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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment
found in ruined Ildûn

 

Gazetteer > Teréthor > North Coast > Oth > Southswall


Present (4/3606 ER) 653 DR
...

Southswall

The area to the south of the City of Oth is undoubtedly the most turbulent and dangerous in the region.  Laying in the shadows of the City and its towering walls, the Southswall has existed for centuries, a seething pot of poor, disgruntled, hopeless people struggling with one another to survive.

The Southswall is blocked to the north by the City's wall and its mysterious guardians.  It is blocked to the south by the Ghûlwood, the unhospitable Moren Nodrul, and the nigh impassable Evalshat mountains.  It is bordered to the west by the dark and dismal Inunda Dul and the Standing Militia; the longest standing army of the region's history.  To the east the Dekàlan Sea and notorious Dagger Peninsula complete the envelope.  It is accepted that those born within, never leave but by dying.

The people of the Southswall are very poor. Many live their lives without a silver passing through their dirty hands.  This abject poverty is the force that perpetuates all that happens in the region.  The land is unsuitable for mass cultivation and the water supply (except along the Run Dul) is filthy and often diseased.

Moving through the region requires an in-depth and up-to-date knowledge of the underhanded politics and dynamics of the area.  Though some alliances have withstood time's test, others rise and fall with changing needs.  Most recently, Karsas-nurom was invaded, destroyed and divided between Brennad, Shekkled and Sulurd.  The leader, Felden Karsas, somehow escaped the conflict and is believed to be harbored by allies in Shul-Deth-nurom.  A price of 20 Othic Talas have been placed on his head (as of 3 Eren 652) which might even tempt his protectors into offering his head, if they thought those who posted the reward were good for it.

Highlights
  • ...

Regions

The region is divided into twenty-nine small states called "nurom".  In one form or another, these independent fiefdoms have existed since the fall of the Empire.  Loyalties to the nurom are fierce, and the resulting skirmishes often determine who eats and who doesn't.  Skirmishes between the nuroma determine land ownership, resources, and food.

Each nurom is ruled by a warlord, ruler, or council.  Few maintain a standing army though most can muster an army (or small fighting force) with a horn's blow.

