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Sunday, June 18, 2017

Swords & Wizardry Light Setting - The Misplaced Lands - Part 1

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I worked on this map last summer and then put it aside as Swords & Wizardry Light took on a life of its own. I am revisiting it now. There is no set scale. Scale can be set by determining the number of days to travel from the Imperial City of Azak-Nur to New Velgare to the east. Two days on foot makes for a fairly tight sandbox, ten days on foot makes for a fairly spacious sandbox. I'd opt for two to three days myself.

Descriptions of locations will often be light and open to interpretation. This is as intended. The Misplaced Lands are meant to be fleshed out as need as the campaign progresses, and no two campaigns in The Misplaced Lands will ever be the same.

Imperial City of Azak-Nur - Azak-Nur has all the trappings of a city belonging to a large empire - a small but well disciplined army, a large and powerful class of nobles, political machinations, a strong ruler in its imperial governor and a love of the arts. The furthest  eastern outpost of an empire that spans (or spanned) thousands of miles, few know there hasn't been contact with the empire itself in nearly 20 years. It is effectively a self governing state. It thrives on trade from the sea, the river and caravans.

Azak-Nur claims ownership of lands as follows - west, two days ride, north, midway to Lord Cyril's Keep and east to the western shores of the Chames Lake and the two miles east of the Lower Serpent River.

The Governor's Bridge is a large structure, made of stone and wide enough for two carts to pass in either direction without issue. It was built by and is maintained by the Imperial City of Azak-Nur. The toll is 1 copper on foot, 2 coppers for a horse and rider, 5 coppers for a cart and driver. Tolls are only paid to enter the city.

Miller's Hamlet may or not be directly within lands claimed by the Imperial City of Azak-Nur but for all intents and purposes it is an extension of the Imperial City. It just happens to be the corrupt extension. Smuggling, counterfeiting of coins and goods, strange cults, conspiracies and more are part and parcel of daily life in Miller's Hamlet. It is also the source of much of the Imperial City's milled grain (the surrounding land is fertile and well tended), as such little is done that may upset the delicate balance within the hamlet.

The Copper Hills are exactly that, at least to a point. There are active copper mines (and many abandoned mines) in the hills. Dwarves own and run most of the mines although goblins and others have been known to try an eek out a living mining tunnels the dwarves have abandoned. There is an active silver mine near the ruins of Old Velgare which is under heavy guard. There are also a some cairns scattered around the hills. Usually avoided, they are rumored to be both haunted and mark burial chambers of an ancient race.

Old Velgare - This city on the shore lies in ruins. When Velgare was a Kingdom, this was the seat of its government. It ruled lands west to the Lower Serpent River, followed the lakes and river's southern shores then west to what is now Last Son's Harbor. The war with the Empire (as represented now by the Imperial City of Azak-Nur) did not go well for either side. Thousands died, the city was leveled and the Empire fell back to the west side of the Serpent River. Much of the undercity is still intact and it is believed that fell creatures have started to inhabit the passageways.

Alright - part 2 will kick off with New Velgare, The Prism Tower and The Battle of Durbain's Folly.





1 comment:

  1. Very nice, Erik. My PC would be a lighthouse keeper at Far Point.

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