Thunderfist12
2013-08-06, 01:09 PM
RAGNOS
Campaign Setting
So a few years back my brother (Kender777) ran a pretty cool campaign called Ragnos. It would have been professional material, but he didn't pay much attention to the world itself - which, from the adventures he ran, would be amazing in detail. Now, I present to you, the new, improved, Ragnos!
(Revised Thunderfist12 Edition)
Alright, so here's the map.
Still working on it. Won't take too long.
Abandoned Castle: This is the ruined palace of Gregor the Falcon King, Lord of the Old Kingdom.
Ancient Crater: It is said that a star once fell to the earth and came to rest in the Ragnos Plateau. All that remains is a crater and the shattered remains of a crystalline stone - with magical properties not even the people of Starfall know.
Centervale Plains: The Centervale Plains cover a large amount of the Valley-Kingdom of Ragnos, resting in the lowest part of the basin.
City of Stilts: The City of Stilts rests far to the south of Ragnos, along the banks of the Southvale River. The houses themselves have been built upon the ruins of buildings long submerged, and the townsfolk wear great stilts to keep above water when using the roads. Once each year, the town holds a celebration called the Masquerade, a week-long festival where the entire town celebrates their independence from Ragnos by wearing their Festival Masks, gambling, drinking, and doing whatever else they would not do unless under the Mask. The Masquerade is the time where more crime and violence can be found here than anywhere else south of Ragnos.
Dried River: This was once a great river of trade and travel, but when the Mist settled and the river dried, the people of Ragnos began to mine shellrock from its abandoned canyons.
Elvenhome: This city is home to the largest population of city-dwelling elves in the valley. The major exports of the city are woodcarvings, whether it be in furniture or sculptures.
Free City of Lakeport: This city is independent from the kingdom of Ragnos. Even though the Ragnosian king could take the city in a tenday, it would cause the other cities to revolt, as they would no longer get the food or craft they need to survive.
Frostbite: The border-city built along Glacier Pass (not represented), on the border of the Land of the Frost Giants.
Glacier Pass: A glacier once pushed its way through the mountains of Frostbite. Where the glacier stopped and melted, there is now a great mountain pass.
Icecap Mountains: The Icecap Mountains lie to the Northeast, surrounding Mount Ragnos.
Land of the Behemoths: It is said that in the Land of the Behemoths, dragons roam wild and uncontained. The dragons are better contained than they say. Fiercer beasts than dragons rule the Land of Behemoths, and for many that cross there is no return.
Land of the Frost Giants: The frigid wastes of the Northwest, these once peaceful dwarven lands, are ruled with an iron fist by the Frost Giants.
Land of the Living Dead: When the Mist settled, the creatures inside began to change. In time they had left the living, but not entirely joined the dead. Thus came the first undead.
Mount Ragnos: This volcano has been dormant for hundreds of years, and the people of Ragnos have lived peacefully in its shadow. But they do not know the peril that lurks within.
Murder Marshes: The Murder Marshes were the first place outside the Mist that the Undead migrated. Those that were bound by the lizardfolk of the City of Stilts soon found a way to escape their masters, and one by one they drowned them all in the bogs of the swamp. Since then, the land has been haunted by ancient spirits, and the lizardfolk have become much harder to find.
Neversnow Peaks: The peaks to the North of the Undying Grove are too low for snow to touch their caps, and are inhabited by strange beasts from the West.
Neversnow Peaks (South): The Southern Neversnow Peaks were once called the Snowland Heights. Then the Fire Winds came from the South, and settled on the Selhadren Plain. With such heat so close, the snow melted off the mountains, and filled ancient valleys with water. These Neversnow Peaks are filled with lakes, and are sometimes called Waterhome Valleys.
Northvale River: The Northvale River is actually a collection of rivers that flows from the Sea of Falcons and various other sources to the barbaric lands of the North, outside the valley. This river is heavily populated with dragon turtles, which use their power to create steam as a source of heat. Because of this, the tribes often settle by this river for the heat.
Ragnos: The capital city of the Valley-Kingdom of the same name, Ragnos is a very large city that makes most of its profit trading shellrock to other cities. However, they can no longer trade with the Eastern people, so they use overland trade with the rest of the Kingdom's cities.
