Settlements of the Adakkian Sound Region
By Geoff Gander
This article describes the various numbered settlements shown on the
map of the Adakkian
Sound region. Simply match the number of the settlement to the corresponding number in
this document. Each settlement is described in terms of population, a brief history, and
interesting events that are taking place there. There are also suggested activities for
players passing through the area.
- Kastelios
(pop. 25,000): One of the more accessible cities on Davania, Kastelios
is rapidly opening up to the traders of the Known World, such as those from Minrothad,
Ierendi, and occasionally Thyatis. This port city of the former Milenian Empire has
experienced a renaissance as both eager traders and tourists flock to its harbours, to
what has been dubbed The Gateway to the South, in search of adventure and profit.
The city itself has undergone considerable expansion in recent years as explorers and
settlers arrive in a steadily growing trickle, slowly overwhelming the meagre port
facilities. Kastelios strategic position between the Amoros and Vasilios river
systems, and its commanding view of the Serpent Strait, has attracted the attention of
Thyatis, ever eager to strengthen its foothold on the continent. Meanwhile, Minrothaddan
traders have been attempting to buy out the local trading houses, in order to create a
captive market for their goods. Between these two outside powers, and conflicts with other
city-states on the Meghala Kimata Plains, there is no shortage of intrigue in Kastelios.
Behind closed doors and in dark alleyways, people gather to foment their plans, whether
they are pro-Thyatian annexationists, would-be despots, or those who would rebuild the
Milenian Empire. Players may become involved in these plans unwittingly, and soon find
themselves the targets of street gangs or secret societies. Players can find just about
any kind of work here, and Kastelios is an excellent staging point to introduce them to
the wonders of Davania.
- Garganin
(pop. 20,000): Formerly a colony of Hule, Garganin lost contact with
its motherland over 150 years ago, and has not regained it since. Due to this longer
period of isolation, the inhabitants of this city do not share many of the beliefs of
their compatriots in Hule. They do not have expansionistic drives, and the worship of
Bozdogan is not nearly as prevalent. In fact, immersion in a foreign environment has seen
them adopt many of the Immortals worshipped in other city-states, such as Zirchev, Halav,
Petra, Asterius, and others. As such, the inhabitants of Garganin no longer consider
themselves Huleans, and wish to be left alone to deal with their own problems, such as
frequent humanoid raids. Players may find employment here as bandit hunters (a big problem
here), or guards. They may also wish to settle down here, as the citys ruler is
always eager to obtain protection for his citizens, and is not above granting land to do
it. Unlike its neighbour, Kastelios, Garganin does not have a reputation for welcoming
newcomers, and in fact tries to have as little to do with them as possible.
- Kalavronti
(pop. 9,500): Kalavronti was a bustling mining and agricultural town
during the height of the Milenian Empire, but now this ancient town has fallen on hard
times. Increasing bandit raids have reduced the wealth and productivity of the town, and
made its populace suspicious of outsiders; but has also instilled in the people a sense of
self-sufficiency. There is a general feeling that conditions are bad, but they could be
worse, and so there is no reason to rely on outside powers to solve problems. Players who
offer their services as bandit hunters will be welcomed and appreciated, but any attempts
to try to reincorporate Kalavronti into the outside world will be met with resistance.
- Mivosia
(pop. 21,000): Mivosia was, and still is, one of the most powerful
city-states along the Meghalo Fithi river system. Its elite corps of soldiers have managed
to subjugate the surrounding villages, and its leaders are determined to bring order to
the region. If any inland Davanian cities have any hope of resurrecting the Milenian
Empire, Mivosia would be among those most likely to be able to do it, if its leaders could
present a united front. Order is maintained here only by the iron-fisted rule of the
governing elite, which ties the peasants to their land, and keeps the citizenry in their
place. Mivosia is not an inviting place to travellers.
