Gulluvia is a small, remote barony located at the foothills of tall mountain range. It was once a prosperous little barony, until the dwarves exhausted all the gemstone mines and left, leaving the largely human population at a bare subsistence survival.
Despite its prior value to the Kingdom Gulluvia's untamed borders are days from the nearest civilization. The citizens of the barony persevered with only a few trade caravans venturing into the territory.
Ruler: Lady D'hmis, whose husband was killed in a freak werewolf attack while she was hosting a ball. Inexperienced with governing, she has done a fine job stabilizing the realm, starting with enforcing the ages old traditions that have kept the peasants safe.
The oldest and most enforced law: All men must remain inside from dusk until dawn, unless escorted by an adult (over 16) woman. The woman are largely immune to the lycanthropy curse, while men quickly succumb to the disease and pass away.
The story starts in the village of Mere, a small hamlet populated by both halflings and humans. Despite its proximity to the Misty Swamp there are few reports of the dreaded lycanthropes, there are few patrols of the Baronial Guard.
This village has two taverns: Elle's Leaping Strong Moon, Ye Olde Falling Noble Spoon, one general store, and an inn.
Other Towns:
Gulluvia: The namesake of the barony is also the capital, and the closest thing to a large town the barony has. It has ten foot walls, and most merchants and services adventurers require.
Dead Mule: This little shire was once a peaceful place, named by the group of miners who settled here after their pack mule died.
NSau: This farming village is so small that there is no tavern or inn here. A small general store doubles as a tavern or meeting hall when needed. The main crop grown here is wheat.
Thorold: This lovely little village prides itself on the fact that it raises the best horses in the Kingdom for the Barony of Gulluvia.
Velders: This hamlet is under the protection of Gulluvia, though this does Velders little good. The Gulluvian guards fear the Abaddon Woods and do not like to travel through it to reach Velders except in large groups. Foul races such as orcs and kobolds make periodic raids on the small farms on the outskirts. There is only a trading post in the center of town.
Misty Swamp: No one knows exactly what lies behind the veil of ever present mist that hovers over the swamp. Some old timers say that the old dwarves who make Anterian Brandy live in the swamp near their secret ingredient, the swamp water. This is speculation, as no one really knows what the secret ingredient of Anterian Brandy is. Others whisper tales of an evil wizard living there in a massive tower of shiny black stone. Sometimes, in the dead of winter, fierce thunderstorms can be heard near the swamp, but no one ever sees any lightning. The only thing people who live near the swamp will agree on is that most magic users had best stay clear of it or they will find that their spells will not function properly.
Abaddon Woods: This is a desolate place inhibited by evil beings, but was once believed to be filled with unicorns, elves, faeries and other fair creatures. Many expeditions attempting to destroy the evil lurking here have ventured into the woods, but have never returned.
Moorfowl Mountains: This ugly, dead, tall range forms a protective shield that keeps the mist from Misty Swamp from spreading into the neighboring farmlands. Most folks don’t venture into the mountains much any more except to hunt for certain types of moss used by local healers. Evil creatures now roam the mountains freely and inhabit the mines once worked by the dwarves.
Thunder Mountains: These low pine-covered mountains see the sunlight infrequently. Most of the time thick storm clouds linger on the mountain tops — clouds that often erupt into violent thunder storms. An evil wizardess is rumored to live in the mountains in a giant hollow oak she uses as a lab. It is believed that it is she who keeps the thunder storms alive, partly because she fears the light and partly because it keeps away the curious. Local people don’t recall anyone ever going into the mountains, and if anyone ever did, they never returned to tell about it.
NEXT: #1 - A Poorly Planned Foray
Despite its prior value to the Kingdom Gulluvia's untamed borders are days from the nearest civilization. The citizens of the barony persevered with only a few trade caravans venturing into the territory.
Ruler: Lady D'hmis, whose husband was killed in a freak werewolf attack while she was hosting a ball. Inexperienced with governing, she has done a fine job stabilizing the realm, starting with enforcing the ages old traditions that have kept the peasants safe.
The oldest and most enforced law: All men must remain inside from dusk until dawn, unless escorted by an adult (over 16) woman. The woman are largely immune to the lycanthropy curse, while men quickly succumb to the disease and pass away.
The story starts in the village of Mere, a small hamlet populated by both halflings and humans. Despite its proximity to the Misty Swamp there are few reports of the dreaded lycanthropes, there are few patrols of the Baronial Guard.
This village has two taverns: Elle's Leaping Strong Moon, Ye Olde Falling Noble Spoon, one general store, and an inn.
Other Towns:
Gulluvia: The namesake of the barony is also the capital, and the closest thing to a large town the barony has. It has ten foot walls, and most merchants and services adventurers require.
Dead Mule: This little shire was once a peaceful place, named by the group of miners who settled here after their pack mule died.
NSau: This farming village is so small that there is no tavern or inn here. A small general store doubles as a tavern or meeting hall when needed. The main crop grown here is wheat.
Thorold: This lovely little village prides itself on the fact that it raises the best horses in the Kingdom for the Barony of Gulluvia.
Velders: This hamlet is under the protection of Gulluvia, though this does Velders little good. The Gulluvian guards fear the Abaddon Woods and do not like to travel through it to reach Velders except in large groups. Foul races such as orcs and kobolds make periodic raids on the small farms on the outskirts. There is only a trading post in the center of town.
Misty Swamp: No one knows exactly what lies behind the veil of ever present mist that hovers over the swamp. Some old timers say that the old dwarves who make Anterian Brandy live in the swamp near their secret ingredient, the swamp water. This is speculation, as no one really knows what the secret ingredient of Anterian Brandy is. Others whisper tales of an evil wizard living there in a massive tower of shiny black stone. Sometimes, in the dead of winter, fierce thunderstorms can be heard near the swamp, but no one ever sees any lightning. The only thing people who live near the swamp will agree on is that most magic users had best stay clear of it or they will find that their spells will not function properly.
Abaddon Woods: This is a desolate place inhibited by evil beings, but was once believed to be filled with unicorns, elves, faeries and other fair creatures. Many expeditions attempting to destroy the evil lurking here have ventured into the woods, but have never returned.
Moorfowl Mountains: This ugly, dead, tall range forms a protective shield that keeps the mist from Misty Swamp from spreading into the neighboring farmlands. Most folks don’t venture into the mountains much any more except to hunt for certain types of moss used by local healers. Evil creatures now roam the mountains freely and inhabit the mines once worked by the dwarves.
Thunder Mountains: These low pine-covered mountains see the sunlight infrequently. Most of the time thick storm clouds linger on the mountain tops — clouds that often erupt into violent thunder storms. An evil wizardess is rumored to live in the mountains in a giant hollow oak she uses as a lab. It is believed that it is she who keeps the thunder storms alive, partly because she fears the light and partly because it keeps away the curious. Local people don’t recall anyone ever going into the mountains, and if anyone ever did, they never returned to tell about it.
NEXT: #1 - A Poorly Planned Foray
Cool place names and background story..
ReplyDeleteThanks! Everything for this campaign was pulled from a rare "forbidden" TSR tome that's much better known for its second printing.
ReplyDelete