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Post #1 Keeper's Hall, Ground Level
Town of Northgard
Country of Illumvak
Contents:
Description
Persons of Interest
Citizen Spotlight
Ground Level
Useful maps
#1
KEEPER'S HALL
|
Keeper's Hall |
Bit
of Information
Adventure
Hook
"Rising
before you lies the palace of Northgard, the Keeper's Hall. There
is steady foot traffic in and out of the place, as various townsfolk
and visitors seek the officials who conduct their business within.
Inside the massive portcullis lies a well groomed courtyard. A
large fountain is centered there with a statue of the famed wizard
and founder of Northgard,The Great Perinzar. The stone statue's
arms are held out wide in a welcoming gesture, it's face bearing a
serene warmth and a gaze of friendship. That gaze however, stands in
direct opposition to the watchful eyes of the hardened men of the
Keeper's Watch, which fall upon all who wish to enter the Hall."
This
complex serves as the living quarters of the High Chief Regent, as
well as some building attendants. The Hall has facilities for
meetings and a large hall for formal and informal gatherings alike.
The building has a rotating guard force of around eighteen members of
the Keeper's Watch.
The
structure as it stands is fairly recent. The Hall has been an
ongoing project for hundreds of years, and much of the dwarven
population have made their mark on it's architecture. The two tall
spires that can be seen to the back of the hall, were actually
separate towers originally, and over the years the rest of the Hall
has been built around them. This constant building and adding is
quite common in Northgard. Some say it's because dwarves get bored
easily and must build something. While others claim that the town's
leadership has always been fearful of a return of the goblins who
once called the Inland Isles home, and the constant reinforcing is
merely preemptive defensibility. Nevertheless, there is always some
form of construction occurring in Northgard.
Beneath
Keeper's Hall lies the town's dungeon, The Black Scatter. Rarely does
anyone ever end up there, as the Keepers Guard reserve the foul place
for only the worst criminals. (Most law breakers just end up in the
drunk tank for the night.) In fact, it has now been years since
anyone has even ventured into the area, after tales of ghosts were
reported by the guards. Vall doesn't see a need for the dungeon, and
considers the fact that his guards refuse to go down there, as a good
reason to leave the place closed. The dank area, which winds it's
way under the Hall ends along side Baffy's Creek, houses ten small
cells. Each cell is but 10'x10' and is magically silenced and
darkened when the doors are closed. The conditions are said to drive
an occupant crazy, and more than one prisoner has gone mad. The area
was initially intended as an underground maze designed by Perinzar
himself, for the enjoyment of his small village, however the ancient
wizard died before it's completion.
The
portcullis to Keeper's Hall is generally open, except for nights
during the annual, months long Trades Festival, when tens of
thousands of merchants and visitors from all around descend upon
Northgard. The offices inside are open during typical labor
hours, mid morning through sundown. Walls in the Hall are
either tiled or hewn stone, and most rooms are lit with everburning
torches.
_________________________________________________________________________________
PERSONS
OF INTEREST
Vall
Ferrigus (CG male human fighter10/ranger7)- As High Chief
Regent, the Illumvak champion spends very little time in the Hall.
But 5' 2” tall, Vall is often mistaken for a tall dwarf. His broad
shoulders and muscly bulk, coupled with his long beard, fiery
demeanor and love of ale, all help to reinforce the misconception. He
is the only human to be made an honorary dwarf by the Grissledown
Clan of Dwarves to the north. There is speculation as to the
possibility of him being half-dwarf.
Vall
spent the first half of his career in the Dalanthis National Army,
leading his own regiment of vagabonds turned soldiers called the
Breakers. He then spent the better part of fifteen years as a well
accomplished adventurer. He then settled in Northgard when the
Ruling Council of Mages to the south in Dalanthis City called on him
to be the Regent of a new Territory they were creating which included
Northgard.
