Difference between revisions of "Dutchy of Dragonsford"

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The town was named for a large golden dragon that legend tells lived in the vast cave network found in the hills nearby. The dragon was rumored to have stolen innumerable piles of treasure from the dwarves, giants, and gnomes of the area. The dragon buried his treasure in the tunnels sealing them for protection near Dragonsford. As the tale goes, the Balinshold dwarves became so tired of the constant attacks on their homeland that they would do anything to free themselves of the dragon. All of their attempts to kill the dragon failed, managing to make the dragon only angrier. Finally, the great dwarven smith, Waldemar Lifehammerer, traveled to the land of the gnomes. There, the smith met with a great gnome magician, Llyn, and constructed a magical statue. The statue was taken by Waldemar back to the Balinshold across the Inner Sea. When the dragon heard of the statue, he lusted after it. The dwarves allowed the dragon to steal the statue. However, the flight back across the Inner Sea to his tunnels was a long one for the dragon and the statue grew larger and larger and heavier and heavier as time went on. The dragon began to falter in his flight, but his greed was so great that he went onward. Finally, the statue became so large and so heavy that the dragon could fly no further. The dragon and the statue crashed into the sea and neither were ever seen again. This tale prompted early adventurers to settle in Dragonsford to look for the tunnels. Some gold was found, but rooms of treasure still lie hidden under the hills somewhere near the town.
 
The town was named for a large golden dragon that legend tells lived in the vast cave network found in the hills nearby. The dragon was rumored to have stolen innumerable piles of treasure from the dwarves, giants, and gnomes of the area. The dragon buried his treasure in the tunnels sealing them for protection near Dragonsford. As the tale goes, the Balinshold dwarves became so tired of the constant attacks on their homeland that they would do anything to free themselves of the dragon. All of their attempts to kill the dragon failed, managing to make the dragon only angrier. Finally, the great dwarven smith, Waldemar Lifehammerer, traveled to the land of the gnomes. There, the smith met with a great gnome magician, Llyn, and constructed a magical statue. The statue was taken by Waldemar back to the Balinshold across the Inner Sea. When the dragon heard of the statue, he lusted after it. The dwarves allowed the dragon to steal the statue. However, the flight back across the Inner Sea to his tunnels was a long one for the dragon and the statue grew larger and larger and heavier and heavier as time went on. The dragon began to falter in his flight, but his greed was so great that he went onward. Finally, the statue became so large and so heavy that the dragon could fly no further. The dragon and the statue crashed into the sea and neither were ever seen again. This tale prompted early adventurers to settle in Dragonsford to look for the tunnels. Some gold was found, but rooms of treasure still lie hidden under the hills somewhere near the town.
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== Towns and Castles ==
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'''Coral Castle'''
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The Coral Castle was built during the early years of the First Orcish War.  The men there are generally young recruits sent from Teufeldorf to be trained in the wilderness nearby.  The Coral Castle is considered to be the toughest assignment that a soldier of Teufeldorf can be assigned to.  There is no real "town" associated with the castle.  It is perched on an outjutting of land and protected with a high wall (designed to keep the orcs out).  The only contact that the Coral Castle has with the Eastern Reaches is an occasional foray by boat to Dragonsford where the soldiers trade the valuable coral (found easily along the shore near the castle) for food, supplies, and drink.  At the present, the Coral Castle is commanded by Lord Merriweather (a Knight of Valor) and holds about 250 trained soldiers.  The men there have over four years left on their present tour of duty.
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'''Free Thought'''
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About twenty years ago, a small caravan arrived in the town of Dragonsford.  The caravan consisted of six large sleeping wagons and twenty men.  The men proclaimed themselves the Guild of Thinkers, a small band of intellectuals, that were tired of living under the oppressive rule of the feudal lords.  In a final effort to be free of that tyranny, they planned to establish a small keep in Haggelthorn Forest.  To that end, they had traveled the length of the Eastern Reaches, Dragonsford being their last stop before entering the forest.  The men, led by a fat merchant named Bezel Greencloak, a self-proclaimed mathematician, interviewed several of the town's residents.  After declaring Dragonsford, "Free of any intellectual masters," the caravan took off down the road and into the forest.  The small village of Free Thought, consisted of a number of small wooden huts surrounding a small stone meeting hall.  The hall was the primary focus of the communities intellectual prowess.  In fact, Bezel boasted once while in Dragonsford buying supplies, "We have discovered a way to guard all of our valuable belongings in the town hall by using mathematics."  Three years into the grand experiment, Bezel and company were destroyed by a large tribe of spiders.  It seems that mathematicians don't always make good woodsmen.  And so the village of Free Thought has stood for nearly twenty years:  empty.  And at the center of the village, the Hall of Numbers, its secret intact, waits for some lucky adventurer to discover its secret.
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'''Goblin Fork'''
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The town of Goblin Fork is a meager village.  It is a collection of a dozen buildings in a circle around a large gnarled oak tree.  The tree, when viewed from the south, has an appearance vaguely like that of a goblin.  Even to this day, directions are often given to travel along the road until you get to the goblin in the road....  The town boasts no outstanding establishments except for Fennel's armory and the Goblin Fork Tavern.  Most of the townsfolk can be found at the tavern after dark, but they will be very quiet about the happenings in their town. 
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Outside of Goblin Fork (northwest of Dragonsford and south of the River White) lies a barren outcropping of rock known as the Priest's Altar.  This large block of stone is bordered on the west by the Land of Bogs and the Little People, a swampy morass of lush, deadly green vegetation.  To the east lies gentle rolling prairie for almost a league before the dark trees of Haggelthorn Forest begin to be seen.  A single road winds from the village of Goblin Fork west through some fertile farms to the Priest's Altar.  The legends behind this stone are dim memories for the surrounding country folk.  In the times of old when druids and rangers wandered this land fulfilling their secret purposes, there were tales of strange lights being seen over the rock at the time of lunar importance.  However, there have been no signs of strange happenings at the Priest's Altar for almost fifty years, and life in the village of Goblin Fork has been quiet for the most part.  Long a forbidden place to the town's children, the Priests Altar has been the subject of many a young man's dare.  It was about three months ago that the town's blacksmith, Fennel by name, woke to find his young son, Aron, missing.  Things quickly came to light, and Fennel learned that his son and several companions snuck out that night to play a game of Find the Ogre.  Aron was chosen the ogre and hid himself somewhere on the Priest's Altar.  After several hours of searching, the other children assumed Aron, playing one of his innumerable practical jokes, was sleeping comfortably at home.  The group disbanded, and nothing had been heard from Aron since.  It was the next night that strange lights were seen above the Priest's Altar, a poor portent for Aron, indeed.

