The Hidden Coast.   Posted by Probie Tim.Group: 0
Probie Tim
 GM, 1 post
Wed 21 Jun 2017
at 14:50
The Hidden Coast
Introduction: The Hidden Coast is a Lamentations of the Flame Princess campaign which begins in a small coastal community - known as the Hidden Coast - set in a world very much like our own as it was in the mid-Renaissance era.

The Hidden Coast is nestled along the south-eastern coast of the Kingdom of Angland.  Across the sea to the south lies Le Kingdome du Francony, and somewhere beyond Francony can be found other countries like the wild and barbaric Germenia.

The Hidden Coast was originally populated by intrepid adventurers from Francony approximately 100 years ago, or so.  Since then, many Anglish have come to settle in the area, and now the Hidden Coast has residents descending from both Francish and Anglish stock.

Being both a coastal and an Anglish area, the Hidden Coast tends to be overcast and drizzly during non summer months.  Rain is common.  The summer months tend to also be overcast, but warm and humid.

Fishing is the main industry in the Hidden Coast, with some farming as well.  Trade comes in from Anglish cities to the south, but very little comes from the north.

All maps can be found under the "Game Map" link, above.

On gods and magic:  Named gods generally do not exist, however, people are not without faith.  Instead of named gods, people put their faith into the Light, or the Shadow.  The Light and Shadow are in a constant battle for control of the world; their battle is obvious as day becomes night, and night becomes day.  While Shadow is not inherently evil, it caters to monsters, darkness, and those of ill will.  Similarly, while Light is not inherently good, it caters to growth and healing, and those who undertake good acts.

Some people feel the Light calling them to action, and through them the Light works miracles.  Arcane magic, however, is universally regarded as dark, of Shadow, and something to be avoided at almost any cost.  Many say that by casting spells, magic-users are directly invoking Shadow in ways that it should not be invoked, and that by doing so they have forfeit their very souls.  Known magic-users are avoided and shunned for fear that the dark powers they invoke will affect those around them.

On the races of the world:  Men far and away comprise the majority population of both Angland and Francony.  It is rumored that is also the case in far-away Germenia.  The Hidden Coast is very diverse for its size, with men of both Anglish and Francish descent calling it home.

Anglish tend to be of affable good natures and are hard workers, but tend to hold strangers at an arm's length until they have proven themselves.  Anglish tend to be shorter and stockier than Francs.  The Francs tend to be a bit taller and a bit more lithe, and are far more stern and orderly than are the Anglish.

Halflings tend to live in the same communities as do men, or in smaller halfling-only communities local to the cities and towns of men.

Elves are a rarity in the Hidden Coast.  When the first settlers from Francony landed on the Hidden Coast, the woods were home to many elves.  As more men (and halflings) came to the Hidden Coast, more and more elves disappeared.  Most current residents of the Hidden Coast have never seen more than one elf, and many have not even seen one.

Dwarves are as rare in the Hidden Coast as are elves.  While some come with the trade caravans from the south, there is very little of interest to the typical dwarf in the Hidden Coast: they don't fish, they don't boat, they don't enjoy the woods, and there are no mines in the immediate area.

This message was last edited by the GM at 15:54, Thu 06 July 2017.

Probie Tim
 GM, 2 posts
Wed 21 Jun 2017
at 16:33
The Hidden Coast
The Village Poisson: Originally settled about 100 years ago by Alfrec du Poisson, an "adventurer" from Francony, the village is the main - and really only - settlement along the Hidden Coast.

Upon choosing the Hidden Coast as his landing spot, Alfrec immediately began construction on the central fort, which he named after his son Kearny du Poisson.  Since that time, Fort Kearny has been the residence of the Poisson family; it is currently held by Wilhelm Poisson, the great-grandson of Alfrec du Poisson.

The Seamus Tavern was built by one of the first Anglish residents of the Village Poisson, one Seamus Milford, who randomly discovered Fort Kearny and the Poisson family after getting separated from a trading caravan carrying goods from north Angland to south Angland.  After reconnecting with the caravan, he convinced the merchants to swing out to the coast and include Fort Kearny in their route.  He further convinced one of the merchants - Till Wilton by name - to build a general store, and the Olde Captain's Shoppe was founded.

Currently, the Seamus Tavern is run by Edwin Muddyfoot, a halfling.  Edwin purchased the Seamus about 10 years ago from Wilhelm Poisson, who took control of it after the previous proprietor died in a bar fight.  Edwin tries to keep the Seamus in good working order, but the building is in dire need of repairs and tends to cater only to the village locals.  What merchants come to Poisson from the south tend to spend their money at the Drunk Duck, a few miles outside of the village, much to Edwin's chagrin.

