Community Idea: Settlements!

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Speedwagon
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Community Idea: Settlements!

Post by Speedwagon »

Hey everybody!

Have you ever looked at your maps of the Core and Clusters and thought to yourself, "it'd be nice to see a few other smaller settlements that aren't usually on a map"? Have you ever had a campaign taking place away from a big named town or city but still within some place that needed a quick name and some NPCs? Have you ever read through the Children of the Night adventures, saw that they took place in unnamed villages or hamlets, and wondered where exactly those villages/hamlets actually were, if you had to put them somewhere? Or have you ever looked at a map of Nidala, Kartakass, Verbrek, Valachan, Sri Raji, or some other domain of dread and thought "there's GOT to be more than just Touraine/Alyssum & Fylfot/Skald & Harmonia/Helbenik, Rotwald & Ungrad/Pakat, Muladi & Tvashti to work with and hold adventures in!"

Well that's the point of this post: a place for people to come up with and post ideas for small "fly-over" settlements that may exist within a domain of dread so that others can maybe add it to their own home campaigns or for future use. Ideally one can post the name of the settlement, what domain it's in (or a tag like "modular" to indicate that it can be placed wherever a prospective DM may wish), what the settlement is for (a logging town, a mining town, a fishing town, a farming town, etc.), some small history, some key NPCs (like law enforcement/government and some interesting locals), and finally an adventure idea to be had regarding the settlement.

I figured this might be a fun community activity to both engage in every once in a while as we wait for QtR 30, while also giving some creative ideas for everyone on the board to benefit from if they so choose. It's a public thing so anyone can look this up and maybe get some ideas for their own games.

Feel free to post down below any ideas for settlements!

(Bonus internet cookies to any settlement ideas for the more 'inhospitable domains' like Cavitius or Bluetspur or so on; if Timor managed to have "The Enclave" in the Zherisia Gazetteer, then there's nothing stopping us from trying...)
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Re: Community Idea: Settlements!

Post by Pizza »

This is a great idea. I get the impression I am more into the fantasy races than most, but the lack of villages especially non-humans struck me as leaving the setting bare. These domains are supposed to be vibrant places with distinct cultures, and it is not uncommon for them to have like two two towns with a total population in four digits between them. Then you figure up their 1% non human population, and you end up with 3 or 4 dozen nonuumans
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Re: Community Idea: Settlements!

Post by IanFordam »

Edul'va
refugee town in Bluetspur

Mind-Flayers rule the caverns beneath Mount Makab, and their creations and cast-offs roam its slopes. Nonetheless, to the north of Mount Makab stands Mount Grysl. As inhospitable as Mount Grysl is, nonetheless it is less dangerous than Mount Makab. Unfortunate souls stranded in Bluetspur might do well to seek a particular (but well-hidden) cave entrance on the lower end of the southwestern slope of Mount Grysl. Within caverns accessible via that hidden entrance is the sprawling settlement called Edul'va.

Edul'va was founded by refugees of two sorts. The first are shattered brethren who escaped from Mount Makab, and the second are travellers from the Core who arrive via one of the several Mistways which lead into Bluetspur. The settlement varies between 60 and 80 members, consisting of approximately 60% shattered brethren and 40% others.

Edul'vans have two primary sources of food. The first is "manna", a kind of edible slime mold which, when cooked, has a texture similar to chewy scrambled eggs. The second is a creature which Edul'vans call "cave chickens" even though they look as much like eyeless lizards as chickens. The cave chickens themselves subsist primarily upon the "puff plant", a kind of fluffy fungus which readily infests its hosts. All Edul'vans learn quickly to tell the difference between a cave chicken which is safe to eat and one which is about to explode into a new puff plant.

However, there is a side effect to consuming manna. It suppresses psionic ability and even psionic activity, including the low-level thought leakage which illithids use to track their prey. This side effect is part of why the Edul'vans have remained hidden for so long. Some Edul'vans miss their psionic abilities, but most prefer not having their brains sucked out of their skulls.

The current leader of Edul'va is Grult, a shattered brethren who appears mostly human until he reveals the fanged mouth which opens directly into his stomach. His two bodyguards appear to be shattered brethren as well, but they are in fact hook horrors. The rest of their pack has been killed by the other monstrosities of Bluetspur, and so they have latched onto Edul'va as their new pack.

The leader of the human faction is Kellek Rowe, a human woodsman formerly from Kartakass. He would like to take Grult's place as leader of Edul'va. He believes that when he moves against Grult, all of the humans in the settlement will join him, but in truth many of the humans have no interest in a rebellion. Life is difficult enough without infighting, isn't it?

One of the shattered brethren named Kazizi who lives on the very fringes of Edul'va. In appearance she resembles a cross between a woman and a centipede. She refuses to eat manna because without her psychic abilities she loses most of her intelligence and suffers horrific nightmares besides.
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Re: Community Idea: Settlements!

Post by IanFordam »

Also:

The common language spoken by Edul'vans is a dialect of Thaani. The written form of Thaani has been lost to them. In addition, refugees from outside of Bluetspur still speak (and perhaps read and write) their native languages.

