HISTORY

POLITICS

 

Languages of the Northlands

Currency of Evervale

 

THE BARONIES

Barony of Lockwood

Barony of Kanan

Barony of Rushland

Barony of The Stonelands

Barony of Stormreach

Barony of Westland

 

GEOGRAPHY

Map of Evervale

Blood Lake

Blood Mountains

Blood River

Evervale Forest

Highpeaks

Lockwood Forest

Oakride Forest

Oakride River

Orc’s Blood River

Orcs Rift Mountains

Revenant Woods

River Rush

River Wythrn

Silver River

Silverwood

Storm Reaches

Stormreach Deep

The Barren Peaks

Waylan’s Reach Mountains

Wyvern’s Watch Mountains

 

MAJOR SETTLEMENTS

 

Beymoon

Blood Lake

Deadmarsh

Dragon Falls

Grondar’s Hold

Kanan

Lockwood

Nimue’s Spring

Rushfork

Vale

Wythrn

 

 

 

 

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Evervale

 

Capital:

Beymoon

Population:

150,000

Government:

Monarchy

Religions:

Arlen

Imports:

Spices, horses

Exports:

Iron, Silver, Armour, Swords

Ruler:

King Valen Traldorn III

LG Paladin 12

Climate:

Temperate

 

HISTORY

 

The Kingdom of Evervale was established over a thousand years ago in the year 463  when the Paladin Valen Traldorn established a keep at Beymoon and set about building communication and trade links between the scattered settlements of the wild vale lands between the Storm Reaches and the Evervale Forest.  He was popular among the people and in 475 Valen Traldorn was crowned and pronounced King. Supported by loyal retainers Valen soon expanded his demesne north into the Stonelands and west as far as orc infested lands now known as Kanan.

The orcs of the Orcs’ Rift Mountains were outraged at the human encroachment upon their territory and waged war on the human settlers for a hundred years coming in wave after wave. In the year 578, King Hendrick Traldorn sent his most trusted knight and retainer Andrus Kanan to put a stop to the orc threat.  Kanan pushed back the orc hordes with heavy losses on both sides until he barricaded his remaining forces at the banks of the river. 

Horribly outnumbered Kanan and his soldiers fought bravely as the orcs swarmed from the mountains in an endless onslaught. Kanan’s band persevered, cutting down orc after orc until finally, with only ten men standing the orcs stopped coming. According to the stories and songs of bards Kanan himself fell dead overcome by his wounds only minutes after battle ceased. The battle came to be known as Kanan’s Last Stand or Last Stand at Orcs’ Rift as is more common in bardic tradition. Since that time, there has been the occasional raid, but the orcs have not menaced the people of Evervale as they once did.

Over the centuries Evervale has prospered and generally fostered good relationships with her neighbours, but there have been wars and disputes that mark her history. In 827 the Elves of Silverwood, concerned about military manoeuvres at their border in Rushland attacked and decimated a patrol of soldiers that encroached into their lands.  The resulting humiliation led to a number of small border skirmishes which petered out after a few years.

Also the occasional barbarian raiding party has skirted around the west side of the Waylan’s Reach Mountains to steal from small villages and hamlets in Westland – a problem that continues to this day.

The current campaign year is 1481.

 

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POLITICS

 

The country is presently ruled by the aging King Valen Traldorn III.  Valen has ruled since the year 1421 when he came to the throne at the age of 23 and is approaching his 60th year as king.  On the whole he has been a good and just king and is well loved by his subjects.  Policy decisions are carried out by the Council of Lords, comprising of the barons and representatives of religion, commerce, wizardry and war.   During Valen’s reign the kingdom of Evervale has prospered with the discovery of silver in the Blood Mountains. King Valen has kept order and protected Evervale’s borders well and thus life has been peaceful. The phrase “Golden Age of Peace and Prosperity” is already being coined by eager historians.

However, all is not well and the Kingdom of Evervale is facing a crisis.  Many years ago as a young prince and paladin, Valen rode out to vanquish a child-stealing witch-hag by the name of Bloody Ogatha that terrorized the townspeople of Rushfork. Valen killed her in her lair but not before the witch bestowed a curse upon him.  Her curse was that he would leave no heir of blood or choice.  King Valen came to see the truth in the curse when his wife Catharine died carrying their unborn child and when Valen later adopted a son, Tumas, the boy died of fever soon after.

Now an old man, King Valen is truly without an heir, and as his health deteriorates the ambitions of the Barons and councilors look towards the throne.  In the strongest position is Lord Katyana Kanan, the King’s niece and baron of Kanan.  No love is lost between Valen and his nefarious, egotistical niece and Valen believes her ascent to power would constitute disaster for the peace and prosperity of the Kingdom.  Furthermore Lord Kanan has fostered accomplices within the council and has some influential allies willing to help consolidate her position in return for power.  King Valen has all but lost control of the council and faces his last days in despair of what might become of Evervale.  In truth all that stands between Katyana Kanan and the throne is the sick and weakened king.

Kanan’s chief rival is the Baron Lord Garvin Lockwood, a veteran fighter from common stock granted land and title for deeds in service to the King.  Baron Lockwood knows his own claim to the thrown would be tenuous to say the least and that Baron Kanan will be the next queen, nevertheless he is determined to fight her claim and believes that civil war is favourable to submission to her rule.

 

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THE BARONIES

 

The King himself governs the lands around the capital city of Beymoon, but the remainder of his kingdom is divided into six baronies.  Each of the baronies is ruled in the name of the King by a Lord, most of hereditary noble stock.

