Farsea Chronicles

The story of a crew of siphoners as they make their way from the fields of the Farsea swamps into the noble courts of the rulership and perhaps become saviours to the region.

Scalesong Springs

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An opulent bathouse in Threetrees operated by a half lizard humanoid woman named Lissarrel.

Services at the bathhouse costs 5gp for a four hour stay or 10gp to include a massage, hair cutting and oils treatment.

The bathhouse is adorned with the most beautiful staff the swamplands have to offer, which to the surprise of many, can tend to be impressive forms.

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Threetrees

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A major population center and considered the native capital of the Farseas.

It is governed by a council of swamp natives who see to the cities needs in trade and defenses while providing the city with a form of security, allowing swamp natives to co exist within a single civic center.

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Grungs

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Grungs came to the Farseas from Chult, however the migration was performed near solely by green warriors whom were long ago thought lost to their explorations.

In fact, the Grung tribes who ventured to the Farseas found themselves fortunate, confronted with a bounty of great proportion.

Over the course of a few short decades, they would multiply and establish themselves as a formidable population not to be trifled with.

These Green Grung tribes found their leadership in the monastic and cunning Sivs who had found themselves slowly being ousted by the burgeoning humanoids and other swamp natives.

Following their faith, the Grungs have established a caste between their tribes, respectively consisting of the Everekko, the Nooripple, the Sharthorn and the Morsun.

Each of the Grung tribes ferociously holds a section of the Farseas with only Grungs and a few Sivs making up the population.

Grung tribes in the Farsea consist of the Chief, their Advisor (a Siv), the Chiefs special warriors, labourers, hunters & gatherers, scouts and general militia guarding their region.

The Farseas Grungs, like their Siv leadership, are fiercely racist against non swamp peoples, refusing to interact outright unless there is a driving interest for them.

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Wyvernwatch Castle

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Once owned by an ambitious ancestor of the Aris family and garrisoned by a small armada of Orog soldiers, the castle has since fallen to the care of the Irungarten house of elven warrior smiths.

Lord Tycho Irungarten is known for maintaining strong ties to the Cormyreans and the local natives and stronger borders against those who would threaten his piece of the swamp.

Having had to fight hard against repeated attempts to retake the castle, the Irungarten forces would eventually quell and route any further attempts upon the fortress, thus ending a hundreds years legacy of banditry and much worse.

The castle now stands as a staging point for campaigns due west and a common ground where swamp natives, Cormyrean citizenry and drovers can intermingle without fear as the Irungartens see all races as potential labour, and they pay decently.

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Marshes End

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Once a derelict town resurrected when the deeds to the properties were discovered and provided to refugees from around the Farseas to provide them a home amidst the displacements caused by Lucien Kropus.

The town flourished a great deal in the three months between the first setters and the days of the Farseas civil war.

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Ironarms Inn

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A three story tavern underneath Tidal rock in Ariston.

It provides a common area, and two balconies overhead, the first providing office and meeting areas for rent, and the next leading to 8 rooms spread along two lengths of the elegant wood and stone balconey.

It is operated by Merinda Schoris an old muscled human woman who inherited the tavern from her father after his passing.

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Foxmantle Grains

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"Baked for breaking."
~ Foxmantle Grains

The Foxmantle family empire is based Sembia and specializes in farming, harvesting, and processing of grain, but also the mass production of bread loaves for fresh delivery and for travel.

The company is led by an aging halfling male, Proseth Ghilling, an experienced foreman who has proven capable of managing the ~100 bakeries and threshing facilities around the kingdoms of Sembia and Cormyr.

The various products are known for their consistent quality and although they offer artisinal foods around the kingdoms, it is their bulk provisions that are known best.

Nearly every major road in either kingdom has at least a handful of their delivery wagons or caravans rolling with several deliveries for whomever is enroute.

Smuggling

Perhaps unsurprisingly, with their vast logistics network the Foxmantle family is rumoured to provide services for interested parties seeking to transport goods best ignored by authorities.

With the right contacts and coin in hand, they can be depended upon to attend a wide variety of delivery needs.

Network

The Foxmantle fleet includes well over a hundred wagons, covered, with branding, each staffed by three crew charged to deliver their goods.

