Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


Marching order:

Jack
Finnabar
Xerafine
Bein

Movement:

Hours to cross:
Party speed 15: Plains: 11; Forest/Hills: 16; Swamp/Mountain: 20;
Party speed 20: Plains: 8; Forest/Hills: 12; Swamp/Mountain: 15;
Party speed 30: Plains: 5; Forest/Hills: 8; Swamp/Mountain: 10;
Party speed 40: Plains: 4; Forest/Hills: 6; Swamp/Mountain: 8;
Party speed 50: Plains: 3; Forest/Hills: 5; Swamp/Mountain: 6;
Roads half these times, highways half the time again (1/4)

Hours to explore:
Party speed 15: Plains: 24; Forest/Hills: 32; Swamp/Mountain: 40
Party speed 20: Plains: 16; Forest/Hills: 24; Swamp/Mountain: 32
Party speed 30: Plains: 8; Forest/Hills: 16; Swamp/Mountain: 24
Party speed 40: Plains: 8; Forest/Hills: 16; Swamp/Mountain: 16
Party speed 50: Plains: 8; Forest/Hills: 16; Swamp/Mountain: 16

Watches:

Finnabar
Bein
Jack
Xerafine

Exploration Map

Geography:

GEOGRAPHY:

The continent of Canarin surrounds the inland Dachasin Sea (This area is the equilvialant of real-world Europe). It consists of a large number of countires mostly ruled by hereditary rulers (Kings and Queens) although other systems are in place in some smaller areas like the city-states of Terraco.and extends westwards past vast deserts, mountains and steppe. The Eastern-most country of Canarin, and one of the most powerful is Illisarn. To the East, and close to Canarin lies another continent which rises almost straight out of the sea into a vast mountain range that runs from the frozen north to the frozen south. On the Western side of this mountain range and reaching close to Canarin lies a temperate penninsula on which lie the lands of Thirden, Prales and Vithan.

On the Eastern Side of the mountain range spreads a vast (and i mean VAST) wasteland simply called the Salt Waste. This area is only populated by Elves, who have the ability to last for long periods without water and is strewn with ancient and mysterious ruins.

The far side of the Salt Waste lies another mountain range beyond which lies the Colonies of the Salt Coast. Including (in the south) the Illisarnian colonies of the River Kingdoms and the younger Vithanian colony of Restov.

Eastern Lands

Canarin

History:

HISTORY

From the beggining of recorded history the Salt Wastes have formed an impassable barrier to the East. Sandwiched between two vast mountain ranges and streaching from the far frozen north to the extreme south this area has become the stuff of legends.

Approximately 500 years ago, however, the Illisarnian trader Veneir Valtiere managed to formalise an agreement with the elves to allow passage through the Salt Wastes to the unknown lands of the East. This monopoly on access to unique furs, spices, foods and gold led to Illisarn becoming extremely powerful and rich, and led to the establishment of a series of colonies collectively known as The River Kingdoms in the Eastern Lands.

About 200 years ago these colonies rebelled against Illisarn, leading to a collapse of their power and the estblishment of trade with the other countries of Canarin. The most important of these, due to its position on the Eastern Continent itself, was Vithan. The River Kingdoms, which splintered after their rebellion against Illisarn, were riven with conflict as each Kingdom strove to become the dominant power. Due to the terrain of the region none of the Kingdoms were able to establish dominance, however the conflict gave Vithan the opportunity to establish its own colony far to the north at Restov.

Restov has grown large over the last 150 years and Vithan is now seeking to extend its dominion into the "Stolen Lands". Although the Illisarnians attempted to settle this area they were unsuccessful.

Gods:

Belan god of War (battle mystrey)
Maleia goddess of Death (bones mystery)
Parfan god of Fire (flames mystrey)
Serafina goddess of the Heavens (heavens mystrey)
Viarda goddess of Brith and Farming (life mystrey)
Fillan god of Learning (lore mystrey)
Lythan god of Artifice (stone mystrey)
Ekelan god of the Sea (waves mystrey)
Susara goddess of Storms (wind mystrey)

Purchasing Magic Items:

Base value determines the magic items that are easily purchasable: There is a 75% chance that Potions and Scrolls of that value can be found with little effort. You must have a building capable of producing the item in at least 1 settlement. e.g, a shrine

For other types of items, an expenditure of 25% of the cost of an item sets relevant experts to researching how to create an item and gathering the resources for its construction and allows an Economy check (DC = 15 + 1 per 1000 GP value):

Natural 1: An additional 25% of the item’s value is lost.
Failure: The original 25% research cost is lost.
Success: The item is successfully created – pay the remaining 75% of its cost.
Natural 20: The item is produced without further payment.

