The Island of Kaenesdovl

Brimshack

First Post
Okay, so I'm starting a new campaign today, It's got a lot of home brew, some of which I hope to publish soon. Each player gets 2 characters, at least one has to be a concept we are Game Testing at Crunch-Waffle. They get 10 ECL between them, to distribute as they see fit.

Post 2: Local Setting.
Post 3: Plans for the opening Game.

Comments and suggestions welcome.
 
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This is the Island of Kaenesdovl in the Kingdom of Mogendrid. It is approximately 220 miles East to West by 350 miles North to South. A road travels from the Northeast coast to the South coast, connecting the two main ports, Gnagen Delinroth (South Coast) and Pforlendritter Kanacht (West Coast). The island owes its allegiance to the King of Mogendrid, who resides to the North on a different isle. The total human population of the isle is best reckoned at 8,000, with roughly comparable numbers of elves and half that number of dwarves, Halflings and a smattering of other assorted races. Its Orcs, goblinoids, and giants are uncounted.

The Kingdom of Mogendrid is part of the Uritopean Confederacy, a collection of nations loosely united 3-4 human generations past. The Kingdom of Mogendrid occupies the coastlines of several islands in the Uritopian Archipelago. Its leadership has worked very hard with the school of Arcane magic to develop the sciences of shipping and navigation, and over several generations, Mogendrid has built up the most powerful navy in the known world. Lacking substantial land holdings, Mogendrid generally relies on mercenaries for its armies. It has also developed lasting ties with a nation of elves and another nation of dwarves, both of which supply large quantities of troops for the armies of Mogendrid, which in turn is careful to keep its mercenary legions apart so as to minimize the potential for conflict between them.

The Kingdom of Mogendrid is largely responsible for producing the major fleets of the confederacy, and for supplying the navigators, ship’s captains, and other key sources of maritime leadership. It has accordingly secured for itself a great deal of influence over the exploration and colonization of foreign lands. So long as people are discussing matters of seacraft and sea travel, Mogendrid has a great advantage over the other kingdoms of the Confederacy. But Mogendrid’s emissaries seldom become involved in extensive ventures within the interior of any nation or colony.

Back to the Island of Kaenesdovl, which is a minor holding in the Kingdom of Mogendrid. There are 3 competing legal systems in Kaenesdovl; a common law tradition stemming from local human customs as well as some cultural borrowings from elves; an ecclesiastical tradition stemming from the religion of the Hellion, a God of tyranny; and a growing trend towards observance of Royal decree. The common law tradition had been weakened by the Church of the Hellion for 4 generations, but the church has lost the bulk of its authority in the last 2 generations (since the monarchy rejected its faith in favor of the religion of Eleenian, Goddess of Faith). It’s following is sparse. Although the church itself contains powerful leadership and its emissaries are greatly feared, its views are not widely accepted among the populace. Once repressed churches now flourish in the region, and the decrees of the priest’s of the Hellion are granted no moral authority in most circles. They are enforced at times, but only when the church invests considerable effort in doing so. The king sends emissaries seeking to enforce royal decree, and their power has been just sufficient to displace that of the church. Local nobility and popular sentiment have taken advantage of the power struggle to reassert the authority of custom.

The cult of Eleenian is still small in the region. In part because the followers of Eleenian are prone to respect (and even to some degree support) the faithful of other churches, especially those of good deities, the church has done little to establish its authority. Its benign followers are well loved, but they have made little headway in changing the views of the population at large.

An undeclared naval war has been fought for a generation on the seas around Kaenesdovl. As a member of the Confederacy, the Kingdom of Mogendrid must enjoy peaceful relations with its neighbors. This does not prevent it from engaging in a low key war with the nearby kingdom of Argensloft. The warfare consists mainly of unofficial support for piracy between the rival nations. Each nation uses acts of piracy to gain leverage in trade relations, and each is careful to keep its involvement from becoming public knowledge. At such times as the low grade naval war becomes too prominent, each nation will normally act to rein in its own belligerents and re-establish the appearance of order.

