Showing posts with label ports. Show all posts
Showing posts with label ports. Show all posts

Friday, June 01, 2012

Isles of the Saharan Sea: Tarth, the Isle of Storms...

Good Afternoon, All:

Our last port of call for my Isles of the Saharan Sea is the homeland of the Tarthani, the port-city of Tarth.
Tarth

Location Name: The Tarthan Realms, or the Isle of Storms

Ambiance: The homeland of the four-armed Tarthani race, Tarth is a large island that is mostly settled. There are few wild areas on the island, and those few can be found among the mountains, valleys and high meadows of the island's interior. Port Tarth is perhaps the port of the Isles that most feels like a city on the mainland. Weather is notoriously bad within the Tarthan Realms; fog and rain are more common within Port Tarth than clear skies.

History: The Tarthan Realms were settled more than ten generations ago, when a large clan of Tarthani were magically transported to the World Within from another world. Fiercely independent, the Tarthani have maintained an uneasy peace with the Serpentfolk for the last six generations through the payment of slave tributes. After the Wrath of Serpentis, the Tarthani have become a major force on the Saharan Sea.

Encounters: Elemental creatures of air and water are often encountered in and around the Isle of Storms, which in turn attracts elementalist magi. The Storm Knights are a new Tarthani martial order formed by the intention to location and rescue those Tarthani who had been given over to the Serpentfolk as tributes.

Treasures: The King of the Tarthan Realms wears a magical crown which is purported to grant him powers over the element of water. It is also said that the holy relic known as the Crystalline Sphere of Indra is lost somewhere on the island, and is the source of the foul weather that besets the Isle of Storms.

Hooks and Hotspots: Many Tarthani feel shame for the presence of Tribute Rock, a large flat stone near the mouth of the bay where slave tributes were chained as offerings to appease the oppressive Serpentfolk. Mon Burzha is the largest peak within this archipelago outside of the great volcanoes of the Smoking Isles.

Enjoy,
Flynn

Wednesday, May 30, 2012

Isles of the Saharan Sea: Sanmari, Isle of the Leviathans...

Good Afternoon, All:

Only two more ports to detail, and the basic ports of my Isles of the Saharan Sea will be done (until mapping needs to be done, of course.) My next port of call in the Isles of the Saharan Sea setting is Sanmari.
Sanmari

Location Name: Isle of the Leviathans, or the Orchid Port

Ambiance: With its unusually rich soil, Sanmari is teaming with exotic flora and fauna, particularly carnivorous orchids of unusual and vibrant shades. In addition, a leviathan breeding ground is located a few miles out from the port, providing an excellent opportunity to watch the great beasts, although they can be a hazard to sailing vessels during certain times of the year.

History: Eight generations ago, pirates began to use Sanmari as a launching point for their attacks against the coastal cities of the Serpentfolk along the mainland of Mediterrenea. Its location, abundant life and high presence of leviathans gave the site a distinctive advantage as a port of call for smaller, faster vessels making strikes against the larger Atlantican armadas. Three generations ago, the native population of the island left in a mass exodus, for reasons that were never understood by people of Sanmari.

Encounters: Creatures of the wild, particularly small primates and colorful birds of prey, are frequently encountered throughout the Orchid Port, and carnivorous plants of various sizes await those who travel into the jungles surrounding the port. Leviathan-hunters also frequent the port, particularly during mating season.

Treasures: Great natural resources, in the form of provisions and clean water, are abundant on the Isle of the Leviathans. Agbaya, a yellow cherry-sized fruit with healing properties, only grows natively in Sanmarian soil, and can be found in abundance within the jungles of the island's interior.

Hooks and Hotspots: Render's Row is the largest cemetery in the Isles for pirates, renders and corsairs. It is frequently blessed as holy ground, and the bodies of the fallen that are interred within the grounds have never suffered from the acts of foul necromancers or grave robbers. Deep in the jungle, the lost temple of a forgotten god holds the key to a prophecy whose time quickly approaches.

