The Middlelands Campaign World

johndaw16

Explorer
Well I'm starting this thread for two reasons, one its going to be a Campaign Information thread for my players and two its going to hopefully help me organize and flesh out the rest of my world. Please feel free to throw any comments, suggestions, or questions my way, the more feedback I get the better my homebrew world will be.

I'm not sure how to format this, but I think I'll start off by going region by region. The first region I'll hit is the Western Crescent, also known as the Cradle of Civilization. (PLAYERS NOTE: This is where the campaign will begin, but by all means don't think it will be staying just here.)

The Western Crescent
The Crescent is generally held to contain all of the lands surrounding the Crater Bay and the Balten Sea. The Olthaigar Mts. form its Northern boundary, its Southern boundary stops around the source of the River Gayos, and the hills of Amon Lornoth Plateau form the Eastern boundary. Though there is some variation the terrain generally is a coastal piedmont region rising into hills or mountains. Climate is warm/temperate: winters are fairly mild with snow occuring inland only, spring brings drenching rains from the seas, summer is hot and sunny, and fall brings mild temperatures and the wildest of storms. Civilization has been present in the Crescent since time immemorial. The blanket of nations has shifted over time and even to this day conflict and change sweeps across the Crescent.

The Nations of the Crescent
The Duchy of Abelmane
By all rights the Duchy of Abelmane shouldn't exist. Its been the wayward province of neighboring nations for ages, conquered and reconquered constantly for close to 300 years. Only within the past 150 years has it emerged as fledgling nation in its own right. Its hardy, resilient, and proud natives mixed with refugees and immigrants of all sorts from across the Crescent. From this diverse "mixing bowl" enviornment comes a vibrant culture with an intense sense of national pride and identity. Unfortunatey a score of years ago the Duchy lost close to half of its lands to the Legions of Nor, their southern neighbor. The Duchy's current borders stretch from The Chalks in the north, to the city of Whitehaven in the south. Its eastern border remains contested but is generally acknowledged to stop upon the western shores of the Donin River, the border marches on westward from there until it meets the lands of the Republic of Renrir.

The nations capital and seat of government is the city of Abel, centrally located just south of the joining of the Ni River and the Donin River. The Duchy is currently ruled by the legendary figure of Duchess Maria Guise. Maria enjoys the unwavering loyalty and support of her subjects and is regarded as the most popular monarch to ever rule the Duchy. The Council of Peers and the Council of Trade both advise the Duchess on matters of state but the crown powers are absolute.

The Duchy has always thrived on a strong tradition of trade. Much of the nations wealth comes from shipping dwarven goods from the gateway town of Rift Home down the Donin R. to its ports upon the Crater Bay, and from there onto the rest of the Crescent nations. The land along the Donin R. supports agriculture nicely and provides nearly all of the necessary agricultural goods the nation needs. The northern counties are less fertile and sit up a rocky limestone base. The soil is thin supporting only grasses and weeds, this makes for prime grazing land and herds of goats, horses, and cattle dot the northern expanses. Until the invasion by Nor, the Duchy enjoyed the benefits of lumber and coal mines in its eastern counties. However, these lands have fallen under the dominion of Nor. Other major losses to Nor's invasion include the loss of the towns of Asisi and Colchester and the major port of Pylos at the mouth of the Donin R. These losses have put a major strain upon the Duchy's economy.

Major Cities/Towns
1. Abel: The capitol and seat of royal power, thrives on river trade and is the hub of the nation, approx. 20,000-25,000 residents
2. Whitehaven: The last port in the Duchy's possesion, not as favorable as Pylos but serves as a passable alternative, home to the Duchy's navy and a large protective garrison, Duchess Maria fears Nor will take Whitehaven and cripple Abelmane's trade, approx. 9,000-11,000 residents
3. Preston: small town close to the shores of the Donin, only became important as a strategic defense protecting Abel, approx. 1,500-2,500 residents
4. Pennington: northern most major town, trades heavily with the dwarves of the Olthiagar Mts., possess large markets for domestic animals as well, approx. 6,000-8,000 residents

