Showing posts with label Ardeal. Show all posts
Showing posts with label Ardeal. Show all posts

Monday, August 7, 2017

Septure, a Place and Adventure in Ardeal

Septure, a Place and Adventure in Ardeal

    This adventure/location is for my Ardeal Setting. The system being used for this I use Sabres and Witchery, which is a variant of Swords and Wizardry. Both available for free. It can be easily converted to any OSR, D&D, or even 5e D&D at a GM's preference. This adventure is written with first level characters in mind. Now this can start any way the GM sees fit. Perhaps the characters start in the traditional fashion, meeting and joining up together in the tavern. Or perhaps they are already a group, riding into town after a long journey through the wilderness. Regardless, the hamlet should be a pleasant respite from the dreary wilderness.

    The sleepy little farming hamlet of Septure is located in the Întuneric Forest, along the Grey Mountain river. Build atop the ruins of a town destroyed hundreds of years ago in the great purge. The only remaining feature of the previous town is part of ancient the sewers. The hamlet consists of a tavern, blacksmith, and gristmill. Regardless where the characters go. Be it the tavern, blacksmith, or gristmill the locals of Septure are filled with rumors.

The Tavern
    The Wolf's Head tavern is a small, dark slat board building. The lower floor consists of the public room, and bar. The upstairs contains three rooms for rent. Run by Markus an ornery man of ill disposition, and body. His only employee is Sofia, a pretty girl with an empty head.
    Typically a few farmers can be found here in the evening. Hard working folk of generally good disposition. Artimus the town drunk can be found here all day. Drunk, friendly, mostly reliable, he is always looking to make some coin to pay his bar tab.

Tavern Rumors
(Roll 1d8 twice per character, except for bard/thief/rouge types which roll three times.)

  1. Those dunderheads Sven and Ollie were hired to set traps in the sewer to catch those imaginary rats. No one's seen them in a couple days. They took that money and let left. Grigore from the gristmill was a fool for hiring those louts.
  2. I'm worried about Sven and Ollie. They've been down in the sewers for days.
  3. Grigore's wife has been sneaking about with Victor the Blacksmith. A reckoning is bound to come.
  4. Markus hasn't always been such a jerk. His attitude turned sour when his daughter left the hamlet with that Black Friar.
  5. Have you heard about the village Bodružal? People have gone missing.
  6. Sven and Ollie have been playing tricks on people down by the river, and now that idiot Grigore is paying them to prank. A pack of fools they all are.
  7. Something evil has crept into the sewers. I don't know what, but I can hear it, feel it.
  8. Something's not been right with Grigore at the mill for a while now.
The Blacksmith
    The Blacksmith shop is a collection of small stone buildings. Run by Victor, a mountain of a man. With a heart bigger than the tallest oak. He offers a range of common iron wares. (No weapons, besides a wood axe) Glad to engage in conversation.Unless it turns toward the miller's wife. He is then very quiet.

Blacksmith Rumors
(Roll 1d4 once per character, except for bard/thief/rouge types which rolls twice.)
  1. No one's seen Sven and Ollie since they went into the sewers. I'm worried about them.
  2. Something's wrong with Grigore the miller. He hasn't been himself in a couple of months.
  3. Markus wasn't always the sourpuss he is. It wasn't till his daughter ran away with that thieving vagabond.
  4. Fisherman have said something big is stealing their bait, and wrecking their nets.
The Gristmill
    The gristmill is run by Grigore. A haggard man, that visibly appears to have a lot on his mind. The gristmill is run by Grigore and his wife. A black haired petite woman, that would be a looker if it wasn't for the large bruise on her face. Gregore will be friendly with the characters. Becoming slightly aggressive if asked about his wife, or the blacksmith. She will not speak, save for simple yes or no answers. He will ask if the characters have seen Sven and Ollie. Inquiring if can hire them to go into the sewers to find them. Strange sounds have come from the sewers, and a few of the towns folks animals have gone missing. So Swen and Ollie were hired to go down into the sewers and set traps. They have been down there two days. Grigore fears for their safety. Grigore would like to hire the group, a stout assembly of adventurers, to go into the sewers, find out what's down there and hopefully rescue Swen and Ollie. He doesn't expect the characters to do this out of the goodness in their hearts. He is offering a hundred gold pieces. Plus, anything they find in the sewers they can keep. (Remember these are first level characters, so one hundred gold pieces, even divided is big money.)