The city of Gnagen enjoys a population of about 2,000 permanent residents with anywhere between 250 and 2,000 visitors, depending on the season and the fortunes of the merchant traders. It is under the rulership of Lord Klanen, an aristocrat tracing his lineage back to the formation of the kingdom. Gnagen is known for 2 things: 1) a strong trade in elite high quality weaponry, and 2) importation of ivory from exotic ports. The weaponry trade is a longstanding tradition within the port. The business supports an elite set of craftsmen, and it serves as the steady source of income for the port. The ivory trade is relatively new, oweing to strategic placement along merchant lanes coming back from the colonies. Ivory is not available continuously, though its presence generates real boom periods for Gnagen. It does have a tendency to create inflationary pressures which hurt the poor in off periods. The weaponry trade usually provides just enough business to keep the core merchant class out of trouble. They have thus far supported Lord Klanen against any popular unrest. They are, however, resentful that he has forbidden slavery in his fiefdom, preventing slave ships from even dropping anchor in his port. The same boats bringing ivory also carry slaves. This often necessitates subterfuge on the part of both merchant mariners and local merchants seeking to hide the presence of slaves while trading ivory. More importantly, it has cost real opportunities, as the potential profits from the slave trade would fairly dwarf the existing economy of the port city. Some have argued that Lord Klanen prevents this as a means of keeping control over the merchant classes; others see him as a genuinely decent person who has taken a moral stand against an evil practice.

The City of Pforlendritter is known for its flourishing slave trade. Normally subservient to Lord Klanen, this city operates almost entirely independant of him, paying lip service and token tribute where necessary. Although somewhat off the main trade route, it benefits from the stance taken by Lord Klaven, serving as the stop off point for slavers forbidden entrance to Gnagen. The fact that Pforlendritter has not been able to coopt the ivory trade from its neighbor to the East remains a mystery to many. Still, Pforlendritter is enjoying the benefits of a boom economy. The last generation has seen this port spring from a population of 500 to one of 3,000. In peak times, the port enjoys as many as 5,000 visitors which it easily accommodates with its vast quantity of inns and brracks housing. The merchants of Pforlendritter fund and oversee much of the slave trade moving through the region, though few slaves are offloaded on the Isle of Kaenesdovl at all. Pforlendriiter is nominally under the control of Baron Gosthfek, but the aging Baron has lost a great deal of power relative to the wealthier merchants in the town. Most decisions are made by a city council. This is the only portion of the island where a sort of statutory law has any credibility.

The rest of the island is nominally under the control of humans, but that is largely because no-one bothers to prove them incapable of rule in the interior. It is just too obvious to merit outright conflict. The interior just off the Eastern Coast is known for a strong sylvan presence. A major road, the “Weeping Way” connects the two major ports of the island. Orcs and goblinoids dominate the hills southwest of road, with giants ruling the region just South of them. These monsters have been largely at peace with the human population for the last 3 generations. Still, the fairer races of the island (humans, elves, mostly with some assistance from gnomes and Halflings) keep small garrisons along the Weeping Way as a safeguard against potential raiding parties from the southern brutes. To the Northeast lies a forest which holds great terror for the bulk of the human population. Certain portions of the forest are known for the elves which reside in them. Others are sufficiently wild that even the elves do not dare enter. To the North of the forest lies a small cluster of mountains thought to be the home of a great dragon which is sometimes seen to be flying over the forest. It's color is the subject of rumor as witnesses do not seem to agree on what they have seen. It is thought that greater terrors are found within the Mountain, but these have not been seen for many generations.

The Weeping Way itself is a long road which traverses the island as a whole. There are several small settlements along this road, and both the major port cities have been known to send merchants along the Weeping Way. Those living along the road enjoy the benefits of trade from both ports, though they also suffer a trace of nervousness regarding the dangers to both the Northeast and the Southwest. Every 15 miles one can find an inn, which is always coupled with a small garrison of troops. Anywhere from 5-15 troops will be stationed at any one of these garrisons. Each such force is quite insufficient to stop any major invasions from the south. They are there to keep order, and to discourage minor raiding parties. The garrisons enjoy grudging cooperation from most of the major leaders in the orc and goblin communities, none of whom would like to see the Confederacy commit a large force to the island with orders to crush them. It is common practice to notify southern war chiefs in the event of minor outbreaks and occasional raiding parties.

The Weeping Way is rumoured to have been named by a sailor, and its usage is assumed to be ironic. Life along the Weeping Way is anything but sad, though some have suggested that matters may have been different in times past. Rumours of a darker meaning, perhaps one with a trace of prophesy to it have occasionally circulated along the way itself, but few speak of such matters at this point.

Others Peoples

A Dwarven cavern is located just off the Southerwestern side of the Northern Mountain Range. This Cavern is connected to Pflorendritter via a well kept road known as the Copper way.

On the Northeastern side of the island, there is a stretch of Sea Giant villages and even what appears to be a city of sorts.