Major NPCs
1. Duchess Maria Guise - Aristocrat 8/ Cleric 1/ Bard 2

The Council of Peers
2. Count Renato Beyagio - Bard 7/ Fatespinner 4
3. Warmaster Westmorland - Aristocrat 3/ Fighter 7
4. Admiral Ashley Cabbot - Aristocrat 4/ Fighter 5
5. Lord Treasurer Sydney Fairweather - Aristocrat 5/ Expert 4
6. Seneschel Pride - Cleric 6/ Contemplative 6

The Council of Trade
7. Castan Demarquez - Aristocrat 3/ Expert 3
8. Robert Roland - Aristocrat 1/ Expert 4
9. Kaninth Oru - Aristocrat 1/ Expert 3

(I may or may not include NPC stats for these personalties, if anyone wants to see one specifically please feel free to respond)

That's it for my first post, coming next will be the Pylos Annex and the Empire of Nor. Any requests/questions ? If so I'll make sure to answer them right away.

**NEW ADDITION**
The two attached files are a pair of hand-drawn maps of the Duchy of Abelmane, they are broken into a Northern map and Southern map to facilitate posting. If I get any better with Paintshop I'll repost the maps with colors and terrain textures added. In the mean time I hope the maps prove a little helpful.
 

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The Pylos Annex
The Pylos Annex is not technically a nation of the Crescent, instead it is an occupied territory with limited autonomy. The lands that make-up the Pylos Annex were previously part of the Duchy of Abelmane. Currently though the Empire of Nor controls the Pylos Annex and treats the region like an unwanted stepchild that is ripe for exploitation. The Annex consists of the eastern counties rich with lumber and coal, the fertile valley nestled between the Donin R. and its tributary the E. Donin R. and the great coastal plain known simply as the Pylos Plain. Nor's control extends as far north as the wilderness village of Dellinsan, as far east as the Jerl Bog and Catocan Creek, and as far west as the shores of the Donin R. The Legions of Nor are still quite active within the Annex particularly along the shores of the Donin R. and in the mining towns of the northeast. Noren rule has lasted for the past twenty years, and looks to continue into the forseeable future.

The government of the Annex is firmly in the hands of the Lord Governer Vaband Burhar, a younger brother of the Emperor himself. Burhar rules with a strict but generally fair hand, preferance is of course given to Norens but blatant abuse against natives is rare. The Lord Kerek Remmel, General of the 5th Legion of Nor, The Death Head Legion, is Burhar's advisor and enforcer within the Annex. Kerek is a ruthless, efficient and brilliant general, he engineered the taking of Pylos and rumor persists that he plans to take the Duchy in its entirety. All former government officials from the Duchy's government have been removed, replaced by Noren officials and bureaucrats. Burhar of course follows the orders of the Emporer faultlessly.

Pylos like the rest of the Duchy relies upon trade, namely trade in lumber and coal. Most of these resources are promptly shipped southward to Pylos and from there onward to Nor. The valley between the Donin R. and the E. Donin is extrememly fertile, though numerous dikes and irrigation channels are needed to control the spring flooding. The city of Pylos itself is also renowned for its superiour shipyards, capable of pulling even the largest ships into drydock.

Most of the natives of Pylos have learned to resentfully accept Noren rule. Large numbers of people did flee north into the unconquered portions of the Duchy, creating a number of slums and refugee camps on the outskirts of Abel and Pennington. These fleeing refugees were quickly replaced by a flood of Norens, lured northward by promises of easy riches and exploitation. But some Pyloans still resist the Norens in secret, concentrated mainly in the mining towns and the surrounding forests. These rebels typically rob any Noren trading or try to sabotage the occupying military forces. Though their efforts will never dislodge the Norens they remain a thorn in Burhar's side and a stain on Kerek's honor, and a symbol of hope and pride to other Pyloans and Abelmen alike.

