Geography of the East Bank
There are two notable features. The Mountains, called many different things to different people. They extend beyond the distance that anyone can expect to travel to the South and to the North. To the East they remain without pass and reach far into the sky, most of the peaks are too high to climb and are all covered with ice even during the longest summers. There are many valleys in amongst the peaks where Giants, Elves and dwarves dwell, but most of the dwarves live under the mountain in pursuit of wealth. The River, known as the Great River, as it is the largest river anywhere. At times, boats sailing in the middle of this river have lost their way because they could not see the edges of the river; when the river floods this is a quite common experience. The river moves across the landscape like a giant snake's curves move as it goes forward, erasing civilizations as it does so. Cities that had direct access to the Great River for a century have been left alone a week's journey overland from it, almost overnight. The fringes of the river are the most fertile lands anywhere. The river floods in an intricate schedule based on the little year and the long year; the melting of the snows in the mountains cause local flooding, the tropical rains in the extreme north send floods southward in the long summers, but the peak of those floods arrives this far south many months after the rain first fell. The western side of the mountains seems to reap a bountiful harvest of rain and snow throughout the year from the weather sweeping off the great plains of Caranus.
To the South is the Earldom of Causnought, a city that is based at the western eaves of Gwendyl Wöse the Elven Kingdom that gives its name to the forest therein. Causnought is on a surprisingly stable river that flows through that forest to the Great River. Up until a generation ago it was a small insignificant city of survivors from other failed cities in the region. They farmed and traded with the elves and the outside world. This changed recently as an enterprising clan of dwarves opened up trade with the Empire and the city through Gwendyl Wöse.
Gwendyl Wöse is an ancient forest. It is a temperate rainforest with trees that are thousands of years old with a lofty city of Hight Elves, set in the natural boughs of the trees. Magic keeps the winters milder, the rain falls cold but it rarely snows. The roots of the trees the forest is wild with thick dense bush that makes passage through the lower regions almost impossible except to the Wild elves that live there. In the extreme east of the forest the forest climbs the mountains and the magic of the forest fails, the scant population of elves here are mountain elves. Most of the elves that live here are Wild Elves, they are nearly xenophobic preferring to keep to themselves; High Elves are more diplomatic, but compose only a quarter of the population. They trade with outsiders and travel further afield when they are young but invariably return after a few years. The Mountain Elves are the vast minority on the land, living in the East, they make up a twentieth part of the elves here, but their extended community includes all the Mountain elves of the area a number equal to all the elves in Gwendyl Wöse.
Trandle's Stand was built of the refugees of another city that fell to the Great River in a Thousand Year Flood. The town was built with a paranoia of flooding close in mind. All the larger buildings have their entrance on the second floor and this includes all the warehouses. This is a reaction to the downfall of the previous city, who boasted that it was flood proof, whose walls were higher than the highest flood that there ever was, which served the city until that statement was no longer true. The city of is ruled by the heads the family guilds in a complex calculation based on the profitability of the guild; the wealthiest guilds make the rules.
The Free City of Dhewtudum is the most recent failed city. It was an outpost for the nascent Dwarven Empire where the wares of the Empire were traded for goods that the Empire desired. When the city fell twenty-five years ago to the predations of a massive Red Dragon. The city was built on the foundations of a volcano long dormant, thought to have been dormant for dozens of thousands of years, and last year became active. The clouds of smoke was visible even to the City of Gutral Mastekeena, and the pyrotechnic display seen over the horizons. The wealth of generations of dwarves lies still in the hoard of that dragon.
Gutral Mastekeena is on the other side of The Great River. Although it has been in existence for over two thousand years, it has never attempted to expand to this side of the river.
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Overall, the climate of this area is complex. The latitude is about 50° South, so over the course of the 24 year long cycle it has the weather similar to central British Columbia, with more rain. Lots of rain, similar to the west coast of British Columbia, but with more extreme temperature swings. This is what the weather is like in the Autumn and Spring periods. The Winter years are more like the Yukon, with more rain, something like a region at latitude 75° with shorter days of Winter as opposed to the longer days that that latitude receives In their summer. The Summer period receives the length of day similar to 50° latitude, but with the intensity of 25° latitude. Basically, the day length varies in winter from 8 hours to 16 hours in Summer, and the suns are lower in the sky in the winter too, and higher in the Summer.
Additionally, the river rarely freezes over. Partly that is because the river is moving, but also it is because the water it carries is from warmer climes, which means while there is a lot of snow, it is wet snow and the closer to the river the more it is likely to be rain.
History of the East Bank
The feel of this region is that it is old, very very old. In the areas that don't flood traveling across the plain appears simple and expedient, but can be dangerous if not done with the minimal care. One is likely to trip over a wall that has been overgrown by a centuries growth or could it be a wall from and ancient town from a thousand years ago, or a city from ten thousand years ago. This area has been continuously inhabited for the past ten thousand years, perhaps twice that and there are rumors that it was inhabited by the First Ones before that. Still, the river has done a great job at erasing many of those cities.
The areas around The Great River are all new. The age of the ground in the flood plain is measured in months on the surface and possibly years at greater depths, some portions might be as old as a century, but that is as old as the land gets. The River turns and twists, forms Oxbow lakes. It floods and the silt erases all the landforms made since the last flood. The people on the floodplains live in silted huts that can float when they need to. The land is rich and plants grow thick here. Crops grown in this soil can feed nations, nay, empires. Harvesting the crops is the hard part. The flooding is difficult to predict and errors mean crop loss. Crops like rice flourish in the wet and often produce bumper crops. Fish, waterfowl, frogs and many other animals flourish here too and the people eat them all. There is no nation in the river. There are no cities in the river. No empire lays claim to it, only the River Elves can reall saw to live in it.
