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.

Ongor

Ongôr is a city located in the arid desert, where the vegetation is desolate. Ongôr grew around a water source and a well-traveled road, and is comprised of many different races, with the most common race being human. They are an overwhelmingly patriarchal feudalist magocratic absolute monarchy that overwhelmingly worships Hades.

The nearest landmark is a large black obelisk stationed in the middle of a small island that is within what is now a lake. A river eroded the area and over the course of time the river carved out a small lake around the obelisk. A population of 11960, the denizens live a modest existence. A procession of ghosts is currently taking place.

Khebdev Shar

Government in Ongôr

The people of Ongôr work the land in exchange for working their lord’s lands. Khebdev Shar is the head of state, but affairs are handled by the wizards, the head of whom is Shon Devagon “The Voice”.

Economics

Trade in Ongôr is regulated, with taxes applied to all goods and services rendered, and people live a modest existence because of it. The trade guild enforces rules, with penalties for rule-breakers. Welfare is bad. Citizens can expect the bare minimum of death services. Healthcare and education are fringe cases, and citizens would do better to seek a private benefactor than try and receive treatment from the government.

Law and Order

Law in Ongôr is completely one sided. Those that breach the complex and codified list of laws and do not have the protection of the Thieves’ Guild can expect hard labor, incarceration, or public execution. The Thieves’ Guild controls the law, and have free reign as a result. Those that do not sit on the wizard council that governs Ongôr are not permitted to cast magic. It is coded into law as a restricted activity.

FACTIONS

  • Wizards College
  • Huge
  • Wizards Council
  • Quite Small
  • Thieves Guild
  • Large
  • Artisans Guild
  • Average Sized

 

Wizards College (Above Average Sized)

“The University of Eldritch Book Keepers is a wizards college. It’s well established, and the huge faction has an excellent reputation, and is motivated by fame. They are rumoured to own a powerful artifact.”

Governance

It’s ruled by Melania Preacher, who was the strongest of the group. She is reasonably competent, and her position is relatively unstable due to internal power struggles. Bribes are sometimes accepted.

Members

Members of The University of Eldritch Book Keepers are identifiable by their excessively bureaucratic tendencies. Membership requires a display of skill, and costs three hundred gold pieces, provided there’s an empty slot. The initiation into The University of Eldritch Book Keepers involves an oath to be taken.

Resources

They have limitless resources. A room full of gems are part of those resources. Also at their disposal are sheafs of blackmail material, a drawer of magic scrolls, a fair few contacts, and a handful of trade goods.

Politics

The University of Eldritch Book Keepers have a considerable number of allies;
A veritable army of commoners regularly assist The University of Eldritch Book Keepers. At their disposal, they also have a veritable army of assassins, a veritable army of nobles, and a veritable army of priests. The University of Eldritch Book Keepers have enemies around every corner; A guild of assassins are enemies of The University of Eldritch Book Keepers, as are a guild of priests, a guild of seers and a guild of assassins.

“The Ongôrit Necromancers”
Wizards Council (Quite Small)

“The Ongôrit Necromancers is a wizards council. It’s well established, and the quite small faction has an excellent reputation, and is motivated by knowledge. They are rumoured to dabble in forbidden magics.”

Governance

It’s ruled byShon Devagon, who was able to rise to power through nepotism. He is very competent, and his position is mostly stable due to internal power struggles. Bribes are sometimes accepted.

Members

Members of The Ongôrit Necromancers are identifiable by the ring that members are given. Membership requires a display of skill, and costs ten gold pieces. The initiation into The Ongôrit Necromancers involves an oath to be taken.

Resources

They have slightly below average resources. An extreemly valuable gem are in their proverbial warchest, as are a handful of magic scrolls, and one or two valuable trade goods.

Politics

The Ongôrit Necromancers have few allies;
A guild of thieves are the only others they can rely on. The Ongôrit Necromancers have some enemies; A guild of assassins are the only that wish The Ongôrit Necromancers ill.

“The Cunning Brotherhood”
Thieves Guild (Large)

The Cunning Brotherhood is a thieves guild. It’s quite old, and the large faction has an excellent reputation, and is motivated by vengeance. They are currently recruiting.”

Governance

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

Members

Members of The Cunning Brotherhood are identifiable by their rabble-rousing tendencies. Membership requires referral by several members, and costs two hundred gold pieces. The initiation into The Cunning Brotherhood involves a secret task.

Resources

They have limitless resources. Binders full of blackmail material are in their proverbial warchest, as are a significant number of magical weapons, a chest of gold, a significant number of magical trinkets, and a handful of trade goods.

Politics

The Cunning Brotherhood have a considerable number of allies;
A veritable army of homeless will help if called upon, as will a veritable army of assassins, a veritable army of scholars, and a veritable army of bards. The Cunning Brotherhood have some fearsome enemies; A guild of priests are rivals. Other enemies include a guild of commoners.

“The League of Visionaries”
Artisan Guild (Average Sized)

“The League of Visionaries is an artisans guild. It’s origin is unknown, and the average sized faction has an above average reputation, and is motivated by fame. They are distrusted by those in power.”

Governance

It’s ruled by Bilgorg Raath, who was the most charismatic of the group. He is very competent, and his position is relatively unstable due to internal power struggles. Bribes will usually be rejected.

Members

Members of The League of Visionaries are identifiable by the ring that members are given. Membership requires an excellent reputation, and costs two hundred gold pieces. The initiation into The League of Visionaries involves a secret ritual.

Resources

They have limitless resources. A significant number of gems are in their proverbial warchest, as are a handful of contacts, a handful of artifacts, a significant number of trade goods, and a handful of favours.

Politics

The League of Visionaries have a handful of trusted allies;
A couple politicians and a couple rangers can be called on for aid. The League of Visionaries have more enemies than one would expect; A guild of bandits wish ill of The League of Visionaries. Their other enemies also include a guild of commoners, and a guild of Wizards.

Racial Demographic

Ongôr is comprised of many different races, with the most common race being human.

RacePopulationPercentage
Dragonborn1401.18
Dwarf2812.35
Elf00.00
Gnome5624.71
Goblin126610.59
Half-elf2812.35
Half-orc365830.59
Halfling00.00
Human562847.06
Lizardfolk700.59
Tiefling700.59