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DOROVAR

DUKE BRASS

Square Miles: 892,800                                    Technology level: 9

            Government: Oligarchy (The 12)                                            Culture:

            Population:

            Resources:

            Ecology:

            Sites of Interest:

The legions of Dorovar are legendary; during the golden ages of Ruathyn’s power, the legions traveled the Rimward Marches spreading the hand of the Great Emperor. After the fall of Ruathyn, the Empire tried to hold on to its once glorious power as the new Empire of Dorovar. 

The capital city has remained Blackwater-Port since the founding of the Empire.  The old empire split into five land districts and a noble’s district:

 

The Amber Lowlands follows the fertile crescent of the Ganz Flow; it is the region with flocks of sheep and goats, large fields of wild grains and fruit orchards; protected by the Silver Legion quartered in Blackwater-Port.

 

The Saracian Borderlands begins on the rimward side of the Ganz Flow and crosses to the borders of Moonwood and the cliffs of Sargothia. A place of constant battle between the Serpent Legion and the forces of Ilthguard and Ag-Torith. 

 

The Sargothian Flats are a contested region of broken land torn apart by great beasts, war and plague.  Running from Devlin to Greenmoor, the Black Legion once ruled here without question, but with the destruction of their fortress, they now vie for power with the Sargothians.

 

The Burnt Lands is the region of the Fields of Amber between the Forest of Tears and the Crater of the Fallen Moon running along the borders of Zurish.  This region was devastated during the empires fall and the ruins of Balanax Castle, Eagleclaw Fortress and Amrol-Dan are all that remains of their past glory. The Kadeez Legion has relocated to Castle Roanaris along the forest edge.  They patrol the farmlands and maintain what peace is left.

The Primus District is comprised of the areas serviced by the canals and all the farms therein, the main artery of Dorovar’s trade and commerce.  The Knights of the Purple Fist, fierce dragon riding warriors, protects this region.

 

The Blackwater Court is the noble’s district and includes the city of Blackwater-Port and the surrounding noble estates. The Black Legion as well as the Enforcer’s Guild, which keeps order in and around the city, protects this region.

Located along the Ganz Flow, the fertile crops are diverse and abundant.  The goat towers and shepherds that raise their flocks on the high hills and plains; wool mills, cheese makers, granaries and tanners are scattered about the Fields of Amber along with Taverns that brew their own local beers and meads.  Wine makers mainly work the vineyards on the high hills near the Fallen Crater.  Tinkers ply the trade roads selling goods and services; many are guildsmen, although a few freemen tempt fate while not belonging to the guilds. 

Along the rivers, the scene changes moderately.  Wood shops and weavers make items for sale to the local boat wrights and ship captains.  These items eventually make it to the markets in Blackwater-Port.  Dorovar has a well-deserved reputation for its great ships and excellent furniture rivaling even the Sunni crafters.  The new emperor has forbidden none shall gamble on his land, so the inventive guildsman have built a fleet of gambling boats that run the canals and river of Dorovar.  The emperor thought this creative and has taxed it heavily.

Heavy ship traffic and caravans migrate towards the delta of the Ganz where the greatest of the trade cites sits in restless anguish. The smoldering fires of the iron forgers litter the banks of the river and the sandy beaches of the bay.  In the main port of the city is a massive naval fleet and hundreds of trading and fishing boats. 

A system of way houses set up along the Imperial trade roads for caravans and travelers spaced about every three days ride. Pilgrims, monks, priests, nomads, merchants, soldiers and other travelers use them often. Many set up tents in the general area due to crowding during the trade season.

Geographical Features of Dorovar

 

AMN: Magistrate: Layatriss Algaynis, Rogue Lv.5 This small keep is a weigh in station for barges up and down the river.  Strict logs of all goods trafficked through here.  The
Keep sets high atop a jutting cliff.  While the villagers below live in small huts protected by a small moat and briar bushes grow all over the wall.

