Tag Archives: atlas

Rustwell

The village of Rustwell is small, barely 200 strong. Its population is a mixture of hunters, miners and guides for the local pilgrimage route.

Situated in the foothills at the base of the Wyvern Crags, the village takes its name from the rust coloured waters of the well it was built around. The iron rich countryside nearby has provided mining opportunities for generations of villagers and has attracted newcomers to the area for the last fifty years.

The village itself is roughly semi-circular, built against the base of the roaring waterfall that pours down from Iron Rock, the tallest mountain for miles. A large pool at the base of the waterfall provides a secondary source of water and a defence for the village’s valuables and stores, hidden in a cave behind the torrent of water that falls endlessly into the pool and drains away into the cave system beneath the village.

A few farms on the edge of Rustwell provide most of the food the village requires from their fertile fields, but every few weeks, some of the villagers travel to the nearby market town of Shepherd’s Hollow to trade for more.

People

Marshall Yannick – the village leader. A retired military officer, Yannick moved his family to Rustwell in attempt to escape the memories that haunt him. Confident and proud, he is an honourable man who has led the village through some tough times.

Hera Yannick – Marshall’s daughter and the village’s physician. As confident in her abilities as her father is in his, Hera serves as the village’s main source of medicine and is also the head of the village guard. Bandits in the nearby mountains have pushed against her forces more than once and have been beaten soundly every time.

Artur Helmsson – the owner of the Cracked Anvil and the village blacksmith. Artur originally settled in Rustwell as a spy for the largest of the local bandit groups but has recently begun to question where his loyalties lie. Many in the village consider him a good friend and a skilled bartender and craftsman.

Aria Larain – the village’s priestess. Few know that Aria turned down a senior position within her church’s hierarchy to follow her love to Rustwell. Even fewer know that she has eyes only for Hera, who she met briefly when Marshall brought his family through the city she was working in on his way to Rustwell. All, however, know of her endless patience and compassion. (Please note; Aria’s sexuality is not her sole defining feature, it is merely a highlighted facet of her character intended to create an interesting plot hook.)

Brand Eront – the head miner. Brand is a blunt, but wise, man of middle age and is well respected among the community. Under his careful leadership, the mines have prospered in recent years and there are rumours that he is considering opening a new working.

Plot Hooks

Rusthold, the abandoned keep further up the cliff, has recently been claimed by an unknown group of people. The village has sent a representative to begin friendly communications but are waiting for an answer.

The local bandit gangs haven’t been seen in a while. The villagers hope they have been driven off, but there are rumours they are simply massing for something large.

Marshall Yannick has been receiving reports of strange occurrences on the outskirts of the village, so far his investigations have found nothing. A few of the farmers think that something supernatural is occurring.

A few of the children playing near the waterfall have told their parents about voices calling to them from the water. No-one is sure if this is youthful imagination, or something more sinister.

A recent cave-in caused several deaths and many injuries. A few of the miners believe that it was not a tragic accident but the work of a saboteur.

 

 

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Atlas Inspirare: Marcher’s Vale

Marcher’s Vale is a large, flat grassland. Claimed hundred years ago by the family of a long forgotten Lord, it takes its name from its use as a regular staging post for military forces during the long years of the Emerald War.

Situated on the borders of the Gravewyld Forest and the human kingdom of Ravanosk, Marcher’s Vale is roughly fifty square miles of arable pasture land. Situated within its borders are many farms, hamlets and villages, comprised mostly of human and elven settlers from the surrounding countryside.

Unlike other areas of the land, there are almost no racial tensions among the people of the Vale. This is due, in part, to the necessities of life here. With almost no resources other than fresh water and arable land, everyone must tend to their own craft in order to survive. As a result, the inhabitants of the Vale depend upon each other for survival and there is a remarkably low crime rate.

What crime there is, is dealt with the by Reeve. Appointed by the monarch in the far away city of Rusthold, the Reeve holds office from a fortified mansion in the largest settlement of the Vale, the city of Marcher’s Keep.

An ancient motte and bailey castle, Marcher’s Keep remained the only permanent structure in the Vale for centuries. Situated atop the lone hill, known to all as Giant’s Seat, Marcher’s Keep was built to guard the Vale during the Emerald War and was converted into a market town after the end of that conflict. Now, it functions as the trading centre of the Vale, as well as housing the few officials deemed necessary to keep the Vale a functioning region of Ravanosk.

Home to the Reeve, the Tithe-counter and the High Confessor, Marcher’s Keep is a thriving urban centre and plays host to a regular calendar of festivals, feast days and celebrations. During one of the many events, anyone is entitled to join the official parades and many use the occasion to catch up with old friends and learn new stories.

For their part, the three representatives of the King’s court tolerate the local’s predilection for partying with amused condescension. They view it as an easy way of keeping the peace and use every opportunity they can to seed the crowds with their agents to ensure they remain in touch with popular thought and opinion.

