Tringlee, Capital of the Duchy of Ulek – Dungeon and Dragons Campaign Setting

Tringlee, Capital of the Duchy of Ulek – Dungeon and Dragons Campaign Setting

Originally posted at: http://ccwf.cc.utexas.edu/~aleph/tringlee.html by Colin Turner and fleshed out by me

History

Ancient Times

Year 0: The city of Tringlee is founded by the first elven settlers, led by the wise and powerful Elenion. They choose a location deep within the enchanted forest, near a crystal-clear river.
Year 50: The Great Tree, a massive and ancient tree at the heart of Tringlee, is discovered to have magical properties. It becomes a sacred site and the center of elven culture and spirituality.
Year 100: The elves of Tringlee establish the Council of Elders, a governing body made up of the wisest and most experienced elves. They create laws and guide the city’s development.

Middle Ages

Year 300: Tringlee faces its first major threat as a horde of orcs invades the forest. The elves, with the help of their magic and the forest’s natural defenses, manage to repel the invaders.
Year 450: A golden age begins as Tringlee flourishes in art, music, and magic. The city expands, and new districts are built, each with its own unique character and purpose.
Year 600: The Great Plague strikes Tringlee, causing widespread illness and death. The elves work tirelessly to find a cure, eventually discovering a remedy in the magical herbs of the forest.

Recent History

Year 800: Tringlee forms an alliance with neighboring human and dwarf kingdoms, creating a period of peace and prosperity. Trade routes are established, and cultural exchanges enrich all parties involved.
Year 950: A powerful dark sorcerer rises, threatening the peace of Tringlee. The elves, led by a brave hero, embark on a quest to defeat the sorcerer and restore balance to the land.
Year 1000: Tringlee celebrates its millennium with grand festivities, reflecting on its rich history and looking forward to a bright future.

Layout of Tringlee

The Heart of Tringlee

At the very center of Tringlee stands the Great Tree, a colossal and ancient tree with magical properties. This sacred site is the spiritual and cultural center of the city, where elves gather for important ceremonies, rituals, and celebrations. The area around the Great Tree is a lush, verdant park filled with vibrant flora and fauna, creating a serene and enchanting atmosphere.

No other races are allowed into the Heart, under any circumstances. This leads to a certain level of mistrust towards the elves.

Inner Circle: Iolenie – High Quarter

Surrounding the Great Tree is the Council District, where the Council of Elders resides and governs. This district is home to the grand Council Hall, a majestic building made of white stone and adorned with intricate carvings. The Council District also houses the city’s administrative buildings, libraries, and archives, where ancient knowledge and records are kept.

Second Circle: The Artisan Quarter

The next circle is the Artisan Quarter, a bustling area filled with workshops, studios, and markets. Here, skilled craftsmen and artists create beautiful works of art, jewelry, and magical items. The streets are lined with colorful stalls and shops, where elves and visitors can purchase unique and exquisite goods. The Artisan Quarter is also known for its lively festivals and performances, showcasing the city’s rich cultural heritage.

Third Circle: The Residential District

Beyond the Artisan Quarter lies the Residential District, where the majority of Tringlee’s inhabitants live. This district is characterized by elegant elven homes, built with natural materials and designed to blend seamlessly with the surrounding forest. The Residential District is divided into smaller neighborhoods, each with its own communal gardens, parks, and gathering spaces.

Outer Circle: The Trade and Defense Ring

The outermost circle of Tringlee is the Trade and Defense Ring. This area serves as the city’s first line of defense and a hub for trade and commerce. The Trade and Defense Ring is fortified with sturdy walls and watchtowers, manned by the city’s guards. Within this circle, there are bustling marketplaces, warehouses, and trade centers where goods from neighboring kingdoms are exchanged. The city’s main gates are also located here, providing access to the surrounding forest and beyond.

The Enchanted Forest

Encircling the entire city is the enchanted forest, a magical and protective barrier that shields Tringlee from external threats. The forest is teeming with mystical creatures and ancient trees, creating a natural defense system that enhances the city’s security and adds to its enchanting beauty.

Notable Buildings

Iolenie – High Quarter

Administration buildings
The Courts
Secular courts
Religious Courts
Lawyer’s Guild
City watch office
Military Headquarters
The Ducal Residence

Manor Homes
The home of Mijar Redoak, Gnomish merchant in curiosities
The home of Nixos Nirvane, respected sage in the field of the supernatural; also known as Nixos the Grey, grey wizard and tutor of Triana
Temples (see complete listing, below)
Observatory
Shrine to Celestian
Seldie – The University
The Library
The Bardic College
Shrine to Lydia
Proving grounds, where questions of honor are resolved. No elf is bound to accept a challenge from less than a full-blooded elf, nor do elves commonly challenge non-elves. Grievance must be claimed by representatives of three noble houses for exceptions going either way to be valid and binding.
Exclusive shops
“Wundra Ecolu” – Exotic Animals
“Etlaard’s Sundries” – fine craftsmanship in nearly anything
“Gemcraft” – the city’s most famous center for jewelry
“Burgis’ Leatherwork” – exotic leathers for a premium price
“Stillwater Forge” – dwarven manufactured arms and armor
“Kolan Tehen” – imported spices
“Raiment”, a more moderate establishment in clothing design, both in taste and price
Pte’vio Ula – The Golden House, a casino for the wealthy socialites
Ioledea – An expensive public bath
Vydoja – The Finest Inn in Tringlee
Ni Ciole – Merchant’s quarter

