The Campaign Region


Aldrinar

Comparison: The city of Northpoint is located on the continent of Aldrinar, which is comparible in size and latitude to North America. Northpoint has a climate equivalent to Quebec City, though slightly moderated by proximity to the sea.

Overview: Climates on Aldrinar vary from boreal forest in the north to desert in the south, with temperate forests & grasslands woodlands dominating the central lands, fading to thorn scrub and desert to the south. The similarity to North American geography was unintentional, but provides a convenient analogy.

Along the west and northwest coast, the combination of a warm northerly current and onshore winds provide warm, wet summers and cool winters, resulting in a band of temperate wet forest. This region is dominated by deciduous forest in the south, with large coniferous species appearing in the northwest.

The largest of the mountain ranges is the Aldrintir, running along the entire east coast. There are two high points, the Northern and Southern Aldrintir. Both have significant areas of permanent snow and alpine terrain, with the Northern mountains consistantly topping 14,000 feet and the Southern reaching 17,000. The mountains sap much of the moisture from the winds as they blow east, resulting in a coniferous dry forest in the north, and (in concert with soil conditions) scrub hills, grassland and desert in the south. The Northern mountains suffer multiple earthquakes each decade. Most are minor and do little to no damage, but significant tectonic events have been recorded.

Central Aldrinar is dominated by the Skeel Plains, five hundred miles north-to-south and over eight hundred miles east-west of rolling hills, grasslands and scattered light forest. Think Kansas. The Plains are bounded to the east by the Souther Reeltai River, and while there are extensive grasslands past that point, the Jaicon Range traps sufficient moisture to allow significant forest regions towards the coast.

North of the Skeel Plains is primarily forest. The Tal'slan Forest is primarily deciduous, the Albar'Cis is the transition to the colder trees, and beyond the Donai River is the Turnoir Forest which is almost completely needle-leaf. This is also where the Moltar River comes into its own. Claiming headwaters at the foot of the Southern Aldrintir range and running some eighteen hundred miles to the sea, the Moltar is the largest river on the continent.

The Devlon Hills are old mountains, and where the Aldrintir are akin to the Rockies, the Devlon Hills are akin to the Appalachians. In the north the long, low ridges run along the coast, gradually changing clockwise in the central hills to run almost perpindicular to the coast at the Reeltai River headwaters. The moutains are mostly coniferous and mixed forest, with patches of scub forest in the north.

There is a warm current flowing from the Folmori Ocean around the western coast of Aldrinar, mitigating the cold current from the Allawhit Ocean. This mitigates the cold winds blowing south from Tilwan, though not entirely. The current off the eastern coast is northerly, warming the Devron Isles significantly. As the current from Adi Bay to the Sea of Salmet also runs from west to east, sailors must take care not to be swept east, deep into the Sea of Selmet and even into Sea of Balbin.

The Runmal River is born in the Devlon Hills and runs north through the edge of the Turnoir Forest, emptying into Lovarna Bay. The land is mostly rolling hills covered in pine, spruce and fir, with the northern coast being true boreal forest. The city of Northpoint makes its home here.


Northern Aldrinar

Northern Aldrinar enjoys winds off the Adi Bay and has a humid climate with plenty of precipitation year round (3 inches per month). June through October are the only months that are free of any snow, with winter breaking as late as early May. Annual snowfall is almost 14 feet and temperatures drop well below freezing from late November to early April. The average temperature in January varies from 18° F during the day to 1° F at night but can drop much lower, and a strong wind can drop the temperature into the forty-below range (causing frostbite to exposed skin within 10 minutes). The growing season averages 190 days, with the major crops being wheat, corn, barley, rice, potatoes and oats.

Devlon Isles: Primarily low islands covered in salt pine, oak and spruce, there are significant mineral deposits - iron, copper and (rarely) silver. Fishing is the primary food source, and smelting is the only significant heavy industry.

Devlon Hills: The Devlon hills are equivalent to the Appalachain Mountains of West Virginia, with long rolling mountains covered in thick pine, fir and spruce forests. A few farming communities manage to eke out a tenuous existance, but the majority of the people living here make their living by hunting & trapping - furs, hides and smoked meat are the major exports. There are active coal and granite mines in the north and east, with the west being mostly sandstone, shale and limestone with vast natural cavern complexes. The eastern mountains have exposed copper and iron deposits.

