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THEOCRACY OF CAER ALWYN

Square Miles:                                                  Technology level: 7

            Government: Theocracy (Belorn)                   Culture:

            Population:

            Resources:

            Ecology:

            Sites of Interest:

 

Established over 500 years ago along the banks of the Valwyn River; originally settled by the miners and explorers that came from the now ruined ancient city of Caer Valwyn.   The Caer soon grew to become a trade center for all the thorps and hamlets that popped up all over the Plains of the Zephyr.  The mines were expanded and produced enough ore for the Emperor of Ruathyn to take notice.  He sent legions of his troops to protect the burgeoning economy.  Many of the poor from Dorovar and the surrounding districts made the pilgrimage to the new frontier to make a name for them or start fresh with life.  Disease and bloodshed made the trip long and slow, but eventually the military tamed the merchant’s road and the surrounding lands and the aristocracy of the high court’s acknowledged the new land as part of the Empire proper.  The lesser lords and nobles moved in quickly to gain a foothold of power and wealth in the new land, some nobles trying to establish their own towns, while others preyed on the weak and naïve.  Many of the smaller towns surrounding Caer Allwyn have earned a bit of fame in their own rite. Mercenaries come here often, for work is plentiful, as the merchant lords and adventuring companies are always on need of help.  Taxes are very high in this land on the edge.

 

 

SHIELDRUN:  Mage Tallowhoff Eagleroost Lv.15 Wizard.  The Temple of Belorn was built here by the Order of the Owl and with pilgrims and festivals occurring on a regular basis, this once small hovel is not only famous but has become the main settlement is this region after Caer Allwyn was destroyed.  The merchant company of Maple Rock produces some of the finest shields in the lands of Ruathyn.

 

HOVAL: Lord Mayor Ackenbecker Lv 9 Rogue.  Home to the Blacksnake Tavern and the strange wizard One-eye, possessor of the Deck of Il-fate.

DAWNMIST: Burgermeister Kepler Lv 11 Warlord.  A town built on stilts over the Lizard Marshes, just outside the jurisdiction of the empire.  A haven for smugglers and runaways, also home to witches and the Red Mage Tavern.

 

BLACKS LANDING: Magistrate Alsacia Tyrrian – Master Merchant.  Located along the Vallwyn River near the last high rapids along the river.  This small hamlet boasts some of the best guides to the upper marshes and mountains.

 

DIAMOND REST: Lord Killgorn Truarm Lv.14 Cleric This town is made up of both humans and dwarves.  Many excellent smiths work here and produce all manner of crafts, weapons, and armor.  The dwarves also mine the nearby hills for iron and other metals.  A few long time locals have an extensive knowledge of the Cendrum caves, through rumors, maps and some expeditions.  They will offer advice and provide adequate maps for the right price or a service.

 

DAYSTAR KEEP: Sir Hill Daystar, Commander of the Green Hill Troops, the Radiant and Loyal Lion of the Purple Hart. (Circle of the Bow)  Lv.18 Ranger.  Built with the sweat and blood of Sir Daystar, and his men.  They have sworn a blood oath to protect the High Zephyr from the Valusian Raiders, the Cendrum and the Mountain beasts.

 TILTON: Molag Oscar Vordo – Merchant.  Tilton is a small mining hamlet that produces some of the finest grade steel around.  They trade steel fro protection from the men of Daystar.

 

XARON KEEP: Xaron the Merciless, Lv. 24 Sorcerer.  Xaron is an avid follower of Prim and serves him in his darker sense.  This is a military base for the priests of Prim.  The group plans to expand their reach by all means at their disposal.  For now they bide their time and manipulate the beasts of the Cendrum and the mountains to aid them in gaining power.

 

WIZARD’S REST:  Ruled by the Council of the Twelve.  Esternia the Enchanter Lv.21 is the resident Archmage.  The other members of the council are Gilanor Lv18 Mage, Silvanestus Lv19 Wizard, Staran Lv14 Wizard, Carciss Lv18, Dilyn Lv17 Sorcerer, Hemlock Lv18 Wizard, Therious Lv. 20 Sorcerer.  They are served by Thuon Doors a Lv. 19 Alchemist, and several Master Sages: Terran the Astronomer, Vleran the Genealogist, Skerat the Zoologist, and Nabaz the Seeker of Realms. 