 

Barony of Lockwood

 

 

This is the demesne of Lord Garvin Lockwood, a veteran fighter from common stock granted land and title for deeds in service to the King.  Lockwood covers nearly all of Lockwood Forest, the Highpeaks, Blood Lake and extends as far north as the Blood River.

 Baron Lockwood is a man of honour, loyalty, bravery and compassion who is well liked by his people.  Lord Lockwood keeps an army at his castle outside the city of Lockwood, an army that is currently recruiting. When the time comes, Lord Lockwood does not intend to swear fealty to Katyana Kanan, indeed he intends to oppose her rule by the sword if necessary. 

Lord Lockwood has begun the construction of a defensive wall around the city of Lockwood and there is currently plenty of work for stonemasons, carpenters, labourers and craftsmen of all descriptions.

As a consequence of Lord Lockwood’s preparations, taxes in the barony are currently high.  Additionally Lord Lockwood has imposed reams of red-tape on exports to the city of Kanan in an attempt to prevent supplies from Lockwood and the Stonelands reaching his future enemy.

 

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Barony of Kanan

 

 

The Barony of Kanan covers the south-western corner of the Kingdom occupied by the Orcs Rift Mountains and stretches from the sea to the edge of Evervale Forest.

Named after Andrus Kanan, who defeated the orc hordes centuries ago, the Barony of Kanan was granted to his family as a reward for his sacrifice.  In fact King Hendrick Traldorn married Andrus’ sister, Emilia Kanan and thus the Kanan’s became part of the royal family.

The current Lord is the King’s own niece Katyana Kanan; daughter of the King’s sister. Lord Katyana Kanan is selfish, evil and tyrannical and she rules her people with the sword of oppression. Lord Kanan encourages and nurtures those of her own kind and thus her barony is an unsavoury place with unsavoury folk.

Lord Kanan has found herself next in line to the throne; no political maneuvering was necessary, the hag’s curse saw to that.  With the King sick and dying the Kingdom is literally about to fall into her hands. Nevertheless she is impatient and grows more so as each day passes. Lord Kanan knows that Lord Lockwood intends to oppose her, but she has bought, bribed and blackmailed much support on the council and also knows that the council will never crown a man of common heritage.

Rumours abound that Lord Kanan has had some dealings with the orc tribes of the Orcs Rift Mountains and it is known that orcs make up numbers in her armies. Hushed tavern talk also speaks of dark magic and black pacts with demons.

Katyana expects to walk into power, but nevertheless her agents, assassins and spies are embedded and poised to act when the time comes.

 

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Barony of Rushland

 

 

The Barony of Rushland is physically (but not economically) the central hub of the Kingdom.  It covers a vast land expanse almost entirely taken up by the Evervale forest. Lord Samian Rushland, a wizard of noble blood, rules Rushland from atop his towers in the city of Vale.  Samian fears Lord Kanan, and desperately clings to his postion of privilege. Court rumours suggest that he has already capitulated to her rule.

 

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Barony of The Stonelands

 

 

The Stonelands encompass the lands north of Lockwood covered by the Wyvern’s Watch and Blood Mountains.  Lord Felovian Stoneland, a rich silver merchant of noble heritage, rules the barony from the prosperous and growing town of Dagger Falls.  Barren as The Stonelands are, they generate immense wealth for the economy of Evervale and are a crucial part of the dominion.  Lord Stoneland understands this, and while in his heart he opposes Lord Kanan, he would rather swear fealty to her than have her armies ravage his people and their livelihoods.  Furthermore he accepts the way of things and Lord Kanan is the rightful heir.

 

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Barony of Stormreach

 

 

At the south-eastern edge of the kingdom the Barony of Stormreach covers the Dead Fens, the fertile farmland, to the west of the fens, Wythrn and Stormreach Deep.  The barony is ruled from the walled town of Deadmarsh by Lord Kragon Stormreach, a grizzled and dissatisfied fighter of noble birth.

Lord Kragon has positioned himself behind Lord Kanan; whispers abound that he has been offered more land and power under the new order.

 

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Barony of Westland

 

 

In the year 1151 a brash knight, whom history has named Daradon the Dense, led an army to expand the Kingdom westward and establish a barony in between the Waylan’s Reach and Orcs Rift Mountains.  Faced with no actual enemy to fight, this was easy enough.  Eager for glory, power and to impress the King’s daughter, Daradon turned his army north to lay claim to the dwarf lands of Waylan’s Reach. He positioned his army outside Grondar’s Hold and demanded the surrender of the dwarf king, King Ruskin Grondar Keenaxe of Clan Grondar. In short King Ruskin’s dwarfs trounced Daradon’s army and Ruskin sent Daradon’s head back to Beymoon in a box.

Embarrased, King Justan Traldorn scrambled to find a solution to the situation and to head off war with the dwarfs.  He invited King Ruskin Grondar Keenaxe to a peace summit in Beymoon and after lengthy discussion and a hearty feast where the consumption of dwarf ale reached unspeakable proportions, the two became firm friends.

With no interest in the lands south of Grondar’s Hold, King Ruskin agreed that the humans could occupy the land that would be annexed to the Kingdom of Evervale.  Ruskin insisted that the humans could not build a keep or a castle and that there should be no military presence in the area except where necessary, in defence of the realm.  King Justan Traldorn went on to appoint the dwarf king as honorary Baron of Westland.  From that day the dwarf king has held a place on the Council of Lords but rarely took his seat. 

Ruskin died in the year 1401 and the current dwarf king is his son King Grondar Grondar Skullhammer of Clan Grondar.  None dare to mock the dwarf king’s name, a junior court cleric of Andor once was foolish enough to poke fun, the immediately subsequent events are not often spoken of in polite circles, but when they are they are simply refered to as the mace-shaft incident. Grondar does bear a small grudge against his father for naming him Grondar Grondar but carries the traditions of his clan dutifully.