People who stumble across Edul'va learn very quickly to pronounce the glottal stop between Edul and va. The word edulva, without the glottal stop, is part of a mantra used in summoning Those Who Slither Into One's Thoughts, and nobody in Edul'va wants to summon them.
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Re: Community Idea: Settlements!

Post by DustBunny »

Interesting idea, lets see....

Name: Berehard outpost
Places: Small outpost in for a forrested area with wildlife for trapping. Eg Verbek, Southern Richemulot, Valachan, Kartakass. Possibly Sithicus but would need to be changed to be more elven.
Function: A small fur trade hub for trappers and furriers. Isolated. Few residents.

Hugging the edge of a dark forest, a remote fur trading outpost serves as a gathering point for the few people who live in the area. With a small permanent population and occasional visits from trappers, it exists as a small bastion on the shadows of the forest offering a hint of civilization against the untamed wilderness. Guarded by a simple wooden palisade, the outpost's defenses stand more as a symbol of vulnerability rather than strength, with the a barrier providing only the most rudimentary defence against opportunistic predators that lurk beyond its borders.

Within the outpost itself, a central meeting area emanates a empty frontier feeling. A modest trading post, weathered and patched, serves as the hub for sporadic transactions. Trappers, hardened by arduous journeys through treacherous lands plying their trade, exchange their meager hauls of furs and pelts for essential supplies and sustenance in the face of the unforgiving environment. The exchanges flow with swiftness and practicality, stripped of unnecessary embellishments as their occupation leaves little time for social nicities.

Next to the trading post, a substantial and rugged building stands tall, proudly embracing its role as the only tavern and inn for miles. Constructed from timbers hewn from the nearby forests, the inn resonates with the essence of the outpost. A rough entrance beckons weary-traveled trappers and furriers, extending a brief respite within its walls. Here, kindred souls congregate, sharing stories brief words or sitting in silence, seeking refuge from the weight of their daily struggles.

A tiny smithy, its anvil etched with the marks of countless hammer blows, provides basic repairs for essential weapons and tools or the inhabitants and trappers. Adjacent to it, a locked tumbledown storage shed acts as a repository for provisions and trade goods, offering only the essentials required for survival in this rugged outpost, where scarcity is an ever-lurking companion.

The remaining buildings consist of a scattering of weathered cabins, their timeworn façades testaments to the unyielding nature of the surrounding wilderness. These unassuming log built structures serve as both permanent residences for the few tenacious souls and temporary shelters for trappers bunking down briefly, away from the relentless wilds. Their modest presence embodies the raw reality of life out here, where resilience and practicality are prized over any facade of opulence.

A close-knit community of approximately 15-20 permanent residents, it perseveres here on the fringes of civilization. While visitors are a rarity, they attract much interest as they can offer glimpses of the news and events in the outside world. Bards are especially prized, but anyone who can spin a good yarn or offer entertainment beyond being blind drunk is grudgingly welcomed by the residents, even if that entertainment involves some (mostly harmless) fistfights over cards. Boasting or ostentatiousness, however, is a sure way to receive the classic line of "We don't like your type around here," followed by being thrown out, and left to deal with the wilderness outside on their own.

At the turn of each season, a scheduled trade caravan arrives and departs, carrying the prized pelts to distant markets, while at the same time bringing precious materials of civilization not obtainable from the store. Maintaining the outpost's vital connection to the wider realm, the "Market Days" attract everyone from nearby, causing the population to swell to almost 50 as the trappers, hermits, and other ecclectic loners emerge from the wild to resupply.

Notable NPC's
Tavern Keeper/Outpost 'owner'
Agnes Berehard: A formidable woman in her 60s, stands as the unwavering tavern keeper in the rugged trading town. Solidly built and weathered by the elements, she exudes a no-nonsense demeanor that demands respect. Known for her gruff exterior, Agnes commands the attention of both trappers and locals alike when they arrive in 'her' town. Behind the worn counter, she serves strong spirits which could put a troll into a stupor, providing a place for trappers to find respite from harsh wilderness.

Blacksmith:
Caleb Nilhome: A man in his 30s with a weathered appearance, serves as the town's blacksmith. Leaving his apprenticeship hurridly in the night after an 'incident' (of which he won't speak), his blacksmithing skills are average at best. Despie this, they are enough to keep the tools and weapons of the trappers functional, albeit without any flourish or finesse. But his ability to work metal - however poor - it is is indispensible at the outpost.

Trader and Sheriff:
Silas Crown, a tall and lean man with an air of authority, fulfills the dual roles of the trader and sheriff in the trading outpost. Generally found sitting outside his trading post puffing on a pipe full of nasty smelling tobacco, the slow nature of trade here allow him to act as impromptu sherrif. While he admits he was once a sailor, darker rumors suggest that he once served as the quartermaster for a notorious pirate, where he leart his sharp trading skills and a general 'hands off' approach to the law.

No cookies for now as it not in an inhospitable Domain and is a bit rather generic. May later :gabrielle:
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Re: Community Idea: Settlements!

