Lands of the Shattered Sea (World Info)

This thread contains information on the World of the Lands of the Shattered Sea. Over time, specific crunchy things like PrCs and the like will appear here, but to begin with, it will be mostly general notes on the setting.
 

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The Lands

Lands of the Shattered Sea

Helmanor – A large island, along the southwestern edge of the sea, primarily rolling hills, forest, and mountains, with a wide coastal plain. Ruled by the Undying Mage-Emperor, Helmanor’s mage lords and legions of hobgoblins are feared throughout the lands. Since the rise of the Mage-Emperor, Helmanor has become a byword for evil, with all manner of foul beasts and monsters flocking to his service, and much of the population reduced to slavery or worse.

Shamir – An island to the east of Helmanor, Shamir is somewhat larger, but far more barren. A narrow strip of fertile coastland on the western end of the island is home to several well-fortified cities, each with its own potentate, all of whom pay tribute to Helmanor. The bulk of the island, behind a curtain of high mountains, is a low-lying bowl of desert, roamed by small tribes of nomads, and fearsome beasts of legend. The fabled city of Sharazar is on the far eastern tip of the island, known for its vast bazaars, exotic wares, and veiled beauties.

Rinland – A long, narrow island along the eastern edge of the sea, Rinland is a kingdom well known for its sailors, as the land is more picturesque then bountiful, with green rocky highlands better suited for sheep then farming, and white cliffs rising beautifully above the crashing waves. Rinland is ruled by its kings, from the city of Crown’s Reach on its northern coast.

Avonleigh – Northernmost of the lands of the Shattered Sea, Avonleigh is also the largest of the islands. Deep forests and low mountains cover much of the island, though the coasts are quite fertile. The island has no single ruler, being a patchwork of petty kingdoms, grand duchies, and even independent baronies. The oldest and largest of the kingdoms is called Avonleigh, from which the island takes its name.

Lareathorn – westernmost of the islands, Lareathorn is often shrouded in mist, its forested mountains, rising from them, visible far out to sea. Lareathorn is ruled by the Grey Court, an elven nation that is Helmanor’s greatest foe. Lareathorn is a mysterious land, little known to outsiders, though legends of the wonders of the elven domain are widespread. The island is warded by two legendary orders of knights. The first is the Order of the Gryphon, whose flying sentinels keep most travelers at a safe distance from the isle. The second is the Order of the Unicorn, sacred guardians of the Court itself, a band of female elven warriors mounted upon their magnificent horned steeds.

Shattered Isles – Interspersed throughout the center of the Sea, and giving it the name Shattered Sea, these islands are of varying sizes, ranging from mere barren specks of rock to kingdom-sized pieces of land. Most are uninhabited, or ruled by various monstrous creatures, but there are settlements of various sizes scattered throughout. The most famous of the settlements is Black Cove, a well-known hive of scum and villainy, home of pirates and slavers of the worst stripe.

Lands Beyond the Sea

Spice Islands – Far to the south of the Sea, the Spice Islands are an archipelago of islands, inhabited by a dark-skinned race of natives, hardy fishermen and fierce warriors. It is an exotic, tropical place, full of soft breezes and strange scents. The Spice Islands are a common destination of both merchants seeking the exotic spices, and of slavers seeking more victims for the slave market of Shadazar, or the mines of Helmanor.

The Southlands – A small continent even further south then the Spice Islands, the southlands are even more exotic, even legendary, with few explorers or merchants making it that far. It is said to be the haunt of fierce beasts, trackless jungles, and tall mountains.

Shangri – A mysterious land far to the east of the Sea, ruled by an equally mysterious figure known as the Perfect. Shangri is legendary for its exotic fighting arts, and the strangeness of its warriors, who fight with the power of the mind, as well as the blade.

Jotun – Another continent, often sheathed in ice, far to the north of the Sea, Jotun is the legendary land of giants and untamed barbarian warriors. Jotun raiders and traders often are seen on the Shattered Sea, and the warrior legends of Jotun are often heard in tavern and noble hall.
 

Faith in the Shattered Sea

Religions in the Shattered Sea, and in the wider world, are as varied as the people who follow them. However, all religions, no matter how outré, are based on one of five great principles. Each principle draws its power from a specific outer realm, which are not the realms of the standard DnD cosmology. Many of the same sorts of things go on in the outer realms of the Shattered Sea, but the details are different.

