Kappale Players Guide

Tarawn

A relatively small and new kingdom, Tarawn is caught between the larger and older nations of Qilaw and Thynnon, with massive walls separating them. Primarily populated by half elves and humans due to the circumstances of its birth, its inhabitants are generally quite close knit, but welcoming to outsiders, so long as they have the requisite coin.

Despite being a new country, its positioning between two larger states, and the trade agreements it has with them has made it more prosperous than most. Led by the half-elven first King Rodfyr and his suite of advisors, the nation has grown quickly into a critical part of the continent, one full of loopholes for the unscrupulous merchant looking to make a quick sell.

Brief History of Kappale

The continent of Kappale used to only have two nations: Thynnon and Qilaw, with the nation of Thynnon being content to live behind its walls, and Qilaw freely trading with kingdoms across the ocean. Roughly 200 years ago, the status quo was broken when a small army of goblins and orcs breached Thynnon's walls and tried to grab valuable farmland. Unable to completely break the army, the elves called out to their neighbors for aid, and offered to share the contested land in return. Qilaw accepted the offer, and the two nations were able to beat back the monsters with comparatively minimal losses.

True to its word, the elves of Thynnon ceded some of its land (much of it being valuable farmland) to its western neighbor, opening gates in its walls and relaxing its strict border, with all involved expecting a new age of trade and openness between the two nations.

Naturally, with an increase in trade came an increase in closeness, and that increase in closeness brought an increase in half-elves - legitimate and not. The elven leadership blamed humanity for tainting noble elven bloodlines, and after a period of political conflict (and some actual bloodshed), the leadership of Thynnon reached an arrangement with Qilaw that the shared land should become its own nation, with its own leadership, and that nation could serve as a barrier between the races, and facilitate trade. An arrangement reached, Thynnon moved its border further east and erected another wall to keep both the humans and their spawn out.

This land, caught in the vacuum between nations, became Tarawn, which, despite its chaotic beginnings quickly grew into its trade relationships with its parent nations, growing wealthy, and attracting travelers from other nations.
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Cities

Cenorias

The capital city of Tarawn and the seat of its power, Cenorias lies off the main trade route running through the kingdom, but is close enough to observe the comings and goings of caravans. Various cultures and citizenries live inside the walls, from members of the churches in Qilaw to mercantile guilds, to master craftsmen, come from overseas to take part in building a new nation.

Responsible for housing the leaders of the nation, Cenorias is the shining star of the landscape, with the Silver Spire being visible from miles away. Nearer to the castle, a visitor would see some of the King's protection force - the Cerule Guard mixed in with the standard city guard. This city also barracks a small portion of the nation's army, though the main force lies miles away at a depot along the main trade route.
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Militias and Armies

Being such a young country, Tarawn's standing army is much smaller than its neighbors', and many of them are inexperienced.

Due to this, some of the cities in the kingdom have raised local militias to protect their surrounding holdings, in addition to their town guard which are responsible for protecting the citizens while they are in town.
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Kaledorei

A large city near the center of the kingdom, Kaledorei is the main stop along the trade route between Qilaw and Thynnon. It also warehouses goods from many surrounding, smaller towns - primarily farming villages trading in wheat, flax, and beans. In its role as a rest stop for trading caravans, it sees many hundreds of visitors moving in and out each week, and this movement of people has given it a bit of a reputation as a home for illicit dealings, as one could purchase a good or service here one day, and be in another kingdom the next.

While occasionally dignitaries may pass through here (bringing their own personal guard), the town guard stationed here are usually quite lax, only intervening if it seems like a citizen may be hurt from an altercation, and only if they don't have something "better" to do.

Bremoor

While smaller than Kaledorei, Bremoor is no less important to Tarawn. Lying near the eastern border, it is the largest port in the kingdom, and is responsible for supplying fish and other marine life that would otherwise be unavailable to the people of the kingdom. For many, this port is the first part of Tarawn they see, and welcomes of all sorts are set up to aid in their integration.

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Locations

Rovagug's Gate

A magical maelstrom off the northeast coast of Tarawn, this neverending storm is the direct result of an extremely powerful elven sorcerer named Avo Adrallmion's rampage across the continent about 140 years ago. The residual magical energies flowing from this place cause varied effects for miles in every direction, making the seas near this coast impassible and requiring special measures while traveling on the land near it.

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Sorcery on Kappale

Avo's lust for knowledge and power continued to the point where the magical energies they held began to leak - first as a trickle, then as a torrent, causing them to detonate while on the island that used to occupy this place.

Since their rampage, sorcery as a whole comes with a more threatening connotation, with many people not wanting anything to do with someone who practices it, and some people even directly resorting to violence against a sorcerer. There have been reports of sorcerers disappearing near the eastern wall, though they've been largely ignored.
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The Whispering Plains

On the western outskirts of Tarawn, close to the wall bordering Thynnon, lie the Whispering Plains, a boundless sea of tall grass, and a barrier to the living. Those who have business on the other side prefer the long way round, lest they be driven mad by the powers that inhabit the countless miles of featureless, rolling hills. Only the desperate or foolhardy traverse the plain, traversing the persistent drone of unintelligible whispers and alien encounters that assail their minds.

There used to be a town here, long abandoned, and obliterated by the Avo's energies a century ago.

Caldun

Even nearer to the Gate lies Caldun, the remains of the island that used to be here. Some of the land remains, suspended by some arcane force, and the chaotic effects of magic gone wild are at their strongest while here. Seafarers are wise avoid this area entirely, and no known exploratory expeditions have been attempted.
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Guilds

The Order of the Blade

One of two main adventurer's guilds in the region, The Order of the Blade is responsible for contracting warriors to slay the dangerous beasts that limit mankind's further exploration. If it requires killing, and you've got the coin to spend, the Order of the Blade is your first choice.

Abadar's Scales

This guild is primarily focused on ensuring trades under their watch are fair, and that both sides get what they're due. They own and operate many stalls in Kaledorei, and generally call it home.

The Wagon's Armor

The Wagon's Armor are the other of two adventurer's guilds in the region, and are much more focused on protection - of goods, and of people. Traders that are transporting valuable goods through Tarawn would be wise to purchase "insurance" in the way of the Wagon's Armor.

The Fireflies

While not a typical thieves' or assassins' guild, the Fireflies are a network of individuals that can get you in contact with whoever you need talking to, whatever you need done.

Of Interest

Knowstones

Small stones, no bigger than a pebble, that when triggered (usually rolling the stone between your fingers) can activate low level spells (no higher than 1st level, with most being common cantrips)

Tuners

A common sight in western Thynnon, Tuners are small crystal pillars inscribed with magical glyphs. When installed in a stable location, they can calm the worst of the effects caused by the Gate - the larger the Tuner, the wider its area of effect. Tuners can take on many forms, from small shrines to signposts, to simple hunks of stone. As long as the Tuner remains planted in the ground and the glyphs keep their integrity, it continues its beneficial effects.

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