Vall's
days now are spent divided among council meetings, working at the
Keeper's Training Lodge, and reveling the nights away around town
with hundreds of his closest friends. Even without the daily grind of
an adventurer, Vall is in some of the best shape of his life. He
daily leads members of the Keeper's through rigorous training
routines as headmaster of the KTL. Also, his drinking has picked up
slightly over the last few years as the stress of leadership slowly
begins to grow heavier. Recently he received a message from the
Ruling Council, that they would be now requiring an annual meeting of
the Territory Regents to be held in the Capital. The trip is several
weeks one way and Vall is none to happy about the journey, not to
mention it being slated during the beginning of the trade season,
when Northgard's Population swells immensely. He has proposed to the
Supreme Council that they use the Abdication Chamber* to merely
teleport him to and from the capital, but his request was unanimously
denied, as transportation magic is heavily taxing.
What's
in the title?
The
leader of Northgard and the Hillshadow Territory is called the
Regent. Before the Hillshadow Territory was founded, the leader of
Northgard was called the Keeper of Northgard, hence the Keeper's Hall
and Keeper's Watch, names that were created when Northgard was a
young, more independent town. Vall also has the title of High Chief,
meaning that he is head of the town's guard force, the Keeper's
watch. Normally the Regent and High Chief are different people, but
Val's extensive military and fighting prowess allow him to take on
both roles simultaneously. Some in Northgard and the south have
issued complaints about this dual titling. Stating it places too
much power in one man's hands.
Dunny
Pfathmere (LN male human commoner 5), Lead Attendant and
Butler of Keeper's Hall. Dunny was born and raised in Northgard.
Despite his venerable age, very little goes on in the Hall that Dunny
is not intimately aware of. He has worked and lived in the Hall for
forty years. With his years adding up, he has grown fearful of the
town he says is “full of miscreants”, and has not left the
Keepers' Hall grounds in over ten years. He rarely speaks, walks
slowly and carries a perpetual scowl about his wrinkled face.
Tersa
Veltyre (NG female half-elf expert 3), Master of Records of
the Hillshadow Council. Tersa's offices are located in the
Hall. No matter how much Val insists she loosen up some, Tersa is all
business, all the time. She came to Dalanthis when Vall was instated
as the High Chief Regent, and reports directly to the Supreme Council
of Illumvak, located in the capital city, once per year. She meets
regularly with delegates of that council via the divination of
Relmontero, the High Mage of the Hillshadow region.
Relmontero (LN
male human diviner 7) Stern and serious, Relmontero is at constant
odds with Vall Ferrigus, his superior. He believes a leader should
not carry on with commoners the way that Vall does, and believes he
tarnishes his position with his nightly “debauchery”. He
consistently proposes motions to remove Vall from his position.
However, his pleas are turned away, for since Vall has taken office
in Northgard, the town's footprint as a trade hub has increased ten
fold, bringing a nice sum of taxes southward to the capital Dalanthis
City.
Kermin
Steelport (LN male human Fighter 4/Expert 4) As the
appointed Master of Coin for the Hillshadow Territory, Kermin shares
an office with Tersa. He is a well dressed, fat little man,
with a slight limp who loves nothing more than gold, drink and
darkness. While not inherently evil, Kermin long ago discovered that
the vile aspects of humanity often make folks cringe, setting them
off their guard and giving him the upper hand. As a tax collector,
he embraces this wholeheartedly, often using fear tactics to perform
his job. His ring laden little sausage fingers are deceptively
nimble, and his skills with the fancy short sword at his side are
often underestimated. Kermin serves as Northgard's tax
collector as well as treasurer, and is the only person, other than
Vall Ferrigus, with access to the town's guarded vault. He is
quite fond Vall, and sees him as a strong leader, who leads from the
bottom. Kermin is quick with an insult when it comes to
Relmontero though, whom he sees as a wormy little kiss ass.
Attendants
of the Keeper's Hall
Bahgo
the Broad (NG male human expert 3) Cook
Venny
and Coleese Marromere (both NG female human commoner 1)
Sisters and general attendants.
Fandis
Chip (N male halfling rogue 3) Dunny's assistant.
Cally
Elmsap (N female halfelf commoner 3) Kermin's assistant.
