Brief information about a new campaign setting I whipped up and got really into developing. Â This is a tiny kingdom in the Hundred Kingdoms, heavily inspired by the Arthurian cycles and medieval English caste structure, with some slight undertones of Martin. Â Feel free to laugh at my map: I'm noob-like when it comes to using Campaign Cartographer. Â Though this is fairly long, it's only a fraction of the information I've been scribbling down about the kingdom. Â It doesn't touch on the kingdom's generations of war and current uneasy truce with Lucien Hills, their current bandit problem, their economic worth, their Mandate of Heaven might, their entire political structure or their other internal troubles.
This setting is current up to the eclipse of Calibration, RY 763.
CASTLEFIELD
Centuries upon centuries ago, Castlefield was part of a greater kingdom called Kirleann, which encompassed Castlefield, its western neighbour of Foxwood, its southern rival of Lucien Hills and two other nations that have since fallen into disrepair and internal conflict and can no longer rightly be called sovereign. Â Though the uprising that broke asunder the kingdom of Kirleann has long since destroyed the notion of duchies, in Castlefield, the rank-and-title conventions have held true: there is no Prince or King in this kingdom. Â The seat of power is held by Duke Anton Aylward, and there is no higher title.
Castlefield is a rather small nation by most standards, unable to boast more than 21,000 citizens spread between four major settlements and dozens of tiny farming communities. Â The nation maintains a standing army of only a thousand soldiers, one hundred of which are nobly-titled champions anointed by the city father's clergy and knighted by the Duke himself.
The class divisions between the noble and the common folk are gapingly wide in Castlefield. Â Despite the thousands of citizens, less than 10% of that number can claim noble blood or title, as there are only six remaining Houses -- the Aylwards (who are considered royal as they are the ruling family), the Kenways (fallen into disfavor and low numbers in the last two centuries since they were the ruling family), the Frewers (tied closely to the Aylwards through political alliance and marriage), the Cutteridges (who deal mostly with the Guild), the Ellwoods (considered lazy layabouts and generally useless nobles, even amongst the nobles) and the Lambricks (hardworking and slightly underhanded sorts who tend to finagle positions of power where they apply themselves). Â
Naming conventions in the lower classes tend to follow the trade or profession of the person who founded the family. Â As such jobs tend to be hereditary, it is not uncommon to find a carpenter named Carpenter, a smith named Smith, a candle-maker named Chandler, a silk trader named Mercer, or a merchant named Pennyworth or Silvers. Â This is not always the case, as the naming conventions of lands outside the kingdom have crept in over time, but it is a likely bet nonetheless.
Places of Note
Castle Hill - Named for the First Age ruin less than two miles from the town, Castle Hill is the bustling capital of the nation, holding a whopping 13,000 citizens within its walls. Â Duke Anton Aylward rules from here, aided by Mayor Anthony Mason and a small army of bureaucrats, as well as the Countess of the North, Maria Frewer, and the Count of the South, Darren Lambrick. Â
Farpost - Established two centuries ago by the then-ruling Duke Fraser Kenway, Farpost is an industry town of both foresters and miners. Â It is situated three miles from the treeline of the Deeping Wood, nestled in the nothern foothills. Â While Farpost produces moderate amounts of lumber, all shipments are earmarked for internal use instead of exportation. Â Farpost's chief concern is the copper, tin and especially iron deposits in the hills north of the town. Â Weekly shipments of ores are sent down the Northern Road for smelting in the blast furnaces of Castle Hill, and from there, distribution to the smiths or Guild merchants for sale outside the kingdom. Â
Cross Inn - Once a tavern at the crossroads, an entire village slowly grew up around it. Â Though less than 500 people call this village home, it often has first pick of the wines that come through from Foxwood, and any goods offered by landbound trading caravans on their way to Castle Hill. Â It was named after the Cross family, who originally built the inn a century ago, and who are the de facto leaders of the community.
Bywater - Bywater is the closest community anyone wanted to build to the Headwater Dam, and is by default the closest community to the Golden Shore, where nuggets of gold and infrequently orichalcum wash up. Bywater is smaller than even Cross Inn, with less than 350 people living there, but their trade contributions can sometimes be the most valuable, as gold and especially orichalcum have high market prices. Â The frequency of these discoveries is not very high, and this has rarely been incentive for citizens of Castlefield to migrate there. Â
Marsh Edge - A community that once called itself sovereign, it was defeated three hundred years ago and annexed by Castlefield. Â The people of Marsh Edge are crannog-men, and their town is built on the very edges of the Gilt Marsh. Â They are experts at navigating the treacherous wetlands and know how to best harvest its bounty. Â A longstanding pact with Silver-Edged Sorrow, the god of the marsh, allows them to produce quantities of rice to contribute towards trade.
