings on ale and spirits...
The mills are all owned and operated by a single wealthy merchant, who is the de-facto mayor of the town. The town has a small mercenary militia that is payed for by said merchant, which keeps order to an extent and protects the mills from bandits and raids. They typically don't help when lumberjack camps are in trouble 'though.
Crime: Medium
Wealth: Average
Kalhavn:
A town on it's decline. Laying roughly halfway between Ivelfrost and Lorasmouth, it has a small dock where a couple of fishermen sail from, but catchings in the area have been poor and most fishers have moved to richer areas such as Kaslan. The inn and tavern still do well, mainly due to the lumber transports between Lorasmouth and Ivelfrost.
There is no government in this town. Everybody basically minds their own business.
Crime: Medium
Wealth: Poor
Verin:
Established at the Fjordspine's crossing of the river Rosla, this town serves mainly as a lumber camp and resting place for travellers. Loggers here supply wood to the mills further north at Lorasmouth, causing fairly frequent travel between the two towns. Due to the bandit activity at this road, such travel is usually in the form of caravans.
Crime: Medium
Wealth: Below average
Torga Springs:
Established, as the name might suggest, at the springs of the river Torga. The springs are rumored to have curative purposes, and this city lives mainly of the tourism generated by the springs. Wether or not the rumors are true is left up for debate, but reports of miraculous healing do pop up from time to time.
The use of the springs is free, however, the use of the towns facilities is not.
The various innkeeps of the town have formed a council which handles most of the towns affairs. They also have hired a small mercenary force that keeps order and protects the town and springs.
Spineglade:
Situated at the tip of a large body of water between the fjords, this is a town that lives mainly off of fishing the Fjordspine Flounder. This fish tastes particulary sweet, and is found nowhere else in Fenmyr then in the inlet (due to the water being not as salt as the sea, but not as sweet as riverwater). The flounder is considered a delicatesse in many cities, and merchants frequent this village to buy them from the fishermen.
The wealth of the fishermen tends to attract unsavory types, and as such some fishermen have banded together and now live in compounds guarded by mercenaries. There is no official form of government, but the fishers together tend to decide important matters if they arise.
Crime: Medium
Wealth: Above average
Lavesh:
This tiny town lays in an almost impassable area of the fjords. It has largely become self-sufficient, living off the sea and what little food will grow on the fjords banks. People in this village tend to dislike strangers, and eachother. In the region this city is rumored to be home to a number of unsavory types and fallen heroes who came there to disappear, however, no such rumors have ever been confirmed.
It does not have a governing body. Everybody tends to need to fend for themselves, and somehow, for the town, this has worked. This town does not have a road leading to it, and Pheric military rarely patrol it. It's existance is all but forgotten.
Crime: Virtually nonexistant
Wealth: Poor
Stahlford:
A large mining village at the southeastern end of the Kira Woods road. Several active mines serve as the basis for it's existance. There is a small Lodestone population here, who are mainly hired from time to time by the mine owners to blast new shafts or dig out difficult paths. These Lodestones are experts in these matters, and have become quite wealthy from their work there.
The mines produce mainly coal, but also iron and some other metals in small quantities. A couple of smiths and foundries have been established in the city which make good use of the resources there.
Merchants frequent this town due to the forged tools, weapons and minerals that the town produces. They either can head north to Ivelfrost, west to Kiran or south towards New Pherin.
It's location as a crossroads plus it's mining activity have made this a wealthy town, and as such, it has a local guard. The Pheric military have both an outpost and a foundry there, but the main force is a mercenary force hired by the mine owners. It is also the mine owners that form the town's government. (There are 5 of them)
There are several inns and taverns, some less savory then others. The miners tend to make a rowdy crowd, which the merchants try to avoid.
Wealth: Rich
Crime: Medium
Stokli:
Situated at the east end of the northernmost fjord, it's a town of prospectors and miners. Rumors of silver, gold and other precious metals have attracted a number of people to this village, which is so recent that it is just one step up from a miners camp. It's attractrion are the natural caverns southwest of the village, which are rumored to hold precious metals.
The town is situated on the Kira Woods Road (which has a road that branches off to Torga Springs here), and has an inn that predates the village.
Wealth: Poor
Crime: High
Places of interest:
Woodrest Waystation:
An inn on the crossroads of the road leading east from Spineglade to Verzhul, and the Kiran Woods Road. A place for travellers and merchants to rest, nothing more.
Bandit Camps:
There are some bandit camps rumored to be in the deeper forests. They tend to be very unfriendly to visitors, as the exact location of the camp needs to stay hidden for it to remain there.
Druid groves:
There are rumors of wonderful groves hidden deeply in the forest. Few locals know their exact location, but it is said they are hard to reach, and defended by very unfriendly animals.
Ruins:
Several ruins are known to remain in the forest. Very little is known about them, except that they are ancient and have been looted many times. Occasionally, adventurers in search of excitement will head for them, which tends to be the last thing anyone hears of them.
Rivers/streams:
The forest has several small streams and rivers flowing throughout. They all tend to be too minor to appear on larger maps, but a detailed map of the forest will mark them. The water in the rivers and streams is of drinkable quality, with especially the river Torga having a refreshing taste to it.
Wildlife:
The Kira Woods are native to a wild variety of animals. Red wolves, foxes, badgers, great cats, spiders... you name it, it's there. The wildlife over time has evolved to stay clear of the roads, as Pheric patrols and guarded caravans tend to eradicate animal attacks easily. In the deeper woods however, animal attacks are reported frequently. Travellers are thus advised to keep to the roads.
Other enemies in the forest:
Rumors of undead exist near long forgotten ruins. Bandit sentries sometimes skirmish with explorers if they come near their camps. Some caverns hold a small goblin population, but the wildlife typically keeps their numbers in check. Some of the coastal areas have a kobold population that harasses travellers on the coast roads. They also make their homes in some caves near the sea.
Again, all of this is probably incomplete and should be fleshed out. But it's a good base I think. DMs, check and see if anything in here should NOT be implemented so I know to adjust the areas. I'm creating encounters, NPCs and areas based largely on this.