Gristmill Rumors
(Roll 1d4 once per character, except for bard/thief/rouge types which rolls twice.)

  1. Markus has been acting shadier than usual. I think he's stealing from customers as they sleep.
  2. Victor the blacksmith is a bad person. Don't let him fool you. Watch yourself around him.
  3. Sven and Ollie are good lads. Something's not right with them being away so long.
  4. Somethings stealing the fishermen's catches on the rivers.
    If they accept Grigores offer to search the sewers he will guide them to the sewer entrance at the river. Leading from the river into the sewer is a black iron bar gate. Grigore will go no farther than the gate. Inside the sewer is built from simple grey stone blocks, with an arched ceiling. Moist and covered in moss and slime, it feels slippery to the touch. The center of each corridor is a 4 foot wide trench which the refuse flowed in. Each side of the trench there is a three foot wide cobblestone walkway. Thru the trench flows murky, stinking water.







1. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps. Make a Saving throw or 1d4 damage. Unless of course someone has found them already.

2. The catch basin, multiple clay pipes empty into this room. Where the tainted water collects and flows out. It's also the home to a group of 1d6 Devil Frogs. Searching the murky water will reveal 4d6 copper pieces.

3. This tunnel contains foothold traps, spring loaded jaws--bear-trap style, well traps. 1d4 traps. Make a Saving throw or 1d4 damage. Unless of course someone has found them already.

4. This tunnel has a group of Devil Frogs gathered here. As well as the well chewed on corpses of Sven and Ollie. If they search the bodies they will find a total of 12 gold pieces, and a sack of 2 traps.

5. This catch basin, is the lair of the Giant Devil Frogs. 1d6-1 Frogs can be found here. Searching the murky water will reveal 4d6 copper pieces, 2d6 electrum pieces, and a ruby worth 25 gold pieces.

    Any time the water is entered there is a 5% chance the character contracts a disease. A saving throw is permitted if they fail they die 1d6 days later. If successful the character after the sewer adventure becomes ill and is bed ridden for 30 days. At the end of which there is a chance the disease proves fatal. Make a save, if successful. Character is cured. If they fail, they die. (GM may allow a second roll to confirm the failure) The spell Cure Disease will cure this infection.


Devil Frog

AC: 12
HD: 1-1
Attacks: Bite
Special: None
Move: 12
HDE/XP: 1/10

    These are huge red skinned frogs. Minimally 2' long, and weigh 10-15lbs. They do not have teeth. But the jaw bone protrudes through its gums. This jaw bone is serrated like a hacksaw blade. They are carnivorous, and very aggressive.

Devil Frog, Giant

AC: 12
HD 1+1
Attacks: Bite
Special: Tongue (See below)
Move: 18
HDE/XP: 1/15

    These immense frogs can grow to the size of a donkey, and weigh up to 250lbs. The are bright red like their smaller brethren and have the same hacksaw jaw bone teeth. The giant frogs have 15' long tongues, and on a successful hit they are able to yank any being the size of a dwarf or smaller toward their mouths for a bite attack. Victims no larger than a halfling may be swallowed on an attack roll of 20. Any creature swallowed will suffer 1d6 hit points of damage per round as the frog digests it.

    Notes: This is a subtle revision of an adventure I have ran in the past, for my Ardeal setting. Its weird trying to write this out. Hope its up to you folks standards. Or if nothing else can be easily savaged into what you want or need. Yes the map says Carp River. the Settings changed. Deal with it. I'm not going to mess with changing it. Again deal with it. It's OK trust me, I play a doctor on TV.

Saturday, July 15, 2017

Castlevania

    OK I learned about this a couple of days ago from Halls of the Nephilim. I never played it much back in the day. Didn't help I was one of the few people I knew that didn't have an NES. But I know about the game, and the setting and history of it. Justin at the Hall of Nephilim had good things to say about it. Holy balls Batman! It is sweet. Even before it really even started the credits come up. Written by Warren Ellis. Yeah, that pretty much sealed the deal. You good peoples of the interwebs need to watch this. It is fantastic.
    It inspires me to dust off my Ardeal setting and mess with it. Which is a good thing.