Major Cities/Towns
1. Pylos: the defacto capitol of the occupied territory, major port at the mouth of the Donin R., supports a number of major shipyards, constant trade of lumber and coal to the south, the bulk of the Death Head Legion is billeted here, approx. 25,000-30,000 residents
2. Colchester: another town based on the river trade, has numerous lumber yards and mills, possesses a sizable garrison and extensive river fortifications, approx. 15,000-17,000 residents
3. Asisi: smallest of Pylos' river towns, formly home to a large Tolenite monastic order, serves as the main agricultural center of Pylos, supports a strong Noren garrison, a small fleet of Noren river warships make port here as well, approx. 2,500-2,800 residents
4. Exeter, Astel, Sherford, and Chelshom: these four towns make-up the heart of the Pyloan coal and lumber industry, all are relatively remote and uncivilized, Exeter stands out as it is the closest to a useable waterway, approx. 800-1,200 residents in each town
5. Dellinsan: the most remote of Pyloan towns, marginally under the control of Nor, rumored to be a hot bed of resistance and major base for rebels, mainly a lumber town, adventurers and explorers also use the town as a jumping point for expeditions farther N. or E., approx. 90-110 residents

Major NPCs
1. Lord Gov. Vaband Burhar - Aristocrat 6/ Cleric 3
2. Lord Kerek Remmel - Aristocrat 1/ Fighter 10
3. Inquisitor Irveil Ysibrylla - Cleric 6/ Church Inquisitor 3
4. Bradley Heston - Expert 1/ Ranger 3/ Rogue 2
5. Qaokin Vygeld - Rogue 5/ Assassin 5
 

Here are the stats and more detailed information on one of the NPCs mentioned before. BTW I am using 3.0 rules not 3.5, (I'm too lazy to bother to switch) Enjoy.

Duchess Maria Guise

Human Female Aristocrat 8/ Cleric 1/ Bard 2; Medium-sized humanoid (human); HD 9d8+1d6+22 (56 hp); Init. +1 (Dex.); Speed: 30 ft. ; AC 11 (Dex. +1); Attack: BAB: +7/+1; +10/+4 (Dagger); Dmg. 1d4+1 (Dagger); SV Fort. +6, Ref. +5, Will. +13; AL NG; Str. 11, Dex. 12, Con. 14, Int. 14, Wis. 17, Cha. 17

Languages: Common, Dwarven, Aramay*

Skills: Appraise +7, Bluff +8, Concentration +7, Diplomacy +16, Gather Info. +8, Handle Animal +8, Innuendo +8, Intimidate +8, Knowledge (History) +7, Knowledge (Religion) +8, Peform +8 (dance, harp, melody, storytelling), Read Lips +7, Ride +6, Sense Motive +13

Feats: Leadership, Skill Focus** (Diplomacy), Skill Focus (Sense Motive) (Weapon Focus (Dagger), Weapon Finesse (Dagger)

Special Abilities: Bardic Music, Bardic Knowledge, Spontaneous Casting, Turn Undead

Bard Spells: per day: 3/1; Known: 0 lvl: Detect Magic, Light, Mending, Prestidigitation; 1st lvl: Protection from Evil, Unseen Servant

Cleric Spells: per day: 3/3; typical spells prepared: 0 lvl: Cure Minor Wounds, Detect Poison, Purify Food and Drink; 1st lvl: Bless, Protection from Evil, Sanctuary

Maria's life is by far more colorful than her typical peers. She is the youngest Guise to ever ascend to the throne of Abelmane. She began her preparation for the crown at age 12, when she entered the Basilica of Tolen in Abel as an Attendant of Tolen. She trained there for two years, until leaving for the Royal University in Pylos. The final days of her second year were interupted by the invasion of Nor. Maria had to be smuggled out of Pylos upon a river barge hidden among barrels of salted oilfish.

She spent the entire course of the short war at a royal retreat just outside of Pennington. With her fathers death and the assassination of her siblings and mother in Abel, Maria was left as the sole heir to the Duchy's throne. Acting quickly she managed to secure peace without surrendering the sovereignty of the Duchy. For the next decade Maria had to play a dangerous game; consolidating and strengthening her hold on the throne all the while fending off the encroachments of Nor.