 

ASHLAND KEEP: Lord Mayor- the Right Honorable Sir William of the Gray Ash, Paladin Lv.10 carries a magical (Trident +3). Ashland has become the trading center for all the farming communities in the Amber district.  It is heavily fortified by high walls and many magic’s.  The caravans are busiest here in the spring and late fall.

 

ATORIO: Magistrate- Galtric Tieran, Priest of Belorn Lv. 3 This small lumber community harvests the wood from the surrounding forest.  This wood has grown extra strong over the years due to the effects of the Fallen Moon, and the wood is used to make shields of exceptional quality, only rivaled by the Starshield Clan in Shieldrun.

 

AMROL-DAN RUINS:  The charred remains of an ancient temple complex. Great statues lie toppled on the ground amid a menagerie of buildings and rubble.  This place is said to hold ancient treasures, but mainly it holds thieves and brigands hiding from the emperors’ patrols.

 

BALANAX ESTATE: Master- Jonathan Riggins III, Warrior Lv. 6.  This estate is home to a group of mid level adventurers who use this as a place of rest.  It is also a place of safe haven from the harried peasants of the farmlands.  The Balancers as they call themselves dish out justice all on their own.

 

BEGGARS INN: Master- Arth Hargal, Brewer.  Set amid the farmlands of Amber, this Inn houses upwards of 50 in private rooms and around 80 more in the common rooms.  A small kitchen is provided for those who can cook.  Arth brews a special lager (Hargel Amberhead).  It is only found here as the clientele drink all of it before it can be sold elsewhere.  The Emperor especially likes it.

 

BLACKWATER-PORT: The Just and Rightful Ruler of all the Lands of Gold, Defender of the Perfect Land and the City of Splendors. Emperor Harlan Sparhawk,

Blackwater is a grand city set on the shores of a deep bay off the Illmeran Ocean.  The high walls that surround it only tell a small fraction of its defenses.  Here the guild rulers toil and plot for new ways to gain more wealth.  The royals go about their business without a care.  The emperor plans strategies to expand the empire.  All races of man and beast may be found here; traders, adventurers, nobles, seers and any who wish to partake of the wisdom of the city. (City Adventures: Appendix)

                                                                                                                                               

CAER VALWYN: The remains of the once great capital city of the old Empire.  Crumbled to rubble and dust after the great siege of 4994, it has since been inhabited by many creatures and groups over the years.  Many say it is haunted, some have reported seeing dragons as well as being tortured by thieves there.  The patrols rarely venture there, as it is too dangerous.  Adventurers are usually hired for this if a reason for going there presents itself.  They are much more expendable.  (Dungeon Adventure: Appendix)

 

CASTLE BLOODSPAWN: Lord and Master- Carlos Dol Brigin, Lv. 18 Anti-paladin.  The castle is defensive and offensive masterpiece.  Built into the walls of a sheer cliff, 150’ into the air.  It is almost impossible to lay siege to the fortress without aerial help.  The armies of Lord Brigin are composed of undead and creatures of the night.  He claims dominion over all that his armies reach out too.  Skirmishes on the borders of Dorovar and Caer Allwyn are bad omens of times ahead.

 

CASTLE ROANARIS: Knight Commander- Sir Guy Reginald Sopwith, Paladin Lv.12 (+4 Holy Sword of Belorn). This settlement is used as a border station for Dorovar and Freeman that trap in the Forest of Tears. It also protects the Farms of this region from raiding brigands and the Cendrum.  It is the military command post for this region.

 

CHUTNEY THORP: Magistrate- Opidius Narl, Priest of Midra Lv. 4.  Chutney is a very small community half way between Blackwater and the Lyndon Inn and a hub for the canal system. It is full of inns and dinner houses for the travelers.  As well as stables and repair shops of many kinds, a small bazaar is always present on the outskirts of the main gate. There are many fine breweries here as well as the home of Adres Hartung, noted sage and scholar, who always boasts of his knowledge of the Fallen Moon. 

