Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts

Tuesday, December 1, 2020

The Vale - A Journey in Worldbuilding Part Two

As I mentioned in the last post, most of the world-building for Alenostr was centered around The Vale, as it was where the player characters would start, and was the focus of the larger world story I wanted to tell and use as a guide for the characters actions. Of course, if they'd just up and left the area, I would've had to adjust, but that's the trick of setting up worthwhile tasks and compelling NPCs (and also trusting your players not to derail everything for no reason).

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The Vale, post-Rebellion
 

The Vale is an odd region, whilst nominally recognised as it’s own state, it was actually in fact a region of the Dwarven Empire up until the Ogre Rebellion just over two hundred years previously. Largely a human-settled region, it nonetheless also homed populations of dwarves, halflings and even ogres before the rebellion, and produced much of the food the empire required thanks to the Vale’s more fertile soil.

Geographically, The Vale is a pocket of land nestled between the Gallhyr Ranges and Troll Hills to the north and the Barrier Mountains to the south. Whitefish Bay borders the west, and Lake Djopr borders the east. Bisected by the River Dross, which feeds into the Many Mouths, it is an extremely fertile land, and so much of the land is used for farming crops or grazing cattle (cows, goats and predominately sheep).

The south of The Vale borders the old Dwarven Lands, now controlled by the Ogre Holdings. The northern border butts up against the more wild northlands, home to a number of barbarian tribes and ruins.

The capitol of Manheim lies almost centrally, north of the Silken Forest, with Leafton, which holds much of the halfling population to the north of that. Port Finnesheim lies in the far north-west, just below the Crescent Peaks. Kurzak-Hizarn, one of the few surviving dwarven mining towns sits deep in the Gallhyr Ranges. Some hundred years after the Rebellion, an Urdjan Academy, the second establishment of its kind, was founded in the north-east. In recent times, a small village has also popped up in the shadow of the Barrier Fort, which is colloquially known as Barton.Much of the rest of The Vale’s population is spread out amongst many farming towns and goat-herd cottages, as well as several fishing towns scattered up and down the coasts.


As a country, The Vale is largely a poor one, struggling in the wake of the Rebellion. It survives for the most part by trading in food products, but much of its money is tied up in defending Barrier Fort and the coasts from the ogres. It does trade in high-quality silks, but such items are rare and manufactured slowly.


The Vale is currently governed by Thane Efstein Valesborn, a distant ancestor of Bori Steelblade.

History

The Vale was founded and gifted to a force of humans and halflings who were also instrumental in allowing the dwarven army to finally trap and defeat the goblin horde of Grashnalak, at the Many Mouths. The human chieftain, Bori Steelblade, was granted title in reward, and allowed to preside over the area north of the Barrier Mountains, where the inhabitants of the Vale prospered for centuries.


During the rebellion, whilst the Vale’s military was able to deal with the Enchantress’ forces within their borders, they were stymied at the mountain pass and Border Fort by a goblin and ogre force and unable to do much to effect the war. They were able to later hold the pass against the Enchantress’ army with the help of a small dwarven refugee force, but it is likely were it not for the favourable terrain, the Vale would’ve also been lost.

Key Areas

Manheim

Manheim, also known as Kirzak-Mirgar in Dwarven, has always been the capital of The Vale, spreading out from where Steelblade built his hall upon a tall hill in the bend of River Dross. The city guards the main bridges allowing passages north and west over the river. Like many dwarven cities, it also holds a large temple to Fyordin and Donaria, although a number of smaller shrines to other gods are present. A temple to Halja, and its attendant graveyard and barrows is situated on the north side of the Dross.

As the capitol, naturally the city is large and fairly metropolitan, with entire districts populated by halflings and dwarves. The riverside holds a large number of warehouses and markets, serviced by barges. Finally, a large training barracks covers the the southern gate.

Notably, Manheim is also home to the Freelancer's Guild hall. The Freelancers are a mercenary band mainly, but one that also provides craftsmen, and most of it's work comes from supporting the interests of The Vale and it's military.

 

Finnesheim

Ruled by Lady Larensine Ranasholt, Finnesheim is The Vale's second city and its main port into Whitefish Bay. It is home to the Finnesheim Library, which houses a several underground laboratories used by mages and druids for research. The city is guarded by the famous Mariners, a port police unit that expanded into a citywide militia.

The Church of Rana, who presides over the sea is central to the city.