- Ilioloosti
(pop. 18,700): Ilioloosti is the sister-city of Mivosia, which,
although lacking the same smug pride of that city, still manages to dominate the villages
in its area. Its government has managed to maintain some semblance of Milenian democracy,
albeit a corrupted version. Perhaps the greatest attraction of this city is its famous (at
least, by local standards) Academy of the Arts, where philosophers, artists, and writers
hone their skills under the tutelage of acknowledged masters, and some surviving documents
of the Milenian Empire are known to exist. It is also at the Academy where revolutionary
ideas, such as the full restoration of Milenian democracy, are being discussed. For
passers-by, Ilioloosti is an island of relative peace in a veritable sea of chaos and
uncertainty, where it is possible to obtain employment as caravan guards, explorers, or
spies (the rivalry with Mivosia is deeply entrenched).
- Cyclonia
(pop. 9,500): Once a great mining centre, Cyclonia has been in decline
for the past thousand years. At the height of Milenian power, Cyclonia was a great city of
85,000, many of whom were great stonemasons, sculptors, smiths, and jewellers. After the
collapse of the empire in BC 50, the generals in command of the city were able to hold it
against barbarian attacks from the Meghales Amosses Desert. Since it was a largely
isolated settlement to begin with, full knowledge of the empires collapse did not
reach it until BC 38. Alarmed at the development, Cyclonias leaders organized
several expeditions to gain control of as much land as possible over the next 300 years,
knowing full well that the city could not survive on its own for long due to a lack of
arable land in the region. During this time barbarian and humanoid incursions became more
frequent, and the citys strength began to ebb under the pressure as losses could not
be easily replaced. One group of colonists from Cyclonia managed to find greener pastures,
and founded the city of Aelios (#17 on the map). Disheartened over the apparent
hopelessness of the situation, people left Cyclonia over the years, taking their chances
with the unknown. People coming to Cyclonia will at first think the place is in ruins,
since most buildings are dilapidated from neglect. At the centre of the ruins lies a town,
surrounded by high walls and guarded vigilantly. Passers-by will likely attract the
attention of the locals, as potential saviours to lead them to a safer place, or to help
them reclaim their city.
- Hrissopoli
(pop. 7,000): Hrissopoli was, in its heyday, the sister-city to
Cyclonia. It boasted a population of 67,000, though it experienced a much more rapid
decline. With the collapse of central authority in BC 50, Hrissopolis army found
itself without reliable communications or instructions, and soon feel victim to the
rampaging humanoid hordes swarming out of the Adakkian Mounts. Within three weeks, over
three-quarters of the city had been looted and burned, the rest spared destruction when
the horde began to squabble amongst itself, and was finally driven out by the remaining
inhabitants. Since then, Hrissopoli has recovered somewhat through sporadic trading with
Ilioloosti and Telos Taksidhi, though repeated barbarian and humanoid raids have prevented
the town from regaining its former glory. Newcomers to the scene will be looked upon with
caution, and if proven non-threatening, will be looked upon as possible saviours against
the raids. Adventurers would have their work cut out for them.
- Telos Taksidhi
(pop. 9,000): Largely a farming community, Telos Taksidhi was
never a very important town in the Milenian Empire. The old overland trade routes bypassed
it completely, and few people ever came or left. It was so far off the proverbial beaten
path that even the collapse of the Milenian Empire did not affect local events very much.
Due to its isolation, this town has always been relatively self-contained, and continued
to be such after BC 50. The first extensive contact with outsiders since the collapse was
with a Minrothaddan explorer in AC 979, who returned home and obtained permission from the
merchant houses to open a trade route to the region in order to obtain rare spices,
fruits, and vegetables. Thus was interest in the town, and the Green Coast in general,
born. Only now are residents learning the true extent of what happened over the past
thousand years, and now the Telosians are beginning to question why they have been so
lucky in comparison. The only interesting feature in this town is the Minrothad
consulate/trading post, the towns only connection to the Known World, a fact of
which the Minrothaddans are very aware, as they slowly entrench themselves into the
regional economy.