Monday, September 19, 2016

Plans

    So I've been thinking about my gothic setting Ardeal. As I'm going to eventually run a game in it for the wife. Its been a crazy couple weeks work, home, and health wise. So it hasn't taken off yet. But I've been pondering what to do, and what to use.

    I'm going to run a real simple scenario to begin with. Find a gypsy van that has been attacked by bandits. The wife and the survivors hunt down the bandits to their lair and deal with them. Its a bit more complicated than that. But that's the reader's digest version.
    Then on to a village that's being menaced by evil, coming down from the haunted mountain.
But after that I have not set anything in stone. I want to see what happens and make it fit together organically if you will.
    But I do have a list of thing I would like to weave together.
  •  The Bone grinder scenario from Curse of Strahd
  • The village of Vidra from my Ardeal setting. Lots going on there.
  • Using factions and tracking where the players stand with them
  • Gallows of the Crossroads from Ardeal.
  • Weaving together of Strahd and Ardeal's Koschei the Immortal, King in Yellow
  • I'm totally stealing the idea of Ravenloft creeping into the area (Jack Shears campaign idea) as opposed to being stuck in Ravenloft.

Sunday, September 27, 2015

Backburners, Horror, and Death

   OK, I have had a hell of a week. Stressful is the word I would use to describe. But enough of my whining.
   So the Mercenaries game has been temporarily shelved. NOT FOR GOOD. If you folks out there haven't figured it out yet, I have a tendency to jump about. Basically I have to strike when the irons hot. I'm still enthusiastic about Mercenaries. But I had a bunch of ideas roll into my head about my gothic horror setting, Ardeal. I've got to get them down before I lose them. Well heres one of them.

   I really hate the whole negative HP's thing. I really like what Jack Shear did in I believe it was Tome of the Grotesque and Dungeonsque. So I took a stab at my version for the games I play.

If a character in negative in HP, they are dead. If a character is reduced to 0, they roll a 1d10 on the following table.

  1. Instant Death. No saving throw no nothing your just shit outta luck.
  2. Near Death. Floating into the nebulous void, you are on the edge of death. you may take no actions. If someone does not act to heal you in 1d10 rounds you die.
  3. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of bodily strength. -1d6 STR, permanently.
  4. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose quickness, and manual dexterity. -1d6 DEX, permanently.
  5. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of your hardiness, and constitution. -1d6 CON, permanently.
  6. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of you mental capacity. -1d6 INT, permanently.
  7. Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose a great deal of perception, willpower, and judgement. -1d6 WIS, permanently.
  8.  Severe wound leaves you on the edge of death. You can take no actions till you are healed. Because of this nearly fatal wound you permanently lose your looks and ability to interact with people. -1d6 CHA, permanently.
  9. Lose a limb. Due to injury or medical amputation. Roll 1d8. 1-2 Right Arm, 3-4 Left Arm, 5-6 Right Leg, 7-8 Left Leg
  10. Lose Hand/Foot. Due to injury or medical amputation. Roll 1d8. 1-2 Right Hand, 3-4 Left Hand, 5-6 Right Foot, 7-8 Left Foot
So thats my chart. What do you folks think? Should it be harsher? Less?