Marketplace
Manor Homes
Private Offices
Warehouses
Guild Buildings
Eni Ela – The Merchants’ Guild
Eni Obiva – Soldiers’ Guild
Eni Yengzha – Laborers’ Guild
Adventurer’s Guild
Messr Erlik (minor guild official)
Urt Ibn, Baklunish sellsword
Lamrey Stemps, one-armed aspiring actor and mercenary from the Yeomanry
Cabinetmakers’ Guild
Armorers’ Guild
Bakers’ Guild
Carpetweaver’s Guild
Moneylenders’ Guild
Rugmakers’ Guild
Cartographers’ Guild
Tinker’s Association
Glassblowers’ Guild
Engravers’ Guild
Traders’ Regulatory Commision (horsemerchants)
Bookbinders’ and Illuminators’ Guild
Tailors’ Guild
Stonemasons’ Guild
Vintners’ Guild
Weaponcrafters’ Society
Wheelwrights’ and Carpenters’ Compact
Guildsman Smil Gurney

Inns
“The Shining Trout”, run by Stafiel

Lesser gambling halls
“Rego Sema” – The Gilded Goose

Warehouses
Artisan Industries
Clockmakers
Locksmiths
“A Masterpiece or Bust” – artist cooperative
“Ejharbiya” – the music shop
“Stultus – Animal Trainer”
Nicodea – a moderately-priced public bath

En Ed’i – People’s quarter

Boarding houses – cheaper housing
Apartment buildings, where most people live
Orphanage, state and religious
The hospital, also a place to study healing
Thieves’ Guild
The Rat Stevil, Kadar’s Trainer

Most businesses – including cart and stall economy
Stables
“Red Stallion Stables”
Alchemists
“Powders and Philtres”, run by Sextus, an old half-elf, who sold Kadar a paralytic poison – cheap
“Herbs for all Seasons”
Inns
“The Whispering Brook”
“The Puking Unicorn”
Smiths, weapon and armor sellers
Cookshops
Barbers
Barrelmakers
Butchers
Breweries
Chandlers
Carpenters
Cheesemakers
Cobblers
Dyers
Fortune Tellers
Fullers
Jewelers
Nala Tunknella, non-guild halfling jeweler
Darg Nagwort, dwarven guild jeweler
Laundry
Masons
Moneylenders
Pawnshops
Painters
Paper/Inkmakers/Copyers
Potters
Produce-sellers
Rent-A-Lackey
Ropemakers
Tailors
Johanas’ Shop
Tinkers
Sign-makers
Tanners
Weavers
Endea – the main public baths

Religions in town, temples, notables there

Major temples
Corellon: elven god of Arts and Battle
Shiyya, priest
Hanelas: elven goddess of love and beauty
Syrilla
Ehlonna: nature, wildlands
Abalora
Minor temples
Boccob, god of magic and knowledge
Quivala, priestess
Scribious, itinerant priest
Pelor, sun, light, healing
Absulcon, priest
Rao: knowledge, reason
Kodax
Sehanine: elven goddess of mysticism, death, and the moons
Kreelira
Zilchus: trade
Cada Noizec
Shrines
Aerdie, elven god of air and flying things
Aluilehili, priestess
Cyndor: time, infinity
Aothochas
Celestian – adjacent to observatory.
Celestian’s itinerant priest: Roak Sharp
Evervan Ilsere (shrine)
Lay worshippers maintain it

Tringlee – Malakar the Shadow Weaver

Tringlee – Malakar the Shadow Weaver

For the the Tringlee Campaign World

Background:

Malakar was once a respected elven mage in Tringlee, known for his exceptional skills in magic and his deep knowledge of ancient spells. However, his insatiable thirst for power led him down a dark path. He began experimenting with forbidden magic, seeking to control the very essence of life and death.

Rise to Power:

Malakar’s experiments eventually corrupted his soul, transforming him into a dark sorcerer. He was banished from Tringlee by the Council of Elders for his dangerous pursuits. Consumed by anger and a desire for revenge, Malakar retreated to the Shadowlands, a desolate and cursed region where he honed his dark powers.

Abilities:

Malakar possesses the ability to manipulate shadows and darkness, using them to create illusions, summon dark creatures, and drain the life force from his enemies. His mastery of necromancy allows him to raise the dead and control them as his minions.

Motivation:

Driven by a desire to reclaim his place in Tringlee and to prove his superiority, Malakar seeks to overthrow the Council of Elders and rule the city with an iron fist. He believes that only through his rule can the elves achieve true greatness.

Appearance:

Malakar’s appearance reflects his dark nature. His once fair skin has turned pale and ashen, and his eyes glow with an eerie, malevolent light. He wears robes of deep black, adorned with symbols of dark magic, and carries a staff imbued with the power of the Shadowlands.

Legends and Lore – Fantasy World Resources

Legends and Lore – Fantasy World Resources

Originally posted at http://ccwf.cc.utexas.edu/~aleph/prophecies.html by Colin Turner

the sea dragon
an actively-circulated bit of legend: the massive lake Nyr Dyv is knows for its sea-monsters. a hunt is conducted every third year, but the one they all seek is never caught. they call this ancient beast “Sea-dragon”, “Crafty One”, “Shipcrusher” and “Walter”. mysterious mishaps on the interminably deep lake are usually attributed to this creature. it would be just another legend if great heroes of old had not themselves sought the beast, reportedly for its wisdom: the halfling warrior Arsenault sought it out in his struggles to help rid Celene of its scourge, the vampire general Kaz, and slightly more recently, a Perrenlander hero, Canter Mer, did the same prior to his own disappearance.

the sinking island
another sailor’s ghost-story if of the uncharted island, sometimes there, sometimes not, but supposedly in the Isles of the Sea Barons, as far across the worls as is possible to go. Among sea-farers, to dream of it rising is an omen of death and destruction.

the nine swords of unmaking
this story is immortalized in epic song, and only bards of rank can be expected to know more than fragments, let alone perform it, but it is possible that someone among the party heard a thrice-removed or otherwise diluted version. in the tale, the hero, roland, is corrupted by a glass sword he finds in catacombs below his castle. in his spiraling insanity, kills the lady who loves him, and gathers a terrible reputation despite the false version of her death presented to the gentry. finally, unable to bear the pressure in his soul any longer, he abandons his castle and rides aimlessly, hard. he gathers first one companion, then another: silent, cloaked men who join him at full gallop, never resting, riding alongside him from country to country; each bears the brother of his own blade. and as their numbers swell, he rides ever the harder, for he knows that he is doomed when the ninth man comes.

