d20: Kingdom of Tartony - A realm suitable for most FRPG

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Tartony, Kingdom of

Rulers: His Majesty, King Ardon Tyrgryn IV (Fighter 15); Lord Chancellor, Duke Garon Burkstorm (Fighter 16); Master of Arms, Duchess Sylvia Lukrist (Fighter 14); Champion of the Realm, Baron Creston Coralmist (Fighter 23); Prince Philip Tyrgryn (Fighter 17); Archmage Thorgan of Wolfwood (Wizard 22); Princess Wilomenia Tyrgryn (Wizard 14)

Tartony coat of arms

Capital: Farth (22,000); Major Cities: Conner (20,000); Mirkle (18,000); Tinarte (15,500); Hilfport (15,000); Burkston (10,000); Reston (8,000)

Human population: 270,000; Demihumans: Halflings (10,000); Gnomes (1,000), Dwarves; Humanoids: Orcs, Hobgoblins

Resources: Timber, foodstuffs, fish, pearls


The smallish kingdom of Tartony has managed through careful diplomacy and beneficial alliances to maintain its independence from the sprawling Empire of Roland. The people of Tartony live in constant fear that the day of reckoning will come when the armies of the Empire storm across the borders and subjugate the kingdom. They also keep a watchful eye to west on their smaller, but powerful neighbor, the Kingdom of Urssia.

A clear understanding of the level of fear inherent in the population, from the king down to the lowliest peasant, is necessary to understanding the philosophy of this tiny kingdom on the Great North Coast. The kingdom exercises great caution in all its dealings with outsiders, never wishing to appear too weak or as a threat by appearing too strong.

However, their fear is not a matter of cowardice; it is a matter of logical reaction to the political situation after careful assessment of the forces standing against them. They realize that even if their entire population were to mobilize for war, the kingdom would still suffer severe loss and probably lose a prolonged war with Empire. Individual Tartonians are actually marked by great courage and diligence in their training. Their training in arms and willingness to sacrifice themselves for their king and country makes the average Tartonian warrior easily a match for any two imperial soldiers.

The realization that the forces of the kingdom would likely not withstand a direct attack by the forces of the Empire has resulted in the forging of a mutually beneficial alliance with Rush and Cyllene, though it is unlikely that Tartony could provide much assistance if one of its allies were attacked.

The military forces of Tartony are under the control of its various feudal lords, but through agreement with the king they have developed a masterful defense system that effectively doubles the strength of its armies while defending the kingdom. A ring of tower keeps garrisoned with at least 100 soldiers each encircles the kingdom. The keeps are separated by a distance of roughly 10 miles from each other. Every 30 miles a larger fortification, at least the size of a medium castle, is garrisoned with a strike force of at least 500 soldiers.

The kingdom has developed a redundant system for relaying messages in case of attack. Each small tower is equipped with a large firepit on its roof to send signals to the towers closest to it. By day the smoke from a fire set in the pit on the roof can easily be seen by observers in the towers closest to the signaling tower, by night the flames of the fire can also be spotted by a careful observer. If a tower watchman sees one of these signals, he then ignites the fire at his tower, thus signaling the tower nearest to it. In this way the entire network of towers can be notified quickly in case of attack.

Each tower also maintains a pair of light horses and trained riders who ride a top speed at the first sign of attack to the nearest towers with a message describing the threat and a request for assistance, if necessary. At the adjacent towers new messengers continue on fresh horses to the tower nearest their own with the message. This process continues until the message reaches army commanders at the main keeps.

As a third backup, a mage paid out of the royal coffers is assigned to each tower. The mage is required to have memorized at least one spell for conveying messages over a distance or to possess a magical item for such purpose. The king would like to replace this system with a network of magical devices that can be used by anyone, but the cost is high and so far only his border keeps and a handful of strategically located towers have the devices.

The construction of the towers and medium keeps was subsidized with royal coin, but their upkeep and garrisoning are the responsibility of the noble lords. The keep ring does not include the north coast of the kingdom, however, a half dozen coastal forces protect that area, though an attack by sea is unlikely.