Revision as of 17:08, 6 September 2015

Dragonsford Castle is the capital of the Duchy of Dragonsford, consisting of a small castle on a fortified peninsula of land extending into the Inner Sea. The surrounding town exists primarily to support the military presence. The current ruler is Ernest Goodfellow, formerly a Knight of King Gregory. Besides a monthly caravan from Haggelthorn, occasional merchants, dwarves, gnomes, and outlanders visit Dragonsford.

The town was named for a large golden dragon that legend tells lived in the vast cave network found in the hills nearby. The dragon was rumored to have stolen innumerable piles of treasure from the dwarves, giants, and gnomes of the area. The dragon buried his treasure in the tunnels sealing them for protection near Dragonsford. As the tale goes, the Balinshold dwarves became so tired of the constant attacks on their homeland that they would do anything to free themselves of the dragon. All of their attempts to kill the dragon failed, managing to make the dragon only angrier. Finally, the great dwarven smith, Waldemar Lifehammerer, traveled to the land of the gnomes. There, the smith met with a great gnome magician, Llyn, and constructed a magical statue. The statue was taken by Waldemar back to the Balinshold across the Inner Sea. When the dragon heard of the statue, he lusted after it. The dwarves allowed the dragon to steal the statue. However, the flight back across the Inner Sea to his tunnels was a long one for the dragon and the statue grew larger and larger and heavier and heavier as time went on. The dragon began to falter in his flight, but his greed was so great that he went onward. Finally, the statue became so large and so heavy that the dragon could fly no further. The dragon and the statue crashed into the sea and neither were ever seen again. This tale prompted early adventurers to settle in Dragonsford to look for the tunnels. Some gold was found, but rooms of treasure still lie hidden under the hills somewhere near the town.