More recently Maria has been able to concentrate her efforts on rebuilding the Duchy. With Noren military campaigns beginning in Anglastraad and Nan-Orod, much of the pressure on the Duchy has been lifted. Maria has taken this chance to make some offensive moves of her own slowly reclaiming what was lost 20 years ago.

Maria rules with a fair and generous manner, rewarding exemplarary service well. Her Council of Peers is made up from men that trust and respect her and vice versa. The commoners of the Duchy revere Maria as a hero and source of pride. It is rare that you find a Abelman that has a harsh word concerning the Duchess. Maria's latest crisis is one of succession, she has no legitimate heir and she is still unmarried. A suitable marriage must be arrange along with the birth of an heir if Maria hopes to carry on her families 150 year long dynasty.
 
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Here's a slight change of pace from the rest of the thread, a creature that I've just cooked up and like a lot. I'll only post stats for creatures that have some sort of unique significance in the campaign world. The following are stats for Orcus's elite aerial troops, the Dread Wings.

Dread Wings
Advanced Spellstitched Abyssal Ghoul w/Fiendish Grafts: Feathered Wings
Large Undead (Extraplanar)

HD: 30d12 (195 hp)
Initiative: +6 (Dex. +2, Imp. Init. +4)
Speed: 40 ft., fly 80 ft.
AC: 28 (+2 Dex., +16 natural, size -1), touch 11, flat-footed 28
BAB/Grapple: +15/+30
Attack: Front claw +26 melee
Full Attack: 2 Front claw +26 melee; Rear claws +24
Damage: Front claw 1d6+12 plus disease; Rear claws 2d6+6 plus disease
Face/Reach: 10 ft./ 10 ft.
Special Attacks: Disease; Imp. Grab; Sneak Attack: +5d6; Wis. Drain: 1d6; Spell-like abilities
Special Qualities: Acid, cold, and fire resistances 20; Blindsight 90 ft.; Deathwatch; electricity immunity, SR 22, Uncanny Dodge; undead traits, DR 10/ +3; Feathered Wings Graft
SV: Fort. +12; Ref. +16; Will. +23
Abilities: Str 35, Dex 14, Con - , Int 14, Wis 18, Cha 18
Feats: Boost Spell-like Ability, Boost SR, Dodge, Empower Spell-like Ability, Flyby Attack, Imp. Init., Lightining Reflexes, Mobility, Multiattack, Power Attack, Spring Attack
Climate/Terrain: Thanatos, any Abyss
Organization: solitary, patrol (1d4), wing (1d8), flight (2d6)
CR: 15-16 ??*
Alignment: always chaotic evil

Disease (Ex): Any creature hit by a Dread Wing's front or rear claws attack must succeed on a Fort. save (DC 25) or contract demon fever. After an incubation period of 1 day, the disease deals 1d6 points of Con. damage. Each day after contracting demon fever, the creature must succeed on another Fort. save (DC 25) or take the same damage. Each time it is damaged by the disease, the creature must immediately succeed on another Fort. save (DC 25) or 1 pt. of the Con. damage taken becomes Con. drain instead. After making a succcessful Fort. save against the Con. damage on each of two consecutive days, the creature recovers.

Improved Grab (Ex): If a Dread Wing hits an opponent its own size or smaller with both front claws, it deals normal damage and attempts to start a grapple as a free action without provoking an AoO (grapple bonus of +30). If it gets a hold, it can attempt to pin and use its Wis. drain ability on its next grapple check. Alternatively, the Dread Wing has the option to conduct the grapple normally, or simply use its front claws to hold the opponent (-20 penalty on grapple check, but the Wing is not considered grappled). In either case, each succcessful grapple check it makes during successive rounds automatically deals damage from both front claws.

Sneak Attack (Ex): Anytime a Dread Wing's target is denied a Dex. bonus, or when a target is flanked by an Dread Wing, the Wing deals an additional 5d6 points of damage on a successful melee attack.

