Farsea Chronicles

The story of a crew of siphoners as they make their way from the fields of the Farsea swamps into the noble courts of the rulership and perhaps become saviours to the region.

Farseas

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Known also as (the) Farsea Swamps, Farsea marshes, Tunlands, and Tun marshes, the Farseas are a massive swamp land beyond the Stormhorns, west of the Cormyrean empires civil center.

Once two swamps, the Tun marsh and Farseas swamp, these wetlands have grown together to form the gargantuan expanse that is now known as the "unapproachable west" by the more affluent and fragile of Cormyrean court.

While well separated from the kingdom proper by the Stormhorns, the swamplands are accessible via the High Road or the Tun River that acts as a main vein from the Dragonmere and the Sea of Fallen Stars beyond the Throat.

The swamplands provide a brisk trade with not just Cormyr, but many who make the journey through the

The swamp denizens are comprised of several beast races, mostly the Lizardpeoples, Bullywugs, and Fishfolk.

The political landscape of the Farseas is complex at best and downright feral at the worst.

Generations of Drover communities have grown, with humanoids and beast races intermingling (and even mating) to create an incredible mixture of citizenry and culture through out the expanse.

Language

Natives of the swamps share a tongue known as many things but generally referred to as swamp speech, swamp tongue or swamp spit.

Swamp scribble using a Swampers alphabet has emerged as well, using mostly glyphs used by Drovers when marking routes and regions.

Law & Order

In general the swamp lands exist in a tenuous harmony in the natural order. The beast races do not necessarily hunt one another but predatory nature being what it is, the races of the swamp are not above eating one another where need and opportunity arise.

Civil disputes in the Farseas can be a bloody & terrifying affair when denizens drop civility in favour of more preternatural alternatives.

The Purple Dragons patrol the main roads and the Tun River but are not typically found in major cities within the Farseas, recognizing the swamp denizens sovereignty and the limit of their power within that natural order.

The Obarskyrs hold alliances on paper with the Farseas denizens, courtesy of the Aris family and their rule over the region. While taxes are collected from Writ holders directly as well as the major civil centers, the swamp denizens largely appreciate a tax free life as tax collectors have proven far too easily misplaced within the Farseas.

Landscape

The general landscape of the Farseas is difficult if not impossible to travel outside of the available routes, not all of which are roads as most would know them. Being home to all manner of creatures, the Farseas 'routes' may be over land, under water, through brush, or unavailable during particular times of day or times of year.

The landscape is dotted with ruined fortifications, old abandoned villages, and assorted remnants of skirmishes from decades past a bandit kings forces would roam the Tuns.

The swamp peoples have large centers in Threetrees, Nykhas Rest and Swamp Gate, as well as an innumerable spread of settlements throughout the expanse.

Swamp people have a robust shamanism wherein magic is practiced amid the various beast races as both an arcanic skill and a faith driven power fueled by their pantheon of Swamp Gods.

Politics

Of the various major cities of the swamp peoples, Threetrees acts as the political hub for laws & order as per agreements set forth by Hiren Kropus and Ghorbighor Wartscale in the Peoples accord signed in 1170 and ratified by

Celebrities

Notable individuals, factions, or settlements within the Farseas.

Flora & Fauna

Environmental challenges and unique flora and fauna found in the swamplands.

Culture

The swamp denizens of the Farseas, particularly those in Threetrees, have a unique culture shaped by their swampy surroundings and the intricate interplay of various races and species. In the heart of Threetrees, a remarkable settlement known for its three colossal swamp trees, the population resides on and around these ancient giants. These massive trees, of a species suitable for swampy environments, provide both shelter and a sense of community, as homes are ingeniously built into the trees themselves.

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Cormyte

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This term was specifically used by King Azoun Obarskyr IV to refer to Cormyrean peoples.

People or Person of Cormyr. aka. Cormyrian or Cormyrean

While the Farseas and surrounding regions are considered part of the Cormyrean empire, the Tunlands population is comprised of swamp denizens who choose not to be recognized as citizens of Cormyr but a separate people within the kingdom.

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Cormyrean

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People or Person of Cormyr. aka. Cormyte or Cormyrian

While the Farseas and surrounding regions are considered part of the Cormyrean empire, the Tunlands population is comprised of swamp denizens who choose not to be recognized as citizens of Cormyr but a separate people within the kingdom.

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Cormyrian

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People or Person of Cormyr. aka. Cormyte or Cormyrean

While the Farseas and surrounding regions are considered part of the Cormyrean empire, the Tunlands population is comprised of swamp denizens who choose not to be recognized as citizens of Cormyr but a separate people within the kingdom.