Pary
Allu (CG male human commoner 3) Groundsman and general
attendant.
_________________________________________________________________________________
CITIZEN
SPOTLIGHT
Vall
Ferrigus
Human
Fighter 10/Ranger 7
NG
Medium Humanoid
Init +2; Senses Perception
+12
DEFENSE
AC 22,
touch 15, flat-footed 19 (+7 armor, +2 dex, +1 dodge, +2 ROP)
hp 174
(17HD;10d10+7d10+51+17)
Fort +17; Ref +11; Will +9,
+3 vs. fear
Defensive
Abilities
bravery+3; armor training 2
OFFENSE
Speed 30
ft.
Melee +3
defending maul +30/+25/+20/+15 (2d6+16) or
Ranged +2
shocking composite longbow(+5) +23/+18/+13/+8 (1d8+1d6+8)
Special
Attacks favored enemy (giants +4, dragons +2)
Ranger
Spells Prepared (CL 4th; Concentration +4)
1st detect
poison, resist energy 2nd cure light
wounds
STATISTICS
Str 24,Dex 15,Con 16,Int 12,Wis 14,Cha16
Base
Atk +17; CMB +23; CMD 35
Feats Weapon
Focus (Maul), Dodge, Power Attack, Improved Sunder, Cleave, Weapon
Spec., Great Cleave, Vital Strike, Lunge, Greater Weapon Focus
(Maul), Critical Focus, Greater Sunder, Point Blank Shot, Precise
Shot, Endurance, Weapon Focus (longbow), Greater Vital Strike
Skills Acrobatics
+6, Bluff +1, Climb +16, Concentration +4, Diplomacy +13, Handle
Animal +10, Heal +7, Intimidate +17, Know. Dung. +13, Know. Geog. +6,
Know. Eng. +6, Know. Nature +6, Perception +12, Ride +8, Spellcraft
+6, Stealth +10, Survival +10, Swim +10
Languages Common,
Dwarven
SQ armor
training 2, favored terrain 1(mountain +2), hunter's bond (animal
companion/deceased), track +3, wild empathy +6, woodland stride
Gear +3
defending maul of sundering (Willbreaker), +2 composite longbow of
shock(+5), +2 Ring of Prot., +4 studded leather, Regent Ring*
*REGENT
RING
The
Regent Ring is a gold band, with a pink tourmaline set in a golden
oval with arcane marks carved around the outer perimeter. One is
given to each of the six Territory Regents within the country of
Illumvak, during their Instating Ceremony at the Capital, Dalanthis
City. The Pendants are given to aid with the rigors of public office,
and to help ensure the proper leadership of the Regent's Territory.
The
item cannot be removed by any means other than that by which the
Supreme Council holds secret. If for any reason the Supreme Council
sees fit to contact the Pendant's bearer, the item lightly thrums,
indicating that the Council seeks an audience inside of the
Abdication Chamber. The Regent Pendant has the following abilities:
Allows
the Territory Regent's location to be tracked by the Supreme
Council.
Grants
the wearer +4 bonus to Diplomacy, and allows for 1 Diplomacy
reroll/day.
Grants
the wearer +2 to all Saves.
Grants
the wearer -4 penalty to Bluff.
Grants
the wearer access to the Abdication Chamber* of their particular
Territory.
*ABDICATION
CHAMBER
The
country of Illumvak, or Brightstone, is divided into six Territories.
These are each ruled by an appointed Regent who governs from the
Region Seat, or Territory Capital. Northgard is the Region Seat for
the Hillshadow Territory. Each of these 6 Region Seats contain
somewhere in the Regent's abode, a sealed chamber only capable of
being opened by the wearer of the Regent Ring. The chamber is an
extradimensional space of roughly 15'x15' with 10' ceilings. The room
is decorated as the current Regent has seen fit and contains a small
everburning fireplace and a small garderobe.
