November Campaign Design V – Lippegen

So last time I covered some details about New Valais, and now I’d like to put a little meat on the Lippegen bone. The map hasn’t changed:

Lippegen is my pseudo-Germany colony, linked back to the Dual Kingdom of Grott-Heimburg, with its Summer King and Winter King who swap roles at the equinoxes.

I see Lippegen as the second colony founded, after New Valais, and its territory spans from the Uffberry River in the north down to the mountains south of the Southrun. This gives them an enormous frontier they can exploit, through the forest to the north as well as the valley to the southeast (in which they will inevitably run into conflict with New Valais as their efforts meet in the poorly-defined border area). The key to their expansion eastward is the town of Osttur, which commands a strategic gap in the mountains and serves as the gateway into the Shining River valley as well as its northern section.

The whole is ruled by the Herzog of Lippegen, Oscar I. Founded some 80 years ago by the grandfather of the current ruler, and stocked with continuous shipments of new serfs, prisoners, and goblinoid mercenaries, the colony has been steadily built up. Oscar’s father, Frederic, was especially aware of the importance of roads to the nascent colonial venture, and embarked on a great road-building program, linking all of the towns in the country. The road between Durst and Uffberryton in particular was a stroke of genius, as it provided an incentive for the North Aegarians to use Durst’s port rather than develop their own, both stalling development and providing taxes and fees to Lippegen. He also established the frontier-town of Osttur, intended to open up the great valleys to the east to exploration and eventual settlement. Beneath the herzog are a number of grafs of various sorts.

Durst is the largest settlement in Lippegen, ruled by Josef II, Graf von Durst. It is a thriving port-town, one of the main destinations for traffic from the west, as well as possessing a large fishing fleet. It has a population of more than 10,000, and the surrounding countryside is thickly settled with farmers, and the whole peaceful. The burggraf of the city, Ernst von Durst, plays a subtle game of politics, playing the herzog off against the graf, and ends up being the real power within the city itself, and in many cases far beyond the city. Finely drilled units of goblin soldiery with hobgoblin and bugbear officers protects the lands of the town from marauders and generally keep the peace. A small force of human Grott-Heimburgers is on hand to keep the mercenaries in their place.

Stuttbad is on the official border with South Aedgaria, but there is little trade between the two, as there are no roads connecting them on the Aedgarian side. The primary industries here are fishing and trade with the sea elf and triton communities in the southern portion of Chivar Bay. The current Graf von Stuttbad, Erik II, is much more interested in his antiquarian and artistic endeavors – he has actually built a dedicated opera house in a struggling colonial town of 8,000 – than he is in effective governance, which he mostly leaves to the burggraf of the city, Prophero Musk, a hobgoblin of exceptional intelligence and ability. Stuttbad has more integration between the goblinoid soldiery and the civilian population than usual, and the people are gradually getting used to the idea of a hobgoblin among the petite aristocracy, as long as it doesn’t start a trend.

Zweistadt is a frontier town, ruled by the Markgräfin von Zweistadt, Corinna I. She is a young woman of exceptional ability and wealth, a first-generation immigrant from Grott-Heimburg and widow of the previous Markgraf. She is considered the most eligible widow in Lippegen (some say all of Artanis), as her territory is not only at the northeastern edge of Lippegen and thus poised to bring in wealth from the thickly forested lands beyond, but the hills and mountains surrounding the town are also home to very profitable mines, worked by a large contingent of imported dwarf and gnome labor. The markgräfin manages to navigate through the treacherous shoals of politics, all the while entertaining a host of would-be suitors and attending a never-ending cycle of balls, masquerades, and other social functions. And as she does so, her wealth increases daily, as does her power. It is rumored she has her eyes set on the handsome young son of the Graf himself, but that one is already pledged to another.

Osttur is the bright hope for Lippegen, founded explicitly as a gateway to the rich valleys to the east and southeast, and aimed like a crossbow bolt at halting New Valaisian expansion in that quarter. The Markgraf von Osttur, Karl II, is energetic but unimaginative, and has a strategy that consists of little more than buying serfs in Grott-Heimburg and transferring them to small landowners to whom he grants land titles. Much of the time, however, those land titles are in name only, and the holders have never even set foot upon “their” land. The only thing that prevents his incompetence from coming out is the even greater incompetence of his New Valaisian counterpart, the Marquis d’Onjoi.

Chivar Bay is home to three fairly large islands; the Anville, Welcome Island, and Gareth Isle. The Anville is so named because it regularly gets hammered by the hurricane-force storms coming off the Stormsea. The early Valaisian explorer Jon Borjeaux had a sense of humor. Both Welcome Island and Gareth Island are inhabited, and there are thriving co-existent communities ashore and underwater, with sea elves, tritons, and mermen aplenty.

Written by 

Wargamer and RPG'er since the 1970's, author of Adventures Dark and Deep, Castle of the Mad Archmage, and other things, and proprietor of the Greyhawk Grognard blog.

2 thoughts on “November Campaign Design V – Lippegen

  1. The detail that you give on the histories and motivations in each of these areas is really amazing. I look forward to your posts as they really challenge me to dig deeper into my own regions and settlements.
    As you started the challenge, is this the level of detail that you want to see from other participants?
    I had debated on writing up histories, but wasn't sure if that might be too much and go beyond mere playability. Let me know. Thanks!
    http://keepontheshadowlands.blogspot.com

  2. Two honest answers for you:

    1) I'm just making all this stuff up as I write it. It's all stream-of-consciousness details that I think will be useful in play, crafting adventures, having PCs and NPCs interact, etc. Almost no going back and adding or editing or whatever, unless something occurs to me downstream that needs to be acknowledged upstream. I'm really just rattling this stuff off as fast as my fingers will type.

    2) I had no idea that anyone else would join me in doing this. I just invented the whole November challenge thing as something to hang my own campaign design series of posts on. But it seems to have taken off! But no, I had no expectations about anyone else with this. Anyone can do as much or as little as they think is needed. I'm just having fun with the process, and that is the only expectation I have from anyone else.

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