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Irungarten

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Elven for Iron Garden, the family is known for their brisk trade of finished military goods and raw swamp resources.

With their hold upon Wyrmhall the family appreciates a secure and remote location rich and ripe with the wealth of the marshes at all times of year.

They maintain a labour force throughout the wetlands having negotiated with Threetrees, Nykhas Rest and Ariston merchants, organizing regular transport of their goods up and down the Tun river.

They are known to be fiercely defensive of their position however do not get involved in any conquest or property disputes outside their own interests. They show no interest in expanding their interests, but to maintain and upkeep their existing empire.

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Wyrmhall

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A strategic fortress nestled deep in the swamp lands west of Cormyr, it is one of few bastions as such and is operated by the Irungarten family, providing a defensive position, staging point and oversight of the farming of minerals, fluids and geyser gas from the region.

Wyrmhall is several hundreds of years old and was built by the Purple Dragons to aid in holding the western boundaries against a variety of threats.

While it is no longer a royal property but held by a private family, it is still regarded as a stop over for Purple Dragon forces traveling the area and indeed soldiers of Cormyr are welcomed and sheltered with open arms.

The Irungarten family takes obvious pride in their charge, having modeled the castles exterior and interior with their crests, banners, and imagery, reminding the swamp population of their presence at every opportunity.

The fortress provides barracks for up to 100 soldiers, and secure storage in its undercroft and inner vault.

Reaching Wyrmhall is a trivial matter so long as you know one of the several routes that lead to its gates, however many of these routes are precarious if not deadily depending on time of day, season and the travelers experience.

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Tycho Irungarten

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Lord Tycho Irungarten is a noble who governs several hamlets along the western bank of the swamp, including the strategic fortress, Wyrmhall.

Known for his genteel demeanor and his fondness for dice games, Lord Irungarten leads a family that follows the faiths of Helm and Torm, albeit with varying degrees of devotion.

His current concern revolves around the troubling talk of civil war and of refugees on the swamp's outskirts, which threaten the stability of his holdings.

Lord Irungarten will seek answers to these unsettling reports to fulfill his commitment to the well-being of his domain.

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Ottickal Greybeard

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Lord Ottickal Greybeard, a dwarf Lord hailing from High Horn, is a descendant of the legendary figure Dhag Greybeard. What sets Lord Greybeard apart is his unparalleled memory, which holds a vast repository of the region's history. His name is often associated with Molly, the Elfin consort of Dhag, and with fellow Mortimarr Greybeard, who now serves as the Herald of High Horn and shares a lineage with Dhag. These connections to a bygone era make Lord Ottickal Greybeard a living link to the past, offering invaluable insights into the region's history.

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Old Cormyr

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The original swamp land was much smaller with Aris Castle playing as a fortification in skirmishes and being passed about to whomever could hold it the longest and most fiercely.

In the end, the swamps would grow and consume much more of the land scape, meeting the Stormhorns' foot hills where the slopes of the grand mountain range would finally keep the spreading wetlands.

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Marcellus Windham Foxmantle

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A Sembian merchant lord he is head of the Foxmantle family and owner of the Foxmantle Grains empire.

He is known as an intelligent sort who enjoys throwing parties although he curiously attends few of them.

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Foxmantle

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Purveyors of Foxmantle Grains across Cormyr & Sembia, the company is known and depended upon for quality and plentiful deliveries in all conditions.

The family was known for having close ties with the Kropus House and allied with Dranton and later Vader Kropus. When Lucien took his seat, the Foxmantles retracted their support, citing the youth as a risk that they did not trust yet.

Lord Marcellus Windham Foxmantle leads the family with an objective and ruthless motivation to the family's interests.

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Lucien

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From the ripe age of 16 when his fathers Vader Kropus' demise put him at the head of the house, Lucien was doing everything he could to lead Zepherine as he had seen and learned from his father, his mother and the stories of their forebears.

During his ~30 years as the leadership of the company he was witness to the rise of the Aris family as Erdrick passed and Jon, Caduca and eventually their half brother Dorimo would rise to lead the noble court in the Cormyrian swamplands.

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Osrin

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Devout followers of Kelemvor and the closest of friends that the Kropus House had to their credit, the Osrins included Lord Yorick Osrin, his son Aromarr Osrin, bore to him by his concubine the Lady Rachel Foxmantle.

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Stjorrayrm

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Disambiguation.

One Eye

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One Eye

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Stjorrayrm, the great mega gator known as One Eye was a gargantuan predatory force known and feared across the Farseas.

