Lankhmar Campaign

Lankhmar Campaign.

Background Information.

The Boat & Crew.

Campaign Session #1 - The Red Sail.

Campaign Session #2 - Day at Mucking Beach.

Campaign Session #3 - The Shark Box.

Campaign Session #4 - Into the City. 

Campaign Session #5 - The Scroll.

Support Material

The Great Marsh

  • The Great Marsh (The Great Smell) - A vast salt marsh caused partly by the meandering deltas of a number of southern originating rivers and by the great flood of sea water that is sent across the land in an enormous bow wave whenever the Sinking Lands Rise.
Rivers and Creeks
  • The Bow - A small creek that joins the Serpents Creek and the Constrictor just after they all run under the Great Road at a place called Three Bridges. 
  • The Constrictor - A small creek that joins the Serpents Creek and The Bow just after they all run under the Great Road at a place called Three Bridges. 
  • Eel Run - A stretch of river through the high marsh favoured by eel trappers.  It flows from Fin Creek and is close to Three Bridge. The Death's Ferry is about half way along its length.
  • Fin Creek - One of the many island dividing streams upon which Lankhmar rose.  it peeks out from under the city north of Marsh Gate.
  • River Lee - River running through Two Days on the Great Marsh Road and along the lee of small island Lee Island jutting out to sea east of Mucking Beach.
  • Serpents Creek - A river running north to the coast.  At a point just before it joins with two smaller creeks The Bow and the Constrictor it runs under the Great Road at a place called Three Bridges. 
  • Rickar Creek - Sea creek leading to Two Days where it links with the River Lee.
  • Royal River - A stretch of water that passes out of Dead Kings Deep.  A unique fungus that lives only in the Deep colours the water a deep purple lending its association with royalty.
Islands
  • Lee Island - A small island jutting out to sea east of Mucking Beach.  It can be reached via a tidal path and holds a Sentinel Tower.
  • The Promontory - An island with a sentry tower to look out for invasion.  It is close to Mucking Beach and adjacent to Salt Flats and the Red Hills on the north coast of Lankhmar. 
Roads and Crossings
  • Deaths Ferry - a hand drawn ferry crossing over the Eel Run that links Mortimer's High Path from Three Bridges to Necronomica.  It is maintained by the monks of the island but not manned by them.  Cuthwick the Dragger lives in a shack near the ferry and can be paid to take passengers over
  • The Great Marsh Road (Smells Highway) - leads from Marsh Gate in Lankhmar's East Wall east toward the Sinking Lands.  It is built up to avoid flooding (hence highway) and leads straight across the Great Marsh.
  • Mortimer's High Path - runs from Three Bridges to Necronomica and is split between The Coming Path on the Three Bridges side and opposite The Leaving Path by the Eel Run which can be crossed at the Deaths Ferry
Townships and villages
  • Hec's Landing - A trappers and hunters market town and a pick up point for any local work for Free Traders.  Built on stilts.
  • Kings Hands - a village and inn near Dead Kings Deep where the dye of The Emperors Clothes (the purple producing fungi that gives Royal River its colour and name) is harvested and produced
  • Three Bridges - A township on the Great Road formed where the Royal River and two branches of Serpents Creek (The Bow and the Constrictor) are crossed by a series of three bridges.
  • Two Days - Coach stop township and small harbour on the River Lee unimaginatively named for being two days from Lankhmar.
Buildings
  • Kings Hands - a village and inn near Dead Kings Deep.
  • Lost Duck - Coach inn in the township of Two Days.
  • Necronomica - A religious community and the site of the cities cemetery.  It can be reached by Mortimer's High-path from Three Bridges
  • The Wet Crossing - The main coaching inn at Three Bridges. It straddles the bridge over Royal River.
  • Death's Way -  An inn just out-side Three Bridges at the intersection with The Great Marsh Road and Mortimer's High-path.
Sentinel Tower Locations
  • Lee Island - A small island jutting out to sea east of Mucking Beach.  It can be reached via a tidal path.
  • The Promontory - An island close to Mucking Beach and adjacent to Salt Flats and the Red Hills on the north coast of Lankhmar. 
Other points
  • Dead Kings Deep - A dense swamp area. A unique fungus that lives only in the Deep colours the water a deep purple lending its association with royalty and naming the Royal river that runs through it.
  • Salt Flats - A salt reclamation site on lee side of the Promontory.
  • Red Hills - These are pottery tips caused by the great quantity of burnt pottery from the salt reclamation on Salt Flats.

