Links
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board
"...[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 ruins of Ilduùn
People
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)
|
The Southswall
The area to the south of the City of Oth is
without doubt 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 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.
The people of the Southswall are very poor.
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.
The Nuroma of Southswall
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.
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.
|
Places
Adashart
Kdar
Candan
Cenotaph
Dagwurdunjun
Dreg's Brewery
Erhet
Kry Shurulm
Kyrm Oryroth
Lower Streets
Northfields
Oddon
Portage
Southswall
Toch's Square
Vullinshrith
Wesridge
Dekàlan Lands
Azàlari
(of Zalan)
Candal (of Kandlan)
Jadth (of Sudul)
Ildûn (of Draun)
Lanàdus (of Iráen)
Oth (or Roth)
Panath (of Path)
Taldàna (of Amra)
Ummon
(of Irul)
Viríllis (...)
Zyrr (of Zyrr)
Geography
The Gazetteer details the following regions:
Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Lands)
Terèthor (Uncharted Land)
Vulmura (Middle Lands)
Great Seas
Wonders of the World
The Cosmography details more "distant" locations:
Zarátam
Moons
Ethereal
Nether
Outside Lands
|