It was quelled when Vader Kropus managed to imprison the creatures eggs in the Kropus Vault, to be allowed to survive when One Eye passed.

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Old One Eye

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Disambiguation.

One Eye

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Serena Kropus

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The late lady Kropus, Lucien's mother and wife to Vader Kropus was a woman of stature, dignity and heart who believed in her family's legacy and her husbands will to overcome the wilds of the Farsea.

In her need to support their efforts, Serena would become acquainted with many of the swamp denizens peoples at all levels. The lady Serena made a point of joining her husband on many of his travels and in due course on her own volition to many of the settlements and major cities of the swamp peoples.

As an accomplished mage of some mild skill, she would aid these settlements with her abilities and would eventually come to learn many of the magicks of the swamp denizens shamans, compiling them in due course and producing what would be called by some the Guardian's Grimoire.

She was not shy about her pride in her family's legacy and her efforts were made clear in the peace along so many tenuous borders with her visits.

In her passing some treaties were torn but many lasted and have continued to last for the last several decades.

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Iron Finger Tavern

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The Iron Finger tavern operated by a male half ogre Unther Openhymen.

Serves hot food 16 hours daily with downtime for cleaning the kitchen or breaks.

Ale and mead are available during all open hours.

Shipments roll through from northern communities as well as major cities of the region.

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Caduca Aris

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A stout stocky figure with large arms, torso and personality.

Caduca is an imposing figure who chose the lifestyle of traveling around the Farseas, fearlessly visiting whomever resides within what he feels is a shared kingdom he and his brothers are charged with caring after.

While Caduca resents some of his father Erdricks methods and traits, he holds dear the idea of their birthright being their care in the prospering of the population and his fathers unwavering conviction in achieving it.

Caduca is easily the width of two people side by side, with hulking shoulders and arms and thick legs that have walked many leagues.

He is a sensitive and gentle giant who despises cruelty in all forms.

He is known to wrestle crocodiles for entertainment during parties, a feat that even Dorimo is stunned by.

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Jon Aris

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Once a simple carpenter working his trade blissfully far away from his legacy, he was surprised when his father, the late Lord Erdrick Aris stated that they were to take up their birthright in the face of his brothers "failure to be a bad bards tale."

Over two decades, young Jon, a skilled and passionate wood worker, watched his family morph. His father ejected his brother who was refusing his 'royal duties', abandon his throne for a strange sudden conquest, vanishing for nearly two years before suddenly reappearing to retake his place as patriarch of the house.

During his fathers absence, Jon watched his mother grow ill from the cold north, and the musty, swamp atmosphere. Eventually, she had had enough of the clerics, the bandits on the roads, and the general country life and opted to divorce the family and take her chances back in Suzail. She begged Jon to come with but with a broken heart he had to tell her that he would honour their birthright, despite his father.

It was also during this time that Caduca Aris would return, having explored the swamps and having met many swamp denizens.

Reinstating Caduca as a member of the family was within Jon's power as his father had been absent for more than a year. During their time of ruling together, Jon and Caduca discovered they had a natural ability for asserting themselves both in court and among their people, having spent years in both circles.

In due course, the kingdom would slowly change, organizing efforts to improve and better their trade, communications and protection of their people.

Jon has two sons, Denneron (Denny), and Ottiluke (Otto). Ottiluke is considered the finest Alchemist in the eastern heart lands and his brother Denneron a capable marksman, swordsman and justice of the peace in the lands.

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Castle Aris

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Castle Aris is a stalwart fortification with a perfect strategic placement upon a massive plateau providing a massive view of the surrounding landscape despite the mountainous terrain.

It was linked to Wyvernwatch Castle via a permanent portal, which Lord Aris used to move treasure, troops, and himself around without the Crown noticing. It was deactivated and dismantled when Jon's family took over the hold.

The castle is in constant repair as the harsh weather and years of neglect by Vorik have led to weathered walls and crumbled supports.

From this fortress, Jon Aris, Caduca Aris and Dorimo Aris rule the Farsea Swamp providing leadership, justice and protection to their people through what few means they have at their modest disposal.

Although they are a ruling noble family with the entirety of the swamps providing their coffers, their resources are being spent as quickly as they're being earned.

Both Jon and Caduca have brokered several trade deals however with the recent civil unrest, trade is becoming stymied and resources are thus becoming less and less readily available.

The brothers treat their staff well, although Dorimo is awkward at times.

Court is open to all to be heard through three mornings out of each ten day.

