Valley of the Firesword Clan - Campaign Setting
Back in August / September, 2015, I was reading the excellent Dungeonomics columns by Multiplexer (Emily...) about the fall of the great Elven Empire to the Dwarves. It looks something like the fall of Rome to the Germanic tribes, or the fall of urban China to the Mongols. That was the August column. That’s an interesting campaign setting, but something that we have probably seen / imagined before. But what was really interesting was the follow-up column in September, where she talked about the distant Elven outpost / province on an island (with obvious parallels between Rome and England) that is left on its own. The Elven governor decides to import mercenaries from the next island over (again, the parallel is England & Ireland). Those mercenaries decide to move up the food chain, depose the Elves, and start their takeover. The switch-up? The (Irish) barbarian mercenaries are HALFLINGS... so the British isles become the Islands of the Small Peoples in this fantasy campaign setting.
Multiplexer’s second column details the rise of the Halflings, from the most ambitious clan chief (Wuffa of the Wolf people) to his distant descendant Udda who builds a wall to keep out those pesky, barbarian Elves. This is a type of setting that we haven’t seen much in quite a while, although it matches Gary Gygax’s original idea for a D&D setting - one with scattered points of villages and urban peoples, raiding into the wilds for treasures from long ago, while also fighting off incursions from the surrounding tribes.
So, somewhere between Wuffa I and Udda I, we have Wuffa II - the chief of Clan Firesword and crowned ruler of the Firesword Kingdom. His people live in a valley, with a sheer cliff (magically raised) to the northeast, and another one to the west/northwest that drops down to a large lake. Hills lie north, separating the valley from the nearest Halfling clan. King Wuffa II claims to be descended from the goddess Eire and an angel, through the great Warrior Kings of the old country. He will become a King of Kings, he is certain, but for now, he needs help with pacifying the valley and keeping out the other kings and their tribes to the north, south, southeast, and southwest. Wuffa II is a CG Knight 1 / Fighter 7. His clan’s valley holds potential allies, enemies, and a number of useful and historical sites. Wuffa wants it all. He wants to be an Emperor. But he needs STUFF - the symbols and trappings of empire - which is where the PCs come in. He will reward brave souls who bring him relics and treasures of the past.
Wuffa II wields a +1 Flaming Sword (clan & kingdom’s namesake) and wears Banded mail +2 (because his smiths can’t make anything better - no half-plate or full-plate or specialized armor or armor materials like mithril or adamantine are known, yet.) Wuffa is not a bad leader, but he is rash, and his men are still more barbarians than fighters, and they often race into battle naked and screaming. He sits in a fortified manor house in Kellen’s Bridge, where the Votar River feeds into the Fivain River. This small town is the capital, and home to Wuffa’s line within the Clan (the Lenori). Other lines include the Dumoin, the Gnarga, the Beorna, and the Ardalay. The kingdom also includes a Gnome village - a sapper unit attached to the mercenaries when they first landed 150 years ago. As Multiplexer noted in her September column, this is not a setting where PCs can drop by the local magic shop to buy whatever they want. Nor can they simply choose any particular prestige class that they want to pick up. Studied magic (wizardry, high-level cleric spells, warmagery, and high-level bardic spells) is fairly rare. Natural magic - whether arcane or divine - is much more common. Warlocks (Complete Arcane), sorcerors, spirit shamans (Complete Divine), wilders (Expanded Psionics Handbook), favored souls (Complete Divine), and adepts (DMG NPC class) who instinctively use magic are much more common than the studied-magic users.
Since the fall of the Elven Empire, the gods of the past and the protective spirits of the Halfling tribes have coalesced into the Northern Pantheon (origin story here). While the traditional Elven gods still exist, they hold no power anywhere on the isles, and are merely culture heroes, unable to grant spells - this matters little to the Halflings and their allies, because the Elves (who have retreated to the forests of the farthest eastern shore of the Island,) will almost always kill anyone they meet who is not an Elf, with the exception of some Fey and Sylvan creatures.