A Druid's circle, cared for by local practitioners and envoys from the Elves, sits on the outskirts of the town.

 

Leafton

A largely Halfling population runs many of the The Vale's breweries, including the important Golden Bee Meadery, which also collects valuable Queen's Honey for use in potion making.

Leafton's lord, Lord Halfred Pinehill, is known for championing Buckhorn, a newly created whiskey.


Barton

Part shanty town, part barracks. Barton sprung up after the fall of the Dwarven Kingdoms in order to service the need for a much larger and more permanent garrison.

The General of the fort, Lord Svienmar Groven, is responsible for administering the town, though he has a light hand as his attention is focused on the defence and garrisoned troops. 


Djoside

A small sleepy fishing town in the north east of The Vale, sitting on the banks of lake Djopr. It is notable for bordering the Vala Woods, source of many witch stories, and for the Lord of the area, Belias Ironwood, going missing years ago, shortly followed by his wife after their son died in a battle near Barton. As such, the Ironwood Manor now lies empty.

 

Apolberge

Home to the Apolsede family who look over a small number of farms in the south east. A larger number of goatherds are present here, using the lower mountain slopes as grazing land.

 

Urdjan College

The second of the three colleges within Alenostr, built one hundred years after the Ogre Rebellion. The Headmaster of this college is the second of the three brothers and works quite closely with the Thanes of The Vale towards protecting the borders. They are heavily responsible for patrolling the Underroad, a old tunnel burrowed beneath the mountains in the east that was partially collapsed and destroyed during the Fall.

 

The Many Mouths

Site of the battle that led to the founding of The Vale, the estuaries of the River Djopr have become a vast swamp infested with undead. It is dotted with lost villages and blanketed in heavy mists, and there are rumours of an old necropolis at its centre. 

 

Lake Djopr

The lake forms a natural border between The Vale and the Northlands, and is used by the Vale partly for fishing and partly as a trade route into the north, as the free town of Crossing lies on the far shore.

 

Silken Forest

A small forest in the south-west that is home to numbers of giant spiders, whose webbing is harvested for use in weaving of high quality clothing that is traded across Alenostr.

Sunday, November 8, 2020

Alenostr - Journey in Worldbuilding Part One

Alenostr is my original setting I built for D&D. It was built from an initial source of inspiration that combined three things; Final Fantasy 8's SeeD Gardens, Skyrim's general landscapes and feel, and aspects of Ogres and the world from one of the Dragonlance spin-off books, The Messenger. There's possibly some Game of Thrones in here too, with the Undead that show up. From all of this it became an ice-and-snowbound continent in the southern hemisphere, populated by Ogres, Dwarves and Humans, with Elven Enclaves from across the seas, Goblin Tribes living under the rule of the Ogres, and smaller colonies of Gnomes and Halflings mixed in for good measure. Orcs also feature heavily, as a powerful lost civilisation that once ruled a large portion of the continent, and the cycle of the rise and fall of empires has seen the Dwarves recently lose their own, overthrown by the Ogres, once vassals of the Dwarves but stirred to action by the mysterious Ogress known as the Enchantress.

It is a deeply magical land. Some areas have a noticeable aura of magical energies, sometimes manifesting into crystalline chunks known as Magicite. The forests of the region hold many magical creatures, as well as a high number of Dryads and other nature spirits that call to Elf and Druid alike, but are threatened by an ancient Witch and a coven of Vampires. The two are antithesis too the other almost.

Undead creatures stalk the underground areas heavily, many gathered around a Necropolis buried within a swamp near the borders of The Vale. Such is the regularity of spirits manifesting in the region, three Elven brothers set up a school each to train and equip a force of Paladins known as the Urdjan Knights to combat the more dangerous spirits and lay to rest those that are lost.

More mundane affairs also keep tension high in the region. The new Ogre Empire seeks to destroy the Vale to complete their conquest of the old Dwarven Lands. The Dwarven Remnant themselves are on a constant war footing, and their Ironclads regularly see combat with Ogre Galleons in Whitefish Bay. The Vademorian Empire and Odagard stand in an flimsy cease-fire presided over by the Elves. The barbarian Human Tribes of the North West raid both The Vale and Odagard looking for resources unavailable on the tundra of their homelands. Human and Halforc Steppe Tribes similarly assail Vademor from the North.

Above it all the Gods of Dwarf and Ogre drive their subjects forwards, and the Orc Gods of old are stirring once more. Darker, more primordial forces lurk at the edges of it all.

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