The North Coast

Coastal Townships
  • Mucking Beach - Muddy's home village They fish shellfish out on the Risings and many work at the Salt Flats
Sea Features
  • The Risings - sand banks off the north coast of Lankhmar forming a 'reef' along the shore line.
  • Risings Teeth - Running up the centre of The Snatch is this row of jagged rocky outcrops that only peak the seas surface at low tide.
  • The Snatch - A safe seeming channel through The Risings but it holds a deadly secret, The Risings Teeth.

Cultures of Nehwon

These represent the types of people with which you grew up and the skills and knowledge available to pick up.
The core Lankhmar region is feudal.  Everyone knows his or her place and that place is dictated by the status of their parents.
·        Localised Lords owing their positions to heditry rank granted by the Overlord.
·        Subject Landsmen. Freemen who lease farmland based payment is services or/and tax.  Also those that work as servants or labourers for the regional lords.
·         Serf.  Although it is not illegal to buy or own slaves it is to sell them.  Serfs are indentured slaves.  They, by agreement or as payment against debts or as a penalty for low level crime commit to a period of bonded slavery.  The bondsman owns a licence or 'bond' which binds the person to his/her service usually for a period of time or until a required service (such as building a wall or other task) is completed.  The children of serfs are born free but are bound by the serf bond until they come of age
People of the City of Lankhmar are somewhat different.  Here the aristocracy surrounds the court of the Overlord.  The hierarchy of the city below is more mercantile and fluid, based more on success and possession than family.  At the bottom of this chain are the beggars although in this city some would call that a trade.
·         Aristocracy.  The court includes Lords (as above), and those the Overlord and his offices allow or need to have status.
·         Guildsmen.  These are the guild elders and the clerics of standing who have authority based on position
·         Merchants.  The higher echelon of successful merchants usually associated with major guilds or major mercantile families.  They have importance due to wealth.
·         Professionals.  The skilled workers who trade in their ability to manufacture or produce skilled product
·         Traders.  the majority of small traders, warehousemen and related servicers
·          Labourers are a combination of city serf and those with no skill or standing who live by working for others and usually have little chance of improving that status.
·         Beggars.  Those that do not work but rely on the charity of others
On the continent of which Lankhmar is a sometimes peninsula cultures vary.
·         The Mariners are seafarers.  They live almost exclusively at sea only returning to land when the needs of maintenance and supply require it.  Some are based on small, low supporting islands while others live on great flotillas of interconnected vessels that are effectively seaborne cities.  
·         The Steppe Nomads (Mingols) are horse-borne herdsmen living from tents and following the great herds.  They tend to gather in great hoards when the herds collect for their mating rites and disperse as the herds separate into family units to survive the harsh winters.
·         The Barbarians of the Cold Wastes are a matriarchal and clan based society centred on hill and mountain top communities generally linked by blood or marriage.
·         The Klesh barbarians are from the southern Lankhmar jungles and live in small isolated tribal groups whose numbers are restricted only by the ability of the land to sustain them.
Similar to Lankhmar City in cultural types are the city states of the Land of Eight Cities.  They vary really only in size and the produce from which their wealth stems.   Outside the cities are huntsmen and other interesting but small groups. 

In the south east are the Eastern Lands.

Languages

Local:
Lankhmarese    - Common tongue of Lankhmar
Lankhmart          - High Lankhmarese
Lankhmat            - A common Lankhmarese spoken outside of the city
Ilthanian              - Common tongue of Ilthmar

Foreign:
Non-related Tongues
Rimic                     - From the Rime Islands and also used by the local groups of Mariners
Sea Salt                - Term used for the many Mariner Pigeon tongues
Mingolese          - A general term for the many dialects spoken on the Northern Steppes
Wasted                - A general term for the various tribal groups of the cold Wastes and their languages
Klesh                     - The language of the Jungle peoples of Southern Lankhmar
Quarmaian         - The language of the City and former empire of Central Lankhmar also used by sorcerers