Grondar too rarely took seat at the council, until recently -   the current political situation in Evervale warrants monitoring.  Grondar despises Lord Kanan.

 

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GEOGRAPHY

 

Evervale is a green, forest-rich vale countryside lying between mountain ranges at three sides.  To the north the kingdom stretches beyond the Highpeak Mountains to the foot of the Wyvern’s Watch and Blood ranges.  The Barren Peaks and Waylan’s Reach Mountains look down upon Evervale from the north-west.  Evervale’s Western borders stretching from Waylan’s reach, through Westland to the bleak Orcs Rift to the south-west. 

Vast expanses of forest cover the land; centrally the Evervale and Lockwood forests dominate the landscape.  To the east beyond the Dead Fens the uninviting Revenant Woods complete the eastern border.  Between the Blood Mountains and the Storm Reaches lies the expanse of the Oakride forest.  Silverwood, the forest to the north, does not belong to the Kingdom of Evervale, but is Elf land.

Expansive grasslands stretch east to meet the Dead Fens, a dismal marsh land rumoured to be home to horrific creatures and said to be impassable.  Nevertheless, the town of Deadmarsh lies in the southern fens and has its economy based around the marshlands.

 

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Blood Lake: At the end of the Blood River lies Blood Lake. 40 miles long and 25 miles across this body of water serves a small fishing village of the same name. A dreadful presence is said to lurk within the dark depths of the lake as tales tell of a monster known only as the beast of Blood Lake. Fishing boats and their occupants have vanished without trace and some claim to have seen the dark shape of the beast out on the lake.  It is also said that openings at the depths of the lake cause eddies that have been known to drag boats down and drop them into the Underlands.

 

At the southern shores of Blood Lake lie the Stormreach Mountains.

 

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Blood Mountains: This range of mountains is scattered with townships inhabited by a rag tag mix of humans, dwarves and other humanoid races.  Rich in iron ore, the mountains slopes are the colour of rust in the sunlight and they originally attracted folk to the plentiful and lucrative work.  Discovery of silver in the mountains only served to intensify the influx of fortune seekers to the area. The rough townships serve the miners well enough, but are no place to raise families.  Due to this the relatively new   town of Dagger Falls was built in 1438 to accommodate the families of the silver miners. The townships of the Blood Mountains always welcome hired swords to defend against the murderous creatures that lurk in the mountains.

 

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Blood River: Running nearly 200 miles from its source in the Blood Mountains, the Blood River, so called for the red hues of the iron-rich sediment that it carries along, terminates not at the sea but at Blood Lake.  The river is hostile, shallow for long stretches and rapid making it un-navigable between Dragon Falls and Black Lake.  As the Blood River enters the Oakride Forest it merges with the River Wythrn for a stretch of a little over 15 miles where they separate again. This unusual joining of the two rivers is simply caused by natural erosion merging two rivers that once ran parallel.

 

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Evervale Forest: This expanse of deciduous forest dominates the central landscape of the Kingdom of Evervale.  Except for opportunistic hunters and earthy rangers, few venture into its dense heart, however many ancient and overgrown trails wind through the forest while mysterious and ancient ruins lie concealed in its shadows.  Somewhere near the heart of the forest lies an ancient henge where even today druids meet in circle. The Evervale Forest is a source of necessary lumber and this economy is exploited by the town of Rushfork, a community largely comprised of woodsmen and hunters.

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Highpeaks: Lying 50 miles south-east of Wyvern’s Watch the Highpeaks are three awe inspiring mountain summits. Their snow capped peaks are visible from almost any open land or vantage point in the whole kingdom. Between the Highpeaks and Wyvern’s Watch is formed a forest valley where the Lockwood and Oakride forests meet.  Little is known of what secrets the Highpeaks conceal for none have ever survived its slopes.

 

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Lockwood Forest:  This deciduous forest is a rich source of wild game for hunters.  The outer edge of the forest around the city of Lockwood and Lockwood Castle are relatively safe and indeed within several miles of the city of Lockwood, many families make their cabin homes and their livings.  Deeper into the forest, however all manner of dangers lurk and children are always warned not to venture to far. Occasionally the people of Lockwood have been set upon by a huge green dragon that the people call Dalabrak, certainly not its true name, but probably an extraction of its common name.  Fortunately Dalabrak’s visits are few and far between and the wyrm has not terrorized the city for 14 years hence, but the creature’s long absence is only increasing the anxiety, fear and apprehension of the population.

 

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Oakride Forest: Very little is known of the Oakride Forest that stretches beyond the north-eastern limits of the Kingdom between the Blood Mountains and the Storm reaches.  It is rumoured that buried beneath the trees are ancient, unexplored ruins and tunnels leading into the Underlands.  Wild Elves inhabit the forest; they are reclusive and elusive but there have been stories of Wild Elves coming to the rescue of the lost, harried or endangered.  On the other hand… there have been less comforting stories.

 

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Oakride River: The Oakride River has its source in the Blood Mountains.  About 80 miles from its source the river meets the Great East River which stretches from the lands to the east. Where the two meet the Oakride river turns south into the Oakride Forest.  This offshoot river is simply called The Fall, as 40 miles or so into the Forest the river comes to a huge rift in the ground where it cascades down into the darkness of the Underlands.

 

The Oakride River marks the boundary to unexplored lands.

