A Primer on Vastian Geography
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Introduction
Site updated on Sat, 25 Aug 2007 22:45:05 EDT

Welcome to A Primer on Vastian Geography. This resource was created by me to assist authors in developing the Living City campaign. When I was asked to serve as "plot coordinator" for the outlying villages, I interpreted the invitation to serve as a facilitator for the authors. I didn't wish to direct authors and hand them scenario outlines to complete. I would rather let the authors continue their valiant work, serving them by helping to integrate their works with the rich backdrop of the Vast. I also hope to enable authors to coordinate the fruits of their labor, creating consistency between scenarios and ongoing plots. In short, I hope to coordinate, rather than direct.

Compiling the variety of material already developed on the outlying villages seemed like an ideal first step. While some of this material extends beyond the villages, I decided a more comprehensive and complete view of the Vast would be immensely more useful; however, please note that some areas this document describes fall under the responsibility of others (e.g. Procampur by Jay Fisher, the wilderness by Jean Rabe).

I strongly prefer that authors attempt to utilize existing settlements rather than inventing new ones merely to further a single scenario. One of the problems I see with many LC modules of the past is that lack continuity, and utilizing existing material from the campaign will go a long way to furthering a consistent world. You can build on the information presented here to suit your modules, and then allow me to incorporate whatever you add into this resource. Together - you, me, and other authors - can work to make this world richer and more vibrant.

If you need to set a module in a settlement within the Vast, just contact me and I'll give you suggestions for a good place to develop your module. If you don't think that will work, any settlement you wish to newly invent should meet these criteria:

  1. A new settlement must be consistent with already established geography.

    New towns shouldn't pop up a stone's throw from an existing one. An elven town should be located within a forest rather than adjacent to a human metropolis.

  2. The lack of previous mention of this settlement must be believable.

    New settlements aren't on previously published maps. PCs and NPCs in the past have had no obvious knowledge of these places. Why this is the case must be understandable. Perhaps the settlement is small. It's also probably located far away from Ravens Bluff, in an obscure area of the Vast. A city five miles east of Mossbridges would be hard to miss, so an author shouldn't invent such a settlement.

  3. The new settlement must serve purposes beyond just the single module's plot.

    If this settlement's sole reason for existance is to further element's of one module's plot, less intrusive means need to be used to accomplish those goals. Settlements must be places that have a history and a future. Other modules should be able to return to the new settlement to further explore its past and develop its future.

  4. There must be no practical alternative to investing a new settlement.

    Dozens, hundreds, or thousands of people don't just appear out of thin air. Creating a new settlement is a particularly invasive means of writing a module within a shared world like the Living City. It should be done only when absolutely necessary.

I am very interested in working with authors to meet their creative needs, add detail to existing villages, and still maintain a consistent world.

This resource will continue to expand as I find more suitable sources to incorporate. Please forward on references or scenarios with appropriate material. I appreciate receiving copies of modules, excerpts, summaries, or even just scenario names to hunt down. I am eager to review them for inclusion. I may choose, however, to overlook settlements created out of thin air merely for the convenience of one module's plot.

What comes next is largely dependent on the authors upon whom the evolution of the Living City depends. Authors should use this material to develop their ideas and ensure their writing is consistent with what has already been created. I hope to work with you to continue to improve this campaign.

However, before proceeding, please read the below disclaimer and ensure that you are able to adhere to it. Thanks.

Take care,

David

  
 Contents
 Introduction
 Maps of the Vast
 Overview of the Vast

Locations

 Adhe Wood
 Arbonne
 Bambryn
 Beluar's Hunt
 Big Moe
 Blanaer
 Brynwood
 Burrowbluff
 Calaunt
 Dark Hollow
 Dead Tree Hollow
 Dragon Falls
 Elvenblood Pass
 Fallentree
 Fire River
 Flooded Forest
 Glacier of the White Worm
 Glorming Pass
 Hidden Hollow
 High Country
 High Haspur
 Highbank Forest
 Hlintar
 King's Reach
 Kurth
 Maerstar
 Mage's Tower
 Maskyr's Eye
 Mossbridges
 New Hope
 Orlimmin
 Portsoy
 Procampur
 Ravens Bluff
 River Vesper
 Sarbreenar
 Sendrin
 Sevenecho
 Swords Pool
 Tantras
 Tavilar
 Thindilar
 Three Trees Pass
 Tsurlagol
 Viperstongue Ford
 Ylraphon

This resource cites various works copyrighted by TSR, Inc., used with permission. By utilizing this resource, you affirm that you own legitimate, original copies of all TSR-owned works quoted directly (see below). You agree to use this resource solely for the purpose of further developing the TSR-owned Living City campaign. You agree not to further distribute this resource in any form.

ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER, POLYHEDRON, RPGA, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. LIVING CITY, RAVENS BLUFF, and MONSTROUS MANUAL are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

The TSR-owned works quoted directly in this resource are: City of Ravens Bluff; Polyhedron #88, #89, #91, #92, #93, #115, #116; LC2: Inside Ravens Bluff, The Living City; Forgotten Realms® Campaign Setting; Cormanthyr: Empire of Elves; The Fall of Myth Drannor; and, Forgotten Realms® Adventures.

This entire resource is available as one large, easily printed document.

Please send all comments to dwb@netspace.org.