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         Copyright © Randy Bowers. All rights reserved.


 

The Setting

Much of the adventure took place in the Midden Kingdoms , on the Continent of Irendi. As the original module is set in Greyhawk, various names necessitated change to names of places in the World of Sulerin.
    The date is the year 12883 (spoken 12 8 83) as is reckoned by sages who study history to be the number of years since the ending of the Age of Chaos. In the Midden Kingdoms, where are adventure takes place, the year is known as U10324 - the number of years since the end of the Unholy Wars. This is a rather longish number for most peasents to bother with and so the other convention Tomb of Horrors, Sulerin setting map for measuring time is by the number of years that the current king has been in power. Most simple folk will tell you it is the "23rd Year of Our Lord, King Talodar." Our timeline will start in the 20th day of Silusa, the celebration of Clearair - a celebration of feasting and cleaning out the winter drabery.
    Several great cities exist in the lands called the Midden Kingdoms. Among these are Synicess (prn: Sin ih Kes), a city founded by the famed paladin by the same name, of Praeliton - God of Mercy, Law and Truth (one of The Twenty). The keep within the walls of Synicess, also by the same name, is an ancient fortification that stands tall with white towering walls over the flowering city of enlightenment. Another city, Devilsbane, is the center of culture in the Midden Kingdoms. Founded on the ancient legend that sorcerous spirits of good slumber in the earth beneath the city preventing any undead from entering within 10 miles. Though the source of this magic remains unknown, it was a great boon during the Rise of the Dead - a turbulent era of 80 years, starting in 10,219, when a great plague of undead creatures ravaged much of the Midden Kingdoms. Devilsbane belongs to the Kingdom of Tyel. Aerinhearth is the largest city of the Rilsidon Empire, the first kingdom of the Midden Lands, and home to the secret society known as The Decant, a guarded fellowship of sages who are said to possess some of the few surviving histories and documents remaining from the Unholy Wars and the settling of the Midden Kingdoms.
    Lastly, Batrimuir, the city where our adventure begins. It is a city built on mining, lumber, hunting, fishing, and many other natural wealths. This industrious town has perhaps the largest gross production of the Midden Kingdoms. Batrimuir is also home to the mysterious Hicame people. The original lands of the Hicame suffered from plague and drought, forcing the people to become nomadic. Now they are treated as Gypsies. One can find guides here to travel west into the plateau lands, once home to the Hicame. Located in the northwest corner of the Midden Kingdoms, on the edge of Mirl Lake, Batrimuir serves as a trading post between the Midden Kingdoms and the scattered Hicame Tribes (a group of gypsy nomads to the west) as well as a port for materials arriving from mountain ranges to the north and south. There is a healthy fishing industry and the nearby rivers, Mirl Lake, and ground trade routes are used to transit goods from Batrimuir to the rest of the Midden Kingdoms.