 

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Orcs’ Blood River: This river runs just 100 miles from its source in the Orcs Rift Mountains to its estuary at the sea and the city of Kanan.  The river is so called, as following the Last Stand at Orcs’ Rift where Andrus Kanan deafeated the orc hordes, the river ran tainted with the blood and stench of orcs for almost a year thereafter.

 

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Orcs’ Rift Mountains: At the western boundary of Evervale the Orcs’ Rift Mountains loom menacingly over the barony of Kanan.  As the name suggests the mountains are home to tribes of foul and warlike orcs.  Usually the orcs occupy themselves with war against each other, but every so often the tribes unite to plague the lands below.  In recent years the orc threat has been much diminished – rumours say that Lord Katyana Kanan has made some treacherous pact to pacify them.

 

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Revenant Woods:  At the southern limit of the Storm Reaches are the Revenant Woods. They are spoken of rarely and with great terror – for none have ever entered the woods and returned.

 

Lost in Revenant Woods.  An artist’s impression.

 

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River Rush: From its source in the Waylan’s Reach Mountains the River Rush runs 100 or so miles to Nimue’s Spring where it is joined by the Barren Flow to make a small lake, it then continues through the heart of the Evervale Forest over 400 miles to its estuary at the capital city of Beymoon.  The river is navigable between Nimue’s Spring and Beymoon, but boats carrying goods always hire adventurers to guard against the dangers of Evervale Forest.

 

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River Wythrn: Sourced in the Wyvern’s Watch Mountains the River Wythrn snakes through the Lockwood Forest and cutting a deep valley through the foothills of the Highpeaks. Turning at Lockwood the river flows east to the town of Wythrn and into Stormreach Deep.  It emerges from the south of Stormreach Deep and journeys through the Dead Fens to Deadarsh. More than 400 miles long the river carries iron ore, weapons, and silver as well as logs from Dragon Falls to Lockwood and Deadmarsh.  But the river is temperamental and rapid at intervals and navigating its volatile waters can be dangerous. As the River Wythrn enters the Oakride Forest it merges with the Blood River for a stretch of a little over 15 miles where they separate again. This unusual joining of the two rivers is simply caused by natural erosion merging two rivers that once ran parallel.

 

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Silver River: The Silver River flows from its source at the northern extremes of the Wyvern’s Watch into Silverwood.  The river emerges from Silverwood to meet the River Rush.

 

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Silverwood: This large forest of both deciduous and evergreen trees lies to the north between the Waylan’s Reach and Wyvern’s Watch ranges.  Silverwood is not part of the Kingdom of Evervale, they are Elf lands.  Few humans have been there, fewer still care to speak of it.

 

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Storm Reaches: The Storm Reaches stretch more than 200 miles south to north marking a formidable barrier to the lands that lie to the east. The Storm Reaches are so named for the wet, thunderous, volatile weather that punishes the land below.  Legend speaks of Thorndar, a storm giant who endlessly mourns the death of his mate. In his despair and sadness he besieges his domain with thunder, lightning, wind and rain. For many centuries, the people of Evervale believed the Storm Reaches marked the edge of the world; such ignorance has long since been dispelled.

 

The Storm Reaches, once believed to be the edge of the world; the mountains look down on Stormreach Deep below.

 

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Stormreach Deep: This magnificent body of water spans about 85 miles north-south and 40 miles east-west at its widest point.  This deep, teeming lake serves the fishing community of Wythrn. Undoubtedly the lake is also home to more dreadful creatures, but the folk of Wythrn have yet to be troubled by anything like the beast that is said to lurk in the Blood Lake to the north.  It is thought that Stormreach Deep and Blood Lake were once the same body of water, until some magical cataclysm pushed mountains between them.

 

Foreboding clouds amass above the vast waters of Stormreach Deep.

 

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The Barren Peaks: Beyond the north-western extreme of Evervale, The Barren Peaks are a barrier to the northern barbarian lands.  Rumoured to be riddled with caverns and lairs The Barren Peaks are frequently spoken of by adventurers, though few have returned from there.  Furthermore The Barren Peaks are known to be giant country.

 

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Waylan’s Reach Mountains: This range forks straight south from The Barren Peaks in two prongs.  Once a maze of dwarf mines and cities, their glory is now lost and their halls abandoned by the dwarves and reclaimed by goblins and other monsters. All that remains is the dwarf fortress of Grondar’s Hold.

 

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Wyvern’s Watch Mountains:  A colossal range of mountains, the Wyvern’s Watch stretches over 150 miles north of The Stonelands.  The Wyvern’s Watch Mountains are wild and volatile lands, home to warring tribes of monstrous humanoids; lair to all manner of monsters and dragons and as the name suggests, the nesting sites and hunting grounds of the dreadful wyvern.  Stories tell of lost cities, ruined citadels, towers and temples of wizards and dark deities and even passageways that lead deep into the Underlands.  The southernmost reaches of the Wyvern’s Watch conceal a number of secluded monasteries where monastic brothers and sisters seek seclusion, peace, enlightenment, training and direction.

In the foothills below the Wyvern’s Watch Mountains nestle small gnome settlements that trade gadgets, gimmicks and fine jewellery with the rest of the kingdom, but otherwise remain virtually independent.

 

The Citadel of Lost Hope hidden among the peaks of the Wyvern’s Watch mountains.

 

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MAJOR SETTLEMENTS

 

Beymoon

 

Size:

Metropolis

Power Centre:

Conventional

Alignment:

LG

Spending Limit:

100,000 gp

Assets:

382,295,000 gp

Population:

76,459

Racial Mix:

Mixed (human 80%, dwarf 8%, halfling 4%, Elf 3%, Gnome 2%; Half-elf 1%; half-orc 1%; other 1%)

 

Ruler:

King Valen Traldorn III

 

Situated at the mouth of the River Rush is Evervale’s capital city and seat of power Beymoon.  The city expanded around the Beymoon castle, built by King Valen Traldorn I over 1000 years ago, and has grown into a thriving commercial and cultural metropolis.

