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<blockquote data-quote="Nonlethal Force" data-source="post: 2719716" data-attributes="member: 35788"><p><strong>Alliance of Fenneress</strong></p><p></p><p><span style="color: YellowGreen"><u>Divisions of the Land:</u></span></p><p>The Alliance of Fenneress is a loosely organized conglomeration of barons. There are four barons all together – each baron in control of a significant portion of the land. As with the Confederacy of Tongra, the Barons of Fenneress are loyal to one another above the other nations. Unlike the Confederacy of Tongra, there is a clear understanding of military support for each other – not just the chief barons and his requests. It is not uncommon for the Barons to frequently reinforce each other’s troops along the Fenneress-Quehalost border or even the Barghost-Fenneress border; although violence breaks out far less often along the border with Barghost than along the border of Quehalost. While the barons do support one another militarily out of necessity, the land is by no means divided evenly. This is true regarding size of the barony as well as the distribution of natural resources. There is some jealousy that occurs among the barons, but for the most part the barons can be counted on to be at least cordial with each other.</p><p></p><p><em>Note about Temples:</em> In most towns above 5,000 residents, temples to every deity can be found if the characters look hard enough. In cases below where specific temples are mentioned, these temples far and away have more power than the rest. These temples (non-evil ones) are found easily and most of the residents worship there. Evil temples are more difficult to find because the land and its king are inherently good.</p><p></p><p><em>Note about Mages:</em> Where noted, extraordinarily well known mages exist in these cities. Some of these mages live in proud spires that announce their wizardry to the world. Others live in hovels as they try to hide the practice from nosey newcomers to the towns. However, in most cities of more than 1,000 residents some sort of magical place can be found to varying degrees. Lower level magical items can be purchased fairly easily, higher level items either need to be made through means of the party or else one of these more popular mages will need to be sought out.</p><p></p><p><em>Note about Guilds:</em> The guilds noted below are the notorious guilds throughout the land. Other guilds exist in most cities - the larger the city the more guilds it would have. To find the most skilled person in the land, however, one should travel to the guild if there is one noted below.</p><p></p><p><em>Note on mayors/councils:</em> Most mayors are visible to their public. Most councils only meet monthly (or weekly if special circumstances are needed). Not all mayors/councils are good/lawful.</p><p></p><p><span style="color: YellowGreen"><u>Titles:</u> </span></p><p>The most powerful authority in the land is granted the title of Chief Baron, although this title is never used. Barons are almost always referred to by the title of baron – even the chief baron. Most people are aware that this social convention is in place specifically for keeping rival barons of being reminded by title who the most powerful baron is in the land. Of course, it is not hard for the barons to know who the chief baron is, but the chief baron demonstrates his respect to the other barons by declining the official title – especially when in the presence of another baron.</p><p></p><p><span style="color: YellowGreen"><u>Baron Eiden’s Land:</u> </span></p><p>Baron Eiden’s land is filled with beautiful flat plateaus of land. Underneath these lands are vast caverns – many of which are unexplored. Given the ability of this land to produce food, alcohol, and a reasonable amount of magical talent it is easy to see why Baron Eiden is the chief among the remaining barons. His lands are almost always profitable and plentiful. Baron Eiden is the only Baron in the land to not have a border to patrol. Because of this, Baron Eidon’s troops often play the roll of support and reinforcements. Of course, this only substantiates Baron Eiden’s place as the Chief Baron because he is called on to assist. In the minds of the people, who do not understand politics very well, this implies that Baron Eiden is rescuing the other barons – even if the barons know that Baron Eiden is merely pulling his own weight. This arrangement causes a surprisingly little amount of friction between the barons themselves, but it causes more friction among the populations of the various baronies.