Post by Strahdsbuddy »

Oh, but there ARE mroe settlements! If you look through Quoth the Raven issues and additional supplements, you will find little hamlets sprinkled in the text. Also, from the Gazetteer numbers, add up the city populations and you'll see usually only 50% of the people live in cities. So where are these other hamlets or towns?

Below see Mordent, the place most often referenced in fan-made adventures:
Mordentshire 2,600 (canon)
Mistmoor 61 Ghosts of Mistmoor
Glenwich 68 gryphonhill.com
Crafword 80 Unkindness of Ravens
Blairsbay 72 VRG:Ravenloft
Candle Cross 52 VRG:Ravenloft
Glaston 60 VRG:Ravenloft
Northcormack 42 Hidden Ways
Hollow's Creek 230 Wailing Sorrow
Ashenport 60 QtR9
Bandmington 33 Qtr16
Foggy Bottom 42 QtR11
Apton-en-Mer 58 QtR15
Stormpeak 340 QtR26
Last Rest 260 QtR26
Gryphon Hill Town 570 QtR26
Millkeep 230 QtR26
Ghent 62 Champions of Darkness
Valden 55 BoSacrifices
Idlethorp 70 CotN:Created
Potter's Field 74 CotN:Ghosts
Waterford 68 gryphonhill.com
Steadwall 42 Gaz3
Hope's End 75 Gaz3
Tumbledown 294 (canon)
Blackburn's Crossing 472 (canon)

The lonely domain is actually packed with settlements, most 50-200 souls. For the ones from Mistmaster's entry I divided the population by 100 (again, to match mroe with canon. You could always multiply back if you prefer his version of Big Ravenloft).

I've compiled all of these into an almanac of sorts that I will try to host in the next few days if there is interest.
Last edited by Strahdsbuddy on Wed Jul 19, 2023 6:25 pm, edited 1 time in total.
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Re: Community Idea: Settlements!

Post by Speedwagon »

Strahdsbuddy wrote: Tue Jul 18, 2023 9:45 pm Oh, but there ARE mroe settlements! If you look through Quoth the Raven issues and additional supplements, you will find little hamlets sprinkled in the text. Also, from the Gazetteer numbers, add up the city populations and you'll see usually only 50% of the people live in cities. So where are these other hamlets or towns?

Below see Mordent, the place most often referenced in fan-made adventures:
Mordentshire 2,600 (canon)
Mistmoor 61 Ghosts of Mistmoor
Glenwich 68 gryphonhill.com
Crafword 80 Unkindness of Ravens
Blairsbay 72 VRG:Ravenloft
Candle Cross 52 VRG:Ravenloft
Glaston 60 VRG:Ravenloft
Northcormack 42 Hidden Ways
Hollow's Creek 230 Wailing Sorrow
Ashenport 60 QtR9
Bandmington 33 Qtr16
Foggy Bottom 42 QtR11
Apton-en-Mer 58 QtR15
Stormpeak 340 QtR26
Last Rest 260 QtR26
Gryphon Hill Town 0 QtR26
Millkeep 230 QtR26
Ghent 62 Champions of Darkness
Valden 55 BoSacrifices
Idlethorp 70 CotN:Created
Potter's Field 74 CotN:Ghosts
Waterford 68 gryphonhill.com
Steadwall 42 Gaz3
Hope's End 75 Gaz3
Tumbledown 294 (canon)
Blackburn's Crossing 472 (canon)

The lonely domain is actually packed with settlements, most 50-200 souls. For the ones from Mistmaster's entry I divided the population by 100 (again, to match mroe with canon. You could always multiply back if you prefer his version of Big Ravenloft).

I've compiled all of these into an almanac of sorts that I will try to host in the next few days if there is interest.
An almanac that you could share would be lovely, Strahdsbuddy! Your work with the Ravenloft Cartographic Society and the Core Genesis project have been pretty helpful to my campaigns!

And while your point for Mordent is true (and wow, that really is a lot of settlements for a sleepy English countryside pastische like Mordent), I suppose the thread is especially more helpful for certain domains whose maps are rather sparse when compared to the demographics listed in the 3e Ravenloft Campaign Sourcebook. Take Nidala for instance: Touraine has a population of 20,200, while Nidala as a whole has a population of 30,500. So there's roughly 10,300 people that live in Nidala but not in Touraine---where are they on the map? The Mordent Cartographic Society came up with settlements to put those people, and so did GonzoRon in his map of the Shadowlands for his Twilight's Children campaign (it's on their campaign website). So for places like Nidala, or Sri Raji, or Valachan, it would be nice if there were other settlements. Already I love Edul'va in Bluetspur and Berehard Outpost in a forested area that IanFordam and DustBunny made respectively.

But just because I would like to see those places more represented, doesn't mean that should cramp anyone's style. The list you posted here is great already, because it gives everyone an idea of places in Mordent to play around with, just as Edul'va and Berehard outpost give even more settlements to work with than what's covered in the gazetteers. So the more settlements for wherever, whenever, however, the better!
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Re: Community Idea: Settlements!