Outside of Marcher’s Keep, the towns of Springsough and High Pasture are the largest centres of civilisation.

Springsough is sited at the north tip of the Vale, a large town built in the foothills that rise to meet the White Peaks. With its intimidating walls, twisting streets and well-trained militia, the old city has guarded the source of the life-giving Iallen river for as long as the Vale has been inhabited. Traditionally used to guard the entrances of the Vale against the tribes that call the White Peaks home, Springsough has recently seen an influx of refugees from the nearby Gravewyld.

High Pasture, roughly halfway along the eastern border of the Vale, is almost the opposite of Springsough. The town itself began as a permanent livestock market some two hundred years ago and grew rapidly. Originally a cluster of small stone buildings, High Pasture now counts some fifteen hundred people as its residents with an ever increasing transient population. Situated well away from any traditional threats, High Pasture is a market town without equal in Ravanosk.

Plot Hooks

An unknown illness is sweeping through the stock of High Pasture. No mundane treatments have any effect.

The sounds of conflict can be heard echoing through the tunnels that honeycomb the hills around Springsough, but no bodies have been found.

The Gravewyld burns in the light of the full moon, and dread noises fill the air. Something is happening among those twisted trunks.

Marcher’s Keep has long stood for civilisation and the royalty, but recently there have been whispers of dissent. Parties unknown seem to be attempting to overthrow the royal presence.

Armies of the past have begun appearing as spectral images roving the grasslands around the tiny hamlet of Rulfstead. No official authority has deemed the matter worthy of investigation.

Atlas Inspirare: Mara’s Wake

Hello,

Welcome to this, the first of a (yet another) new series of posts. The purpose of this series to provide inspiration for cities with which to populate your fantastical worlds, as well as supply some suggested plot hooks.

Feel free to take as much or as little content as you wish to use in your own games.

Enjoy!

Bubbles/Ryan


Deep in the middle of the Emerald Bog lies the city of Mara’s Wake. Named for the saint who raised the first walls and led the efforts to drain the bog, Mara’s Wake is a trading hub, and the gateway to the North, for the entirety of the Southlands. Protected by thick walls of stone and miles of mist-covered, bottomless peat, it has resisted invasions, plagues and disasters for five hundred years.

To gain access to Mara’s Wake, one must buy the services of an Emerald-guide, a select handful of people authorised to escort travellers, traders and pilgrims across the Emerald Bog, using the few safe paths that exist. After three days of travel in a permanent, green twilight, clothes damp from the ever present mist, visitors will come upon either the Star Gate or the Tower Gate.

The former is a solid construction of preserved timber, metal and stone that straddles the road leading directly into the marketplace. It is manned at all time by no less than ten guards and is the most used method of entry and exit for visitors.

The Tower Gate is situated at the base of a three storey tower built by master masons and guards the temple quarter where the Saint’s bones may be found. The tower itself serves as a barracks and armoury and only distinguished guests are permitted to use this gate.

The natives of Mara’s Wake themselves know of a number of smaller gates and paths out into the Bog, many leading to popular fishing spots or the few hills capable of supporting farming that exist within it. Whilst they are welcoming to outsiders, the people who live in Mara’s Wake treat themselves as a people apart, unwilling to share the secrets of their city but happy to share its bounties.

Due to its position as the nearest city to Great Eagle’s Pass, Mara’s Wake sees visitors from both the Southlands and the more populous folk from the North. Common traveller’s tales tell of chance meetings between the Kings of the North and the Emperor of the South taking place in Mara’s Wake and many within the city can claim descent from travellers of both nations who met there and never left.

Governed by a council of five, Mara’s Wake holds an election every three years with only one post being hereditary. The Speaker is always a member of the Saint’s family, responsible for maintaining the temple district and directing the people of the city in matters of faith. The other four posts are open to any master-craftsman who wishes to stand for election.

Only three times in the history of the city has a council proved so unpopular that it has been dissolved by the Speaker. For the most part, its decisions are viewed as fair and just, with many people regularly visiting the council chambers to discuss matters or listen to hearings and council sessions.

In addition the temple district, where many travellers and pilgrims have set up their own shrines, and the marketplace, Mara’s Wake has a thriving Artisans Quarter and a large fishing and farming district pressed against one of the city walls where the Bog has been turned into farmland for crops and animals, as well as large pools of deep, clear water. No-one knows for certain how the fish get into the pools, but there have never been any signs of shortage or over-fishing.

Plot Hooks

The council has been killed, and the Speaker kidnapped. No-one knows who did it or how it happened.

Fishermen have reported strange lights from the bottom of one of the pools each night.

A spate of deaths in the temple quarter has caused great concern among the city Watch, but there are no clues to be found.

A recent outbreak of plague in the marketplace has forced everyone inside for safety and the city is suffering. Can a cure be found?

The Speaker has not been seen for weeks, her house is empty and the Saint’s bones have been stolen. The city Watch is not trained or equipped to deal with situations like this.