Landmarks and Oddities of Nature
Golden Lake - This reservoir lake is two miles long, half a mile wide and is believed to be several hundred feet deep. Â It was formed long, long ago by the damming of the cliff-top river by the Headwater Dam. Â Oddly, the waters of this lake are not blue, but a soft glowing gold color, and the waters are always warm. Â All alchemical and thaumaturgical tests have not revealled any unusual or magical properties to the water, and divers have been able to locate neither the source for the glow nor the bottom of the lake. Â The lake features in one popular legend, in which certain days of the year enhance the chance of attracting good fortune if you throw a coin into the waters while wishing for increased luck. Â People returning from this pilgrimage often report seeing a strange woman dressed in white walking across the water with a wake of mist behind her. Â Also frequent from these pilgrims are stories of a mysterious island with First Age buildings on it that appears and disappears seemingly at random.
Headwater Dam - Whatever name this massive edifice held in the First Age has been lost to time, but it is now known throughout most of this area of the Hundred Kingdoms as the Headwater Dam. Â Five hundred meters high, and at least twice that wide, it is constructed out of massive tiles of white and black jade, inlaid with thick veins of orichalcum, moonsilver and starmetal in arcane patterns. Â This is not the most breathtaking feature, however: mounted on the sheer wall of the dam are five heads carved in the likeness of animals (lion, eagle, wolf, dragon and swan), out of which water from the Golden Lake pours to form the Sunset river a thousand feet below.
Sunset River - The river that flows from the Headwater Dam to meet the westward Avarice has tested negative for unusual or magical properties, and thaumaturges have been unable to explain the reason the river alights with the colors of sunset and sunrise at the appropriate times of day. Â Trackers who have noted the phenomenon have reported that the glow ends at the First Age markers denoting the boundaries of the old kingdom of Kirleann. Â If the river god and city father of Castle Hill, Agravaine, knows anything as to why the river changes color at sunset and sunrise, he has yet to reveal this knowledge to anyone.
Deeping Wood - A thick, dark, and generally mistrusted forest of deciduous trees. Â Rumors are that strange beings walk amid the trunks as well as all manner of unnatural and horrible beasts. Â It is well known that there is a First Age structure known as Deepwatch located somewhere near the center of the forest -- the oldest records in Castle Hill suggest such -- but no explorer has ever returned from expeditions to locate it.
First Age Ruins
(None indicated on the map)
Deepwatch, the Ruined Castle, Hillfort and the Outpost are the only known First Age ruins in Castlefield. Â
Deepwatch has never been explored, due to its location inside the cursed forest. Â
The Ruined Castle, located less than two miles from Castle Hill, has been picked clean of anything of worth. There are some theories that hidden hallways and chambers yet exist, but no one has been able to find them. Â The theories also suggest that perhaps during Calibration, when the castle appears whole once again, these secrets can be revealled, but since the doomed expedition durign Calibration five years prior to the Empress' disappearance that resulted in 14 men vanishing and 15-year-old Mary Porter being rendered catatonic, no one has been inclined to visit the structure during that time of the year.
The Hill Fort, located south of the Wild Cliffs in the gentle hills near a thin grove of trees, is often used as camping grounds for those hunting the wild boar that populate the area. Â It is considered safe, having long since been picked clean of anything of worth and all traps having been disarmed or triggered before Castlefield was sovereign. Â Whether this is the truth or not remains unknown, though nothing of note has happened there in living memory.
The Outpost is another fortified structure located fairly close to the border of Lucien Hills almost directly south of Castle Hill. Â Like the Hill Fort, it is considered safe for camping, and has been used in the past by detachments of the army when patrolling the border or hunting bandits in the area.
Notable Events
Two things still have the folks of Castlefield talking, though these events both happened several years ago. Â The first is the expedition to the Ruined Castle during Calibration in RY 758. Â No trace of these men have ever been found, and no cure for poor Mary Porter's catatonia has ever been found.
The second is when the Wyld Hunt rode through Castlefield for the first time in living memory. Â Ten Dragon-Blooded all dressed in their House colors and elemental jade rode through Castlefield to speak with the nobles. Â No one knows what was said in these meetings, though rumors abound aplenty about the demonic forces of the Deeping Wood. Â The Wyld Hunt left to ride into the Deeping Wood and were gone for two weeks. Â What they encountered in there was not spoken of upon their return, though they were missing three of their number. Â With them, they carried the body of an elderly man dressed in a style that struck many of the onlookers as a grandfatherly sort of scholarly bent, with strange silvery tattoos across his skin. Â They proclaimed him proof as their victory over the Anathema haunting the Wood, and left with the body. Â No Wyld Hunt has ridden through since, though the problems with the Wood have not diminished, leaving many to wonder if the nameless old man was Anathema to begin with.
