[Outer World] Luln (religon Treatment)

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[Outer World] Luln (religon Treatment)

Postby religon » Tue Dec 29, 2015 5:30 pm

Sturm requested more information of details of IMC from this thread...

viewtopic.php?f=3&t=14810

My two maps are here…

https://www.flickr.com/photos/48207505@ ... 2199838239

Regional Map…

https://www.flickr.com/photos/48207505@ ... 0241563297

My treatment and key was just for my use so some parts may be confusing for those only familiar with canon Karameikos. Notable differences listed…

1) Port Gorod (Portown): added town just North of Halag (Fort Doom)
2) Black Eagle Barony is less crazed-sinister and more insidiously, secretly evil than canon.
3) The Duke is neutral with financial interests focused on the Duke's Road and the port of Specualrum. He is almost in cahoots with his cousin. Western Karameikos… the Cruth Lowlands and the Gulf Coast… is of little concern.
4) Three goblinoid kingdoms control NW Karameikos and much of the eastern Shire lands in canon under Hin control.
5) Riverfork Keep is a dreadful post… low morale, vice and the constant threat of powerful goblinoid attack. Supplies are erratic whether through the swamp by boat or overland. The salt mines 9 miles north of town are really the most profitable industry in Western Karameikos… a staggering scar of goblinoid misery with the odd human criminal mixed in.
6) Only towns & cities west and north of Luln: Riverfork Village, small dwarf community at the Luln Copper Mines, Fort Guido (non-canon location), and Arkanites (town).
7) Integrated the legends of Achelos which Sturm edited for Threshold Magazine into the Cruth Lowlands history, but made a number of small changes.
8) Use my own calendar of holidays and lunar calendar for Traladaran societies.
9) The tradition of "Shearing" is a remnant of Traladra's dark history of slavery. Children of slaves were freed in their 16th year after receiving a gift of a sheared cloak.
10) The Black Peak Mts. hold three abandoned… and overrun similar to Moria… dwarfish kingdoms intertwined in my version of the prosperity of Achelos… The Three Silent Kingdoms.
11) The Cruth Lowlands are dangerous for mid-level characters with few safe havens. (Some fan maps have it heavily populated and Riverfork Keep as a bastion of civilization.)
12) Fairy and fey creatures are more common threats IMC.

More broadly IMC… elves, dwarves and hin are less numerous and prosperous than canon. Orcs & goblins are more numerous. My version of Darokin is based on martial Warhammer's Empire rather than a pure merchant Renaissance society.

Luln is a rough-and-tumble town with some deep tradition. I play up the opportunistic Thyatian carpetbaggers in this area. I introduced a structure to the secret resistance of the Black Eagle, the White Peregrines. This is based on DDA3 module.

[Edit: some typos corrected.]

[Mod edit: added Outer World to thread name. Thanks! -Thorf]
Last edited by religon on Wed Dec 30, 2015 3:47 pm, edited 1 time in total.
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Re: Luln (religon Treatment)

Postby religon » Tue Dec 29, 2015 5:35 pm

Added a few details. (Sept. 2016)

Luln
Population: 4,700 (was 5000)
Founded: circa 200 AC as the village of Lenov. Populatation surge in AC 971 by refugees from the Black Eagle Barony. (Details changed from Threshold Magazine #1, p. 63)
Ruler: Mistress Inna Sascia (F10) age 28, horsewoman.
Products: Livestock (sheep & goats), mules and draft ponies, produce, wool, honey. Copper ore and engraved, tooled and punched metalwork, pelts, hides and some lumber. (religon)

The population is quite mixed. Many Traladaran family that fled the Gulf Coast when Baron von Hendriks assumed his postion live here. Opportunistic Thyatians have also found opportunity here, but the threat from the Black Eagle has thwarted their schemes for quick riches. Dwarvish miners have long been attracted by the copper deposits. Elves and halflings find this town dreary and few remain.

While Luln has many Traladaran residents, the Thyatian influence is enormous compared to the Gulf Coast. There are few Traladaran families of stature in Luln... mostly refugees from old families from the Gulf Coast. While most of the Gulf Coast Traladaran families have lost their wealth, they have not entirely lost their clout in local municipal matters. The Thyatians dominate Luln affairs.

Here the Duke's Law prevails. Luln is a farming, mining and trading town halfway between civilization and the Black Eagle Barony. The leadership of Mistress Sascia is roughly equivalent to a mayoral constable. Much of the power is still in the hands of the guilds, the magistrate and the Town Masters, the aldermen.

Taxation in Western Karameikos
Rather than directly tax locals, Radlebb Keep taxes through trade on the Western Road. Roughly 10% of a good's value is so taxed. The Watchtower on the border of the Black Eagle Barony should assess a 5% tax but often require 10% to 20%.

The courts and coroners also serve as valuable income sources for the Duke. Guild charters and annual fees under the town's royal charter also generate income for the Duke. The Town Mistress oversees collection of taxes for property owners within the town and form those near the walls.

Trade
The North Road is quite unsafe beyond Arkanites. Little trade moves to or from this direction. Some trade is necessary to keep Riverfork Keep supplied. Prisoners to the semi-secret prisons attached to the salt mines north of Riverfork Keep are also seen moving north. The Doomway, road to Halag and Port Gorod (fan treatment of Portown), is relatively safe, but costly bribes and corruption minimizes trade to the natural portage there. The Westron Road is not especially safe. It is too expensive and uncertain to ship lumber. Some is shipped to Halag, but most is used locally. Livestock, wool, hides and furs are typically shipped from Halag (Fort Doom). More valuable goods are freighted to Specularum under heavy guard from the goblinoid attacks near the Radlebb Woods.

Bits of rendclaw, Brian Caraway and R.C. Pinnell's fan treatments are incorporated.

The gates of Luln are manned. (DDA3, p. 9)

From about AC 971 to 994, this town was ruled by Town Masters. (GAZ1, p. 56)
Town has "sentries" patrolling the woodlands. (GAZ1, p. 56)
"Outriders" (http://pandius.com/luln.html)

Military Protection
The Duke does not post forces in the town. It relies on the nearby Radlebb Keep for protection. The Duke is under the impression that the fortifications at Halag also serve as further protection. The meager local forces available to the town are funded by the town.

"[Luln] is founded on rich soil near a forest teeming with wildlife, and if only the Black Eagle Barony would stop raiding and oppressing it, Luln could turn into a good place to live." (Kingdom of Adventure, p. 48)

High Wall (Kingdom of Adventure, p. 11)... "newly fortified." I decided that the primary wall in 1000 AC is a wooden palisade with a stone citadel and a few stone towers.

Architecture
Most houses are wattle and daub... half-timbered frame buildings. The foundation and up to 3 feet above grade are typically red sandstone or occasionally blue-green stone. Roofing materials are inconsistent... oak planks, tile, thatch or even sheet of copper are used. Copper weathervane and hardware for doors, windows and fence gating are commonplace. Many are folk works of art from the local engraving and metal-punching industry.

Sanitation
The stone foundations are effective at keeping rodents and moisture from most homes and businesses. Despite the open sewage tossed into narrow ditches in the middle of the streets, disease rates are relatively low. The moderate climate is thought by many to provide health benefits. Unbeknownst to all, there are traces of arsenic in the water in town and nearby. Early deaths or unexplained deaths are not uncommon.

Nearby town of Arkanites
729 AC: f. town of Arkanites. Many freed slaves escaping the horrors of the Vidlice Enslavement, founded an unusual town in this year. The architecture is radically different as it is based on design learned in captivity... ornate Gothic with statuary adorning most surfaces. The people are superstitious... even by Traladaran standards. Paranoia and madness are commonplace in this corner of Karameikos. Local law is established to combat lycantropy and vampirism outbreaks. Angry mobs have murdered many an innocent in this town. Outsiders are largely unwelcome.
For a map, I used a Map-of-the-Week WoTC published Ravelnloft map for the Village of Barovia. (http://azrai.com/wiki/Barovia)

Added Details (religon)
Population: 4,700 (shifted 1,100 residents to nearby town of Arkanites... a gothic-themed small town.
Copper Mine: 2 mile northeast of town is a small mining enclave and smeltery. The majority of the 150 or so residents are dwarves. Most human miners live in Hillside. The mine is principally a surface mine, but some tunnels to follow especially rich veins. The need for wood for mining and smelting requires that it be gathered far from the mines… often a dangerous task.
Tackle-Boxing (Snasti Boks) popular.
Raucous Footman's Games in the Fall.
Locally sourced arsenic poison is a popular choice by local and women engaged in murder.
A small, but growing community of dwarves has developed in recent years.
Spies for Baron von Hendriks and the Iron Ring are active.
The White Peregrines, an insurgency group operating in both Luln and the Gulf Coast (Halag) area, is active here. The TSR module DDA3: The Eye of Traldar introduced PC's to some members of the WP.
Horse Racing is popular but the region is not noted for great stock.
Mineral deposits colored blue or green are very common in this region. It stems from the rich presence of copper that abounds.
Hanging over most streets are twine or copper wire from which hang bottle gourds. These gourds are home to thousands of yellow canaries. They are thought to bring good fortune as they do to miners in deep places. Vining gourds for both food and utilitarian usage are common within Luln. They are even allowed to grow on the interior of the wooden palisade.
Small numbers of magpies force canaries from their homes. They feed on bats that swarm out of the hills from the east. They can also be a nuisance as thieves of shiny objects. (AC9, p. 17)