old iuz
legend has it that merely a century ago, a demon-general united the lands which bear his name and built a road of skulls from Dorakaa to the Howling Hills. Granted, it is a nasty territory north of the dark Vesve Forest, but all seems to be turmoil in the surrounding countries, constant small-scale warfare a way of life. Still sighted now and then, though, are standards and shields bearing the mark of Iuz – a snake encircling a triangle containing a star, on a field of red.

the hungering hills
the wasteland now called the Albor-Alz is said to be the site of a clash between two armies of wizards, thousands of years ago; they say that the blinding desert hills hold the magic still, shifting to confuse those who quest for ancient battlefields or dwarven barrows. the explorers and surveyors who enter seldom find it worth the trouble; the demons of the sand are merciless, and their descendents twisted berserkers, but somehow the local nomads of the place survive. better to leave it to them who know its secret.

sites of visitation and madness
ancient druids conducted abominable rites around obelisks which used to exist in every country. the common local story has it that on a particular night, they return to hold their vile worship – and they carry away with them to whatever nameless place from whence they came all unsanctioned witnesses. locals disagree on which night it is, so the more supersitious stay home on both midummer’s night and the winter solstice. equally common is the knowledge that most standing stones are now standing stumps – their towering height hacked down by determined folk long ago.

murlynd’s talisman
the famed adventurer murlynd for a time possessed an object – a small cube. he said it had been a gift from Fharlagn in return for his devotion, but none who thought to accuse him of blasphemy did, when they had seen it. he carried it openly, weighing it in his hand when deep in thought; sages speculate that it allowed him to commune with the great god, or perhaps to see into the past or future, for even the most heroic are seldom renowned for wisdom or restraint, and Murlynd was ever exceptional in both.

esmerin
there has long been legend among the Flan and demi-human residents of the Ulek area that there is a hidden place in the Lortmils, a broad valley where halflings and giants dwell together in peace and prosperity. supposedly, objects from the place were recovered as evidence of its existence some years ago, but none have ever located the valley, even searching from the air.

fegrim’s stand
the auxiliary volunteer contingent of hill dwarves guarding the eastern pass through the Lortmils against counter-invasion from the Suss Forest during the Hateful Wars, led by Fegrim of Lead Hollow, came under unexpected, heavy attack; they held the pass against an overwhelming force of orcs and trolls for six days, and the survivors swore to a man that they fought alongside their long-dead brothers and fathers, who said not a single word but repelled every onslaught, never flagging or failing. Fegrim and his officers entered various priesthoods thereafter, changed men.

zagig ygraene, the mad mayor of greyhawk
the Jewel of the Flanaess enjoyed its longest period of prosperity during the 150-year reign of its most famous mayor. eccentric, withdrawn, generous – Zagig was unpredictable and extravagant. the enormous, three-towered castle he built lies in ruins beyond the city gates, and since his disappearance, every mayor has been titled “acting mayor”, against the possibility of his return. servants of Boccob the Uncaring, great god of magic and knowledge, include within their dogma a servant of their god, named Zagyg.

the jungle of ships
in the southern seas, there is said to be a drifting continent of hulks bound by weeds and inhabited by creatures of the deep; there’s no telling how many lost ships might be bound together in such a tangle, or what cargo they carried, but surely the place – if it exists – is cursed. sailors seldom mention their fears aloud, believing that to give voice to evil brings it one step closer (and you’d do well to heed their wisdom), but each sacrifices to Procan or Osprem or Xerbo before sailing to guard against such fates.

the lost city of the Suloise
in the Suss Forest, populated by all manner of horrors, there is said the be a stronghold built by the fleeing Suel people after the annihiliation of their ancient empire in what is now the Sea of Dust. expeditions searching its trackless, black-trunked depths for relics of the long-gone advanced civilization generally return empty handed – if indeed they still have both the hands they went in with. no such expeditions have departed for some years, given the increasing danger of the forest itself; even barges travelling through it on the Jewel river have been assaulted, stifling trade through Gradsul.

nimmion kingslayer, whose bones cannot rest
during the siege of Westkeep, one of the many conflicts between that waning empire of Keoughland and its piratical neighbor to the south, the Hold of the Sea Princes, King Tavish III was slain in single combat by a newly-ordained priest of Tritherion, Nimmion Rivalyn. a wave of fear swept through the Keoish host; they were quickly routed and sold into slavery throughout the hold, but the hero who won the day was not to be found. the high priest of Tritherion, Tharnnd Justiceseeker, proclaimed that their hero had been swept up to the heavens by Tritherion himself, and so it seemed. but disturbing visions came to Tharnnd at all hours – that Nimmion was not at rest, or at peace – that he had been swept from the battlefield by vengeful powers. now a saint in the religion, Nimmion Kingslayer’s remains are still quested for by young priests of the god of Justice and Vengeance, and one can be sure that they would pay a king’s ransom to any who recovered them.

the fleet of doomed rowers
a common sailors’ legend is that one who drowns and whose soul is unclaimed by their own god – or he who has no god – will bend his back for eternity at the oars of the ships of the demon lord of the deep.

the glove of benario
benario, the master thief, his birthplace and nationality unknown, was the most-blamed scourge of riches in six kingdoms, when Keoughland was at its peak, and those who travelled with him whispered of a glove he wore, of alien aspect and design – a glove he would not suffer to remove. historians are vultures, amplifying surviving details to construct themes, but some thieves pray to the spirit of benario for guidance even today, and many dream of finding the glove.