</p><p></p><p>[Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U]</p><p>Stalagmite 28,000 Baron Eiden, Brewers Guild, Jaiden (Mage)</p><p> Hawkeye 3,500 Mayor</p><p> Royaldale 3,000 Merchants Guild</p><p> Flatland 1,900 Mayor</p><p> Sweetbread 1,500 Mayor</p><p> Sugar Valley 1,400 Mayor</p><p> Snow Keep 900 Mayor</p><p> Copperton 900 Mayor</p><p> Devil’s Hand 400 Mayor</p><p></p><p>Trappersdale 9,000 Town Council, Burfall (Mage)</p><p> Dead Oak 700 Mayor</p><p> Starlight 305 Mayor</p><p> Honorsberg 115 Mayor</p><p></p><p>Sellersburg 4,500 Town Council</p><p> Steambath 145 Mayor</p><p> Driftwood 40 Mayor[/Code]</p><p></p><p><span style="color: YellowGreen"><u>Baron Gazir’s Land:</u> </span> </p><p>Baron Gazir’s land stretches north out of Baron Eidon’s land and eventually runs the border between Fenneress and Barghost. During this span of the countryside, the land turns from the flat prairies and underground caverns and into the forested marshes that this land shares with Regent Urgos across the Fenneress-Barghost border. On account of the trees, this land is known for its lumber and carpentry industries. In addition, the wood in this area is so prized that a sailing guild has even formed and those citizens living in the coastal towns are quite skilled at taking to the waters. Of course, the marshes and the trees provide for ample game to be found, and hunting is also a prime focus of attention for those more inland especially.</p><p></p><p>[Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U]</p><p>Grommet 24,000 Baron Gazir, Fighters Guild, Zinlune (Mage)</p><p> Elk River 5,000 Hunters Guild</p><p> Skillfish 3,500 Mayor</p><p> Quellsburg 1,900 Mayor</p><p> Sunrise 1,200 Mayor</p><p> Lostdale 800 Temple of Obad-hai</p><p> Watchton 400 Mayor</p><p></p><p>Bullet 9,000 Town Council, Temple of Osprem</p><p> Red Eagle 900 Jasmine</p><p> Wetland 370 Sailing Guild</p><p> Quiet Pass 260 Mayor</p><p></p><p>Horsefield 3,000 Temple of Wastri</p><p> Falcondale 160 Mayor</p><p> Farmerton 60 Carpentry Guild[/Code]</p><p></p><p><span style="color: YellowGreen"><u>Baron Dhast’s Land:</u> </span> </p><p>This area of the land rises in elevation from the flat planes of Baron Eidon’s land until it hits the steep rocky peaks of the Fenneress-Quehalost border. The land is only partially capable of supporting farming as much of the border is battle-torn. What the land is very good at producing, however, are people who are skilled scouts, rogues, and other people trained to move quietly and hide among obstacles. The mountains provide a perfect backdrop for practicing these sometimes dangerous – but otherwise useful – skills. Of course, the constant threat of being overrun assists in the speed in which new recruits are brought up to par with the rest of the guild.</p><p></p><p>[Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U]</p><p>Zerasston 20,000 Baron Dhast, Bentuhl (Mage)</p><p> Goldcastle 3,500 Mayor</p><p> Tannisburg 1,500 Mayor</p><p> Cloaksville 1,400 Assassins Guild</p><p> Ferret Lake 800 Thieves Guild</p><p> Salmon 600 Merchants Guild</p><p></p><p>Luthersville 6,000 Town Council, Thieves Guild</p><p> Spoke 900 Mayor</p><p> Whistlestop 360 Mayor</p><p> Ruby City 320 Mayor[/Code]</p><p></p><p><span style="color: YellowGreen"><u>Baron Krethgee’s Land:</u> </span></p><p>Baron Krethgee’s land is by far the most poor and unprotected. Like the land of Baron Dhast, this land rises up as it stretches out to meet the western Fenneress-Quehalost border. This area struggles to find hope each day, but somehow the people continue on. Baron Krethgee demands loyalty to his rule and obedience to his codes – although almost all who live in the land will easily attest that it is these very codes and laws that have kept the people alive for all these years. Without the organization and structure that the baron brings to the land, the land would have certainly been overrun. It is this order and structure that have brought forth many guilds: Herbalism, Thieves, and Fighters. </p><p> </p><p>[Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U]</p><p>Iron Ridge 18,000 Baron Krethgee, Greystalk (Mage)</p><p> Shoal 1,700 Mayor</p><p> Fossilburg 1,200 Mayor</p><p> Rose Grove 800 Mayor</p><p> Frozen Pass 500 Mayor</p><p></p><p>Zintal 4,500 Herbalism Guild</p><p> Mallardville 90 Thieves Guild</p><p> Crossing 40 Fighters Guild[/Code]</p><p></p><p>The attached jpeg picture should give relative locations to the Alliance of Fenneress. The picture is nothing fancy, but it works in a pinch. On the map, the brown lines are the commonly travelled roads. There are other less commonly travelled roads. Additionally, the suburbs of each city are not located on the map for considerations of space.