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the_old_frontier:start

The Old Frontier

Overview

A few years ago, this was the frontier and the Military Road connected the small fortified outposts that were ready to give warning of invasion. However, the frontier has pushed onwards, and now this line of outposts feel secure, and the settlements have grown into small towns and villages, built around the homes of the brave adventurers who helped secure the area and pushed the frontier on. The adventurers became Village Squires, then farms and small holdings grew up around them. However, they still answer to Lord Falke, Baron Castledorm, and most places have a military presence (although reduced from the early days) to maintain law and order, act as his representative, collect taxes etc.

Lord Falke's grandfather, took the original holding and called it Castledorm, located at the bottom of Coal Lake, it has passed down, from father to son, for three generations. He has appointed Sir Kendric (Edgemoor) as his Marchwarden and appointed him Commander of the forces across that section of the frontier, Kendic has two Lieutenant Commanders (Granton and Northold), while other holdings are commanded by a Lieutenant.

Geographical Features

  • Coal Lake is named for its dark-coloured water, rich with silt delivered by the streams that feed it. Mud Eels, Silver Grunters and Gar are perhaps the most commercial fish in the lake, although there are other fish in the lake as well, There are said to be giant gar, turtles and eels in the depths of the lake. It is said that 'The Big One', a legendary Giant Gar, can capsize small boats and actively hunts people on the surface.
  • The Swamp is, in reality, a mixed wetland with marshy, swampy and boggy sections. As well as abundant waterfowl, the swamp is home to many mud eels, as well as a few semiaquatic mammals. Reeds, Mint, Chives, Marsh Mallow(1), Cattail, Watercress, Darmera and Water Chestnut all grow in great abundance. Occasionally you will find Bone Reed and Leech Wort - two powerful Alchemical healing components. Mud Eels, Turtles and Waterfowl are often hunted, or trapped for, in the swamps.
  • The Forest is probably larger than shown on the map, and likely extends up into the mountains. We know that there are Wolves, Kobolds and Goblins in the lower part, but no one is really sure what lives higher up (or just hasn't been seen yet). Badgers, Boar, Deer and Donkey Rat abound, and the occasional giant beetle might make an appearance.
  • The Mountains - we know there are orcs and giants, as well as Giant Eagles and other large birds of prey - but it still hasn't been properly explored.
  • The Moors are very sparsely populated - there could be anything living in the wild centre.
  • The Foothills are fairly well know, from regular patrols, but there are still a few blind spots, and some unexplored valleys.

Supply Settlements

Only a couple of generations ago, these were military bases that formed the frontier. However, the frontier pushed forwards and they became part of the supply line. Now the frontier is being pushed forwards again, and they sit at the base of the supply line, and are developing into proper, functioning, towns in their own right.

Edgemoor

Edgemoor was once a major staging post, but the frontier has moved on, and Northold has taken over that role. Edgemoor now manages the supply line, and is still heavily militarized. The Military Quarter, built inside a defensive wall, houses an Iomedaean Abbey, a mercenary Barracks and a military training school, while most of the business are located in a second ward that is protected by a palisade. In recent years, some businesses and smallholding have grow up just outside the town walls. Sir Kendrick, a blind Paladin of Iomedae, leads the town, is Commander of the Army and acts as March-Warden.
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Granton

Granton was once the forward observation post for Edgemoor, giving early warning of attacks and other threats, when they were on the 'cutting edge' of the frontier, but now it is the area's largest grain producer. Little more than a large village, this small town now grows much of the cereal used in The March. Caravans from between Edgemoor and Northold stop here regularly, taking grain out and bringing other goods in. Lieutenant Tassou is the Town Bailiff, responsible for the town's management and reports regularly to Sir Kendric, at Edgemoor.