Prophecies & Riddles

translated from the dwarven
an ruler bright of Rauxes might be forged
silver eyes and trolls devise the balance fire-crowned
hells belie and brass defy the iron of his brow

a gnomish prophecy
Our ends will come
when the maker made has lost the way
and cannot makers make
madness arrive, dragons revive
so little left to take

an elven prophecy, oddly enough:
a goblin crown will rise to claim his people; his ways will be ancient, and they shall regain the honor that was theirs; so was decreed by the mystic Aaleion in the seventh reign of Evela. for this, he lost his place in elven scholarship. later, the ridiculous prediction gained small credence when ancient documents in a written form of goblin-tongue similar to the ancient troll-tongue were unearthed. these “high goblin” writings lamented the degradation of their race, heaping blame on stone men of the mountains.

a halfling prophecy
Avoreen protect us
Arsenault by his side
Yondalla warm and feed us
Brandobaris help us hide
a hero of generations
inherits immortal might
to stauch the blood of innocents
returning them to light

handed-down riddle, existing in many languages
a handless man had a letter to write,
and he who read it had lost his sight;
the dumb repeated it word for word,
and deaf was the man who listened and heard.

a rhyme, as it is commonly sung by copper-bards, then as it is recited by scholars:
knock the door of ever’et
the silken ladies learn
mind the lock at ever’et
to win yourself a turn
hear the clock at ever’et
your heart forever burn
oh, the girls of ever’et

knocking once at Evenant
maids line up to greet
knocking twice at Evenant
masters dance from heat
knocking thrice at Evenant
empties anger’s seat
none knock then at Evenant

Sothym, a Valley in the The Kingdom of Salsene

First Post about the The Kingdom of Salsene

Legends

Silver rat;

“During one of my voyages to the cold north, we landed at the darkest and richest coasts. The icy sea wind pushed the dark water against the rocks. We sailed into a black bay. The seawater stank there. A storm brought icy cold. Icebergs hid the sea, but this bay was too dirty to hide. We lay there for several months waiting for better weather. During the contacts with the population we saw the following; an old ugly woman seduced a young handsome sailor. While 1 table further on two young beautiful girls were eyeing this sailor.

A deathly pale old man saw our dismay and sat at our table. He told us about dark powers of women, about old curses and silver rats. During his story his pupil-colored eyes sparkled metallic, his hair was silver-gray with strange curls. He had remarkably strong teeth that could bite a bone in two. His sharp nose even smelled whether the food in the kitchen was spoiled, while it still had to be cooked. This was a very old mysterious treasure, a treasure bigger than you could ever carry with your crew. Wealth for the rest of your life. We bought his antique treasure map and then we spent the whole winter looking for this treasure, but we never found it. That winter was the blackest I have ever experienced. Even the snow that fell was light gray to black. A third of the crew died of diseases during these trips, mostly caused by particularly large, dangerous rats. Two of us disappeared very strangely on those trips. We have seen enough rats, even in winter, but there they have silver colored fur. So we have always been close to our goal. We have never seen the old man who gave us the old treasure map again after his story. But it seemed as if he was always with us. Except in the cities, but there the stench was almost unbearable. Unfortunately I do not remember the name of the region, my memory is somewhat failing me. Be afraid because winged people have taken my map and the gods will fail us. Save us all.” – Old sailor’s story

Sunken city:

“A long time ago, a group of people fled from the chaos gods of this world. They settled in a distant valley rich in forests and fertile soil. This group, consisting of about 100 people, lived from hunting big game. When big game became scarce after a few years, they switched to agriculture. The soil did not provide enough food for everyone during the harsh winters. The population grew steadily and started trading with local tribes and with distant overseas peoples to obtain extra food. Food shortages often lead to aggressive raids for edible things. In addition to food, these raids also provided all kinds of workers and people with financial resources. Villages grew into cities. The capital Nyhgaj was named after a large fish from the river that flowed through the valley. This provided the population with fresh water and fish. The gods of fortune gave a rich soil and this brought the population all kinds of natural resources. People from far away brought new knowledge about processing raw materials. These processes brought Nyhgaj to great prosperity. The men found in the north large strong animals that could serve as mounts. This increased the strength of the formidable army. With great cruelty they marched through those regions, for no one could break them. Executions for pleasure were the order of the day. The gods of happiness turned their faces away and the gods of destruction visited this place. New rites made every stranger turn white. These gods made the river turn black, trees die, diseases break out.

Then a young, beautiful, pointed-eared god appeared, who taught the women to drive out the gods of destruction. The driving out took at least 2 lifetimes and the god remained young and beautiful. In gratitude, a tower was built for him in the middle of the city. In return, the young god introduced the scripture, powerful beautiful words that no one could withstand. The weak, young women reveled in his beautiful words and the tower soon became the center of seduction, lust and fertility.
The women now knew how to seduce the men into other pleasures and took away the rites. The gods of destruction took revenge; they let the standing earth fall into the sunset, slowly filling the city with jet black poison. The city dwellers fled in panic, leaving all the riches behind. The still beautiful god disappeared with the arrival of the black destruction. Only a few of his beautiful scriptures have been preserved. These texts grant power over others. This city was rebuilt on the edge of the newly created lake, as a respect for their survival they covered their roofs with red gold from the ground. New gods visited this new city and colored the roofs green as a sign of their presence, but dark forces from the black lake again drove the people out of this new city. They decided to leave the valley forever and moved to the higher plains bordering the salt waters.

To this day, the powerful writings of the young god are being sought.” – Psheesjach.