Post by IanFordam »

DustBunny wrote: Tue Jul 18, 2023 8:22 am No cookies for now as it not in an inhospitable Domain and is a bit rather generic. May later :gabrielle:
But Speedwagon's request included "modular" settlements, that is, settlements which are generic enough fit into multiple domains. Seems to me that you answered the call. I offer an internet cookie just because you provided some good details to convey that frontier feel.
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Re: Community Idea: Settlements!

Post by DustBunny »

Throwing in another small one.
Again in a relatively hospitable area ... relatively.

Name: Checkpoint Furchten
Places: A lesser road in Falkovnia
Function: A checkpoint and message station. To also let players know, once past the border guards your problems are not over even outside the cities/towns.
Not really a place to stop over in, but more a minor encounter to try and get through quickly without incident or having to pay too many bribes.

A military checkpoint in Falkovnia is an unwelcome sight for travellers along a minor road within the domain. Grey stone buildings dominate either side, creating a corridor that travelers must pass through and submit to the authority of the Falkovnia military machine. It serves as a constant reminder that the state is ever watching and judging. The cold grey stone buildings cast long cold shadows across the road, causing visitors to shiver with a chill, and not just with fear at having to deal with the Falkovnian army.

The checkpoint's primary purpose is to monitor and control the movements of travelers, merchants, and messengers within the region, enforcing the will of Drakov. Manned by a contingent of soldiers bearing the emblem of the Hawk, the checkpoint operates with military precision. Approximately 60 individuals, including military personnel and support staff, uphold protocols and discipline as dictated by their leader, and their cold and harsh vigilance leaves no room for compromise for those with any sense of self preservation

Inspections are thorough and invasive, with papers, belongings, and goods scrutinized for any sign of contraband or forbidden items. Non citizens of the realm often find valuable items being declared 'illegal' and thus confiscated, or require a 'processing fee' to update their documents. The wise smile and thank the soldiers for their viligance and assistancein order to be on their way quickly and without incident. Those who raise a fuss will probably be detained as a 'person of interest' or an smuggler, both of which have an open invitation at the Grand Prison.

Those who try to avoid inspection at the outpost by going around it, or sneaking cross country quickly discover the consequences of non compliance. Lookouts and roving scouts ensure that no one eludes the watchful eyes of the checkpoint's personnel. Those detected and lacking authorization are immediately apprehended for further questioning at the outpost as a 'person of interest'.

The checkpoint also serves as a replenishment station for messengers, allowing them to exchange tired horses for fresh mounts. Stablehands maintain the readiness of the steeds, ensuring they are fit for the messengers' urgent missions. At each checkpoint a miliary messenger with the appropriate authorization will switch horses allowing instructions to be carried across the land at a fast pace. Of note, a tall flag tower stands out rising highh on the main building. A garish display of colored flags communicate the checkpoint's status to other nearby stations. By changing the flags and patterns, simple messages can be conveyed such as "All clear," "Prisoner pickup needed," or "Emergency. Send reinforcements." At night, a large brazier stands ready to be lit, serving as a signal for help.

The checkpoint stands as a visible representation of Falkovnian power, controlling the the flow of information and goods while ensuring the populace remains subserviant to the watchful gaze of the state. Despite being of moderate size, with official military officers and inspectors present it also acts an a registration station for any nearby populace. Brandings with Drakovs crest, registration and updating of official papers, military tribunals of criminals, and census collection can all be performed here.
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Re: Community Idea: Settlements!

Post by Strahdsbuddy »

Speedwagon wrote: Tue Jul 18, 2023 10:06 pm So for places like Nidala, or Sri Raji, or Valachan, it would be nice if there were other settlements. Already I love Edul'va in Bluetspur and Berehard Outpost in a forested area that IanFordam and DustBunny made respectively.
Great examples there. I’ll give another one: Darkon. While Mordent is a popular spot for the fan made/net-canon works, Darkon is almost completely forgotten! Half the population of the Core lives there, so where the heck are they?

Appreciate the kind words. Ravenloft Cartographic Society is working on our new Cartulary, and I will try to find a spot for my big clunky spreadsheet which composes the Almanac. I definitely did not want to detract from this thread because I think this is exactly what the setting needs. I’d rather populate existing domains than invent brand new ones. Keep going!
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Re: Community Idea: Settlements!

Post by Mistmaster »

Strahdsbuddy wrote: Tue Jul 18, 2023 9:45 pm Oh, but there ARE mroe settlements! If you look through Quoth the Raven issues and additional supplements, you will find little hamlets sprinkled in the text. Also, from the Gazetteer numbers, add up the city populations and you'll see usually only 50% of the people live in cities. So where are these other hamlets or towns?