Donai River: The largest river of northern Aldrinar, the Donai has headwaters in the clear mountain streams of the Devlon Hills, and it is not until merging with the Walnor does the river slow and become safe for large ships. Merfolk are rumored to travel to the headwaters and gather springwater.

Turnoir Forest: The valley of the Walnor is dominated by spruce and oak forests, with lumber being the major export. The water of the Walnor runs dark and slow, with a huge variety of fish - a large number of them dangerous to try and catch. Creatures sometimes leave the swamps and travel downriver, though the Middle Kingdoms intercept most of them.

Arathal Swamp: A reeking expanse of mud, gnarled trees and rotting vegitation, inhabited by leeches, pikefish, trolls and the undead. Despite the dangers, the Arathal is one of the most popular destinations for adventurers seeking fast fortune. The reason for this is the pollen of the black lotus - a potent and magical-enhancing narcotic.

Runmal River: The Runmal is a placid river for much of its lower length, allowing for significant travel and trading along its length. The land along the river is rich and fertile, supporting the hightest population density in the region. As with the Walnor, creatures sometimes leave the swamp and travel downriver, often reaching Northpoint.

Whitecap Mountains: A series of old volcanic mountains, the middle range is high and permanently snow-covered. The mountains are rich in obsidian, granite and gemstones, and covered in pine, spruce and birch forests. There is a dragon living somewhere near the northern coast.

Kamanjeio Hills: Made up of low, rocky hills, the Kamanjeio hills and the lands south are rocky and covered in thorn trees, briars and thistles. They are also home to a wide array of criminals, bandits and escaped prisoners who need a place to hide. They inflict raids upon Amesbury and the ships out of Northpoint, sometimes allied with and sometimes competing against the tribes of Mopoti-Jeno.


The Northern Countries

The kingdoms of northern Aldrinar are many and varied. As you read the summaries, keep in mind that the majority of the land is wilderness - and not the tamed wild of the modern-day national park. It is a vast, dark, magical place, with danger lurking just beyond the fragile light of the campfire. Wolves, bears, mountain lions, boars and other beasts roam the land and are a very real danger to the peasant with a fragile door. In addition, this is a realm where the very land itself is alive - there are spirits, fey, ghosts, Shining Ones and other magical creatures aplenty.

In short, this far north the borders between kingdoms are rarely well-defined. The kingdoms are mostly empty land, with towns and cities providing brief, shining beacons of civilization in the darkness.

The kingdoms that are described as "A region of ..." do not have a strong central government. There are a multitude of small (50-300 people) tribes or clans with a common origin and culture, and while there may be an overall organizational structure the majority of the population is scattered across the land. What cities exist are subject to significant population fluxuations as harvest / trading season arrives.

Al-Rakseem: A region of Arabian-based tribes. Rakseem are slim, dark-skinned and black-haired, with an aggressive temperment and a general suspicion of outsiders. There are scores of nomad bands, each led by a chieftan or sheik. These bands acknowledge the higher authority of one of seven caliphs, who are in turn ruled by a sultan. The sultan resides in the capital city of Ispahan (is-PAN) at the mouth of the river Jabal.
The land is wet and rocky (think Scotland without quite so many mountains), with most of the population herding sheep and goats. There is a strong merchant class that has strong ties with Li-keek Esten - and by extension the Neskeek Empire - though there is no formal alliance as the Rakseem have a strong tradition of independence.

Amesbury: Centuries after the settling of Whiteland a religeous war divided the population, resulting in just under a third of the population retreating to the south. Through a series of miracles performed by Saint Amesbury, they survived to cross the Runmal and escape Whiteland. Centuries later the kingdom became known as Amesbury. Initial relations with Whiteland, Mopoti-Jeno and Ulmar forced the society to be highly militaristic, and while relations with the neighbors have eased there is still a strong tradition of military service. There is anso a strong tradition of religeous freedom, with most cities having at least shrines to several of the major pantheons.
The land is rich and fertile, supporting intensive agriculture and herds of cattle, sheep, goats and horses. The land to the south becomes wet and swampy, and the scarcity of permanent military forces in the region allows hobgoblin tribes to arise every dozen years or so.

Atakeek Essa: One of the satellite kingdoms of the Neskeek Empire. Technically a monarchy with a representative parliament, the ministers are handpicked by the king, who is in turn chosen by the Neskeek Emperor. Textiles are the primary industry, with metalworking a close second. There is significant trade with Estan Malronz for mineral resources, and limited contact with Honto Koto - though that trade is marred by military posturing and personality conflicts.
Extensive flax and wheat fields line the Donai River, with salmon also a rich source of protein. Large, dense forests hold the land to the east, though routine patrols maintain the border to the Darsheen Empire.

Colmantha: A region of orkish allied military feifs. Colmanthans are short, light-skinned and fair-haired. Threatened from the south and east by aggressive humans, Colmanthans have developed a strong military tradition and institute manditory weapons training. A series of fortified towns line the rivers, with a rapid communication system linking a unified military alliance.
The primary settlements are in the fertile valleys of the northern Sonne'me river, with rocky hills to the north and pine forests to the east and scrub hills to the south. The lowlands produce vast amounts of grain, much of which is exported to both Li-keek Esten and the Eastern Kingdoms in return for military support and protection.

Darsheen Empire: The major orkish civilization on Aldrinar, it is a military-based monarchy with the reigns of power alternating between a small set of families. The Darshin nobility are tall and graceful with dark hair and eyes, though this far north there are few pureblood families. Most of the cities are comprised of natives, who are shorter and stockier with a tendency for green eyes. The land is ruled by a series of appointed governors, each with well-defined lands and duties, a medium-sized garrison of Darsheen Army soldiers, and a healthy level of competition with each other.
Most of the wealth of the northern Empire comes from harvesting rich furs and skins, with sufficient agriculture to support the population and standing army. Most of the cities are strongly fortified, especially the ones on the eastern border.

Elmar: A militant religious society dedicated to the orkish pantheon, primarily Wisuth. The land is mostly orkish but the society is very accepting of converts from any race. The church is just, harsh and forgiving of ingormance, though forced education is one of the penalties for a first offence - along with hard labor.
The land is rocky and heavily forested and all communities are along the river. There are strong hunting and fishing traditions, and a small but steady trade with the neighboring dwarves, draconics and orks. A single port at the mouth of the river Arcaneus provides most of the contact with the outside world.

Eastern Kingdoms: A collection of loosely-defined kingdoms, feifs and tribal lands, with orks make up the majority of the population. While civilization is sometimes little above the Stone Age, there are well-developed woodcarving and weaponsmithing technologies. Few warlords command beyond a few days travel from their home city, and trade and raiding parties come out of the Eastern Kingdoms in about equal numbers. Think of Conan's native land.
The Devlon Isles are consitered part of the Eastern Kingdoms, though usually with each island being its own kingdom. The natives are fishermen most of the time, merchants when a fleet arrives and pirates when lone or weak ships appear. There is some shipbuilding, but most of the ships are from either Northpoint or the southern Darsheen Empire.

Estan Malronz: An orkish monarchy, this is actually a coalition of smaller kingdoms that have bound themselves together for mutual support. Wedged between the Darsheen and Neskeek empires, with the aggressive Honto Koto to the east, the orkish lords saw the writing on the wall and chose to present a united front. The mountains provide a natural defense, and heavy fortifications defend the entrances to the three major river valleys.
The mountains provide a wealth of mineral riches, with sandstone, limestone and shale in the south, with copper, iron and coal appearing to the north. Hunting and fishing are plentiful, with a few herds in the eastern valleys. There are vast underground complexes ranging dozens of miles each, and the southern ranges are rumored to hold evil underground civilizations possessing great wealth.

Honto Koto, T'ien Ming and the Middle Kingdoms: This region is inhabited by a series of militaristic city-states that had its origins in China & Japan. The first rulers realized they would have to change some of their social rules if they wanted humans to survive in Lithgar, and one of the first to go was the prohibition against weapons to the farmers. Faced with the possibility of extinction or an armed & dangerous peasant class, the nobles regulated warfare between their fellow humans - only nobility could make war on nobility, and only commoners could make war on commoners. The nobles would fight amongst themselves to prove their right to rule, the merchants make money, and the commoners (including artisans and hedge-wizards) do all the work.

This prevented wars that decimated the working class, who were needed as an effective combat force to fight off the locals. Combat between clans became combat between mere hundreds of people instead of tens of thousands. It further necessitated the nobility to consist of almost exclusively of highly-trained warriors, and allowed social mobility based on martial skill - the best and brightest of the commoners were married or adopted into the nobility. An series of rituals prevent mass adoptions to bolster the ranks before a war, and a clan must prove it has the means to support another member. The right of the nobility to casually kill a commoner was retained, but by necessity waned in use.