 

DELLARN: Mage- Artimas Crytorian, Lv 15. (Dimensional Traveler*).  This lone tower stands out on a spit overlooking the Ganz Flow.  It is made of a strange reddish rock, which gives off constant warmth.  The grounds surrounding the Tower are composed of various plants and shrubs that form into a complicated maze.  The ones that know the way have never revealed it.  Artimas is rumored to have stolen the Crown of Vespar from the ruins of Amrol-Dan.

 

DOURS: Magistrate- Olgyn Axehead, Ranger Lv. 6.  This small thorp is set on a fresh water spring that feeds into the Ganz.  It also produces Lyme and other minerals sought by healers and other alchemists.

 

DRUID’S CIRCLE:  The black and grey stones stand in a perfect octagon around the small patch of mistletoe and clover.  The center contains a Dias of a petrified treant.  The outer area is full of the strangest plants known to man and beast.  This is the sacred ground of the Druid’s they hold that Midra herself stood here when she created the beasts.  So this is where all the major ceremonies for Midra’s followers take place as well as a place of healing.

 

DEVLIN’S INN: Innkeeper- Jack Black Shellac.  Jack Black has built an impressive estate.  All the buildings and lands are his, the bank, the bars, all.  He has won it all from the populace on his gaming boats.  He also houses the garrison that patrols Ruathyn Bridge.  Many travelers skirt this area on the way to Sargothia for the Guild of Bounty hunter’s makes this their largest outpost

 

EAGLECLAW RUINS: This once great border fort was destroyed ten years ago in the fated battle of Aurass.  The forces were wiped clean off the face of Verith by the dread fiend Zzaraztatt, who was later destroyed by the Balancers.  To this day, the ruins have never been investigated by the military for fear of another such loss.  They have instead begun construction of another fort in a yet undisclosed location.  The passage through Zurish has been left wide open and the farmlands have once again come under the influence of bandits and monsters.

 

FORTRESS OF THE PURPLE FIST: The Eternal Knight Commander, Sir Trenton Fix, Knight of Renown, Lv. 25. Dragon Rider Lord.  This is the strongest fortification in the Empire.  It houses three legions and many artisans and merchants to meet the day-to-day needs of the soldiers.  On the outskirts of the fort walls, a shantytown has risen to ply the gold from the soldiers, women, wine and song abound as well as charlatans, smugglers and thieves.  The fortress is a major caravan stop and mercenaries are often hired here to escort the goods to and from their destinations.

 

GANZ RIVER: The great Ganz starts high in the bowels of the Groaning Peaks far above Caer Allwyn.  The many tributaries flow down onto the Zephyr and then from the waterfalls near Dours   along the fertile crescent of the Fields of Amber.  Here it meanders to the great delta on Merchant’s Bay.  The river is home to all manner of boat traffic.  Below the river, a world ruled by mermen coexists with the surface.  Many sailors and merchants make offerings in the river to Illitharn and appease the Mermen’s wrath.

 

GARION’S BRIDGE: this large bridge rests along five galleys that support its weight.   The bridge rises and lowers with the tidal bar of the river. The middle two sections are movable to allow the passage of ships.  A company of archers and pike men of the Serpent Legion patrol the bridge.  A toll of 1sp. per cart or wagon and 3cp a person is levied here.

 

GRIFFONWING: His Holiness- Daystrom Algynr, Priest of Jastian Lv.9 (+3 Mace of Disruption)

This castle is in such disarray it is hard to see how it still functions as a defensive position.  The walls are constantly in repair, the moat is always drying up and earthquakes in the region are numerous.  The only reason the men stay here is that they are loyal to their lord, Sir Zarvakk Thelsud, Centurion Lv. 18.  Zarvakk has rallied the men repeatedly and Daystrom has managed to keep his wounds healed.  So the battle rages on.  The Farakeen hordes constantly attack.  Night is a dread time. The men at Griffonwing that have lived to return are becoming folk heroes.  The commoners sing singing tales of their bravery, while the soldiers themselves wished they had more reinforcements and a secure castle.