  • Adkul.  King Talas d'Adkul (Rog6), Son of Felred the Blind.  Adkul was once part of Caleth, before the Civil War that split that nurom in 580 DR.  Adkul is now one of the more prosperous nuroma (second to Velorn), situated along the South Gate road.  Adkulan bandits are expert ambushers, able to attack and subdue small caravans quickly.  Often, Adkulans find themselves skirmishing with Velorn raiding parties for the same rolling resources.
  • Baraz.  Elzwar Yang (Ftr3). The people of Baraz are quite poor, having no source of income and no real resources.  In the autum of every year, a small army is raised to plunder neighboring Nevern and sometimes foray into the hills of Duvell.  In ages past, an heiress to the Baraz "throne" was kidnapped by the Nevern, imprisoned, enslaved, and killed.  Since that time the people of Baraz have sought the destruction of the Nevern. The nuroma however, are too evenly matched to ensure a decisive victory for either. A battle would only result in the victor being so weakened that neighboring nuroma would sweep in and claim them both.
  • Buune.  Kiriz One-Eye (Ftr6).  Formed during the division of Barrock in 596 DR, the nurom of Buune has remained a warlike community since that time, picking conflicts with Karelt, Sulurd, and Kulm.  The people of Kulm are too well defended to be defeated, the people of Karelt deal in poisons, but the Sulurd may fall beneath the next onslaught from Buune.  Kiriz has learned of Adallar the Strong's (see Fulgrom) push to unite the nuroma, but would only concede if he were appointed leader of the combined armies, a doubtful outcome that could draw Fulgrom and Buune into war should Kulm adhere itself to the war-engine of Fulgrom.
  • Calanar.  Oshlep Runderson (Ftr4).  Many contest whether Calanar is a part of the Southswall or rather a separate entity.  The semi-wooded nurom does not suffer the same effects as most other nuroma.  Its people, though not wealthy, rarely are hungry and only seem desperate in their dealings with other nuroma.  The Calanarians are friendly with the people of Skurn and Warlen, and often trade with both.  Calanarians are decent navigators of the Inunda Dul and often act as intermediaries for the people of Qoluth.
  • Caleth.  Queen Tirrep (Wiz5). The Calethar Keep is one of the most impressive structures within all of the Southswall.  A fortified manor of ancient construction, the House of Caleth has remained in the same ruling family for over 500 years, making its lineage older than the line of Rott.  During the Succession Wars of 580 DR (Adkul) and 625 DR (Jaccanar), the keep has never fallen to enemy forces.  Caleth is valuable land in the Southswall as its ancient wells still produce clean water which is sold to neighboring nuroma for five silver a bucket.  The Calethan guard are among the most elite of the Southswall's standing armies.  Though their numbers are not large, they are well-equipped and fed.
  • Ceederess.  Keldar Thallasmar (Wiz5).  The people of Ceederess are known for their strange stares and hairless bodies.  For countless years they have made a practice of the ritually shaving their bodies, while nurom men engage in intricate tattooing.  Many of Ceederess are trained in the ways of the Chaos, though very few to any potent degree.  Most males and some women are adept at crafting cantrips.  Ceederess, though ruled by Keldar, makes most decisions by a Council of Elders.
  • Culpath.  King Hordun the Mad (Ftr3).  One of the largests nuroms, Culpath exists on the rocky hillsides that eventually become the Moren Nodrul in the southern Southswall.  Though not very arable land, the people of Culpath are farmers.  The land supports a small amount of crops and families due to hidden underground springs near every house cluster dotting the hillsides.  King Hordun lives in a clay and stone house that is covered in black ivy.  The ivy blossoms with light blue flowers every spring and fall, filling the air surrounding his home with a fine blue pollen dust.  The dust has a bizarre effect on the King, sending him dancing and singing across the countryside.  During such times, the people of Culpath often have to track down their King and bring him home.  Hordun has ventured as far as Lunren in his mad dance, before being captured and returned.
  • Dednenn.  Master Nashem Delectar (Rog3).  If Dednenn has ever had military problems, no one remembers them.  There is nothing in Dednenn that is desireable.  A stream used to flow here from the Moren Nodrul but has since been dammed (circa 410 DR) by the farmers of Duvell and shunted by the irrigation canals of surrounding Warlen.  Dednenn is a dry place with few plants or inhabitants. A few residents live in caves along the south Duvell border.  The cavers harvest mushrooms and retrieve precious water deep within their holes.  A mineral in the cave water is unhealthy however, so few Dednennians live past twenty-five years of age, and most of them die blind.
  • Duvell.  Queen Tenava (Exp1).  Duvell is a rocky land with a few irrigated farms along its southern border with Warlen.  Some inhabitants have established their homes in the Moren Nodrul to the south and west.  Duvell is a land of caves, most of which are connected by deep passageways and natural chambers.  The caves of Duvell do not naturally open to the surface, but rather are accessed by old mine tunnels scattered throughout the nurom.  The Duvellans suffer the same ill-effects of tainted water as do the people of Dednenn; though no passable connections between the two cavern systems has been found.
  • Feerd.  Lord Heered Dacard (Ftr8).  The people of Feerd are notorious for their appetite for battle.  Their homes are built of stone hauled from the Moren Nodrul, and their walls are kept on constant alert.  The towers of Feerd, though not tall by Othic standards, are distinguishable from the Southswall "skyline" from the City Walls.  Military training is an important aspect of life in the nurom of Feerd, with all adults trained with a weapon.  D&D: All adult NPCs from Feerd are considered to be at least a 1st level Warrior or Fighter.