- Polakatsikes
(pop. 8,600): This marginal farming town was barely established
when the Milenian Empire collapsed. At the time, it was among the southernmost of Milenian
settlements, and near the source of the great Meghalo Fithi river. Aside from these
distinctive features, this town is quite unremarkable, save for its almost total
isolation. This isolation was a considerable problem over the last millenium, as
incursions from the desert nomads to the south. In general, though, the town has managed
to hold off all but the worst of the raids, and achieve some measure of prosperity. The
people here vaguely remember the Milenian Empire, and do not miss it, for the one thing
that remains clear in their memories as a people is the fact that they were ignored even
then. People who arrive at this town will find a large group of rugged individualists,
ruled by a town council, who bow to no one - but will happily accept any aid against the
raids that still occur now and then.
- Raven Scarp
(pop. 20,000): Originally the main meeting place of the Raven Clan
Hinterlanders, this area was conquered around AC 988, along with stretches of the Davanian
coastline near here. Today, it is a bustling port city that receives goods from Minrothad,
Yavdlom, Ierendi, Kastelios, Ochalea, the Pearl Islands, and occasionally Cestia. For many
people, this is the first taste of Davania, where many come to start a new life - though
Kastelios is now rapidly rising as another gateway. Unlike Kastelios, new arrivals here
must pass through a rigamarole of Thyatian bureaucracy - from entry visas to personal
documentation checks to verification of land allocation for those seeking a new start
here. This is another useful place for characters to begin their exploration of Davania -
one that lacks much of Kastelios "anything goes" atmosphere, but has a
slightly thicker veneer of "Known World sensibilities and hospitality". It is no
less dangerous or full of intrigue, though.
- Manacapuru
(pop. 7,600): The ancient stone city, capital of the Manacapuru
tribespeople, was once known as Ixachitl, a prosperous, but little-known Oltec city-state
descended from the ancient nation of Orimul, which vanished along with many other Davanian
nations in the battles against the Carnifex hordes of Yhog. Ixachitl flourished
until roughly BC 200, when a rival faction within the citys leadership arose that
questioned the wisdom of maintaining peace with the Milenian Empire. This faction,
encouraged by Atzanteotl, gained control of the city through a bloody coup and proceeded
to make war upon the neighbouring Milenians. The war ended with a crushing defeat for
Ixachitl, which was then plunged into anarchy, in which thousands either died or fled into
the jungles, and the worshippers of Atzanteotl were left in control of a pile of rubble.
Over the following centuries, almost everything of the original culture was forgotten, and
now the descendants of those followers of Atzanteotl are little more than savages, who
revere their treacherous Immortal still, and have perfected the art of poisoning weapons.
The city has been rebuilt anew, and is now reminiscent of those settlements occupied by
the Children of the Viper in the Atruaghin Clans, evidence to some of divine
instruction
- Glauqnor
(pop. 10,500): Glauqnor is the second-largest settlement in Emerond,
and as such it has more than its share of activity. Here, a traveller can find numerous
attraction that are available in other larger settlements, overlaid with the mysterious
Emerondian culture. Apart from this, however, Glauqnor has little to offer the
adventure-seeker. This place is quiet, just how the inhabitants like it.
- Izmira
(pop. 12,000): Izmira is the capital city of the Kingdom of Emerond, and
much of the adventure opportunities available in other capitals can also be found here. As
the official residence of the royal family, Izmira offers many plots - by natives and
foreigners alike, for would-be heroes to foil. Besides the inherent beauty of this city
(like all Emerondian settlements, Izmira seems to have been "grown" out of
living plant matter, rather than built), travellers can uncover many mysteries about the
Emerondians. It is said that documents containing information on the true origins of the
Emerondians can be found somewhere beneath the city, as well as detailled accounts of
events in northern Davania over the past thousand years, possibly the only ones in
existence.