This setting is current up to the eclipse of Calibration, RY 763.
CASTLEFIELD
Centuries upon centuries ago, Castlefield was part of a greater kingdom called Kirleann, which encompassed Castlefield, its western neighbour of Foxwood, its southern rival of Lucien Hills and two other nations that have since fallen into disrepair and internal conflict and can no longer rightly be called sovereign. Â Though the uprising that broke asunder the kingdom of Kirleann has long since destroyed the notion of duchies, in Castlefield, the rank-and-title conventions have held true: there is no Prince or King in this kingdom. Â The seat of power is held by Duke Anton Aylward, and there is no higher title.
Castlefield is a rather small nation by most standards, unable to boast more than 21,000 citizens spread between four major settlements and dozens of tiny farming communities. Â The nation maintains a standing army of only a thousand soldiers, one hundred of which are nobly-titled champions anointed by the city father's clergy and knighted by the Duke himself.
The class divisions between the noble and the common folk are gapingly wide in Castlefield. Â Despite the thousands of citizens, less than 10% of that number can claim noble blood or title, as there are only six remaining Houses -- the Aylwards (who are considered royal as they are the ruling family), the Kenways (fallen into disfavor and low numbers in the last two centuries since they were the ruling family), the Frewers (tied closely to the Aylwards through political alliance and marriage), the Cutteridges (who deal mostly with the Guild), the Ellwoods (considered lazy layabouts and generally useless nobles, even amongst the nobles) and the Lambricks (hardworking and slightly underhanded sorts who tend to finagle positions of power where they apply themselves). Â
Naming conventions in the lower classes tend to follow the trade or profession of the person who founded the family. Â As such jobs tend to be hereditary, it is not uncommon to find a carpenter named Carpenter, a smith named Smith, a candle-maker named Chandler, a silk trader named Mercer, or a merchant named Pennyworth or Silvers. Â This is not always the case, as the naming conventions of lands outside the kingdom have crept in over time, but it is a likely bet nonetheless.
Places of Note
Castle Hill - Named for the First Age ruin less than two miles from the town, Castle Hill is the bustling capital of the nation, holding a whopping 13,000 citizens within its walls. Â Duke Anton Aylward rules from here, aided by Mayor Anthony Mason and a small army of bureaucrats, as well as the Countess of the North, Maria Frewer, and the Count of the South, Darren Lambrick. Â
Farpost - Established two centuries ago by the then-ruling Duke Fraser Kenway, Farpost is an industry town of both foresters and miners. Â It is situated three miles from the treeline of the Deeping Wood, nestled in the nothern foothills. Â While Farpost produces moderate amounts of lumber, all shipments are earmarked for internal use instead of exportation. Â Farpost's chief concern is the copper, tin and especially iron deposits in the hills north of the town. Â Weekly shipments of ores are sent down the Northern Road for smelting in the blast furnaces of Castle Hill, and from there, distribution to the smiths or Guild merchants for sale outside the kingdom. Â
Cross Inn - Once a tavern at the crossroads, an entire village slowly grew up around it. Â Though less than 500 people call this village home, it often has first pick of the wines that come through from Foxwood, and any goods offered by landbound trading caravans on their way to Castle Hill. Â It was named after the Cross family, who originally built the inn a century ago, and who are the de facto leaders of the community.
Bywater - Bywater is the closest community anyone wanted to build to the Headwater Dam, and is by default the closest community to the Golden Shore, where nuggets of gold and infrequently orichalcum wash up. Bywater is smaller than even Cross Inn, with less than 350 people living there, but their trade contributions can sometimes be the most valuable, as gold and especially orichalcum have high market prices. Â The frequency of these discoveries is not very high, and this has rarely been incentive for citizens of Castlefield to migrate there. Â
Marsh Edge - A community that once called itself sovereign, it was defeated three hundred years ago and annexed by Castlefield. Â The people of Marsh Edge are crannog-men, and their town is built on the very edges of the Gilt Marsh. Â They are experts at navigating the treacherous wetlands and know how to best harvest its bounty. Â A longstanding pact with Silver-Edged Sorrow, the god of the marsh, allows them to produce quantities of rice to contribute towards trade.