  • Fulgrom.  King Adallar the Strong (Ftr7).  Fulgrom was a simple community until 640 DR when Adallar stole the "throne" from his father, Bellarad the Deposed.  Adallar's goal was straightforward and won him much support in nuroma outside Fulgrom.  His goal is to unite the nuroma of Southswall and to overtake the surronding towns of Genter, Warlen, Skurn, and Erhet.  From Erhet he hopes to launch an invasion ot the western fertile lands.  Adallar would not be the first to do this, nor will he be the last to try.  Under his rule, Fulgrom has acquired the western nurom of Kall and seems to welcome Kulm and Irswal into the fold, by force if necessary.  Adallar is getting old (almost 30) and knows his time is running out if he wants to launch an invasion into the western lands.  People who offered their support for the cause years ago are beginning to suspect he won't follow through with his plans.  Other than the high hopes of its leader and the people of Fulgrom, the nurom is as poor as the others surrounding it.
  • Irik.  Lord Tardmer (War1).  Irik is an unremarkable nurom except for its lack of conflict.  The area is thought be many to be owned by either Kulm or possibly Buune and is not known to be independent, which is how it has existed for nearly sixty years.  During the 596 DR division of Barrock, three nuroma were formed; Buune, Irik and Karelt. Each of these new nuroma were claimed by an heir of the dead Barrock leader.  The Irik are suspicious of their western neighbors (the Qolutho) but trade (when they have something to trade) with Karelt and Kulm.
  • Irswal.  Foel Zwaud the Black (Clr2/Ftr4). Irswal is a land of starving and diseased persons.  The last few years have caused more death and despair than usual in the nurom, leading its lord Foel Zwaud the Black into considering Adallar the Strong's offer to become part of a larger state.  His people are desperate for some kind of help though it could mean the end of his family's almost 230 year rule of the nurom.  Over the last few years, Foel Zwaud has constructed a sizeable shrine to the dark god Evissor, pleading with the deity to relieve the hunger and suffering of his people.  Rumors have circulated that on moonless nights, Foel's servants have brought him children from neighboring nuroma to sacrifice on the bone altar of Evissor.
  • Jaccanar.  Lord Jaccan (Ftr7), son of Jaccanar the Disobedient.  A splinter nurom of ancient Caleth, Jaccanar sits in the dark shadow of the City Wall.  Lord Jaccan's hires out his soldiers, well-trained descendants of the Calethan guards, to other nuroma.  Jaccan has recently been trying to shore up alliances with Fulgrom and Ceederess against the Paloriens to the south.  Until this time, Jaccanar has been on good terms with Palor, but feels (as do others) that the Paloriens charge too much for the crops that they grow.
  • Karelt.  Crool Rittenretter (Rog7).  Karelt is a well-to-do area with permanent structures surrounded by some clinging poverty.  Fishing can be productive along the shores of the Inunda Dul.  The flowers are processed secretly to produce some the deadliest poisons in Oth.  Karelt's most widely sought poison is Whitekiss.
  • Kulm.  Warmaster Serred Kerredze (Ftr7).  Kulm remains as it was left several centuries ago following a great and terrible war.  A good-sized town once stood here and its stone walls and streets remain in ruins.  The town is rebuilt with wood scraps and weed thatching.  The people of Kulm are adept at night raids on neighboring nuroma.  Recently, Adallar of Fulgrom has offered to "join" forces with Kulm to unite the people of Southswall.  Kerredze is not fully supportive of this idea, nor are his people who are much more adept at taking produce from others than growing and making it themselves.  The promise of moving into the western lands offers some promise to Kerredze, who has heard tales that the lands are bountiful and without end.  Such are the legends of Southswall.  Kerredze might also welcome Adallar's proposals if it were agreed that Kulm's bothersome neighbor Buune, would be destroyed as a test of the combined army's power.
  • Lavek.  Wandal the First (Rog1).  This small community creates small wooden crafts to sell along the road from Warlen to Genter.  They do not get much business (most merchants are afraid of bandits) but the wood-crafts are very intricate and beautiful.  Small dolls, statuettes, gaming pieces, and utensils all show excellent workmanship.  All items are carved from the woody etucu bushes which grow abundantly along all the hillsides of Lavek.  The bushes produce small inedible berries.
  • Lunren.  Hermast Tru (War1).  Lunren consists of three hills which are usually dotted with a few sheep and shepherds.  The shepherds of Lunren, as might be expected, carry spears and knives.  Between the hills are clustered some small huts and shanties in the midst of which rises a large tent.  All the huts and shanties are connected by tarps creating a large spidering structure with dozens of winding warrens.
  • Nevern.  Palar of Nevern (Ftr3).  A poor nurom who not only fights starvation and disease, but has been engaged in endless feuding with Baraz for several decades.  The feud began when the leader of Nevern commanded the kidnapping of the daughter of the leader of Biraz.  The kidnapping was successful and the woman was brought to the Hole of Nevern where she was imprisoned until her death.  As a prisoner, she was used to bear five children, the progenitors to the current line of rules in Nevern.  Following her death, Baraz insisted that her bones be returned, but the children could not allow the bones of their mother to leave their "homeland".  The Hole of Nevern is a large well that has been dug over the years.  None of the caves of Duvell seem to cross into Nevern, and all buildings built above-ground in Nevern are razed by the Baraziens.
