Character's Home Town: I want everyone to decide what town
they come from in Kaldor (or Thay, Burzyn, Orbaal). You can not be
from Melderyn or Tharda. You can not begin from Olokand (where the adventure starts) or Wythian or Loban (Where the adventure is going).
Nor can you have ever traveled down the Fur road. You may be of the Barbarian tribes that ring Kaldor, but NOT of the Taelda.
I want everyone to learn about the wilds of the north together.
* Please note, if you choose a city in Kaldor as your “home city”, I will reward you with a free +5 skill points. *
Decide why your PC has arrived at Olokand, for the first time, the gateway of the frontier in the Northwest of Kaldor. It can be something simple, like “looking for loot” or something more complex like “being pursued by agents of Baron MacNasty for having a romance with his daughter” etc. I will gladly change things a bit to fit your story.
Please check out the great map of the entire Kingdom of Kaldor and environs (sadly, too big to be posted on this free website). You will find it on our 100rye yahoo groups page. I believe you must be a member of the 100rye yahoo group's site to access it. It has all the below towns listed:
Back to top
A summary of cities/areas your character can begin from:
Tashal, capital of the kingdom of Kaldor: Oldest and by far the largest city in Kaldor, Tashal is a teaming city of almost 100,000 souls. Built on the ruins of the previous peoples, it boasts modern sewers (thought to have been built by the Dwarves for the previous owners) and a huge outer wall, from which at least 50% of the city has spilt out of and built around. City of Merchants, of the most Powerful Noble families and of the infamous Thieves guild, that suffers no rival. Tashal is the center and the heart of the kingdom of Kaldor.
Gardiren: Northern Keep and village, ancestral home of the HighCastle Family. Until the opening of river traffic, all trade from Azadamere (The city of the reclusive Dwarves) came overland via a long, dangerous road. Two generations ago, with the founding of the port town of Kiban to the east on the river Nephen, trade was diverted to Kiban, and the status of wealth of Gardiren was vastly diminished. Now the once proud city has been reduced to half its size, and its lord, Baron HighCastle, has had several land disputes with the Baron of Olokand.
Getha: Village in the hills north-east of Gardiren, it is famous for the Lotus Monastery. A contemplative order of Monks that have removed themselves from society, the Order of the Lotus is known for the extreme kindness and perspicacity of the its brethern. Immediately north-east of Getha is the “Bone Bridge” that once spanned the Nephen on the road to Zerhun. Supposedly the Bone bridge is made of the bones of some ancient and gigantous creature. The bridge was destroyed in a massive flood approx. 20 years ago.
Kiban: Thriving river port, trade from Zerhun arrives here now, as well as from the city of Nenda to the east. An outer wall for the growing city is about 50% completed, as well as a large temple of Helm. The previous temple of Helm burned to the ground 2 years ago under mysterious circumstances. What makes it particularly tragic was an attached storehouse of the Mangai Guild (Magic-Users Guild).
Minarsas: Middle sized city with a large fortress, Minarsas was the center of activity for the eradication of the Savage tribe called the “Boii” about 40 years ago. The Boii were a savage people, who eschewed the use of armor, but were strong in elemental magics. Calling demons of air and trees themselves, it took 2 generations to drive them off and finally subdue them. Now only a handful of pitiable tribes exist far to the east, sometimes trading in peace at Nenda, sometimes raiding caravans, villages. The present Baron of Minarsas is rumored to be a cruel despot, and is treating the serfs and villains of the area like virtual slaves. There have been several rebellions, all of which have been cruelly and ruthlessly put down. Those that can are leaving the area, and either moving south to the Burzyn area, or to the opening frontier in the north-west.
Atberen: small village in the west, on the road between Minarsas and Qualdris, Atberen is most well known for its fine malts, and that it is the seat of the Gray Wanderers, the Kingdom Order of Rangers. The Gray Wanderers have special license to travel where they will, and exercise their authority, granted by the king, to safeguard the people of Kaldor. Largely despised by the nobility, the Wanderers have a great prestige with peasants and the working people of the kingdom. They have intruded so strongly into the Minarsus area that the Baron there has – against the will of the crown – outlawed them in the towns and villages under his control (The area in and around Minarsus).