Nuaj Nod:

During the blossoming of the first flowers after a harsh winter, Nuaj Nod was born. His parents were very disappointed, because he had drooping pointy ears and that was a sign of approaching disaster. His parents lived in a beautiful white tree in the warm nut forest. Nuaj soon learned the pleasure of delicious nuts and lived there carefree. He grew up together with the nut forest. Curious as Nuaj Nod was, he explored the borders of the nut forest as a 10-year-old and on one of his trips he smelled unimaginably delicious flowers. This confused him, he moved forward with great speed on the tracks of the flower scent. The soft flowing of a stream that was the edge of the nut forest approached. But the scent became stronger and there he saw the most beautiful female creature he had ever seen in his short life. She smelled delicious and she was even more beautiful than his own mother. She looked at him kindly, and his little heart melted for her. She took him to her own beautiful tree with red leaves and taught him the language of love and beauty in a few years. When the man took over from the boy, she sent a greedy young man away with a thick book and a head full of love.
In a daze he returned to the nut forest, but found no satisfaction with his parents. A strange urge took hold of him and he went out into the wide world. His tracks could be followed everywhere, although they only became visible some time later or actually audible through the screeching of little Nuajs. Wherever he went, female creatures swooned before him. All female beauty threw itself at his feet.

His education came in handy in this. But this did not make him happy, because the joy on arrival resulted in broken hearts on departure. In a few cases Nuaj had to fight off jealous men, here too his education came in handy.

But his world changed when a group of stinking barbarians on huge horned war beasts came roaring through the forest. They stole the women, murdered the men, plundered the houses and burned the fields. Once again his education was his salvation and he dissolved into nothingness. The barbarians brought strange smells with them, they murdered the forest animals and burned them over great fires. Burned carcasses were eaten. Witnessing these cruel rituals made Nuaj Nod want to take revenge. He followed the barbarians on their way back, they cut down everything that stood in their way. On his way he came across the bodies of some of his beloved nut trees.
The sunset was increasingly darkened by dark ominous clouds, these clouds were approaching the forests. Clouds brought the smell of death, destruction and strange fire. The air became pregnant with the song of dying trees.
A weeping Nuaj Nod endured the black rain showers with resignation. After weeks of travelling through thinning forests, where barbarians with sticks with large dull mirrors kill the trees. This destructive force had to be stopped before the nut forest suffered the same fate. The bleak burnt plains, where even the blades of grass could no longer hold out, were lashed by the wind. Plains with strange conical mountains and great activity of the barbarians. They crawled into the ground with carts and came back with filthy stones. Big men dressed in rock-hard dull mirrors acted against his kindred spirits, their gaze empty and dark, ears removed, hair pulled out and even more misery.

Nuaj approached the hideous grey stone fortress and like a shadow he observed life in the fortress with large round towers. After two weeks he made his plan. As a handsome barbarian man he seduced several women of important barbarians, his courteous manners made him a very popular toy. He taught the women to bend the men to their will and they absorbed this new power.
The women had a warm, clean school built, where the art of seduction was applied. Nuaj let the women taste the power of seduction and they bend the men to their will. The men became soft and abandoned their plundering raids.
Nuaj’s power grew during many changes of leaves. Experimenting with the forces of nature to make them his own and he practiced them on the earth.
Haste was nevertheless required, because the trees that were brought in dead began to resemble his beloved nut trees. He had a tower built to get a better overview of the rotten, cold, stone fortress. After many seasons, many men began to look at him with envy and suspicion. His beauty was not fleeting. He decided that his time had come and hid his personal belongings high up in the tower.
The wide valley of the fortress was surrounded downstream by strange pole-shaped mountains. These were high and narrow. A few earthquakes at weak spots caused these to collapse and fill the gap where the dirty river left the fortress valley. The valley slowly filled with mud and drove the inhabitants out of their yellow mirrored houses.

Many caves where jet-black stuff came out were filled with the mud. The despair of the barbarians was great. Of the fortress, only the towers were visible in the evening. Nuaj Nod saved a few small hairy animals with bald tails and gave them an assignment. “Nest with the barbarians and eat as much as you can, but always leave something of yourself behind.”

Since then, the barbarian population did not grow so wildly anymore and the raids were often stopped due to disease.

Nuaj Nod returned to his beloved forest, but the journey back was hard for him. Many weeks through desolate plains Nuaj Nod reached his heavenly nut forests. Half of them were already gone, but the other half could slowly recover thanks to the peace. Nuaj disappeared with the recovery of the forest but passed on his knowledge of seduction to the ever beautiful forest ladies. Many changes of leaves later this story is told by old forest elves to all the child elves as gratitude for his deeds.

This was the story about the savior of the nut forests.

Rules that apply in Sothym

:

Men may not possess paper and may not be able to read or write.
Any belief in gods other than the Troll gods is forbidden.
Women may not wear steel objects other than jewelry or handle anything other than kitchen utensils.
Men may not use magic outside of the magic school.
Prohibition on theft of goods. Punishment according to value of object: metal, clothing, food.
Adultery forbidden with person of first class.
Murder outside of family feuds = forbidden.
Fighting forbidden in second and first ring, duel according to official rules.
Fulfill financial obligations.
Forbidden to perform the following professions without consulting the relevant guild: Preparing/cooking food, working metal/stone/wood/textiles, having eating/drinking/sleeping facilities, having a shop/market stall, Punishment according to guild choice.
Wandering after midnight is forbidden, i.e. no sleeping or hanging around.
Unlawfully posing as a counselor or seeker.

Severity of punishment depends on the offense and depends on the court.

Origin

The valley of Sothym was a fertile area with all kinds of natural resources. So a society quickly developed here. This society was always led by a strong aggressive man, who often gathered groups of warriors to organize raids or wars. The men developed into experienced warlike people, they fought many wars for hundreds of years. The women, who were bored and physically submissive to the men, devoted themselves to gathering knowledge. This was recorded in books. Over time, the women managed to extract some magical knowledge from some elves. This seductive magic brought the women into a different position. They took on the role of advisor. Later, smarter and wiser than the men, they cunningly came to power. The men were fine with it, the administrative problems were dealt with by the women and they could hunt and wage war. The women expanded their power and excluded the men from written knowledge. All kinds of laws prevented women from waging war and men from reading. A small group of craftsmen wanted to learn more about their craft and wanted to record this. They developed a sign language and incorporated it into their products. They were also annoyed by the use of magic by the other sex. So they looked for other possibilities for exercising power. They found this with the Trolls and for a lot of gold and silver the smiths “bought” part of this knowledge. These smiths set up a craft school for smiths, where the power was developed and recorded in symbols. The smiths were unconsciously guided by a higher power and developed a kind of religion: That of METTAL. The use of METTAL improved the quality of their smithing and enabled them to gather knowledge and power.

