Sunday, January 17, 2021

Introducing the Bay of Izar Gazetteer - “Of Guilds and Counties”

Introducing the Bay of Izar Gazetteer - “Of Guilds and Counties”

By Heleen and Andrew Durston

 


 Map (c) 1997 Terry Kevin Amthor and Iron Crown Enterprises from Emer Book I: Haestra

 

Introduction: 

This gazetteer provides gamemasters and players with background details on the lands of Haestra north of the Bay of Izar from the city Port of Izar, in the west, along the coast to the border of the easternmost County found within the Wailing Marsh in the east. Within that region, known to most as western Vornia, are three self-proclaimed Counties; Ajendar, Bentara and Somurund, each of several hundred year standing, and the loosely governed western region along the Kijara Strait known as the Guild Coast, administered by various Guild masters aligned with the Port of Izar. 

 


Map (c) 2003 Iron Crown Enterprises from Shadow World Master Atlas 4th edition

 

Geography

The region covered by this gazetteer is approximately 350 miles west (Port of Izar) to east (near Merund in the Wailing Marsh) and 400 miles south (again Port of Izar) to north (Feoras on the northwest coast) covering 140,000 square miles of territory divided equally by the sea and bay, the Mountains of Gold and the hills and plains in between. A third of the region is habitable with the population density being light resulting in a local population of under a million souls concentrated along the coasts and about the settlements, towns and few cities. Those residents are mostly Shay from the east with a smattering of Talath from the north and a few of the other human races plus small groups of Dwarves and Elves.

 

History

As the Dark Age of Haestra (C. 4000 to 5000) came to an end, civilization re-established itself in the hills around the Bay of Izar, the space between the coast and the Gold Mountains known by the ancient regional name of Vornia. During that time, the various new Human and Elven settlers learned what the Dwarves already knew, the Mountains of Gold were laden with the precious metal. This led to the establishment or expansion of many sites about the Bay notably the Port of Izar where the Bay meets the Sea of Gold.

 

The following centuries saw the arrival, departure or defeat of various tribes, groups, hordes and refugees. Minor nobles, warlords, councils, cliques and chieftains rose and fell. Several hundred years ago 3 family lines with sufficient military and economic strength established their own persistent realms becoming the 3 Counties of the region; Ajendar, Bentara and Somurund. The current rulers maintain an uneasy peace, especially with the expansion of Sarnak (having recently annexed Falkenna) and distant Stroane looming in the south and east respectively. Since the growth in size and importance over the past centuries of the Port of Izar, the controlling guilds have taken it upon themselves to maintain the trading routes north of Izar where no other strong government is present, specifically west of the Mountains of Gold. This area, beyond control of the Counties, has been nicknamed the Guild Coast.

 

Current Events

The current year (for this gazetteer) is the fall of 6054. Local events such as the Hard Winter of three years ago and global events such as the loss of the Eye of Utha have made life interesting in the region but have led to no notable disruptions. Bryce Korel’s father, the previous Count of Bentara, died in 6052, his eldest son ascended to that throne.

 

Future Threads

The following are potential adventure threads a gamemaster may wish to consider for history going forward in their campaign:

  • In the Guild Coast - thieves and vagabonds are commonplace in the back alleys of the towns and villages under Guild control. But now rumor suggests a person or persons unknown are organizing those ne'er do wells into a single cohesive organization. How this might affect business, the core of the Guilds, is unknown.
  • In County Bentara - rumor still swirls about the death of Reginald Korel with factions plotting behind closed doors and allies of the Count searching for a truth.
  • In County Ajendar - the Count, Charlot Carnotin, hides his dabbling in the dark arts with the assistance of fellow cultists and evil relics, from the view of his people. Carnotin, offers of alliance spurned by Countess Somurund one too many times, elaborately plots the overthrow of his neighbor to the east.
  • In County Somurund - the Countess and her advisors keep a wary eye to the south and east, where both Sarnak and Stroane expand their holdings. An ambassador has been dispatched to Baron Jennis to the south, but there is something unpleasant behind the mein of the Bishop as well. 
  • In the Canton of Ton-Bor - there are rumblings in the depths under the Gold Mountains. Connections are appearing to the dark depths and as soon as they are found and blocked, other routes and tunnels appear. 

 

Current Rulers

The following men and women are the current rulers of the regions described in this gazetteer:

  • Guild Coast - Guildmistress Malcoume Hodge of the Lamplighter Guild, Prime Minister of the Council of Guilds
  • County Ajendar - Charlot Garnotin, Count, Baron Feoerin
  • County Bentara - Bryce Korel, Count, Baron Harig
  • County Somurund - Gabriella Adehamar, Countess, Baroness Calwen
  • Canton of Ton-Bor -  Kilgroc Mountainhead, President of the Executive Council

 

Religion

The region generally adheres to the Allied Cults of the Lords of Orhan. The most numerous temples tend to be to Valris inland and Shaal on the coast.

 

Subdivision (realms within the realm)

The three Counties within the area are subdivided into a variable number of vassal states, usually designated as Baronies ruled by a Baron and/or Baroness. For example the County of Bentara is divided into 10 Baronies. The Guild Coast and the Canton of Bon-Tor are singular entities.

 

Points of Interest

For previously developed locations of note (outside of cities, towns and villages) see the Shadow World Master Atlas 4th edition Chapter 6: The Bay of Izar. Newly discovered (and hence developed) points of interested will appear herein or in future releases.

 

Economy

With the decline in the output of the Mountains of Gold, the region has fallen back to traditional trade goods as their main means of income. Izar and the Guild Coast also trade with the regions beyond Izar, exchanging local goods from the 3 Counties, with more exotic items from abroad. Shipping on the Bay of Izar is dominated by and mostly passes through the Port of Izar, Bentara or distant Sarnak. Smaller less important ports, usually fishing villages whose boats ply the waters of the Bay, dot the coastline in between. River traffic is prominent on the Noldune through Bentara to Ajendar. The main trade route begins in Port of Izar and heads east (and a bit north) along the coast to Bentara and then inland through Somurund to the southern plains beyond. A spur follows the Noldune River through Ajendar and Somurund to Bon-Tor and beyond to the northern plains.

 

Military Capabilities

The three Counties maintain standing armies levied from their vassal Barons and supplemented, as needed, by hired mercenary companies. The Canton maintains a strong but small force of famed Dwarven heavy infantry and engineers. The Guild Coat maintains standing forces at all of their settlements, levied from local areas within their control, supplemented by standing mercenary contracts.

 

Next Post: Of Guilds and Counties: The Village of Iedran

To begin our series of posts as part of this gazetteer, we present the small Guild village of Iedran. Iedran is along the Bay Road between Port of Izar and Bentara.

Map by Imaginary Turtles

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