Landmarks and Oddities of Nature
Golden Lake - This reservoir lake is two miles long, half a mile wide and is believed to be several hundred feet deep. Â It was formed long, long ago by the damming of the cliff-top river by the Headwater Dam. Â Oddly, the waters of this lake are not blue, but a soft glowing gold color, and the waters are always warm. Â All alchemical and thaumaturgical tests have not revealled any unusual or magical properties to the water, and divers have been able to locate neither the source for the glow nor the bottom of the lake. Â The lake features in one popular legend, in which certain days of the year enhance the chance of attracting good fortune if you throw a coin into the waters while wishing for increased luck. Â People returning from this pilgrimage often report seeing a strange woman dressed in white walking across the water with a wake of mist behind her. Â Also frequent from these pilgrims are stories of a mysterious island with First Age buildings on it that appears and disappears seemingly at random.
Headwater Dam - Whatever name this massive edifice held in the First Age has been lost to time, but it is now known throughout most of this area of the Hundred Kingdoms as the Headwater Dam. Â Five hundred meters high, and at least twice that wide, it is constructed out of massive tiles of white and black jade, inlaid with thick veins of orichalcum, moonsilver and starmetal in arcane patterns. Â This is not the most breathtaking feature, however: mounted on the sheer wall of the dam are five heads carved in the likeness of animals (lion, eagle, wolf, dragon and swan), out of which water from the Golden Lake pours to form the Sunset river a thousand feet below.
Sunset River - The river that flows from the Headwater Dam to meet the westward Avarice has tested negative for unusual or magical properties, and thaumaturges have been unable to explain the reason the river alights with the colors of sunset and sunrise at the appropriate times of day. Â Trackers who have noted the phenomenon have reported that the glow ends at the First Age markers denoting the boundaries of the old kingdom of Kirleann. Â If the river god and city father of Castle Hill, Agravaine, knows anything as to why the river changes color at sunset and sunrise, he has yet to reveal this knowledge to anyone.
Deeping Wood - A thick, dark, and generally mistrusted forest of deciduous trees. Â Rumors are that strange beings walk amid the trunks as well as all manner of unnatural and horrible beasts. Â It is well known that there is a First Age structure known as Deepwatch located somewhere near the center of the forest -- the oldest records in Castle Hill suggest such -- but no explorer has ever returned from expeditions to locate it.
First Age Ruins
(None indicated on the map)
Deepwatch, the Ruined Castle, Hillfort and the Outpost are the only known First Age ruins in Castlefield. Â
Deepwatch has never been explored, due to its location inside the cursed forest. Â
The Ruined Castle, located less than two miles from Castle Hill, has been picked clean of anything of worth. There are some theories that hidden hallways and chambers yet exist, but no one has been able to find them. Â The theories also suggest that perhaps during Calibration, when the castle appears whole once again, these secrets can be revealled, but since the doomed expedition durign Calibration five years prior to the Empress' disappearance that resulted in 14 men vanishing and 15-year-old Mary Porter being rendered catatonic, no one has been inclined to visit the structure during that time of the year.
The Hill Fort, located south of the Wild Cliffs in the gentle hills near a thin grove of trees, is often used as camping grounds for those hunting the wild boar that populate the area. Â It is considered safe, having long since been picked clean of anything of worth and all traps having been disarmed or triggered before Castlefield was sovereign. Â Whether this is the truth or not remains unknown, though nothing of note has happened there in living memory.
The Outpost is another fortified structure located fairly close to the border of Lucien Hills almost directly south of Castle Hill. Â Like the Hill Fort, it is considered safe for camping, and has been used in the past by detachments of the army when patrolling the border or hunting bandits in the area.
Notable Events
Two things still have the folks of Castlefield talking, though these events both happened several years ago. Â The first is the expedition to the Ruined Castle during Calibration in RY 758. Â No trace of these men have ever been found, and no cure for poor Mary Porter's catatonia has ever been found.
The second is when the Wyld Hunt rode through Castlefield for the first time in living memory. Â Ten Dragon-Blooded all dressed in their House colors and elemental jade rode through Castlefield to speak with the nobles. Â No one knows what was said in these meetings, though rumors abound aplenty about the demonic forces of the Deeping Wood. Â The Wyld Hunt left to ride into the Deeping Wood and were gone for two weeks. Â What they encountered in there was not spoken of upon their return, though they were missing three of their number. Â With them, they carried the body of an elderly man dressed in a style that struck many of the onlookers as a grandfatherly sort of scholarly bent, with strange silvery tattoos across his skin. Â They proclaimed him proof as their victory over the Anathema haunting the Wood, and left with the body. Â No Wyld Hunt has ridden through since, though the problems with the Wood have not diminished, leaving many to wonder if the nameless old man was Anathema to begin with.