Inside
the chamber, the occupants can converse with the members of the
Supreme Council as per their beckoning. Also in times of need the
room can serve as safe haven for those inside. It has perpetually
well stocked pantries. If a situation permits the use of
teleportation magic, then the Supreme Council can whisk the Regent
back to Dalanthis City away from the threat. Only someone with the
Regent Ring and one guest may enter and occupy the chamber at
one time.
((Note:
A large part of the magical energies in this world are thought to be
derived from what is known as the Bright Stone, a huge glowing
pinkish gem formation below the capital Dalanthis City, more
specifically, inside of the Wizard's College there, Incanteris. The country of
Illumvak is ruled by a free-elected Magocracy who have regulations in
place regarding certain spells that are deemed to be “taxing” on
the Bright Stone. Some spells are taxed heavily, others are only by
permit, while others still are deemed banned all together. There is
a palpable fear amongst the ruling wizards that the monstrous gems
may run out of energy at some point, even though there has been no
evidence to promote that theory. The laws are said to prevent
frivolous magic use. Some say the laws are but just one way the
ruling wizards keep the bulk of the power to themselves. It is in
fact illegal to learn wizardry inside the country, unless you are
accepted into, and learn the practice from the College of Wizards,
Incanteris in Dalanthis City. All wizards must be registered and any
town in which they wish to reside, must pay a tax depending on the
rank of the wizard. A town with a wizard who can cast fireball may
pay a fair price in taxes to have him there, but a town with a wizard
who can cast fireball, is generally a safer town.))
______________________________________________________________
Ground
Level
1.
Bailey- The courtyard is dissected by a walkway of
gray bricks in a fish-bone pattern. The shrubs and trees within are
all trimmed neatly and the grass is a rich green for much of the
year. At the center of the bailey is a fountain around a statue of
the Great Perinzar, his hands outstretched with a warm look on his
face. To the far end lies the towering arched doors of the main
entrance, resting atop a low curved staircase. To the left and right
of the fountain lie official entryways. Each of the door sets are
guarded during daylight hours by two members of the Keeper's Watch.
2.
Main Foyer- This smooth walled entryway is adorned
with intricate trim-work, a marble floor and fine benches along it's
four long wall segments. A red carpet striped with black and yellow
borders presents a center aisle through the room, to a grand arched
entryway with a dragon bust at it's apex. A guard is generally
posted on either side of the archway. The doors to the left and
right are a deep red oak and bound with black wrought iron. There is
a circular knocker on each door. Each door has a small sign over it
stating Records for the left door and Coin for the
right.
|
Archway into the Highvein Parlor |
3.
The Highvein Parlor - This large room is supported by
four polished stone pillars, it's high ceiling and walls are capped
with Highvein tiles,
lightly glowing with dull pink light. Two ornate, twenty foot long
tables with twenty two chairs each rest in the center of the room in
front of the massive fireplace.
Two
wyvern heads
are mounted above the mantle, their ominous though empty gazes
directed at the tables. The carpet from the foyer spills into
this room and fills the area between the pillars.
What
is Highvein?
There
is a variety of limestone that has small veins of pink running through
it. The veins glow slightly in dim light. The variety is called
highvein due to it's typical location. It could once be found throughout
the Inland Isles, usually located near the top of a plateau.
Highvein is especially rare these days, as the early dwarves to the
region nearly removed it all. It's veins are prone to develop freeze
cracks much more frequently than common limestone, making it weaker
than common limestone. Highvein is primarily used in interior
applications such as tile and cap-block. A one foot square tile of
Highvein limestone produces as much light as a candle, and is valued
at 10gp.
Wyvern's
Ridge
When
Vall Ferrigus was an adventurer, his band slew two adult wyverns
along a ridge to the north of the Inland Isles. There was a nest of
three hatchlings the crew left out of pity, thinking the just days
old creature's fates should be left to the gods. Now, a few decades
later, those mature wyverns have wreaked havoc on a few newly settled
villages. Vall feels guilty for their troubles and may need someone
to take care of the beasts once and for all...
4.
Gate House West-
This
circular room has a stairwell leading up and down, a table and two
chairs are the only contents. 4.1- This small room has a raised
stoop along it's east side, granting a vantage point through the
single arrow loop, some six feet off the ground level.