Below see Mordent, the place most often referenced in fan-made adventures:
Mordentshire 2,600 (canon)
Mistmoor 61 Ghosts of Mistmoor
Glenwich 68 gryphonhill.com
Crafword 80 Unkindness of Ravens
Blairsbay 72 VRG:Ravenloft
Candle Cross 52 VRG:Ravenloft
Glaston 60 VRG:Ravenloft
Northcormack 42 Hidden Ways
Hollow's Creek 230 Wailing Sorrow
Ashenport 60 QtR9
Bandmington 33 Qtr16
Foggy Bottom 42 QtR11
Apton-en-Mer 58 QtR15
Stormpeak 340 QtR26
Last Rest 260 QtR26
Gryphon Hill Town 0 QtR26
Millkeep 230 QtR26
Ghent 62 Champions of Darkness
Valden 55 BoSacrifices
Idlethorp 70 CotN:Created
Potter's Field 74 CotN:Ghosts
Waterford 68 gryphonhill.com
Steadwall 42 Gaz3
Hope's End 75 Gaz3
Tumbledown 294 (canon)
Blackburn's Crossing 472 (canon)

The lonely domain is actually packed with settlements, most 50-200 souls. For the ones from Mistmaster's entry I divided the population by 100 (again, to match mroe with canon. You could always multiply back if you prefer his version of Big Ravenloft).

I've compiled all of these into an almanac of sorts that I will try to host in the next few days if there is interest.
Then Gryphon Hill Town is 570 not 0.
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Re: Community Idea: Settlements!

Post by Strahdsbuddy »

Mistmaster wrote: Wed Jul 19, 2023 6:09 pm

Then Gryphon Hill Town is 570 not 0.
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Re: Community Idea: Settlements!

Post by Speedwagon »

Here's me taking a stab at a settlement in a place that most people wouldn't assume there to be anything to settle. Here's a look at the oasis of Nekrepet, in Sebua.

Nekrepet
Favored oasis of the Sebuan nomads

When one thinks of the Amber Wastes, at first, they may think of Har'Akir. The tales of ancient treasures and even more ancient monsters that guard it, from the sphinxes to the mummies to the more unknown to the layman, like the ammits, griffins, uraeuses or serpopards that are depicted in hieroglyphs on the long-forgotten tombs within the mountains that overshadow Muhar. Or perhaps, they may think of Pharazia, of the angelic being that lives within the great city of Phiraz and of the religious zealots that give out the law in that land, while the people begin to trade with Hazlan and the Core through the Road of a Thousand Secrets. But seldom spare a thought to Sebua, beyond a customary shiver at the very notion of crossing such a doomed wasteland to get from one end of the Amber Wastes to the other.

But Sebua, despite its appearance, is not completely void of inhabitants. Sure, some may know of the abundance of wildlife that thrives within the human-deficient land, from the mischievous baboons to the highly aggressive mosquitoes and strigoi of the Red Oasis. Sure, some may also know of the mysterious wild children that skulk about the equally mysterious mud-huts and primitive dwellings near and within the abandoned oasis-city of Anhalla. Sure, there have been settlements by outsiders before, such as the oasis where the fiend Al-Khymer was bound (close to the border with Pharazia) and Tawiel Akhdar and its werejackal situation*. And, sure, monster hunter like Dr. Rudolph Van Richten have reported on the various mummies that prowl the Sebuan wastes, greatest of all being Moosha the Scabrous One and the Darklord, Tiyet. But none have ever known that Sebua has its own small settlements, that belong not to the dead or the destitute living, but to its own native nomads. Nekrepet is but one such place.

As mentioned in RR1 Darklords (page 86), "The only remaining residents of Sebua are nomads, traveling from water hole to water hole with their herds of camels. (It is rumored that they may even leave this domain. If this is so, they travel only to Har'Akir, another desert domain in Ravenloft.) A small group of the nomads comes to Anhalla perhaps once each month, staying no more than a day. They can be seen by the oasis, gathering dates, slaying a wild goose, or milking their camels." Additionally, "[T]he nomads dress entirely in black. Their robes hang to the ground. Their headcloths are drawn across their faces, concealing all but their dark eyes. These people are not friendly. No matter where they are encountered, they are unlikely to speak to anyone who approaches. Though they will allow a stranger to take water from a source, spears are raised in defense." While one would certainly assume that these nomads are merely Pharazians from across the border (perhaps the people of al-Rashaan or some other tribe), from a Doylist/out-of-universe perspective, these nomads were described long before the Amber Wastes were united into one (as RR1 Darklords came out before Domains of Dread and detailed Sebua as an Island of Terror, while Pharazia was detailed as an Island of Terror within Islands of Terror, with the former preceding the latter by roughly 10 months according to their respective release dates). So who are these nomads? What relation do they have with Sebua, being natives of the land alongside the wild children? How do they avoid having their hearts eaten by Tiyet, and ultimately survive? Nekrepet may answer some, but not all, of these questions.