Areas of Town

The Citadel & South Gate
The highest ridge it town. Horses graze both inside and outside the city walls. Two ballista are within the Citadel and a third on the opposite tower of the South Gate. Stocks to accommodate 4 are to the north of the Citadel facing Market Hall Street. They are rarely full, but more often than not a lone miscreant is being ridiculed in the stocks.
The North Road
More of a muddy rut, this road is a challenge for wagons larger than a cart. Many an outrider has returned to the town to get parts for wagons broken down midway to Riverfork Keep. At times they return to the wagon only after an unfortunate attack on the stranded party.
The Swamp
This low marshy area is infested with insects. The wooden wall here rots easily at the bottom and is replaced periodically.
East Ridge
A quarter of agrarians and craftsmen. In the morning people file out to the fields in the east.
Trade Circle
Best place to find durable goods. Glassware, trinkets, tools, clothing, housewares, legal advisors, and metal engravers set up shop and stalls here.
Achelos Street
The main street. Businesses are typically merchants and businesses serving overland commerce.
The North Gate
Miners, loggers, trappers and farmers use this gate most heavily. The occasional band of soldiers with enchained evil humanoids are marched north from here on the way to the prison and mines of Riverfork Keep. A ballista is atop both towers.
Logs
Great piles of logs are collected here. Three Hill Giant brothers run a milling operation. Rather than water power, they simply push a simple geared wheel to drive the saw. A gnomish accountant is the brains of the operation. (these are some of the few residents that are not human or dwarvish.)
Northlyn
Mainly farmers, trappers and loggers live here. The families here are generally large and the homes crammed with people. Woodsmen and guides can be found here also. The homes here have been razed more than once by marauding goblinoids.
South Street
The area between Myeroski Pond and the Cemetery is called South Street. While Luln is a rough-and-tumble community, it is generally law-abiding. This area is the exception. While not nearly as crime-infested as the Hive of Specularum, most things can be found for a price. Hard-working farmers also live here, but they often feud with the lawless elements.
Oak Street
This area is dominated by the salt of the earth... agrarians, craftsmen and a few loggers make this area home. There is little here to interest the typical adventurer. You can buy mules, ponies, wool, honey and excellent leather goods here. Most of the regular vendors of the Agricultural Market live and work on Oak Street.
Agricultural Market (B6)
These large tents are rarely struck. Mud and dirt are tracked into and out of the tents. Locals even bring dray carts inside to help load and unload goods. Held twice weekly... with a few stall open for perishable produce and dairy the other five days... this is the place to procure foodstuffs and find most services. Carpenters, guides, day-laborers, teamsters and other tradesmen stand under one of the smaller tents. Colored poles 9 feet tall are interspersed in the ground. Certain types of service providers stand near certain colored poles and bellow out their service and rates. Even locals are often confused by the supposed system.
The Roost
Catching a nice evening breeze, this area is home to the little old money that exists in town as well as Thyatian opportunists and the nouveau riche.
The Mineshaft
The drinking quarter.
Kopec Lane
A quieter street with many of the more intellectual businesses. One noted exception is Boris Galvnoff's Gymnasium and Tattoo Parlor.
Wide Street
This connector has no distinct character of it's own. It is notable in that the main access to the rudimentary sewer system for Luln is accessed through 4 rude berms on this street.
Market Hall Street
This narrow street is notable in that the buildings lean out over the street only small patches of sky can be seen when looking up. Many are superstitious of lycantropes and undead prowling this street at night. That would seem unlikely with the Citadel so close.
The Creek Path
Getting from the South Gate to East Ridge requires the individual walk down Wall Street, cross two bridges and turn right (south) down The Creek Path. The unwary have been know to stumble into the drink. Looping back to the left and north will bring the individual into the southern extent of the East Ridge community.
The Wells
The various wells around the town only adequately meet the towns needs. Some wells will dry up during dry spells. A siege that drove the entire populace into the town walls would overwhelm the water supply within a week without resorting to more desperate measure like drinking from The Swamp.
Fenced Areas
Typically represent paddocks, vegetable gardens or urban lawns and flowering gardens. Gates are not noted. Most fences can be scampered over and are not treated as sheer surfaces to climb. In chase situations, the DM is encouraged to roll a d6. On a 5 or 6 a gate is handy as the running figure approaches the fence. Roll again... 1-2 slightly to the left 3-4 dead ahead 5-6 slightly to the right. Wood is more common that stone. Copper-bound ornamental gates are not uncommon for the well-to-do.
Old Cemetery
This cemetery was built by grading a number of ancient burial mounds from earlier times. Locals are very wary as the occasional zombie or ghoul stumbles out of the cemetery. Patrols are doubled on nights of a full moon, but they do not enter the cemetery.
North Cemetery
The newer cemetery. While catacombs were excavated underneath, the town has yet to fill them yet.
The Guilds
Boothman's Guild — All foodstuffs, husbandry, bakers, shepherds and other rustic producers. Well run and democratic. It may be a little lax with regard to standards and certifications.
Mercer's, Grocer's & Merchant Adventurers Guild — dominated by Caesar Caelinus and other wealthy men.
Smith's Guild — All metalwork, jewelers and other craftsmen of durable goods.
Woodworker's Guild — Stodgy old guild of two dominate factions, the sawmill and the woodcutters. The carpenters, turners and cabinetmakers largely avoid devices guild issues.
Clothier & Tanner's Guild — All leather and clothing. Very democratic guild, but with little real power. They are currently engaged in price-fixing of wool. It will be a scandal if discovered.
Beekeeper's Guild — An exclusive and honorable old guild. Thyatians need not apply. (Although honey is a major local resource, some suggest that it is a secret society.)
Oddfellow's Guild — Democratic guild that Pliny Caelinus tries, unsuccessfully, to dominate.
Town Masters
Caesar Caelinus
Iosif Vereshchagi
Pliny Caelinus
Sabinus Fabius
Rufus Martalius

No guild exists for Innkeepers, Barbers, Miners, Masons, Butchers, Bakers and even Brewers. The bakers, butchers and brewers currently belong to the Boothman's Guild, but have a diluted voice. Other guilds strongly oppose a miner's or mason's guild as they feel it would undermine their influence.

Locations

From DDA3: Eye of Traldar:
A) Reliable Cobbler: elderly cobbler sympathizes with the White Peregrines. His death is featured in The Eye of Traldar. (DDA3, p. 9)
B) The Growling Griffon (Tavern): Taverner Morander (beefy, red-faced, leather apron). This tavern harbors agents of the White Peregrines from agents and spies of Baron von Hendriks. (DDA3, p. 10)

From RC Pinnell's Luln supplement:

C) Gilroy's General Goods — GIlroy is a notable social climber in his mid-40's. He has his eye on the daughter of one of the families living on the Roost.
D) Wainwright Shop — Noted Drunkard named Lucanus Manlius. Due to money troubles, willing to aid smugglers with secret compartments and even has some mechanical trap-making skill. Unable to hold his tongue.
E) Armorer — Many mornings Nestor Fedorov finds hundred of canaries alight on his tools and workshop. He is confused about why they seem so attracted to his possessions and holdings. (The DM is free to use this as an adventure hook.)
F) Bertha'a Boarding House — Goodwife Mikhailov runs her house with an iron fist. She is on good terms with local officials if trouble arises.
G) Townmistress Sascia — This home is in the style of a Thyatian villa. Inna Sascia lives here. She has a typical Thyatian indifference for fidelity and is often seen in the company of different lovers. Her young, boisterous friends are often found wandering about her villa or engaged in their youthful dalliances. Most of the furnishings are in poor shape as her cohorts care little for possessions and furnishings.
H) Bath House: Especially popular among dwarvish miners. The masons often meet here also although they have no formal guild charter.
I) Soly's Saloon — While Soly is getting on in years, her monthly Dinner Galas are quite the affair.
J) Rhonda's Roadhouse (Inn)
K) Stable

Institutions from Brian Caraway's treatment:
L) Church of Karameikos High Priestess Kathryn Vallanden (C7). Despite her lofty position, Kathryn is quite stupid. One of her ongoing mistakes is deriding Traladaran culture and condescending to the poor. Her beauty and devotion softens the hateful message to ethic Thyatins, but resentment is building
M) Church of Traladara Konrad Verlyn (C5)
N) The Final Stroke (inexpensive rough & tumble tavern); Soldiers of both the Citadel Guard and the Outriders frequent this place. Here they engage in contests of all kinds, from drinking to arm wrestling to brawling.
O) The Golden Blade (A safe, full-service pub with lodging and meals priced a little above fair market value.); Most travelers stay here although the prices are high for the marginally decent service they receive. When in town, Hermann Rucker (F5), often stays here.