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The Farsea Chronicles

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A story line in which I provide the playership with a patron and an antagonistic environment in which they can prove themselves the heroes they can be.

In the realm of the Farsea Swamp, a tapestry of history and intrigue unfolds, woven with the legacies of noble houses, enigmatic creatures, and shifting allegiances. Decades ago, the legacy of Vader Kropus took root, a man known for his cunning machinations. As a puppet master manipulated by Sembian families, Kropus became entangled in a conspiracy that claimed the lives of Lord Yorick Osrin and Lord Erdrick Aris. Amidst this turmoil, a sinister figure, Drakken Crowman, sowed seeds of discord that would shape the swamp's destiny.

Vader's transformation in his later years marked a turning point. His ruthless past gave way to a focus on nurturing growth for his family's sake. The legacy of his choices would haunt the swamp, with his son Lucien embodying his ruthless traits. Kropus's influence cast shadows on the Farsea Swamp, and the swamp denizens paid the price for his family's power struggles.

The swamp's intricate ecosystem fell into disarray after Lord Erdrick Aris's demise. The once-mighty Osrin house saw its holdings crumble, its legacy nearly lost to time. The Foxmantle and Uskevren families, embroiled in the conspiracy, sought control over vital methane resources. Specialist groups led by Oulanda Raylight and Christo Gobb ventured into the heart of the swamp, facing the unforgiving terrain and each other in their quest.

Whisper, the vengeful spirit of Aromarr Osrin, emerged from the swamp's depths, a force of retribution against those who wronged his family. The thornless rose, symbolizing Kropus's geyser supply company, stood as a testament to his legacy. Yet, beneath the surface, forces battled for control.

The colossal crocodile, once tamed by Kropus, reemerged, its eggs a coveted prize.

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Ariston

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Population:

  • Approximately 1700; mixed human and kobold.

Government:

  • Ariston is governed by a chamberlain and a steward, a middle aged male human named Brando and a young male halfelf named Caldecott.
  • Jon Aris directly governs where he is able to do so.
  • Caduca Aris is working to quell skirmishes between swamp people and humanoid kind.
  • Dorimo Aris is charged with guarding the southern end of the swamps and is based in Malorens Rest where a military compound is being constructed.

Notable Places:

  • The Castle Aris sits atop a plateau that overhangs the city looking like a giant stone and grass tsunami curling high over the town with the castle riding atop it.

History:

Ariston is a recent development as Aris Castle was up until recent times a base of militant operation under the control of one traitorous Lord Vorik Aris, who was assassinated in 1390 DR.

It was a short while before people began settling in its shadow, under the protection of the new lord Jon Aris, rumoured to be if anything, quiet and capable.

Before long a burgeoning town was constructed as people flocked for safety from the swamp uprisings.

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Vader

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A shrewd tyrant, Vader was a half elven man who believed in the "power of word before sword" as he would say.

Few knew that Vader was truly playing upon words in that he was also a formally trained mage, practiced in a range of magics.

His passion lay in the family business and more pointedly, in winning over the most unwinnable of situations.

His achievements included quelling the rampant violence of the predatory megagator known as One Eye by entombing its eggs in a vault under the agreement of their protection and unfettered incubation in exchange for the gators refrainment from attacking and pillaging the settlements of the swamp peoples.

He was entombed in the Kropus Vault alongside his fore fathers and late lady Serena Kropus who had passed during Lucien Kropus' birth.

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Kropus House

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The Kropus house is a proud and stalwart piece of the Farsea regions history in the kingdom of Cormyr. The noble house is officially based in Suzail but maintains several residences throughout the swamp area although of late, there aren't many family members after tragedy upon tragedy.

Once made of a strong and powerful family, the patriarch, Vader Kropus ensured his family's legacy despite incredible competition and aggression as the swamp would provide during their first 100 years of business.

Several human families would try and fail to over take the Kropus house and over time they would broker agreements with the natives and see a peace that few could truly understand the complexity of.

Patriarchy

The Kropus men have always been regarded as conquerors in Cormyr and Sembia, and the many humanoids who wished to master the great Farsea and Tun marshes (that would over time and cataclysms combine to become the expansive Farsea swamp) time and again were the only among the few who would see through the trails and trials that would lead humanity to rooting out so many terrible things preventing Cormyrian society from truly communicating and permeating the swamp.

The most incredible agreement of all was to hold safe and secure the eggs of the greatest threat the swamp had at the time in one Stjorrayrm otherwise known as Old One Eye.

With the eggs held secure, the great lizard was effectively leashed, prevented from doing anything that would go against the Kropus patriarchy's wishes.