Ragnos Plateau: The land to the West of the city Ragnos is higher than the rest of the valley's grounds, and it is riddled with caverns and underground streams that have remained undisturbed since the beginning of time. Odd creatures roam the plateau, and most merchants try to avoid it.
Ravenstorm: The city of Ravenstorm is named for the migration that happens each fall. Any visitor to the city would swear it rained blackbirds, they are that common. Most of the townsfolk own at least one pet raven, and the majority of their export is in ravens trained as messangers, hunter-birds, or even familiars.
Rivertown: The village of rivertown is home to the valley's largest urban population of exiled ogres. Not surprisingly, they have survived the wilds of the Valewood much more readily than Elvenhome. Their major exports are weapons and meat.
Ruined City of Falconhome: This was once the capital of the valley, until the minotaurs drove him from his palace and into the bounds of Falconhome, and then sacking it. The northern wall is named Gregor's Wall, or The Falcon's Last Stand. Now the ruins are inhabited by two clans of minotaurs that lust for blood with a burning passion, and forever seek vengeance on the other clan.
Sea of Falcons: The Sea of Falcons rests at the end of the Northvale River. Dragon turtles come here to breed in the early spring, which is why the ice melts early, even when the snow is still on the ground.
Selhadren: The city of Selhadren was there since before it was a desert, and retains the culture of the ancient plainsmen that once lived there. The horsemen that used to rule the plains left their traditions behind, and the people of the city still ride across the Selhadren Desert, as their fathers did, and their fathers before them. The major export of Selhadren is horses, horse gear, and well-crafted bone carvings. They live directly on the edge of the Southvale River's lower branches, so they need not import water.
Selhadren Desert: The desert beyond the city Selhadren is certain death for any inexperienced traveler. Rain never falls in the Selhadren, and even the light of the moon does nothing to calm the heat of the Fire Wind. The sand itself whirls about in some places like a whirlpool, and in others it can fall like water from a mountain's face. Most riders who travel too far into the desert never return.
Southvale River: The Southvale River flows from the lakes and rivers' ends of the valley's southern side, and eventually runs into the sea. Traders from the Southern Islands come upstream to trade with the Selhadren, but no living man in Ragnos knows exactly where that is.
Starfall: The city of starfall is an agrarian city that exports crops and liquors. They have recently developed a rudimentary mining system, however, and now they are exporting more and more star crystals every year.
The Mist: The Mist is an immaterial border that shrouds the Land of the Living Dead from Ragnos. None that do not bear the Mark of Death may enter without facing the wrath of the Gatekeeper.
The Underwoods: The Underwoods is an underground labyrinthe that span the entire Travien forest and beyond. The lower tunnels are rumored to exit at the Inner World, but the rumors are yet to be confirmed.
Travien Woods: The Travien Woods are a small forest by the Sea of Falcons. They are populated beyond thought with ravens in the fall, but are the most underpopulated of all forests in the other seasons.
Trollhome: The mountains of the Southeast are home to the trolls, a race of fierce warriors and fearsome hedge wizards. The mountains here are taller and steeper than any others in Ragnos, and the cliffs sheer and nearly unclimbable. It's a wonder how the trolls got there in the first place.
Undying Grove: This forest gets the name Undying Grove for two reasons. First off, the forest is so close to the Neversnow Peaks (North and South) that it gets no fall or winter weather. Second, it is filled with a unique set of creatures that seem to be a mixture of fey and undead. These Unseelie lurk in the shadows of the Groves, preying on anyone brave or foolish enough to journey into the deep woods.
Valewood: The Valewood is a wild place. Strange animals compete for food in this cold, coniferous wood. Barbarians from the tundras and taigas of the North occasionally settle here, where there is plenty to hunt and room to spare for the tribes. And the elves ready their bows and spears, ready for war at any time. The Valewood is a dangerous place, and only those who are dangerous prosper here.
Western Barrow Hills: These seem like mere foothils at first glance, but when the viewer gets closer, he sees that standing stones seem a bit too common here, and the great statues only get more frequent the deeper in he gets. The dead may be locked beneath the earth, but they do not rest in these hills.