Known as the Moonlight City, the true splendour and beauty of Beymoon is most apparent on a clear summer night when the light of the full moon illuminates the gulf waters into a blanket of shimmering silver. The reflected light in turn illuminates the city in dream-like silver hues.

Beymoon has a splendid harbour where a steady stream of merchant vessels and fishing boats navigate the clear waters of the Silver Gulf. The Moonlight City’s economy is based around the trade of goods produced within the Kingdom and goods brought in from lands far away – due to this the city has something of a cosmopolitan nature.  Also the miles of farmland surrounding the city account for the most part of Evervale’s grain production.

Beymoon is a tolerant city, different races are welcome, trade is encouraged and temples representing most of the major deities of non-evil alignment can be openly found in the city. The grandest temple is The Libraries of Erudition devoted to Arlen, the god of justice, wisdom and learning, but open to those of all faiths who seek learning. 

The army serves as the city guard which keeps them occupied, there is also a dedicated city watch recruited from the civilian population.  A watch patrol is usually made up of 4 watchmen and a sergeant, each city ward has its own Constable responsible for the watchmen on his patch.  Justice is served by the Magistrates of Arlen, usually clerics of Arlen, at least one of whom is on duty in the Chambers of Justice at any given time.

Like all cities, Beymoon has its seedier underworld. Smuggling is rife and there are plenty of such outfits around the shadowy coves of the Silver Gulf.  A number of small criminal organizations operate within the city, but one thieves’ guild, The Black Mantle, dominates the action.

 

A dawn promenade near the harbour as the city of Beymoon awakes.

 

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Blood Lake

 

Size:

Village

Power Centre:

Magical

Alignment:

 

Spending Limit:

200 gp

Assets:

4380 gp

Population:

438

Racial Mix:

435 human; 2 dwarf; 1 other

 

Ruler:

Hedric (Cleric)

Temples/Shrines:

 

 

Where the Blood River flows into Blood Lake there is the small fishing village of the same name.  Isolated and insular, the people of Blood Lake are not celebrated for their hospitality. Its one Inn, The Beast’s Head, grudgingly caters for the occupants of the occasional merchant wagon that rolls in from Dragon Falls or Wythrn to trade supplies.

For as long as anyone can remember, the resident cleric has always been the head of the community, currently the village is led by a cleric named Hedric.

 Every now and then a new band of adventurers arrives in the village looking to try their luck against the legendary Beast of Blood Lake.  The locals pay them no heed, and no local pilot will ever take strangers out on the lake.  The locals will only sell, not hire boats to adventurers, as they are always and without exception never seen again.

 

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Deadmarsh

 

Size:

Large Town

Power Centre:

Conventional

Alignment:

NE

Spending Limit:

3000 gp

Assets:

577,500 gp

Population:

3,850

Racial Mix:

Mixed (Human 81%; halfling 5%; half-elf 4%; gnome 3%; elf 3%; dwarf 2%; half-orc 1%, other 1%)

 

Ruler:

Lord Kragon Stormreach

Temples/Shrines:

 

 

At the mouth of the River Wythrn and built on the swamp lands known as the Dead Fens is the walled town of Deadmarsh.  The town earns its name due to the foul undead creatures that dwell in the marsh lands – the long forgotten dead of an ancient slaughter; so evil, unjust and remorseless that the events were omitted by the scribes of history.  Those who venture into the fens by day are taking a grave risk; those who venture into the fens at night do not come back.

Originally a wooden balustrade was built to protect the townsfolk from the denizens of the marsh, but this proved weak and ineffective to the point where the dead were roaming the boardwalks of the town at night. Lord Kragon built a new stone wall 5 years ago and since then the town has been relatively well protected.  There is always paid work available guarding the walls at night.

Built on the marshy land, the whole town sits upon a wooden platform raised several feet above the marsh on heavy stilts.  The town has no streets as such, but boardwalks built of wood cut from the nearby Revenant Woods many centuries ago.  Apart from the new wall, the whole town is of wooden construction.

The economy of the town is based around its rich fishing waters and the rocky beaches along the coast are literally blanketed with shellfish for the picking at low-tide.

The town is ruled by the Baron of Stormreach - Lord Kragon.

 

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Dragon Falls

 

Size:

Large Town

Power Centre:

Conventional

Alignment:

LN

Spending Limit:

3000 gp

Assets:

323,700 gp

Population:

2158

Racial Mix:

Mixed (Human 65%; Dwarf 15%; gnome 10%; halfling 6%; half-orc 2%; half-elf 1%; other 1%)

 

Ruler:

Lord Felovian Stoneland

Temples/Shrines:

 

 

Dragon Falls is a new town, built in 1438 to accommodate the influx of fortune seekers into The Stonelands following the discovery, by iron miners, of silver in the Blood Mountains.

The town’s economy is thriving and its population is growing fast as more people come to work the mines, seek their fortune in silver or to work in the many tertiary and service industries that are growing in the town. The town also has a rapidly growing jewellery industry. Dragon falls is ruled by Lord Felovian Stoneland, Baron of Stoneland, a nobleman and wealthy silver merchant who lives in a huge mansion in the merchants’ quarter. He is a fair man, reasonably well liked, who cares about the welfare of his people.  They are making him a lot of money after all.