Towns and Castles

Coral Castle

The Coral Castle was built during the early years of the First Orcish War. The men there are generally young recruits sent from Teufeldorf to be trained in the wilderness nearby. The Coral Castle is considered to be the toughest assignment that a soldier of Teufeldorf can be assigned to. There is no real "town" associated with the castle. It is perched on an outjutting of land and protected with a high wall (designed to keep the orcs out). The only contact that the Coral Castle has with the Eastern Reaches is an occasional foray by boat to Dragonsford where the soldiers trade the valuable coral (found easily along the shore near the castle) for food, supplies, and drink. At the present, the Coral Castle is commanded by Lord Merriweather (a Knight of Valor) and holds about 250 trained soldiers. The men there have over four years left on their present tour of duty.

Free Thought

About twenty years ago, a small caravan arrived in the town of Dragonsford. The caravan consisted of six large sleeping wagons and twenty men. The men proclaimed themselves the Guild of Thinkers, a small band of intellectuals, that were tired of living under the oppressive rule of the feudal lords. In a final effort to be free of that tyranny, they planned to establish a small keep in Haggelthorn Forest. To that end, they had traveled the length of the Eastern Reaches, Dragonsford being their last stop before entering the forest. The men, led by a fat merchant named Bezel Greencloak, a self-proclaimed mathematician, interviewed several of the town's residents. After declaring Dragonsford, "Free of any intellectual masters," the caravan took off down the road and into the forest. The small village of Free Thought, consisted of a number of small wooden huts surrounding a small stone meeting hall. The hall was the primary focus of the communities intellectual prowess. In fact, Bezel boasted once while in Dragonsford buying supplies, "We have discovered a way to guard all of our valuable belongings in the town hall by using mathematics." Three years into the grand experiment, Bezel and company were destroyed by a large tribe of spiders. It seems that mathematicians don't always make good woodsmen. And so the village of Free Thought has stood for nearly twenty years: empty. And at the center of the village, the Hall of Numbers, its secret intact, waits for some lucky adventurer to discover its secret.

Goblin Fork

The town of Goblin Fork is a meager village. It is a collection of a dozen buildings in a circle around a large gnarled oak tree. The tree, when viewed from the south, has an appearance vaguely like that of a goblin. Even to this day, directions are often given to travel along the road until you get to the goblin in the road.... The town boasts no outstanding establishments except for Fennel's armory and the Goblin Fork Tavern. Most of the townsfolk can be found at the tavern after dark, but they will be very quiet about the happenings in their town.

Outside of Goblin Fork (northwest of Dragonsford and south of the River White) lies a barren outcropping of rock known as the Priest's Altar. This large block of stone is bordered on the west by the Land of Bogs and the Little People, a swampy morass of lush, deadly green vegetation. To the east lies gentle rolling prairie for almost a league before the dark trees of Haggelthorn Forest begin to be seen. A single road winds from the village of Goblin Fork west through some fertile farms to the Priest's Altar. The legends behind this stone are dim memories for the surrounding country folk. In the times of old when druids and rangers wandered this land fulfilling their secret purposes, there were tales of strange lights being seen over the rock at the time of lunar importance. However, there have been no signs of strange happenings at the Priest's Altar for almost fifty years, and life in the village of Goblin Fork has been quiet for the most part. Long a forbidden place to the town's children, the Priests Altar has been the subject of many a young man's dare. It was about three months ago that the town's blacksmith, Fennel by name, woke to find his young son, Aron, missing. Things quickly came to light, and Fennel learned that his son and several companions snuck out that night to play a game of Find the Ogre. Aron was chosen the ogre and hid himself somewhere on the Priest's Altar. After several hours of searching, the other children assumed Aron, playing one of his innumerable practical jokes, was sleeping comfortably at home. The group disbanded, and nothing had been heard from Aron since. It was the next night that strange lights were seen above the Priest's Altar, a poor portent for Aron, indeed.