The Duchy Of Mar Gazetteer

  • June 2020
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Gazetteer: The Duchy of Mar

Mar: A Concise History The prehistory of Mar is marked by the ancient civilization of Rhyta. A race of unknown origin, sages believe the Rhytians developed strange new forms of magic, conducted magical experiments on beasts, and used their arcane knowledge to command the elemental forces of nature. Sages also speculate that the Rhytians angered their gods who destroyed their civilization in a great cataclysm that swallowed entire cities into the earth. All that remains of their culture today are half-worn runes etched on half-buried columns of stone. The recent history of the region begins with Sir Numenal du Mar, a paladin of Torm. Numenal accepted a holy quest to slay Hydrinnthraxses, a great blue dragon. Numenal hunted the dragon across far and distant lands. In the ruins of an ancient Rhytian temple, the two fought an epic battle. Numenal, by the grace of Torm, defeated the evil dragon. He took the great victory as a sign and founded the City of Mar to celebrate his triumph. In the 200 years that followed, the Duchy of Mar has grown slowly and new settlements have been founded to take advantage of the bountiful natural resources of the region. Through hereditary title the du Mar family still governs the district and the City of Mar remains the cultural, political, and financial heart of the Duchy.

The Duchy of Mar is a vast, sparsely populated region approximately 1000 miles (or 1600 km) from east to west and 500 miles (or 800 km) from northern to south. Much of the wilderness remains dark, savage, and unexplored. Humans eke out their existence in fear of humanoids and monsters that control the wilderness outside their walls. Human settlements are small, remote, and travel between them is very dangerous, particularly during the winter months. These settlements include six hamlets (Larm, Hillcrest, Bogtown, Helix, Dolmvay, and Duloc), two towns (Daggerford and Caldwell), and the capital city of Mar. There is no standing army and settlements manage their own defenses. There are elven communities in Kertle Forest and the Riverwood, and dwarven communities that occasionally trade with human settlements in the DragonDelve, Silverhame, and Greypeak Mountains. The myths of these races suggest that the dwarves arrived first to this region from the north after fleeing enslavement by giants, and there are whispers among the elves that their ancestors evolved from an ancient race called The Eld. Although one can find Elves, Half-Elves, Dwarves, and Halflings in human settlements, they are uncommon and rarely found in numbers - there are humans in Mar who have never seen an Elf or a Dwarf. Half-Orcs are tacitly accepted only in the smaller outlying hamlets and officially have no rights in the Duchy of Mar. The human settlers to this region brought their gods and their magic with them. Clerics (and clerical magic) are well-known and accepted. Starting with Numenal and the worship of Torm, St. Cuthbert of the Cugel also has a strong religious following in the Duchy of Mar. Mystryl, and particularly Obad-Hai, have sizeable followings as well. Magic-Users are viewed with both skepticism and fear in most of the region. In contrast to divine magic, arcane knowledge is little known and guarded jealously by its few practitioners.

The Hamlet of Hillcrest Population:

326

Defenses:

Motte and Bailey

Government:

Local Magistrate Burttle Hardbottle

Militia:

Local Men-at-Arms (0 Level) and Sergeant Filo (3rd Level Fighter)

Religion(s):

St. Cuthbert (Shrine) Torm (Shrine) Obad-Hai (Shrine)

Resources:

Mining (iron and silver), Lumber, Game, Fur, Agriculture

Points of Interest:

Hooks:

Notes:

Friar Fergus (3rd Level Cleric) Brother Titus (4th Level Cleric) Brother Vance (4rd Level Cleric)

The Stirge and Salad (Tavern), The Silver Anvil (Weaponsmith/Armourer), Muralís Gems (Jewelry), Minerís Guild, Muralís Merchant Caravans (Merchant)

The ruins of an ancient temple, possibly Rhytian, have been uncovered in the Braes of Mar. Locals believe the Braes have always been a place of evil. The Churches of Torm and St. Cuthbert demand investigation.

The City of Mar (Capital) Population:

8,035

Defenses:

Concentric Castle

Government:

Hereditary Monarchy, Duke Loric du Mar (12th Level Fighter)

Militia:

City Guard (1st and 2nd Level Fighters), and Gax (6th Level Fighter)

Religion(s):

Torm (Temple) High Priest Bellek (11th Level Cleric) St. Cuthbert (Temple) High Priest Kettil the Wise (9th Level Cleric) Mystryl (Temple) Sister Vellah the Mystic (12th Level Cleric)

Resources:

Trade Center, Administrative Center, Merchantís Guild, Mageís Guild,

Points of Interest:

Hooks: Notes:

The Broken Buckler (Weaponsmith/Armourer), The Mageís Hand (Potion Shop), The Unexpected Gift (Jeweler), The Market Square, The Lavish Lion (Inn), The Yeomanís Table (Tavern), The Bloated Halfling (Tavern), The Sword and Dragon (Tavern)

The Hamlet of Larm Population:

311

Defenses:

Wooden Palisade

Government:

Local Magistrate Kolic

Militia:

Local Men-at-Arms (0 Level)

Religion(s):

Obad-Hai (Shrine)

Resources:

Lumber, Game, Fish, Mining (iron), Agriculture

Points of Interest: Hooks: Notes:

Friar Soltic (3rd Level Cleric)

The Shining Shovel (General Store), Hargraveís Iron (Blacksmith), The Rusty Caltrop (Tavern and Inn)

The Tomb of Ak-Owgra, the Bandit Queen, has recently been found. Bandits race to sack the tomb.

