Arnallan Plains Geographic Location in The Continent of Wordal | World Anvil
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Arnallan Plains

In the center of Rasfadal are the Arnallan Plains, a vast plain of grassy hills and meadows that stretch as far as the eye can see. It reaches from the Durlanwood in the west to the Harrin Run in the east. The Furnary Forest in the south marks its southern border. In the north, it borders The Swamps. The weather in Arnallan is generally colder and more humid than the lands to the south, with cold winters and muggy summers. After the fall of the Burbric Empire, the kingdom of Arnallan was one of the many to rose to power. It was not until the conquest of Looras the Great that the lands of Arnallan became part of Rasfadal, and they have been since. The Duke of Arnallan rules over the land and is the most powerful vassal of the king. The southern reaches of the plains are fertile and support many farms and fields; most of the Arnallan people live in this area. The northern part of the plains is barren and deserted, with only a handful of hamlets and communities scattered around. Twyrif is the largest city in the region and the second largest in the kingdom. The North-South Road is often busy with people traveling to and from the city, which brings some trade and tourism to the area.  

Geography

The Arnallan Plains are, as the name suggests, mostly made up of large swaths of grassland. It knows a mild climate with temperatures between 15˚ to 20˚ in the summer and some mild frost in the winter. Along the North-South road and further south, fields and orchards decorate the land to Tharg. Endless fields may give the impression of safety, but Ferral and Merken are far apart, and the wilderness is never far away when traveling between the two villages. The north is much more desolate and closer to the swamps. Besides some small communities around Eor Lake, these grasslands are deserted. Wolves and scarier animals make their home here, as well as bandits cast out of the swamp by their foul brethren. As you travel further west, the terrain ascends as you get closer to the Gynard Mountains. Rocky canyons and valleys dominate the land here, and fast-running waters rush by as they make their way down from the mountains.

Duhr River

The Duhr River flows into the Arnallan Plains region from the south, all the way from the Essary Hills near Nordalang. It’s an essential and well-traversed river used to navigate quickly from the north to the south, especially between Merken and Twyrif. After Twyrif, the river flows north for another 50 km before leaving the Arnallan Plains and entering The Swamps.

Hagrove

To the far north is Hagrove, a haunted forest if the stories are true. It’s a dense forest of ash, maple, and birch trees. The very air feels oppressive and threatening, and soft wails echo through the trees. They say evil faeries live here. They take the form of beautiful women and lure men into the forest, only to devour them alive.

Mygar River

Flowing through the Gynard Canyon, the Mygar river offers easy transportation for the iron harvested in the quarries there. It’s vital to Twyrif iron production.  

Government

The Duchy of Arnallan, an old duchy with close ties to the crown dominate the Arnallan Plains. The lord and head of the Duchy is Duke Deiniol I of Arnallan, but he does not rule alone. The Council of Twyrif, a group of ten wealthy and influential figures, is the driving force behind much that goes on in the Duchy. Most of the council's members are high-ranking members from The Merchants' Guild. Some of the council members are from the Whisper Guild, a criminal organization and important source of information, both from the city and surrounding lands. The final members of the council are a couple of entrepreneurs owning several mines in the Gynard Canyon.  

Settlements

Twyrif

The City of Twyrif is a major city along the North-South Road that connects northern and southern Rasfadal. The walled city is build at the point where the rivers Mygar and Dhur merge, with a castle build high up on a cliff. It sees a lot of merchants coming through town and some have settled here to set up permanent establishments. This is a good place for those that want to go shopping, but make sure to avoid The Slums, or you'll part with your gold faster than you'd like.   Twyrif was founded many years ago. It started as a small town around the newly build castle that was meant to protect the northern borders and people traveling along the road. The safety that it brought attracted many traveling merchants and adventurers. The trade that the merchants brought allowed the nearby docks to grow and the city slowly grew to become the hub is it today.   In general, Twyrif is a pleasant place to be. Streets are well maintained, there are comfortable inns and taverns and many shops and establishments to fulfill your needs. However, there's also The Slums, a dark place in the center of the city. Out of sight of the common folk the Thieves Guild runs small crime operations throughout town. The rivalry between the Thieves and Merchants Guild caused permanent tension, but at the same time, both guilds are happy to use each other's services and connections.   The authorities in Twyrif mostly turn a blind eye to these practices, only stepping up every now and then. Those acts are mostly to maintain appearances though. However, these dark ongoings hardly affect the population directly, and much less people the people traveling through. As long as they don't cause any trouble that is.


