Tuhn is the only settlement in this area detailed in the game, and it does not have any king or other local authority. I don't suspect that it's part of a larger kingdom, either - it's likely an independent city-state. The area around it is a maze of cliffs and valleys, which would make it quite difficult to project power from any capital. Rather, I would imagine this is Torland's "points of light" region. The difficult terrain makes it difficult to establish any major states, so the area is a patchwork of free cities, petty duchies, and tribes of barbarians, bandits, and beastmen (funnily enough, enemies in this area do indeed include orcs and hostile warriors). Every valley may well have a distinct culture quite unlike its neighbors. There's shades of Vance in this, and it could easily provide fodder for an exploration-driven campaign if the party travels from one valley to another, encountering new and strange discoveries in each. It would also provide an easy way into domain play, since the lack of major regional powers would mean the PCs would face little resistance if they wished to carve out their own.
The other major geographical feature of the Tuhn region is an extensive system of waterways - no doubt fed by the mountains. Most of these can be navigated by boat, which may be the most efficient way to travel from one valley to another if the mountains block overland travel. See Death on the Reik from Warhammer Fantasy Roleplay if you want to see how a campaign could be structured around river travel. Because Tuhn itself is located on a river, it's likely a prominent trade center, and may be wealthier than other towns in the area, since it has access to other ports along the water. Those villages more inland, however, may be forced to live a self-sufficient existence.
Notably, in the game, the stretch of the river by Tuhn is dried up because a thief has stolen the key to the town floodgate. This is mostly an issue because it blocks your access to the Tower of the Moon, a tower where a wizard guards a fragment of the moon. It's interesting how this got here, given that Torland is a hollow earth with no day and night, and presumably no moon - perhaps it's for that reason why it's such a rare and prized artifact.
However, you would think that the people would be more concerned about the river drying up. Not only would it limit Tuhn's access to other towns along the river system, it would also deprive people of fresh water, seafood (fish was a reliable source of food for many medieval cities), and irrigation. If I was running a similar scenario, I would likely emphasize the effects of being cut off from the river on the town, with the people risking drought and economic ruin. This would give such a quest more urgency.
Also in Tuhn is the workshop of Don Mohame, a legendary weaver; if provided with the right tools, he can sew a robe made of water, protecting the wearer against fire, ice, and magic. This is an optional sidequest, but I love the folkloric feel of a craftsman so skilled he can create items that are physically impossible. Also, he's a good example of how you can throw a unique NPC with special skills and services unavailable anywhere else somewhere in the campaign world to serve as a resource.
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Art by Scott Pelico |
Culturally, I would imagine the Tuhn region as being something like Switzerland, befitting its nature as a decentralized region of small scattered settlements separated by mountains. With that in mind, my previous writing on the Freikantons might provide some inspiration.
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