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 2719716, member: 35788"] [b]Alliance of Fenneress[/b] [COLOR=YellowGreen][u]Divisions of the Land:[/u][/COLOR] The Alliance of Fenneress is a loosely organized conglomeration of barons. There are four barons all together – each baron in control of a significant portion of the land. As with the Confederacy of Tongra, the Barons of Fenneress are loyal to one another above the other nations. Unlike the Confederacy of Tongra, there is a clear understanding of military support for each other – not just the chief barons and his requests. It is not uncommon for the Barons to frequently reinforce each other’s troops along the Fenneress-Quehalost border or even the Barghost-Fenneress border; although violence breaks out far less often along the border with Barghost than along the border of Quehalost. While the barons do support one another militarily out of necessity, the land is by no means divided evenly. This is true regarding size of the barony as well as the distribution of natural resources. There is some jealousy that occurs among the barons, but for the most part the barons can be counted on to be at least cordial with each other. [I]Note about Temples:[/I] In most towns above 5,000 residents, temples to every deity can be found if the characters look hard enough. In cases below where specific temples are mentioned, these temples far and away have more power than the rest. These temples (non-evil ones) are found easily and most of the residents worship there. Evil temples are more difficult to find because the land and its king are inherently good. [I]Note about Mages:[/I] Where noted, extraordinarily well known mages exist in these cities. Some of these mages live in proud spires that announce their wizardry to the world. Others live in hovels as they try to hide the practice from nosey newcomers to the towns. However, in most cities of more than 1,000 residents some sort of magical place can be found to varying degrees. Lower level magical items can be purchased fairly easily, higher level items either need to be made through means of the party or else one of these more popular mages will need to be sought out. [I]Note about Guilds:[/I] The guilds noted below are the notorious guilds throughout the land. Other guilds exist in most cities - the larger the city the more guilds it would have. To find the most skilled person in the land, however, one should travel to the guild if there is one noted below. [I]Note on mayors/councils:[/I] Most mayors are visible to their public. Most councils only meet monthly (or weekly if special circumstances are needed). Not all mayors/councils are good/lawful. [COLOR=YellowGreen][u]Titles:[/u] [/COLOR] The most powerful authority in the land is granted the title of Chief Baron, although this title is never used. Barons are almost always referred to by the title of baron – even the chief baron. Most people are aware that this social convention is in place specifically for keeping rival barons of being reminded by title who the most powerful baron is in the land. Of course, it is not hard for the barons to know who the chief baron is, but the chief baron demonstrates his respect to the other barons by declining the official title – especially when in the presence of another baron. [COLOR=YellowGreen][u]Baron Eiden’s Land:[/u] [/COLOR] Baron Eiden’s land is filled with beautiful flat plateaus of land. Underneath these lands are vast caverns – many of which are unexplored. Given the ability of this land to produce food, alcohol, and a reasonable amount of magical talent it is easy to see why Baron Eiden is the chief among the remaining barons. His lands are almost always profitable and plentiful. Baron Eiden is the only Baron in the land to not have a border to patrol. Because of this, Baron Eidon’s troops often play the roll of support and reinforcements. Of course, this only substantiates Baron Eiden’s place as the Chief Baron because he is called on to assist. In the minds of the people, who do not understand politics very well, this implies that Baron Eiden is rescuing the other barons – even if the barons know that