Tharg

On the southern reaches of the Arnallan Plains lies the town of Tharg. It is a modest town surrounded by farmlands and trees. To the west you can just make out the tree line of the Furnary Forest, a dangerous place most people stay away from. While the town is a farming community of old, it is also a place where merchants go to sell their wares. This is because is it located on the crossing between the Harrin Road and the Pasture Way, two well-travelled roads in Rasfadal.   The town itself is nothing too special. Around the town square you’ll find the town hall, the Cruchy Carrot Tavern and the general store. Scattered around town are a handful more shops as well.   At the beginning of a new season, the town hosts the Great Season Market. This is a well known event throughout the kingdom and many people come to visit. During those days, the tavern are full, and all rooms are taken. This last for four to five days, until everything returns to normal.   Life in Tharg is a peaceful, and generally uneventful town. However, for a while now, the people have suffered from the trolls from Furnary Forest. It was always known that trolls lived in forest, but al long as you stayed clear from the tree line they weren’t a threat. Recently, the trolls have moved closer to the forest’s edge, and even out of it, making the Harrin Road more and more dangerous. Troll sightings on the road have increased and even once or twice a troll was seen around town. Many farmer’s find their livestock slaughtered or missing.   Something needs to be done about this. What drove the trolls out of the forest? Have they become aggressive, or are they trying to get away from something? Could it have something to do with the wailing spirits that people keep talking about?

Ferral

The Village of Ferral is a quiet, cozy village long the Harrin Run. The people live a simple life or farming.   Located in the center of the Kingdom, Ferral sees a fair amount of traffic coming through, and during the Season Fairs the village square is filled with stalls and shops. Merchants and vendors from the surrounding area, all hope to sell their wares to travelers.   One of the most noteworthy assets of Ferral is Martain's Oddities, a small shop owned by Martain the Halfling. He has a wide array of goods, from foreign trinkets to magical items and more. It is said that whatever you need, Martain will be able to get it for you. Just don't ask him where he gets it.  

Merken

The Village of Ferral is a quiet, cozy village long the Harrin Run. The people live a simple life or farming.   Located in the center of the Kingdom, Ferral sees a fair amount of traffic coming through, and during the Season Fairs the village square is filled with stalls and shops. Merchants and vendors from the surrounding area, all hope to sell their wares to travelers.   One of the most noteworthy assets of Ferral is Martain's Oddities, a small shop owned by Martain the Halfling. He has a wide array of goods, from foreign trinkets to magical items and more. It is said that whatever you need, Martain will be able to get it for you. Just don't ask him where he gets it.

Hamlets

Throughout the Arnallan Plains are hamlets and small communities, scattered around. The following tables allow you to quickly create one such hamlet or community.

Population

Determine the population of a hamlet or community by rolling 3d10 and adding up the result. This generates a population of between 3 and 30 people.

Ruler

1d10 Ruler
1-4 Elder
5-7 Small Council
8-9 Elected Mayor
10 Baron or Knight

Location of Interest

1d10 Asset
1-4 Market
5-7 Tavern
8-9 Whisper Guild Safehouse
10 Castle
 

Factions

Several important factions are located in the Arnallan Plains. Among them is the Heroes' Guild, just outside Twyrif, where people are trained to perform all sorts of tasks, but mostly to protect the people of Rasfadal from monsters and evil-doers. The Merchants' Guild and Whisper Guild in Twyrif have a great deal of influence over the region. Nearly every mercantile operation is somehow a part of the Merchants' Guild, and the Whisper Guild has an extensive network of criminals and spies throughout the plains. The Golden Bascinet is the local law enforcement meant to keep the peace in the land.  