Enjoy,
Flynn

Monday, May 28, 2012

Isles of the Saharan Sea: Provada, the Isle of Magi...

Good Afternoon, All:

With the end in sight, my next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Provada.
Provada

Location Name: The Fist of Towers, or the Isle of Magi

Ambiance: Arcane spellcasters will always find a home within the walls of Provada. Indeed, a good number of major and minor arcane traditions have chapterhouses and guild halls on the island. Spellcasters of all kinds are held in high regard, particularly mages knowledgable in sea magic. Much of the coastline is marked with tall towers belonging to these mystic orders.

History: Seven generations ago, Provada was settled by a shipwrecked crew under the guidance of their Sea Magus. Five generations ago, the Grand Magus of Provada initiated the Games Arcane, a tournament for mages and ritualists held every half generation, which is used to determine the greatest magus of the Isles, the Magus Arcane. Winners present and past receive great accolades and the right to live on Provada tax-free.

Encounters: Spellcasters of unusual traditions abound on the streets of the Isle of Magi, as well as their defenders and protectors. Constructs and magically summoned creatures are also prevalent.

Treasures: The knowledge and lore of over a hundred magical traditions can be found among the libraries on Provada. Many potions, charms and scrolls are available in the alchemist shops here, unlike other ports in the Saharan Sea.

Hooks and Hotspots: The Mage Fields, the site of the Games Arcane, are carefully tended by servitors of the Grand Magus of Provada. The Bloodwind Stones mark a sacred circle where rituals have long been performed to the patron of magic.

Enjoy,
Flynn

Friday, May 25, 2012

Isles of the Saharan Sea: Ortugos, Port of Shadows...

Good Afternoon, All:

The next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Ortugos.
Ortugos

Location Name: Isle of the Dragon Turtle, or Port of Shadows

Ambiance: A pirate stronghold that grew into a port, Ortugos has all the unruly chaos of a city run by thieves. Even buccaneers and renders keep an eye on their personal possessions and walk warily past shadowed alleyways. Buildings in Ortugos generally appear ramshackle, and rise up several floors above the streets below. Banners and awnings block out the harsh sun overhead, giving the streets a very shadowy appearance.

History: Founded five generations ago by a renegade Serpentfolk pirate, Speaker For Dragon Turtles, Ortugos has been a particular thorn in the side of the Atlantican armadas. When Speaker For Dragon Turtles passed, the reins of power were seized by the Rogues' Guild of Ortugos, where they still reside to this day. One generation ago, many pirates reported that a dragon turtle entered the bay during a monsoon and apparently settled into the mud of the floor of the harbor. Sadly, no one has proved the existence of the dragon turtle, making the sightings an unexplained mystery.

Encounters: Dragon turtle monster cults are prevalent in Ortugos, as well as pirates, renders, corsairs and privateers of all origins. The dragon eels that dwell in the harbor are vicious, bloodthirsty beasts whose meat is eaten in the finer inns and taverns of the Port of Shadows.

Treasures: The plunder of a thousand ships is said to lie within the walls of Ortugos. The Guildmaster of the Rogues' Guild, Grandmaster Sylvas the Mariner, is rumored to possess a wondrous cloak which is said to grant its wearer mystical power over shadows.

Hooks and Hotspots: The Dark Oubliette (nicknamed the Pit of Shades by the locals) is perhaps the most feared underground prison in the Isles, as its many tunnels and chambers permeate the depths of the island. Prisoners cast into the Pit of Shades rarely return. A great statue of a dragon turtle is the largest work of art on the island. Indeed, any other effort to erect a larger statue often leads to sabotage and wanton destruction at the hands of monster cultists.

Enjoy,
Flynn

Wednesday, May 23, 2012

Isles of the Saharan Sea: Libertad, the Unshackled Isle...

