RE: Chronicles, Repository, and Archive
Chronicles I
Fantasy World: World of Deribaan
This section will be devoted to my long time RP/Campaign World, Deribaan. This section of the world is known as The former Western Imperium (Westronuus and Arcanuus ) and the Near Eastern former provinces. It has since become a world I have shared with numerous writers.
I will try to get a better image of my map, it was on an old computer I am letting someone else use. I created the map on Gimp after having crummy hand drawn copies for years after using my earliest more meticulously hand-drawn map.
This is essentially the same campaign world I ran various Fantasy RPG groups through for years. Of course, I also in the past also ran groups set in the Forgotten Realms as well as Greyhawk and the old Expert Set "Known World" now known as Mystara . But this was the one I built, and others have helped mold over time.
I am quite proud of this map because I am absolutely terrible with art, graphics and design. GIMP is a nice program to work with.
// This section will soon include the continents of Westronuus and Arcanuus, as well as the major cities and a bit of the history //
Westron Nations and places of note
Most of the Westron nations are part of or pay fealty to the Great Kingdom of Aquitor, at least in theory if not in practice.
The Great Kingdom of Aquitor : The kingdom that was formed in the core of the former Imperium, some 400 years ago
Principality of Galabar
The Kingdom of Furydor : 10 Generations ago, the line of the Daystar King had two strong heirs. And so the younger of two brothers, both proud Knights was given part of the Kingdom in the province known as Furydor to run as his own allied kingdom.
This Kingdom has been more aggressive than the old and tired Kingdom of Aquitor, it was them who revived the centuries stalled effort to rebuilt the Ancient Canal, digging it wider and deeper and renaming it the Grand Canal. The Southern border of Furydor extends a few miles south of the Canal, actually on the continent of Arcanuus.
The Dutchy of Huuf
County of Wyrr
The Yeomen of Falkar - The Yeomen were given lands of their own to govern for their participation in numerous wars. They are known for their excellent archery and powerful longbows.
The Bulwark Nations - Frigia, The Icehold of Stovix - these nations are given payments for helping keep the raiders from the Bitter Kingdoms from sweeping south into Aquitor
The Bitter Kingdoms - Frigid wastes that produces raiders and strong warriors
Nations on the Inland Sea
Seagate (a former Imperial city) - A strong city-state who controls the waterway between the Inland Sea and the Sea of Argos
Grand Dutchy of Mindalor - an eminently civilized nation of commerce and inspiring architecture that tends towards neutrality
Handor - the horsemen on the Northern side of the Inland sea, they have only a few significant ports or even permanent settlements Their main port city is actually a part of the Seagate city state, via a lease from the Riders. . Handor and Seagate share a strong alliance, and Seagate provides much of the iron weaponry and armor to the Riders, the Riders provide horses for the Knights of the city of Seagate.
Kingdom of Volonia - "Slavic" people, the capital city is currently occupied by the Karusk.
Jing Confederacy - These are bands of invaders from the far east , that have taken over a nation formerly known as Rumonov The Rumon people are now a wandering folks, many of them gypsies.
The Empire of KaRusk. -A vast nation with a rich aristocracy and a huge underclass of peasants. They are conquerors by nature , and often clash with the Riders of Handor and Volonia
Free City of Vania- not actually on the Inland Sea, but a short distance up the river Vusk, which is the border between Mindalor and Handor. They are a city of universities and learning.
Aurrim - The plainsmen. a small corner of Aurrim hits a small corner in the E of the Inland Sea. There is a small port town here , unaligned with any nation, called Hangman's Cove. The port is peopled by pirates and cutthroats most of whom bear little likeness to or fondness for the Aurrim . The Aurrim themselves are nomadic and are horsemen rivaled only by those of Handor.
the Principality of Galabar - Large prosperous nation on the west side of the Inland Sea. Closest nation to Irongate on that side of the Inland Sea.
Union of Keltan - Island in the middle of the Inland Sea - a mercantile democracy ruled by a parliament , with a ceremonial queen. Major cities include Muldenburgh, Aldwych, Kessex, Sundenbury, Thornburgh, Farminster, Baringham, Lowingham, and the capital city, Benden
Confederacy of Illonia - the south side of the Inland Sea, two parts inclduing a peninsula and a arcipelago. It borders both the Inland Sea and the Sea of Agos, the Sea of Agos in turn leads to the Aridan Ocean. Dark haired people, many petty nobles, no real rhyme or reason from one to the next, many are nice cities many are ruled by tyrants including Count Diato
Roleplay Story Setting : The Decadent City of Slagport (World of Deribaan).
A half millennium ago, the city now known as Slagport was considered the Pearl of the Empire. Then known as the City of Morn, then as know stood on on a peninsular on the dangerous Bay of Bangar , positioned near the navigation channel known as "The Narrows", the only easily navigable route north to the Inland Sea and the mighty Seagate that guards it's entrance . Then it was known for the spender of it's alabaster walls and buildings. Outside The Narrows, the seas are dangerous due to jagged volcanic rock just below the waterline. This forces most ships to stick to the Narrows, making them easy pickings for pirates.