- Schweidnitz
(pop. 2,500): Founded in AC 977 as a military outpost of the
Heldannic knights, Schweidnitz has since grown into a moderately prosperous rest stop for
ships travelling the northern coast of Davania to the Adakkian Sound or to the Strait of
Izonda. Ships plying the opening trade routes between the Known World and the Savage
Baronies, and who do not which to risk overland travel across the Neck on the Serpent
Peninsula, often stop here to restock essential supplies and for some shore leave for the
crew. Yavdlom offers few ports of sufficient size on its western coast, and a direct
journey from Kastelios to Slagovich, while shorter, is more expensive in terms of docking
fees, and the Kastelians lack the resources to provide armed escorts on demand (for a
small fee). These factors have made Schweidnitz quite prosperous considering its location.
The climate here is mild, considering its latitude, and the waters of Schweidnitzere
Bucht (Schweidnitzer Bay) are warm and filled with all forms of fish. The soil is
also quite rich; this colony has no problems feeding itself. The local activities here are
agriculture, shipbuilding, and mining - primarily for iron and silver. The leadership of
the Heldann Freeholds is planning to expand this settlement, in order to tighten the
Heldanner claim to the area. Apart from colonists, many would-be explorers come here to
unlock the mysteries of the Izondian Desert, as well as learn about the wonders of the
nearby Adakkian Sound. Players who venture here can find numerous forms of employment
here, as in any frontier town.
- Porto Santuário
(pop. 8,700): Founded in AC 976 as a way-station for Texeiran
merchantmen plying their trade further south, Porto Santuário has since grown into a
prosperous garrison town. Protected on its three landward sides by high walls, and by a
sea wall along the Sound, its residents feel quite safe. Many inhabitants make a living
mining the nearby hills for copper, platinum, and rubies, which are in abundance here.
Many other squander their earnings at the numerous pubs and gambling houses - the other
pillars of the local economy - while some save up their earnings and build palatial
estates outside the confines of the town. Many travellers find themselves here on their
way to the Izondian Desert, or further south towards the source of the Sound. Along with
Beira (number 16 on the map), this town forms half of the so-called "Texeiran
gate" (or the Texeiran Noose, depending on your sympathies). Both of the towns are
situated on either side of the entrance to the Adakkian Sound such that they can control
access to it. The Texeiran grip on the area will be tightened further when the settlement
of Torres Novas is established sometime around AC 1007. It will be located 2 hexes due
north of Porto Santuário, and will allow the "Gate" to be closed firmly. So
far, the Gate has enlarged Texeiran coffers considerably, as any ship wishing to enter the
Sound in order to access the other ports and colonies along its shores must pay a tariff
valued at 5% of the net worth of the goods carried on board, or face the wrath of the
Texeiran Southern Fleet based in both Beira and Porto Santuário. What this amounts to is
a tax on visiting ones colonial possessions deeper within the Sound, and for doing
business in the region. Needless to say, the atmosphere is very tense, and it would not
take much for hostilities to erupt. As it stands now, no one has yet discovered a safe
overland route into the Sound, and no one yet can match Texerian naval prowess in the
region. Travellers can find employment here as explorers, assisting homesteaders in
gaining control of their land, and as sell-swords. They might also be lured by rumours of
great wealth for the taking hidden in ruins deep within the jungle...
- Beira
(pop. 7,400): Founded as a trading post in AC 968 for obtaining rare wood
and spices from nearby natives, Beira has only recently grown into the fortress town it is
today. Along with Porto Santuário (location 15 on the map), it forms the "Texeiran
Gate", a strategic arrangement of colonies that commands access to the Sound (please
see the description under location 15 for more information). This is where the similarity
ends with its sister town. Where Porto Santuário is relatively frontier-like, and often
violent, Beira is far more settled and peaceful. The local Oltec tribespeople trade
peacefully with the Texeirans, trading their gold and pelts for Texeiran weapons and
amenities such as cast-iron pots. Enterprising players can find employment here as caravan
guards, mercenaries, or as explorers.