Good Afternoon, All:

The next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Libertad. This takes us past the halfway point for detailing the ports of the setting. As I may have mentioned, I'm using the sandbox building methods suggested in An Echo Resounding. I've already creating a Hall of Infamy, and I am halfway through detailing the towns and cities (which I'm making ports in this setting.) After that, I'll probably cover some basics on the Resources, Ruins and Lairs, and then I should be good to go. While I have a map with everything marked, I'm hesitant about posting it, simply because I want to keep some of the mystery in case the players in that future campaign decide to read up on the background of the setting here on the blog. I figure the inspirational material I'm writing for background work is probably okay. While my players are very good about not using Player Knowledge in-game, I still like keeping some things a mystery for them, to increase their enjoyment of the game.

And now, we move on the port of Libertad.
Libertad

Location Name: Libertad the Free, or The Unshackled Isle

Ambiance: Founded by former slaves, Libertad is a free port where slavery has been abolished. Many of the populace of Libertad are escaped slaves or descendants of such, and are generally resistant to any overt or oppressive authority. Indeed, the city operates under a communal city rule. The Order of the Unshackled Brethren, also known as the Order of Libertad, wage an ongoing crusade against slavers, capturing their ships, sparing prisoners and freeing slaves. Zegoths and Kelshani are generally shunned, unless they bear obvious markings of former enslavement.

History: Founded four generations ago by escaped slaves, Libertad has always struggled against the large Serpentfolk armadas. In the aftermath of the Wrath of Serpentis and the resulting disappearance of the Serpentfolk, Libertad has begun to swell with many escaped slaves seeking freedom and emancipation.

Encounters: Exiles, convicts and freedom-loving anarchists are commonly encountered on Libertad. In addition, the natives of the islands still maintain trade with the more civilized port, and often wander the streets of the port with their trained animals and bundled goods.

Treasures: There are few magical weapons in the Isles of the Saharan Seas, as the Serpentfolk made it a policy to seek out and take all magical weapons during their tenure as overlords. One of the few arcane weapons known to exist in the Isles, Freedomstrike, a magical scimitar of legendary power, serves as a symbol of the office of the Lord-Governor of Libertad.

Hooks and Hotspots: Freedom Hall, the base for the Order of the Unshackled Brethren, is a large stronghold built by the original settlers of Libertad, and often depicted in regional artwork as the representation of emancipation and the desire for freedom. Lepers and other diseased refugees have been quarantined to a small camp a few hours walk beyond the walls of the port. Known colloquially as Plague Town, this "tent city" has effectively become a small leper colony as more people come in and are quarantined than local priests and midwives can adequately handle.

Enjoy,
Flynn

Friday, May 18, 2012

Isles of the Saharan Sea: Kimojan, Isle of Tributes...

Good Afternoon, All:

The next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Kimojan.
Kimojan

Location Name: Bay of Shields, or the Isle of Tributes

Ambiance: Kimojan is a warrior's island, through and through. Generations of infighting warlords have left the island covered with small strongholds, even within the township of Kimojan proper. Mercenaries and thugs are a common sight in the narrow, crowded streets.

History: For more than six generations, warlords have fought one another for control over this island. Within the last generation, the island was finally united under one leader, the Great Warlord Shotokan. Under his merciless hand, the Raiders of Kimojan command tribute from the natives and residents of many islands within a few days' travel, earning the nickname of the Isle of Tributes.

Encounters: Mercenaries and common thugs are frequently encountered in Kimojan. An order of unarmed martial artists, the Disciples of the Reef, maintain a monastery not far from the port, and are easily recognizable for their distinctive dress and bald heads.

Treasures: Despite the claims that the gathered treasures of many islands line the steps of the Great Warlord's stronghold, Shotokan keeps the coins in a treasury vault, and displays the gaudier pieces in his Hall of Tributes for others to admire. Many sailors from Kimojan whisper rumors that the Great Warlord Shotokan tithes a significant portion of his tributes to the masters of the Disciplines of the Reef; this wealth is said to be kept in a vault in the lowest cellars of the monastery, far from prying eyes.