Commoners are trained with staff, spear and tonfa, possess their own weapons and most hold at least middling skill in unarmed combat (in game terms, everyone has WF: Common Melee Weapons). The nobility are allowed to use swords, wear metal armor and ride horses, and at least 2 combat skill levels. Merchants are exempt from many of the limits on travel (they may ride horses) and have the right to conduct business with outsiders (anyone not from the Middle Kingdoms), but in return are forbidden from taking up arms (magic counts, as does hiring other people to fight for you) and pay hefty taxes.

The upshot of all this is that the region has an extremely stable working class that suffers very little from the actions of the nobility, and is capable of responding to an external threat by mobilizing 60% of the population base into a well-trained army in a matter of hours. The nobility are trained from a young age in the proper arts: music, dancing, poetry, horsemanship, swordsmanship and war. Every single member of the nobility can fight to one extent or another - there are few rules defining noncombatants. When a clan is defeated the only mandatory dead are the central family, and the extended family is usually allowed to survive. They are ransomed, adopted or set free as ronin - which has the connotation as a wandering do-gooder rather than a wandering thief and potential brigand. In a land of magic, danger and violence, the existence of a well-trained military sub-class that deliberately goes looking for trouble (read as, danger to the kingdom) is recognized as a useful thing. There have been, of course, cycles in which sufficient ronin have banded together to pose a threat to a noble clan, with a variety of results.

In contrast to the stability in the life of a commoner, the nobility is as dependable as a sandbar – usually solid and reliable, but easily shifted in a storm. The names of the ruling clans, the size and power of the kingdoms, borders, ownership of a particular city, etc can all change multiple times even within a single summer, with the nobility slaughtering one another in a series of battles and the life of the commoners continuing unaffected. If a player comes from the Middle Kingdoms I can draw a map showing the situation as it was when you left, but it’s undoubtedly changed since then and the only way to find out who’s in charge is to go and ask.

The culture of the Middle Kingdoms is an integration of Chinese and Japanese cultures, with many of the ancient prejudices carefully maintained. The northern kingdom of T'ien Ming is almost purely Chinese, gradually changing to Japanese to the southern kingdom of Honto Koto. While time has given both cultures a common currency, peaceful trade relations and stable political relationships (they may not like each other, but they dislike each other less than they dislike barbarians, e.g. everyone else), they maintain separate languages, calendars, architectural styles and so on.

While the Middle Kingdoms claim land northeast of the Arathal Swamp, there is only a tenuous presence beyond the hills to the east of the swamp, and virtually nothing within it. Amesbury is challenging the Middle Kingdoms for this land, but strong raids from Ulmar have prevented either from establishing a strong presence.

Karak Adzan: A dwarven kingdom. A spliter group from the dwarven empire in the Aldrintir mountains, Lord Adzan founded his Hall over 1200 years ago, carving a kingdom from the wilds of the ork tribes. His line has ruled since, with only a few interruptions. There is significant metallurgy in the central mountains, and extensive terraced agriculture along the steep river valley. The region is heavily fortified, though sparcely, and subject to raids from the northern ork tribes and the southern, more organized, Eastern Kingdoms.
The mountains are steep and jagged, with steep valleys and high passes. Old and dark pine and spruce forests compete with scrub oak and fir on the mountainsides, covering the land with a thick blanket of heavy silence.

Li-keek Nesh: One of the satellite kingdoms of the Neskeek Empire. Technically a monarchy with a representative parliament, the ministers are handpicked by the king, who is in turn chosen by the Neskeek Emperor. Li-keek is a major mercantile power and the capitol of Tuk-keen is second only to Syreedik as a commercial center. There are extensive fortifications along the Walnor, as the Middle Kingdoms routinely (over the centuries) threaten to expand.
Much of the land is steep hills and highlands, covered in heather and scrub oak. There are some mineral resources in the central hills, and extensive agricultural developments along the coast to the north of the capitol. The south-eastern lands, near the Donai, are rolling fields that host vast herds of cattle, sheep and bison.

Mopoti-Jeno: A region of African-based tribes. The human clans vary from friendly and merchant-oriented to militant with cannibalistic tendencies, with the family having priority over the clan, which itself takes prescidence over any higher authority. There is no current central government, though empires have existed in the past and will do so again in the future as strong personalities arise. Humans are in the majority, but there are many orks and a few skaven tribes - the border between Mopoti and Ulmar is mostly a mapmaker's construct.
The gentle, rolling hills are covered in pine, spruce, oak and fir forests, with holly being common. The land near the rivers is fertile and allows for agricultural-based societies, and fishing is common.