Military Road Settlements

Northold

Northold, under Lt Cdr Ress, is (effectively) the capital of the Frontier. The supply road from Edgemoor comes here, and then everything is distributed out to the other settlements, and Lt Cdr Ress is the senior officer this far forward, has the largest garrison, handles all troop deployments and allocations, and is the senior magistrate and bailiff for the whole area. He is, almost, king of the wild frontier. Because of this, Northold has grown into an (almost) independent small town, although it is still very rural. It has three farms and a brewery on the outskirts, as well as a market and smallholdings, to complement the Inn and Chapel. It has the only effective brewery in the whole of the March, and exports ale and cider back to Granton and Edgemoor.

Junction

Junction is a small village located where three roads meet. East the road leads to Northold, West to Bar-Z and south goes back down to Granton and Edgemoor. There is a tavern here, and the village has plenty of scope for expansion, considering how well connected it is. However, at the moment it is a sleepy rural village, under military control - but, Sir Tib, who is a bit of a local hero and a friend to The Smallholders, has a big say in what happens around here.

Bar-Z

Bar-Z village, Zorah the Druid - needs moorland for horses

Frontier Road

Intended, initially, to be watch posts to give warning to the settlements on The Military Road, but with the hope that they could be developed further, and move the frontier forward, later. However, The Dwarves of Hammerhold, are not prepared to wait.

Frontier Camps

These three military bases on the far frontier, consist of a small wooden barracks, a stable and an animal pen (used to keep a few chickens and a couple of goats) surrounded by a palisade wall. These aren't well fortified, and are not intended to stand up to a proper attack - rather the troops are expected to send a messenger to Northold to sound the alarm, while the rest of the garrison make their way, as best they can, to warn the other cases along the frontier road. Their normal garrison consists of five scouts, five auxiliaries and a few ponies - overseen by a sergeant.

  • Camp Bastion - At the top of the road, from Northold
  • Camp Eden - First camp out to the west - it is seen as a slightly comfortable posting compared to the others on the frontier.
  • Camp Castaway - Furthest camp to the west - seen as a 'get people out of the way' place.

Hammerhold

Hammerhold is the Dwarven base on the frontier. However, having found good quality stone and a mine nearby, the Dwarves have taken a liking to the area and have decided to claim the area for their own. They have started to rebuild the original wooden keep, and have developed the central base into a stone tower, with longer term plans to convert the outer wooden walls to stone later. They have established a trail that runs to The Quarry, via Ironkeep, and have started to convert the Ironkeep section into a proper road, using small rocks and chippings from the quarry. They have not yet decided whether to extend their road building all the way to The Quarry, but it is certainly in their minds. The Dwarves intend to stay here!

Outer Settlements

These settlements are outside the formal March that Sir Kendric is responsible for, and have been settled by entrepreneurs looking to make a name, and a home, for themselves.

Reedham

Reedham Is the fishing village at the eastern end of The Military Road. Once little more than a lookout point, it has, in these more peaceful times, grown into a simple fishing village. Their whole way of life, seems to be based around fish. They catch them, smoke them, pickle them, pot them and eat them. They make reed mats and baskets as well, although this comes second to fish. Helga, from the Flying Fish Inn, is their leader.

Halfling Cove

Halfling Cove Once the lair of pirates and bandits, Halfling Cove is a collection of huts, built on pilings, in the swamps, and the further east of all the settlements in The March. Since it's 'liberation' it has become a home for halflings, who want to establish a community of their own, many of whom are ex-slaves who fear recapture, while some just want to live a quiet, and traditional, life - or at least as much as they can. They aren't the only race here, but they are in the majority. Life is based on items they can find, or cultivate, in the wetlands that surround them, including cheese made from Water Cow milk, which is exported to Edgemoor and Castledorm. Unlike most other places, there is no nominated leader, and no-one acts on behalf of the community, rather there is a 'sort of' communal arrangement, where everyone is seen as having a share of the benefits.

The Quarry

The Quarry = is a Forest Village where some dwarves, under Thorhilda Brightstone cut limestone. There is a simple shop, an unusual shrine, a tavern and a tanning yard, as well as a number of huts for hunters and trappers. It is connected to Iron Keep by a well-marked trail, and to the Coal Lake settlements by the Yittis ferry.