A spread out town with many towers and maze gardens the main gathering place is a small agora of the Ruby hounds (A large hall with 40 golden statues of hellhounds with ruby eyes).  The statues lead across the plaza to a large set of three towers, covered in gold and silver.  It radiates a rainbow hue and a constant thrum of energy.  In the center of town is a large statue of Dormund the Town’s Archmage Founder. (Dormund is Lv.30 demi-Immortal).  The statue is made of Adamantine and is protected by many magical runes.

 

HIGH RUN: Magistrate Zorastian Phorco  Lv. 12 Paladin.  This town is just a bit coreward of the High Zephyr and on the road to Keep Daystar.  The people here raise giant eagles.  They also have a grey tower of stone nearby with a pewter griffon setting on top.  None of the townsfolk knows what it is or stands for, but they appreciate its beauty and take it as a sign of good fortune.  (The runes on the stone are buried beneath the current ground level.  Ancient Dwarvish)

 

NIGHTWING CASTLE:  This great fortress is manned by over 750 warriors.  They guard the border road from Diamondrest to Hoval.  Keeping the Valusian Raiders at bay. Many of the young men of the area get their initial military training here.  Every five years a great festival is held here on the parade grounds to celebrate and thank the men of NIghtwing.

 

CENDRUM CAVES: The open jagged cavern entrances reeks of urine and death.  Green smoke drifts slowly upwards out of small fissures toward the sky.  Piles of bones and debris litter the area around the entrance.  Heavy foot traffic has worn deep paths into the stone.  For any who enter here, these tunnels lead deep into the Cendrum.

 

GAVALLRON’S BANE: The burial site of the dreaded Necromancer Lich who was destroyed during the falling of the moon.  It is rumored that his body and belongings were laid to rest here.  The tomb has an open tunnel that leads to a small crypt were some dare to go.  The walls are covered in warnings to the living.

 

TAR RUN:  Vierthuse Crune is the old wise (sage) man that runs the day-to-day affairs of this tiny hamlet.  Only 45 people live in Tar-Run and they all work in the tar pits making pitch to sell in Shieldrun.  They also trade odds and ends with the firenewts that live nearby.

 

SQUIRE’S REST: Monsignor Jarith of the Pale Hearth Lv.18 Cleric.  This village was established as a retirement home for fighters.  Far away from the troubles of civilization, this place allows noble fighters to end their glory days with honor and respect.  The Great Druid also visits here every third week of the month to talk with Jarith.

 

VIPER’S LANDING:  Ruled by the Council of the Fang, a notorious smuggler’s guild.  This hamlet is basically a haven for the scum of Caer Allwyn.  They trade in exotic animals, slaves, and Krff.  The snake cult also makes their home here, although not publically.

 

ARTEN’S REST: Arten Trueheart Lv 18 Avenger. Follower of Feline.  Arten finished his small moat and bailey keep some 30 years ago.  Since then many farmers and artisans have settled here to live under his protection.  The most noted artisan, Yenar, has made many ceramic pieces for several nobles and a few commissioned pieces for the Emperor.  They are of such high quality that many are taken to be enchanted.

 

HALTON RUN: Halton of Corune, established this settlement before his death.  It is situated on a small hilltop overlooking the Zephyr.  Home to the shrine of Promerian, a servant of Belorn who died in a valiant battle against the fiends of Iccendria in the Wars of Darkness.  It is rumored that he was buried on this very sight.  Others say he is with Belorn.

 

DRUID’S CAVE: This small simple cave is devoid of details. The walls are smooth and rounded; the floor is polished and flat.  Many avoid this place and it is considered scared by the Druids of Verith.

 

IRON LEGION: This fortified estate house is home to the famous adventuring company.  They see all visitors with a day or two notice and are very thorough in checking out who their visitor’s are.  Augury and other magic’s are used heavily.  The have many enemies and do not want to be caught off guard.  The company of Nuramé is their main enemy.

 

QUINN: Recently stricken with the red plague, the townsfolk have all been taken ill.  Shunned by the other citizens of Caer Allwyn, the red plague is a horrid curse from below.  Josia Artor the Lord of Quinn has been missing for some time as well.

 

FIJ: Run by Fij Ruhan Lv 17 Bard.  Noted for the fine Brandy produced here Fijian Brandy is bottled and aged for 50 years.  The result is some of the most exquisite and expensive liquors in the lands.  Many believe it even surpasses the brandies of Atros and the Elves of Alcene.

