A Tale of Taldor (Inactive)

Game Master CanyonR

A story of mystery and intrigue.


Some may dream of riding the open plain or delving an abandoned dungeon, yet others may yearn for grand battles or conquering an undefeated foe, this is not their story. This is a tale of lies and betrayal, of the insidious and the plotting, of conquest by deception. This is a tale of dueling nobles and waring guilds, of crossed interests and double crossing débutantes. If you have ever wanted to engage in economic guild warfare, manipulate feuding noble families, or explore the mysteries of Taldor zoning permits, this is the game for you.

GM Email:
canyonr (at the) gmail (with a dot) com

Descriptions:

Cassomir:

The Docks:
Here you see a stream of carts and waggons heading to and fro. Similar to the docks in Almas when you departed, but somehow more cramped, less spread out. Here it seems that everyone is always directly on top of someone else. You head out from the dock area to the main road that runs north and south between the two areas of town.

Dockside:
Turning out from the shipyards you travel through a business district setup, seeming, for the needs of the sailors from the docks. Every manner of Inn or Tavern lies here, on the outskirts of the dock. As the afternoon drags on to evening you see that this area will mostly become a raucous and wild celebration for the sailors coming into port.

The Abby & Abby's Green:
Past the end of the docks to the north you see the ruins of a large keep. The road circling around it, you see everyone else steering well away from it’s crumbling walls. Yet just past the abandoned keep you find a quaint, lively district of shops and street vendors. There are musicians playing on the corners and groups of young adults walking about.

Old Cassomir:
Before you rises the walls of the old city and it’s imposing gate. The gate itself is well guarded and all of the carts and travelers are scrutinized, but not stopped, as they enter. A pair of guards stare at you as you move under the parapet, but make no move to impede you.

When you enter the gates you find yourself directly behind a large citadel. It’s thick walls rising imposingly before you. The road curves west around the massive structure and also opens toward the north.

You find that Old Cassomir has clean, well cobbled streets and many parks and areas of green. The houses are well built and many lavishly decorated. You see many noble crests and banners adorning the different buildings and houses. As you turn to the north west, following the general flow of traffic, you eventually come upon a square containing what could only be Pharasma’s Pulpit. A 30 foot high platform built of wood, rope, and mortar, rises above the square. The gallows upon it look well used and well maintained. There are groups of people milling about and vendors with their carts selling wares around the perimeter of the square, but you can see it could hold a great deal more people.

Campaign Info:

PC landed in Cassomir on Oathday the 31st of Pharast, 4711. Calendar info