The kingdom, supports a respectable navy, since its economy relies on trade by sea with its friendly neighbors. At least 110 warships are included in the navy of Tartony.

The kingdom's economy is progressive. A growing middle class of craftsmen and merchants is actively supported by the crown. Tax incentives are provided to journeymen who wish to establish their own shops and merchants planning to outfit new ships or caravans. Wolfwood provides a plentiful source of timber and Tartony supports many skilled shipwrights. The black earth of Tartony is also good for farming and the excess crops provide a valuable export for the kingdom. However, the most plentiful resource of Tartony is the bounty of the sea.

Tartonian fishermen are known for their skill as whalers, sealers, and fishermen. The Tartonian coastal waters are also known for the abundance of king crab and lobster and a variety of cold water pearl, known as an ice pearl because of its bluish luster, that fetches a high price on international markets.

Sheavana Kelos' School of Martial Combat

Included in the territory of Tartony is the Isle of Skilt, home of the legendary warriors academy, Sheavana Kelos' School of Martial Combat.

Those who are selected to enter the school must be personally accepted by Sheavana (hf-F32) and pass through a series of deadly obstacles to gang access to the school. Warriors of less than 8th level are not even considered for training and are likely to die attempting to gain access to the isle. Those of the proper level may train to become a grand master in their choice of several weapons taught at the school and may learn special fighting skills only available to warriors of the highest levels.

Access to the school is not limited by nationality, alignment, race or any other factor accept skill as a warrior. At any given time, less than a dozen warriors can be found training at the school.

Admission to the school is also extremely expensive. Many of the warriors who attend are sponsored by their king or some other wealthy patron. A year of training, the minimum time required to achive grand mastery in a weapon, costs 50,000 gp and a pledge of of one year of service to Sheavana (usually as an instructor at the school). However, Sheavana has been known to wave her fees on rare occassions for particularly promising warriors. She has also been known to reward those who complete training with a magical weapon chosen especially for the individual student.

Settlements and Features

Conner

Many who stop in this town of 20,000 stay at the Kilfin Inn, an establishment in moderate repair with very good food. The house specialty of the inn owned by Rufus Kilfin, an Eirbrony transplant who wears his kilt proudly, and his wife Bess, a good-natured wife of around 400 lbs, is roast turkey with stuffing.

Farth

The capital, population 22,000, is a whaling and fishing center. As such, there is a heavy royal naval presence in Farth. The city is a center of culture and outdoor plays are held in the summer. Many visitors to Farth stay at the Blue Dwarf Inn. Notably, Farth is the home of the renowned sage Eirdith Gorn, an elderly bald-headed gentleman who is an expert on the Empire of Roland. He is often called upon by Tartony's king for advice.

Hilfort

Hilfort, population 15,000, is a pearl trading center. Oysters are served everywhere here from taverns to street vendors. Pearls are available at two-thirds the normal list price. Many visitors stay at the Mother of Pearl Inn.

Mirkle

The people of this walled city of 18,000 have a reputation as being "uptight" and "worrisome". Many visitors to Mirkle stay at the Dawntide Inn which is operated by a well-groomed elderly naval captain, with a peg leg

Reston

The people of this coastal fishing and agricultural center of 8,000 are far more relaxed than those living in nearby Mirkle. The Golden Pearl Inn, located on the main road into town is a respectable place to stay the night.

Wolfwood

This dense forest that covers most of southern Tartony and part of the northern territory of the City-state of Rush is the home of Morgoth the Huntsman, an evil ranger, level 20, AC -10, and his pack of hunting wolves (Dire Wolves: AC 0, HD 8+8, MR 55%, Dmg 4d8, bite causes paralysis). This quasi-deity regards Wolfwood as his own personal hunting reserve. He regularly hunts unlucky travelers who pass through his domain.

The forest is also inhabited by the mystical mage Thorgan. Thorgan lives in a magically protected cottage deep in the woods. Morgoth does not fear him, but respects him. Thorgan on rare occasions comes to the aid of travellers who are hunted by Morgoth.


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