religon's Treatment:
P) Iosif Vereshchagin & Sons Woodturning and Carpentry — The most prolific carpenters in town. Also engage in cooping (barrels), build wagons and turn furniture. Despite a very brisk business, the books are a wreck. They are charging too little for their services and unknowingly paying considerably too much in local taxes. One of the local farmers (location AA) has benefited for years from this taxation mistake. Iosef is often the deciding voice in guild matters that pit the woodcutters against the saw millers. The third son Illarion is missing part of his nose. Goodwife Pedo sliced it off after he made a nasty remark while attempting to collect a disputed debt. She was fined and punished, but the bloodfeud is still active.
W) Janavik's Bakery — the locals grumble of this place. Bread is often heavy and rises poorly. On more than one occasion, Janavik has been accused of mixing chalk into his flour. Despite the poor reputation, they do a brisk business. Janavik's eldest son, Trofim, joined the clergy 10 years ago and befriended Inna Sascia. He serves as a chaplain and staunch supporter to the Townmistress.
AA) Thyatian Farmer, Abhad Porcius — Noted for being duplicitous in his dealings. Has some training in the law which he frequently uses to increase his land holdings. (His first name is a tribute to his grandfather.)
BB) Widow Bortnik the Weaver (MU5) — This crippled woman of only 36 years old is beloved by local children. She is quick to give them a morsel and interrupt her weaving to speak with them. It is little known that she is skilled in divination and able to weave enchanted tapestries. She lost the use of her legs while adventuring in the high Altan Tepe Mountains. Her warrior husband, and adventuring companion, was killed in an ogre ambush as was her sister, also a magic-user. The party thief survived, but left for the northlands after the disaster. She would like to meet him once more to thank him for saving her. It might take the aid of adventurers to locate the thief. SPELLS: 1st: Detect Magic, Analyze, Light (as woven tapestry) 2nd: Locate Object, Invisibility (as woven tapestry) 3rd: Speak with Dead; It takes 4d6 hours to weave a magical tapestry. The widow can only have 1 to 6 (roll 3d6 and take middle result) such tapestries in effect at any one time. After 3 to 8 months the power of the tapestry fades. The threads dissolve when cast. The tapestry is really the size of a small blanket… 5 lbs. The widow doesn't use a spellbook, she sings her spells from memory.
EE) Felt-Maker and Hatter — Run by a large, unattractive young widow, Rufina Porcius. Her business is currently thriving as felt hats with malachite or azurite hatbands are the current rage. If one was to get to know Rufina, she would prove a loyal friend and a merry wit.
GG) Three Golden Balls — The only moneychanger in town lives here. Horgus Appollanius, an incredibly thin man noted for a boisterous laugh and flippant demeanor. He is still a shrewd businessman. His female guards are not to be trifled with. He can turn nasty if people are unable to repay a debt.
HH) Manor of Nicon Sascia — Sascia made his fortune the old-fashioned way, he married into it. His wife of old Traladaran roots was quite wealthy. Isabella Nikoli of Halag inherited her fathers mining interests. While most was sold before the family fled Halag, she still encourages her husband to invest in this sector. To date, his ambitions seem on political influence rather than mineral wealth. Their daughter Inna was selected Townmistress both due to her father spreading the wealth and her own merit. Nicon seems to be scheming once again. He can be seen quickly walking down street at night in the company of his trusted bodyguard Akrisios. (Unknown to most, Akrisios is much closer to his master than many would expect.)
JJ) Guild Hall & Jail — This building serves as the town's meeting location. Property holders select their aldermen here. The various guilds meet here. The magistrate administers justice here. A small jail is to the rear of this building. The feeble-minded adult son of Sabinus Fabius, Costinos Fabius, is the town jailer. A blind eye is turned to this egregious nepotism due his father's position. Costinos is often found giggling to himself and stacking small items into jailer. He likes to yell and threaten prisoners, but his gibberish makes little sense. He is quite strong and physical, but prone to allowing jailbreaks.
NN) Manor of Caesar Caelinus — This is the home of a wealthy merchant. An extended family and servants live under this roof. The architecture is that of a Thyatian villa. Hired musicians, especially the harp, are often playing in this home. Lady Camilla has a rather traditional Thyatian indifference to fidelity and may attempt to seduce interesting stingers of either gender. The blading and middle-aged Caesar is a shrewd businessman. He tends to wear togas and dyed wigs. He has a bit of a paunch, but his love of wrestling belies his pedestrian appearance. His two eunuch manservants are dangerous swordsmen. Other than the fineries of the villa, most of his wealth is stored in his warehouse vault.
VV) Alchemist, Plinius Nonius (from RC Pinnell's treatment) — Has never been an outstanding alchemist. After absconding with a townsman's wife and gaining access to her experience and trade secrets, he is considering and occupational change to pâtisserie. He is unsure if his new mistress is faithful. He is already baking treats as a side business and it is going well.
ZZ) Alfenus Vetus' Gymnasium and Tattoo Parlor: Martial training, tattoos and mercenary services brokered are done on these premises. The business is at odds with many of the more bookish neighbors. One of the lawyers is constantly reporting Alfenus to authorities. Alfenus is an aging ex-legionnaire who spent a brief stint as a gladiator. He has a phobia about getting his hands dirty or wet and is always seen wearing white leather gloves. Snasti Boks is taught and trained here in addition to weapon sparring, boxing, wrestling and fitness.
A7) Magistrate, Sabinus Sylla — Sabinus is an effective civil servant. He is not above lining his own pocket and does discriminate slightly against the superstitious, hot-headed Traladarans, but he does seek justice. He has one young son, a sickly fellow. His wife relies heavily on servants for most tasks. The household is styled as a Thyatian villa. Sabinus has slightly elven features with dark hair and a coarse, heavy unibrow. He often takes his meals at Soly's Saloon in the back room.
A8) Salter, Pliny Caelinus — This prosperous merchant deals in salt, dry colorants, pigments, chemicals, lime, etc. He is quite jealous of his brother Caesar's fortune. His wife is a notable singer in local theater. His 4 children also are artistic. He sits on the operatic board for community theater. His eldest son is a keen blade with the rapier. Pliny is not above hiring bandits and thieves to target his brother's wealth. He has a widespread network of associates in distant town that are both suppliers and customers for his wares. His brother is fighting back through the guild system with increasingly exorbitant fees and regulations targeting Pliny.
B6) Agricultural Market Tents
B8) The Lumina Theater — A decrepit, rotting old playhouse. While abandoned, women of the night may socialize with men in this musty structures darkened alcoves. It would be possible to renovate, but the criminal element might oppose such an agenda.
C1) Corwainer, Darina Turpio — Widow whose husband died suddenly 3 years ago. Her brother is a journeyman miller. She has two journeymen and one apprentice cordwainers working this shop. They are quite prosperous. Her 3 children are all grown. None remained in Luln. One son is a rake and drunkard in Kelvin and one is a sailor. The daughter married a merchant of Athenos. Darina is courted heavily at social events, quite a catch for a woman north of 40.
C5) Tannery, Evgeny Balakin — smells with lots of pits, barrels of lye and a generally unpleasant area. The tanner is a notably mean git (T4) with great skill using a long knife. Nearly killed a rival 2 years ago at a guild ball after a snide remark.
C6) Glassblower, Tius Silvanus — This ambitious businessman also farms wheat with hired men. He is deeply estranged from his son, often found drinking away his troubles in Soly's Saloon. His son Spurius is deeply troubled, perhaps a sociopath. He is unpredictable and can often be found in the company of the worst sorts.
C8) Pâtisserie, Danill Shurupov — Suffered an injustice from the Alchemist #VV… his wife was taken and with it, many of his best recipes. He seeks revenge. She left 3 chubby children with her father. Their is much outrage among the local women against unfaithful Zinaida.
D3) Thyatian Shepherd, Albinovanus Pedo — His wife, Lecretia, is quite handy with a blade. They have a feud with Iosif Vereshchagin and his sons. She spent a week in stocks for slicing off part of the third son Illarion's nose. The family has three teenaged daughters and a young son. The daughters are handy with a sling and the eldest is beginning to know her way around a sword.
D6) Shepherd — Member of the Beekeeper's Guild. Has a good eye for trees and is often collecting bounties for finding good specimens from local woodworkers. Also knowledgable about local flora.
E1) Prosperous Farmer, Manius Creticus — Still vigorous in his mid-50's. Wheat, produce and barley are his principle crops. His wife is a midwife.
E3) Ashburner's Family, Sophos Balashov — Also farms (wheat & oats). Keeps 2 dairy cows and an aging nag. He was recently accused of theft of a cow and flogged. It proved a misunderstanding, the family is still bitter about the accusing dwarven clansmen. He sells much of his potash to the tanner.
E4) Farrier, Qadir Nejem — An eccentric man from the Emirates, he wears dark robes and head wraps daily. He prays in his own fashion and is believed to have magical gifts. He is married to a very dimwitted Traldaran woman. She is an excellent cook. They have 6 lovely daughters aged 4 to 16. Qadir and Sophos the Ashburner are dear friends.
E6) Thyatian Farmer, Aulus Creticus — Adult son of Manius Creticus.
E7) Thyatian Farmer, Vipsania Pius — Wheat, sheep and collecting mushrooms and truffles are his practices.
E9) Paddock for prosperous farmer (Location I9) Lots of ponies and mules graze here.
D7) Dwarvish Farming Cooperative — This is the home and barn to a small enclave of dwarfish farmers and brewers. They work fields on both side of the North Path and have a paddock to the east of the North Cemetery. There stock are large draft horses used to plow barley fields. They also have plots extending about a quarter of a mile north of town sowed in barley and hops. They also grow pumpkins and turnips. Many of the farmers are bachelors trying to save enough money to support a dwarf-wife in comfort.
D8) Caelinus Holdings — For shipping freight, no operation in Luln is as successful as the Caelinus family. They keep oxen and draft horses in yards to the west and north of this warehouse. Most of the business is shipping wooden planks and refined copper bars to the port cities of Halag and Specularum. Guards and mercenaries are contracted for protection. Some suspect that the family is on good terms with the Baron of Halag. The owner, Caesar Caelinus, lives on the Roost (location NN). His majordomo, an unsettling Hattain named Berchtold, oversees operations. Berchtold is a mysterious figure, thought to be a skilled warrior… at least adept with a knife. Traladarans believe he possesses the evil eye. Berchtold is tall, gaunt and dark of feature and hair. Notable scars mar his left hand and his neck. The DM is free to make him a thief, fighter or even an illusionist. He should be neutral rather than evil as he is a potential employer for PC's. A trapped, locked subterranean vault holds much of the Caelinus wealth.
D9) Sawmill, Rufus Martalius — A deep saw pit is constantly kept in operation sawing planks. There is no shortage of work here for strong men willing to work for little pay. The woodcutter is seen as a threat. He has too many charters to coppiced groves that the saw miller wishes to use.
F3) Thyatian Farmer, Arruis Liberalis — His Traladaran wife is a skilled herbalist and healer.
F4) Thyatian Farmer, Horus Bracius — Twin brother of Damien. Married to a portly island princess from Irendii. Both brothers served in the Thyatian Legions in their youth. The motley horde of swarthy, plump children and tall blond children with blue eyes are odd as they swarm about the farm.
F5) Thyatian Farmer, Damien Bracius — Twin Brother of Horus. Married to a tall, statuesque Hattian beauty. Both brothers served in the Thyatian Legions in their youth. The motley horde of swarthy, plump children and tall blond children with blue eyes are odd as they swarm about the farm.
F6) Loriner, Konstantin Bogun — This leatherworker makes tack, stirrups and saddles. He lives with a mistress and a bastard son from another mother. He is a keen gambler and is working a complex grift attempting to steal large portions of Sabinus Fabius' wealth. It is a risky plan of disguise and legal forgeries with the final payoff as a card game. If it works, Konstantin can join the ranks of the wealthy.
G3) Shepherd — Warreck Vikhrov (F2, White Peregrine); His wife and eldest daughter handle most of the duties. Warreck is a romantic and dreamer. Herding is really not his calling. He looks a great deal like Hermann Rucker (F5) such that the two are often confused.
G7) Jeweler — Mostly works with copper, some gold and semi-precious stones found in copper ore… malachite and azurite. Bright blue or green hat bands are currently popular.
H1) Blacksmith, Blasius Nonius — This blacksmith is overworked. Their are too few smiths in town. He is very close with his brother, the alchemist, but finds himself attracted to his new mistress. Blasius is married with two sons ages 8 and 10 that help at the forge. He will often allow Spurius Silvanus to aide for a bit of coin, but he is troubled by the young mans demeanor and unpredictable nature. He lets him sleep in the shop as he wishes out of pity. The journeyman assistant Bricius is aging rapidly and was never more than pedestrian in his skills.
H6) Town House of the Sabinus Fabius — The Fabius family was one of the first to relocate into Traladara. The family has many holdings and is a prominent landlord in town. Deemed haughty and interlopers by the Traladaran people, they have made their fortune more honestly than many new arrivals. As a youth, Sabinus served as a barrister and a judge. He retired young to manage his wealth. He fancies himself a keen gambler. His wife, Saturnina, will not utter a word that does't criticize others. She dotes on a small pet monkey and her chubby 14 year old dullard of a son. Sabinus routinely makes money on property sales and speculation. He is invested in mining operations to the north and a moderately successful shipping concern in Specualrum. He hires bright young barristers to oversee his holdings. His most trusted is currently Titius Aristo. He infrequently contracts with Kaline Ilthanar (T8) for the occasional courier service. He is aware of Kaline's loyalties, but appreciates his abilities. He does not entrust Kaline with his most sensitive business.
I1) Town Crier (Leo Shchukin) — A young, homely Traladaran. Was from a noble family in Halag, but his wealth is gone. Supplements his income as a bricker, maker of bricks. Often rents a room to his friend Kaline Ilthanar (T8) when he is in town. Leo would be deeply hurt if he learned of Kaline's espionage.
I2) Valeninus Bracius, Barber-Surgeon — A red and white striped pole stands beside the door to this humble timber-framed building. Dentistry, amputations, haircuts, leeching and other medieval medical practices are performed here for modest prices. Vlaeninus' second son, a teen named Hortensius, has pleaded with his father about the sorry state of the palisade at the waterline of 'The Swamp.' His father does not listen. His oldest son Iulius is the sensible one, a mason's apprentice. His wife Junia aides in the practice, weaves and churns butter to supplement the family income. Hortensius spends much time fetching water. Member of the Beekeeper's Guild.
I4) Farmer, Volkor Vanzin— The farmer's son, Ric Vanzin, is an outstanding young wrestler. While only 15, he is often able to pin men much his senior decisively and with flair. Whooo!
I6) Tack & Supply — This business sells forage, tack and other farm implements. The deep porch often has 10 to 15 elderly men gaming and talking in all weather. The spy Kaline Ilthanar (T8) frequents here when in town. His is well liked by the regulars, who adore his high-spirited stories.
I7) Woodcutter, Gleb Balakin — Hires day labor, mostly teenaged boys, to help harvest coppiced thickets to the south of town. They are sold in the agricultural market. Currently struggling to find workers. Many of the boys are reporting sighting ghosts in the morning mist. While a stern and hard man, Gleb is not cruel like his cousin, the tanner.
I8) Peat Digger & Family — Very unsuccessful. Digs just west of Myeroski Pond. It is not the best peat and it is a rather small area that will be depleted within a couple of years. Supplements income with petty theft. Willing to trade information for coin. In hard times, will resort to woodcutting despite not having the proper license.
I9) Prosperous Farmer — works fields directly to the west and grazes stock in paddock E9. Member of the Beekeeper's Guild.
J2) Currier — Is selling improperly cured items to Berchtold of Caelinus Holdings. It is likely that he will abscond soon with his ill-gotten gains. The currier is a wily and evasive man despite not having martial skills or magecraft.
J3) Hayward & Weirkeeper — Leonid Emin is the local hayward & weirkeeper. He insures that local pastures, walls, fences, hedges, waterways, streets and bridges are properly maintained. His wife, Bepa, is a gossip and a moralist. She stays in everyone's business and is lobbying to have the Lumina Theater burned. She is making well-connected enemies. 3 children live in the home and an elderly uncle. Leonid works two days a week as a paver to supplement his income. This family knows a great deal about local affairs. He has weirs in both Myeroski Pond and streams a mile to the east.
J4) The Miller, Ennius Laelus — A reputable businessman of advanced age. His pretty wife, Iunia, of 26 handles most of the daily operations. If the miller were to die, his widow would be courted very heavily. She is already garnering much attention and gifts of sweets. She has become a little plump. 3 dirty young children run about the mill half-clothed. The dour Traladaran journeyman miller Novrius Ageykin stands no chance with the widow after his master passes. He may resort to blackmail or extortion to gain the mill.
J8) Otho Marin, the Grocer — This grocer, Thyatian, is widely thought to be one of the most handsome young men in town. His young wife died recently leaving him twin toddler girls. He has an apprentice and a maidservant to care for the children. He has a soft heart and often gives to the beggars and downtrodden. His business is on shaky ground due to his generosity.
K1) Burned out Building — From the Rioting of 986 AC. Exposed cellar leads into the old sewer system. Vagrants avoid this building because of fear of sewer rats and other creatures.
K2) Burned out Building — From the Rioting of 986 AC. Vagrants, Spurius Silvanus and occasional Kaline Ilthanar (T8) will squat here for a few days time.
K3) Tenements — Build after the fire of 986 AC, this building is very haphazardly constructed and leans heavily against the burned remains of building K2. Those only able to afford modest housing by the week often end up in these miserable living conditions. Granny Balbina (an impoverished Thyatian widow) is often seen sitting on the stoop to this building chattering with residents and passers by.
K5) Abandoned Warehouse — Vaulted cellar interconnects with the sewers under Wide Street.
L1) Beekeeper and Brewer — Member of the Beekeeper's Guild.
L6) Farmer, Maxim Vanzin — Brother of Volkor Vanzin. Deeply in debt. Lobbying his brother to become wrestling manager to young Ric. He is also looking for investors in a speculative wildcatting operation to the west… just a scam. He often rents a spare room to Master Jacoby Kilonski (F7) when he is in town.
L7) Farmer & Eggler, Ilia (male) and Kseniya Mikhailov— This family raise grain and collects wild eggs from the forest. One teenaged son is quite handy at carving and is often able to make unique contraptions of wood.
L9) Shepherd, Drusus Lucanius — The wife of this shepherd, Petronia Lucanius, is thought to have poisoned her first husband, a Traladaran. The rumor is an ethic flashpoint.
N2) Farmer Bespalov — The eldest daughter, Novidia, is enamored by the dashing Master Jacoby Kilonski (F7). She is totally unaware of his activities beyond the hay loft.
N3) Woodcutter & Beekeeper — Member of the Beekeeper's Guild.
N4) Lazy Thyatian Farmer
N5) Traladaran Farmer
O4) Thyatian Farmer
O6) Abandoned Farm
O7) Woodcutter, Jovian Marin (Thyatian) — This large family works hard, but is very poor. Two sons were given up to apprenticeship early. Anonymous charity would be a great boon to these deserving people. His cousin Otho is often able to help, but that may not continue if his prospects don't improve.
O8) Swineherd, Collier and Woodcutter — this large family is quite at home camping overnight in the woods as they check their charcoal burning kilns, their swine and collect wood. The boys are squat with shaggy, long, red haired manes. The father carries a long mallet and the boys are often seen with slings and long knives. They will venture further to the east than most and will swear to have seen various undead horrors.