Saturday, June 6, 2015

Zweihänder von die Verurteilung

Zweihänder von die Verurteilung
This mighty two-handed sword once belonged to Yuri Loránd. Captain of the Ardeal Guard during the bloody reign of Duke Valentin Valeriu. Yuri was a cold blooded thug. Executing the Dukes commands with ruthless efficiency. In the end he had fallen quite mad. His reign of terror was only stopped when his wife used his own sword to kill him.
Unfortunately this wasn't the end of Yuri Loránd. When he was killed his soul was absorbed by his sword. The sword now is as bloodthirsty as he was. Driving the possessor to draw blood to slake its thirst.
This sword is lost. Having passed through many hands ruining lives. Its last owner fell in combat. The sword coming to rest next to his body. Laying on the floor of a dark lonely woods, forgotten, and forsaken.
A feared weapon, the bleeding sword is a +1 two handed blade with a terrible power. Any damage caused by this weapon is progressive for up to 10 rounds on a 1 for 1 basis. An attack causing 5 points of damage, for instance, will cause an additional 5 points of damage the next combat round and each following round; up to 50 damage points total. Hit point damage can be halted by the victim leaving combat and binding his or her wounds. All hits from this blade do damage the same way. Wounds caused by this magic sword can only be healed with rest and time; no curative magic of any type will be effective. Even creatures capable of regenerating cannot heal themselves thus, whether this a natural ability (trolls) or magical ability (ring of regeneration). It does all of this only if coated with the blood of an opponent it has slain every day. If it is not, the +1 bonus and abilities fades away until it is again bathed in blood. Any character wielding the sword must save once every 24 hours or become bloodthirsty and evil. If the owner does not draw blood with the sword once a day. The possessor must make a saving throw or be compelled to attack and kill the next person they come across.

Friday, June 5, 2015

Mount Tatra

Mount Tatra
Mount Tatra is a dangerous place that the locals steer clear of. As one progresses up the slopes of Mount Tatra. It becomes darker, the plants subtly twisted. Shadows, play tricks on the mind. The sense of evil permeates the very earth. As one gazes up at the mountain from the valley meadow below. The peak is permanently enshrouded by a thick fog.
The meadow below the mountain is some of the best grazing in the area. Shepherds flocks have been encroaching closer to the base of the mountain. Recently shepherds have begun losing sheep. So a group of shepherds got together, to see about stopping these attacks. Out of the five shepherds only one was found. Next to his broken and torn up body was the word Moartea (Death) roughly scratched into the dirt. Rumor has it that the mountain is home to a pack of Dire Wolves. Perhaps it is, but what else lurks in the foggy heights.

Dire Wolf

AC 13
HD: 2+2 ST 18
Attacks: Bite
Special: None
Move: 18
HDE/XP: 2/30
Wolf packs still range across Europe and attacks on humans are not uncommon. Dire Wolves, are exceptionally large, and intelligent wolves. Some think they may have supernatural origins.

Thursday, June 4, 2015

Căminar Claudiu Radu

Căminar Claudiu Radu
Claudiu Radu is the Căminar (Tax collector/Village Head) of Vidra. He is a trusted friend of the royal family and of the common people. Fair and just he has earned the respect of all in Vidra.
Claudiu is also a man of many secrets. His daughter Liliana is thought to become one with the Fey. During the festival of Sânziene she, as other girls was possessed by the sânziene fairy spirits. The next day after all the other girls who participated in the solstice were quite normal. But not Liliana. She was transformed by the melding. Changing from a plain girl, to a strikingly beautiful woman. Speaking in languages of the fey. It is thought by many locals that she is a good omen and that she may have the powers of precognition. The truth of the situation is far different.
On a routine trip to the Volka Woods with Liliana, to cut wood. They came across a strange happening. In the center of the woods which they had never been. There was a great deal of chopping. Thinking that they had found other wood cutters. They emerged from the brush to a frightful site. A gang of putrid corpses were in the midst of cutting down a mighty oak. Their axes and broadswords strikes ringing with a deadly tone. They were seemingly lend by a black figure. Draped in a long tattered hooded cloak. Its face obscured by a seemingly black void. It held a beautiful maiden by the throat. As he dropped her, simultaneously the tree fell. He seemed to disappear into the darkness. But the zombies advanced on them. Claudiu managed to destroy them. But not before one had placed a slowly fatal blow on his daughter. He prayed to save the life of his daughter and this stranger. Veles answered his call. Raising from below the ground, before Claudiu. He offered him a deal. He would save his daughter and the dryad, but he would have to guard the trunk of this tree with his life. For it would be intersected with the life of his daughter. To lose the wood, would be to lose his daughter. But becoming the protector would curse him for life. He gladly accepted. Vele instructed him to cut the tree in half a cubit above the zombies cut. When that is done, your daughter and the stranger will be saved. Claudiu did this, and after his toll looked over. Liliana and the dryad had become one. This was quite astonishing. But he had not the time to marvel. As it was getting close to dark. They retrieved the horse and brought the log home.
It was that night that he discovered his half of the bargain. As he transformed into a vârcolac. (werewolf) In this form he haunts the night around the the village of Vidra. Fortunately he has found victims, not of the village. But the undead that seem drawn to the village. Or to be more exact, to the dryads log. The undead seem to prowl the village every night. Recently a mysterious man dressed in a tattered black cloak has been spotted just outside of town. This man is the same from the day of the tree felling. He is a long lost soul that made a deal with Veles for eternal life. Which he was granted. Though not in the manner he wanted. He was transformed into a Wraith. He cursed Veles and wandered the earth. Finally Veles offered him a way to shake the form he was shackled to. Find a virgin dryad to sacrifice and her tree. This is all a sick game by Veles. As he is the one creating the largest obstacles to this goal.