The Olde Captain's Shoppe is currently owned and operated by Biddle Wilton.  It is a known fact that Biddle and Wilhelm Poisson are related; Wilhelm's grandfather had a brief dalliance with Biddle's grandmother who was working as his maid.  It was quite the scandal at the time, and even in current days it is spoken of only in hushed tones.

The Olde Captain's Shoppe offers all containers, food (except fancy meals), and miscellaneous equipment (except holy water) at rural prices.

This message was last edited by the GM at 15:54, Thu 06 July 2017.

Probie Tim
 GM, 3 posts
Wed 21 Jun 2017
at 17:47
The Hidden Coast
The Drunk Duck: About eight miles south of town sits a beached ship.  The ship has been pulled fully onto shore, reinforced, and expanded upon, including a small dock and access stairs.  It is now called the Drunk Duck, and is almost as much a destination unto itself for merchants from the south as is the Village Poisson itself.

The Drunk Duck is run by a hard drinking and enterprising Anglishman named Barnabas Albert.  Barnabas purchased the ship and all the supplies needed to build a full-sized inn and tavern about 10 years ago - the same time Edwin Muddyfoot purchased the Seamus Tavern from Wilhem Poisson in the Village Poisson - in one of the southern Angland cities.  His intent was to sail to the Village Poisson and build his tavern there.  Unfortunately, a drunken brawl between Barnabas and the ship's captain resulted in the ship running aground.  Rather than repair the ship and complete the journey to the Village Poisson, Barnabas decided to pull the ship up the beach and convert it into his dream tavern right where it sat.

While few Poisson locals travel down to the Drunk Duck, almost all trade from southern Angland stops at the Drunk Duck to rest, eat, drink, and prepare for the last push to the village.  Of course this means that few merchants actually stay in the Village Poisson, instead opting to shorten their stays therein to allow for travel time back to the Drunk Duck.  While most of the Poisson locals do not have a problem with this, it has put quite a strain on the Seamus Tavern, and Edwin Muddyfoot considers Barnabas a foe.

This message was last edited by the GM at 15:54, Thu 06 July 2017.

Probie Tim
 GM, 4 posts
Wed 21 Jun 2017
at 19:07
The Hidden Coast
Brian's Island:  Very little is known of the small isle known as Brian's Island; it is feared and shunned, and rumored to be the home of a magic-user.  As such, travel to the north on the Free Trail is avoided, so much so that the Hidden Coast is almost cut-off from northern Angland.  Any trade which does come from the north splits off and travels around the Windswept Wall to approach the Village Poisson from the south.

Old Captain's Rock/The Old Lighthouse:  Alfrec du Poisson's son, Kearny du Poisson, hoped that the Village Poisson would become a much larger port and draw people to the Hidden Coast.  To help support that goal, he had the Old Lighthouse built.  Unfortunately, having the lighthouse did not draw sailors to the Hidden Coast, and now it sits abandoned.

Holden's Wood:  About fifteen years ago, a small farmstead was found deep in this small wood.  While suffering the ravages of time, it appeared to have been abandoned mid-meal, with no signs of a struggle or looting.  There were many diaries and writings to be found, all written by a man calling himself Paulie du Holden who claimed to have come to the Hidden Coast on the boat with Alfrec du Poisson.

Unfortunately, there are no other records of anyone of that name on Alfrec du Poisson's ship, or in any of the early Village Poisson records.

The Holden farmstead remains untouched, an area of superstition with rumors laying the fate of Paulie du Holden at the feet of magicians or monsters.

This message was last edited by the GM at 15:55, Thu 06 July 2017.

Probie Tim
 GM, 13 posts
Thu 22 Jun 2017
at 02:32
The Hidden Coast
Timeline:

Circa 100 years ago - Alfrec du Poisson and family arrive at the Hidden Coast from Francony.  Construction of Fort Kearny begins.

Circa 95 years ago - Seamus Milford stumbles upon Fort Kearny.  Seamus and merchant friend Till Wilton begin construction of Seamus Tavern and The Old Captain's Shoppe respectively.

Circa 94 years ago - Word of the Village Poisson spreads among Anglish and Francish; construction of other buildings and boardwalks begin as people move to the Hidden Coast.

Circa 75 years ago - Kearny du Poisson begins construction of the Old Lighthouse on Old Captain's Rock.

Circa 50 years ago - Wilhelm Poisson's grandfather has romantic dalliance with Biddle Wilton's grandmother.  Biddle's father is born from the affair.

Circa 15 years ago - Paulie du Holden's farmstead discovered in what is now called Holden's Wood.

Circa 10 years ago - Edwin Muddyfoot purchases Seamus Tavern from Wilhelm Poisson.  Barnabas Albert runs aground 8 miles south of the Village Poisson and builds the Drunk Duck.

This message was last edited by the GM at 02:48, Thu 22 June 2017.