Campaign Setting
So a few years back my brother (Kender777) ran a pretty cool campaign called Ragnos. It would have been professional material, but he didn't pay much attention to the world itself - which, from the adventures he ran, would be amazing in detail. Now, I present to you, the new, improved, Ragnos!
(Revised Thunderfist12 Edition)
Alright, so here's the map.
Still working on it. Won't take too long.
Abandoned Castle: This is the ruined palace of Gregor the Falcon King, Lord of the Old Kingdom.
Ancient Crater: It is said that a star once fell to the earth and came to rest in the Ragnos Plateau. All that remains is a crater and the shattered remains of a crystalline stone - with magical properties not even the people of Starfall know.
Centervale Plains: The Centervale Plains cover a large amount of the Valley-Kingdom of Ragnos, resting in the lowest part of the basin.
City of Stilts: The City of Stilts rests far to the south of Ragnos, along the banks of the Southvale River. The houses themselves have been built upon the ruins of buildings long submerged, and the townsfolk wear great stilts to keep above water when using the roads. Once each year, the town holds a celebration called the Masquerade, a week-long festival where the entire town celebrates their independence from Ragnos by wearing their Festival Masks, gambling, drinking, and doing whatever else they would not do unless under the Mask. The Masquerade is the time where more crime and violence can be found here than anywhere else south of Ragnos.
Dried River: This was once a great river of trade and travel, but when the Mist settled and the river dried, the people of Ragnos began to mine shellrock from its abandoned canyons.
Elvenhome: This city is home to the largest population of city-dwelling elves in the valley. The major exports of the city are woodcarvings, whether it be in furniture or sculptures.
Free City of Lakeport: This city is independent from the kingdom of Ragnos. Even though the Ragnosian king could take the city in a tenday, it would cause the other cities to revolt, as they would no longer get the food or craft they need to survive.
Frostbite: The border-city built along Glacier Pass (not represented), on the border of the Land of the Frost Giants.
Glacier Pass: A glacier once pushed its way through the mountains of Frostbite. Where the glacier stopped and melted, there is now a great mountain pass.
Icecap Mountains: The Icecap Mountains lie to the Northeast, surrounding Mount Ragnos.
Land of the Behemoths: It is said that in the Land of the Behemoths, dragons roam wild and uncontained. The dragons are better contained than they say. Fiercer beasts than dragons rule the Land of Behemoths, and for many that cross there is no return.
Land of the Frost Giants: The frigid wastes of the Northwest, these once peaceful dwarven lands, are ruled with an iron fist by the Frost Giants.
Land of the Living Dead: When the Mist settled, the creatures inside began to change. In time they had left the living, but not entirely joined the dead. Thus came the first undead.
Mount Ragnos: This volcano has been dormant for hundreds of years, and the people of Ragnos have lived peacefully in its shadow. But they do not know the peril that lurks within.
Murder Marshes: The Murder Marshes were the first place outside the Mist that the Undead migrated. Those that were bound by the lizardfolk of the City of Stilts soon found a way to escape their masters, and one by one they drowned them all in the bogs of the swamp. Since then, the land has been haunted by ancient spirits, and the lizardfolk have become much harder to find.
Neversnow Peaks: The peaks to the North of the Undying Grove are too low for snow to touch their caps, and are inhabited by strange beasts from the West.
Neversnow Peaks (South): The Southern Neversnow Peaks were once called the Snowland Heights. Then the Fire Winds came from the South, and settled on the Selhadren Plain. With such heat so close, the snow melted off the mountains, and filled ancient valleys with water. These Neversnow Peaks are filled with lakes, and are sometimes called Waterhome Valleys.
Northvale River: The Northvale River is actually a collection of rivers that flows from the Sea of Falcons and various other sources to the barbaric lands of the North, outside the valley. This river is heavily populated with dragon turtles, which use their power to create steam as a source of heat. Because of this, the tribes often settle by this river for the heat.
Ragnos: The capital city of the Valley-Kingdom of the same name, Ragnos is a very large city that makes most of its profit trading shellrock to other cities. However, they can no longer trade with the Eastern people, so they use overland trade with the rest of the Kingdom's cities.