Claudiu Radu, Căminar/Vârcolac (Lycanthrope, Werewolf)
AC: 14
HD: 3 ST: 16
Attacks: Bite or Claw
Special: Lycanthropy
Move: 12
HDE/XP: 4/120
Only affected by silver or magical weapons, Claudiu changes every night at sunset to his wolven form, and transforms back at dawn.

Undead, Wraith
AC: 16
HD: 4 ST: 15
Attacks: Touch (See below)
Special: See below
Move: 24
HDE/XP: 6/400
Wraiths are powerful wights, immune to all non-magical weapons other than
silver ones (which inflict only half damage). Arrows are particularly ineffective
against them, for even magical and silver arrows inflict only one hit point of
damage per hit. They drain 1 level per hit.


Claudiu’s Daughter (Fae, Dryad)
AC: 14
HD: 2 ST: 17*
Attacks: Dagger, wooden
Special: Charm Person
Move: 12
HDE/XP: 2/60
Dryads are beautiful female tree spirits, and do not venture far from their home
trees. They can cast (as a native magical power) a strong charm that operates as
a Charm Person spell with a -2 saving throw. Those who are charmed seldom
return, or might be kept for a hundred years and a day within the dryad’s tree.
Dryads can be turned (when they will return to their tree) but not destroyed
unless their tree is also destroyed.

Wednesday, June 3, 2015

Grigori Yefimovich

Grigori Yefimovich
Grigori Yefimovich a priest of the Eastern Orthodox Church was an advisor and counselor to Duke Valentin Valeriu and the royal family. He was quite an outspoken man. For a priest he lived quite a hedonistic lifestyle. Women, alcohol, and food fed his appetites. While the Duke was off on a expedition to the Moldoveanu Peak. Grigori's influence over Duchess Alexandra increased immensely. He soon became her confidant, personal adviser, and lover. He also convinced her to fill some governmental offices with his own hand picked candidates. For his true goal was power. He even bragged of his influence on the the royal family. All of this led to his downfall. Both the church and the royal family had enough of his boasting and manipulation. The Bishop of Alba Lulia and the Duke himself plotted against him.
They lured him to a royal dinner. While seated enjoying the meal he was ambushed by Yuri Loránd. A sack was draped over his head. He was beaten, stabbed, bludgeoned, and drown. Not to serve as a warning. But simply he refused to die. Though not in a position to defend himself. His unholy body continued to live.  
Unable to fully kill him. It was decided that his evil must be contained. Secretly in a small chapel outside of Alba Lulia. He was entombed in a sepulchre inside the crypt. Sealed with a great stone, silver chains, and wards.
Yefimovich’s followers lost favor completely with the church and monarchy. Being swept from all of their positions. They were forced into the lowest caste of monk. Now referred to the Black Friars. They are a seemingly lowly sect.
Entombed alive he has gone mad. Completely consumed by the darkness in which he dabbled. His mind wanders from the chapel. Trying to find those that might help him from his prison. Failing that, his influence drives them to madness and destruction.
A small dedicated group of Black Friars seeks to break to bonds that have sealed their master. But as of yet have not discovered a way. They are dark souls wandering a hellborn path. Subversives wishing to unleash terror against the church and royal family.