Development
The troll god METTAL gained very loyal followers in this valley and reveled in their worship of him. He showed off this to the other troll gods. They were inflamed with anger and jealousy, they also tried to gain influence in this valley, they did this by giving Mettal followers power over earth, fire and air. The Mettal followers used this power to make even better and more beautiful objects. They gained a lot of respect within the valley through their mysterious artifice. About 100 years ago there was a short period of other nature gods. This came about through the actions of a few jealous women who lured strange priests to the valley to influence the Mettal followers. But they swallowed strange priests and adopted their knowledge (protection and accelerated healing). These influences merged with the Mettal belief over time.

Present
The METTAL followers control all import/export of metals, which has made them a significant power factor. They also know the weak points of the mighty wise counsel; beautiful jewels. The origin of the belief has been lost, but the worship of the god Mettal has remained undiminished. In the many years of religious experience, various strange rituals have been developed. One of these is the strong separation of metals, with bronze being the lowest and silver the highest in esteem. The symbolism of this belief is stamped in metal.

The Kingdom of Salsene – Dungeons and Dragons Campaign World

The Kingdom of Salsene – Dungeons and Dragons Campaign World

Originally posted in 1999 – http://home.planet.nl/~tosc/characters/kyran/salsene1.htm – Credit to Original Authors

Salsene and Kridene are together an island. Our characters roam here at the moment. Here is the background information on this piece of land

The kingdom consists of five counties, namely Albi, Verdon, Dolet, Gardon and Bren. The counties are named after their respective capitals. The Count of Albi is also king of Salsene and therefore Albi is the capital of Salsene.

Albi: The largest city in Salsene with many main temples. Located inland. Known for mining and agriculture. Granary of Salsene. Ruled by King D’Alagne of Salsene, Count of Albi, Duke of Susek, Councilor of the Temple Circle, etc., etc.

Verdon: Port city, became rich through trade. A former capital and traditional rival of Albi. Residence of Count Samuel.

Dolet: Also a rich port city. Many vineyards inland. Home of Count Dardel. Dolet was the first city of Salsene and claims to be the origin of civilization.

Gardon: Military fortified town at the front with everything that is not Salsenian. Must protect Salsene from invasions from the dark forests. Heavily subsidized by the rich counties. Home of Count James ‘Iron Hand’ who is also commander of the royal army.

Bren: Recently founded city, ruled by Count Ferdinand. A port city with growth potential. Still in a pioneering phase. The main source of income is fishing.

Each county is then subdivided into baronies and knightly houses. The Baron of Ryppia swore allegiance to the Count of Verdon, while the Count of Verdon swore allegiance to the King of Salsene. Most (publicly known) political intrigues revolve around which count should be king.

The personal belongings of Kyran del Falcone

Clothing worn: A blue tunic with family crest, black riding boots, black trousers, a brown padded surcoat and a blue cape. There is a gold signet ring on the right ring finger. The pants are held up with a belt.

On the belt: A scabbard containing a bastard sword. A dagger A bag containing 231 gold pieces and 9 silver pieces.

On the saddle or in the saddle bag: Medium-sized shield with family coat of arms Banner with family coat of arms. A kilo of oats Under the saddle hangs a horse named Jerry, a gray horse from dad’s stable. A kind of bonus, but a good one. (Heavy war horse, charger quality)

In the backpack: A wineskin with a liter of wine, a waterskin with a liter of water, emergency rations for a week, a tinderbox, soap, a stone statue (from a passerby’s pocket), a jar of ink with a quill and four sheets of parchment.

Furthermore, Friederich Lapschwans’ spell book is carried along, as well as a barrel of oil (12 liters) and two hand crossbows, including 12 arrows.

Below is a schematic map of the island on which the kingdom of Salsene is located. In addition to Salsene, there are also the kingdom of Kridene, the dwarven kingdom of Garbagha, the nomads of Ra and the Elves of the Dark Forest.
(Editor notes: Map no longer exists)

The gods of Salsene

Salsene knows the following gods:

The Old Gods: Gaea, Prius and Cronus

The Pantheon: Swoth, Blaagh, Watrah, Darranton, Danghoebah, Zemlah

Gaea (Greater god)

Gaea is the mother and sustainer of all life. She married Prius and thus gave birth to the Titans and two broods of terrible monsters, the Cyclops and the Dragons. Even after the rise to supremacy of the Swoth Pantheon, Gaea continues to be widely worshipped. She presides over marriages, nursing the sick, and is foremost among the oracles (before Swoth took it over, the great oracle at Albi belonged to her). In her true form, Gaea is the earth itself.

Role-playing Notes: Although she is widely worshipped, Gaea is one of the most aloof of Salsenian gods — which is to say she does not spend all of her time meddling in the affairs of mortals. Still, if the proper sacrifices of fruits and animals are made to her, Gaea has been known to lend her aid to those in dire need. She has an affinity for hideous monsters, however, and will never aid anyone in fighting them. In fact, she may well aid the monster if the battle is brought to her attention. Besides humans, Gaea is very popular among elves and other nature loving creatures (brownies, pixies, treants and the like).

Omens from Gaea can take any form associated with nature, such as foul weather, plagues, abundant crops, etc.

Duties of the Priesthood:

The primary duty of priests of Gaea is overseeing planting and animal husbandry. They must also minister to the sick, and often serve as oracles for their communities. All of Gaea’s priests are druids.