- Aelios
(pop. 9,000): Aelios is a fishing and farming town established by
refugees from Cyclonia (location 6 on the map) in AC 307, during the migrations that
followed the collapse of the Milenian Empire. Few people come to this town, save for the
occasional Vilaverdan or Texeiran explorer heading inland to trade with the tribespeople
of the Meghales Amosses Desert. Travellers will find an independent people here, who have
largely abandoned Milenian ways save for their language and architectural styles.
- Port Elsterbury
(pop. 6,000): Founded by Bellayne in AC 927, Port Elsterbury was
originally supposed to be a staging area for a massive colonization effort to head off
Renardois efforts at colonizing the Sound. The land rush failed to materialize, and
efforts to drain the swamplands at the mouth of the Charing river, upon which the town was
built, failed. Only a trickle of people ever came to this place, and these were often the
outcasts of Bellayne society - derelicts, fugitives from justice, and the like. Travellers
coming here will see what are obviously once-opulent palaces, manors, and public buildings
being used as flophouses, taverns, and gambling halls. Truly an urban planning disaster.
In fact, it is only by virtue of the 500-man garrison here that the town remains a colony
of Bellayne - otherwise it would have been abandoned to its own fate (there is a strong
pro-imperialist faction in the Bellayne government that has managed to keep the troops
here). Despite the military presence, Port Elsterbury is a free city for all intents and
purposes, and anything can be traded here for a price, including slaves. Lawfully-aligned
adventurers would not wish to stay here long - the aura of social decay and malevolence is
strong here - and any newcomer to this town who is not careful will be relieved of their
valuables. Enterprising adventurers could offer to clean up the place for Bellayne for a
reward (or perhaps governance of the town), but they would have their work cut out for
them.
- Jelgavpils
(pop. 4,000): Founded around AC 500 by Littonian explorers who had
been lost at sea for weeks, and has subsequently mixed with some of the natives,
Jelgavpils is a moderately prosperous city-state, though it is little more than a town.
Although there has been no contact with Littonia for centuries, the people here have kept
much of their culture. Built on the Jelgava river, Jelgavpils commands a strategic
location on prime agricultural land. The inhabitants grow their own vines for winemaking,
raise their own livestock, and see to their own affairs. Generally, they are content with
their existence, and wish to be left alone - shunning contact with most of the other
settlements along the Sound. Adventurers finding this town will be treated with
hospitality, and will be assisted in any way possible, but no great efforts will be made
to encourage prolonged contact with outsiders.
- Thalla
(pop. 8,500): Thalla was founded around AC 250 by refugees from the
growing chaos in the ancient nation of Varellya. Since then, this town has been destroyed
and rebuilt four times as wars, raids, and natural catastrophes have taken their toll on
the people here. Nestled at the source of the Jelgava river (which the Thallans call the
Vrall river), Thalla sustains itself with its farms, fishing, and hunting in the jungle.
Life here is hard, not only because of periodic kara-kara raids, but also because of
isolation. There is infrequent contact with Jelgavpils by way of the river, for the route
is long and dangerous, and neither town has much in the way of trading goods. Over the
centuries, much of the Varellyan culture has been lost, with the people retaining only
fragments of their language and some basic customs. In every other way they have developed
a new identity, such that they are Varellyan in name only. People venturing to this town
will find the inhabitants to be a determined lot, fighting for everything they have, but
willing to extend a welcome to strangers who prove themselves to be non-threatening.
Eliminating some of the threats in the region would also earn the trust of these people.
- Cap Saint-Renard
(pop. 6,800): Cap Saint-Renard was founded in AC 879 as a
way-station for explorers and traders headed further inland. Large-scale settlement did
not begin until AC 894, when substantial deposits of diamonds were discovered in some
nearby hills. Since then, thousands have come here to seek their fortune. Today, Cap
Saint-Renard is a prosperous town, full of shops and inns serving numerous travellers.
