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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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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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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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Stjorrayrm

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Disambiguation.

One Eye

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One Eye

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Stjorrayrm, the great mega gator known as One Eye was a gargantuan predatory force known and feared across the Farseas.

It was quelled when Vader Kropus managed to imprison the creatures eggs in the Kropus Vault, to be allowed to survive when One Eye passed.

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Old One Eye

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Disambiguation.

One Eye

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The Farsea Chronicles

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A story line in which I provide the playership with a patron and an antagonistic environment in which they can prove themselves the heroes they can be.

In the realm of the Farsea Swamp, a tapestry of history and intrigue unfolds, woven with the legacies of noble houses, enigmatic creatures, and shifting allegiances. Decades ago, the legacy of Vader Kropus took root, a man known for his cunning machinations. As a puppet master manipulated by Sembian families, Kropus became entangled in a conspiracy that claimed the lives of Lord Yorick Osrin and Lord Erdrick Aris. Amidst this turmoil, a sinister figure, Drakken Crowman, sowed seeds of discord that would shape the swamp's destiny.

Vader's transformation in his later years marked a turning point. His ruthless past gave way to a focus on nurturing growth for his family's sake. The legacy of his choices would haunt the swamp, with his son Lucien embodying his ruthless traits. Kropus's influence cast shadows on the Farsea Swamp, and the swamp denizens paid the price for his family's power struggles.

The swamp's intricate ecosystem fell into disarray after Lord Erdrick Aris's demise. The once-mighty Osrin house saw its holdings crumble, its legacy nearly lost to time. The Foxmantle and Uskevren families, embroiled in the conspiracy, sought control over vital methane resources. Specialist groups led by Oulanda Raylight and Christo Gobb ventured into the heart of the swamp, facing the unforgiving terrain and each other in their quest.

Whisper, the vengeful spirit of Aromarr Osrin, emerged from the swamp's depths, a force of retribution against those who wronged his family. The thornless rose, symbolizing Kropus's geyser supply company, stood as a testament to his legacy. Yet, beneath the surface, forces battled for control.

The colossal crocodile, once tamed by Kropus, reemerged, its eggs a coveted prize.

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Kropus House

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The Kropus house is a proud and stalwart piece of the Farsea regions history in the kingdom of Cormyr. The noble house is officially based in Suzail but maintains several residences throughout the swamp area although of late, there aren't many family members after tragedy upon tragedy.

Once made of a strong and powerful family, the patriarch, Vader Kropus ensured his family's legacy despite incredible competition and aggression as the swamp would provide during their first 100 years of business.

Several human families would try and fail to over take the Kropus house and over time they would broker agreements with the natives and see a peace that few could truly understand the complexity of.

Patriarchy

The Kropus men have always been regarded as conquerors in Cormyr and Sembia, and the many humanoids who wished to master the great Farsea and Tun marshes (that would over time and cataclysms combine to become the expansive Farsea swamp) time and again were the only among the few who would see through the trails and trials that would lead humanity to rooting out so many terrible things preventing Cormyrian society from truly communicating and permeating the swamp.

The most incredible agreement of all was to hold safe and secure the eggs of the greatest threat the swamp had at the time in one Stjorrayrm otherwise known as Old One Eye.

With the eggs held secure, the great lizard was effectively leashed, prevented from doing anything that would go against the Kropus patriarchy's wishes.

Lies in the mud

As some say, all things come to an end and many would express shock and a lack of surprise when the empire built upon deceipt and bloodshed met a pause in the assassination of Vader.

The origin of the strike was never derived and justice would ultimately never be served although many would hypothesize and rumours would flood the streets..

With the recent murder of Lord Osrin's family, the power in the Farsea region was suddenly in vaccuum.

Lucien, a boy of 16 at the time, would step into his fathers shoes.

A new age

No less the conquistador than any other Kropus, the latest patriarch has set to work in exercising and excising his holds and holdings where possible and as he feels, necessary.

He has met resistance, but has exercised a battle prowess unlike any other to date.