Iron Keep

Dwarf run village - forest village built around an iron mine

  • The Tower - a fortified tower that is home to Burgot Silverhammer, the mine manager, and the administrative base for the village.
  • The Mine - An iron mine that was once home to an unfriendly group of Kobolds, who were chased out
  • Ironkeep Smelter- processes the ore and makes iron and steel ingots.
  • Torag's House - One of the first local religious houses dedicated to Torag, patron of dwarves, miners and metalworkers. It is run by Jagit Stigmar - Female, Priest and smith (Warrior-1, adept-2, Expert 2). Jagit makes a selection of MW weapons and Armour, while her assistants keep the Dwarves supplied with tools and basic metalwork.

Organizations

Groups who can be found in a range of settlements throughout the frontier region.

House Yitis

House Yitis started off as a family of mercenaries, with an Aldori background – and more senior members of the family still train as Aldori. Never big house, they moved into water transport for other Mercenary groups, and then developed as a small merchant house. They have a large dock in Castledorm and smaller piers at Skids and Edgemoor – they use local Jetties at Reedham and Halfling's Cove. They have a shop (selling imported items) and a small mercenary base at Edgemoor.

Leader of The House (in this region) is Swordlord Yacob Yitis-Aldori, grandson of the renowned Yasmin Yitis-Aldori who was the founder of this branch of the house, and son of Yermek Yitis-Aldori who fought in earlier stages of the Frontier War, and now leads this section of the house from his base in Castledorm. He carries an Aldori Duelling Sword, and wears a Mithril Shirt under normal clothing. The troops at the mercenary base (and therefore acting as ship or caravan guards) carry Cutlass, LXB and Buckler while wearing Studded Leather armour.

The Ironguard Dwarves

The Ironguard Dwarves are not really a clan, or even a guild, in the traditional sense. They aren't all related to each other, nor do they all have the same skill set, however they are united in their desire to better their place in the world, and their reverence for the teachings of Torag. Most come from surface dwarf families, and want to find a place of their own in a dwarven community. They have banded together, sworn oaths and signed contracts to find a new place for dwarves on this frontier that they can call home. They come from all across the Duchy, and beyond, and originally served as a mercenary company in some of the earlier campaigns - now they are spreading out and starting to claim pockets of land for themselves. Most of the Dwarves are some combination of Warrior/Expert. They hope, at some point, to develop something for themselves along the line between Hammerhold and, perhaps, The Quarry. So far they have marked out a trail that runs via Ironkeep, and cleared enough vegetation that it is passable on foot, or by mules train. They have even widened and reinforced some sections of the road surface between Hammerhold and Ironkeep, and it is rumoured that some of the dwarves of The Quarry will soon move west, to a potential new quarry, to help speed up developments. They are occasionally attacked by Kobolds and Goblins as they transport the small stones from The Quarry to Iron Keep - but fortunately the little pests are often too busy fighting amongst themselves to be more than a nuisance.

  • Leaders
  • -
  • Thorhilda Brightstone - Female, stone worker - The Quarry
  • Jagit Stigmar - Female, Priest and smith (Warrior-1, adept-2, expert-2) - Iron Keep Note
  • Burgot Silverhammer - Miners - Ironkeep
  • Burok Ironheart - Military - Hammerhold
  • Tudra Coppereye - Senior Priest of Torag - Edgemoor

The Church of Sarenrae

Herbalists from the Church of Sarenrae can be found across the region. They supply herbal remedies as well as minor healing spells, and will conduct short prayer meetings if requested. However, they all send herbs and remedies back to Castledorm for use in the main church.

The Church of Iomedae

Sir Kendick, Abbot of Iomedae's house, at Edgemoor - is March-Warden with overall responsibility for the area.

the_old_frontier/start.txt · Last modified: 2024/12/06 16:38 by johnb