Nekrepet is simply the name given by the Sebuan nomads to the oasis commonly labeled on maps as the "Southern Oasis" of Sebua. In relation to Anhalla, they are only a day's camel-ride away from Anhalla, and a day's camel-ride away from the Mists into which they disappear, only to reappear in a backwater thorp in Har'Akir to trade their wares. Since the conjoining of the Amber Wastes, they take the long way to Har'Akir, through tough-to-traverse but otherwise safe (if a bit foreboding) mountain passes that connect the large mountains and subsequent tombs of the Valley of Death of Sebua to the Valley of the Pharaoh's Rest in Har'Akir. In terms of architecture, Nekrepet is mostly a collection of tents surrounding the oasis, with the tent of those in the tribe who hold power (temporal or religious or otherwise) being closest to the carefully constructed igoudar mud-and-stone granaries (detailed below). Aside from the recently made igoudar, there is a remnant of whatever culture used to dominate the region. An old temple to forgotten Akiri gods rests but a mile away from the Southern Oasis, and it is from the stone hieroglyphs taken (temporarily) from its entrance and shown to the Akiri of Har'Akir that the name Nekrepet was given to the nomadic settlement. A long hallway, lined with sphinxes, crosses a series of pylons and arrives to the proper temple. This was originally surrounded by a lake, now long-gone, and presumed by the nomads to have been connected in some way to the Southern Oasis. Returning to the matter of the tents, some of the tents are covered with animal skin, and some are with mats. The closer one gets to Pharazia, the more mats and mugs are prominent, while Nekrepet, situated in Sebua's south, is far more traditional, and has no issues in hunting the animals of Anhalla to create more nets. Tents themselves tend to be constructed during the marital rites between one Sebuan nomad and another, with the phrase "making a tent" being a metaphor for being married (source: Wikipedia article on the Tuareg nomad group of the Sahara).

The Sebuan nomads are only a little over 100 when fully gathered, which is a rare occurrence. Usually, Nekrepet has 25-30 Sebuan nomads year-round, while the others either travel to distant wells in Sebua or towards the oases claimed by the Pharazian foreigners, such as Tawiel Akhdar and al-Khymer's Oasis. The Sebuan nomads have shaky relations with their new foreign neighbors to the east, and have been on cool, neutral terms with the Akiri to the west. For the Sebuans, the Pharazian encampments are doomed to fail at some point, so there is no use in speaking to what will soon be dead men. That doesn't stop them from trading with the 'doomed men', something which many an old soul within the nomad camps complains about, believing that it will bring ill fortune to their tribe. As for the Akiri, the Sebuans have traded with the people to the west long before the two lands were glued together. But the relationship stops at that; any attempt by the Akiri to learn more of the strange, black-robed and fully-veiled nomads from another desert were and are still met with silence. The Akiri themselves believe Sebua to be an even more forsaken land than their own, with some among them wondering if, due to the Akiri language scrawled in Sebuan ruins, Sebua itself is merely the future of the Black Land (and Har'Akir by proxy). Whenever the Sebuan nomads are altogether, it is both to discuss matters relating to their continued survival (what little water the rains have brought this season, what casualties have been taken in each tribe and how many births to offset that, where the animals have gone this season to feed, where the ancient dead have been spotted, etc.) as well as lighter, more jovial pursuits. The nomads compared jewelry and other valuables amongst themselves (usually attained from one of their trading partners), of which silver was highly sought after. The youth would engage in their own games, with more than a few being subtle ways of teaching them both how to fight and how to survive on their own. Sometimes music would be played from Nekrepet in these gatherings, though the volume would be carefully monitored by the elders, lest the sound attract any unsavory visitors.


In terms of food, the Sebuan nomads, as mentioned above, "can be seen by the oasis, gathering dates, slaying a wild goose, or milking their camels" (RR1 Darklords, page 86), at least when in proximity to Anhalla. They are wise enough to have stockpiled a significant portion of their food, whether it be caught game or grains, and have stored it within makeshift mud-and-stone granaries, known as igoudar. These igoudar have been built over time by the Sebuan nomads through the course of years, as the tribal elders knew that Sebua, even with its size, was still constrained; they could not simply migrate to a better ground as they wished, at least until recently. Nekrepet serves as the largest collection of igoudar, with the Sebuan nomads having built 4 and are in the process of building a fifth. But the most important source of food to the Sebuan nomads does not come from the harvesting of resources in Anhalla and their transportation back to Nekrepet; it comes from the dreaded Valley of Death, where even the most battle-hardened and courageous among them fear to tread. As mentioned in RR1 Darklords (page 85), " Once the bed of a river, the valley's floor is now a red, barren expanse that bleeds into the desert. The earth is dry, cracked, and scattered with stone. An occasional small flower, dark and thorny, pushes up from between the cracks." This flower, despite its thorns, is the Sebuan blue lotus, and it is venerated by the Sebuan nomads for two reasons. One, it is considered (by the Sebuans, and unsurprisingly to those who believe the Amber Wastes to be connected by time, the Akiri) to have emerged in the world from the primordial mud deposit before the dawn of creation. It was a potent symbol with a connection to life, death, rebirth, creation, healing, and the sun. Two, it is the very reason that the Sebuan nomads have survived for so long with their hearts still in their chest: much like how the Necropolitan Amaranth can ward against the Shroud of Necropolis, a single petal from this plant, when consumed, slows the user's heart rate while keeping them alive. The plant, through properties unknown to scholars (but that the nomads don't care about, so long as it's working) allows for the body to effectively be in a state similar to the spells "Feign Death" and "Gentle Repose" (though without the incapacitation and blindness of "Feign Death") while still functioning. They are effectively hibernating, while still piloting their bodies. Some believe that it is perhaps through the sheer force of will of the nomads, but that cannot be the case for all of them: even the children among them, who have not been through battles like the older ones, are obliged to consume the blue lotus' petals. It is through the harvesting of this plant that the Sebuan nomads thrive without attracting the Heart-Eater's attention; she has nothing to detect. While Tiyet may know from her mummy minions that they exist, they are like ghosts to her, unless she chances upon one of their camps on the horizon whenever she decides to roam the ruins of Sebua. It is thus the harvesting and distribution of the Sebuan blue lotus that gives Nekrepet its purpose: every Sebuan nomad tribe must come to Nekrepet to receive their tribe's share of petals. Of course, the amount of petals available in a given year can fluctuate with how harsh the land decides to be, and the people of Nekrepet are guaranteed to always have the lion's share of the petals...