What's more, is he has shown a strange sensitivity and care for the central peoples of the Farsea, brokering agreements with the denizens for peaceful transactions building upon his forefathers foundations.

North to south, east to west

All across the Farsea, the Kropus family would spend countless coins to hire new muscle and adorn new bodies in the sigil and colours of the house.

While the nobility of the region would deign to have all involved follow the letter of the writ, the new head of the Kropus empire deigned to maximize the interests of the house.

In due course would the Kropus militant see to several regions that were treatied by the late Vader Kropus, now cleared under the hand of Lucien. These geyserparks as his house held title to, were owned and contested by the native denizens of the swamp until Kropus arms saw them forcibly evicted so that their siphoners could make profit upon the methane.

Bad blood

While the nobility of Cormyr will appreciate an uptick in methane production and supply, the denizens of the swamp have been becoming more and more displaced, threatened, oppressed, frustrated and of late, have begun to mobilize forces to retaliate in some parts of the region.

While the Writ of Harvest states that a bearer must work to maintain peace among the natives, word has not reached Lord Jon Aris of the Aris family in Ariston at Castle Aris in the north of the Farsea.

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Hunters

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The campaign 'Hunters' regards a level of mercenary that the Purple Dragons eploy as a method of dealing with smaller threats.

Purple Dragons Hunters or "the affront to the Purple Dragons" as some of the dragon commanders might call them, are separate from the typical sponsor having contract permitting service in Purple Dragon affairs by priority to other servicors.

Hunters are regarded as unnecessary by some, an insult to others and a hero for those who meet them.

Hunters can receive many contract benefits including lodging or supply sponsors by request. Payments for contract efforts are paid by the highest available denomination per whatever banking establishment locally available.

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Clans of The Great Rift

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This list was lifted from https://matthewfenn.ipage.com/nj-pbem/data/Races/DwarfInfo.htm#KnownClans

It is listed here for the express purpose of populating histories as necessary based on player choice.

Northern Clans

Arnskull

Battlehammer

Blackbanner

Blackhammer

Bucklebar

Darkfell

Deepaxe

Deepdelve

Eaglecleft

Foehammer

Gallowglar

Hillsafar

Horn

Jundeth

Narlagh

Orothiar

Quarrymaster

Rockfist

Stoneshoulder

Stoneshield

Trueforger

Watchever

Worldthrone

Wyrmslayer

Yund

Southern Clans

Belindorn

Bladebite

Breakadder

Crownshield

Gemscepter

Ghalkin

Goldthumb

Gordrivver

Malthin

Mastemyr

Sorndar

Talnoth

Undurr

Velm

Zord

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Iron Guard

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The protectorate force established as a marriage of forces between the humanoids huddled at the edge of Underchasm.

Comprised of humans, elves, dwarves, halflings and even goblinoids, they fights the common foe seething in the depths of the darkness below.

As a formal military their organization is a merger of dwarven and human methods with labels and definitions in a mishmash of Shaartan dialects (common for the region).

Servicemen are either employed and paid by the kingdom or supported by houses / clans who may receive a monthly payment for their soldier, although most refuse to receive the monies as a point of honour.

It is considered a privilege to put your life to service in the Iron Guard, and members of the corps are treated with dignity throughout the kingdom, even in cases where racisms may push patience.

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Iron Guard (Campaign)

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Developed to explore dwarven cultures and histories; this campaign world is set around Underchasm in the year 1490 DR.

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Belindorn

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A proud family of smiths specializing in alchemy and metallurgical compounds thereby.

Their clerics are trained in chemistries aimed at strengthening and imbueing existing materials with new or advanced properties.

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Kropus

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Disambiguation.

Kropus House

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Rutger

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The Rutger family is, Lord Lemmon Rutger, Lady Bethany Rutger and their son Jasper Rutger.

Servants to the people as writ by the heads of state, Lord & Lady work in concert as assisted by their house hold staff, Jameson the Butler, and Mary Beth the Scullery.

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Cloud Spires Chronicles

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The story of a kingdom under fire and the heros forged by the flames.

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Magic Items

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Home brew magic items go under this heading.

Amulet of Sin Magia

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