Tuesday, June 2, 2015

The Ghosts of the Princes, Valeriu

The Ghosts of the Princes, Valeriu
The story is a tragic one. Tiberiu and his brother Lóránt were Duke Valentin Valeriu’s only sons. The two princes were very competitive with each other. Each one trying to outdo the other. Tiberiu was engaged to marry  Irina the daughter of a merchant. She was an amazing beauty. Lóránt secretly coveted his brothers bride to be. So he began to plot against him. With the aid of Grigori Yefimovich, he arraigned for Tiberiu to accompany his father on the expedition to Moldoveanu Peak. Through Grigori Yefimovich’s contacts he intercepted letters from the royal family on the expedition. Substituting his own. Ending with the false report of Tiberiu's death. This crushed Irina. She sought comfort in the arms of Lóránt. Scantily a month later they were married.
It was soon after this that, Tiberiu and his father returned home to quite a shock, and scandal. Of course the brothers were immediately at odds. Ending with a duel of swords upon the battlements of the castle. It is there that Lóránt struck down his brother, killing him. With this he felt all was right. His father was furious with him. But desired not to lose another son. So chose to overlook this heinous crime. Irina on the other hand could not bear the lies, deceit, and evil perpetrated by her now husband. Helped by Grigori Yefimovich she took a fatal dose of poison. Choosing to die, rather than be with Lóránt. This infuriated Lóránt, as all he had done was for nothing. He sank into a deep depression. He began drinking heavily. A few weeks later he climbed to the battlement where he had killed his brother. Full of remorse and sadness he leapt to his doom. Leaving their lone sister Tatiana as the heir to the throne.
It is said that the brothers spirits still wander the land. Lóránt helping people in need, trying to make up for his sins. While the ghost of Tiberiu has been seen stalking the battlements looking for his brother. His rage turned to madness. He attacks any male he comes across thinking he is his brother.

Saturday, May 30, 2015

Gallows of the Cross Roads
Where Alba Road and the Grey Mountain Road meet. There is a rickety old wooden set of gallows. Known as the Gallows of the Cross Roads. It is a dark place that has seen more than its share of death. These gallows used to be the primary execution spot during the rule of Duke Valentin Valeriu. Its last victims fetid corpse still dangles from the rotten rope. 
But this place has also a dark secret. The corpse that dangles in the wind was no ordinary criminal. They say he was touched by the devil himself. He swore to come back and haunt this land. That this world would never lose his murderous touch.
Unfortunately he was true to his word. Though few have survived to tell. For at night his corpse comes to life and stalks the countryside. Strangling the life out of his victims. Just as his was taken. Then returns to his rope perch at day break.


Gallows Corpse
AC: 11
HD: 4 ST: 15
Attacks: Strike or Strangle. If first attack is successful 1d6 per round till victim makes a save.
Special: Immune to sleep, charm
Move: 6
HDE/XP: 4/240

The Gallows Corpse was reanimated by a vow, dark magic, and evil intentions. While possessing a rotten body, its mind is quick. Inhabited by an evil intelligence. During daylight hours it appears as a simple corpse. At dark it animates and seeks victims. Continuing its quest to bring evil to the land.


(Stats are S&W)

Wednesday, May 27, 2015

The Gothic Rules

    So thats all a brief preview of Ardeal and places within. I do have more to it. Hooks of people, places, and things. But enough of that for the moment. As the question always comes to, what system? This time it is simple, blood simple. Sabres and Witchery. Its also free. Can you say bonus round?
    Based on Swords and Wizardry, it is a simple and (imho) wonderful. It really needs no modification to run the setting. I'm gonna give it a few extras to my taste of course. Mix in some tables of my own devising for horror, madness, reaching 0 HP, and what have you. Or just use them straight up from Tales of the Grotesque and Dungeonesque. Which was free, but I know for certain is still on Lulu. Jack has taken down pretty much everything from his blog. Which you should still check out. Hes been writing about Arksylvania, which is very cool. Obviously very gothic stuff.

Monday, May 25, 2015

Prominent Cities, Towns, and Villages 6

Bodružal
Bodružal is a quiet little village in the Vişeu valley. Known for its herds of sheep and gently rolling meadows. It is a tightly knit community of timber framed houses. Rumors abound of nearby Mount Tatra. Which some feel has an evil aura. This is generally dismissed by other citizens of Ardeal as hearsay. But the locals know the truth.