Sirendel: Once the capital of the Boii people, Sirendel is now a thriving agricultural village. There are several stone monolyphs in the area that are said to be haunted. Many have been destroyed, but those that remain are just too large/complex to easily tear down.
Qualdris: Large merchant city, on the road from Tashal to Burzyn, Qualdris has become famous as the main Hall of the Order of Mangai, the order of Magic-Users. In this large city, magic can be openly seen being used, and there is a large university where the best and wealthiest families send their heirs to be trained. There is also a large library that is said to be ancient, and that predates the founding of Kaldor.
Kobing: Last Kaldorian city on the road to Burzyn, it is a caravan hub as well as a hub for the marshalling of armies.
Jedes: Last Kaldorian city on the Kald river, Jedes sees trade from the wild and horse-loving Hoidiri from the west. It is also said Elven traders from Ulfshaven can be seen there, from time to time.
Also, there are dozens of smaller villages and walled towns throughout Kaldor. If your story requires you to make up one of your own – fine! As long as you steer clear of the Olokand area, and incorporate what you find above – I will support whatever you want to create.
Cities/Areas outside Kaldor:
Ulfshaven: What remains of the dying Elves is at Ulfshaven. Their remarkable river boats are for sale, as well as some trade with the kingdoms in the remote west. Sometimes Ships of Melderyn are seen there as well. Most of the population is Human, but its rulers are elves.
Thay: Vast port city on the east coast of Harn, Thay rivals Tashal for size, but accepts the rule of no one. Traders leave for far away Ivinia to the North-east, Orbaal and even Melderyn. Thayers are said to have strong ethics, but no morals. Merchant lords run the city-state, and have somehow kept the city free from the dominion of Kaldor, Melderyn or Ivinia. Anything imaginable is for sale there, as is anything conceivable.
City State of Burzyn: Built on the ruins of an ancient Dwarven Fortress, Burzyn existed as an outpost of Melderyn centuries ago, a strong sentinel of some long disappeared enemy. When Kaldor declared itself, Burzyn tried to free itself of Melderyn, unsuccessfully. Years later, learned men came there from the west with the ideals of a republic. They successfully rallied the people, cast out the Melderyn Lords and set up their own free City-State. Since then, both Melderyn and Kaldor have tried to subdue the wild city, with little success. At the moment, Burzyn permits itself to be called a free city-state of Kaldor.
Orbaal: Once a Gaelic Kingdom of Celtic lords, never able to unite under their king, the land was invaded by Ivinian looters who decided to stay and set up their fortress of Geldeheim. Now several Gaelic lords have sided with the Ivinians, and the land is more than ever close to civil war. The most southern town is Lerial, whose Lord is of the old Celtic people and who refuses to swear fealty to the Ivian Lord of Geldeheim (who styles himself “king” of Orbaal). This is also where the great Fur road begins that links Orbaal and Kaldor by land. The only other way to trade with Kaldor is by sea, and to pay the ruinous tariffs of Thay or to deal with other smugglers.
Orbaal ia a mountainous country with many valleys and poor roads. For millennia the native Gaelic people have lived there, never needing to unite because of the harsh north sea to the east and the remote, impassable Falshea mountains to the west. The primitive Korbora tribes in the north-west raid into Orbaal from time to time but have never been a serious threat, nor have the reclusive Taelda to the south.
The main threat has always been - each other, and raids from over the storm-filled north sea from Ivinia. This came to a head some 20 years ago when a huge force of Ivinians under one chief sailed in and took over the walled city of Geldeheim, an island just off the north coast of Orbaal. There they set up their "capital" and Ragnar Bloodspear declared himself "King" of Orbaal.
He then very cleverly began buying off, and/or bullying the nearest Gaelic lords into joining him and publicly becoming his vassals. Many refused however, and civil war raged. This lasted almost five years, and ended with a rather complex shuffling of loyalties among the Gaelic lords.