White Peregrine Members
Alexei (F2, human) from village of Ryania
Leraith (C3)...injured in DDA3…Cousin to Lord Forester Roderick (DDA4, p. 3)
Warreck (F2)
Zemeter (C6)...arrives late to heal Leraith with Cure Disease spell. (Likely lives in Arkanites.)
Morander the Taverner.

White Peregrine Agents in Halag (Fort Doom)...
Lemnos (Merchant)...owns a warehouse.
Petronius (sandy-haired handsome man with a noble bearing)
some of Petronius' "men."

Iron Ring Members
Master Jacoby Kilonski (F7) This charismatic thief is well-connected and likable. He is in cahoots with Rashak's Reavers and may lead PC's allied with the White Peregrine into ambush by the gnolls and/or goblins of that tribe.
Hermann Rucker (F5) Bro. of the Cleric Rucker from B10 (pp. 30-1). A Reaver. A Hattian warrior whose father relocated to Halag with Baron Von Hendriks. Moves about the Cruth Lowlands but is often seen in Riverfork Village, Arkanites and Luln. He is unwelcome in Guido's Fort. He may have connections with the Three Fell Lords… the orcish kingdoms of the western Cruth Lowlands. He looks a great deal like Warreck Vikhrov (F2) such that the two are often mistaken for one another.

Baron von Hendrik's Agents
Kaline Ilthanar (Master; male; T8) He delivers written reports on a semi-montly basis. He simply delivers them to the guards at the watchpost on the road to Halag. He is well-liked in the Church of Karameikos, the Tack & Supply and can be found gaming with elderly men many mornings. His cover is as a courier of jewelry, procurer and messages to Halag and Specularum. He does occasionally act in that capacity to keep up his front.

Radlebb Keep
To the southeast on the Westron Road lies Radlebb Keep, which defends the road against invading forces. This keep houses the 5th Division of the Karameikan Army, Radlebb Guard Battalion (also known as "Hell's Jailers"). Their task is to keep any and all Black Eagle or Iron Ring (most stationed there say the two are one and the same thing) forces from penetrating farther into the civilised parts of the Duchy. They also assist Luln in its defence when they can. The constant threat of activity from the Black Eagle and the haunted Koriszegy Keep to the north keep the soldiers stationed here under a tense, gloomy atmosphere. The Keep is manned by about 250 soldiers (F1) armed with chainmail, shield, longswords, crossbows commanded by Captain Gregori "The Grim" (F6). A lieutenant (F4) and three sergeants (F2) also serve here. About 40 of the soldiers are mounted with lances.

Some common threats include...
Bugbears, Hobgoblins and Goblins (Bloodbears, Vile Raiders and Roaring Fiends.)
Occasional raids by the Firemane Centaurs deep within the Radlebb Woods. The horse herds of Radlebb Village are a favorite target. The centaurs steal the horses and sell them to other nonhumans.
Wolves.
Monsters of many types are slain.
The occasional zombie horde that shambles from Koriszegy Keep on a excursion of carnage.
The elves of the southern Radlebb Forests constantly have complaints about the lack of effectiveness of the Keep at combating the various goblinoids. Capt. Gregori has been called to Specularum more than once to be chewed out from the brass. He is becoming jaded with the thankless post.

Error in DDA3: Eye of Traldar
Page 32 of the text suggests that the PC's flee to Luln where they are to return the Eye to Petronius only to find Petronius dead. I believe the intend was to return the Eye to Leraith and possibly find him dead.

Rumors about Koriszegy's Keep, the Haunted Keep (Brian Caraway)
Several miles to the east is the haunted Koriszegy Keep. It is (correctly) rumured that the Lord Koriszegy still lives in the crumbling ruin; leaving occasionally to feed on some poor, unsuspecting soul. His undead servants guard the place in his absence, which is also rumured to hold vast amounts of treasure. No one dares go near the place, since many adventurers have gone to the frightful place and never have returned.

The Town's Professional Defenders (based in part on RC Pinnell's Luln fan supplement)
Town Garrison: report to Townmistress Inna Sascia (F10). Not part of the Duke's army. In many ways, Inna runs the constabulary like a disorganized fraternity. Personal relationships, exceptions and tolerance prevail. Her home is often the social center of many of the guard and outrider's lives outside the barracks and duties. Disorderly conduct is rather the rule than the exception.
Master of the Citadel: Markus (F5)
Captain of the Watch: Kalvin (F4)
Chaplain Trofim Janavik (C4)
Lt. Flavian (F3)
Sgt. (F2) Sgt. (F2) Sgt. (F1) Sgt. (F1)

The Sentinels
(2) F3 (Trem & Durk), (10) F1 with longbow and tracking skill. leather, longbow & longsword

Outriders
(12) Light Horsemen; Sword, leather, Lance
(8) Med. Horsemen (Cpt. Jorlon; F4 as leader); Sword, Chain, shield, Lance

Citadel Guard
(10) Crossbowmen; leather, crossbow & longsword
(30) Footmen; Gambeson Armor with shield & Spear; hand axes

Guarding the Gates
North Gate
Day: 0-3 guards (1-in-6 per guard one is a Sgt.)
Night: Gates closed. One crossbowman in the left tower.
South Gate
Day: 1-4 guards in day (50% for a Sgt. to be present.)
Night: 1-3 guards present, but gate closed. (1-in-6 for a Sgt.)

The Citadel has d5 guards day or night plus a commander. Commander (d6) 1: Kalvin 2-3: Flavain 4-6: a Sqt.

Two night patrols of two footmen patrol the walls and the streets. There is only a 1-in-12 chance they will be near enough to thwart an act of mischief.

Footman's Games (Western Karameikos): Sviftmont 1st: The second troop... see other Footman's Games entry for first troop... lands by ship in Halag from Athenos in late Ambyrmont. The games begin in Halag on Sviftmont 1st and runs for 3 days. Locals are reluctant to participate as it potentially exposes them to abuse from the Baron's troops, but typically curiosity and any novelty to alter their dreary lives proves too enticing. The troops are ill-behaved, as is expected. As the entertainers leave, they are heard grumbling under their breath that that's the last time they'll ever do that. The entertainers are allowed safe passage to Luln, but the road is closed after them. (Departing entertainers and merchants are issued papers allowing for re-entry into the Barony for 8 months as some sail from Halag to Athenos over the winter and the Baron wishes the troop to return the next Fall.) The Baron does not wish his troops in Luln during their games. They are too unruly and may attract the attention of his cousin. He does send spies and agents to Luln's games. The Luln games begin Sviftmont 8th and run an entire week. The games draw heavily from Riverfork Keep, Riverfork village, Radlebb Keep and Radlebb village. Nearby soldiers will do anything for leave during the games. As leave can't be granted to everyone, soldiers feel fortunate to get 3 or 4 days of leave. Manpower is about 60% at the two keeps during the games. The games in Luln are perhaps the best in Karameikos. The entertainment is sub-par, but the contests for the locals are outstanding and the revelry is epic. The entertainers will return next year and endure the games in Halag for another chance to revel in the uninhibited town of Luln. The entertainer's troop breaks up after the games to meet in the late spring of the next year back in Athenos. While some make it back, others get distracted during the winter as they eek out a living in Karameikos and the Five Shires.
Last edited by religon on Tue Sep 13, 2016 9:25 pm, edited 1 time in total.
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Re: Luln (religon Treatment)