But the Emperor had vetoed his engineers and insisted on a location for the city near the foot of a "mostly dead" volcano he was warned could go active. He ordered that the mountain be ignored , and laws were enacted and enforced to the point where it is not mentioned on city documents or maps and has no official name. However ancient documents have revealed the real name of the Mountain to be Mount Aragor.
That mountain of course erupted some 400 years ago, with the help of a dragon who had been awakened by some foolish adventurers. Since then it has come to be known as Mount Slag due to the black ash it belches out which when it hits the water makes something that looks like slag, and chokes the harbor. The smells of the gasses from the mountain often fill the city, especially the area of the Port Quarter nearest the base of the mountain, a once abandoned area known as The Maze because there are few fixed buildings or streets. Closer still to Mount Slag is a scumslum of unimaginable poverty, mostly consisting of lean-tos and tents, many of the inhabitans die each time the Vapors rise to their thickest.
One of the few fixed points inside The Maze is a tavern now called the Fallen Crown, which can be identified by the sign with the crown that has half fallen off. It's a more or less safe place, owned and run by a tough but fair former mercenary known as Griff
Officially, Slagport is a City-State protectorate of the Great Kingdom of Aquitor , with a Royal Governor However there has not been legitimate Royal Governor in nearly a century, the post sold to the higest bidder who also actually agrees to live in Slagport, since for 200 years the so-called Royal Governors were never actually seen anywhere near the city. Ths new rule cut down the number of those with both interest and coin to a precious few, as is evidence by the fact the current resident of the Governor's mansion was a known pirate, one of the self-styled Sea Lords.
For all practical intents and purposes, the city is mostly controlled by the Lord Mayor, the Council of Trades, and the Lord Admiral of the Navy, who is nominally appointed by the distant King, but again, coin is usually involved in the selection. an uneasy truce exists between the Lord Mayor who controls the city watch and has most of the locals on his side, and the Sea Barron Garrik who has no real loyalty other than that which he has bought.
Slagport is separated into Five "Quarters", a source of constant amusement to locals . This came about when one Royal Governor who actually came to live in the city created the Government Quarter , with space carved out of both the Noble and the Merchants Quarter.
The Five Quarters are
The Naval Quarter - Naval ships and boats of all shapes and sizes. Access is severely restricted, it is said even the old Lord Mayor was not welcome here; but there is little of interest here to do , buy or acquire even if one could get in.
The Noble Quarter - As the name suggests, the quarter reserved for nobility and the high born. and more recently a few of the more fabulously wealthy merchantmen. The Garrison of the Royal Guard is located here, along with the Governor's Palace.
The Merchant's Quarter - The hub of official commerce and route of the Caravan Road through the city. Customs officially starts at the gate to this quarter.
Officially, only those who look as if they have business to the quarter, or who have been granted leave to travel on the King's Road, are allowed to enter the Merchant's Quarter. In practice, most of those who look the part and dont act outrageously are largely ignored by the bored guards, except in times of Emergency or Insurrection.
Still , the policy keeps most sailors in the Port Quarter and prevents impressed sailors from fleeing their ships; an outcome wholeheartedly supported by the Captains, Ships owners and Merchants, and most certainly an intended side-effect.
The Government Quarter - The headquarters for most of the officials and bureaucrats in the city. It holds the Customs House (where seized and quarantined property is held), the Garrison of the Watch, the City Jail , the Hall of Records, The Royal Library, and the Courts, along with others.an Also found here are the Royal Stables that serve both the Guard and the Watch; and the Royal Smithy.
A few craftsman's guilds have managed to find offices here, to be close to the officials they are lobbying. There are also a few taverns, inns and shops that serve the denizens of the quarter.
The Lord Mayor's Mansion lays astride parts of both the Government and Noble Quarters.
Port Quarter - Dominated by the Wharf District, the Old Docks, the Watchtower betwixt the previous two, The Warehouse district, The Caravan Road, The Maze, The Dark Bazaar, the small but important Red Lamp district, the Keep that provides the only access from the Port Quarter to the Naval Quarter, and the Caravan Triangle, the area at the "top" of the district, where the gates to both the Royal and Merchant's Quarter can be found.
Because customs stations are only found at the entrances to the Merchant's Quarter, that makes about anything sold (illegally) in the Port Quarter, duty free. The placement of the Customs Stations also has the effect of causing a backup of Caravans seeking to leave the Port Quarter, as they are often searched for evasion of the Kings (and the Baron's) taxes, which is why the area just to the south is known as he Caravan Triangle
The Scumslum - that lay between the Maze and Mount Argor, the mostly dead Volcano. It is nearly impossible to get inland from here, because of the sheer walls of jagged basalt. the poorest of the low born and dregs congregate here, as well as those who find that even the Maze doesnt provide enough anonymity. Previously there had also been a scumslum outside the gate between the Merchants Quarter and the King's Road up the peninsular; but Garrick the Baron had it razed as one of his first acts.
Many merchants prefer to offload their cargo in Slagport and then caravan up the peninsula to Irongate, especially since a group of Corsairs have taken to trolling the only known safe and stable channel through