This colony has the richest deposits of diamonds in the whole region, and its soils
provide its plantations and farms with bountiful harvests. There is plenty of work to be
had here for adventurers as guards, miners, and as explorers to stake claims and to expand
Renardies colonial holdings.
- Shaedrin
(pop. 3,800): Founded by halflings knocked off course during the great
migration towards Brun in BC 1300, this settlement has remained largely undisturbed for
centuries. Although there is considerable contact with outsiders, and the ruling sheriff
encourages open exchange of goods, society here remains largely closed to outsiders. There
are no foreigners living within Shaedrins bounds, and the inhabitants like it this
way. These attitudes are actually a holdover from the period when the halflings were
driven from their homes by the Varellyans so long ago, though there are no records of the
original events. This place provides good opportunities to observe halfling culture as it
was before extensive contact with outsiders, where Lalor is spoken almost exclusively, and
traditions now forgotten in the Five Shires are still practised. Overall, the halflings
here are independent, but willing to receive outsiders for a time - so long as they do not
try to impose their ways or overstay their welcome.
- Porto Cabinda
(pop. 9,000): This Vilaverdan colony was founded in AC 950, and
was the southern half of what was for a time known as the "Vilaverdan Fortress"
- two ports controlling access to the interior of Davania and the Brasol Mountains. In
most respects it functions the same way as the Texeiran Gate, but most of the riches
gained from it have since been lost to the operation maintained by their colonial rivals,
the Texeirans. Needless to say, tensions have increased between the two nations, and
full-scale war between the two is not unlikely in the coming years. Despite the tensions,
Porto Cabinda remains prosperous, exporting the exotic fruits and vegetables, as well as
sugar cane, grown on its plantations. Generally a quiet place, farther removed from the
frontier existence experienced by so many other settlements of this region.
- Săo Paulo
(pop. 7,400): Founded in AC 955, this Vilaverdan town forms the
northern half of the so-called "Vilaverdan Fortress", which for several years
controlled access to the interior of the continent. In many ways it is much like its
counterpart, Porto Cabinda, with its pleasant farms and its plantations, supplying rich
crops of tropical fruits and vegetables, as well as supplies of rubies from nearby mines.
Generally a pleasant town, like its southern counterpart.
- Klath-Tzarth
(pop. 8,800): This unusual town was founded around
AC 300 by an expedition of Adakkian Carnifex and their Troglodyte servants, at the
confluence of what they called the Shakkor and Yhgg rivers, and upon the ruins of
the Varellyan city of Priallus. They named it Abb-Hzoth. By AC 400, the town was
rapidly growing, and the Carnifex rulers began making plans to expand their holdings and
drive out those of other races. They did not get far, however, before a horde of lizard
men, who had been wandering for centuries after the destruction of their homeland to the
southwest, decided to move in and take control. Meeting with some rebellious Troglodytes,
they encouraged thoughts of revolt, promising them freedom if they helped them conquer the
town. Within weeks, the Troglodyte servants rose up against their masters, and slaughtered
them, suffering great losses in the process. Unfortunately, the lizard men had no
intention of giving the Troglodytes their freedom, and moved in and exterminated the
weakened victors. Renaming the town Klath-Tzarth, the lizard men remade it to their
liking, destroying the unpleasant obsidian buildings and replacing them with ones of more
mundane stone. Since then, the population has grown slowly, eking out an existence from
the surrounding lands and the nearby Bogs of Greth through fishing and primitive farming.
Some money is also made by providing guides to lead travellers to half-sunken ruins (many
of them Varellyan) scattered throughout the marshlands, and by hiring out warriors as
mercenaries (as Vilaverde is doing in preparation for a war with Texeiras). Apart from
these activities, there is little contact with the outside world - few would want to come
here, and the inhabitants do not want the interference of outsiders. Thus this town
remains a mystery, which some enterprising merchants see as virgin territory for their
goods. Adventurers would have little to do here, save for exploring the nearby ruins, and
possibly learning about the now-forgotten deed against the Carnifex and their servants.
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