The have been a great many cities along The Great River over the years, many still stand on its banks, but the majority of all the cities are in ruins. Recently, Dhewtudum fell to a Dragon of immense power, and since the dragon still sleeps there, no one has ventured that way in a score of years. Stuj, the next to most recent tragedy in this area, fell victim to hubris and its mighty walls that were said to be impregnable to the River, were breached during an unimaginable flood. The victims remain within the walls, tales of intelligent dead controlling the streets keep all but the fool hardy from attempting to scale it's walls; the truth claims them. Stuj fell not a century ago.
Gladen fell when the access to The Great River failed. Canals were dug out to the River and the life of the city was maintained, but the fickle river swung close again and destroyed the work of decades in a year and then swung out a hundred kilometers to the West a few years later taking the trade with it. The people left and formed the base for the city of Causnought. All the stones that built that city were taken from that ruin, built in its shadow shy by three hundred years.
The stone of that city came from another, the Great city of Awsland, located due west of Dhewtudum. That city was a great site that had no desire to be a city, but the keep a master Rogue that scoured the region of many treasures and set up a keep just to hold his wealth, the city came about later. The original purpose has been left in obscurity for generations of elves, but it is known that the core of the city, the seed was a contemporary of Gutral Mastekeena. The fall of the city was hundreds of years ago, and the raising of Gladen was done with the stone of Awsland.
All those cities earned the majority of their wealth with trade with the Empire in the Dwarven Lands. Dhewtudum, the trading city of the Dwarven Empire has been there that long and more, but perhaps the secrets of these ruins can lead to knowledge to free the wealth from the Dragon's Hoard?
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Recent history
The dragon came without warning. The dragon arrived in the dark just after midnight on the darkest longest night mid winter. The dragon came with an army that had encircled the city in secret. When it struck it was with fire that melted the citadel in minutes. Those that fought, died. Those that fled died. Only one in ten that fled were successful, only one in a hundred had that chance. Most of the survivors of the city were not in the city at the time of the attack. For every citizen who fled the attack successfully, two others were able to flee the carnage in the aftermath. A total of 6500 survived a city of half a million. Most were Empire Dwarves and they fled to the Empire, but the rest were of a smattering of every other race nearby.
The invasion occurred not long ago, six months. The countryside near the ruin of Dhewtudum was one night filled from nowhere with thousands of kobolds. Where they came from became clear only in the aftermath, but where they came from was no matter to whom they attacked. Villages and towns were destroyed farms were pillaged and people murdered from the fringes of Gwendyl Wöse, Causnought, Trandle's Stand and the very edges of the mountains thought to the edge of The Great River, nothing was left untouched. Some notable places were left intact like lucky buildings in a tempest, heroes were born protecting villages, heroes died unsung more often.
Afterwards, the countryside breathed at last when the suns rose over the mountains that morning and the survivors came together. Many of the towns had no survivors, a few had some. The cities with steady patrols fought the invaders and pushed them back, some ground was lost but the people woke to the dangers of a dragon neighbour. The question was who was going to make the next step.
Adventure areas:
Politics in Tradle's Stand (low level and higher level possible)
The Ruins of Stuj (mid to high level)
The Ruins of Awsland (low level to mid level)
The Ruins of Gladen (low to mid level)
Find the treasures of Awsland hidden for a thousand years, leads to a missing stone with inscription in Gladen. They found a portion of the inscription in a building in Causnought, that was scavenged from Gladen. The inscription when read in the temple in Awsland opens a crypt to treasures lost for a thousand years that include maps to the treasury of the kings of Gutral Mastekeena, a hidden vault in the mountains, and a riddle about a powerful weapon that can control/destroy dragons. Then the players have a real quest, to fight and defeat the dragon. And they must do it before the Dragon's forces wipe out the region completely.
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What makes the Characters, the Player Characters special? It is the question. It has been the question since the start of D&D. There was an answer back in the day, when The World of Greyhawk released a setting update. It was called Wars. It described a world that was torn up by a few large wars that drew in all the people's of the setting. Several countries disappeared, some got bigger, some shrank and one broke up. And it was based on the premise that certain adventures were never played and events progressed with out the PCs. There was one adventure that if played and was completely successful, the events of several parts of the wars would have changed a lot and reversed even. It was an interesting idea.
Other roleplaying games failed on this level, the players really did not mean anything to the setting and there was nothing that could be done about it.
So, how do you make your players feel that they are noticeably affecting the way the world runs? One way is to make them a part of a large project that people are depending on. Another way is to have the characters stumble upon greatness, that adventure that they just completed was key to a villain's overall plan and thus are now world players.
4-6 first level people are not really worth noticing. A group of 4-6 people that have come off a string of victories, who are 5th level, are noteworthy people and together represent a force that is equal to a noble in a nation and are ready to get missions from the leaders of the nation or large companies/guilds. More successes, or even an impressive defeat may set up their renown and lead to better things, they might be 7th-10th level, they together are as powerful as a king. They will get missions that impact the nation and further. Missions that affect Nations. By the time 4-6 reach 20th level they should be a power in themselves, perhaps they set up nations or more, bring other nations to their knees?
In the adventure above, the fight against the Dragon of Dhewtudum, the characters might very well reach greater than 20th level, perhaps 30th level, if they do that, they might just set themselves up as rulers of the East Bankand form a nation South and North from The Great River to the Dwarven Empire and lead armies South and North and expand into a great empire, because they are Great People alone, but together they are more.