In addition to this, there are a variety of contractors who provide services within and around their locations.

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Siv

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A fascinating and complex race with a unique set of abilities and societal structures.

Physical Characteristics

Appearance: Amphibious humanoids with frog heads, standing about 5 feet tall and weighing around 100 pounds. Their skin ranges from pale green to dark blue.

Abilities: Adapted to cold marshes, Sivs have resistance to cold conditions. They can walk on water as long as the surface is relatively calm.

Personality and Tactics

Disposition: Sivs are calculating, tactical, and disciplined. They possess an elitist attitude, considering themselves superior due to their dominance in swamp territories.

Combat Approach: They prefer to weaken opponents with nets and slingshots before engaging directly. Many are trained as monks, skilled in using sianghams (a type of spear) and nets.

Society and Culture

Habitat: Sivs inhabit ruins within swamps, particularly in the Marsh of Chelimber, the Vast Swamp, and the Farsea Marshes.

Social Structure: They live in monastic orders and prefer to rule from behind the scenes, often manipulating other swamp-dwelling races like lizardfolk.

Relationship with Bullywugs: They maintain a facade of rivalry with bullywugs but use them as a buffer against outside threats, appreciating their privacy and isolation.

Religion

Clerical Practices: Siv clerics are rare and align with the domains of Law and Evil, as well as Death and Water.

History and Beliefs

Origins: They are believed to be creations or descendants of the ancient batrachi race.
Worldview: Sivs have attempted to expand their territory beyond the swamps but have consistently failed. Despite this, they maintain a strong belief in their superiority

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Farseas Guardians Spirits

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The beast races fo the Farseas swamp worship a pantheon of guardian spirits as per the Siv religions that have spread about the marshes.

Papa Croakus

Domain: Marshes, Communication, Guidance
Description: Papa Croakus is the guardian of the murky marshes, serving as the guide through the swamp's treacherous waters. He facilitates communication between the mortal realm and the spirit world, providing wisdom and direction.

Maman Lilies

Domain: Love, Fertility, Nature
Description: Maman Lilies is the goddess of love and fertility in the swamp, representing the lush and vibrant flora. She blesses unions and ensures the fertility of the land, nurturing the hearts of the swamp's inhabitants.

Baron Slumber

Domain: Transition, Rest, Regeneration
Description: Baron Slumber oversees the cycle of life and death within the swamp. He grants restful sleep and renewal to those in need, ensuring that the departed find peace in their journey.

Crocun

Domain: Protection, Craftsmanship, Wetland Resources
Description: Crocun is the protector of the swamp's resources and the art of crafting. Swamp dwellers invoke his name for safeguarding their homes and for guidance in utilizing the swamp's abundant materials.

Dambastra

Domain: Transformation, Serpents, Hidden Knowledge
Description: Dambastra, represented as a serpent coiled in the shadows, embodies transformation and the hidden mysteries of the swamp. Seekers of hidden truths and profound change turn to Dambastra for guidance.

Gran Sombra

Domain: Ancestry, Afterlife, Legacy
Description: Gran Sombra is the guardian of ancestral spirits and the continuity of lineage. Swamp inhabitants honor their forebears and seek Gran Sombra's protection for their family legacies.

Agwee

Domain: Waterways, Navigation, Abundance
Description: Agwee governs the swamp's labyrinthine waterways and the bounty they offer. Fishermen and travelers on the swamp's currents call upon Agwee for safe journeys and prosperous catches.

Ayida-Mist

Domain: Rainfall, Renewal, Balance
Description: Ayida-Mist is the bringer of rainfall, refreshing the swamp and maintaining its equilibrium. The balance of the swamp's delicate ecosystem is preserved through her guidance.

Ghedebo

Domain: Joy, Laughter, Celebrations
Description: Ghedebo and his merry troupe of spirits bring laughter and mirth to the swamp's festivities. They revel in life's joys and accompany celebratory rituals with their infectious spirit.

Gran Woolan

Domain: Healing, Vegetation, Protection
Description: Gran Woolan is the guardian of the swamp's abundant vegetation and a healer of ailments. Swamp-dwelling herbalists and protectors of the wilderness invoke her for their endeavors.

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Farsea Swamp

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Disambiguation.