The Elves are a nightmare people in this land, bathed in violence and terror. They file their teeth, coat their hair with the blood of their victims, and wield magic with their dread eyes that glow a demonic red in the darkness. Dwarves are practically unknown here as well - they are an underground people who rarely deign to trade with the “barbaric” tribes of the surface world. Instead, they live in a steampunk series of cities at the edge of the Upper Underdark and Middle Underdark far below. The religious changes have wrought changes in the bigger humanoids and monstrous humanoids (size medium and larger) on the surface, too - their birth rates have dropped drastically while pregnancy durations have increased, and the small-sized and smaller creatures have had their birth rates increased (with shorter pregnancies, too). To top this off, many of the medium-sized and bigger are born with a new flaw (as in Unearthed Arcana) - Soulless.
The Soulless flaw carries the following penalties:
CANNOT be Raised, Resurrected, or Reincarnated, including the instantaneous spells that can be applied to a creature within the same round that they drop to -10 or lower. Only Limited Wish, Wish, Miracle or Alter Reality (or stronger) can bring the creature back.
-2 on all social interactions with outerplanar beings (Bluff, Diplomacy, Gather Info, Intimidate, Sense Motive)
This particular flaw has kept the bigger races from having any wizards or clerics strong enough to bring others or themselves back, so attrition has also helped to keep their numbers low.
On the island, Gnomes have taken on several of the typical characteristics of traditional Dwarves - they are smiths, miners, and talented producers of medieval tech - more Lawful than is the norm for traditional Gnomes. Dromites (a small-sized, insect-like, humanoid race from the Expanded Psionics Handbook) fill this role along with the Gnomes - living in Upper Underdark villages. Half-Elves are rare, and they are usually the children of iconoclastic humans and elves who live alone in the wilderness, unless they are the children of violence, much like Half-Orcs are. A swamp at the north end of the valley holds a Lizard-people village, and a few of them have traded with and live among the Halflings, as do a few Humans from the upper cliff, Maenads (Expanded Psionics Handbook) from the southwest, and Catfolk (Races of the Wild). Competitor races include Bugbears, Hobgoblins, Orcs, Jerren (evil Halflings gone ferally violent from Book of Vile Darkness), and a hidden colony of Dark Ones (Fiend Folio & Dragon #322). Potential allies or enemies include an Abeil tribe (Monster Manual II) on the upper valley’s magically-produced desert area, wandering Catfolk tribes, several Fey villages, and a hidden Aranea colony, as well as solitary intelligent creatures of the wild.
Towns of the kingdom (with populations)
1 - Kellen’s Bridge - 1167
7* - Naslyth - 373 (allied Gnome hill village - sapper unit attached to the Halfling infantry, slingers, and riders)
Each city and town has a similar # of inhabitants working and living in outlying farms / ranches / outposts / hunting camps / logging camps / mines, etc.
Other race settlements (with populations)
A - Green Heart of the Ash Grove - Fey - 552
B - Edgewater - Human - 305
C - Claw-the-Sky - Bugbear - 273
D - Cottonwood Pool - Fey - 499
E - Three Rivers - Lizardfolk - 582
F - Blood Hill - Orc - 413
G - Tirka’s Revenge - Jerren - 548
H - Desert Spires - Abeil - 576
I - Trurrggal - Hobgoblin - 317
J - Mt. Nesgall - Bugbear - 467
K - Blackrock Pass - Orc - 695
L - Twinpeaks - Bugbear - 568
M - Riverside - Human - 477
N - Heartwood - Maenad - 207
O - Vergan’s Overlook - Maenad - 414
P - Moss in the Shadows - Fey - 347
Ruins - (battlefields are sources of all types of undead creatures, but few can wander far from the battlefield without collapsing into dust. Ruins can also generate undead, tied to the sorts of knowledge each has.)
