Red River Campaign

Encyclopedia

The encyclopedia contain background information about the Riverlands and it`s inhabitants. None of this has any direct impact on how the game is played, but as a resource for imagination in the effort to make the world come alive.

Fen-Horim

 Fen-Horim is a city located in the temperate hills, where the vegetation is sparse. Fen-Horim grew around a road traveled by merchants on the way to another, larger city, and is comprised of many different races, with the most common race of human just barely making up slightly over a third of the population. They are a patriarchal feudalist militocratic absolute monarchy that worships many deities, none having a clear majority at all.

The nearest landmark is a giant’s skeleton on the side of a cliff. A large sword still stuck through it’s chest. A population of 4920, the denizens live a modest existence. A procession of ghosts is currently taking place.

Lord Valanthe Ariessus

Government in Fen-Horim

The people of Fen-Horim work the land in exchange for working their lord’s lands. Lord Valanthe Ariessus is technically the head of state, but affairs are handled by a parliamentary consisting of the military, the head of whom is Lord General Adrianos Khargal.

Economics

Trade in Fen-Horim is regulated, with taxes and restrictions on what can be brought in and out of the city, and people live a modest existence because of it. The trade guild enforces rules, with stiff penalties and trade bans for rule-breakers. Welfare is average. Citizens can find an education, provided they can pay for it. Healthcare is overtaxed and underfunded, and the government hides behind layers of bureaucracy to dodge complaints.

Law and Order

The guards are very strict, with citizens being forced to carry licenses and travel permits. The local guard,The Santon Truncheon, is well armed, and brutality is common. Law in Fen-Horim is very much punitive based, and those that breach the laws can expect hard labor, incarceration, or sometimes public execution. Crime is an ugly stain on humanity, to be punished. Magic has not been codified into the laws.

FACTIONS

  • Guards Watch
  • Quite Large
  • Military Army
  • Very Large
  • Merchants Guild
  • Above Average Sized
  • Rangers Guild
  • Slightly Below Average Sized

Guards Watch (Quite Large)

“The Santon Wand is a guards watch. It’s very old, and the quite has a good reputation, and is motivated by money. They are rumoured to be under investigation.”

Governance

It’s ruled by Naethynel Hope, who was promoted by being the most powerful in the group. He is of mild incompetence, and his position is relatively stable due to internal power struggles. Bribes will be bargained about.

Members

Members of The Santon Wand are identifiable by brass coloured weapons they carry. Membership requires some social status, and costs fifty gold pieces. The initiation into The Santon Wand involves a simple form to be filled.

Resources

They have significant resources. A fair few old favours are part of those resources. Also at their disposal are a significant number of magical weapons, one or two valuable trade goods, and a fair few debtors.

Politics

The Santon Wand have a decent number of allies;
A veritable army commoners assist The Santon Wand. At their disposal, they also have a veritable army of thieves, and a veritable army of scholars. The Santon Wand have a couple enemies; A guild of thieves are the enemies of The Santon Wand.

“The Hand of Fen-Horim”
Military Army (Very Large)

“The Hand of Fen-Horim is a military army. It’s very old, and the very has an excellent reputation, and is motivated by money. They are involved with a certain bloodline.”

Governance

It’s ruled by Adrianos Karghal, who was able to rise to power through nepotism. He is very competent, and his position is somewhat unstable due to internal power struggles. Bribes will usually be accepted.

Members

Members of The Hand of Fen-Horim are identifiable by their love of a good fight. Membership requires referral by an existing member, and costs two hundred gold pieces, provided there’s an empty slot. The initiation into The Hand of Fen-Horim involves a secret ritual.

Resources

They have limitless resources. Chests full of gold are in their proverbial warchest, as are a fair few contacts, sheafs of magic scrolls, a handful of trade goods, and a significant number of magical trinkets.

Politics

The Hand of Fen-Horim have a considerable number of allies;
A veritable army of scholars will answer a call for aid, as will a veritable army of priests, a veritable army of mercenaries, and a veritable army of assassins. The Hand of Fen-Horim have more enemies than one would expect; A guild of assassins are enemies of The Hand of Fen-Horim, as are a guild of assassins, and a guild of bandits.

“The Fen-Horim Hawkers”
Merchant Guild (Above Average Sized)

“The Fen-Horim Hawkers is a merchants guild. It’s quite new, and the above average sized faction has an excellent reputation, and is motivated by money. They are currently recruiting.”

Governance

It’s ruled by Ahvain Nalio, who was the wealthiest of the group. He is of mild incompetence, and his position is mostly stable due to internal power struggles. Bribes will be bargained about.

Members

Members of The Fen-Horim Hawkers are identifiable by their gaudy jewellery. Membership requires an excellent reputation, and costs three hundred gold pieces, provided there’s an empty slot. The initiation into The Fen-Horim Hawkers involves a simple form to be filled.

Resources

They have limitless resources. Sheafs of blackmail material are part of those resources. Also at their disposal are a fair few debtors, a handful of trade goods, a significant number of artifacts, and a handful of old favours.

Politics

The Fen-Horim Hawkers have some strong allies;
A veritable army of thieves and a veritable army of priests can be called on for aid. The Fen-Horim Hawkers have a couple enemies; A guild of commoners are the enemies of The Fen-Horim Hawkers.

“The Barefoot Guardians”
Rangers Guild (Slightly Below Average Sized)

“The Barefoot Guardians is a rangers guild. It’s quite old, and the slightly below average sized faction has an above average reputation, and is motivated by money. They are highly involved in the local community.”

Governance

It’s ruled by Waxmuncher Bidig, who was the strongest of the group. She is of mild incompetence, and her position is mostly stable due to internal power struggles. Bribes are scorned.

Members

Members of The Barefoot Guardians are identifiable by their terrible smell. Membership requires referral by an existing member, and costs a single copper, as a show of faith. The initiation into The Barefoot Guardians involves a simple form to be filled.

Resources

They have limitless resources. A handful of artifacts are jealously guarded, as are a chest of gold, a handful of old favours and a handful of magic scrolls.

Politics

The Barefoot Guardians have a couple trusted allies;
Some commoners are the only others they can rely on. The Barefoot Guardians have a couple enemies; A guild of mercenaries are the enemies of The Barefoot Guardians.

Racial Demographic

Fen-Horim is comprised of many different races, with the most common race being human.

Dragonborn00.00
Dwarf4829.80
Elf3216.54
Gnome1603.27
Goblin51410.46
Half-elf00.00
Half-orc112522.88
Halfling00.00
Human225045.75
Lizardfolk00.00
Tiefling641.31

 

Religion

God of Knowledge: Helm

God of Life: Sune

God of Nature: Talos

God of Weather: Gond

God of War: Tymora

God of Death: Auril

God of Disease: Azuth

Trickster God: Bane