Showing posts with label Setting. Show all posts
Showing posts with label Setting. Show all posts

Thursday, October 9, 2025

The Eveningstar Gazetteer

I have a bad tendency to tinker with systems and settings so long that I never end up actually running/playing the game. To combat this, I started my solo D&D game with a deliberately zero-prep approach, relying on a module and my own particular sense of vernacular fantasy to fill in the gaps on a strictly as-needed basis. Nevertheless, lore accumulates fast, and as the game has progressed I’ve steadily built up a picture of the world (or at least this part of it). It's all Vanilla Fantasy of course, but I happen to think vanilla is a fine flavor and everyone's fantasy vernacular is a little bit different. Hopefully mine is a nice vanilla bean (it makes better rootbeer floats than french vanilla, in my opinion).

Eveningstar

A small valley province on the border of the Realm, just south of the inhospitable Stonelands. In ages past Eveningstar was a petty kingdom ruled by a line of bandit kings who used the black star as their sigil.


Eveningstar’s current ruler, Lady Winter, is the king’s former lover and was installed here as a form of soft exile from court. Fortunately for the people of Eveningstar, she is also a powerful wizard and has transformed her domain into a garden on the edge of the wild waste. 


Aided by her spells, the valley is full of flowers, fruit trees, and magical animals. The most notable of these are Eveningstar’s famous winged cats, but most of Lady Winter’s designs are less ostentatious, such as helpful bees, livestock that rarely sickens, and cold-resistant fruit trees that graft easily.


Eveningstar Abbey

The monks of Lathander own a fair proportion of the land around Eveningstar. Relations between the abbey and the town are generally good, as Lady Winter is careful to honor the abbey’s rights and privileges. The abbey’s beer is famous.


The Two Rivers

A stream of clear water, the Starwater, flows through Eveningstar from its source in Lostar Lake in the Stonelands, forming a picturesque waterfall along the way. A second stream of foul, sulfurous water, known as the Goblinwater, runs out of Eveningstar Gorge and into the Briarwood. The two eventually meet by the town of Toadmarket, where they join the mighty Realmstream River.


Eveningstar Gorge

The old heathen kings of Eveningstar were laid to rest in tombs carved into the gorge walls. Monsters from the Stonelands have moved in or dug new caves in the years since then. Collectively this network of dungeons is known as the Caves of Chaos.

    The Haunted Halls

The last redoubt of the old kings of Eveningstar. The last king’s army fell to starvation and foul magic in a war with a witch-queen out of the stonelands. Old spells and cursed, immortal soldiers of that barbarous era still haunt the halls.


The Killing Keep

An old ruin that overlooks Eveningstar Gorge. A mad vampire and his small army of kobolds occupy it now, and have protected it with traps and the severed, animated hands of intruders. The keep is connected to the Haunted Halls in several places, most of which are guarded or trapped.



Tuesday, May 27, 2025

The High King of All the Isles

One of my favorite conceits for a Tolkienesque setting is to combine Gondor/Numenor with the archipelago of Earthsea, which aesthetically feels like a slam dunk to me. Enjoy this little gazetteer of my version of this idea.


The Isles




Serd

A grand island, where once dwelt the High King of All the Isles. Serd is rich and beautiful, with pale sandy beaches and towering white cliffs, against which the bright flags and colorful tile roofs of the port city stand out. Many a seafarer longs to hear the merry bells of Serd calling their ship home. Serd also boasts a grove of ancient olive trees, one of the wonders of the isles. The eldest of this grove is the White Tree which grew from the Archmage’s staff, planted in the Court of the Kings.


The Lord of Serd is known as the Keymaster or Keeper (as in “Keeper of the Keys”) of the Sea-House of Serd. The Keepers are descended from the stewards of the High King, and keep his house ready for his return.


The Tower

Not truly an island, the Tower is an ancient structure that rises from the sea just off the coast of Serd. The wizards of the isles learn their art here.


The rule of the Tower is given to the Archmage, who is chosen by the masters of the school.


Stoneships

The stone ships of Stoneships are one of the wonders of the world. Were they built in place? If so, how, and for what purpose? They are positioned as if run aground on the stony shore, but how could such vessels ever have floated?


The rule of Stoneships is given to the Master of the Map-House, where it is said that a copy of every sea-chart, sounding, and ship’s log in all the isles is kept.