Postby Sturm » Wed Dec 30, 2015 11:00 am

Thanks for compiling all these info, will be quite useful for playing in Luln!
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Re: Luln (religon Treatment)

Postby Havard » Thu Dec 31, 2015 7:07 pm

Wow, those are some really nice maps! Love your technique there! :)

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Re: Luln (religon Treatment)

Postby Hugin » Sat Jan 02, 2016 4:13 am

Havard wrote:Wow, those are some really nice maps! Love your technique there! :)

-Havard

Agreed! The hex map is good but I really like how you did the town maps, religon.
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Re: Luln (religon Treatment)

Postby religon » Mon Jan 04, 2016 3:43 pm

Thanks for the kind words gentlemen. Mapping is quite rewarding. I wish I had more time for it. The irony in past campaigns, players have never wanted to stick around Luln for very long… much of the effort for this map is wasted IMC.
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Re: [Outer World] Luln (religon Treatment)

Postby religon » Sat Jun 18, 2016 12:16 am

While not carefully reconciled with other fanon timelines, here is the one I use. It dates back to the 1980's as handwritten notes that has evolved over time. It shares more in common with the Karameikos prior to the Gazetteer series than than the more settled vision of Karameikos thereafter.
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Re: [Outer World] Luln (religon Treatment)

Postby religon » Sat Jun 18, 2016 12:17 am

Chronolgoy of Luln & Western Karameikos (http://pandius.com/tralhist.html)
3250 BC: Azcan Culture flourishes along the Achelos River. Koskatepetl, an ancient city in the Kosti Kopec hills, is built in this period around a stepped pyramid. Priesthood of Ixion flourishes.
3000 BC: Great Rain of Fire when a Blackmoorian device exploded and shifted the axis of the Known World.
3000 - 2500 BC; Ice age. Ka and other immortals saving cultures to the Hollow World. Both the Oltec and Azcan Civilizations in decline.
2500 - 1720 BC: Taymoran Civilization Flourishes. Opposition of the immortals Nyx and Thanatos was an important conflict in this period.
2379 BC: The Queen of Grondheim, a giant polity, conquers Koskatepetl and renames it Krystallac.
c. 2350 BC: The Great Stone bridge is placed to span the Gustos River just north of the confluence with the Achelos River. It is simply a massive, flat stone slightly cocked at an angle across the river.
2282 - 2089 BC: The War of the Empires (The War of Southern Grondheim). The Taymoran and Grondheim empires fight a seemingly endless war. The Second Mogreth Empire (post-GRoF; fl. 2900 to 2000 BC), Empire of the Lizard Kings centered in modern Ylaruam seeks to exploit the conflict and enters the war.
2200 BC: Taymoran civilization, with the aide of giant slaves, build the massive megalithic city of Magos. They also rebuild the Azcan city of Koskatepetl naming it Kosmoteiros. (The Magos ruins today are found about 24 miles up Magos R. from Riverfork Keep. The ruins of Koskatepetl are found int he Kosti Kopec hills north of the ruins of Achelos.)
2080-1976 BC: The River Kingdom (The Lands of Mokrath) flourishes, displacing the Taymorans along the Achelos River. The kingdom, acting as a semi-autonomous colony of the greater Mogreth Empire, is dominated by lizardmen and troglodytes of power and wisdom. Slavery is quite prevalent as it would remain in western Karameikos into more modern times. The reptiloids rule from Krystallac. They rename the city Mokrath. This ancient city was built by Azcan culture and then adapted by giantkind. It was further altered to meet the needs of the lizardmen of the River Kingdom. The city of Mokrath widely practiced mummification, sacrifice and necromancy. Mythology of this archaic city figures prominently in the mythology of modern lizardmen of the Blight Swamp who occasion to trade this far inland. Iconography of the Leering God manifest.
2000 - 1500 BC: Nithian Iron Age along the Nithian River.
1500 - 500 BC: The Nithian Empire flourishes and expands. The Comet's Edge, a magical bardiche, is crafted in this period. (Dungeon Master Survival Kit, 2nd Ed., magical item card The Comet's Edge)
1410 BC: Hutaakan first encounter the Traldar.
1390-1004 BC: The Traldar Golden Age
1380 BC: Hutaakans found city of Achelos and rebuild city of Magos.
1345 - 1000 BC: The Achelos Protectorate brings the Traldar Golden Age to the Cruth Lowlands. The priesthood spreads advances in medicine and agriculture.
1333 - 1297 BC: Reign of King Tahrek the Bright in Central Traladara. He used his magical artifact, The Diadem of the Sun, to slay those that would challenge his reign. The Tragedy of Dymrak is a ballad that accounts for Tahrek's annihilation of beast-man foes. The beast-men were likely Hutaakans. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Diadem of the Sun")
1004 BC: The vestiges of Hutaakan civilization flee with some Traldar people to the Lost Valley when they realize they cannot resist the impending Beastman Conquest (gnolls).
1003 BC: The Great Invasion (gnolls): Achelos destroyed by gnolls.
1002 BC: The Great Invasion (gnolls): Oyllenos destroyed by gnolls.
1001 BC: King Halav Halarov and Queen Petra Torenscu lead the war against the gnolls.
967 BC: The wizard Oirtulev, an advisor to King Halav, disappears in an apparent dimensional travel accident. Rumors that he survives as a loch in the Altan Tepe Mountains and that he haunts the dreams of wizards even today persist. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Oirtulev's Eye")
964 - 938 BC: Kingdom of Hindon flourishes for a brief time to the west of Traladara.
954 - 912 BC: The Dire Kingdom. Dwarves seize Koskatep in 954 BC from an orcish host. The small and short-lived kingdom they found is overrun by gnolls in 912 BC.
933 BC: Vandar barbarians invade from the east, Hindon. They begin to intermarry with the local Traldar populace. The influence was strongest in western Traladara. (Threshold Magazine #1, p. 50)
912 - 603 BC: The Howling Lands. The gnolls rule a prosperous kingdom from Koskatep before ogres and their allied human Priests of Nyx destroy their civilization.
c. 900 BC: Vandar conquerors rebuild on the ruins of Achelos city. (Renaming it Rusgord... river town.) Pronounced Vandar influence in the early city. (Threshold Magazine #1, p. 50)
871 - 647 BC: The Wars of the Axe and the Fang. The various Vandar lords of Achelos and the Three Silent Kings strive to destroy the Howling Lands. It is only after the ogres, warring against all sides, also make war on the gnolls beginning in 841 that the tide turns and the gnolls are driven into decline.
circa 875 BC to 50 AC: The Three Silent Kingdoms flourish in the Black Peaks. These people are thought to be refugees from the Dire Kingdom. While never numerous, the dwarves of these kingdoms industriously built extensive halls and thoroughfares through the mountains. Via dwarven merchants, the Traladaran of the Kingdom of the Stars were able to trade with those of the Streel River valley. They never were able to subdue the ravaging goblinoid cultures that thrived in the Black Peaks… especially the Upland Orcs, but were able to maintain periods of peace. In the 4th century BC, they even dabbled in trade with some goblinoids. The progressive experiment was abandoned within a few generations after atrocities continued on both sides. (R. Ligon)
c. 800 BC: f. Halag. (Threshold Magazine #1, p. 50)
c. 825 BC: Some orcish tribes in the Cruth Uplands (centered on the drainage of the Magos River and the upper Cruth River begin to adopt elements of Vandar culture… especially their husbandry skills, adoption of surface villages and modes of warfare. Today, these tribes are known as the Upland Orcs… the Jagged Claw, Blackstone and the Rotting Snakes. Their language is a blend or archaic Vandar and orcish. Traladaran or orchish speakers can sometimes get the gist of an idea with great difficulty in trade negotiations or calm, slow explanations. Those that speak Traladaran and orcish can understand much of what is expressed in calm situations and pick out key words in hurried or angry exchanges.
746 BC: The Hin discover the Blackflame during the Orcstrife. (R. Ligon Five Shires map relocates almost everything from the Gazetteer map.)
c 700 BC: The lands of Traladara continue to be ruled in the west and central portions by the Vandar-dominated cultures and on the southern coasts and the lower river valley of the Highreach River by traditional Traldar cultures. The tragic Vandar warrior Rytham claims the magical axe Ixion's Wrath. As recounted in the Tale of Rytham, his hubris and rage leads to his demise. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Ixion's Wrath")
c. 650 to 600 BC: Hin push orcs into the Cruth Lowlands... the Blackstone and Jagged Claw tribes are most notable from this era.
630 - 280 BC: The Night Kingdom flourishes. The ogre king Kulfan conquers Koskatep (603 BC) in the name of Nyx and ogres rule over the area for centuries. Human priests of the Lady of the Night live in the city along with them. It is from this period that the Eclipse Ring (Cynos's Shadowalk Ring) is forged, a magical ring dedicated to the goddess Nyx. (Dungeon Master Survival Kit, 2nd Ed., magical item card Cynos's Shadowalk Ring; I change to time period of the ring's creation from 200 years ago to even longer.)
c. 500 BC all traces of distinctive Vandar and Traldar cultures are gone. The language this culture, the Traladarans, adopt is an amalgam of the Traldar and Vandar tongues. Slavic analogies to the real world now become more pronounced. Goblinoids, Gnolls and Orcs continue to ravage the Black Peaks north of the lowlands. The Three Silent Kingdoms continue to modestly prosper despite the surface world and the incessant wars with goblinoids.
523 BC: Achelos, an heir to the Halarov name, escapes the Gulf Coast after a dynastic civil war ending his families' reign of greater Traladara for 5 centuries. (Minor change from fanon as I have Luln not yet established.)
circa 518 BC: founding of the Kingdom of the Stars (later known as the Duchy of Achelos) in the newly-rebuilt city of Achelos. (The city rests on the ashes of Rusgord.) A charismatic Traladaran warlord, Olaf Veikstonn, assumes the name King Achelos I and claims all lands from the Black Peaks to the shores of the Gulf of Halag to the south. While the nobility of the gulf coast routinely paid small amounts of tribune to the various Star Kings, they remained quite autonomous for most of the period. (R. Ligon)
508 BC: Achelos' two eldest sons are lost in the mountains. The king grieves and searches in vain for news of their fate. Nothing is ever discovered despite the services of powerful Nithian mentalists.
500 BC: Fall of the Nithian Empire. The Immortals intervene in the affairs of the world through the Spell of Oblivion. They divert the River Nithia, destroy the people and destroy all colonies save Thothia. Alphatia and Thyatis have their first colonial disputes.
498 BC: King Achelos I abdicates the throne in favor of his daughter, Miruna. Miruna had married a learned commoner long before her brothers' deaths and assumed his clan name of Markovitch as a romantic gesture. Achelos disappears. The Good Queen Miruna is remembered in folk songs even today. The reign of Queen Miruna was marred by constant warfare.
492 BC: Dwarvish victory in the Battle of Sardal Pass triggers the Great Traladaran Goblin War (Leptar's War).
491 BC: Desperate bands of humanoids, chiefly ogres and Greyslayer orcs, arrive in the Cruth Lowlands.
490 BC: Conquests of Leptar the Merciless (hobgoblin warlord). Destroys cities of Krakatos & Lavv.
488 BC: Defeat of Leptar the Merciless' horde. Splinter hordes continue to wreak havoc.
480 BC: Last goblins hordes retreat into the mountains, the Radlebb Woods and the depths of the Dymrak Forest ending the Great Goblin War. The Callarii elves are displaced into the eastern Radlebb and western Dymrak.
