Port Aruth on the Island of Aruth is the island's largest sea port.The island is a major food producer.

The cliff trail above safe harbor. It has defense like the one shown to prevent unauthorized access to the city.

Safe Harbor on Fallen Dome. The island produces very little food but has extensive gold mines.

A street in Fallen Dome City located on a cliff above Safe Harbor. The baronial fortress is located on the cliff above the city at tone of the highest points on the island.

The Fallen Dome Baronial Guard corp. numbers 450 men including officers. The carry a painted rawhide over wood shield with the Barony's Swan ennobled symbol painted on a black field. They serve an 8 hour shift and patrol routes in groups of 2, 4 or 6 men, depending on how isolated the patrol may be. One third of the guards are trained with crossbows or the new Aruth hand cannon. Patrols outside the urban areas are also equipped with 4 grenades per man, with 2-3 men armed with either crossbow or hand cannon. Urban Patrols most often only carry a spear and sword. All men are armored with a heavy leather jack, over a knee length maille Bernie which is over a thigh length quilted padding.  heavy leather boot to mid calf.
While the Guard have been a traditional defensive force to protect Fallen Dome, recent events over the last two years, has caused the baron to look to increase the guard by 150 men as an offensive expeditionary force to aid other nearby islands if they are attacked. The barons personal guards wear the white swan on a black field while the islands guards have a gold Kraken on a blue field painted on their shields.

Coward's landing on the island of Fallen Dome' Northwest coast and is defensive structure.

Climbing as a skill: This character skill may also be used by a game-master to rate the difficulty of a climb as well as the needed skill to make the climb safely. Climbing as a skill is common with sailors, burglars, and hunters. Generally, a climb that is made slippery by rainwater, moss, lose sand, rocks, ice, oil, or other slippery substances will be rated a minimum of one skill higher than it would be if dry. It is the game-master’s final choice how much more dangerous it is due to the slippery nature of the climb. Any character may attempt a climb and their climbing speed is one foot per strength point up to one third their strength points. Those without the skill or the proper skill level have a greater chance of failure, injury or even death.  All characters may make a single “saving” roll on their dexterity in the event of a fall due to a failure of the climbing +dexterity roll.  Those with a climbing skill level +2 or higher may make an extra dexterity roll in addition to the basic “save” dexterity roll in their effort to stop a fall and prevent injury or death.  Climbing hand over hand up a rope on a cliff face requires character strength. This means if the character is climbing up a cliff face at 3 feet per game turn a character with a strength of 10 could climb a 30-foot cliff and reach the top physically exhausted and tired but safe. A character with a strength of 8 could climb up 24 feet at which point their muscles would start to convulse and tremor with fatigue. They would be unable to climb the rest of the way and if not pulled up, they would “freeze” clinging to the rope too physically exhausted to climb any higher. They could try to descend or after a number of game turns equal to half their strength points, they would fall with muscles too exhausted to even continue their death grip on the rope. So, Strength limits how high a character can climb in a single session without a rest break. Rope stirrups or a rock ledge may provide such a break.

Skill Level                    Results of Skill Level- type of object being climbed.

+1                          Hiking a steep incline, scrambling, maybe using your hands. Climbing trees, rope ladders. Speed 2 feet per game turn                                  faster than those with no skill in climbing.

+2                         Climbing a steeper hillside, boulders, a sloped roof, fair weather ship rigging. Hands are used in climbing. If a fall

                              occurs it may be short due to extra dexterity roll over what those without a skill are allowed by game-master to catch                                   yourself. Speed 3 feet per game turn faster than those with no skill. No skill penalty +2 on dexterity roll.

+3                       Ropes recommended as safety belay, Bad weather ship rigging, cliff, or wall angles steeper than 45 degrees. If a fall                                     occurs there is an extra dexterity roll to catch yourself. Speed 4 feet per game turn faster than those with no skill. No skill                              penalty +3 on dexterity roll.

+4                      Rope required due to steepness or lack of handholds. Cliff, or wall angles steeper than 65 degrees. Speed 5 feet per                                    game turn faster than those with no skill. No skill penalty +4 on dexterity roll. Climb not advised for those with a strength                              less than 7.

+5                    Near vertical cliff or wall with few/limited handholds Speed 3 feet per game turn. No skill penalty +6 on dexterity roll.                                    Climb not advised for those with a strength less than 8.

+6                    Vertical cliff or wall with few/limited handholds Total speed 3 feet per game turn. No skill penalty +8 on dexterity roll.                                    Climb not advised for those with a strength less than 9.

+7                   Vertical cliff or wall with overhangs. Only one or two hand holds. Total speed 3 feet per game turn. No skill penalty +10 on                           dexterity roll. Climb not advised for those with a strength less than 10.

+8                  Vertical cliff or wall with overhangs and no hand or foot holds. ropes and pitons must be used to prevent failure. Maximum                           speed 2 feet per game turn. The no skill penalty +12 on the dexterity roll. Climb not advised for those with a strength less                             than 12.

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