Baron Eiden is merely pulling his own weight. This arrangement causes a surprisingly little amount of friction between the barons themselves, but it causes more friction among the populations of the various baronies. [Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U] Stalagmite 28,000 Baron Eiden, Brewers Guild, Jaiden (Mage) Hawkeye 3,500 Mayor Royaldale 3,000 Merchants Guild Flatland 1,900 Mayor Sweetbread 1,500 Mayor Sugar Valley 1,400 Mayor Snow Keep 900 Mayor Copperton 900 Mayor Devil’s Hand 400 Mayor Trappersdale 9,000 Town Council, Burfall (Mage) Dead Oak 700 Mayor Starlight 305 Mayor Honorsberg 115 Mayor Sellersburg 4,500 Town Council Steambath 145 Mayor Driftwood 40 Mayor[/Code] [COLOR=YellowGreen][u]Baron Gazir’s Land:[/u] [/COLOR] Baron Gazir’s land stretches north out of Baron Eidon’s land and eventually runs the border between Fenneress and Barghost. During this span of the countryside, the land turns from the flat prairies and underground caverns and into the forested marshes that this land shares with Regent Urgos across the Fenneress-Barghost border. On account of the trees, this land is known for its lumber and carpentry industries. In addition, the wood in this area is so prized that a sailing guild has even formed and those citizens living in the coastal towns are quite skilled at taking to the waters. Of course, the marshes and the trees provide for ample game to be found, and hunting is also a prime focus of attention for those more inland especially. [Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U] Grommet 24,000 Baron Gazir, Fighters Guild, Zinlune (Mage) Elk River 5,000 Hunters Guild Skillfish 3,500 Mayor Quellsburg 1,900 Mayor Sunrise 1,200 Mayor Lostdale 800 Temple of Obad-hai Watchton 400 Mayor Bullet 9,000 Town Council, Temple of Osprem Red Eagle 900 Jasmine Wetland 370 Sailing Guild Quiet Pass 260 Mayor Horsefield 3,000 Temple of Wastri Falcondale 160 Mayor Farmerton 60 Carpentry Guild[/Code] [COLOR=YellowGreen][u]Baron Dhast’s Land:[/u] [/COLOR] This area of the land rises in elevation from the flat planes of Baron Eidon’s land until it hits the steep rocky peaks of the Fenneress-Quehalost border. The land is only partially capable of supporting farming as much of the border is battle-torn. What the land is very good at producing, however, are people who are skilled scouts, rogues, and other people trained to move quietly and hide among obstacles. The mountains provide a perfect backdrop for practicing these sometimes dangerous – but otherwise useful – skills. Of course, the constant threat of being overrun assists in the speed in which new recruits are brought up to par with the rest of the guild. [Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U] Zerasston 20,000 Baron Dhast, Bentuhl (Mage) Goldcastle 3,500 Mayor Tannisburg 1,500 Mayor Cloaksville 1,400 Assassins Guild Ferret Lake 800 Thieves Guild Salmon 600 Merchants Guild Luthersville 6,000 Town Council, Thieves Guild Spoke 900 Mayor Whistlestop 360 Mayor Ruby City 320 Mayor[/Code] [COLOR=YellowGreen][u]Baron Krethgee’s Land:[/u] [/COLOR] Baron Krethgee’s land is by far the most poor and unprotected. Like the land of Baron Dhast, this land rises up as it stretches out to meet the western Fenneress-Quehalost border. This area struggles to find hope each day, but somehow the people continue on. Baron Krethgee demands loyalty to his rule and obedience to his codes – although almost all who live in the land will easily attest that it is these very codes and laws that have kept the people alive for all these years. Without the organization and structure that the baron brings to the land, the land would have certainly been overrun. It is this order and structure that have brought forth many guilds: Herbalism, Thieves, and Fighters. [Code][U]City/Suburb[/U] [U]Population[/U] [U]Commonly Known Significant Influences[/U] Iron Ridge 18,000 Baron Krethgee, Greystalk (Mage) Shoal 1,700 Mayor Fossilburg 1,200 Mayor Rose Grove 800 Mayor Frozen Pass 500 Mayor Zintal 4,500 Herbalism Guild Mallardville 90 Thieves Guild Crossing 40 Fighters Guild[/Code] The attached jpeg picture should give relative locations to the Alliance of Fenneress. The picture is nothing fancy, but it works in a pinch. On the map, the brown lines are the commonly travelled roads. There are other less commonly travelled roads. Additionally, the suburbs of each city are not located on the map for considerations of space. [/QUOTE]
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