Ratik,
Archbarony of
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His Valorous Prominence, Lexnol, the Lord Baron of Ratik (R15)
CAPITAL: Marner (pop. 3,240)
POPULATION: 35,000
DEMI-HUMANS: Mountain Dwarves (8,000 +)
Gnomes (3,000 +)
HUMANOIDS: Many
RESOURCES: shipbuilding supplies, furs, gold, gems (IV)
When the Bone March was created by the Overking,
a further outpost was desired and the Aerdi banners
pushed northward as far as the Timeberway. A military
commander was appointed to see to the establishment
of a secure territory and lumbering was gotten
underway, as the great pines of the area were
highly desirable in shipbuilding. The active commander
soon sent such a stream of riches southward
(he was a just man, friendly with the Dwerfolk, and
an able tactician, too) -- accompanying them with
detailed reports of successful actions against the last of
the Frost Barbarians in the area
-- that the Overking
took notice. After a raiding fleet was roundly beaten,
the Overking elevated this general to the nobility,
creating him Baron Ratik. Thereafter a succession of
his descendants have ruled the fief, bravely combatting
raiders so as to gain their respect and even
friendship from some, while humans and demi-humans
alike prospered. When the hordes of humanoids
began attacking, Ratik had ample warning
from the dwarves dwelling in the mountains. Companies
of men and gnomes hurried west to aid their
countrymen against the invaders, while couriers were
sent south (and north) to alert the people there. Resistance
was so fierce that the area was bypassed, and
the attackers fell instead upon the Bone March.
The
isolated barony has since been ruled as a fief palatine.
The Baron's forces are able to defend Ratik, but they
are not strong enough to dislodge the humanoids
from the mountains of the plain to the south. The
baronial levies consist of schiltrons of spearmen and a
small force of light cavalry. Large dwarven
contingents are available in time of need, as are
several companies of sturdy gnomes.A
force of men-at-arms,
crossbowmen, and mounted sergeants
comprises the regular army of Ratik, with bow armed
woodsmen patrolling the north and sling-equipped
hillrunners watching the southern borders.
THE STOLEN SEAL (adventure outline)
Ratik | Encounter |
01-02 | Dwarves |
03-06 | Dwarves, Mountain |
07-08 | Elves, Sylvan |
09-11 | Gnomes |
12-17 | Humanoids (01-05 = Gnoll*, 06-10 = Goblin, 11-15 = Hobgoblin, 16-94 = Orc**, 95 = Qullan, 96-100 = Xvart) |
18-21 | Men, Bandits |
22-23 | Men, Brigands |
24-30 | Men, Merchants |
31-34 | Men, Patrol, Levies |
35-37 | Men, Patrol, Medium |
38-42 | Men, Tribesmen (hillmen) |
43-45 | Men, Woodsmen |
46-00 | Use Standard Encounter Tables |
* 10% of all gnoll encounters
will include flinds.
** 5% of all orc encounters will
include
ogrillons.
TEMPERATE CIVILIZED Plains and Scrub (d8+d12)
2 | Lammasu, Greater |
3 | Ghost |
4 | Lycanthrope, Wererat |
5 | Castle |
6 | Ankheg |
7 | Owl |
8 | Man, Pilgrim |
9 | Man, Bandit |
10 | Cattle, Wild |
11 | Man, Merchant |
12 | Falcon, Small |
13 | Man, Patrol |
14 | Character Party (RG) |
15 | Bugbear |
16 | Hobbit |
17 | Man, Dervish |
18 | Goblin |
19 | Oliphant |
20 | Quasi-elemental, Lightning |
ZW: Notes
about architecture.
Reduce - Reuse - Recycle