  • Ordol.  Lord Borm Ordol (Ftr5).  Ordol is one of the more prosperous internal nuroma of the Southswall.  The borders of Ordol change every few years with neighbors attempting to claim some of Ordol's fertile land as their own.  Historically, this rarely lasts long as the Ordolin soldiers often reclaim their lands quickly, and re-draw nurom borders to their own advantage.  Ordol has no standing army, and "mints" its own currency of red iron coins.  Ordolin coins have been honored within Oth's city walls where they are often traded at face value.  Ordol claims to have a small reserve of gold, silver, and treasures to back their red coins.  The coins are created by some secret means which gives them a red cast, though when wet they temporarily revert to black.  As usual, counterfeiters are sought by the Merchants' Guild (one of the few times the Guild ever interferes with Southswall affairs) and killed. Weapons fashioned with the "red iron" are thought to be stronger than those forged regularly.  D&D: Red iron weapons have a natural Hardness of 11 (rather than 10) but have the same hit points (see PHBp136).
  • Palor.  Lady Pallad Palor (Rog7).  The Paloriens are renowned throughout the Southswall as owning and defending some of the richest farmland of the region (second only to Ordol and possibly Varnt).  Many feel the Paloriens charge too much for the produce they sell.
  • Qoluth.  Kon Jakor Korjon (Ftr4).  The Qolutho are a strange people with darker skin than most of the pale and sickly inhabitants of the Southswall.  Their language is obscure and few learn Othic or its derivatives (such as Swallish).  Many believe the people are cursed to speak nonsense, and do not know any better.  Neighboring Calanar knows better, trading often with the excellent boaters, who know how to find mushrooms, flowers and animals in the Inunda Dul with great expertise, and few fatalities.  It is not uncommon to meet Qolutho canoe expeditions throughout the Inunda Dul, except in the most dangerous areas of the swamp.  The Qolutho have lived here as long as anyone can remember.
  • Shekkled.
  • Sudwol.  Pirett Cansada (Rog6).  The nurom of Sudwol consists of a small cluster of ramshackle stone and sod buildings.  The place is a haven for thieves and hideout for bandits and other criminals.  To this end, it is "illegal" to light candles in Sudwol or lift the hoods and masks of inhabitants that one finds there.  Identity is private, and respected above all else.  The area of Sudwol, like that of Takath and Unnus Miketh are hilly, with deep clay reserves.  Sudwol has been overtaken twice since its founding.  The first time, the Nurom of Feerd invaded and completely overtook the nurom in 395 DR.  Lord Teeder of Feerd was found dead that night in his house, and Sudwol was shortly thereafter abandoned.  In 436 DR, a family of shapers from Unnus Miketh moved into the land, settling at the base of a southerly hill.  In the morning all were found spiked into the clay soil, and ritually bled to death.  The lesson was eventually learned, that some of the nurom were best left alone.
  • Takath.  Vanam the Seer (Wiz5).  Takath is a nurom of fishermen.  Old sailors have been known to settle in Takath and along the inlet south of Dagger Peninsula.  Takath does much business with the people fo Genter and the Peninsula.  They are renown for shellfish fishing, the old shells of which line their streets and alleys.  Vanam the Seer is an old woman who has been the leader of Takath for over thirty years, so very very few can remember a time when she was not their leader.  In 485 DR, a Vanam the Seer foretold and helped repel an "invasion" from Unnus Miketh, but it is believed that each successive leader assumes the old name.
  • Unnus Miketh.  Damaros Potter (Exp3).  Damaros is a ceramic craftsman and a priest of Roth.  Unnus Miketh boasts the best clay in the region for pottery and ceramics.  Not much grows in the soil, so the area was never been ripe for invasion.  The people of Unnus Miketh are not warriors.  Most live in clay brick houses and are proficient crafters.  As a priest of Roth, Damaros sometimes ventures to Kyrm Oryroth to report on the state of affairs throughout the Southswall.  It is believed that he is compensated for this information.
  • Varassa.  Nadas Kluman (Exp4).  Varassa is a small nurom of farmers.  Their leader, Nadas, is an unordained priest of Kandlan though not friendly with Analov of Varnt.  Varassa was once a much larger nurom, but has lost borderlands to Ordol, Fulgrom, and Irswal over the centuries.
  • Varnt.  High Analov II (Exp3).   Varnt is believed to be the most fertile land in the Southswall, though the people of Varnt do not export their produce.  The nurom is traditionally ruled by an unordained priest of Kandlan and is irrigated by the Run Dul to the north.  These irrigation lanes are guarded by Varnti soldiers who have learned their lessons in years passed.
  • Velorn.  Fral Demur (Rog8)  Despite lying almost entirely in the shadow of the City Wall, Velorn is probably the wealthiest of the numora.  The nurom preys upon the gates of South Gate and Highgate, ambushing caravans and merchant trains with speedy efficiency (matched only be those of Adkul).  It is due to the Velorn that South Gate is now used so infrequently.  Merchants and traders that wish to venture to Genter or distant Oddon, hire guards and armed entourages to ward off the bandits of Velorn.  The Velorn do not engage these, waiting instead for the inevitable kudom-pinching merchant, who believes that he can make it through with fast fresh horses and few guards.  It is not believed that Fral Demur actually lives in Velorn, though he has been seen there ocassionally.
  • Wudun.  None.  Perhaps the most bleak of the Southswall nurom, Wudun consists of a few scattered tents and huts erected across a barren area.  Wudun is a place where outcasts from the outcasts of Southswall came to die, but many just lingered instead.  It is told that in ages past, a man from the place that would become Wudun ventured very far into the world and returned with a chip from a Woad holy place that he'd stolen from the protectors of that place.   He brought it home in the hopes that it would revive the life of the place, and buried it deep within the dry soil.  In the months to follow a blight settled over the region and all the animals, people and plants of what is now Wudun (meaning "Woad damned") soon perished, leaving a dry and lifeless skeleton of a landscape.  During this time, the man dug holes in the dirt and rock to retrieve and return the chip of stone he'd buriedm but he never found it.  To this day, the area seems damned, and covered with small timeless craters, told be evidence of the man's labors.  