Eight City States;  These are all from the same linguistic route and so any knowledge of one gives knowledge at -3 of the others.
No-Ombrul         - City of No-Ombrulsk
Oolish                   - City of Ool Hrusp
Kvarch                  - City of Kvarch Nar
Illik                         - City of Illik-Ving
Klegish                 - City of Kleg Nar
Gnamphian        - City of Gnamph Nar
Mlurgian              - City of Mlurg Nar
Sarheenmarish - City of Sarheenmar
Woody                 -  A sort of Pigeon language which links the eight states and is used by the original natives of the area and many of the woodsmen that now inhabit some of those areas

Eastern Tongues:
Ilthanian              - Common tongue of Ilthmar,  an Eastern City state and the closest port to the City of Lankhmar.  Close to the Sinking Land
Horborixen         - Western coastal empire of the Eastern Lands
Eevanmare         - The Empire of Eevanmareensee is the most Northern of the Eastern Lands and though much diminished as a power the language is still used frequently by Eastern traders and more out-going Mingols
Tisilinilit                - Once part of the Eevanmareensee realms it has now stood independent for long enough to have developed it own form of the language
Guk                       - Spoken in the City of Ghouls and by dream-seekers

Dead or Legendary Tongues:
Hhheressh          - A name given to the uttering of those that dwell beneath the waves

Religious:
Fishbone             - A runic based tongue used by elementalists and those associated with the gods of the Sea and water elementals.

Calender

Days:

1.   Day of the Hare  (Empty Moon)

2.   Day of the Minnow  (Birthing Moon)

3.   Day of the Eel (Birthing Moon)

4.   Day of the Newt  (Birthing Moon)

5.   Day of the Raven  (Sickle Moon)

6.   Day of the Spider  (Sickle Moon)

7.   Day of the Scorpion (Sickle Moon)

8.   Day of the Lizard  (Opening Moon)

9.   Day of the Frog  (Opening Moon)

10. Day of the Wasp (Opening Moon)

11. Day of the Parrot  (Blooming Moon)

12. Day of the Dove  (Blooming Moon)

13. Day of the Hawk  (Blooming Moon)

14. Day of the Falcon  (Full Moon)

15. Day of the Dog (Full Moon)

16. Day of the Magpie (Full Moon)

17. Day of the Worm (Fading Moon)

18. Day of the Butterfly (Fading Moon)

19. Day of the Mouse (Fading Moon)

20. Day of the Toad (Wanning Moon)

21. Day of the Cat (Wanning Moon)

22. Day of the Swan (Wanning Moon)

23. Day of the Mole (Reaped Moon)

24. Day of the Whale (Reaped Moon)

25. Day of the Bat (Reaped Moon)

26. Day of the Squirrel (Dying Moon)

27. Day of the Rat (Dying Moon)

28. Day of the Fox (Dying Moon)

29. Day of the Badger (Empty Moon)

30. Day of the Crab (Empty Moon)

 (Leap Year only)

31. Day of the Chameleon  (Empty Moon)

Months:

Old name given in brackets

1.   The month of the Lover's Moon (Wolf)
2.   The month of the Snow Moon (Horse)
3.   The month of the Wolf's Moon (Hedgehog)
4.   The month of the Seed Moon (Crocodile)
5.   The month of the {1st or White} Witches' Moon (Deer)
6.   The month of the Ghost Moon (Serpent)
7.   The month of the Murderer's Moon (Lion)
8.   The month of the Thunder Moon (Shark)
9.   The month of the Satyr's Moon (Weasel)
10. The month of the Harvest Moon (Owl)
11. The month of the {2nd or Black} Witches' Moon (Goat)
12. The month of the Frost Moon (Boar)

Years:

1.   Year of the Feathered Death
2.   Year of the Basilisk
3.   Year of the Horde
4.   Year of the Leviathan 
5.   Year of the Roc 
6.   Year of the Dragon 
7.   Year of the Behemoth 
8.   Year of the Ogre 
9.   Year of the Gorgon 
10. Year of the Lamia 
11. Year of the Sea Serpent 
12. Year of the Titan 
13. Year of the Burning Mountain 
14. Year of the White Angel

Eras:

Era of Earth
Era of Sky
Era of Sea
Era of Fire
Era of Soil
Era of Wind
Era of Rivers
Era of Heat
Era of ?