 

HUXTON’S CAVE: Originally, a small grain storage for the Huxton Farm.  When one night during the cold winter a great explosion ripped, open a small hole and it collapsed forming the great cave entrance that it is today.  The smoke and ooze that continuously come from the cave is a reminder of the evil that lies beneath the once simple grain cellar.  The Huxton’s have since built a wall around the cave and charge adventurer’s 5gp to enter.  The wall is also a handy blockade against the Cendrum below.  In winter, the military take over the wall and keep watch for the nasty beast that try to leave the cave.

 

LYNDON INN: Innkeeper- Cymar Hoogleair.  Master Brewer. He likes to use a large cudgel on problem customers.  Hoogy as the regulars call him is a rough and tough owner.  He tolerates no mischief.  Only the finest clients are allowed to stay in the upper room suites of this grand inn.  The lower rooms are open to all merchants and priests.  While the commoner and lower citizen must stay in the aptly named common rooms across the way.  The plush upper rooms come with full service befitting the station of one who can afford this lifestyle, while those in the lower rooms must visit a tavern for food and drink.  Many famous bards and musicians play here.  On All Fool’s day, a great carnival takes place here for three days.

 

FORT SOUTHWATCH: General- Sonntan Ishbyr, Warrior Lv. 9.  This stronghold was built here to protect the southern borders of the empire from the hordes of Ilthguard and Ag-Torith.  The surrounding territory of the Saracian Borderlands is littered with dead and wounded.  Burning pyres of bodies are commonplace.  Pits and traps of all kinds from previous battles still litter the region as well. Both sides constantly patrol the region.  Each side wishing to rid the other from existence.  Many beginning Legionnaires are posted here for their first two years.

 

MONOLITH OF ZARAST: This immense monolith is the remains of a great tower built in the First Age by the Dwarves.  It stands as a monument to their domination of the surface world.  Now only an empty shell, where travelers and other creatures take shelter from the elements.  Some speculate that there are tunnels beneath the monolith that lead to the First World.  The monoliths remains still project far above the forests canopy.

 

RUATHYN BRIDGE: the Dwarves of Avorim finished the great bridge over four centuries ago.  It is made of black basalt and various granite and marble.  Other maroon stone of unknown origin is used in the ornate carvings that cover the rails and posts.  It is a highly sacred rock to the Avorim.  The bridge is one of the Wonders of Verith.  It rises over 500 feet and spans over 200.

 

SANDR’S: Lord- Balkan Destrier, Cavalier Lv13.  Sandr’s Keep was originally set up to guard the land, should the Melanbendoor ever invade but after the treaty of “Jarton Syr”, the trade has increased 200% and the raiding parties have stopped.  Peace has caused this lonely keep to expand into a small village, with smithies, miners, and other tradesmen from all the guilds.

 

SETHMOOR: Magistrate- Zulor Dy, Mage (House of Surin) Lv. 9.  Sethmoor is a small fishing village with hunters and trappers that use the Upper Moonwood.  A small shrine to Midra rests in the center of town.  Several druids live in and take care of the town in Zulor’s absence.  He has been preoccupied with the construction of his castle on the Island just off the coast.  The people of Sethmoor are rather hostile to strangers until they gain the trust of the Druid’s.  They could care less for what Zulor thinks, as he has been known to use the townspeople or travelers for experiments.

 

SCALLION: This is the local cemetery for all those who die in or near Blackwater-Port.  The Emperor has declared that none shall be buried within 50 miles of his bed.  Thus, the gravesites are all just beyond this boundary.  The Serpent Legion’s third garrison patrols scallion heavily.   For it is illegal to dig up graves or defile their rest.

 

SUNKEN CITY OF RUATHYN: The ancient city sunk during the last raid of the Tarrasque over 200 years ago.  Taken over by Sahaugin who protect its secrets; the city was a splendor covering the entire island that it once inhabited.  Gold spires and gem-studded temples were common. 

The golden age came to a quick end here. Many believe it was punishment from the Immortal Host for the evils carried on here.  The survivors were cursed to wander the land forever and given strange powers to set them apart.