Compared to the many quiet and unquiet tombs and monuments that dot the landscape, Nekrepet is young and new. It was only in 664 BC, a century after the land's arrival in the Mists, that the tribe which would found Nekrepet as a semi-permanent settlement would linger by the Southern Oasis for more than the usual week, thanks to a harsher-than-usual sandstorm. At least, that is the history told by the nomads to their children. It was in the immediate years following the forced settling-down of the nomads by the Southern Oasis that a brave and blessed few among their number found the blue lotus flower that keeps their population safe from the predation of (circa 665-675 BC). The development of Nekrepet as a distribution center (and as de facto capital of the desert nomads) occurred after that (circa 675-680 BC), and from then until the Great Upheaval, life continued as it always did for the nomads, but with the (historically new) benefit of not being hunted by the Heart-Eater and her minions as vigorously and viciously as before. The formation of the Amber Wastes cluster has led to both increased trade but increased risk for the nomads; as far as they're concerned, the more people overlook Sebua and believe it to be worthless, the better off they are. The more that people start poking and prodding around the ruins (gods forbid the Valley of Death), the more danger that they may face, especially if they have to share their sacred supply of the Sebuan blue lotus with anyone else.

The current leader of Nekrepet is Umeyda Ult Tissi. As the nomads are a matrilineal society, Umeyda commands the respect of all within Nekrepet, and thanks to Nekrepet's supply of the Sebuan blue lotus, this easily extends to all the Sebuan nomads in the domain. She is an old but wizened and grizzled woman, having tragically lost all her sons and daughters either to harsh desert conditions in the latter case or to the ancient dead in the former case. While she treats all of Nekrepet like her family, the loss of her own flesh and blood still stings her deeply. As the leader of Nekrepet, she also knows the most regarding the nomads' view of history. Namely, that they do not belong; they were never in Sebua during its golden years and are only a civilization that has decided to live within the abandoned ruins and feed off the scraps that remain, much like the blood-sucking insects of the Red Oasis. Much like her mother and grandmother before her, she continues the policy of silence when met with outsiders, especially in regards to any Akiri desiring to know more about them. Should the Akiri know that they are imposters and not the inheritors of the Black Land, Umeyda reasons, it will not take long for the Heart-Eater and her ancient dead hordes to scour them from this world. As born in superstition as this idea may be, Umeyda's word is still law.

The most prominent hunter (and all-around handyman) is Mellou Ag Rezkou. He is the most experienced in Nekrepet in regards to hunting the wildlife of Sebua, and the first to train other men in either handling the livestock or in performing the necessary tasks of nomadic life (with hunting being his personal favorite). He is usually the first to volunteer to go to Anhalla to get the necessary furs and pelts for the nomads' tents. It is well known to all the others in Nekrepet that Mellou, despite having found the silent oasis-city disturbing at first, has grown somewhat attached to it, and will often muse aloud of what it would be like to squat in its abandoned residences instead of having to put up with the harsh conditions outside (if it weren't for that damn Heart-Eater). Some will joke and jest that Mellou volunteers to go to Anhalla if only to gaze upon its fallen splendor, a notion he does not contest. What isn't well-known to others at all, is that Mellou has struck up something of a friendship with the wild children of Anhalla. Perhaps because he never had the time to have children of his own (and thus proved his worth to the tribe in other ways like hunting), but he has a fondness for them, and will try to get them to come near him with offers of food, like one would do with a cat on the street. If Umeyda found out, she would either have a heart attack in horror on the spot (as almost all--save Mellou--believe the wild children to be a bad omen and are to be left alone with no exceptions) or banish him to the wastes.