Several miles to the Southeast of Gnagen lies a cluster of small islands that are known as a haven for pirates. The pirate ships are not known to prey on others in local waters, with perhaps a few exceptions. They are wanted throughout the Confedeacy for outrages against the shipping to and from the Kingdom of Argensloft. Many argue that these pirates would be easy to root out of there was sufficient will in Mogendrid. Lord Klanen himself in known to be quite ambivalent about the matter. A dedicated enemy of the kingdom of Argensloft, he is far from sad to see their feet held to the fire. Still, a pirate is a pirate, and he is known to have made strong speeches in favor of ousting them from the island. Attempts to actually mount a campaign have thus far been thwarted by the King of Mogendrid himself.

To the Northeast of Gnagen, lies a Halfling Shire. They are as content to keep to themselves as one would expect of such little creatures.

A village of gnomes occupies the space just East of the elves. They and the elves are quite allied.

A fleet of golden elves has been known to sail the waters in this region. About 2-8 times a year, they will anchor a ship off the Eastern coast for a day or two and trade with merchants from Gnagen and the Sea Giants. It is said that the goods received from this trade are primarily responsible for drawing the ivory merchants to this particular port. The golden elves have thus far refused to trade with Pflorendritter, or with anyone from the West side of the island. At least one attempt to force them into opening relations with the burgeoning powers on the Western side of the island resulted in a major sea battle, and the death of many a sailor from Pflorendritter.

To the Southeast of Pflorendritter lies a valley rich in farming.

A herd of Centaurs has been known to roam the flatlands of the island. It's location at any given time varies with the whim of its headmen.

To the Northwest of the main island lies another island about 1 mile dameter in size. This is home to a great mage. He has been there for 3 generations, and none have dared to visit. It is said that at least 3 ships have perished upon approaching the island.
 
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The First Game will begin with characters already placed at an inn along the Weeping Way. I will describe something like the following:

You hear a blood curdling scream that begins from a distance (say about 100') South of the Inn and comes closer quite rapidly. It is a woman screaming in shear terror and within a mere second or two the scream is just about at the back wall. The scream ends with a solid thud against the back wall of the inn. The whole building vibrates from the impact and a tricke of dust falls from the ceiling. There is a pause and all is silent, for just a moment, you could just about hear a pin drop. Then a second (softer) thud is heard from outside, as if something has just struck the ground near the initial impact.

Roll Initiative...

(Characters will get the following information in between rounds.)

Max - 1 (Max is a Waggamaeph - a small furry creature in development - and he is a Bard)

The Fog of War is exceptionally intense at the moment, because Max has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.

Max - 2

Max is located at a lodge along the Weeping Way just North of the Shire. He was singing at the Inn for the entertainment of a couple guests before the scream interrupted his song.

Max - 3

Max is travelling along the Weeping Way, because the funny furless travellers will often feed him when he sings and stuff. They sometimes give him shiny stuff, but he doesn’t remember what he did with those things. It’s possible that Mum takes care of that.

Max - 4

If Max thinks real hard, he can remember that another Waggamaeph named Jitter-Mug taught him to sing, but he cannot remember where that was or how long he has been doing it. Max knows the Inn-keeper, having been allowed to stay and sing there on a number of occasions. The Inn-Keeper is a little bit gruff, but his wife has been especially nice to Max. She does sometimes want to pet him like was a cat, but humans are funny that way.

Max - 5

Max grew up in the Meadows just to the North of the Elven Glades and Kelglennen Meadow. He is VERY familiar with elves and with Gnomes. He has never ventured far to the East, because the forest becomes dangerous there. He hasn’t ventured far up to the North, because a rival gang of Hill Maephs lives up there and trips that way always end up with a fight. Sometimes they all party before they fight, but eventually it turns to a fight. No-one has ever been seriously hurt in such tuffles though and there are no hard feelings, because no-one can really remember what the fight was about an Maeph grudges last about a minute anyway, two if someone is feeling really vengeful. Max has seen Pflorendritter from a distance, but he has never been there, and he has never before ventured further South than Mountains near Pig-Mutton Marsh. Max and Mum were looking to visit the shire, because Hobbits seem like fun. They had no idea there was any danger about.

Mum - 1 (Mum is a second Waggamaeph, the twin of Max, and he is a Rogue)

The Fog of War is exceptionally intense at the moment, because Mum has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.

Mum - 2

Mum is located at a lodge along the Weeping Way just North of the Shire. His brother Max was singing for their supper when the scream was first heard.