Also, more Ivinians arrived, both at Geldeheim, and to other "friendly" Gaelic cities. Notably Sherwyn, Marby and Zuden are now "Loyalist" Cities (Ivinian control), while Tirien, Nobloc and Lerial remain "independent" (publicly paying respect to the "king" in Geldeheim, allowing trade, but still not accepting his rulership). Peace hangs by a thread, and has done so the last 15 years.
Lerial itself is an ancient and unusually large walled Gaelic city. It has about 2000 people, with an attached Motte and Bailey Fortress, made of stone. It is on a flat hilltop, surrounded by deep grassland.
Lerial is famous for its cattle, its barley and its beer. In the west are several smaller communities, in the dells and mountains, and they're chief product is raising sheep, and the wonderfully thick wool.
Characters from Lerial speak Gaelic as their primary language (free), and may add proficiency in other languages: Ivinian, Tharri ("common", that which is spoken in the south), and Kusar (the language spoken by the Korbora, the barbarians to the west). No one knows how to speak Taelda, as they refuse to use their tongue, and use hand signals in the rare times they have traded.
Note: If you choose to be a native Orbaalese, fine. But you have not yet had the experience of traveling the Fur Road, nor is your arrival to Olakand via the Fur Road. Most likely, you traveled by boat to Thay, and than overland into Kaldor.
Barbarian Tribes:
Boii: Once spread across almost all of eastern Harn, the Boii have now been reduced in size to approx. 20 tribes. Their numbers are actually much larger than most Kaldorans believe, and The Boii, who call themselves the Boii-hiren-Nahii (pronounced “Bo-ee Here-in Na Hee”), are strong Druidic casters, with a strong sense of magic as a natural part of life. Most tribes have a guardian spirit that the tribe is named after (The Bear tribe, the mountain-Lion Tribe, the wolf tribe)and strives to emulate. They view about half of eastern Kaldor as their homeland, and dream of one day uniting to crush and drive out the invaders of Kaldor. In all their long history, they have never been able to unite. They have villages that stretch from the area around Zerhun, through the east side of Lake Tontury, and to the headwaters of the river Osel (used by smugglers of Thay to get to Kaldor).
Hoidiri: Horse-loving nomadic people west of Kaldor, they are said to have friendly relations with the few remaining elves of Shava Deep to the south. It is said there is an ancient ruins of the Elven people deep in the hills to the west that the Hoidiri hold as sacred, and keep people from on pain of death. Deadly foes of the Paegelin.
Paegelin: Tribes in the south, below Setha heath that are always warring upon one another. The Paegelin hire themselves out as mercenaries to anyone with gold, and known to be rapacious, tough and ruthless warriors. It is said they commonly take fleshy souvenirs from their victims/those they defeat. Deadly foes of the Hoidiri.
Back to top
Languages of the Realms:
You have your home language as a free language. Below are some other languages that may have been researched.
Common (called “Thari” by outsiders of Kaldor)
Orbaalese (The Gaelic peoples)
Islander’s Way (The language of the Gaelic folk of the Balaka Islands, north-east of Orbaal. Derivative of Orbaalese, but with a heavy, archaic accent)
Ivinian
Melderynian (derivative of Elvish, also the native tongue of Thay and Burzyn) *cc
Bandan (Language of the Boii)
Haalari (Language of the hoidiri)
Sath-Haalar (Language of the Paegelin Clans)
Kusar (Language of the Kuboran Tribes, west of Orbaal)
Elvish (must have a very strong reason and the education to have learned text book Elvish) *cc
Dwarvish and Taelda : Not applicable, no one can take these as a starting language. However, it and others not listed may possibly be learned “in game”.
*cc : Note that even if you have a bio history that incorporates access to higher learning, the languages Melderynian and Elvish will still be treated as “cross-class” skills (Exception : Unless you are a native of Thay or Burzyn, in which case Melderynian is your native language, and is a “class” skill)
Back to top