Farseas

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Swamp Gods

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The Farseas peoples have their own culture, their own practices, their own magics and their own gods.

While not all the swamp peoples share the same faith and each beast race may have their own specific deity watching over them, all residents of the Farseas seem to agree upon and provide worship to this self same pantheon that has emerged over the course of the centuries.

Papa Croakus

  • Domain: Marshes, Communication, Guidance
  • Description: Papa Croakus is the guardian of the murky marshes, serving as the guide through the swamp's treacherous waters. He facilitates communication between the mortal realm and the spirit world, providing wisdom and direction.

2. Maman Lillies

  • Domain: Love, Fertility, Nature
  • Description: Maman Lilies is the goddess of love and fertility in the swamp, representing the lush and vibrant flora. She blesses unions and ensures the fertility of the land, nurturing the hearts of the swamp's inhabitants.

3. Baron Slumber

  • Domain: Transition, Rest, Regeneration
  • Description: Baron Slumber oversees the cycle of life and death within the swamp. He grants restful sleep and renewal to those in need, ensuring that the departed find peace in their journey.

4. Oxxonn

  • Domain: Protection, Craftsmanship, Wetland Resources
  • Description: Oxxonn is the protector of the swamp's resources and the art of crafting. Swamp dwellers invoke his name for safeguarding their homes and for guidance in utilizing the swamp's abundant materials.

5. Dambastra

  • Domain: Transformation, Serpents, Hidden Knowledge
  • Description: Dambastra, represented as a serpent coiled in the shadows, embodies transformation and the hidden mysteries of the swamp. Seekers of hidden truths and profound change turn to Dambastra for guidance.

6. Gran Sombra

  • Domain: Ancestry, Afterlife, Legacy
  • Description: Gran Sombra is the guardian of ancestral spirits and the continuity of lineage. Swamp inhabitants honor their forebears and seek Gran Sombra's protection for their family legacies.

7. Agwee

  • Domain: Waterways, Navigation, Abundance
  • Description: Agwee governs the swamp's labyrinthine waterways and the bounty they offer. Fishermen and travelers on the swamp's currents call upon Agwee for safe journeys and prosperous catches.

8. Ayida-Aub

  • Domain: Rainfall, Renewal, Balance
  • Description: Ayida-Aub is the bringer of rainfall, refreshing the swamp and maintaining its equilibrium. The balance of the swamp's delicate ecosystem is preserved through her guidance.

9. Ghedebo

  • Domain: Joy, Laughter, Celebrations
  • Description: Ghedebo and his merry troupe of spirits bring laughter and mirth to the swamp's festivities. They revel in life's joys and accompany celebratory rituals with their infectious spirit.

10. Gran Woodland

  • Domain: Healing, Vegetation, Protection
  • Description: Gran Woodland is the guardian of the swamp's abundant vegetation and a healer of ailments. Swamp-dwelling herbalists and protectors of the wilderness invoke her for their endeavors.

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Guardian's Grimoire

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The book of the swamp peoples pantheon, it dictates all that Serena Kropus documented during her time.

The book contains translations of the swamp denizens magics as best she could relate them.

Some of the spells contained in the Grimoire are as follows:

  1. Control Weather (Level 8): This powerful spell allows the caster to control and manipulate the weather conditions within a large area, including the Farseas swamps. It can be used to summon rain, clear skies, create fog, or even conjure storms to serve various purposes.

  2. Speak with Nature (Level 2): This spell enables the caster to converse with the natural elements and creatures of the swamp, gaining information and insights from the environment itself.

  3. Swampwalk (Level 3): Swampwalk grants the ability to move through the Farseas swamps with ease, avoiding obstacles, mud, and quicksand, as if the caster were walking on solid ground.

  4. Swamp's Embrace (Level 4): Swamp's Embrace allows the caster to meld with the swamp terrain, becoming one with the environment. This grants them camouflage, enhanced stealth, and the ability to sense disturbances in the swamp.

  5. Mudslide (Level 1): This spell conjures a controlled mudslide, creating barriers or hindering opponents by engulfing them in muck and mud.

  6. Summon Swamp Guardian (Level 7): The caster can summon a powerful guardian spirit of the Farseas swamps to protect or aid them in times of need. The guardian is typically a formidable creature native to the swamp, like a swamp dragon or a colossal lizard.