Wisdom Drain (Su): If a Dread Wing successfully pins an opponent, it can drain 1d6 points of Wis. with its smoky tongue on the same action. Each round thereafter that the pin is maintained, the Wing automatically drains an additional 1d6 points of Wis. A creature reduced to 0 Wis. by a Dread Wing becomes unconcious until at least 1 pt. of Wis. is restored.

Blindsight (Ex) : A Dread Wing is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 90 ft. A Dread Wing usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Deathwatch (Sp): This ability functions like the deathwatch spell, except that it is always active and a Dread Wing always knows how near death all creatures within 90 ft. of it are.

Feathered Wings Graft: Feathered wings resemble those of a vrock: large and birdlike. The grafted creature can fly at a speed equal to twice its normal land speed, with average maneuverability. When not flying, the grafted creature can use the wings to buffet and disorient its opponents. Each round, in addition to its normal attacks, it can make a Bluff check (opposed by its opponents Sense Motive check). If this check is successful, the grafted creature's attacks in that round gain a +2 circumstance bonus.

Spell-like abilities: 2/day: darkness, magic missle, ray of enfeeblement, see invisibility; 1/day: animate dead, enervation, fear, fireball, lightining bolt, wall of force or cloudkill, Spell DC's = 14 + spell lvl. (These abilities are used as if spells were cast by a sorc. of the same lvl. as the number of HD the spellstitched creature possesses.)

Tactics and Info.
The Dread Wings are some of Orcus's most capable undead creations. The strange amalgam of undead and fiendish qualities enhanced with powerful magical runes make the Dread Wings quite deadly. Orcus created the creatures as an answer to the threat of vrocks employed by Grazz't and Demogorgon in their Abyssal wars. The Wings form the core of Orcus's aerial forces and have so far proven to be a more than adequate match for any vrock. Due to the demonic grafts, the Dread Wings are universally hated by nearly all demons outright, and vrocks will attack one on sight no matter what. Oddly enough this seems to suit the Wings just fine.

In combat, the Wings like to rely on their impressive mobility to bring down their foes. Flyby attacks and hit-and-run tactics are used to wear down oppenents, while they use their deathwatch ability to pinpoint the weakest foe and rapidly dispatch them. Against demonic opponents like vrocks, the Wings love to employ enervation and ray of enfeeblement to weaken the foe or drain them of Wis. until unconciousness. They use wall of force to cover their escape or seperate foes and direct the flow of battle. Another favorite tactic of the Dread Wings is to become invisible, place a wall of force to cut-off escape, and then ambush their prey taking full advantage of their impressive sneak attack. Following any combat any fallen foes the Wings do not devour are immediately animated.

In the campaign world Orcus is a major demon prince and one of the most active forces of evil on the Material Plane. The Dread Wings are simply one of Orcus's many unique undead and demonic servants that he employs in his schemes.

*Not too sure on this CR, I'm pretty new at figuring out what an appropriate CR is so its mostly just a guess. Any insight on whether thats proper is welcomed, thanks.
 
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Well this thread has sat long enough without an update. The game that was supposed to refer to this thread never materialized making its usefulness that much more minimal. Toss in my hectic life and purely creative pursuits sorta fall by the wayside. I'm however going to endevour to post more up here to flesh out different parts of my world, in manner similar to what Knightfall has down with his work. Look out for a post detailing Nor, a few map scans of Abelman and Pylos, a few NPC's, and maybe a creature or two. Thanks for reading.

John

P.S. I still haven't really nailed down a good CR for that undead creature posted. I'm waffling on the CR of 16, any opinions on the creature would be welcome.
 
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Ok so the next country that I'm going to detail is the Empire of Nor. Hopefully this will be one in a quick string of updates that will finish off the Western Crescent region.