Max - 3

Mum is travelling along the Weeping Way, because the funny furless travellers will often feed him when Max sings and stuff. Mum sees lots of opportunities to steal shiny stuff when Max is singing, but he can’t remember what he did with the last one. Usually, the tall furless folks feed both of them, and Mum forgets to keep anything of value. It isn’t clear what “value” means anyway, so who cares.

Mum - 4

If Mum thinks real hard, he can remember that he has always been good at sneaking and stealth. While Max was always the center of attention, Mum has been able to take advantage of being ignored. He used to be able to grab food while people were distracted, but one day a hobbit had advised him to make a career out of stealing. The hobbit said there was real opportunity if Mum would just dedicate himself properly to the craft of thieving. Mum still doesn’t know what is to be gained from stealing, but the whole thing does sound real cool, and if he could just find that hobbit, maybe he could learn the rest of the plan.

Mum - 5

Mum knows there is a thieves guild to the South. He is pretty sure that he can find it if he just gets to the shire. He may or not want to join, but at least he can show the Hobbit a thing or two if they get there. Either way, he is certain that the pie will be VERY good in the Shire.

Coltivatore - 1 (Calviatore is a Human Druid)

The Fog of War is exceptionally intense at the moment, because Coltivatore has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.

Coltivatore - 2

Coltivatore is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion had sat down for dinner when a humanoid furball jumped up on the table and began making a funny warbling sounds. He remembers hearing the Innkeeper say that his wife was out picking strawberries with their children a little South of the Inn.

Coltivatore - 3

Coltivatore is travelling along the Weeping Way in the hopes of reaching the Elven Glades. Foresty magic isn’t his normal fare, but he thought he’d pick up a thing or two about nature from another source.

Coltivatore - 4

Coltivatore and his friend decided to leave a ship in the port of Gnagen, because they suspected the Captain was shorting the crew on their share of profits. They have enough money to last them a little while, so Coltivatore opted for the short trip inland. No serious violence has occurred along the Weeping Way in a very long time, so this trip should have been safe.

Coltivatore - 5

Coltivatore has been given a name, Cabileri Slomcoe, who is head of the dock workers union in Pflorendritter. If he gives Cabileri an envelope from a shady character named Dlogart, then he has been promised Cabileri will reward him with aid getting a job aboard a new ship. This was one of the advantages of the trip inland. The prospects for a decent deal aboard a new ship will be much better in Pflorendritter.


Fackel - 1 (Faekel is a Sea Elf, not the usual kind, a shipgoing variant under development). He is also a Rogue and an Evoker.

The Fog of War is exceptionally intense at the moment, because Fackel has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.

Fackel - 2

Fackel is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion had sat down for dinner when a humanoid furball jumped up on the table and began making a annoying sounds. The food is expected to suck anyway, so who gives a damn. Fackel has been a little sick since they first headed into the interior a couple days ago, and this new development is just the latest in what is sure to be a really miserable trip. LIFE SUCKS!

Fackel - 3

Fackel is travelling along the Weeping Way because his companion wants to visit the Elven Glades. It’s a hair brained idea, but it’s at least possible they can continue on to Pflorendritter where the prospects for a good deal on a new ship are better than they would be in Gnagen.

Fackel - 4

Fackel and his friend decided to leave a ship in the port of Gnagen, because they suspected the Captain was shorting the crew on their share of profits. They have enough money to last them a little while, so Coltivatore opted for the short trip inland. Fackel is not enjoying the trip and he vaguely remembers hearing something in port about possible trouble along the road. Everyone present had laughed at the source, a Half Orc named Crummeldrin Fearscnard. All the other locals had said the Weaping Way is a safe route and raiding parties have been very rare.

Fackel - 5

Fackel knows a couple people who have sailed with the local Golden Elves. He remembers a story about a shipment of masterwork swords purchased from Gnagen and sold to a small party off the Southwestern shore of the island, near lands controlled by monsters. It isn’t really clear who made the shipment, nor does any of the scuttlebutt include information about the people or creatures that took the shipment. It’s just one of the stories that has been making the rounds among the elves.

Krunkh - 1 (Kunk is a Bugbear Barbarian and a Mercenary)

The Fog of War is exceptionally intense at the moment, because Krunkh has never faced a real battle before. Oh he’s probably trained for it, and he has definitely had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.

Krunkh - 2

Krunkh is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion have just arrived and they are speaking with the Captain of the local outpost while the man’s troops put away their horses. The Captain was giving them a rundown on the local setting, and explaining that his troops are very green. The Captain isn’t too worroed about it though. He has just explained that he is on good terms with the local orc warlord to the South, and he would be VERY surprised if any raiding parties made excursions into this area.