circa 400 BC: The Achelos legend is fully formed. Traditional locals of the Cruth Lowlands believe Achelos will return and save them from their misfortunes. (After the Thyatian Invasion, it became a crime to refer to geographical locations or persons by the name Achelos. His name galvanized anti-Thyatian sentiment. For centuries, Mt. Medved... also known as Mt. Tybor or Mt. Achelos... has been rumored to possess caverns underneath that serve as a base for Achelos Reborn. Mt. Medvev is about 24 miles upstream on the Achelos River from where it joins the Gustos River. The ruins of Achelos are a further 6 miles upstream. In 1000 AC the area is controlled by the Cruth Ogres.)
405 BC: First written account of the 'Song of Halav' written by a Thyaitin cleric.
391 BC: Church of Traladara founded.
380 BC to 171 BC: Dark Age of the Banates. Central authority had largely disappeared across Traladara. Local towns were governed as banates... a form of city-state. A nobleman with the title "Ban" ruled a banate.
171 BC: The Glorious Kingdom of Traldara is unified under Ban Ithron Zlatarev. Central and Southern Traladara was unified. The Cruth Lowlands and the Gulf Coast continued to be ruled by the Markovith Dynasty seated in Achelos. While the Glorious Kingdom would survive until 88 AC, it fell into decline when Ithron died in 147 BC and was little more than a rump state thereafter with the throne located in Marilenev (Specularum).
c. 100 BC: The Kingdom of Highforge is established.
c. 25 BC to 5 AC: The Depredations of Truskel the Mad. The Glorious Kingdom is faced with a powerful and relentless foe, a powerful dark wizard possessing a staff of the magi. The wizard was able to enspell and enslave men and open gates to the lower planes at will. Songs of this time are very dark and strange. They tell of journeys into the Nightmare Dimension and wars against the forces of Hell. (Extrapolated from Dungeon Master Survival Kit, 2nd Edition magical item Staff of the Infernal Arcana.)
12 AC: The formation of the Duchy of Machetos. The ducal estate was located on a large manor southwest of the Dymrak Forest and north of the modern Eastron Road. This duchy would revive the dream of a unified Traladara similar to that attempted by King Ithron Zlatarev from his seat in Volaga a couple of centuries prior. The duchy would flourish until the gnoll invasion circa 317 AC. (Extrapolated from Dungeon Master Survival Kit, 2nd Edition mention of this duchy under the magical item Great Blade of Ghyrkhos. It needs to have survived and proposered enough that the name is rekindled later.)
circa 50 AC: The Three Silent Kingdoms fall to goblins and their allies. These events of the Underdark are unrelated to the surface troubles. Only a very small number of dwarves escape. They vanish from history. The silent halls have been overrun for nearly a millennia by goblinoids. While rumors persist of lost, unguarded treasures, little has been recovered without slaying great hordes of goblins in the process. (R. Ligon)
circa 60 AC: Strife and turmoil engulf the rump state of the Kingdom of Stars (the Duchy of Achelos). The fall of the dwarvish kingdoms have devastated the economy of the city of Achelos. The few remaining peoples live within the massive, empty stone halls of forgotten days.
88 AC: The powerless last king of The Glorious Kingdom of Traldara dies without issue. The treasury was rumored to have been sacked by the Knights of Halav. The government dissolves.
101 - 126 AC: The Razing of the West. A large tribe of goblins, the Horrific Spawn, challenges the might of the Upland Orcs. Ogres and Hill giants ally with the goblins in the name of their dark goddess Grendel. The power of the Horrific Spawn is broken, but they are not exterminated. They flee south. Humans stay out of this war. (R. Ligon)
circa 150 AC: While a few thousand people still inhabit the Kingdom of the Stars (Duchy of Achelos) it is largely forgotten by the rest of Traladara and presumed to have fallen into humanoid control like much of the west.
circa 200 AC: founding of the small hamlet of Lenov, on the site of present-day Luln. (R. Ligon)
circa 225 AC: The village of Vidlice is established on the Cruth River near the site of present day Riverfork Village. It is notable for semi-tolerance for orcs. While not citizens, orcs are able to live and work among the humans. Half-orcs can even have standing in local governance. However, racial intolerance and even murderous violence was the norm. (R. Ligon)
281 - 289 AC: The Six Fell Lords War: a war in and around the Dymrak Forest. Notable in that goblin minions served closely under their undead lords. The Callarii elves and the Duchy of Machetos allied to meet this threat. The great hero Ghyrkhos 'perished' during the conflict. He fell to vampirism and was bound into a tomb hidden in the Dymrak Forest with his powerful magical sword. (Extrapolated from Dungeon Master Survival Kit, 2nd Edition magical item Great Blade of Ghyrkhos.)
circa 300 AC: Kingdom of Highforge begins to allow dwarves to settle within their realm.
301 AC: Ban Bogan Ivanovich of Marilenev begins a reunification campaign. He is interrupted with gnoll invasions, but ultimately completes his quest after much of the west is destroyed by the humanoids.
312 AC: Gnolls raze Achelos. The city is abandoned for nearly a generation.
313 AC: Lenov destroyed by gnoll invaders during as a Traladaran civil war intertwines with goblinoid incursions and wars.
317 AC: Gnolls raze the ducal estates of the Duchy of Machetos, ending a period of growth and prosperity.
324 AC: Beginning of the reign of King Bogdan Ivanovich. The short-lived Ivanovich Kingdom ruled central, coastal, gulf coastal and western Traladara.
327 AC: Prince Anton Ivanovich rebuilds Achelos.
Prominent families: Korizegy, Dimitrevich, Halarov & Markovitch.
circa 350 AC: Lenov is rebuilt... shortly before the Ivanovich Kingdom fails.
356 AC: The Ivanovitch Kingdom collapses after the death of King Bogan. After the kingdom collapses, the banates of Achelos and Halag unite to form the Hojah-Ivanovitch Hegemony. It proves a stable alliance until the duplicitous wars of the ambitious Halarov family and their foreign backers destroy the Hegemony and break the royal branch of the Ivanovitch clan in the Cruth Lowlands.
410 AC: Virulent Plague of Vampirism & Lycanthropy. This would flare up for nearly a century. The Knights of Halav claim credit for the end of this dark period of Traladaran history. (The timeline presented for the introduction of lycantropy is taken from Threshold #1 rather than Night Howlers supplement.)
412-493 AC: The Four Wars (The War of Northern Aggression). Darokin provocateurs exploit the fractured Traladaran society, rampant lycanthropy and vampirism plagues and... with local conspirators... began a series of wars that last for generations. The second war (444-448 AC) destroys the Hegemony and establishes the Halarov Kingdom reigning from Achelos... or Darokin City perhaps.
444 AC: Sir Gilfroy Demitrevitch secretly allies himself with Darokin nobility during the second of the Four Wars. Gilfroy was not above using goblinoid mercenaries whose atrocities are still spoken of in hushed tones. With his allies, he is able to conquer the Cruth Lowlands and the Gulf Coast where is is established as a puppet overlord for his northern masters. The Hegemony falls. (R. Ligon)
445 AC: The Halarov Kingdom is founded... ruling from the rebuilt city of Achelos. The ruling clan of the Halarov Kingdom would be the Demitrevitch clan. The westernmost town of Vidlice (just north of present Riverfork) proves quite rebellious. (R. Ligon)
450 AC: Near the end of the Second of the Four Wars, Darokin agents aide in the founding of the First Kingdom of Vaion, a puppet state of Darokin.
452 AC: The Demitrevitch family rules Achelos, Halag and Lenov (Luln) as the Halarov Kingdom. Chardastes Demitrevitch rules with the title "King" over western Traladara.
464 AC: The Knights of Halav, officially the Military Order of Halav of the Golden Sword, begin building a refuge, a Great Hall on Abbey Island to oppose extreme danger from chaotic non-human forces and to resist Darokin meddling.
477 AC: Great Hall of the Knights of Halav completed. A grand celebration is held with magical fireworks and regal delegations from faraway lands and strange peoples.
493 AC: The Traladaran League is founded as the Darokin presence was ultimately ousted. Initially the Halarov Kingdom... Demitrevitch, Ivanovitch, Petran, Koriszegy and Vargos clans... would remain separate.
502 AC: The Brethren of the Woods. Traders from Minrothad settle on the Gulf Coast of Traladara. They bring a new epidemic of lycantropy with them… werewolves, werebears and wereboars. (PC4: Night Howlers DM Guides, p. 5) The wereboars establish themselves in the southern forests of western Traladara. The were bears migrate northward into the Black Peak Mountains. The werewolves find a refuge in the Achelos Woods north of the Blight Swamp. They refer to themselves as the Brethren of the Woods. They are hunted by the Knights of Halav and others.
511-514 AC: The Three Years War: The now burgeoning town of Vidlice forms an alliance with less chaotic orcish tribes to found the Kingdom of the Waters along the Magos and Cruth Rivers. The Halarov Kingdom mobilizes for war to stop this insurrection. In a bloody and costly war on both sides, the town is razed and the populace enslaved or slain. The Halarov Kingdom dissolves after bitter, defeated orcish chiefs assassinate all know survivors of the Demitrevitch royal lineage... including the regent and the 11 year old king himself. (R. Ligon)
524 AC: Duke Petre Petran claims ungoverned lands around Achelos. Really only the lands between the Achelos and Magos rivers are controlled. Fealty is sworn to the First Speaker of the Diet of Marilenev, ruling body of the Traladaran League. (R. Ligon)
532 AC: establishment of the County of Koriszegy. The ruler assumes the title of "Lord." The Koriszegy clan rules in the county but are also active in the affairs of the Barony of Halag for centuries. (R. Ligon)
530-570 AC: The Good Years. A period of peace and prosperity in the town of Lenov (Luln). It reaches it's largest population… nearly 15,000 people. The sewer project is completed. While most of the wooden buildings would not stand, for a brief time the city was a jewel of the Known World.
600 AC: f. Kingdom of Vaion in the east. The Traladaran League is in decline, but maintains claims to their historical holdings.
609-612 BC: The Goose War: The waning fortunes of the Petran family forced them to engage in mercantile activities. Lord Shura Petran, a distant nephew of Duke Kuzma Petran, is shocked when a goose bursts into a warehouse while he is conducting business with the savvy Zhupa (Baron) Maksim Ivanovitch. Arrogantly, Shura asks Maksim to remove the obnoxious goose. Maksim, also frightened of the goose, refuses and questions Shura's manhood. An enraged Shura is chased from the warehouse. Angry words are exchanged, contracts are broken and the two clan stumble into a war. The Ivanovitch clan emerges victorious but with no love of the King in Marilenev, decide on a bold course of rebellion. Lenov's (Luln) population has declined to less than 3,000 after the depredations of the war. It would continue to decline in centuries to come. (R. Ligon)
612 AC: The Traladaran League is dissolves. A bloody coup in Marilenev city leads to the city's independence from the aristocracy.
612 AC: f. The Grand Kingdom of Achelos under the sway of the Ivanovitch clan is founded under the rule of King Vasil Ivanovitch, the cunning uncle of Maksim. The elevated Duke Ulstagh Vargos of Halag allies himself with Duke Marilenev. Duke Marilenev only controls the countryside and Castle Marilenev. Marilenev city is now autonomous.