The Hamlet of Bogtown Population:

456

Defenses:

Motte and Bailey

Government:

Local Magistrate Osek

Militia:

Local Men-at-Arms (0 Level) and Fighters (1st Level)

Religion(s):

Obad-Hai (Temple) Orcus (Unknown)

Resources:

Fish, Agriculture, Game

Points of Interest: Hooks: Notes:

Friar Huttin (4th Level Cleric) Unknown

The Toasty Troll (Tavern), The Blackenstock (Inn), Turgenís Tradegoods (Merchant and General Store)

Troll numbers in the Great Barrow are increasing. Patrols have been sent to investigate but none return from the fetid swamp.

The Town of Daggerford Population:

5875

Defenses:

Square Castle

Government:

Lord Perin Daggerford (8th Level Paladin of Torm)

Militia:

City Guard (1st Level Fighters) and Ellric (4th Level Fighter)

Religion(s):

Torm (Temple) Mystryl (Temple)

Resources:

Agriculture, Fish, Trade Center, Mining

Points of Interest:

Hooks: Notes:

Sister Corutta (5th Level Cleric) Brother Vandal (7th Level Cleric)

The Sword and Flagon (Tavern), The Wanton Wench (Tavern), The Bent Shield (Armourer), The Gleaming Axe (Weaponsmith), Minerís Guild,

Caravan shipments from Caldwell have stopped. Lord Daggerford plans to send an expedition to Whitefang Pass to investigate.

The Hamlet of Helix Population:

285

Defenses:

Wooden Palisade

Government:

Local Magistrate

Militia:

Local Men-at-Arms (0 Level)

Religion(s):

Obad-Hai (Shrine) (Tiamat ñ Secret)

Resources:

Agriculture, Mining (Iron, Copper)

Points of Interest: Hooks: Notes:

The Black Brew (Tavern and Inn), The Silver Standard (General Store)

Something stirs in the Blackend Forest. Locals wonít venture near it.

The Town of Caldwell Population:

3675

Defenses:

Stone Keep with Palisade

Government:

Vicount Heriot du Sur (7th Level Paladin of Torm)

Militia:

City Guard (1st and 2nd Level Fighters) and Gurnal (6th Level Fighter)

Religion(s):

Torm (Temple) St. Cuthbert (Temple) Mystryl (Temple)

Resources:

Mining, Trade Center, Agriculture, Lumber

Points of Interest:

Hooks: Notes:

Brother Valla (7th Level Cleric) Sister Kel (4th Level Cleric) Brother Tesler (5th Level Cleric)

The Screaming Harpy (Tavern), The Merchant Alehouse (Tavern), The Smart Crusader (Inn), The Sleeping Dragon (Inn), Merchantsí Guild, Town Market

The Bandit League constantly harasses caravans between Dolmvay and Duloc. The Merchantsí Guild demands action.

The Hamlet of Dolmvay Population:

222

Defenses:

Wooden Palisade

Government:

Local Magistrate Armstrong

Militia:

Local Men-at-Arms (0 Level Fighters)

Religion(s):

Torm (Shrine) Obad-Hai (Shrine) Tiamat (Unknown)

Resources:

Lumber, Agriculture

Points of Interest: Hooks: Notes:

Unattended Unattended Unknown

The Snooty Fox (Tavern and Inn), Merkalís General Store

At night screams can be heard from the Bog of the Dead.

The Hamlet of Duloc Population:

296

Defenses:

Stone Palisade

Government:

Local Magistrate Lord Farquad the ìOgre-Killerî (5th Level Fighter)

Militia:

Guards (1st and 2nd Level Rangers) and Yern (4th Level Ranger)

Religion(s):

Obad-Hai (Temple) St. Cuthbert (Shrine) Orcus (Unknown)

Resources:

Lumber, Mining (Silver), Agriculture

Points of Interest: Hooks: Notes:

Brother Blem (4th Level Cleric) Friar Fingal (3rd Level Cleric) Unknown

The Stein and Club (Tavern), The Broken Spear (Weaponsmith and Armourer)

A tribe of ogres routinely kills militia patrols and destroys farms in outlying areas. Duloc is under constant threat of attack.

The Bandit League The Bandit League is a group of humans who live outside civilization and prey on caravans. The location of their camp is unknown. Although their leader is known as Brytag the Butcher.

The Elves There are communities of Elves in the forests of Mar. The largest exists in Kertle Forest where they are in constant conflict with goblinoids for possession of the wood. The Elf-Lord Cilthanas Silvermoon rules the elves of Mar.

The Orcs There are numerous bands of orcs across the Duchy of Mar. The orcs breed rapidly and exist in vast numbers. They possess a special hatred for dwarves.

The Dwarves The dwarves of Mar are fiercely independent. They trade with human communities, and have allied with them in the past, but prefer the security of their hills and mountain halls. The dwarves are led by Durtag Silveraxe the Seventh, the King-Under-The-Mountain.

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