Krunkh - 3

Krunkh is travelling along the Weeping Way because he was hired by one of Lord Klanen’s emissaries to look for evidence of the slave trade coming down the road from Pflorendritter. He and his companion are supposed to meet an elf named Kverendil Sidrelare at this Inn. Kverendil will serve as the leader of their expedition.

Krunkh - 4

Krunkh has been told that he should not expect to find any slaves South of the Elven Glades and the Gnome territories, but that he can expect to find evidence of some slaves North of that location. Most of this is up to the Elf, of course, but Krunkh and his companion are there for muscle. The Elf will be asking dangerous questions and some may object, so a little weight was thought to be useful. That Krunkh is a monster type feared in the region was thought to be a good thing since will intimidate. The Elf was also hoping, you are told, that connections fro the Monster regions to the South might seek you out. If slaves are being sold into the wasteland mountains, they want to know.

Krunkh - 5

Krunkh was raised in a village of goblins and Bugbears on the Northeastern side of the wasteland mountains SInce the local warchief often co-operated with the nearby garrison to keep the peace, Krunk had a chance to meet humans and others. He is familiar with the ways of gentle folk (the races from the PHB), and has had the chance to learn how to behave in their company. Whether he actually learned this or not is up to you. Krunk has been given a stipend of 5 gold pieces and promised 25 gold pieces at the end of a mission expected to last 2-3 months. Relkar has a [ass to get them in any Inn along the Weeping way.

Krunkh is also aware of the fact that every Garrison of troops along the Weeping Way is furnished with some magic appropriate to combat with the sorts of creatures found to the South. He was warned of this in his youth; it’s one of the ways village leadership tried to curb raiding by the young and reckless.

Relkar - 1 Relkar is a Human Were-Sylvan (i.e. a natural were leopard, no lycanthropy). He is also a Barbarian and a Mercenary.

The Fog of War is exceptionally intense at the moment, because Relkar has never faced a real battle before. Oh he’s probably trained for it, and he has definitely had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.

Relkar - 2

Relkar is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion have just arrived. While Krunk has been talking to the Captain, Relkar has just concluded a conversation with the Inn-Keeper. The Inn-keeper is a little worried because his wife and children are late back from picking strawberries. The ventured South which isn’t normally that dangerous, but since they aren’t yet home and it’s dusk, there is some cause for concern. The Inn-Keeper has just walked back into his inn, and Relkar has rejoined the conversation with the Captain who is is apparently saying that the area is quite safe.

Relkar - 3

Relkar is travelling along the Weeping Way because he was hired by one of Lord Klanen’s emissaries to look for evidence of the slave trade coming down the road from Pflorendritter. He and his companion are supposed to meet an elf named Kverendil Sidrelare at this Inn. Kverendil will serve as the leader of their expedition.

Relkar - 4

Relkar has been told that he should not expect to find any slaves South of the Elven Glades and the Gnome territories, but that he can expect to find evidence of some slaves North of that location. Most of this is up to the Elf, of course, but Relkar and his companion are there for muscle. Relkar has been told that he is to be second in command, and that they are also to be on the look out for a man named Shendtu. Shendtu is a n’er-do-well who wonders the Weeping Way in search of profit. If Slaves are being traded on the Weeping Way, he will most likely have some connection. Even if this is not the case, it would be well to know what he is up to. You have been told that the elf will know of this business, but it has not been shared with Krunkh. Whether or not you choose to tell him that is your business.

Relkar - 5

Relkar is not from this region at all. he arrived by boat from Africa. Yes, he is African (he is a Leopard, after all), but he has always had extensive contact with Uritopean characters. He was originally hired to sail from the African Colonies to Kaenesdovl as part of an ivory trading expedition. As a Leopardskin Chief was First Mate on of the ship on which you sailed, things were tense. The man wore a skin from one of your kind on his shoulders and he had a penchant for legalism. The two of you did not get along, so it was agreed that your services were no longer needed when you disembarked in Gnagen. Since then, this is your first mission working as a mercenary on the Island of Kaenesdovl.

Relkar has been given a stipend of 10 gold pieces and a pass which grants him and up to 5 companions room and board at any Inn along the Weeping Way. Lord Klanen will pay the expenses for this stay. Relkar has been promised 25 gold pieces at the conclusion of this mission which is expected to last 2-3 months.
 
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