 

TARN INN:  Innkeeper- Marial Hesterly, Madam of the Evening.  Marial runs a quaint little inn with fountains and outside gazebos.  All the royalty love to spend their nights here when traveling.  She also has set up private estates for the very elite and private.  Slaves are common here and do all the work.  Dwarven guards ensure a safe stay here.  She also runs a large brothel with females of all races to please her diverse clientele.

 

TARSHISH ESTATE:  Master Coons Tarshish, retired legionnaire Lv. 5.  (+2 Broadsword “Nayboor” a true weapon from old Ruathyn). Coons owns all the farm land from Sandr’s to Tarn Inn and has allowed the peasants to farm it for him in exchange they keep a share of the food and have a place to live.  However, they must pay for their rent and other taxes.  Although Tarshish is not a baron or lord, the Emperor granted him land rights for his bravery in battle, having once saved his imperial majesty in a vicious raid by assassins.

 

TEMPLE OF MIDRA:  High Priest –“The Watcher of Beasts”, Druid Lv. 24.  This great temple is built in the guts of a great redwood, hollowed out by time and the Eladrin.  It is adorned with the rarest of wood and plants.  Flowers bloom here year round. , and the water within 100 miles is always pure.  The priests here are all elves and Eladrin who work together with the druids to ensure the continued safety of all the forest creatures.  Many treants guard this region of the wood.

 

THEODORN TOWER:  Located on the tip of the Emperor’s wood on the coast, built back when Ruathyn was young as a retreat for the Emperor and his entourage.  Fifty of the best and most trusted warriors in the Black Legion guard it.  Here the finest of the fine and best of the best are kept for only the Emperor’s eyes to see.  From atop this complex one gets a breathtaking view of the city and the bay.  The sage Gyndelmyr lives here year round gathering information for his Imperial majesty to use for his benefit.

 

TOWER OF HORNS: The complex is a triad castle with three immense towers.  It has the appearance of worked bone all over the surface and radiates a yellowish glow in the darkness.  Built here soon after the Moon crashed to the surface.  The reason why and who made it have long since been forgotten.  The adventurer’s that have ventured in and returned to tell their tales speak of only shifting walls and the dead.  They always make plans to return, why they will not say, but return they do.  Never to be heard or seen again.  The Dwarves of Melanbendoor consider this place a taboo and will not venture near it.

 

RUINS OF BRAX:  Rotting from the bowels out this ancient dwarven mine is located on the spur of the mountain chain called the Greylings. Adventurer’s visit here more often than not as many have returned with excellent treasures of gold and magic.  They say there are tunnels below that none could ever hope to find. The Dwarves consider it a lost cause, abandoning it many years ago. Perhaps someday they will reclaim it.  For now, it is of little importance to them.

 

VALWYN RIVER: Covering most of the High plains of the Zephyr and ending in Lake Ruathyn.  The main trading highway for all the water traffic in Caer Allwyn. Many varieties of life live and hold dominion in the backwaters of the rivers tributaries.

 

VESPAR RUINS: This old fishing village lies claimed by the sea.  Only the remains stick out of the surf, especially at low tide.  Nearby ruins of the second attempt at Vespar provide shelter to those that seek it.  Pirates and smugglers use this area as a landmark for smuggling and black-market runs.

 

VORASS KEEP:  This lone keep sits high atop a lone mountain in the Fallen Moon.  Glowing at night like a red star.  Many wizards travel here seeking the knowledge of Amra’s gift.  Only those of great skill and power attain this.  Many go mad; the dark forces that live there take the others.

 

WILEY THORP: Magistrate- Hardow Ettran, Thief Lv.4.  Wiley is a small merchant community. They are part of the canal network and have a lot of traffic heading towards the Forest of Tears and Blackwater-Port.  With low walls and newer buildings, Wiley has a friendly appearance, full of many wondrous objects and shops with beautiful displays for all to see.  The prices here a steeper than most.  The odd thief has been seen trying to pawn the unique item or two over the years.  The canal goes right through the center of town.

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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