5.
Pantry-
Barrels and bags of foodstuffs and ale fill this room. It serves the
guard kitchen in area 6.
6.
Guard Kitchen-
The permanent station of several guards, the Keeper's Hall has a
dedicated kitchen for them, so as not to bother the servants. Prep
tables and cabinets full of implements are placed throughout.
7.
Closet- Mops,
buckets and the like can be found in this dank little room.
8.
Guard Parlor-
Four tankard strewn tables with chairs fill this room. Two worn
couches that smell like vomit and sweat rest on either side of the
soot filled fireplace. A small banner bearing the crest
of Northgard hangs
above the mantle.
The
Crest of Northgard
Northgards
colors are red, for the blood spilled during the early days of
Northgard. Spent battling back the hordes of goblinoids, the first
inhabitants of the Inland Isles. Black, symbolizing the dark times
the area knew prior to the Great Perinzar's settling here. Finally,
white, for the peace that Northgard's presence has brought to the
region. The Crest of Northgard bears a Perinzar's red tower atop a
plateau(still standing today), bearing a frothy mug, for the town's
main industry, above an outstretched palm, the symbol for trade.
9.
Spare
Bed Chamber-
The guards call this spare bedroom the Rustle
Room.
It is typically occupied only when a guard, or two, wish to sneak
sexual partners into the Hall. Male and female guard members alike
frequent the room during long, many day shifts.
10.
Tower West- A
stairway leads up inside this circular room with three beds.
11.
Tower
East-
This room contains a stairway leading up, as well as a table and some
chairs.
12.
Bedroom-
This is the locked bedroom of Bahgo
the Broad.
He has a firm bed and a soft bed, to rotate depending on how his
back feels. He has a locked floor chest in which he keeps his
personal items. Bahgo keeps the keys to this room's door and chest,
as well as to area 16 on his person at all times.
Items
of Value: The locked chest contains: two changes of clothing, a
cooking book titled The Emperors Coals, a MW dagger, 27gp and a 50gp
gold pendant of a grasshopper.
Door
Lock DC-16
Chest
Lock DC-20
13.
Main
Kitchen-
This well equipped kitchen has all the necessary implements for
cooking the fine meals of the elite.
14.
Secondary
Kitchen-
This room, while sporting the same as area 13, is only used as a
kitchen when a feast must be prepared. Typically, the room serves
as an overflow storeroom.
15.
Servant
Entrance-
This small room with but a table and wash bowl, is the entrance all
servants must use to come into the Hall.
16.
Pantry-
Shelves of potatoes, carrots and beats, barrels of salted meats,
racks of drying herbs, kegs of ale and casks of wine... A very well
stocked pantry. To the back of the pantry is an old entrance into
the gatehouse. The door was recently blocked up after
food
was mysteriously disappearing.
Door
Lock DC-20
Bahgo's
Nemesis
The
cook of the Keeper's Hall, Bahgo, blames Vincent Curtie for the
disappearance of his prized giant yams, the event that made Bahgo
request the door be sealed. Vincent is a high cook for the Keeper's
Watch, and often prepares meals in the west side guard kitchen of
Keeper's Hall. (#6) The two have constantly been at odds with one
another for years, as each boasts of the finest culinary skills. The
giant yams keep for many months in dark conditions and Bahgo, still
furious over the theft may wish to hire someone to slip into the
guards pantry to try and locate them.
- Gatehouse
East-
This portion of the gatehouse can only be accessed by the lone
stairway leading up. Since the door to the pantry is now sealed,
this room has become a quiet respite for those guards off duty. A
table with some bone dice can be found here. 17.1 is the same as
4.1.
- Record
Office-
The office of Tersa Veltyre. Northgard's Master of Records. Aside
from her stocked desk and comfortable chairs, this room contains
many locked cabinets with hundreds of official scrolls, detailing
everything from deeds to local buildings and shops, licensing
papers, formal request letters to official paperwork from Dalanthis
City. Most things wrote on paper pass through Tersa's office at
some point.