Towns

...

  • ...

Landmarks

..

  • ...

People

(types)...

  • ...

(indivudals)...

  • Adallar the Strong (Ftr7)
  • Analov II (Exp3)
  • Bellarad the Deposed (Ftr6)
  • Pirett Cansada (Rog6)
  • Heered Dacard (Ftr8)
  • Talas d'Adkul (Rog6)
  • Nashem Delectar (Rog3)
  • Felred the Blind (Rog7)
  • Fral Demur (Rog8)
  • Hordun the Mad (Ftr3)
  • Serred Kerredze (Ftr7)
  • Kiriz One-Eye (Ftr6)
  • Jaccan (Ftr7)
  • Jaccanar the Disobedient (Ftr5)
  • Felden Karsas (Ftr4/Rog2)
  • Nadas Kluman (Exp4)
  • Kon Jakor Korjon (Ftr4)
  • Borm Ordol (Ftr5)
  • Palar of Nevern (Ftr3)
  • Pallad Palor (Rog7)
  • Damaros Potter (Exp3)
  • Crool Rittenretter (Rog7)
  • Oshlep Runderson (Ftr4)
  • Tardmer (War1)
  • Teeder of Feerd (Ftr5)
  • Tenava (Exp1)
  • Keldar Thallasmar (Wiz5)
  • Tirrep (Wiz5)
  • Hermast Tru (War1)
  • Vanam the Seer (Wiz5)
  • Wandal the First (Rog1)
  • Elzwar Yang (Ftr3)
  • Foel Zwaud (Clr2/Ftr4)

History

...

Notes / References

  1. Placenames:  ...
  2. Fem. Names: ...
  3. Masc. Names: ...
  4. To Do: Find or finish Shekkled description
  5. Year calculation checked with year_calc.xls

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