a - Cycaln - Elven military ruin (barbarian- and ranger-related prestige-class traditions, nature, and local studies)
c - Broken Rock field - Elven battlefield
e - Pavelan Gorge - Elven battlefield
f - Radbesinon - Elven military ruin (specialized in archery and distance weapons, throwing- & archery-related prestige-class traditions)
g - Jarkieval Ridge - Elven battlefield
i - Whurnor - Fire Giant ruin (fire- and elemental-related prestige-class traditions, crafting feats)
j - Uthisti - Elven magic-study ruin (specialized in scrolls and spellbooks, various book-based prestige-class traditions, arcana, and planar studies)
k - Vaeri'rachathear - Draconic ruin (all military / warrior Draconic-related prestige class traditions)
l - Alberum - Elven battlefield
m - fel’Arimwyn - Elven magic-study ruin (bardic college - various bardic prestige-class traditions, musical magic-item creation details)
o - Dethalaith - Elven religious ruin (cleric- and paladin-related prestige-class traditions, religious, and planar studies)
p - Shaaer Eirlan - Elven magic-study ruin (specialized in necromancy, summoning, divination, sneaker-y-related magical prestige-class traditions like Unseen Seer or Magical Trickster or Arcane Trickster - from Complete Mage, Complete Scoundrel, and the DMG)
q - Mylasran - Elven urban ruin (regional capital - nobility/royalty, history, geography, local studies - lost languages like Draconic, Giant, Dwarven, Celestial, Infernal, elemental languages)
r - Basdukr - Fire Giant ruin (Ignan language, engineering, architecture, smithing, artificer template-making, artificer prestige classes)
s - Nal Mysivar - Elven barrow (necromantic magic-related prestige-class traditions, Abyssal language)
v - Fishallar - Elven barrow (necromantic hunter-related prestige-class traditions, Logical language)
x - Thamusvara - Elven military ruin (specialized in small-sized warriors, so gnome / halfling / dromite specific feats, armor, weapons, prestige classes)
y - Siali Kerspar - Elven magic-study ruin (specialized in magic & psionics mixed with martial arts - monks, monk/magic prestige-class traditions, Blood Magus prestige class)
z - Azaruil Maiaia - Elven battlefield (where the last Viceroy and her Consort fell)
aa - hel'Raernisther - Elven military ruin (armory, specialized forges, Abjurant Champion prestige-class tradition, tankish prestige-class traditions)
ab - Nimimmil - Elven military ruin (Law-based and Kensai-like prestige-class traditions, Logical language)
ac - Aelim - Elven battlefield (the last Elven Knight fell here - end of the Empire)
b - Ansurdar Falls - landmark
d - Cave of Korkynai - magical location (Black Ruby Gate - planar-related magical prestige classes, elemental earth, portal, teleportation related)
h - Spider Claw Rapids - landmark
n - Vonang Chasm - landmark
t - Malsvirternesj'ukrismalsvirmaekrix - magical location (Book of Vile Darkness prestige classes, evil, necromancy, lower-planar contact related, Abyssal, Infernal, Chaos languages)
u - Corselah Gap - landmark
w - Bensvelkachuaksthyr - magical location (good, nature, druid, ranger related spells, equipment, prestige classes, Celestial language)
DL1 - Crownsplitter - Undead (vampiric) Treant - (Dangerous Denizens 146)
DL2 - Soarwhale Pod (Arms & Equipment Guide)
DL3 - Roc (female) - nesting in a Stone Giant ruin
DL4 - Aranea colony - built on Elven magical study ruin (specialized in nature, psionic, alchemy studies, nature-based, alchemy-based, psionic caster-type prestige classes, psi-forged Warforged - from Monster Manual IIIÂ and Eberron Campaign Setting)
DL5 - Solitary Harpy - she lives south of the extensive urban ruins of Mylasran (q) in a smaller urban ruin - Mus’Besiatma (elemental planes, arcana, architecture & engineering studies, elemental grafting, Bind Elemental feat)
DL6 - Green Warden Shambling Mound
DL7 - Dark Ones colony (Fiend Folio, Dragon #322) - built on Elven religious ruin sunken into the ground (far below, evilly warded, trapped, poisoned and disguised lies an ancient library - which is powerfully warded against the evil around it - Book of Exalted Deeds prestige classes, positive-energy plane magic).
DL8 - Sanguineous Drinker (Monster Manual 5) & a Dwarf Vampire Barbarian 1 guard an old Dwarven complex (architecture & engineering, dungeoneering, dwarven specialty weapons and armor, Warforged construction, Dwarf-specific prestige classes, underdark combat prestige classes)
DL9 - Malfera (Dragon #343) - roams an Elven magic-study ruin (specialized in dream magic, illusion, arcana studies)
DL10 - Glaistig (Monster Manual 3)
Happy Murder-Hoboing to you.