The five Principles, and their associated alignments and domains, are:

Order – (LG, LN, LE) Domains: Law, Community, Artifice
Entropy – (CG, CN, CE) Domains: Chaos, Luck, Trickery
Virtue – (LG, NG, CG) Domains: Good, Glory, Nobility
Malice – (LE, NE, CE) Domains: Evil, Destruction, Madness
Balance (NG, N, NE) Domains: None, followers of the Balance are Druids.

All other SRD domains are available to followers of any Principle.

Some religious groups directly espouse their Principle, others follow some personification of an aspect of it. All clerics and druids, however, must belong to a religious group of some kind, though that tie may be tenuous.
 
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The City of Stonegate

Stonegate takes its name from two sources. The first is the pass, through the Greystone mountains, for which it serves as the southern entrance. The Greystones neatly bisect the larger island of Avonleigh, running from east to west along its spine. Good passes through the mountains are rare, making Stonegate a strategic location, both for the inland trade, and for military reasons. The second is the mountain against which the city nestles. Stone Mountain has been the ancestral home of the Stone Mountain Dwarves since time out of mind. Even the High Elves of the Tremblewood forest can’t remember a time when the Dwarves weren’t in Stone Mountain.

Several hundred years ago, when the kingdom of Avonleigh held sway beyond the pass, a town of human craftsmen and traders arose outside the gates of the dwarven citadel. Later, as wars with the Darkrune hordes went poorly, refugees from the ravaged lands beyond the pass swelled the town into a city. For some years, the city was sporadically besieged both above and below the surface, as the Darkrune elves unleashed their hordes of orcs, ogres, and fiends against both dwarves and humans. Finally, however, the dark tide receded, leaving a lasting bond forged between the battered defenders. Now, the city swears fealty to the dwarven Thane of Stone Mountain, who is also a Duke of Avonleigh. It is by far the largest city in the north of the kingdom, and serves a large part of the north as a market and military center.

Stonegate is home to approximately ten thousand people, though if the dwarves of the connected Stone Mountain are added to that, the total rises closer to fifteen thousand. Humans and dwarves are the most common races seen on the streets of the strongly walled city, though elves from the Tremblewood, three days leisurely walk to the east, and gnomes and halflings from the Silver Hills to the south, are by no means uncommon. There are perhaps one hundred thousand humans living in villages and farmsteads within a three day journey of Stonegate, and on market and festival days, the population of the city can easily more then double. Half-orcs, mostly born of dark deeds, are fairly rare, though not non-existent. Some of them come from beyond the pass, as well, leaving the orc clans behind for their own varied reasons.

Physically, Stonegate is laid out in a long ellipse, running almost exactly east to west. Its eastern end runs right up to the gates of Stone Mountain, which are rarely closed. The gate is protected by a walled citadel that also forms the eastern defense of the city. A twenty foot tall stone wall, crafted by dwarven stone masons, surrounds the rest of the city. It is pierced by three gates, north, south, and west, and marked at 100’ intervals by fortified towers, rising an additional twenty feet above the walls. Just outside the gates of Stone Mountain is the City Square. This large expanse of flag-stoned ground is where much of the civic life of Stonegate takes place. The Hall of Guilds, where the Guild Council meets, abuts the Square, as does the Temple of Iron Virtue, where much of the city gathers in time of worship or great trouble. In general, the wealthier citizens live nearer to the Square, with others living further and further from it as their economic station dictates.

The city is governed by the Guild Council, which makes the laws of the city, and governs its economic affairs. A representative of the Thane sits upon the Council, and holds a vote, as well as speaking for the Thane when it is necessary. A Mayor is elected from the council, and is responsible for the city’s day to day administration. The city’s defense is in the hands of the Stone Guard, a force of approximately one hundred professional warriors paid by the city. In times of serious trouble, the Guild companies can be raised, adding almost a thousand militiamen of varying competence to the available forces. The Guild companies also take turns acting as watchmen in the city at night. In addition, the Thane has his own guards, and the Stone Mountain dwarves are fierce fighters, when roused to anger.