 Just a few miles north of the city is a vast waterfall on the Blood River, behind which is said to be huge cavern rumoured to be the lair of a dragon.  A few people claim to have seen the dragon but their conflicting stories of its size, colour, escapades, how it swooped down and nearly swallowed them whole, etc, etc, usually only convinces tavern-keepers that they really have had one too many and need to go home now.

There are known to be caves around the waterfall that are rumoured to lead into the Underlands.  Indeed, many a band of adventures have returned from the cave laden with treasure… of course, many a lone adventurer has returned without the companions they left with.

 

Adventure awaits in the caverns behind Dragon Falls

 

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Grondar’s Hold

 

Size:

Large Town

Power Centre:

Conventional

Alignment:

NG

Spending Limit:

3000 gp

Assets:

639,600 gp

Population:

4264

Racial Mix:

Isolated (Dwarf 99%; halfling 0.5%; other 0.5%)

 

Ruler:

King Grondar Grondar Skullhammer of Clan Grondar

Temples/Shrines:

 

 

Extending out from the lower slopes of Mount Ironforge is the dwarf fortress of Grondar’s Hold. Built in ancient times by King Grondar Stoutbeard and once part of an ancient federation of 13 dwarf cities, scattered about the Waylan’s Reach Mountains and linked by hundreds of miles of tunnels; Grondar’s Hold is but a shadow of its former glory.

Before recorded time the 13 Kingdoms dwelt in the mountains in great underground cities.  There they mined ores from the mountains and traded with the Elves and the inhabitants of the human lands below.  Their civilization was noble and prosperous, their structures a wonder to all who laid eyes upon them.  But with their untroubled prosperity, had come complacency.  Military matters were unimportant and so the numbers of dedicated soldiers had dwindled over the centuries. Virtually no resources were expended on intelligence. The dwarves did not conceive that their domain was about to be threatened.

Then the goblin races came; like rodents their numbers had multiplied in their wretched holes in the Barren Peaks to the north.  Looking to expand their territory they tunneled in overwhelming hordes and masses, striking at the dwarves from the dark below, slaughtering all.  Two cities had fallen even before the stunned dwarves could muster a response.

The dwarves fought fiercely in defence of their homes, but the sheer weight of the goblinoid numbers was overwhelming. One by one the cities fell, the few survivors - refugees fled southward one city at a time.  Desperate, the dwarves swallowed their bitter tasting pride and sent a messenger to the Elves of Silverwood to plead for assistance.  But none came. Eventually, only the city of Grondar’s Hold remained. 

King Regdo Grondar Ironshield sensed that defeat was inevitable, but would not give up the mountain.  Addressing his people, he informed them of his mind and asked that those who wished to flee the mountains should do so with no shame. Not a single dwarf left. In a last desperate act to delay the goblin onslaught, King Regdo ordered the tunnels sealed.  Teams of dwarves used barrels of gnomish black-powder to collapse all sections of tunnel leading into the city of Grondar’s Hold.

The dwarves waited, anticipating the goblins would dig through the blocked tunnels. They waited. But no more goblins came.

The external fortress of Grondar’s Hold is in every way at one with the mountain, walls of skillfully worked white granite tower skyward to domed tops. Tributaries from the mountain run through the structure in carefully constructed canals.  From the heights of the city the water cascades downwards from manufactured waterfalls into a widened section of the River Rush below.

The current ruler of Grondar’s Hold, King Grondar Grondar Skullhammer of Clan Grondar dreams of opening the collapsed tunnels and retaking the rightful domains of his people.  But political affairs in Evervale have for the moment taken his eye off that particular ambition.

 

 

From carefully constructed canals in the heights of Grondar’s Hold, water cascades downwards into the River Rush below.

 

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Kanan

 

Size:

Large City

Power Centre:

Conventional

Alignment:

LE

Spending Limit:

40,000 gp

Assets:

44,486,000 gp

Population:

22,243

Racial Mix:

Mixed (human 79%; half-orc 11%; dwarf 5%; elf 2%; halfling 1%; half-elf 1%; other 1%)

 

Ruler:

Lord katyana Kanan

Temples/Shrines:

 

 

The walled city of Kanan is the seat of power of Lord Katyana Kanan, the King’s evil niece and the next in line to the throne of Evervale. From her seat of power in the Dread Citadel Katyana Kanan rules her barony as a tyrant, her people little more than serfs. 

Approaching the city of Kanan by road, even before they spy the city proper, travellers are greeted by the foreboding sight of the black turrets of the Dread Citadel upon its hill in the center of the city.  Closer to the city the road passes through dismal farmland worked by thin, impoverished peasants. The workers are overseen by fat, well-dressed officials, guarded by soldiers in black tabards.  The officials monitor yields at harvest-time and ensure that every grain of Lord Kanan’s entitlement is taken at source.

The economy of the city is based largely around the black-market. The peasants work the land in an open-field system in order to grow grain and other crops.  A ludicrous 80% of the crop is tithed to Lord Kanan in lieu of taxes.  The peasants struggle to keep enough to feed their families, yet Lord Kanan usually ensures them just enough to maintain their productivity.  A rich black market operates in the city trading goods brought into the city port by ‘privateers’. Organised crime squeezes the city’s private businesses tightly – of course the vast majority of this is tolerated by Lord Kanan as the money trail invariably terminates in the coffers of the Dread Citadel. 

The city’s free port is a safe-haven for ‘privateers’ who are given protection by Lord Kanan in return for a rich tithe.  In fact it is thought to be more than rumour that Lord Kanan herself owns the fleet which preys on foreign merchant vessels in the waters of the Sea of Dreams.  Katyana Kanan’s tracks are always carefully concealed, and any ‘scandals’ or ‘accusations’ are either buried or legitimized with a cover story.  Of course the King is more or less powerless against Kanan’s pirates as the one mistake of his rule was not to maintain a royal fleet.