Probie Tim
 GM, 19 posts
Sun 25 Jun 2017
at 16:03
The Hidden Coast
What an Anglishman of the Hidden Coast knows: Angland is the strongest, most powerful Kingdom in all the world.  King Edmund - Angland's king - is the most fair and benevolent leader a subject could ever have, but woe be to his enemies as he will undoubtedly crush them under his exceedingly powerful boot.

Geographically, all that one can see from shore to shore is Angland, and even beyond that.  Past the Windswept Wall, Angland is mostly woods and rolling hills for as far as the eye can see.  Except for the rocky highlands far in the north which are populated by the very strange Scire people who, for some bizarre reason you'll never understand, evidently seek to win their independence from the crown.

Francony is the closest thing Angland has to a neighbor, and it's across the sea to the south.  The Francs tend to be a bit stuffy and pretentious, but they're decent people once you get to know them.  Although sometimes they look askance when the greatness of King Edmund, or the grandeur of Angland, is brought up.

You've heard of far away lands beyond Francony - like Germenia - but you've never met a Germenian.  Undoubtedly they'd be very strange people indeed, so far removed from the goodness of Angland.

What a Franc of the Hidden Coast knows: Francony is a nice place to come from, so you've been told.  The King of Francony - Adolphe - is usually pretty fair, although he's a tad bit selfish and often rules in favor of the upper class.  Which isn't so much a bad thing... unlike Angland, most Francs are the upper class!  Sadly, your family probably wasn't, which is why you've wound up in Angland.  Even so!

Francony lies across the southern sea from Angland.  It is a largely flat land, with many woods and cities; each of which is undoubtedly constructed slightly better than those in Angland.  And we Francs are a much more pragmatic people than these folksy Anglish.  Not that there is anything wrong with folksy, of course.  It's quite quaint, actually.

Germenia lies on the other side of Francony from Angland.  You've probably not met a Germenian, however, you've heard that they're somewhat barbaric, but love feasts filled with good food and better drink.

Angland is a fine place to live... if only everyone would stop talking about the greatness of Angland and its King!
Probie Tim
 GM, 29 posts
Thu 29 Jun 2017
at 20:06
The Hidden Coast
Le Ordre de Saint Sébastien: Le Ordre de Saint Sébastien is a militant religious order that is dedicated to eradicating agents of Shadow wherever they may be and by whatever means necessary.  The order is based in Francony.  Members of the order include Knights, Priests, and support personnel in the form of spies and other sundry characters.  They have been pre-absolved of the sins of murder and theft as they are necessary for their duties.  However, regular confession is required to maintain it.  Occasionally innocents are harmed during the actions of the Order. They must be given a proper burial and the correct prayers must be said for their souls.

Le Ordre de Saint Sébastien is an old order dating from the year 400 or so.  Records are spotty. Though it is old, it is not very widespread.  It only has one abbey located centrally in Francony near the town of Vichy. Manpower-wise it is one of the larger orders though. Most of its members are scattered over the known world in small teams or singly teamed up with members of other militant orders.

With regards to tithing, because it is such a distributed order, the individual members do not tithe to the central abbey, instead they all give everything they don't need to complete their missions to local churches. Individual churches then send payment annually to the central abbey for continued help.

The Knights of St. Gelert: The tale of St. Gelert and his veneration is an odd one. On one hand, his cults have ever been scattered among the more rural locales of much of the known world, providing a structure and focus to local petitioners of the light where proper churches and ministry often fail to reach. This fact is not lost on the leadership of more prestigious churches and cathedrals.

On the other hand, in every version of his gospel, Gelert was a dog. Most often he is depicted as a stray or feral hound adopted by some figure of import, filthy and untrustworthy until some heroic (and surely fatal) deed transforms him into the beloved protector he was always meant to be.

Seeing their patrons venerated to the same degree as a hunting hound has an understandable negative effect on many clergy members. Clashes and purges were not uncommon in centuries past. To those who revere Helert, though, he represents the chance for even the lowliest creature to become a champion of the Light.

The Knights of St Gelert were founded for two primary reasons. First, their swords bolster the might of all manner of Churches of Light while their errant members ease the burden on the nobility of protecting outlying regions. This makes them useful in a way that has eased persecution of Gelert's worshippers. Second, they offer redemption for the members of their ranks, drawn exclusively from wayward and criminal youth who would otherwise be exiled (likely a death sentence), sentenced to hard labor (equally deadly), or executed. While these lowborn knights are not universally respected, the effectiveness bred from a rigorous and sometimes cruel training grounds can't be questioned.

Knights of St. Gelert tend to be more sympathetic toward commoners (even petty criminals),  and critical of the nobility, than their landed counterparts. At the same time, many were victims of the same sort of evil they now seek out, and mercy for those who hurt, maim, or kill can be scarce.

With regards to tithing, Knights keep what they can use to fight and fill their belly, and otherwise drop it off when they swing by a church so they can recruit, train, and equip more members.