Ragnos Plateau: The land to the West of the city Ragnos is higher than the rest of the valley's grounds, and it is riddled with caverns and underground streams that have remained undisturbed since the beginning of time. Odd creatures roam the plateau, and most merchants try to avoid it.
Ravenstorm: The city of Ravenstorm is named for the migration that happens each fall. Any visitor to the city would swear it rained blackbirds, they are that common. Most of the townsfolk own at least one pet raven, and the majority of their export is in ravens trained as messangers, hunter-birds, or even familiars.
Rivertown: The village of rivertown is home to the valley's largest urban population of exiled ogres. Not surprisingly, they have survived the wilds of the Valewood much more readily than Elvenhome. Their major exports are weapons and meat.
Ruined City of Falconhome: This was once the capital of the valley, until the minotaurs drove him from his palace and into the bounds of Falconhome, and then sacking it. The northern wall is named Gregor's Wall, or The Falcon's Last Stand. Now the ruins are inhabited by two clans of minotaurs that lust for blood with a burning passion, and forever seek vengeance on the other clan.
Sea of Falcons: The Sea of Falcons rests at the end of the Northvale River. Dragon turtles come here to breed in the early spring, which is why the ice melts early, even when the snow is still on the ground.
Selhadren: The city of Selhadren was there since before it was a desert, and retains the culture of the ancient plainsmen that once lived there. The horsemen that used to rule the plains left their traditions behind, and the people of the city still ride across the Selhadren Desert, as their fathers did, and their fathers before them. The major export of Selhadren is horses, horse gear, and well-crafted bone carvings. They live directly on the edge of the Southvale River's lower branches, so they need not import water.
Selhadren Desert: The desert beyond the city Selhadren is certain death for any inexperienced traveler. Rain never falls in the Selhadren, and even the light of the moon does nothing to calm the heat of the Fire Wind. The sand itself whirls about in some places like a whirlpool, and in others it can fall like water from a mountain's face. Most riders who travel too far into the desert never return.
Southvale River: The Southvale River flows from the lakes and rivers' ends of the valley's southern side, and eventually runs into the sea. Traders from the Southern Islands come upstream to trade with the Selhadren, but no living man in Ragnos knows exactly where that is.
Starfall: The city of starfall is an agrarian city that exports crops and liquors. They have recently developed a rudimentary mining system, however, and now they are exporting more and more star crystals every year.
The Mist: The Mist is an immaterial border that shrouds the Land of the Living Dead from Ragnos. None that do not bear the Mark of Death may enter without facing the wrath of the Gatekeeper.
The Underwoods: The Underwoods is an underground labyrinthe that span the entire Travien forest and beyond. The lower tunnels are rumored to exit at the Inner World, but the rumors are yet to be confirmed.
Travien Woods: The Travien Woods are a small forest by the Sea of Falcons. They are populated beyond thought with ravens in the fall, but are the most underpopulated of all forests in the other seasons.
Trollhome: The mountains of the Southeast are home to the trolls, a race of fierce warriors and fearsome hedge wizards. The mountains here are taller and steeper than any others in Ragnos, and the cliffs sheer and nearly unclimbable. It's a wonder how the trolls got there in the first place.
Undying Grove: This forest gets the name Undying Grove for two reasons. First off, the forest is so close to the Neversnow Peaks (North and South) that it gets no fall or winter weather. Second, it is filled with a unique set of creatures that seem to be a mixture of fey and undead. These Unseelie lurk in the shadows of the Groves, preying on anyone brave or foolish enough to journey into the deep woods.
Valewood: The Valewood is a wild place. Strange animals compete for food in this cold, coniferous wood. Barbarians from the tundras and taigas of the North occasionally settle here, where there is plenty to hunt and room to spare for the tribes. And the elves ready their bows and spears, ready for war at any time. The Valewood is a dangerous place, and only those who are dangerous prosper here.
Western Barrow Hills: These seem like mere foothils at first glance, but when the viewer gets closer, he sees that standing stones seem a bit too common here, and the great statues only get more frequent the deeper in he gets. The dead may be locked beneath the earth, but they do not rest in these hills.