Lord Kanan’s army, the Dread Guard, maintains order, their violence and corruption rarely spoken of by their victims as retribution is swift and merciless.  Black robed Judges accompany watch patrols so that ‘justice’ can be meted immediately and cheaply.

Soldiers of the Dread Guard are identifiable by their black tabards over dark chain.

Recently the monstrous population of the city has been on the increase.   Lord Kanan has developed links with the orc tribes in the Orcs Rift Mountains; half-orcs are a common sight and even orcs are often seen within the city trading goods. Lord Kanan has discovered that orcs make cheap soldiers and increasing numbers are being recruited into the Dread Guard.

 

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Lockwood

 

Size:

Large City

Power Centre:

Conventional

Alignment:

NG

Spending Limit:

40,000 gp

Assets:

49,284,000 gp

Population:

24,642

Racial Mix:

Mixed (Human 79%; dwarf 9%; halfling 5%; gnome 3%; elf 2%; half-elf 1%; other 1%)

 

Ruler:

Lord Garvin Lockwood

Temples/Shrines:

 

 

Beyond the Evermist Hills, on the outskirts of Lockwood Forest is the fair city of Lockwood.  Standing next to the city is Lockwood Castle, granted to a talented, skilled and intelligent young knight named Garvin Dremsson in 1464 for continued services to the Kingdom – not least the vanquishing of the venerable red wyrm Gronkimnagmanash who had come from the Wyvern’s Watch to rain fire and terror down upon the Kingdom.  Garvin’s reward was to be named Lord Lockwood and given dominion over a barony known to have its own Dragon Problem.  The Green Dragon Dalabrak has not been seen in the 14 years that Lord Garvin has ruled the barony, perhaps he wishes not to test the reputation of the dragon killer?

Lockwood Castle is the effigy of a stronghold of chivalry. Four strong walls cornered by four strong towers guard a central keep atop which flies the arms of the Kingdom and the arms of Lockwood. A moat and drawbridge complete the image.

The city itself is an unremarkable sight, but within is a bustling economy based around hunting from the forest and crafting from raw materials, silver and iron from The Stonelands and wood from Rushfork.  Additionally the city has a demand for labourers, engineers and craftsmen, for Lord Lockwood has ordered the quick construction of a defensive wall around the city.  Lord Garvin has made the wall a priority and is throwing incredible amounts of money at the project – for he wants it completed within the year in anticipation of war.  Lord Garvin’s armies are also recruiting.

As a consequence of all this, taxes are currently at an all time high within the city, and while there are some who question this, the majority of Lockwood’s people hold great trust in their leader.

Up until recently, Lord Garvin ruled his city as head of a council made up of merchants, guildmasters, clerics and representatives of the people.  But upheaval caused by the current political situation led to argument and disagreement within the council which was virtually split down the middle over Lord Garvin’s intention to oppose Lord Katyana Kanan’s ascent to the throne.  For the first time in 14 years Lord Garvin single-mindedly imposed his will upon his council.  The council disbanded and now Lord Garvin makes decisions autonomously, albeit with his supporters as advisors.

The largest temple within the city is the temple of Andor, but outside the city about a mile into the forest there is a shrine to Medrian which is maintained and worshipped by those whose livelihoods depend on the forest.

 

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Nimue’s Spring

 

Size:

Village

Power Centre:

Conventional

Alignment:

N

Spending Limit:

200 gp

Assets:

4350 gp

Population:

435

Racial Mix:

Mixed (human 82%; halfling 9%; elf 5%; half-elf 2%; dwarf 1%; other 1%)

 

Ruler:

Urellia Moonhair

Temples/Shrines:

 

 

Where the River Rush meets the Barren Flow in Westland is a lake fed by the River Rush and once also fed by a natural hot spring. Named after a druid who once dwelt in a small grove on the west side of the lake, Nimue’s Spring is a small friendly village built around the water source.  The spring is now managed within the town as a water source and also the locals have channeled the waters into a bath-house which is integrated within a large inn. The spring water no longer flows into the lake where it was essentially wasted.

The people of Nimue’s Spring welcome strangers and are renowned for their excellent hospitality.  The village has a magnificent Inn called The Bathhouse, built around the hot baths.  Here visitors can stay, bathe in the hot springs and partake in all manner of therapeutic and grooming services as well as enjoying fine food, warm hospitality and great entertainment.  Bathing in the waters is free, but patrons often donate towards the upkeep of the baths; the additional services are of course charged for.

In spite of its popularity the village has resisted expansion as its people prefer their small friendly community atmosphere.

The village is governed by a half-elf named Urellia Moonhair, a confident, patient and yet assertive woman whom the people respect.  Urellia is extremely concerned about happenings in the realm and how her people will be affected.  She has not done so yet, but she intends to ask for the protection of King Grondar of the dwarves.

Law and order in the village is kept by a retired adventuring fighter named Salrek, a man of good nature and reputation, but a man prepared and equipped to bang heads together when the need arises.

The grove to the west of the lake has recently been inhabited for the first time in a century by a new druid, a man named Joran.  He is occasionally seen within the village and is treated as a resident by the locals.

 

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Rushfork

 

Size:

Large Town

Power Centre:

Conventional

Alignment:

 

Spending Limit:

3000 gp

Assets:

544,350 gp

Population:

3629

Racial Mix:

Mixed (Human 85%; dwarf 6%; halfling 3%; elf 2%; half-elf 1%; half-orc 1%; gnome 1%; other 1%)

 

Ruler:

 

Temples/Shrines:

 

 

Rushfork is a large town located at the fork made where Old Ogatha’s Flow meets the River Rush in Evervale. Its economy is centred around the forest, particularly the lumber trade and hunting.  Rushfork exports wood to all parts of the kingdom and wood is by far its chief source of revenue.  Small outlying farms also produce grain for the town, but a large part of its grain is brought in from Beymoon.