The Empire of Nor
The once great Empire of Nor possesses a dubious claim to the station of the first nation of the Western Crescent. History tells us that roughly 600 years ago Taur-Ren Nor rose to lead his fledging coastal nation on an epic campaign of conquest and domination that would swallow nearly all of the Western Crescent. And so was the Empire of Nor, the child of Taur-Ren the Undying Emperor born. At its apex the Noren Empire stretched across the Western Crescent encompassing the entire region except for the N. and S. extremes. However, the ravages of time have taken their toll on the Empire. Currently Nor consists of only the original heartland of the Empire. Nor's borders to the N. are marked by the Calay Penisula, the Mist Wood, and the Tangle. To the S. the Emperor's writ ends at the feet of the Red Hills at Civdell. The coasts of the shallow Crater Bay form the W. border. Nor extends only 50-75 miles inland to the E. up the rivers Teshen, Torbay, and Sweet Water.

Since the death of Taur-Ren the nation of Nor has been under the rule of a Tolenite theocracy. The populous is entirely human and worship of Tolen is mandatory. The current Emperor is Torleu Barhur and he has been in the seat of power for the past 68 years. Under the dynamic leadership of the distant Torlea Nor had begun once more to flex its muscles, pursuing aggressive wars against her neighbors for the past two decades. The most successful campaign to date has been the conquering of the Pylos region of the Duchy of Abelmane. Current opinion and rumors still maintain that the Emperor plans to reclaim the Duchy as a wayward province in the future in spite of military distractions elsewhere across the Western Crescent.

The Noren heartland itself is a vibrant and wealthy region, abundant in natural resources and supporting a highly urbanized population. Trade flows in and out of the country via the major ports of Nor, Pell, Luxor, and Newport. Most of the coastal lands overlooking the bay have long been under cultivation producing wines, olives, spices, and fruits. To the S. the Red Hills produce moderate amounts of fine ores, lumber is harvested from the forest on the northern marches. Great plantations dot the rivers supporting huge cotton fields. The cities support trading companies, banks, giant textile operations, and large numbers of sea-based enterprises.

Major Cities/Towns
1. Nor: the capital and eternal throne of the Emperor, built along steep shores of the Teshen R. as it empties into Crater Bay, supports all areas of trade, industry and crafts, boasts a number of the regions finest Tolenite churches, monastaries, and universities, considered a center theology and learning, extremely wealthy city, decadant, beautiful, and exceptional architecture, approx. 85,000-95,000 residents
2. Pell: the jewel of the S. Empire, center for wine and oil production, second oldest city of the Empire, the city is built upon the steep bluffs of Crater Bay in stacked terraces, vaults, passages and catacombs honeycomb the cliffs behind the city, renowned center of art and sculpture, approx. 65,000-70,000 residents
3. Luxor: the naval capital of the Empire, completely centered upon nautical endeavors, third oldest Imperial city, built upon the orders of Taur-Ren, completely artificial harbor built along the shores of the Crater Bay, houses the Imperial naval academy along with 3/4 of the Imperial navy, known for its salted crestfin fish and endless abalone beds, approx. 50,000-55,000 residents
4. Newport: smallest of Nor's port cities, mainly trades grains, beer, and breads with the rest of the Empire, the finest beers come from Brinden further up the Torbay R., other trade goods include lumber shipments from the N. Empire and salt harvested from the Orti Saltflats, influential theological university was recently founded in the city with Torleu as its patron, has just began trading with the newly annexed city of Pylos, approx. 27,000-35,000 residents
5. Civdell: the most southern city still in Noren control, crucial to the Empire as the main source of iron and copper ores, constant mining operations in the Red Hills keep the city well supplied with ore, a sizable garrison is always present to protect the city, the city is expected to become even more strategically important as the conflict with Anglastraad draws on, approx. 23,000-25,000 residents
6. Brinden & Halmay: these two towns are the two most notable frontier towns of the Empire, Halmay is a major lumber town on the outskirts of the Mist Wood, large herds of horses roam the nearby Calay Peninsula and are brought into Halmay to be broken in, Brinden is a river town that serves the many grain plantations that dot the upper Torbay R., Brinden is renowned for its breweries and slave markets, slavers make constant raids to the E. capturing the nomads that make their home on the Amon Lornoth plateau, approx. 1,300-1,700 residents each

I'll detail the major NPCs next post or as soon as I am able to flesh them out.

John
 

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