  7. Bogfire (Level 5): Bogfire ignites the swamp gases to create a wall of fire, a deadly barrier that can be used for defense or to ward off intruders.

  8. Fog of Concealment (Level 2): This spell conjures a thick fog that envelops the caster and their surroundings, providing cover and concealment from prying eyes.

  9. Calm Waters (Level 1): Calm Waters can be used to quell turbulent or dangerous water within the swamp, making it easier to navigate or cross.

  10. Guidance of the Swamp Gods (Level 6): This spell allows the caster to communicate with and seek guidance from one of the swamp pantheon deities, gaining wisdom and insights relevant to the situation.

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Vader Kropus

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Disambiguation.

Vader Kropus

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Dranten Kropus

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Vaders father and son to Hiren Kropus, Dranten had big shoes to fill while his brother wanted nothing to do with the family affairs.

Alone in a strange world while his father suffered the loss of their mother, Dranten wanted to let his father leave this world with a proud smile and worked to see the swamp region officiated as a state of the Cormyrean empire.

In due course Dranten managed to see several parchments stamped between Threetrees and Suzail, convincing Obarskyr and Wartscale alike that the true enemy was bandits and distrust for one another and that alliances, trade and a combined future was for the best.

To everyones surprise, Dranten was not only successful, but it turned out that many had been clamouring for the resources that the Farseas had to offer.

Dranten maintained close relations with several individuals and allegedly sired many bastards; he eventually married the Lady Yolanda Foxmantle forging a loose alliance with the distant Sembian family. Together they sired Vader Kropus and to their surprise they adopted the son of Leopold, Richelieu Kropus who came upon their home when Vader had reached his early 20s.

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Stormhorns

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The mountain range separating the Farseas from the Cormyrean empires civil centers.

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Leopold

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A misbegotten and eventually forgotten member of the Kropus house, Leopold wanted little to nothing to do with the swamps and sought life up north.

Rumour has it he died in a bar fight in Baldurs Gate.

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Writ of Harvest

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An official document providing rights of land ownership, rights to harvest and work the land, and representation of agreement to rules and guidelines set by the ruling bodies.

The Writ of Harvest recognizes and licenses the bearer within the Cormyrean kingdom to conduct their efforts upon their stake of the swamp. The writ provides guidelines and principles in practice to avoid harming the flora, fauna or denizens of the swamp in conducting ones affairs and states explicitly that ignoring these guidelines will result in legal proceedings and possible forfeiture of the writ.

Writs are assigned to a bloodline so long as the bloodline is producing goods for the kingdoms welfare, else they must be renewed annually, or even monthly for a fee depending on the licensee.

A writ is applied for in Suzail or Threetrees and when submitted, reviewed by council in both cities, and if decisions are unanimous, the writ is issued to the applicant.

If there are concerns regarding its issuance, a council can opt to meet with the applicant who will be questioned and if their answers satisfy the inquiry, the writ is issued.

A writ is a legally binding contract that can see a bearer charged with major crimes including treason should the infractions be serious enough.

  • Land Ownership: The Writ of Harvest grants the bearer ownership rights to a specific area within the swamp, acknowledging their right to harvest and work the land.

  • Guidelines and Rules: Bearers must adhere to guidelines and rules set by the ruling bodies, ensuring that their activities do not harm the local flora, fauna, or swamp denizens.

  • Legal Consequences: Ignoring the guidelines can lead to legal proceedings and possible forfeiture of the writ. Serious infractions may result in charges of treason.

  • Bloodline and Renewal: Writs are assigned to a bloodline, as long as the bloodline continues to produce goods for the kingdom's welfare. Else, they must be renewed annually or more frequently and for a fee determined when issued.

  • Application Process: To obtain a Writ of Harvest, applicants must apply in Suzail or Threetrees. The application is reviewed by councils in both cities. Unanimous decisions result in the issuance of the writ.

  • Council Inquiry: In cases where concerns arise during the application process, a council can meet with the applicant for questioning. Satisfactory answers may lead to the issuance of the writ.

  • Legally Binding: A Writ of Harvest is a legally binding contract that holds bearers accountable for their actions in the swamp.

