Tul'Zen
Fed by rivers around with the various towns and villages tied to Tul’Zen,Tul’Zen is a large town aspiring to be a city-state. The towns and villages around it are in a tacit agreement and each ruling body has sworn to be vassals of the monarchy of Tul’Zen. The ruling line of Mordrin are human though there are some half-breeds in the royal family. The distaff branches of the royal family are not allowed to be Lords of the other towns etc. and mostly take on varied diplomatic roles after brief stints in the military. Few members of the royal lines have practised magic, and it is generally considered taboo for ruling Lords as well.
The PCs are sent to the proto-city upon reaching level 3 as Tul’zen wants the area clear of bandits and wealth in the ruins scattered about the area explored. They had one group hired several months about but the Brotherhood of Steel* vanished into a dungeon and never returned; enough funds have been raised to employ another group. Tul’Zen is making no demands on the name of the group being tied to this place or that you must remain in Tul’Zen proper for your adventuring careers - they would prefer at least a few levels of effort dedicated to helping them. The 3 towns and 5 villages connected to it are aware of who is coming and you can expect at least cheap room and board, becoming free once the PCs prove their worth. King Mordrin is not expecting you to remain here forever - he’d be stunned if you all did - but clearing out bandits and making your superiors aware this is a good place for adventuring and to send adventurers. Helping the city in their goal will earn his graces.
* Who a) weren't brothers and b) didn’t all use steel.
Tul’zen In Depth
Boasting over 15,000 people, Tul’Zen desires to be a city-state and the surrounding towns and villages are in broad agreement with this goal as being a collective (like Pilkath) does not have the same draw to travellers and merchants.
Towns
Warmor: An average town of some 4,000 people, Warmor is defined by a large wooden palisade and governed by a human male named Riffin who was an archer in his youth but lost his right arm to a hungry giant. Or so he claims. Warmor has a large cavalry who patrol most of the area.
Earsgrove: The largest of the towns, Earsgrove has almost 10,000 residents and boasts an old grove of trees in the middle of town that most of the elves live in. A female elf named Erdanis governs the town but takes little care to hide her dislike of submitting to Tul’Zen as the dominant power in the region. It is protected by a solid stone wall and the guard are all archers.
Khela: A town of some 3,500 people, Khela is governed by a gnome named Filix Buckle. A male dwarf named Stef is his vice governor and the PCs first point of contact. Filix was an adventurer briefly in his youth but now mostly deals with merchants and trade routes, as does Stef. The town wall is a 10’ mix of stone and wood. Villages
Alronde, Bereth, Olcot, Sharvik and Zastow are the five villages. Each boasts about a thousand people living in them, very poor wooden walls and the first goal of Tul’zen being a city-state is their proper fortification using the resulting wealth, traders etc. that would come to the area.
PCs
Armand Algeria (kentari): Human Fighter 1, Wizard 2
Krommar Ironweaver (aslhk): Mountain Dwarf Barbarian 3
Lukan Galanolden (chaos): Wood Elf Cleric 3
Marker (thistle): Half-Elf Rogue 3
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