 

AXTELL RUINS: Axtell was once a small woodsman’s village.  Deserted and half burned for over 100 years it is frequently the site of bandits and monsters. (appendix Dungeon)

 

OSIRIN CAVES: Little is known of these caves as the entrance is a series of fissures 4-8” wide.  Below these can be seen a great cavern.  Believed mainly to hold bats and other common creatures.  Adventurer’s and townsfolk ignore this place.

 

GALLIIN’S REST:  Lord Garrin son of Galtric the Goat.  Rules this tiny burg with an iron thumb.    The spitting image of his father, he is a despot in the making and has hopes of becoming ruler of his father’s lands as well.  Named for Gallin, Garrin’s brother who died in a hideous accident in the high hills while hunting.

 

GALTRIC MANOR:  Manor house and grounds of the high Lord Galtric of Viralorn.  Lv.18 Cleric.  Galtric is a follower of Parazyphon and has a shrine on his estate, several priests of the bringer of death live and practice their evil ways here.

 

CAER ALLWYN: Recently destroyed when the great crevasse opened up under the city. The ground shook and the light of Belorn was covered for several hours.  The city was swallowed up and now only ruins remain.  All the high lords, nobles were pulled below the ground.  High Lord Alagar Magrinus II Lv. 24 Cleric of Belorn. Survived and has gone on a holy quest to seek the cause of this great catastrophe.  Caer Allwyn was the capital of this section of the Great Ruathyn Empire; once holding sway over all the lands of the Zephyr.  Now the city is gone and the forces of evil are pressing in on all sides.

 

ARBAC:  A fishing village that relies on trade upon Lake Ruathyn.  Their boats stay along the coast as the sea monsters that live there sink those that venture into the center of the lake.

 

NEXALUM:  Magistrate- The Honorable Arnell Steelshaft, Illusionist Lv. 5.  This town is composed of farmers, traders and trappers, although a few sheepherders live farther out beyond the walls.  A lone statue sits in the center of town in the day square.  On occasion when the town has been threatened, the statue animated and destroyed the giant rats that had infested the region.  The citizens have set up a small shrine to commemorate these times.  Arnell, who keeps it a secret, wears the amulet that controls the statue.  Arnell is under the tutelage of Arassand Ulmar the mage in Arbac.

 

GUNDERN: High Reeve- Morgana Dynarsa, Bounty Hunter of the Crown (Psionisict Lv. 11)

This small town is always hustling with business and trade.  The streets abound with open-air markets and hawkers. Located right on the River Valwyn river merchants favor this port on the High Zephyr.  The shop fronts along the river’s edge present an image of grand achievements for such a small town.  Thievery here is kept to a minimum, as there is a constant reward of 100gp for the head of any thief caught stealing.

 

VANDAR:  High Magistrate- Vandar Cherisall, Merchant Lord, Necromancer Lv. 7.  Vandar is a small walled town built near the edge of the Zephyr.  Vandar is home to brigands and thieves, woodsman and miners.  The honest folk do not really care about the crime as long as it does not affect them.  The shrine of Parazyphon here is rather large and many undead roam this region as a result.

 

NURAME: This estate is home to the Nuramé Adventuring Company.  They seek power and wealth and stop at nothing to further that end.  They are always on the go and gaining power.  New members must prove their absolute loyalty before being allowed all the privileges afforded full members.  The Nobles of Caer Allwyn had outlawed them, but now that the lays destroyed, they have less to fear.  The Iron Legion has sworn to destroy them.

 

JALLISHIRE: A small city-state in the center of the Avorim hills, a massive Halfling settlement with over 1000 of the wee folk calling this place home.  The roam all over the small woods that surrounds their city and trade with the Dwarves of Avorim and their brother city Gnarl.

 

GNARL:  The other city-state in this area settled by Halflings.  They work the low hills raising grain and crops as well as wild pigs.  They produce fine ale and trade with the merchant caravans that venture here. 

First developed for 1st Edition Advanced D&D,

Revised for 3rd and 3.5 Editions; under current revision for

5th Edition Rules.

©

Written by R. Shawn Dickensheets CEC

Copyright 2014, 2010, and1989

Dragonwing Publishing.

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