613-615 AC: The Merchants War: The change of Halag into the Marilenev sphere of influence and the proclamation of the Grand Kingdom of Achelos leads to a war of blunders. The Two Dukes (Vargos of Halag and Marilenev) send out poorly trained armies to vie for control of the Gulf Coast. The Grand King Ivanovitch of Achelos sends out equally woeful forces. The war proved inconclusive and the Duchy of Halag remained a client realm of the King of Marilenev. (R. Ligon)
653 AC: Renewed fighting bewtween the Duchies of Halag and Marilenev and the Grand Kingdom as vampirism and lycantropy wrack Traladara. Dark cults serving the Old Ones hold sway in much of the countryside. The early decades of the Holy Wars will become know as the War of 100 Towers referring to the extensive building initiatives of these Dark Cults. These sandstone towers are but reddish hillocks today, but the dungeons underneath are often still inhabited with foul creatures the slink out at night. The wise avoid such old towers. (R. Ligon)
656-668 AC: The Great Holy War: A truce in the fighting between the Grand Kingdom and the Two Dukes allows for some of the dark forces to be beaten back. Some of the most epic Traladaran stories and poems were written in this period.
657-720 AC: The Kingdom of Gygar seated at Mistamere Castle. This kingdom was one of the few safe areas of Traladara in this era, under the watchful eye of the Wizard-Lord Gygar.
666 - 690 AC: The Wolf Troubles. This period, starting with a vicious attack in the outskirts of Port Gorod, sees a surge in lycantropic activity along the Gulf Coast and the Cruth Lowlands. The Knights of Halav operate from their island refuge and from a citadel within Achelos. A great setback is discovered in 674 when one of the grandmasters is discovered to have infect an entire cadre of knights and established a cell of the Brethren within the Order. The Lindenhelm elves suffered horrific loses in this period. Even after three centuries, their numbers have never recovered. They still suffer occasional depredations from the Brethren. (R. Ligon)
685 - 712 AC: The Enduring Hordes. The orcs of the Uplands ally with the goblins of the Riverlands to make war on both the Shires and the Cruth Lowlands of Traladara. Spider-mounted goblins marauding from camps within the Deepmoss Woods was characteristic of the western front. Orcish mixed-arms of horse cavalry and axe-wielding huscarles characterized the eastern front. Not to be confused, the White Hand rises in Vidlice in this same period but are not allied with the Enduring Horde. During the asention of the White Hand, the town of Vidlice is rebuilt into a grand gothic impossibility. It is known in a dark tongue as Ph'Ftaghu (pronounced Ffffff-tog-hue). (R. Ligon based on GAZ8 Timeline)
703 AC: a fresh wave of evil humanoids swarm into the Cruth Lowlands, refugees from the Battle of the Blackflame (700 AC) in the Hin-land. The Grand Kingdom suffers loss after loss in the War of Nine Winters, but manages to hold Achelos despite the destruction of most small hamlets.
704 AC: A Vampire of great power, The White Hand, establishes a kingdom from within the ruins of Vidlice. He manages to enslave great hordes of goblinoids from the Banate of the Wolf and humans as he builds great gothic fortifications. He also allies with the Brethren of the Wood and the ogres. The destruction of his stronghold will become a principal objective during the Vampire War.
708 AC: Lenov (Luln) is nearly destroyed by a sudden raid from a large ogre force in the thrall of Brethren of the Wood. Over half of the town's population was enslaved and driven to Vidlice to assist in the extensive building projects. (R. Ligon)
711 - 713 AC: The Gargoyle Bridge is built by minions of the White Hand to cross the Achelos River. It crosses the Achelos just south of where is merges with the Gustos R. Although unnerving, it remains wide and strong to this day. (R. Ligon)
712 AC: A hollow victory ending the War of Nine Winters as the Knights of Halav assist forces of The Grand Kingdom in a assault on a wooden fortress… housing a goblinoid army... along the northern Gustos River known as The Ice Fortress. (R. Ligon)
720-728 AC: The Vampire War: The main nemesis in central Traladara during the Vampire War was the Black Count of the Moor (The Nosferatu Necromancer-King Morphail Gorevitch-Woszlany, Count of Gorenov). He controlled the towns of Gorenov and Lumm… destroyed in the war. The Count, allies, clansmen and thrall are forced into exile in the Highlands (Glantri).
722-762 AC: The White Hand War. The Knights of Halav conduct a war of knightly raids, quests and strikes against the vampiric forces of the lowlands… notably the stronghold of Vidlice… from their refuge in the Gulf of Halag, Abbey Isle.
762 AC: The Battle of the Tempest. An epic final assault on Vidlice is made in the middle of a horrific thunderstorm by the Knights of Halav aided by levies from Lenov (Luln), the Gold Dragon Azemur, Sind archer mercenaries and mercenary lizard men. While the power of the fell fortress was clearly broken, stories vary as to the ultimate fate of the great vampire himself. (R. Ligon; Azemur is from B. Heard's http://pandius.com/whoswho.html) The Knights were led by the great paladin Duke Uidar the Swift. Legend tells that he wielded the actual magical artifact, the Sword of Halav. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Sword of Halav")
729-800 AC: The Great Hunger: Plagues and famine wrack Traladara as pockets of vampiric and lycantropic creatures are hunted and slain. The following towns are abandoned or razed: Vaion, Halavos, Volaga, Zadreth and Lugsid.
763 AC: f. town of Arkanites. Many freed slaves escaping the horrors of the Vidlice Enslavement, founded an unusual town in this year. The architecture is radically different as it is based on designs learned in captivity... ornate Gothic with statuary adorning most surfaces. The people are superstitious... even by Traladaran standards. Paranoia and madness are commonplace in this corner of Karameikos. Local law is established to combat lycantropy and vampirism outbreaks. Angry mobs have murdered many an innocent in this town. Outsiders are largely unwelcome. (R. Ligon) [Play notes: Use the Village of Barovia map from Ravenloft for this town. It was once offered as a free online download and is still accessible on some map archival sites. There is also a nominally priced enhanced village map from mikeschley.zenfolio.com.]
776-781 AC: The Blessed Purge: Monastic orders see a swelling of the ranks and engage in numerous purges as they combat vampirism and lycanthopy. Many innocents are also slain. The Monastery on the Hill falls under the sway of the Old Ones.
798 AC: f. modern village of Riverfork just five miles south of the haunted gothic ruins of Vidlice. The populace was forced to pay heavy tribune to Upland Orc warlords and ogre chieftains until 973 AC.
9th century: The Grand Kingdom is in decline. The Cruth Lowlands never regained the prosperity they enjoyed when the Three Silent Kingdoms were flourishing. (R. Ligon)
828 AC: The Year of Infamy. Dwarves from the Highland region (Glantri) resettle in Traladara. Highforge and Marilenev suffer the greatest influx of dwarves.
829 AC: Ilya Radu, King of Traladara, seeks to consolidate regal power at the expense of the Traladaran noble families. A purge and civil warfare results.
831 AC: Day of the Dragon. A great blue dragon rampages in the city of Marilenev (Specularum). The motives for the powerful dragon Marudi's attack from his lair in the deserts of Ylaruam remains unknown. It certainly is a setback for King Radu's regal forces in the ongoing civil war. (R. Ligon; B. Heard treats this dragon in his article The Dragons of Mystara; http://pandius.com/whoswho.html.)
834 AC: Pavel Klimek, a likable young scribe and scholar, is inflicted with vampirism while attending to his lord in Dmitrov. The years go by with Pavel torn with his thirst and his guilt in opposition. He roams the lands of Traladara. He fathers a human daughter in 910 AC by the name of Moria, who becomes the devoted cleric Moria the Pure. Moria learns of her fathers curse and uses her magical amulet for protection. It is unclear what Pavel's fate becomes. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Amulet of Moria the Pure")
850 AC: King Ilya Radu's royal forces attack what remains of the Grand Kingdom. Lenov (Luln) and Halag are sacked, but in the end the royal troops cannot control the west in face of guerrilla tactics aided by Upland Orc mercenaries.
872 AC: The peerage for the Duke of Marnilenev ends when the last duke, Radu, dies without issue. Castle Marilenev was inherited by the cadet branch of the family. The city also formally became an oligarchic republic.
900 AC: The Thyatian Invasion. In the fall of 900 AC, Lenov (Luln), Sulescu and Halag surrender without a fight. The rump state of the Grand Kingdom continues to resist from Achelos. Only the Cruth Lowlands, ruled by Achelos Vargos II, mounts an effective resistance. Some Traladaran mercenaries fight with the Thyatians and after the war receive lands in the west near Riverfork Village.
900-903 AC: The Harrowing of the West: King Achelos Vargos II surrenders to the victorious Legate Alharbuis after a bitter war in western Traladara. His noble family is scattered and forced into exile. King Vargos is beheaded. Achelos is razed in 901 AC. A small number of Achelos survivors scatter under the threat of goblinoid attacks. A few old timers are still knocking about Lenov (Luln), Arkanites and Riverfork Village. The great town is abandoned.
903-904 AC: The Dymrak Operation: A series of battles by the Thyatian army ultimately ending the defeat of the Nightfollower Alliance of the Dymrak Forest. (R. Ligon)
907 - 912 AC: Building of the Lowland Bastion on the Gustos River. This ambitious project, now know as the Abandoned Thyatian Fort, was intended to secure the Cruth Lowlands in the face of monstrous foes. In the spring of 912 AC, it was found with the entire garrison slain and the walls leveled by great beasts. The debate among wizards and seers about the identity of the foes will start heated debates even today… dragons, Upland Orcs, Cruth Ogres, vampires, bandits and fairy armies are all blamed. (R. Ligon)
910 AC: The Tribune's Arch is erected on a lonely hilltop in the Cruth Lowlands to commemorate the successful conquest of the lowlands on the site of a relatively insignificant victory. The arch was built over an ancient giantkind burial mound. Today this site is referred to as the Barrow of the Thyatian Tribune.
911 - 914 AC: The Blood River War. The veterans of the Harrowing found a small town with a palisade on a strategic overlook of the Achelos River… near the Gargoyle Bridge. The lizard men of the Blight Swamp take exception to this as they have long used the Achelos as a trade thoroughfare with the Cruth Ogres and other groups upriver… and possibly with inhabitants of Kosti Kopec (Bone Hills). The new town, Gorica, is burned to the ground and the populace slaughtered. After a frustrating war fighting an unseen enemy, the Thyatian Tribune Marcus Polika brokered a cease-fire with a promise for humans to never again build on the river. While never intending to uphold the bargain, the river today remains clear of human settlements save a few trapper cabins… mostly abandoned, looted and burned. Travelers hurry across the Gargoyle Bridge near the ruins of Gorica for fear of lizardman attack. (R. Ligon)
914 AC: f. Eltan's Spring. A tiny hamlet in central Karameikos. (K: KoA Adventurer Book, p. 19)
920 AC: Onyx Ironhand, now the master smith of Highforge, forges Bedlam’s Hammer from the remains of an earth elemental, using the hide of Acramar to give grip on the mithril haft. The hammer was gifted to his father Cronak who wielded it for 20 years. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Bedlam's Hammer")
921 AC: A shift in Thyatian Colonial policy. Control of the human populace is largely abandoned short of the port of Mirros. Increasingly, local Traladaran nobility resume daily control. A few building initiatives in the Cruth Lowlands would attempt to expand Thyatian influence into non-human controlled lands, but little wealth was realized from the Magos Mines or the area controlled by Riverfork Keep