Both
Doors to this room are locked. DC 25
Items
of Value: 5'x5' tapestry of a seascape (100 gp), Tersa's personal
seal kit. A finely crafted mahogany box containing a stamp, candles
and red sealing resin, as well as a small vial of cinnabar, the
mineral used to die the resin (40gp), a small lock-box (DC 25)
containing 120gp and a 25gp emerald.
- Coin
Office-
The Master of Coin, Kermin Steelport keeps his office here. His
grand desk lies along the east wall, with an illusory vault on the
wall behind his seat. The desk is on a slightly raised dais so as to
render Kermin a bit more imposing. His assistant Cally, has a small
desk just inside the entrance. The room is dimly lit with but a few
candles. The spot where the window should be appears as a
slightly shimmering black square
that seems to go on forever. While in reality, the square is a few
simple spells that seal the window opening, Kermin takes joy at
scaring townspeople with the threat of being thrown into the “Portal
of the Abyss”, if they don't pay their taxes. A large guard is
always posted inside the room during labor hours, all of which think
the empty threats are true. The remaining walls of this room are
lavishly decorated with tapestries and paintings, and the north wall
contains a sizable book shelf. All along the shelf are books full of
paid and unpaid dues, taxes and fines, as well as Northgard's wealth
and debts. Also included are bounty records, as Kermin pays off any
bounties offered at the Keeper's Training Facility. Behind the entry
door is a secret door (DC 30). If during the days business, Kermin
runs low on operating gold (below 200gp), he must have the guard
stand outside the room, bar the door and access area 20 to restock
his lock box.
Entry
Door Lock DC 35 and Trapped with a magical alarm also DC 35.
Items
of Value: Tapestry of a dark wooded forest with skeletal horses
running through it (125 gp), Tapestry of a black dragon breathing
fire on screaming peasants (100gp), Still life painting of three
bloody swords and a severed hand (85 gp), Small painting of a bull
skull (25gp), Small painting of a scantily clad woman (35 gp). In a
locked desk drawer (DC 28) is a lock box (DC 30) with daily
operating gold (1d12x100 gp)
Window
Treatment
Only
a few in Northgard are aware that the shimmering “portal”
covering the window in The Coin Office, is actually a rather mundane
magical frame that makes the window behind it act as if it is blocked
up solid with stone. The “portal” effect is just a minor
illusion. The tales of this “mystical device” are common around
town. So much so that the tales have begun to spin into legend.
Such as the one about the Ephestin merchant who failed to pay a
licensing fee, and was thrown into the portal, never to be seen
again... The tales have caught the interest of Coradryn Laceleaf,
the proprietor of the Travelling Cloak, a shop for rare and exotic
items. Coradryn's desire to know more about the item may lead him to
hire an able body to collect some information on it...
- Vault
Foyer-
This small room contains a floor chest and the vault door. The
floor chest contains the surplus coinage for the week and serves to
replenish operating coin for the Coin Office. Each week, any amount
over 3000 gp is placed within the vault. Vall and Kermin, have
weekly meetings to assess the budget and access the vault.
Floor
Chest Lock DC 30
Items
of Value: Within the chest is 1d4 x 1000 gp.
- Vault-
The thick metal walls of this room are lined with crates and bags
of gems and coins. The door to the vault is magically protected to
prevent entry by an other means than a command phrase, victarus
kaluum mi'ulin,
in conjunction with two enchanted crystals. One of these crystals
is embedded in a ring, worn by the Master of Coin Kermin Steelport,
the other crystal is the pink tourmaline set inside of the Regent
Ring that Val Ferrigus wears. Its contents vary depending on the
season.
Spring-
1d10 x 1000gp + 12,000gp ( all values in assorted coin and gems.)
Summer-2d10
x 1000gp + 16,000gp
Fall-
5d10 x 1000gp + 50,000gp
Winter-
2d10 x 1000gp + 10,000 gp
Maps
|
Keeper's Hall Draft |
|
The town of Northgard |