Storyteller's note: This is the basic information available about the sandbox as of now. If the game flows, more material will follow.
The
six islands that form the Dominion of Langrim lies somewhere
North-West of the world, surrounded by seemingly endless watery
wastes. The climate is cold and humid, with snowy winters and wet
summers. The human and demi-human population, all but a few living on
Langrim, the largest of the islands, are sustained by farming the
rich soil, and by fishing in the bountiful waters off the coast.
The
islands lie isolated and forgotten, separated from the rest of the
world by a vast and hostile ocean. No ship has come from the Imperium
for more than seven centuries, and not even the wizards of Mercere
has been able to reach their brothers and sisters on the mainland.
There are those who believe that the rest of the world has vanished,
others say that there is some ancient magic at work, barring anyone
from travelling between here and there. Yet others call upon ancient
prophesies to explain the Isolation.
Whatever
the cause, the people of Langrim have managed to maintain a semblance
of order and structure, despite the many feuds and rivalries that has
taken root in the ruling classes. They are all painfully aware of the
cost of open warfare, and of the constant threat posed by goblins and
the other fell creatures of the dark that haunt the many tunnels and
caves. To this end, a system of checks and balances has developed,
to guard the precarious civil peace in the Dominion, to keep the
ever present threat of the creatures of Chaos and Evil at bay, and to
secure the prestige and prosperity of those who guard the society.
Factions
IMPERIAL
TEMPLE OF MIRA
Type:
Religious Order
Alignment:
LG
The
goddess of life and the sun was a prominent figure in the Empire. In
the Dominion her temple has survived the centuries of isolation
through jealously guarding it's doctrines against dilution and
heresy. To this end it practices strict orthodoxy in any
interpretation of the scriptures, nor does it allow depiction of the
goddess in any form, it also does not allow it's clergy to marry –
so as to avoid any dynastic ambitions.
The
Miranites are led by the priestess Mother Iepsia, an elderly human.
Though in practice the order's spiritual leader, she claims to be
nothing but a lowly servant of the Divine Order of Things. Although
Miranite temples can be found in all cities and towns in the
Dominion, it's spiritual centre is located in Castlefaust.
KNIGHTS
OF THE VALE
Type:
Feudal confederacy
Alignment:
CG
The
Knights of the Vale consists of about a dozen families of major human
landowners, based in the fertile Valley of Tyrin. The Knights does
not recognise Imperial Law as valid, and this has led to a long
standing conflict, of varying degrees of intensity, with the Legion.
Over the centuries, the two factions have found themselves at war
with each other on several occasions, but they do share a common
enemy in the marauders of the Underdark.
Across
the island of Langrim, the steel clad riders under their green banner
has become a welcome sight for those farmers and travellers when the
goblin war-drums are booming in the dark.
The
nobles of the Vale have little in common except their common disdain
for the Imperial Remnant, and their hatred for the monsters. The
current Princeps is Lady Severa, matron of the old noble house of
Alarix. All major decisions are made in the Counsil of the Patrons,
and here the Iron Lady sits at the head of the table. She also rules
the Vale on a day-to-day basis with her two sons, Sir Elsar and Sir
Marrion.
THE
LEGION
Type:
Militocracy
Alignment:
LE
In
the days of the Empire, the XVII Legion, the Gray Wolves, counted
three thousand legionnaires, with auxiliary corps of archers,
wizards, and healers. Despite centuries without any word from the
Emperor, the Legion has managed to survive. Today's remnant consists
of about three hundred professionals, and about thrice that number of
part timers. Over the years, it has changed from being a purely
military organization, to becoming a political entity. It's base is
Legion's Rest, the largest city in the Dominion, where it controls
every aspect of civil life.
The
influence of the Legion can be felt outside the city walls as well;
it taxes and maintains the paved roads between Legion's Rest, Port
Shieldwall, and Castlefaust, and it's three galleys patrol the
waters around the islands. Lastly, whenever raiding monsters are
sighted south of the mountains, the legionnaires will march out to
counter the threat.
The
Legion is led by a Dux, and three Tribunes. The Dux of the last
hundred and seventy years is the Elf Haladar Silvermoon, a ruthless
but fair leader. His Tribunes are the Dwarf Trom Broadblade, Tribune
of the Castle, the human Lyra Deserra, Tribune of the Sea, and the
Half-Orc Garthor Blackfang, Tribune of the Field.
THE
WIZARDS OF MERCERE
Type:
Magical Order
Alignment:
N
The
order of Mercere was founded by Mercer Bladestaff, two decades after
the Last Ship. Mercer was one of the Legion's wizards, and in those
first tumultuous years he won great renown in the Darkslayer War.
Many of his fellow magicians perished in the war, and as it became
clear that the Legion stood alone, Mercer resolved to desert his
post. Here the story differs. The Legion claims that since Mercer
left his post, the order he founded is technically illegal. This has
caused some tension over the years, but today this is rarely brought
up in polite company. The Wizards themselves rarely comment on any of
this.
Over
the centuries, the order has become one of the pillars of the Langrim
society. They practically have monopoly on Arcane magic, and though
they certainly have agendas of their own – of which they do not
speak – they will hire out their services to any faction or
individual who can afford it. There however are things they will not
do, and the most known of their rules is that they will never engage
in any action that will bring down the Dominion. They are also sworn
enemies of Goblins and the creatures of the Underdark.
Companion
to the Map
Table 1.1: Islands
Location |
Square
|
|
2/4-A/E
|
|
1-B
|
|
1-E
|
|
2-A
|
|
2-A/B
|
|
4-E
|
Table 1.2: Cities and Towns
Location |
Hex
|
|
9-p
|
|
4/5-k
|
|
14/15-t
|
|
15/16-g
|
|
16-r
|
|
18-x
|
|
15-n
|
|
13-l
|
|
19-n
|
|
12-r
|
|
11/12-i
|
|
17-p
|
Monsters
The peoples of Langrim are not the only ones to call the islands their home. Long before man, elf, dwarf and halfling came in their ships from the mainland, goblin tribes ruled the region. Despite the viscous wars fought during the first generations of the Dominion, the humanoids still pose a threat. Other monsters also stalk the islands, preying on the weak or careless. In the ocean depths, aquatic creatures of chaos and evil rule, and few captains will leave port without protection.
Table 2.1: Monsters of Langrim
Ankheg [2] | Lich [2] |
Boar [2] | Loacthah [2, A] |
Brownie [2] | Lychanthrope [1] |
Bulette [2] | Mimic [2] |
Dog [2] | Night Hag [2] |
Eagle, Giant [2] | Nightmare [2] |
Ettin [1] | Ochre Jelly [1, S] |
Fungi, Violet [2] | Piercer [2] |
Gargoyle [1] | Pseudodragon [2] |
Gelatinous Cube [1, S] | Roper [2, S] |
Ghast [2] | Rot Grub [1] |
Ghoul, [1] | Sahuagin [2, A] |
Giant, Hill [1] | Sea Hag [2, A] |
Goblin [1, S] | Sea Serpent [1, A] |
Golem [2] | Shadow [1] |
Gray Ooze [1, S] | Shrieker [1] |
Green Slime [1, S] | Skeleton [1] |
Groaning Spirit (Banshee) [2] | Slithering Tracker [2] |
Harpy [1] | Squid, Giant [1, A] |
Hobgoblin [1, S] | Will-O-Wisp [2] |
Homunculus [2] | Wyvern [1] |
Kobold [1, S] | |
Leperchaun [2] |
1: Labyrinth Lord, 2: Advanced Edition
Companion, A: Aquatic, S: Subterranean
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