Prius (greater god)

Prius was the early god of the sky heavens, and Gaea’s husband. He was horrified by the hideousness of his offspring with Gaea – the Titans, Cyclopes and Dragons. He shut them up inside their mother Gaea, which both pained and angered her. To avenge herself and her children, she persuaded one of the children, the Titan Cronus, to attack Prius. The Furies and the Giants were born when Prius’ blood fell on the earth, and the goddess of beauty, Zemlah, rose out the sea-foam where it mixed with his blood. What happened to Prius after the attack is unclear, but he may still be watching the earth from a secret hiding place.

Role-playing Notes: Prius is a bitter old god in hiding from his progeny, who do not even realize that he is alive. It’s rumored that he is lord of a small layer in the Abbys. He delights in causing harm to Gaea and spoiling machinations of the Swoth Pantheon. Being forgotten by the Salsenians he turned to lesser beings for worshippers, like ogers, orcs and goblins. These creatures often refer to him as the Hater.

Omens and portents from Prius are so subtle as to go almost unnoticed, for he is quite fearful of revealing his presence. Still, the especially wise or astute may detect his in unusual events in the heavens.

Duties of the Priesthood:

Prius’ priests are members of a secret sect. They hire themselves out as fighters, then secretly employ their divine powers to further their true master’s ends.

Cronus (greater god)

The youngest of the Titans born to Prius and Gaea, Cronus was the ambitious one who attacked his father and then assumed the throne to become ruler of the universe. However, when his mother Gaea prophesied that one of his children would overthrow him as he had his father, Cronus proved just as despotic as Prius. As his wife, Zemlah, gave birth to the gods of the Swoth Pantheon, he seized them and swallowed them up. His plan might have worked, had Zemlah not tricked him into swallowing a stone instead of her fifth child. This god, Swoth, eventually returned to lead the successful revolt against him. Because of his past actions, Cronus was imprisoned in Tartarus.

Role-playing Notes: Because Cronus remains penned in Tartarus, he is unable to influence events on earth. Therefore, his followers are constantly moving about Salsene and other countries on Salsenes world, promising men great rewards in return for worshipping Cronus and turning against the Swoth Pantheon. On occasion, these followers rise to a position of power in a country or city, and the result is invariably war as they attack the power bases of Cronus’ rivals. Because of his imprisonment, Cronus cannot send omens or portents.

Duties of the Priesthood:

Cronus is no longer worshipped actively by the people of Salsene. Nevertheless, there are small sects of priests dedicated to him in Albi, Dolet, and Verdon who are constantly trying to recruit worshipers through the promise of power or money. In these three cities, the priests organize large harvest-time festivals in which class distinctions are abolished. Their intention is to use the festival as a recruiting tool.

Swoth (greater god)

The son of the Titan Cronus and Zemlah, Swoth is the god who led his siblings in revolt against their despotic father and established the Swothians as the supreme rulers of the heavens. He is the king of the gods, though his command over them is far from absolute and his decisions are often challenged. Swoth is the god of the sky, the ruler of all high things, including the clouds, rain, wind, thunder, and mountain summits. He is the protector of laws, friend of the weak, and dispenser of justice. Although he can take any form he wishes, and often assumes that of a powerful, bearded man with regal bearing, in his true form he is a ball of fiery light so intense that no mortal can look upon him without bursting into flames.

Role-playing Notes: Swoth is an efficient leader, but he is something of a despot. He is moved by anger more often than mercy, and makes his decisions on the basis of politics rather than justice. A confirmed lecher, he will go to any length to woo a beautiful woman (even a mortal). Swoth is not above toying with men’s lives just to entertain himself and the other gods. Omens from Swoth take many forms, including thunder, animals acting in peculiar ways, and unusual celestial events.

Duties of the Priesthood:

Priests devoted to Swoth must maintain a temple of suitable grandeur, and are responsible for organizing the Divine games held every year to honor Swoth. At least once during his life, every priest must visit the sacred oak tree at Albi, where Swoth speaks to his oracles in the rustling leaves.

Blaagh (intermediate god from Swoth Pantheon)

An older brother of Swoth, Blaagh is the god of the seas, oceans, rivers, lakes, and earthquakes. Blaagh has the power to create new life forms, and is the creator of bulls and horses. He can also summon and control any non-divine form of sea life, and change his own shape into that of any living being at will. In his true form, he is a man standing a hundred feet tall.

Role-playing Notes: Blaagh is a possessive god, his waves constantly lapping at the land belonging to his fellow gods, breaking off a bit here and a bit there. Blaagh also has a terrible temper, and vents his rage in the form of storms or earthquakes. His churlish disposition causes his fellow gods to consider him a foolish old fellow, but only the mighty Swoth would dare say so to his face. If any coastal city neglects his worship, he is quick to flood it with a tidal wave or smash it with an earthquake. Omens from Blaagh take the form of storms, trembling ground, or visits from hideous, newly created monsters. When especially pleased with a priest, Blaagh rewards him with a paladin-quality warhorse, or by creating a spring in a place of the priest’s choosing.

Duties of the Priesthood:

Blaagh’s priests must throw a bull into the sea as a sacrifice at least once a month. They are also expected to bless the boats of fishermen, and at least one priest is usually taken along on any long sea voyage.

Watrah (intermediate god from Swoth Pantheon)

Watrah is the goddes of battle, killing, fighting and strategy. As the personification of the savage side of conflict, she is fond of strife and anger but also capable of disciplined warfare. As such, she is popular with troublemakers as well as with military-minded fighters. She is mainly worshipped in time of war, but wise people also worship her in times of peace, just to be on the safe side.

Although she can change shapes at will, in her true form Watrah is a large woman with burning, hateful eyes or cold, fearless eyes, depending on her mood of the day.