Hooks and Hotspots: The Hall of Tributes is a popular attraction for visiting dignitaries and a common target for wishful thieves, who very rarely succeed in making it through the Great Warlord's defenses. Those seeking to master the secrets of unarmed combat visit the monastery in hopes of being accepted as a Disciple.

Enjoy,
Flynn

Thursday, May 17, 2012

Isles of the Saharan Sea: Jetan, the Temple Port...

Good Afternoon, All:

I'm continuing my exploration of the major ports of the Isles of the Saharan Sea setting, because having this information will help me bring the setting to life once the campaign starts. Today, I'm writing up some basic details for the port of Jetan.

Jetan

Location Name: The Temple Port, or the Isle of Shrines

Ambiance: A theocratic council governs this small port, and religious observances are abundant. It may seem that every other day is a holy day in Jetan, as there are many parades, feasts and celebrations. Pilgrims and beggars are a common sight, particularly in the overly adorned Temple District.

History: Around eight human generations ago, a band of religious outcasts found their way to the Isle of Shrines and began to worship in peace. As others came, the islanders recalled their persecution and so opened their arms to other religions and practitioners. About four human generations ago, the Holy Council of Jetan welcomed representatives of multiple religions among their ranks, and the island truely became a sanctuary for all faiths.

Encounters: Religous dignitaries and divine heroes frequently visit the Isle of Shrines. Oracles and those who seek their insight and blessings are also more common on Jetan than elsewhere.

Treasures: Many religous artifacts and sacred relics are locked away in the treasure vaults and reliquaries of the numerous temples and shrines of the Temple Port.

Hooks and Hotspots: Commoners of Jetan are afraid to enter the abandoned temple to Serpentis, fearful of attracting the Wrath of Serpentis; indeed, those few who have entered have not returned. Sermon Market has almost as many merchant stalls as it does proselytizers, and it is said that anything of historical or religious significance can be revealed if one should speak to the right people.

Enjoy,
Flynn

Wednesday, May 16, 2012

Isles of the Saharan Sea: Devil's Cove...

Good Afternoon, All:

Now that work has let up a little bit, I can continue my exploration of the major ports of the Isles of the Saharan Sea setting. Today, I'm writing up some basic details for Devil's Cove, or Kelshandan.

Kelshandan
Location Name: Devil's Cove, or Isle of Games
Ambiance: The slave trade thrives on this Kelshani island. The extreme social distinctions between the masters and their slaves divides the residents and flavors almost all social interactions. The Demon Court, an arena where warrior-slaves fight for their masters and for treasure, is the most recognizable feature of the island, and easily distinguishes this port from others at a distance. Other vices, particularly those of a hedonistic nature, thrive in Devil's Cove.
History: Around seven human generations ago, the Kelshani emerged from their underground empire and began to establish a presence on the surface of the World Within. About two human generations ago, the Kelshani established their autonomy from the Serpentfolk through a regular tribute of slaves every season.
Encounters: Important political prisoners are often sold into slavery in the markets of Kelshandan, so diplomats and representatives of many different island kingdoms maintain a presence here. Wild creatures are also imported to fight in the gladiatorial games.
Treasures: Much of the monetary treasure garnered by the Slaver Houses of Devil's Cove are transported to the Kelshani cities of the Underworld. However, political prisoners and well-trained pleasure slaves remain on the surface, and there are always people willing to pay for their rescue.
Hooks and Hotspots: A number of gambling houses provide diversion between gladiatorial combats, which are held for two watches with a twenty watch rest in between. (A watch is roughly four hours in length, and is the basic unit of time in this world where the sun never sets.) Great wealth can be earned in the Demon Court in one can survive the games, but few volunteer to participate of their own volition.