Sunday, May 24, 2015

Prominent Cities, Towns, and Villages 5

Vidra
The village of Vidra is known as the fuel source of the modern Ardeal. Outside this quaint timber framed village are multiple lignite mines. Lignite is a soft brown fuel with characteristics that put it somewhere between coal and peat. It is primarily exported to Zlatna. Where it is used in the forges and foundries in the iron works. While lignite is plentiful. Wood is the primary fuel here. Which keeps the smoke haze down to a minimum.
As of late Vidra has seem to have been inundated with marauding undead. The reason is not known why. Several undead/monster hunters have begun to base their operations out of Vidra. Evil seems to stalk the forest around the village.

Saturday, May 23, 2015

Prominent Cities, Towns, and Villages 4

Şibot
Şibot is a dichotomy of rich and poor. The Grey Mountain River splits the town in half. The Northeastern half is composed of gold merchants, and the wealthy gentry. It enjoys beautiful field stone and mortar homes, fountains, and cobblestone streets. While the southwestern half is composed of almost a shanty town of plank board buildings. This is where the men and their family who work the mines live. Not to mention the prospectors hoping to hit it rich and move across the river. Unfortunately it also serves as a breeding ground for criminals. Not that all people from southwest Şibot are criminals. But its reputation precedes it.

Friday, May 22, 2015

Prominent Cities, Towns, and Villages 3

Doştat
Doştat is known for its primary product, sulfur. Its part of the refinement process that gives the town its particular odor. The sulfur ore is piled and stacked in brick kilns built on sloping hillsides, and with air spaces between them. Then powdered sulfur is put on top of the sulfur deposit and ignited. As the sulfur burns, the heat melts the sulfur deposits, causing the molten sulfur to flow down the sloping hillside. The molten sulfur can then be collected in wooden buckets. The sulfur is used for many things. Medicines, fungicide, and fertilizers to name a few.
But the forgotten industry of Doştat is the copper mines, smelting, and smithing. Which can be seen in the beautiful copper ornaments adorning the half timber buildings in Doştat.

Thursday, May 21, 2015

Prominent Cities, Towns, and Villages 2

Zlatna
Zlatna is the industrial center of Ardeal. Lead and iron foundries supplied by local mines. Fueled by lignite from Vidra. The half timber style buildings white stucco are colored in shades of brownish grey. Dirtied by the ever present thick smoke. A perpetual haze lies across the city. Blacksmiths are the kings of this town. They manufacture iron, and lead items distributed across Ardeal. From nails, and hinges to swords, and muskets. They make it all.

Wednesday, May 20, 2015

Prominent Cities, Towns, and Villages 1

Alba Lulia
The capital Alba Lulia lies in the north end of the Alba River valley. The city is built in a mostly romanesque/gothic style. This along with the fog from the Alba river running through it, makes it a bit dreary and dark. Built into the side of the mountain leering over Alba Lulia is the Crows Garrett. A mighty gothic fortress. Home to the royal family, the Duchy of Valeriu. Surrounded by steep cliffs. The only way to reach the castle is by a set of covered stairs. Which meander up the cliff face from the city below.
Two of the bright spots of the city are the Royal Gardens, and the market bizarre. The Royal gardens is a park of statues and shrubs carved into the likeness of animals. In the center is the jewel of the park, the lion enclosure. A tall wrought iron fence surrounds the grounds of the lion house. These lions were a gift to Duke Mikail Valeriu, hundreds of years ago. They have been continuously bred with the induction of new blood from time to time. A fierce symbol of the royal family, which is included on their coat of arms. It is a legacy of the families continued power.
The market bizarre is a cornucopia of sights, sounds, and smells. All manner of things can be found here. All sold from pushcarts, stalls, and storefronts. The south end of the market centers around produce, and meats. While the northern end focuses more on shops, and pubs. But all through out can be found street performers and food vendors.
             A boon and bane to the city are the nearby salt mines. Salt is a valuable commodity, necessary for life. But the underside to this, is the deadly conditions which it is mined. The strenuous work and horrible conditions take a toll, on those who toil there. Semi-frequent cave-ins entomb lost souls. There are those that claim the mines are haunted by the lost dead. Though this has never been proven.