925-935 AC: The Snasati Boks Craze. Famed tackle-boxing champion Stanimir Zlatkov of Port Gorod moves to Lenov (Luln) after claiming the national title. He remains undefeated for nearly a decade as the sport is popular all over Traladara, the cities of Athenos, Hattia and Irendii. He retires after a freak blindness in one eye from falling off a horse. The sport continues to be popular in the lowlands and Gulf Coast with three of his sons being strong contenders between 950 and 980 AC. (R. Ligon)
927 - 938 AC: The southern coastline of the Gulf Coast is engulfed in a series of massacres and missing persons. It is discovered that a family of wereboars have established a large lair in the ruins of the ancient city of Strolos. After a number of unsuccessful forays to destroy the lair, eventually an adventuring band from the Kingdom of Ierendi manage the task. A great marble statue is erected in Sulescu Village for the deed. (R. Ligon)
929 AC: Founding of the dwarvish hamlet Three Axes Ford in the Black Peak Mountains. The ill-fated hamlet would fall to nearby giants in 940 AC. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Amulet of Moria the Pure")
933 AC: The Seven Swordsmen. A band of Hin swordsmen are seen in Riverfork Village. They were intent on treasures rumored to be located in the Black Peak Mts. They have not been seen since. (R. Ligon)
940 AC: Cronak Ironhand (dwarf) is slain at Three Axes Ford in the Black Peak Mountains. His son Onyx is able to recover his magical item Bedlam's Hammer. The human cleric… and famed vampire hunter… Moria the Pure also falls in the battle. Refugees relocate north of Luln to prospect for ore. In 964 AC they are rewarding with a rich copper strike. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Bedlam's Hammer")
944 - 951 AC: The Keep at Riverfork are built just south of the ruins of Vidlice. (slight change in the location by R. Ligon)
944 AC: The Yellow Skull Massacre. The building party for Riverfork Keep are slain and the village attacked. While the town survived, nearly 100 workmen are killed. The goblinoids leave painted yellow skulls on posts to mark their savagery. It is believed that many of the orcs were from tribes north of Wereskalot that were defeated by the Hin at the Battle of Fire Rock. A large detachment of troops becomes necessary to complete the fortress.
944-967 AC: The Yellow Skull Wars. This series of low-level conflicts were savage but both sides proved cautious in dealing with their enemies. A number of goblin-towns were besieged and abandoned, but losses were relatively light on both sides. The Cruth Lowlands did not share the prosperity enjoyed by the rest of the province. (R. Ligon)
956-959 AC: The Prison of the Magos Mines is built to deal with the large number of captured goblinoids in the west. (R. Ligon)
964 AC: A major new vein is discovered in the nearly exhausted copper mine near Lenov (Luln). Within a decade, this boom town is flooded with refugees and carpet baggers. (R. Ligon)
965 AC: Thyatian rule almost disappeared, the governor seating in Mirros is a puppet of Traladaran noble families, especially Torenescu and Marilenev.
970 AC: Duke Stephan Karameikos' Expedition into Traladara. Baron Von Hendriks assumes control of Halag after a fierce struggle. Many flee the Barony. A small insurgent cabal know as the White Peregrines emerges. A small Battle of Lungrad, an agricultural town on the Gulf Coast, occurred in 970 AC. (R. Ligon)
971 AC: Many refugees from the Gulf Coast flee to the booming hamlet of Lenov. The town is renamed Luln much to the dismay of long-time residents. The Duke stops the plans of Baron Von Hendriks to conquer Luln. A council of "Town Masters" control municipal affairs. The Masters are dominated by displaced nobility from the Gulf Coast. This creates strife with the original citizens... loggers, copper miners, farmers and trappers... who had growth accustomed to self-governance. Monied Thyatian opportunists also flocked to the area speculating on mineral wealth.
973 - 977 AC: The Lowland Troubles. A war against the powerful goblinoid tribes of the Western Cruth Lowlands ensues. It is a vicious affair marked with inhuman atrocities on both sides. Rumors were common at the time about dispossessed descendants of the Vargos clan of fallen Achelos in collusion with the humanoid warlords. It was never proven, but may have been true. After nearly 5 years of warfare, the Thyaitan Ducal Army manages to control only a small 18 mile stretch of the eastern bank of the Magos River from the mines to the village of Riverfork. The central ruins of Vidlice are avoided, but must be passed near to move between the mines and and the Keep and village to the south. Today, this is the only semi-secure area north of the River Shrill ford. The Hattian war hero and commander of Riverfork Keep, Lotharius Haakenberg becomes a popular figure in the lowlands for his bold atrocities committed during this conflict. (R. Ligon)
972 AC: Lotharius Haakenberg retires to Arkanites where he continues to line his pockets through graft. (Minor changes by R. Ligon)
974 AC: The Luln Uprising. A disgruntled rebellion against the new Duke ignites in Luln. A sharp battle east of the town quells the rebellion as the disorganized trappers, loggers and farmers flee. (R. Ligon)
978 AC: Bloody Tserdain: Many nobles of the Halaveff and Dimitrevich clans are publicly beheaded in Halag after their conspiracies against the Baron and the Duke was revealed. (As a sign of defiance in the years since, animal blood is secretly splattered in the public spaces across the Barony on the anniversary.)
980 AC: The newly married Duchess Olivia begins to assemble a secret police force behind her husband's back. She fears the local Traladarans and considers her husband to be naive to not do likewise. (R. Ligon… established the date)
981 AC: The Alignment of the Three Queens. A major celestial alignment and solar eclipse frightens traditional Traladaran peoples. For a few years, stories of strange magic, the walking dead, fairy pranks and lycantropy are prevalent. The peasantry regularly buried their modest valuables in secret locations to keep them from the hands of the fairies. Some such treasures were lost.
982 AC: A great white wolf approaches the gates of Luln asking… in Traladaran… to speak with the king. The Head Townmaster bravely meets the wolf and is quickly eaten. The rest of the year is plagued with marauding wolves and wargs terrorizing travelers and the countryside. It is proven that the wolves were in league with human bandits and perhaps other outlaws and possibly goblins. Children still fear the white wolf as so many actually saw the Townmaster get eaten.
982 - 985 AC: Castellan Keep is built. (MGAZ1, p. 6)
986 AC: The Great Census of Karameikos.
986 AC: A scandal in Luln was revealed that the majority of the Town Masters and the aging Lotharius Haakenberg were on the payroll of a Darokin merchant smuggling arms and slaves through Luln destined to Halag. Rioting and lynching of many of the Town Masters began one hot summer night and one-third of the town was burned in the coming days. Haakenberg is found in Arkanites hanging in a barn near his home. (Two confirmed Hattian Storm Soldiers are discovered beheaded and stuffed in grain bins.) A young noble warrior of mixed Thyatian and Traladaran ancestry came to power after she and her idle cohorts suppress a riot and stop a lynching of a beloved, but corrupt, elderly Town Master. It was unclear if Lady Sascia had ambitions or was working with Haakenberg. By popular acclaim, and massive electoral fraud conducted by her father from Trov, she is elected to a new form of government… as a singular Townmistress… a Protectorate of sorts. Many of her young noble cronies find lucrative positions in the town's public affairs. If her past is suspect, there is much consensus that she has a gift for governance. (R. Ligon)
987 AC: Militia Service Act of Kelvin. Thyatian citizens are issued a sword and training in combat. It is outlawed for Traladarans to train in combat. Relations sour across the Duchy as this becomes a topic of conversation.
987 AC: The Fields of Rye. (Located on the map in the South-Western Radlebb Woods.) A battle of the Ducal forces with Callarii elvish allies against a bold army raised by the Bloodbears (Hobgoblins & Bugbears) allied with belligerent Firemane centaurs… and even a contingent of lesser undead supplied by the Haunted Keep's master. The humans and elves won in a very savage and closely contested battle. Tactically, the day was saved with a brutal charge from Knights of the Three Suns and a foray by an elvish host wearing Boots of the Five Winds (4 hr. air walk spell from Dung. Master Survival Kit). The evil alliance was crushed and devolved into a squabble over blame for the defeat. (R. Ligon)
988 AC: The Great Arrest of Luln. Officials of the Black Eagle Barony invite Traladaran magnates living in Luln to a local ball and meeting to discuss economic opportunities. While many chose not to attend, those that did were arrested as traitors and escaped serfs. A riot ensued with murders, fleeing Traldarans and a hasty escape from the agents with many noble prisoners. The fate of those captured has never been adequately addressed.
988 AC: Luln is raided by humanoids. Northlyn and the northern wall of the town are burned. Many flee to Radlebb keep. For about a month, the town is in the hands of goblinoids. They flee when Townmistress Sascia and her allies return with Ducal forces.
989 AC: The Duchess' Letter. Orders issued from Specularum by Duchess Olivia instructing the provincial administrators to oust all Traladaran functionaries in the service of the Karameikan government in an attempt to thwart an anticipated revolt. Bitter, ousted Traladaran officials are sacked across the Duchy.
989-992 AC: The Black Fleet War. After yet another exodus of refugees, this time to the Five Shires, the Black Eagle raises his naval forces to invade. After a third failed invasion, the Duke intervenes and forces a peace accord. The Hin widely accuse the Black Eagle of not only assassination, but also spreading disease within the Hin people. The Court Wizard Bargle is briefly imprisoned by the Hin, but is rescued by a bold band of adventurous mercenaries.
990 AC: The Burning of Krakatos. Ethnic strife leads to murders and vile acts as Thyatians destroy the town. The mob is never punished and the locals abandon the charred, fortified village
990 AC: The Disarming. On Vatermont 19th, a new policy of disaming Traladarans is instituted across Karameikos. Enforcement is quite spotty, but the law remains on the books.
991 AC: The Radlebb Massacres. Thyatian soldiers in Radlebb village and the Gulf Coast strike at Traladaran villages and people. Thousands are killed and villages are burned. (Unknown to most is the Duchess Olivia and Baron von Hendriks conspired with Captain Gregori "The Grim" of the "Hell's Jailers" of Radlebb Keep to commit these atrocities.) Court wizard Krollan found strangled missing his magical hood. (Dungeon Master Survival Kit, 2nd Ed., magical item card "Krollan's Hood")
992 AC: The Year of the Goat. Throughout the year, persons around the village of Riverfork are discovered transformed into goats. It is discovered to be the work of a small warlock circle… the butcher, the baker and the candlestick maker.
996 AC: The Fairy Wedding, a traveling musical play from Glantri, is performed in Halag and Specularum. The nobility and well-to-do that saw the show continue to talk of it as one of the greatest nights of their lives.
999 AC: Crop Failure. Drought conditions destroyed about 20% of the crops. Over 400 people left the town of Luln over the winter as hunger set in. As the majority were Thyatian, some Traladaran nationalist claim with a dark humor that another 4 years of drought are all that is needed to cure the woes of the town.
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