Lies in the mud

As some say, all things come to an end and many would express shock and a lack of surprise when the empire built upon deceipt and bloodshed met a pause in the assassination of Vader.

The origin of the strike was never derived and justice would ultimately never be served although many would hypothesize and rumours would flood the streets..

With the recent murder of Lord Osrin's family, the power in the Farsea region was suddenly in vaccuum.

Lucien, a boy of 16 at the time, would step into his fathers shoes.

A new age

No less the conquistador than any other Kropus, the latest patriarch has set to work in exercising and excising his holds and holdings where possible and as he feels, necessary.

He has met resistance, but has exercised a battle prowess unlike any other to date.

What's more, is he has shown a strange sensitivity and care for the central peoples of the Farsea, brokering agreements with the denizens for peaceful transactions building upon his forefathers foundations.

North to south, east to west

All across the Farsea, the Kropus family would spend countless coins to hire new muscle and adorn new bodies in the sigil and colours of the house.

While the nobility of the region would deign to have all involved follow the letter of the writ, the new head of the Kropus empire deigned to maximize the interests of the house.

In due course would the Kropus militant see to several regions that were treatied by the late Vader Kropus, now cleared under the hand of Lucien. These geyserparks as his house held title to, were owned and contested by the native denizens of the swamp until Kropus arms saw them forcibly evicted so that their siphoners could make profit upon the methane.

Bad blood

While the nobility of Cormyr will appreciate an uptick in methane production and supply, the denizens of the swamp have been becoming more and more displaced, threatened, oppressed, frustrated and of late, have begun to mobilize forces to retaliate in some parts of the region.

While the Writ of Harvest states that a bearer must work to maintain peace among the natives, word has not reached Lord Jon Aris of the Aris family in Ariston at Castle Aris in the north of the Farsea.

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Drovers

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Drovers used to refer specifically to humanoid denizens of the Farsea swamps and in time has come to refer to all those employed gainfully in the pursuit of the swamp lands resources.

Historically, human life was separate of the swamp peoples, humanoids unable to co-exist with Bullywugs, lizardfolk, the various fish peoples or the range of gnolls and other forms of beastpeoples who make up the populous.

Since the time of troubles and although at times tenuous, there are more and more of each making a home closer to each other.

cormyr1
This map is circa ~1200 DR but the settlements still exist, hidden in the dark marshes of the Tuns.

Drovers are known for being experts in harvesting the swamps resources. Nearly tribal in their way of life, passing their routines and secrets through their lineage, the Drover life is a simple farming life for the many who inhabit these pockets of civility amid the ravenous and chaotic swamplands.

To native swamp races, Drovers represent a true friend in humanity thus manh of the settlements brand, tattoo or carve a crest to identify themselves in their lineage for pride and safety.

Drovers speak fluent swamp tongues and swamp speech although typically only a shaman, elder or chief of a settlement can scribble (swamp scribble).

Drover settlements:

You can read more about Drovers on the Forgotten Realms Wiki here.

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Hiren

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A Suzalian business man who saw an opportunity in a distant land, Hiren and his wife Eliza were land owners operating a number of plantations spread about the western end of Cormyr, in the foothills of the Stormhorns.

When Hiren contracted with the Purple Dragon to venture into the Farsea at the north end of the valley, he did not know what to expect and soon found himself faced with ferocious beasts, complex conflicts and a nigh impenetrable land that promised death before profits.

"Yet, Drovers," Hiren would say, and tenaciously move forward with his intentions.

Within the first three weeks of his venture, Hiren had broken his leg and contracted a lung infection of some fungal sort.

Within three months, he had recovered, acclimated to the deep swamp and secured alliances with the Fishfolk in a pitched effort to see peace between the lizard, frog and fish peoples.

Six months afterwards, he had in fact succeeded, demonstrating that if they all worked together, they could ensure their collective future.

A year would pass peacefully, with the swamp denizens cooperating with the Drover communites to provide resources as Hiren organized the construction of road ways to incite Cormyrean traffic and trade into the Farseas.

Years on, Eliza would contract the same fungal lung infection that threatened Hiren but sadly, she did not recover. When Eliza passed away, Hiren would claim that his resolve towards their objectives did not wane but many could see that his spirit was tarnished.

The passion of his life had gone aware of himself, he refocused in passing the torch light of his will onto his son Dranten who had demonstrated cunning for coin and court.

Hiren would pass in 1034 DR, leaving his sons Dranten & Leopold.

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Kropus

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Disambiguation.

Kropus House

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