Tuesday, May 19, 2015

Ardeal


OK, with the kinda dreary days that have fallen on us here in the area. I've been thinking of my Ardeal setting. Which is sort of my gothic/ravenloftish setting. I thought I would share a little bit of my latest revised version.

Ardeal is a land of primeval forest, mountains, valleys, and rivers. A mostly temperate climate exists in the valleys. The valleys being a combination of meadows, and deciduous forest. These valleys are where most of the towns and villages are located. The unique topography of the area, does create fog on a regular basis. More so in the fall, and spring. As one progresses up the taller peaks they move from alpine forests to snow covered caps. These caps are the source of the many rivers. Rich in resources such as wood, wool, lignite, iron, lead, gold, copper, salt and sulfur. Yet little of it has been tapped into. This is partly due to the remoteness, of the area and the shorter growing season in the valleys.
This is beginning to change as the newly completed railroad has just been established. This railroad is jointly owned by the Ardeal Royal family, and the Royal family of the Kaiserthum-Transleithania Empire. Coming up north from the Kingdom of Serbs, Croats, and Slovenes. It has one stop, and station in Ardeal. Located in the capital Alba Lulia. The Royal family is considering the idea of adding stations in other cities. But they are currently unsure of this new technology. Wanting to see and understand the possibilities before committing to a large and expensive project.
The residents of Ardeal tend to be a superstitious lot and with good reason. Dark things lurk in the shadows of the towns, woods, and mountains. Only occasionally having contact with these things. When they do appear it is an ill omen, resulting in death. Folk healers, and clergy try to protect the peasants as best they can with charms and prayers. But sometimes these events can only be stopped by the intervention of the Ardeal Guard. But many times the kingdom likes to employ what are known as hunters. They tend to operate in a quieter, and more effective manner. As the creatures of the night tend toward the undead, and lycanthropes. Which at times require special tactics.
The Eastern Orthodox Church is the primary religion of the land. Churches adorned with the Suppedaneum Cross, appear in all the towns of Ardeal. Ranging from huge cathedrals sporting towers embellished with onion domes, to small timber framed churches. All of them seem to feature a religious icon, particular to each area.
Before the conversion of the area to Christianity. The land was under the watch of two primary deities, Perun and Veles. The two of them stand in opposition in almost every way. Perun is a heavenly god of thunder and lightning, fiery and dry, who rules the living world from his citadel high above, located on the top of the highest branch of the World Tree. Veles is a chthonic god associated with waters, earthly and wet, lord of the underworld, who rules the realm of the dead from down in the roots of the World Tree. Perun is a giver of rain to farmers, god of war and weapons, invoked by warriors. Veles is a god of cattle, protector of shepherds, associated with magic and commerce. Only scattered small, and mostly abandoned chapels to them remain.
Ardeal is a Duchy in the Kaiserthum-Transleithania Empire. The Empire is a large collection of kingdoms ruled over by the dual king/emperor of Kaiserthum-Transleithania. The two largest kingdoms in the Empire.
The Ardeal Guard is the Duchy's army and police force. Like most armed forces it consists of infantry, artillery, and cavalry. Infantrymen are armed with flintlock musket and bayonet. Officers sabre, and pistol. The cavalry with flintlock carbines, lances, and sabres. The Guards primary garrison is in Alba Lulia. It maintains smaller ones in Zlatna, Doştat, Vidra, and Şibot. The garrison in Şibot has grown substantially. Preparing for possible unrest, that may be brewing.
The monetary system of Ardeal is based on the Leu (equivalent of a gold piece). Lei is the plural wording for the Leu. The Leu is a gold coin produced by the Ardeal monarchy. It features a lion on one side, and on the other a tower from the Crows Garrett fortress. The Leu is further broken down into 100 Ban (equivalent of a copper piece). Bani is the plural wording of the Ban. The Ban has a Lion on one side, and a bundle of wheat on the other.

(Oh and as a side note. I've had some text background color issues that have propped up when posting. Well I fixed it. Screw you HTML, I've got your ass now!)