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Clearwater
Region Overview.
The Duchy of Clearwater is a fairly productive region of many
small mines, tracts of good solid oak and maple lumber, areas of farming,
and darker areas, especially the Devil’s Bog. Scattered towns, with small
villages and hamlets spread out along the roads that generally stay along
the rivers or coastlines. While the only city, is the capitol itself,
Clearwater. One massive difference is a distinct lack of metals, any gold,
silver, and iron, bronze, even simple copper is all imported in. And
therefore, extremely expensive to all but the wealthy and nobles. Even a
simple spear or a quiver with metal tipped arrows is considered extremely
valuable and precious. Magic in the area is generally kept quiet, while
mages and druids roam, and simple herbs are magical in their healing or
deadly purposes, the duchy is controlled behind the scenes by darker and
more malevolent forces…always unseen.
The Western Highlands is the longest “civilized” area of the
duchy, where it still has a natural feel with the woods, and small rowdy
mining hamlets. The Western Highlands has a sizable population of Druids
and Rangers with scouts and small patrols keeping the area safe from
raiders of other “surprises”. Lumber and Mining are the primary lifestyles
here, as people are freer to go about their business, but there is a small
group of dedicated people, those who are trying to restore the freedoms and
rights that they had before…before ‘The Demon Times’. Intrigue, Spies,
Demon servants all roam about, as the locals have not been affected too
much yet, adventurers are always called by the government and locals alike
The Southern Coastline is more active as far as trade and
commerce going about the roads and the coastal villages. Fishing is a large
part of the lifestyle in this region, and with that the foods are geared
towards fresh fish, seafood, and local herbs. Piracy is a concern here,
since the Bitter Isles and ‘The West Gates’ are havens and hideouts for the
few that ply their trade in the ‘Bay of Treachery’. The ‘Bay of Dark
dreams’ is generally safe since that area is patrolled by the few ships the
duchy has to protect the important trade in foodstuffs for the hungry city
of Clearwater. An important landmark in this region is the Lighthouse,
originally built as an Arch mages’ Tower; it was converted to a lighthouse
after the Duke captured the tower many years before.
The Gray Plains and the Wild Hills are generally two separate
regions, but intertwine in secret ways. The plains are a large expanse of
open steppes, rolling grasses, and barbarian clans, of human and
Thri-Kreen. The clams are small and aggressive where they use their
psionics to counter the Berserkers, and Shamans/Witch-doctors of the larger
clans of humans. The plains neither are nor inhabited and a beautiful sight
to behold, but the nomadic clans are very short with any intruders on
“their” lands. The only ‘allowed’ inhabitation is the hamlet of Tradetown,
a cunning group of human and gnomish traders that deal in mining goods for
local herbs and meat/dairy products. Just a few miles north of Tradetown is
the “Black Tower” a great Guild of mages owns this place, and is rumored to
be an area of great evil filled with undead and demonic summoning, But no
facts have come out to prove the rumors one way of the other. The local
humans, gnomes, and the occasional Kobold raiding party in search of
sacrificial victims steadily mine the Wild Hills. Large mines of clay,
stone, and a few gem mines consist of what the region produces generally.
Devil’s Bog is a region on the northeastern flank of the
Duchy, and is an area of scrag troll clans that are led by vicious and
cunning magic using trolls. They lead patrols into Troll Lake to hunt down
fishermen for an easy snack. The trolls have been hunted down for years,
but always seem to come back after seeming to be destroyed by adventurers
before. Evil ranger and druid types are also found within the area, as are other
creatures only rumored about. It is also rumored that some wizards use
these haunted bogs are their lair, but with trolls as a competition for
food, it is doubtful…
The economic center point for the Duchy is Clearwater itself.
Resources flow in from all over and most of the production and shipping is
done in the city. The docks of the city are usually busy during the day,
but at night, a few ships are always docked either unloading or loading
cargo. There is a small ‘foreign’ district on the south end, mostly filled
with merchants, while the other four districts are the poor, wizards,
bankers, and noble’s districts. The mainstay of the poor quarter is the
Gladiatorial games usually fought between slaves or prisoners, and rarely the
free gladiator who most likely is a trained soldier or adventurer. The
wizard’s district is filled with potions, magical herbs, the cities lone
academy and several-guarded wizard’s towers. The Bankers district is a
complex area, filled with a few theaters, live entertainment from the local
bards, Gem shops, the few VERY wealthy merchants, who have set up a local
bankers organization, and several good quality Inns and restaurants. The
final district are for the Nobles, they are secluded in their palatial homes,
scattered four and five star restaurants, and a top Hotel for foreign
dignitaries, The Ducal Palace is also here, and dominates the landscape for
it’s dark foreboding presence. A large ‘tourist’ attraction is the city
clock tower that chimes correctly on the hour every day of the year. Every
district is well patrolled to keep out trouble, and keep an eye on the
local thieves.
The dark region to the east of the Duchy is known as Kornoth
Woods. It is simply a battleground between several tribes of Kobolds, and
the remaining Fae and Elves of the area. Daily, raids, and magical attacks
follow with retaliatory strikes, ambush, and spies, assassins, and
mercenaries all joining in. Several Elf villages have already been
decimated, holy sites desecrated. The Kobolds are cunning and smart, but do
not have the advantage of much magic or psionics. The Faery Psi warriors
and Elvish Druids together with animal servants push the Kobolds back, only
to be driven back again due to the overwhelming numbers of Kobolds… Time
will tell if good prevails, or Evil stamps out the light and threatens the
good people of Clearwater. Evil does lurk quietly as Shadow Glens, their
allies & servants try to destroy what is good in the forest, and try to
contend with the Kobolds for rule of the Forest. But beware when you run
into Elves or Fey, they might be good, but they might be very, very evil.
Clearwater
Campaign News
8.15.2003: Starting of Official Campaign
Website.
8.14.2003: Finalized choices for PrC’s
and Core classes.
8.13.2003: Created Weather system
8.12.2003: Finalized Calendar.
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