Role-playing Notes: Watrah is hard to deal with and this is the reason that she is not very loved among the other gods. Her temper gets in the way of friendship and the fact that she guards her honor ferociously doesn’t make things easier. However, since she represents bloodthirst as well as disciplined violence, she does have worshippers from al lot of different social classes.

Duties of the Priesthood:

Strictly speaking, Watrah has no priests, for her worshipers must be soldiers and fighters. However, she grants her most devoted followers the ability to use priest spells and to concentrate on preaching war in stead of making war. Those priests usually hold high positions in armies and are excellent strategic leaders, who are perfectly capable of defending themselves. Of course they are expected to do all they can to create strife and warfare.

Darranton (intermediate god from Swoth Pantheon)

Darranton is a two-sided deity, the god of death on one hand and the god of wealth on the other. He is a son of Zemlah and Cronus, and thus one of Swoth’ older brothers. He rarely leaves his kingdom in the underworld, where the dead go to fade into nothingness. Darranton has the power to bring death or wealth to any mortal. The right to restore life to the dead belongs to him alone, and he guards it jealously. He wears a helmet which can render him invisible at will. In his true form, he is a large, dark-skinned man with fiery eyes.

Role-playing Notes: Darranton is not particularly cruel or vengeful, and his kingdom is not a retributive one. The dead pass over the bridge of Selection. Souls that didn’t show enough respect to their god(s) will have to face an appalling witch that will throw the poor soul over the cliff into Tartarus, a region of eternal pain and torment. Others are allowed to the realm of Darranton by crossing the bridge. Later, the valiant dead might be permitted to cross the bridge of Heroes and emerge in the Elysian Fields. The rest will simply fade away into nothingness. Omens from Darranton are rare, and usually involve some form of unexpected death or wealth.

Duties of the Priesthood:

Darranton’ priests must live in dark, dreary caverns. They hoard large amounts of gold, which they collect as fees for raising the dead.

Danghoebah (intermediate god from Swoth Pantheon)

Danghoebah is the goddes of travelers, merchants, thieves, gamblers, athletes, and eloquent speech. She also serves the gods as a messenger and an arbitrator of disputes. She executed her first robbery when she was only one day old, stealing a herd of horses from Blaagh. In her true form, Danghoebah is a handsome girl who carries a white caduceus (winged rod entwined by two serpents). She can move from place to place almost instantaneously. Danghoebah also wears a pair of winged sandals that allow her to fly and a helm that allows her to turn invisible at will.

Role-playing Notes: Although an accomplished thief almost from the moment of his birth, Danghoebah has many other aspects as well. She has a keen sense of fairness that other gods often call upon in order to resolve disputes, and willingly uses her great speed to serve as a messenger to the gods (though she sends an avatar when dealing with humans or others on the Prime Material Plane). Omens from Danghoebah include an unusually good or bad run of luck or a sudden gust of wind as she or her avatar rushes past.

Duties of the Priesthood:

All of Danghoebah priests must keep physically fit and be able to run long distances (they must always select the running proficiency but need allocate only 1 slot to do so). They often serve as professional arbiters, since it is well known that Danghoebah sends her avatar to punish any priest she catches taking any form of bribe (15% chance per occurrence).

Zemlah (intermediate god from Swoth Pantheon)

The beautiful Zemlah was created from a mixture of sea foam and the blood of Prius. She is the goddess of beauty and love. As befits the goddess her position, she was an enthusiastic companion of the male gods. She was also married to Cronus, but this did not stop her from consorting with others. After the revolution of Swoth, Zemlah joined the rule of her son. Zemlah can charm any male, either god or mortal, and can generate any strong emotion (such as love, hate, anger, sorrow, etc.) in any intelligent being. Although she can assume any form (all of them beautiful), in her true form she is a woman of astonishing beauty.

Role-playing Notes: Zemlah is extremely vain. There is a 10% chance she will overhear any unfavorable comparison of her beauty. In such cases, she will avenge herself by making the transgressor fall in love with a statue, turning him into a shell, or having bees sting his eyes. Omens from Zemlah are often associated with the sea.

Duties of the Priesthood:

Every ten days, her priests must release white doves, and every new moon they must throw objects of art and beautiful jewelry into the sea. They must also do what they can to aid anyone who is in trouble because of a forbidden love.

History of Salsene

The Dark Ages
It is generally believed that the Salsenes were nomads and wandered as barbarians among the other races, Dwarves and Elves. Due to the influence of these ancient civilizations, the Salsenians also began to establish themselves in settlements. This is how Dolet was born. According to tradition, people started counting the years when the walls of Dolet were built.

The Dolet dynasty

Now that the Salsenes were a people of significance, tensions arose. A confrontation followed with the Dwarves, who lived in the low mountains. In the year 51, the Dwarves were defeated under the leadership of Glorius. After this bloody battle, the mountain range is called ‘the red hills’. Albi was founded to control the low mountains. In the year 114, Verdon was founded and ties were established with the Elves from the Dark Forest in the South. A war between Dwarves and Elves leads to a civil war between Verdon and Dolet. Verdon wins with the help of the Elves in the year 132 and the Verdon dynasty begins. This is sometimes called the brother alliance between Elves and Verdon.

The Verdon dynasty

The war with dwarves continues and they are pushed back to the high mountains. Gardon is founded to defend the kingdom. Kridene crosses the bay in 352, but is pushed back with the help of Elves. In 431, both elves and Salsene are attacked by dark forces led by Drows. Armies of Verdon and Gardon are defeated. Rodenus from Albi becomes leader of the Salsenian army and wins victories. The Albi dynasty begins.

The Albi dynasty

Rodenus convinces Kridene and the dwarves to help against the Drows. In 455 the Drows are defeated. The Peace of Rodenus is established. Bren was founded in 561. In 567, another religious conflict arose with Kridene, which led to a cold war.

Today it is 587.

Continue to Sothym a valley in the western region of the world as we know it. Here people believe in the force of Metal.