  • Environmental Stewardship: Bearers are required to practice environmental stewardship, ensuring that their activities do not harm the delicate balance of the swamp ecosystem.

  • Record-Keeping: Accurate records of activities, including harvesting and waste production, must be maintained and submitted as required by the writ.

  • Reporting: Any significant changes to land use, activities, or environmental impact must be reported to the relevant authorities.

  • Cooperation: Bearers are expected to cooperate with local authorities and wildlife conservation efforts.

  • Respect for Local Culture: Respect for the culture and traditions of the swamp denizens is paramount, and bearers should strive to maintain peaceful and respectful interactions.

  • Renewal Fees: Timely payment of renewal fees, if required, is essential to keep the writ valid.

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Zepherine

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The Kropus Writ of Harvest defines their company as a "General resource harvest collective" but the methane empire is much more.

Rumoured to boast a military might of nearly 1000 soldiers across the Farseas, the Zepherine companies resources are locked and protected with a force that rivals the Purple Dragons presence and puts their response ability.to utter shame.

The company logistics are spread throughout the swamp lands, with labour contracts within all the major cities and settlements to provide storage, wagons, labourhands or beasts of burden.

Producing upwards of million litres of methane in their most successful year, each harvest team produces ~4 barrels (1000 litres per barrel) per day.

Methane Barrels:

  • Small Explosion (1 barrel of compressed methane): 3d6 fire damage in a 20-foot radius.
  • Medium Explosion (2 barrels): 6d6 fire damage in a 30-foot radius.
  • Large Explosion (3 or more barrels): 8d6 or more fire damage in a 40-foot radius or larger.

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methane

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A naturally occurring powerfully flammable gas produced by the Farseas swamp lands.

Preferred to oxygen by most swamp denizens it is rich in nutrients and geyserparks are typically populated and revered as holy grounds by those who are fortunate enough to reside there.

Methane is harvested by special labourers who risk themselves to handle and transport the volatile resource for those who use it for heating, engines, and flight.

The Kropus company Zepherine is the most prolific producer of methane (until recently).

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Dranten

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Disambiguation.

Dranten Kropus

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Dorimo Aris

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Half brother to the Aris bloodline, Dorimo is son of a Wu Jen priestess from Kara-Tur whom Erdrick would befriend and romance during time he spent just beyond the Hordelands.

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Erdrick Aris

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Disambiguation.

Erdrick

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Erdrick

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A confirmed son of the Aris bloodline and once a mercenary in the Cormyrean service, Erdrick liberated the Farseas by sword, strength and guile. He sought to reclaim his birthright by removing Thaalim Torchtowers reign.

As luck would have it, the fates agreed it was time for a change in management.

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Aris

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The Aris family reinherited their birthright, Castle Aris and rulership of the Farseas after the last of Thaalim Torchtower's forces were wiped out in the beginning of the 14th century by Erdrick Aris.

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Tun marshes

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Disambiguation. aka. Farsea Swamps, Tunlands, Tun marshes, (the) Farseas.

The swamplands beyond the Stormhorns, west of the Cormyrean empires civil center.

While well separated from the kingdom proper, the swamplands are accessible easily enough via the High Road or the Tun River that acts as a main vein from the Dragonmere and the Sea of Fallen Stars beyond the Throat.

The swamp denizens are comprised of several beast races, mostly the Lizardpeoples, Bullywugs, and Fishfolk.

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Farsea Swamps

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Disambiguation. See Farseas.

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Tunlands

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Disambiguation. aka. Farsea Swamps, Tunlands, Tun marshes, (the) Farseas.

The swamplands beyond the Stormhorns, west of the Cormyrean empires civil center.

While well separated from the kingdom proper, the swamplands are accessible easily enough via the High Road or the Tun River that acts as a main vein from the Dragonmere and the Sea of Fallen Stars beyond the Throat.

The swamp denizens are comprised of several beast races, mostly the Lizardpeoples, Bullywugs, and Fishfolk.

The Tunlands and the Farseas were once two separate swamp lands that have grown together to become a massive single region of its own peoples, cultures and politics.

What were once simply a few lakes, wetlands and a river have now become a teeming civilization separate of the kingdom and yet a very real and feral part of what is otherwise a sterling example of civility in a chaotic world.

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