The Festival of Renewal – Each year, at the first of May, the population of Stonegate more then triples, as people from all the surrounding territory flood into the city, for the Festival of Renewal. This festival celebrates the success of the year’s planting, and the burgeoning of new life as the grip of winter is finally shaken from the land for another year. A highlight of the festival is the great Parade of the Journeymen, a torch-lit ceremony held in the Great Square, where apprentices of all sorts are marked as having completed their time of training, and become journeymen and adults in their communities. It is considered quite a mark of Virtue’s favor to be passed into adulthood in this manner. Many marriages are also performed immediately following the ceremony, and a great feast is held, provided by the Guilds Council, and the generosity of the Thane. The small Medallions of the Journey that are given to the apprentices are often held as prized heirlooms for generations.

The festival goes on for a week of merrymaking and fun, with all manner of contests and entertainments, plenty of strong ale, and hard trading in the tents of the traveling merchants who also come to the festival to do business. Even the elves of the Tremblewood, and the gnomes and halflings of the Silver Hills, often come to Stonegate to mark their coming of age.
 
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Miscellaneous places mentioned in play so far:

Wulfsport - The generally accepted "capital" of the Jotun enclaves along the northern coast of Avonleigh. A good harbor, strong palisaded walls, and ample grazing and croplands nearby have made the town quite successful, despite the nearness of the DarkRune hordes. Some four thousand souls live in the town, which is under the protection of Jarl Einar Wulfson, the grandson of the founder of the place.

Hills of the Manticore - A particularly unpleasant place, volcanic vents warm these low hills, with numerous geysers and steam holes, and large pools of stagnant warm water. Many of the hollows between the hills are marshy bogs. Even at the best of times, the Hills are difficult to traverse, and their presence has helped to keep Wulfsport secure. The Hills are home to dozens of manticores, which give the place its name. In the deepest recesses of this place there are said to be manticores of tremendous size, strong enough to rival dragons in raw power, and gifted by Malice with unholy magics.

Valinost - A small kingdom in the west of Avonleigh the island, traditionally a rival of Avonleigh the kingdom. Valinost is known for its rangers, who guard the north of the kingdom against incursions from the DarkRune, and beasts wandering down from the Greystones. Valinost lies south of the Greystones, and is largely composed of rolling fields, interspersed with occasional hills, and light woods. Economically it primarily is supported by herds of cattle, and the farming of wheat and corn.

Wood of Elessed - A large forest that traditionally forms most of the border between Valinost and Avonleigh the kingdom. According to legend, the forest is the domain of Elessed, an elven archmage of tremendous power. Elessed is said to guard his domain jealously. However, numerous enclaves of elves live in the forest, along with small groups of woodsmen, druids, and fae creatures. The king's road skirts the forest, passing to the south.

Three Forks - One of the Lost Baronies, north of the Greystones. Overrun by the DarkRune hordes, Three Forks itself was once a prosperous town. Now it is said to be a charnel house, occupied only by an ogre chieftain, his troops, and their slaves, who labor and die in salt mines near the town. The son of the former lord of the place recently raised a small army of mercenaries to try and retake the town, but the army was defeated and scattered, with most of its troops either dead or joining the slaves toiling for DarkRune masters.

Rivenshield Delve - Also known as the Fallen Delve, Rivenshield Delve, deep in the Greystones, was the site of one of the worst defeats suffered by the dwarves and their allies in the DarkRune war. Rivenshield was the strongest hold of the Stone Dwarves, save Stone Mountain itself, and the mines there were extensive and deep. Silver, gold, and mithril all were found there. A mixed community lived near the gates of the Delve, largely farming and herding sheep to keep the hard mining dwarves fed and clothed. As the DarkRune hordes approached, crushing all resistance north of the Greystones, the dwarves toiled on, providing armor and weapons to the beleaguered defenders of the north. Then, in five days of blood and slaughter, the hordes swept through the Delve, warg and warboar cavalry swarming through the vale outside, while drow-led orcs and ogres appeared within the Delve itself, from the darkness of long-unused mines. The strong defenses of the Delve were oriented towards attack from without, and the dwarven warriors were overwhelmed by the two pronged attack. Only a few hundred survivors escaped by secret ways, finally making their way to Stone Mountain, and the growing city of refugees that would become Stonegate.
 

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