This process takes 1 month (1/3 of a campaign turn) per 1000 GP of value of the item. And the roll is made at the end of this time.

Items may also be imported if you want something too expensive to be produced within the kingdom or for which no appropriate building is present. This increases the initial cost to 50% and the DC by an additional +1 per 1000 GP value.

If an appropriate building is present, existing items can be reworked to create another item of the same general type (belt for belt, armour for armour, rings for rings etc.) that cost up to 1/2 the listed value of the original item. By expending extra cash (above the 50%), the item can be modified into an item up to the listed value of the original item. This process takes 1 month (1/3 campaign turn).

NPCs:

Kesten Garess: Str: 17; Dex: 13; Con: 14; Int: 10; Wis: 8; Cha: 12
Volpe: Str:14 ; Dex:18 ; Con:15 ; Int:13 ; Wis:9 ; Cha: 9
Oleg: Str: 11; Dex: 9; Con: 10; Int: 13; Wis: 15; Cha: 8
Akiros: Str: 18; Dex: 12; Con: 20; Int: 10; Wis: 8; Cha: 15
Aranea: (17YO female noble) Str: 8; Dex: 13; Con: 10;Int: 17; Wis: 12; Cha: 14
Minara: (13YO female noble) Str: 6; Dex: 17; Con: 8; Int: 12; Wis: 14; Cha: 13
Teacher Saerin:

The Thorn March:

NG Size 1 Kingdom 
Control DC 22 (20+ 1 Hex + 1 District + 0 Modifiers)
Treasury: 8 BP

-------------------- 
Statistics 
--------------------

Economy 15 (+4 Volpe); Loyalty 15; Stability 15;
Consumption -1; Unrest 0

Unrest/Turn: +0
Income: (1d20+Economy-Unrest)/3 = (1d20+15+4-0)/3 +1

-------------------- 
Leadership 
--------------------

Ruler: Finnabar (+3 Economy)
Councilor: Jack (+2 Loyalty)
General: Bein (+3 Stability)
Grand Diplomat: Aranea (+3 Stability)
High Priest: Teacher Saerin (+3 Stability)
Magister: Xerafine 
 (+3 Economy)
Marshal: Kesten Garess (+1 Economy)
Spymaster: Volpe (+4 Economy, Loyalty or Stability)
Treasurer: Oleg (+2 Economy)
Warden: Akiros (+5 Loyalty)

-------------------- 
Hexes 
--------------------

Stagwatch (Hex 45)
Improvements:
Farms (-2 Consumption)
Roads

Highbridge(Hex 38)
Farms (-2 Consumption)
Roads

-----------KALD LANDS------------

Kaldmine (Hex 39 - not in kingdom)
Mine (+2 Economy, +1BP)

Total Roads: 2 Hexes (no bonus)

-------------------- 
Settlements 
--------------------

STAGWATCH 
NG Small Town
City Grid
Corruption: ; Crime: ; Productivity: ; Law: ; Lore: ; Society: (+1)
Lots: 2, Districts: 1
Population: 500
Base Value: 1000
Defence: 0
Buildings:
1 Castle (Economy +2, Loyalty +2, Stability +2, Unrest –4; Fame +1
1 House (-1 Unrest)
1 Inn "The Hart and Hind"(+1 Economy, +1 Loyalty, +1 Society)

Edicts:

---------------------Edicts-------------------------
Holidays: 1 / year: (+1 Loyalty, +1 Consumption)
The Stag Hunt: 9th of Gozran

Promotion: token (+1 Stability, +1 Consumption)

Taxation: light (+1 Economy, -1 Loyalty)

Campaign Phases:

Farms:
Produce double income in Autumn, no income in Winter. Normal income in both Summer and Spring.

Fisheries:
In Spring and Summer fisheries produce double income
In Winter and Autumn fisheries produce no income

NEW TERRAIN IMPROVEMENT:

Hunting Lodge

A hunting lodge centralizes the activities of hunters and trappers, and provides furs for clothing and export.
Terrain: Forest or jungle.
Effect: Stability +1 in winter, earn +2 BP per turn when collecting taxes during the Winter, +1 BP in Autumn or spring. No income is collected during Summer.
Cost: 2 BP.

Upkeep Phase:
a. Stability check
b. Consumption
c. Unrest

Edict Phase:
a. Assign leadership
b. Claim hexes
c. City Improvements
d. Terrain Improvements
d. Edicts

Income Phase:
a. Deposit
b. Withdraw
c. Sell
d. Generate Income

Event Phase: