Kaza Tir

The current Dungeons & Dragons campaign I run is set in the kingdom of Kaza Tir. We have been playing this campaign since August of 2007.

Kaza Tir is a small costal kingdom, it is part of the continent known as Mainland.  Every territory that is governed by a ruler in the campaign world is given two names: The first name is the name given to the actual territory (in this case Kaza), while the second name of the country is the first name of the ruler (in this case it is named after the Elven king, Tir Brightlingsea).


Kaza-Tir Planes Overview


Kaza-Tir is a small costal kingdom ruled by the high elf king Tir Brightlingsea.  The primary races populating the area are human and elf.  The kingdom is currently in a war with the Kingdom to the East, Tarsus-Veneficus.  The current king, Veneficus, is a fallen Paladin (Avenger).  Since his fall the kingdom’s fate has been seriously altered and the alliance previously held with Kaza-Tir is no longer in place.  No one is certain what caused the fall of the Paladin King yet.  Some of the old Paladins (of Kall) who previously worked in alliance with Tarsus have taken refuge in Kaza. Kaza is in alliance with Silver Dragons while Tarsus is now in alliance with Red Dragons. 


-Updates: The country has been invaded and the Capital taken.  The Crystal Castle has turned black and is seen burning from a distance.  The barely visible bubble force field surrounding the city has turned from blue to red.  Demons and Devils infest the town.  The front line of the war is now taking place just south of the Capital now.

-More Updates:  The tides of the war turned and the capital city was taken back, an unexpected force from the other countries joined Kaza Tir and attacked from the North after marching through the Undead Lands.  The castle was taken back.  Just recently, King Tir was reported to have returned.  This turn of events allowed Kaza Tir to reestablish full power in the Capital.  The Crystal Castle is at full power again and the magical forcefield surrounds the city once more!





Port Dale 

Port Dale is the only port city in all of Kaza Tir, it is a Barony that is run by the Halfling Klopuss.  Klopuss is a Neutral Good ruler, he walks on stilts that are hidden beneath his pants and boots, so that he appears slightly taller.  All of the paintings in the halls that line his Keep picture him as a taller person.  All import and export activities take place at this port.  The actual town resides above the cliffs, the ship docks reside 200 feet below the cliffs.  Most of the lower class activities tend to take place in the businesses near the docks.  Dale is known for its Gambling Room, Black Leviathan Bar (near the docks) and its profitable Bazaar that is in the town square. Goods coming in from the Duodec Isles and Valios Vail bring high amounts of business to the port. 

Statistical Information

Population: 11,000 (40% military: 4,400 men: 80% Fighters [3520], 10% Cleric [440], 4% Wizard [176], 4% Sorcerer [176], 1% Paladin Griffon Riders (refugees from Tarsus) [44], 1% Elven Kingdom Warriors (Special Elven Warrior Class of the Kingdom) [44] 


Entrance

The Port Town of Dale resides in the south of Kaza-Tir.  Approaching the town from the main road, you notice that the city is surrounded by a 20’ high stonewall.  The entrance to the town is a large 30’ wide gate to accommodate for trading wagons traveling in and out.  Travel is restricted during the night, when an iron portcullis lowers in front of a 20' high, strong double door made of oak that closes to protect the entrance of the city during the evening.  A smaller door built into one of the larger doors is used by the town guard to allow some travelers in at night, however, no trade wagons are allowed in at this time.  Several Elf and Human town guards stand at the entrance questioning each traveler group and wagon.  Humans and Elf guards both patrol the gates, Elves are used as archers and night look outs (low light vision), while humans are used as ground troops and gate guards on the ground.


Entrance Game Statistics

-20’ Stone Wall surrounding Dale: Superior Masonry Walls: 1 foot thick, 35 Break DC 35, hardness 8, 90hp, Climb DC 20.   The wall extends to the cliffs where it turns briefly inward and then ends (at this point, there is a well guarded wall stationed right at the cliffs, with many guards; catapults reside on the wall to attack any enemy ships there).


-Town Gate (When Closed): Iron Portcullis: 2” thick, Hardness 10, 60hp, Break DC Stuck/Locked: 25/25;  Strong Wooden Door: R 2” thick, Hardness 5, 20 hp, Break DC Stuck/Locked 23/25


-Security at the Gates:  Two Elf archers sit in towers that flank the gate, one Elf atop each tower.  They are armed with Mighty Composite Longbows and receive partial cover from the castle wall. They call for back up if needed, 12 crossbow men.

Elf Archer Statistics: Level 6, HP 60, AC 16 (AC 20 w/+4 bonus from 50% cover from Tower Wall) (Leather Armor +2, Small Wooden Shield +1, Dexterity +3), Speed 30 ft., Attacks: Melee +8/+3 [Base +6/+1, Str +2] Ranged +9/+4 (+10/+5 up to 30' - Point Blank Shot) [Base +6/+1, Dex +3], Weapon & Damage: Long Sword 1d8 + 2/+3 (Crit 19-20), Long Bow 1d8+2 (Mighty Long Bow adds up to +2 strength damage);  Ability Scores: Str 15, Dex 16, Con 12, Int 12, Wis 10, Cha 11; 






Mt. Darokin

Mt. Darokin is an isolated mountain formation that sits near a gulf in the west of Kaza-Tir.  The Mountain’s peak rises to approximately 15, 000 feet and is surrounded by some small mountains in the vicinity. Flat grass planes encompass the area past the smaller mountain region. 

The Mountain was once home to the Dwarven warriors of Kall (a local Immortal) for a very long time. The city itself exists in three tiers that were built into the mountain residing at 4,000 feet at its lowest tier 4,500 feet at the mid tier and 5,000 feet at its highest tier, with a network of well built stone tunnels and stairs leading to various tiers and to other places in the mountain.  The Dwarves maintained a society within the mountain and created a great cave network throughout parts of the mountain.  A red dragon named Kyronite appeared one day and destroyed the entire dwarven kingdom for unknown reasons (possibly a dispute with stolen treasure, more likely greed on the dragon's part), disappearing afterwards. 

The Dwarven city was later taken over by a Fire Giant clan who commanded a formidable army of Ettin and Goblins.  Obvious modifications to the fine dwarven crafted city had been made to the caves to accommodate the Fire Giant’s needs and also for traps laid out by the Ettin and Goblin army the Fire Giants commanded.

A group of adventurers seeking the location of a Keep within Mount Darokin encountered the Fire Giant clan.  After searching the mountains they learned that the Fire Giants were keeping the Ettin army's former leader, Dorlo, captive (a fact the Ettin did not know).  The adventurers became allies with the Ettin and together with them, waged war on the Fire Giant Clan.  Loque, the Avenger, took over a previously abandoned Keep in the upper reaches of Mount Darokin.  Loque was latter dubbed the new Baron of the Mountain by King Tir for riding it of the Fire Giants and has since turned the old Dwarven city into a live-able place again.  The Ettin live there under his ruler (though many other folk in Kaza Tir do not find the fact that monsters live in the city a tolerable thing... Loque plays diplomat and tries to fight for their acceptance).

Also during this time, the dragon Kyronite was discovered to have been slumbering in a cavern deep below the mountain. At the time of the uprising, he was said to have appeared in his human form to some of Loque's followers.  An earthquake that occured later blocked off the passage to the previously accessible cavern and Kyronite was not heard from thereafter (once again).

A mysterious temple was rumored to reside somewhere in the mountain, though no one seems able to find it when they look for it.



Tothmeer

North-west, about 30 miles from Orpheus Lake, is where the town of Tothmeer resides.  This Barony is currently ruled by the Elf, Fighter-Sorcerer, Silverglade.  Silverglade is a Neutral Good ruler.  This Barony maintains a great deal of farming for the surrounding communities as it is the closest to the lake in the country.  Tothmeer is also know



Groto

Coming soon...

Pravenio

Coming soon...

Orsa

Coming  soon...

Kaza-Tir Capital and the Crystal Castle

An emerald wall with a blue, semi-transparent magical bubble, that is barely visible, surrounds the entire capital city of Kaza-Tir. 


The Vesper Shire

Once a beautiful town with that combined hill-homes of the Halflings and regular well built wooden homes for men; the Vespire Shire is now in ruin from the war between Kaza Tir and Tarsus.  When Tarsus' demon forces moved their lines past the capital, they made way for the Vesper Shire, eventually smashing the city.  A bell tower, one of the only surviving structures, was somehow untouched and sits surrounded by the ruins of the city and charred hills.  The bell tower was said to have protective powers over the city when its chime rang.


Zanzer Tem’s Tower


Glim & Mountain Pass


Gulf


Orpheus Lake & the Whirl Pool


Nemorian woods 

The Nemorian Woods are a dense, pine forest residing in the western part of Kaza Tir.  All travelers are warned to stay on the road.  Though the forest is home to the elves, it still holds many secrets and dark creatures.  The Nemorian elves do prefer life amidst this setting, appreciating the forest for all the life forms that live within it.  They believe that all creatures good and evil deserve the chance of life and that as long as they do not bother the city in the woods, Stockbrow (see details below), they are welcome to live together in the woods, even in Stalkbrow.  Currently, there are tribes of Orcs, the Kuts, warring with the Nemorian Elves.  One special quality contained within this forest, is that the trees are fire resistant.  Many of the Elves can communicate with the trees and plants in this forest. The Barony was formerly ruled  by the High Elf, Sythacus Stalkbrow.  Sythacus died in battle agains Tarsus in the war.  It was the blessing that Sythacus left upon his death that gave enchantment and fire resistance to the trees. The entire forest is immune to fires because of this, a rare protective quality and great defense.


The Barony of Stalkbrow

    Stalkbrow is a Barony that is currently ruled by Fernwebb (cousin of the original, now deceased baron, Stalkbrow).  The barony is surrounded by the dense pine forrest it rests within, The Nermorian Woods.  An actual wall built out of the same fire proof wood that the trees are made up of, protect the barony.

    The city itself is nestled within the North West of the Nemorian woods.  A dense pine forrest surrounds the city, anyone leaving the main roads usually gets lost (though most elves in the city can find their way around).  All of the trees in the woods (as well as any products made by them, such as the walls surrounding the city) are fire proof.  This was a final blessing bestowed onto the barony by the departed Baron, Stalkbrow himself.  

    The walls surrounding the Barony/City are made of pine trees that were grown so that their branches and trunks were woven together to create a 10' thick wall.  If you were to somehow have a birds eye view without any trees blocking your sight of the wall, you would notice that the wall around the city forms a perfect circle.

The gates to the city, which is at the end of one of the roads leading through the woods, is also made of this same pine, (DM: It is reinforced with magic and steel, treat it as warded titanium, anyone attacking the door is immediately blasted back 20 feet [DC 30 Reflex Save] and knocked out [Sleep DC 30 Will Save]).  High Elf, Arcane Archers walk hidden at the tops of the walls, where ambiguous splits between the branches serve as holes to fire arrows at attackers through; there the archers are able to attack with their Mighty Nemorian Composite Long Bows.

Inside, the barony sinks down from the outskirts of the wall, uniformly to the center, in a bowl like fashion, to the center where the keep of the barony resides.  The keep is made of pine trees woven together similarl to the wall and is also covered in intricate plant life; four large rose quartz spires flank the outskirts of the keep, a garden wall -patrolled by high elf militia- blocks outsiders from entering.  The city is 24 miles in diameter and intricately decorated at every road, alleyway and building.  Rare stones and carvings are seen throughout the city and faeries fly in flocks.  Most of the buildings are made of the same woven, gnarled pine trees.  Secret passages are numerous and seemingly endless in this city, hiding crypts, secret societies and even a few exclusive businesses.

Animals are seen throughout the town: frogs, lizards, rabbits, foxes, deer etc


Places in the City

Inns    

Showertree: Cheaper (2 silver/night), smaller rooms, is a building made of intertwining pine tree, much like many other buildings in the city - except water trickles down out of may small holes on the outside of the building to give the Inn a peaceful and soothing presence. Crickets chirp outside the windows in a small grass are nearby during the night.

-owned by the elf, Sproutesti

 

The Arising Onyx: Moderate (2 gold/night), medium sized room - favored because the building is made of shinned onyx rock, shaped like a gem sticking out the ground - but as a building!  BEWARE Thieves: chipping the stone off for profit will cause an alarm spell to be cast, besides the onyx is only a thin part of the surface, beneath it is stone.

-owned by the elven couple, Vinny & Darling Ambermire


Web & Tristal Inn & Tavern: Expensive (10 gold/night) - hidden, Large rooms that include warm baths - masseuse upon request.  The outside of the building is decorated in web and deep purple tristal stones that sparkle through the web, giving it an ethereal appearance. Fireflies are bred here and fly around the building, looking for food that the owners plant around the facility to keep them attracted, adding to the glitter and sparkle of the tristal stones.  

At the door, a bone carver (Melarious Skelter - gaunt elf in jet black robe with white symbols of various bones that line the trimming) sells elaborate, very delicate, decorative symbols (5-1000gp).

A patio, hidden under a canopy of pine branches, is accessible from the inside after entering the tavern.  The tavern on the inside is well decorated, following the theme of web and tristal, and has a warm hearth feel, with a well made fireplace and dim lighting.

DRINKS - Wines (all served in intricate, crystal goblets): Berdruskan Dark (hard DC 25 fort, high elf style) - sweet and burning, almost black merlot, Jacinth (strong DC-20 Fort) - bright red, smells and tastes like strawberries 5gp, Emerald (Moderate, DC-15) - light green, white wine type 3gp,  Clarry (honey like - DC10) 1gp Evermead (pear like - DC 8) 1gp

      Ale (All served in silver mugs, decorated with amethyst gems - believed to protect people from drunkenness): Maelstrom (A dark swirling whirlpool shooting small lines of electricity, served in smaller portions, special cauldron cup) Dark AleAstral Sea Storm (Black with star like sparkles DC 20) - Dark Ale 5gp, Blackstone - Dark ale (DC 18) 4gp, Amber Root (DC 12) 3gp, Moon Harvest (wheat, DC10) 1gp

GAME - Kholiast-elven card game consisting of a 1000 card deck, dice and a very difficult method of counting points (guessing where the high-card lands). A high elf favorite.

MUSIC- A large den, in a lower room that branches off from the tavern, hosts a stage.  The room is dark, heavy curtains hide the entrance in from the tavern, they are not open during the act - lighting is part of the show.  Two male, elf bards (one playing a Gamba (bassy violine held between the hips) or a Hurdy Gurdy (wooden box, sounds like lighter sounding,  mechanical bagpipes), and one playing a cornamuse (an upright, bassy, tall flute) or a lute; both sing with low voices - many songs are insturmental only.  Prestigitation is used, along with dancing lights to create shows (puppet shows with spiderweb people, floating clothe, sparkles and myst).

-owner: unknown, not even they employees know


Taverns


The Stump - Low Class - From the outside, the building appears as an enormous tree stump with a double door entrance at the front and several windows throughout the stucture.  Stump is low class bar and Inn, it is also a whore house, run by Daggerfell - one of the local thieves guilds.  The Stump is found in a district of the barony towards the West, known as The Shambles.


Other Areas


Town Center:



Important People in Stalkbrow:


Chaplain (Chief Cleric): Permian, an ancient elf said to be close to 1000 years old, head of the Order of Luminosity: An order who worships nature, with specific interests in astronomy, stars, the planet's moons and other planets beyond.

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Marshal: Aelavel, an older elf warrior.  He carries a great sword with 1,086 red marks on its blade, representing each person he has killed with it (spot DC 20 black mark for killing friend who betrayed him).

Ivellios’ Grove

Alchemist’s Dungeon


Black Abby 

A secluded worshipping grounds for the followers of Beldor the immortal


The Pennymoor Residency 

A secluded worshipping grounds for followers to the immortal Kall


Cloud Fortress


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