The Heroes Guild

Only the most remarkable individuals are allowed to become members of this guild. For over two centuries, it has recruited and trained people that have become the stuff of legends. Their goal is to train individuals to travel around the land and help people in need. Heroes have trained in one of three different disciplines: Courage for physical prowess, Finesse for character and agility, and Mind for knowledge and magic. The guild is led by Grand Master Fenwyn and a council of the Masters of each discipline: Charn, the Master of Courage; Darostan, the Master of Finesse; and Kaelin, the Master of Mind.  

The Knights of the Golden Bascinet

The local law enforcement, under the control of the Duke of Arnallan, is known as the Knights of the Golden Bascinet. They serve as local enforcers, as well as the duke's retinue. Most members are born from low nobility and join to gain prestige. Some members take their knighthood very seriously, acting as paragons for the people of Twyrif, while others abuse their power and harass the common folk. Be watchful when you come upon a Golden Bascinet: they can be a protector, pure of heart, or a scoundrel of the worst kind.  

The Merchant's Guild

The Merchants' Guild is made up of the wealthiest Merchants in Twyrif. What started as a collective effort to build a regulated market has turned into an elitist group of wealthy individuals that control every shop in town. They decide which goods are sold, bought, or prohibited and what price they go for. Competition is quickly brought into the guild or taken out of business.  

The Whisper Guild

The Whisper Guild is a powerful criminal organization within Twyrif. While its headquarters are in the city, the Whisper Guild's influence spread throughout the Arnallan Plains. They have hideouts in many villages and hamlets and keep a firm grip on all criminal activities in the region. Anything more than a common pickpocket will attract their attention and is seen as either a recruit or competition. And the guild has an effective way of dealing with the latter.  

Notable People

  Throughout the Arnallan Plains are a many influential personalities. These are lords of duchies and counties, but also the heads of local guilds and organizations.

Duke Deiniol I of Arnallan

Ambitious, pretentious, and a narcissist. Duke Deiniol I is the Duke of Arnallan and the most influential ruler in the Arnallan Plains. He is a direct vassal of King Staar II but often pretends to be his own king. Local lords are often invited to Deiniol’s lavish feasts. These are a ploy by the Duke to retain their favor and support. Everyone knows that King Staar II is sick and without an heir, and Deiniol I has his eyes fixed on the throne. He is already the most powerful vassal of the king, and all he needs to take the thrown upon his liege’s death is the support of his vassals.

Fedric Fyld

Fedric Fyld is the captain of the Knights of the Golden Bascinet. The balding man sports a bushy grey beard and a horrible scar across his face. Of all the Golden Bascinets, Fedric may very well be the worst. Nothing brings him more joy than abusing his power to harass the common folk of Twyrif. Many suspect he is on the Whisper Guild’s payroll.

Fenwyn of the Heroes’ Guild

The oldest member of the Heroes’ Guild is Grand Master Fenwyn. A thin and fragile-looking man with long grey hair and an equally long beard. He is the only member of the Heroes’ Guild who has reached the rank of Master in all heroic disciplines. Many heroes look to him for guidance and advice, and even people from outside the Guild seek him out for his skill and wisdom.

Count Gerard of Lesser Arnallan

Gerard is a cousin of Deiniol and lord of Lesser Arnallan. While he is little more than a minor noble, he still enjoys the comfort of being closely related to Deiniol I. His ambition leaves much to be desired in the Duke’s eyes, but he’s loyal, and that’s what’s important for now.

Countess Muira of Tharnallan

Muira is an ambitious young woman and ruler of the County of Tharnallan. She has a keen mind and discovered Deiniol I’s agenda early on, and she plays into it. And she enjoys it a lot. Meanwhile, she has he own goals. She’ll be prepared when Deiniol I moves to take the throne and make sure the outcome is most beneficial to her.

Symber Ergold

The leader of the Merchants’ Guild is an intelligent figure with immense power. Many would agree that Symber is the most powerful man in Arnallan, second only to the Duke of Arnallan himself. He is the head of the Merchants’ Guild and has grown a large emporium throughout the region. It is hard to get an audience with the man, but once you make his acquaintance, he will prove to be a powerful friend and ally.

Count Turnil of Forn

Of all the lords under Deiniol I, Turnil is the most powerful one, though his influence is still nowhere near that of the Duke. Some say he’s no true Arnallan Lord for he is too close to the Swamps and

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