The primary trader in Nekrepet is Ourzig Ag Beh. He and his wife, Shemama Ult Salla, are responsible for leading a small contingent of their tribe to the mountain passes that connect Sebua and Har'Akir, so they may trade with the Akiri. They are also responsible, with the help of Mellou Ag Rezkou, in traveling to the Valley of Death after the rain has seeped into the dry river bed, when the Sebuan blue lotus is ripe for harvest. They are traditionalists, and while they appreciate the wares the Akiri give them, they keep their interactions with the Akiri brief and cool. As the two most responsible for acquiring the Sebuan blue lotus, it is Ourzig and Shemama who are the first to notice a dire portent: with every passing year, the harvest is beginning to diminish in quantity, and in quality as well. More and more do other tribes have to make do with less of the petals than they would like, effectively leaving one or two of their number with their hearts beating loudly in the ears of the Heart-Eater, and therefore leading to preventable losses. And of those that do, the duration of the Sebuan blue lotus has decreased gradually; what once gave them a year's worth of time until the next harvest has shortened into 11, then 10, then 9 months. The only difference between a usual Sebuan blue lotus and a diminished one is the amount of thorns, with the thornier ones yielding the best results. They have reported these findings to Umeyda, but she does not care what may happen to the other tribes; so long as Nekrepet, her children can still survive, then the others can join the old ones of this forsaken land. Ourzig believes this to be madness; the more numbers they have, the more likely the Heart-Eater and her ancient dead hordes are to waste unnecessary time trying to find their settlement in order to eat their hearts and flesh. With no other tribes around, and with all of them clustered by the Southern Oasis, extinction would be a matter of ill fortune, of a wandering mummy scout or the Heart-Eater herself, out on a walk away from Anhalla, stumbling upon their camps. It is this scarcity and this tension that has led to Ourzig and Shemama taking matters into their own hands; with their unsupervised travels to Har'Akir, they ponder more and more about taking a detour to the fledgeling Pharazian oasis encampments, and seeing if they can either trade something to help their plight, or beseech their help, thus breaking their traditional policy of silence.

Adventure Idea: Scholars of anthropology from the Core have heard of the Sebuan nomads, and one plans to do an in-depth survey and academic study on the differences between the Sebuan nomads and the Pharazian nomads. She'll need an escort to take her to the Southern Oasis (where they reputedly dwell), but things go awry when she sees that the nomads have left Nekrepet all but abandoned. There are tracks in the sand that can be followed. Had she arrived at the wrong time of year? What has spooked the settlers of Nekrepet to leave--and is it still out there, in the Sebuan sands?




* Tawiel Akhdar is detailed in pages 84-85 of the Ravenloft Dungeon Master's Guide for 3e.
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IanFordam
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Re: Community Idea: Settlements!

Post by IanFordam »

Stibbonston
way station in the Forest of Shadows, Darkon

Prior to the Requiem, trade between Rivalis and Martira Bay happened along the King's Highway and the Martira Highway, which both ran all the way to Il Aluk. The Requiem has cut off that particular route (and others), and to compensate a number of shortcut highways have been attempted. One such shortcut runs north and south between the King's and Martira Highways. The village of Stibbonston lies in the thick of the Forest of Shadows, approximately midway between the two.

Along this shortcut a man named Daniel Stibbons has established an inn to house travellers. When that proved successful (or at least successful enough) and others started moving nearby, Stibbons insisted that the nascent village be called Stibbonston. The inn is still the center of the village, but enough trees have been cleared to support two small farms.

The larger form is owned by the two Synistor brothers and worked by their cousins. However, because the Synsler brothers fight frequently and physically, the general feeling is that before long the farm will be owned by only the surviving Synsler brother. Meanwhile Widow Gabros and her daughter Varia own the smaller farm. They employ two hired hands to help with the labor. In the evenings, both of the hired hands are likely to be found drinking at Stibbons' inn. The Widow Gabros doesn't encourage the hired hands to socialize with her daughter, so the inn is where company may be found.

Stibbons is a dark-haired man with a well-trimmed moustache. He has a solid frame, although he isn't particularly strong. His partner is Walter Westerlaan, a burly blonde-haired man who usually wears a full beard. (Stibbons is a Mordentish expatriate, and Westerlaan comes from Lamordia, although both believe they grew up in Rivalis.) Usually Stibbons tends to the customer-facimg side of innkeeping while Westerlaan works behind the scenes. The inn's only employee is the stableboy, Ossel. In addition to tending customers' horses, Ossel also hunts in the Forest of Shadows to provide meat for the meals. (He is highly skilled with a sling.) Perhaps this valuable service is why Ossel is treated with particular leniency for someone of his age and position.

Stibbons has recently hired a blacksmith to set up shop near the inn. Clavus Eburze only recently finished his apprenticeship in Rivalis, so he lacks a full array of tools. However, he can affix horseshoes and make nails and fix farming implements, which is what he was hired to do. His future is looking bright, he figures, and so he's given considerable thought to wooing Varia Gabros.

The most peculiar bit about Stibbonston is its inclusivity. Even though all of the families in Stibbonston thus far are human, Stibbons and his neighbors absolutely will not stand to hear anything ill spoken in regard to halflings. Even human merchants from Martira Bay merely venting about their halfling competition from Rivalis will be asked (politely at first, but not indefinitely) to shut up. They also discourage halfling merchants from speaking ill of the humans, but they aren't nearly so vehement about their discouragement.
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Re: Community Idea: Settlements!

Post by Speedwagon »

I haven't been on the thread in a bit, but I did want to come on before I posted a settlement of my own (one in Valachan) to give some well-earned internet cookies to IanFordam and DustBunny! Thanks to the both of you for giving some really interesting to use locations! And no need to worry; the cookies are still edible and in good condition!
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