The people of Rushfork are a hardy lot, woodsmen and hunters mainly.  Also Rushfork is favoured by rangers who pass through The Ranger’s Rest Inn to trade information and rumours and to find adventuring companions.  The Ranger’s Rest is also a welcoming stop-off point for adventurers passing through the town.

Rushfork is ruled by a wealthy lumber merchant named Fenn Danyo.  Fenn is a good man, and a good manager with strong business acumen – but he is no fighter.  He is a good personal friend of the King and in his own words doesn’t want to see the Kingdom “go down the damned troll’s cesspool.”  He intends to support Lockwood, but knows he cannot defend his town against an armed force.  Fenn’s second, an ambitious sorcerer named Wilham Ventrigar, holds a different view – but his attempts to persuade Fenn that a new order would only present opportunities have met with derision.

 

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Vale

 

Size:

Small city

Power Centre:

Magical

Alignment:

N

Spending Limit:

15,000 gp

Assets:

7,101,000gp

Population:

9468

Racial Mix:

Mixed (Human 84%; dwarf 7%; halfling 3%; elf 2%; half-elf 1%; half-orc 1%; gnome 1%; other 1%)

 

Ruler:

Lord Samian Rushland

Temples/Shrines:

 

 

     The city of Vale is situated in the North East of Rushland, its central location ensures healthy trading with the other baronies and its higher number of wizards, compared to other cities maintains its continuing importance to the kingdom of Evervale.

    The skyline is dominated by a great stone tower in the southern end of the city. Here Lord Samian Rushland keeps his rooms and rules from on high. Lord Samian is rarely seen however and most of his dictates are carried out by his regent, Sir Trelwyn Menthar (LN male human Ftr 10).

     Vale is famed for its fine bows, arrows and wooden carvings, its merchants do a great deal of business with the major cities of the Evervale and helps ensure the continuing wealth of the city. Much of their economy therefore relies on the Evervale forest and the trees that supply their primary resource.

    The residents of Vale are a guarded people, reflecting the “closed” nature of the forests that border the western part of the city. They have little trust for the more powerful baronies and prefer the quieter lifestyle that Rushland offers.

    Rumors abound of another power-group making its presence felt. A small cabal of like-minded mages has established a tiny guild structure within the cities confines. Their motives are unclear but many believe they seek to subvert the rule of the realm for Lord Kanan.

   Annually, a great gathering known as “The Minyr” occurs by the banks of the River Rush. Bards, poets and sages are invited to the city and asked to tell tales of the past and of the distant lands for the education and entertainment of all. This tradition was established by a long-dead ruler of the city - Lord Samian tolerates its existence because it helps ease the unrest his latest tax rises have caused.

 

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Wythrn

 

Size:

Small Town

Power Centre:

Conventional

Alignment:

LG

Spending Limit:

800 gp

Assets:

42,600gp

Population:

1065

Racial Mix:

Mixed (Human 84%; dwarf 7%; gnome 3%; elf 2%; half-elf 1%; half-orc 1%; halfling 1%; other 1%)

 

Ruler:

Garik Mhenlo

Temples/Shrines:

 

 

   Wythrn is an idyllic fishing town, built where the River Wythrn winds its way down into the Stormreach Deep. It’s a quiet place where people tend to take life slowly and trouble is rare. It’s often said that Wythrn is the fair daughter of Stormreach compared to the twisted son that is Deadmarsh - where the larger city is surrounded by the disease and undead-infested fens; Wythrn is set next to lush countryside and awe-inspiring mountains.

   Wythrn’s residents are hard-working, peaceable folk who look on their neighbours (and rulers) in Deadmarsh with considerable suspicion. The latest rumours surrounding Lord Stormreach and his support for Lord Kanan have done little to help the situation.

   The ruler of Wythrn is a retired ranger, Garik Mhenlo (LG male human Rgr 6). Well into 60 years of age his adventuring days are long since past, he still retains a healthy lust for excitement though and will often encourage adventuring parties to explore the nearby Storm Reaches and bring back to him tales of their deeds. He maintains an opposition to Lord Kanan and Lord Stormreach but has yet to vocally endorse Lord Lockwood, whom he has a great deal of respect for, for fear of alienating himself entirely from the support of Deadmarsh.

    Despite whisperings of the opposition to his rule, Lord Stormreach hasn’t yet decided to remove Garik from power simply because he sees no threat from the aged Ranger and his simple subjects.

    With fish as the town’s primary source of income it is no surprise that Wythrn maintains a healthy fishing fleet. Everyday one can look out over the immense Stormreach Deep and see a dozen white-sailed cutters, broad-leaf insignias proclaiming their catch for the town of Wythrn, as their skilled sailors navigate the oft storm-wracked waters.

 

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Currency of Evervale

 

The coins of Varna and their value are as detailed on p122 of the PHB.  Different nations mint their own coins, but in general their value is like for like.  The currency of Evervale is named as follows:

 

pp – Platinum Dragons         gp – Gold Crowns

sp – Silver Shields                cp – Copper Pennies

 

Often adventurers may happen upon coins from ancient times. While generally accepted as currency by merchants and traders their values do not always correspond with the value of the coins of today.  A nervous trader may demand a premium, a canny merchant may realise that your gold piece is truly worth five.

 

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