Neskeek Empire: The major skaven civilization on Aldrinar, it is a syndocracy masquerading as a parliamentary monarchy. Streching the length of the Moltar from the headwaters in the southern Skeep Plains to the fortress-city of Syreedik in the north, Neskeek is without doubt the most active trading and merchant marine presence on the continent. Regional House-Lords rule districts with nearly unlimited freedom, and as long as taxes are paid and the merchant guilds are satisfied they are left alone. A highly-trained standing army, highly mobile troops and an extensive system of well-maintained roads provide security against invasions, as well as against overly ambitious House-Lords. An emperor resides in the southern capitol hundreds of miles to the south, but his arm is long.

The northern capitol Syreedik hosts the ships of dozens of foreign nations. It is a sprawling, overcrowded city of extremes, from the stinking ghettos to the opulent mansions of the nobility. It is said that anything can be bought, as long as one is prepared to pay the price. Most hasten to add that this is the only "law" that has never been broken, as this axiom is applied in a number of ways. Bribery, corruption, forged documents, illegal substances, slaves and ancient artifacts and all manner of stolen goods are available, and it is estimated that bribery is the primary source of revenue for the government.

Quala'at Maan: Origionally, this rocky island was sparsely settled by skaven who had left the Neskeek Empire for one reason or another (usually to avoid a death panelty). As the tribes of Al-Rakseem began to wander and take up merchant interests, a number of the more extreme tribes left the mainland with a trading fleet destined for the Devlon Isles. A number of them stopped at the island, and have remained. Over time humans have come to greatly outnumber the origional skaven, though relations have almost always been good.
The land is cold, wet and rocky, and the little agriculture that exists is small farms on the southern slopes. Herds of goats and sheep roam the hills, providing food to most of the population. Fishing is productive, but the presence of large sea animals prohibits that from becoming a major source of food.

Ulmar ta Ringon: A region of ork tribes, ranging in size from a few dozen members to multiple clans of several hundred each. Hobgoblins are common and a threat to the surrounding kingdoms, though mostly to the north as the mountains increase to the south. There are ruins of long-lost civilizations, ancient burial mounds and hidden treasures, with the tales growing with each retelling.
The northern lands are gentle hills covered in patches of spruce and oak forest, with the hills rising to the south into harsh, granite mountains and steep valley passes. There are good farmlands in the north and mineral riches in the south, though the dangers of the native orks make it difficult to establish any permanent outpost.

Valley of Mages: A human kingdom. They are mysterious and secretive, though they have an active trade with both Karak Adzan and the Darsheen Empire. While there is a commoner social class, it is rumored that even the dirt-poor farmers live better than a rich merchant elsewhere. The kingdom has weathered multiple invading armies from Estan Malronz and the Eastern Kingdoms, and obliterated them all. The Darsheen Empire has observed this and remained on good terms with the Valley.
The south of the Valley is a series of small (20-mile long) river valleys containing the farms and the majority of the population, with the north rocky being highland mountains wrapped in fog, cliffs and danger. Travellers are advised against going there.

Whiteland: A British-based kingdom. The humans from England traveled north and west to the sea, then moved along the coast until they could go north no more. There they found an ancient volcano wrapped in clouds and capped in snow, and they named the place Whiteland. It was a land of new mysteries, danger, hostility from the warring skaven, ork and draconic forces. Over time the humans defeated these threats and settled the land on the southern slopes of the Whitecap Mountains. God and the years have been kind to them, and they now lay claim to all land north of the Runmal. There are forts and castles dotting the landscape, especially in the south-central region where raiding parties from Mopoti and Elmar strike. The primary language is English, with the clergy learning Latin and the nobility knowing French.
The north country is harsh, rocky and dangerous, with mountains, wind and foul weather coming in from the north. There are major gem deposits in the highlands, however, insuring a steady stream of adventurers, prospectors and thieves. The mountains protect the southern lands from the worst of the weather, allowing significant farming in the short summers. Herds of goats and sheep roam the foothills.

Here There Be Dragons: There are several small, but powerful draconic settlements in the Devlon Hills. They are isolated and fiercely independent, though dragons have come to the aid of the Valley of Mages at times.

Free City of Northpoint.