Enjoy,
Flynn

Tuesday, May 08, 2012

Isles of the Saharan Sea: Port Denjados...

Good Afternoon, All:

Now that I have my roster of regional villains, or my Hall of Infamy, in place, I want to get back to outlining the major ports of the Isles of the Saharan Sea setting I'm creating for my next major campaign. These ports are: Aljis, Denjados, Devil's Cove (Kelshandan), Jetan, Kimojan, Libertad, Ortugos, Provada, Sanmari and Tarth. Today, I'm writing up some basic details for Denjados.

Denjados
Location Name: Great Denjados, or The Shipwright's Bay
Ambiance: Home to the greatest shipwrights of the region, Denjados is noteworthy for the great number of docks and shipyards about the bay. The primary city-state of the diminutive Denjani people, most of the buildings outside the port districts are small enough to be uncomfortable for humans and larger races. This gradual reduction in size creates the illusion of a very expansive city on the bay. The city itself honors craftsmen and artisans. Great Denjados is ostensibly controlled under the military rule of the great Zegoth Warlord Tal-Kash. However, the native Denjani owe most of their loyalty to their guild, who are loosely organized under an unofficial Council of Guilds in the wake of the Serpentfolks' disappearance.
History: Around seven human generations ago, the Serpentfolk started to use Denjados as a launching point for their efforts to control the raiders and pirates of the region. The sporadic crusades of the Serpentfolk and their privateers since then has colored the attitudes of many pirates to the port itself.
Encounters: Zegoth patrols and well-sponsored privateers are frequently encountered in the port of Denjados. Occasionally, dinosaurs and other reptilian beasts venture out of the nearby marshes and into the outskirts of the city.
Treasures: Among the treasures of Denjados, adventurers will find the superior sailing vessels of the Denjani shipwrights, as well as the well-crafted goods and objects of art created by the masterful artisans of the Shipwright's Bay.
Hooks and Hotspots: Much of the low-lying land around the city of Denjados is comprised of swampland known as the White Hag Glades by the populace. The Shrine of the Sapphire Scales, a temple devoted to an unworshiped snake goddess, serves as the primary stronghold of Warlord Tal-Kash. The catacombs and underground tombs of the temple remain untouched, the result of generations of fear.


Enjoy,
Flynn

Thursday, May 03, 2012

Isles of the Saharan Sea: Port Aljis...

Good Afternoon, All:

Today, I begin an exploration of some of the more famous ports of the Isles of the Saharan Sea setting. I present to you the port of Aljis:
Aljis
Location Name: Aljis the White, or The Isle of the Sons
Ambiance: The buildings of Aljis appear glistening white as seen rising up from the sea. As a trading hub, the streets of Aljis are crowded with merchants, pirates and other, less reputable sorts. Five gates breach the walls to give access when the port is not under attack.
History: Around ten human generations ago, the people of Aljis withstood a concentrated assault from a Zegoth armada with minimal losses. About three human generations ago, the city of Aljis divided in a civil dispute between the surviving sons of the fallen Aljisian king. Even though the youngest of them won through assassination and trickery and united the city once again, sailors took to calling it the Isle of the Sons.
Encounters: The people of Aljis are loose with their word, and are only interested in immediate gain. Frequent backstabbing and shady deals in back alleys are the norm. Those with a guilty conscience should be wary of the high presence of assassins and bounty hunters.
Treasures: A rich trading port, Aljis houses many mundane treasures captured from many of the surrounding islands. The Aljisian King is particularly proud of his collection of crowns and coronets belonging to neighboring sovereigns who have literally lost their head from pirates and the Zegoth armadas.
Hooks and Hotspots: It is rumored that the Brotherhood of the Black Rose, a particularly successful band of assassins, operates out of Aljis. Wishes made at the fountains of the Verdant Gardens of the palace are said to come true, but only if no one sees it being made.

What do you think?

With Regards,
Flynn