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   pg. 1 
   
  Golden Kingdoms Appendix: A guide to Vollenchia 
  Golden Kingdome Capaign Setting: A guide to Vollenchia.  
  In the south west of the Golden Kingdoms, a great peninsula is home to Vollenchia, a cosmopolitan 
  city to rival the capital of any fantasy kingdom. 
   
   
   
   
  Vollenchia is the home base for a series of modules set in the Golden Kingdoms. 
  A multi-racial town in a coastal region, Vollenchia makes a perfect starting point for any adventuring 
  party. 
  The Vollenchian Peninsula has five main regions: 
   
  Northwest forests mainly populated by wood elves. The 
  town of Salamanka is the main entry to the region. 
   
  Southern Pridelands are home to nomadic tribes of 
  gnolls. There are very few permanent settlements in the 
  area, but there are ruins of old cities that once were 
  built in the area. 
   
  The South West is home to orc, half orc and hobgoblin 
  clans. Their main city of Westgate is the regional centre 
  of industry. 
   
  The Vollenchia region extends inland but contains many non-aligned towns as well as the Caldrona 
  hills. 
   
  The kingdom of Andoora, sits in the mountainous region to the north. 
  
   
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  Golden Kingdoms Appendix: A guide to Vollenchia 
  Government 
  The city of Vollenchia has a ruling council with representatives appointed by the guilds and the noble 
  houses. They do have an elected chair-mandate currently Sebastian Cantacchia of the Sea 
  merchant’s guild. 
  The city watch operates under a lord sheriff, appointed by the council, currently wood elven wizard 
  Ariawyn Naera. She was a war-mage native to Salamanka with a natural interest in affairs to the 
  west as well as a bias against orc and half orc people. 
  There city houses a small military force with both army and navy troops operating under the 
  command of Wimladon Norrona a half elven sea captain. 
  Populations 
  The total population of the city is around 12,000 people with a further 5,000 living in the 
  surrounding farms and villages.  
  The population is made up of: 
   
  35% human (including half elf and half orc),  
   
  25% elf (including high, wood and sea elves),  
   
  15% gnome (an even mix of rock and forest gnomes),  
   
  10% dwarf (mostly hill dwarves),  
   
  5% gnoll,  
   
  5% tiefling,  
   
  5% other (includes hobgoblin, orc, kenku and dragonborn)   
  Industry and Agriculture 
  Surrounding the city is a large amount of farm land while a strong fishing industry operates off the 
  coast. Wood from the local forests is sought after for building materials. 
  The nearby Caldrona hills are mineral rich and mostly operated by dwarven mining guilds based out 
  of the nearby kingdom of Andoora.  
  The city is famous as a trading centre and hub of diplomacy and one of the main ports in the region. 
  Transport around Vollenchia 
  While airships exist, it is only the very rich who use them. For most of the populace, travel is done on 
  foot, by horse or by wagon. 
  There are many roads linking the main towns and cities in the region. These are not necessarily well 
  maintained unless well used. 
  There is not much law enforcement beyond the cities, though most townships do employ sheriffs 
  who patrol the boundaries and there is always work for bounty hunters.  
   
   
  
   
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  Golden Kingdoms Appendix: A guide to Vollenchia 
  Adventuring 
  There is a high level of banditry on the roads, so guarding trade caravans is a common starting job, 
  but the region has quite a long history with a number of unexplored mines, tombs or dungeons.  
   
  There are a number of modules published for adventuring in Vollenchia: 
   
  The Rats in the Rain trilogy 
   
  The Sound of Drums 
   
  The Right Stuff 
   
  All of these can make a solid base for adventuring with a few additional modules to fill the gaps. 
  The recommended play order would be either: 
   
  1. Rats in the Rain 1 
  2. Old Frog and Toad  
  3. Rats in the Rain 2  
  4. What to do with prisoners 
  5. Sound of Drums 4 
  6. Rats in the Rain 3 
  7. Sylvan Blood 
  8. Sound of Drums 5 
  9. Right Stuff 
   
  Note that in this order, The Right Stuff would be 
  played using newly created characters as a one 
  off journey. 
   
  Sound of Drums parts 1-3 would be incorporated 
  in: Old Frog and Toad, Rats in the Rain 2 and 
  What to do with Prisoners. 
   
  Alternatively, the same characters can be used 
  for the whole series by squeezing the Right Stuff 
  into the middle of the arc.  
  This requires removing What to do with 
  Prisoners and placing part 3 of Sound of Drums 
  during the first chapter of the Right Stuff.  
   
  1. Rats in the Rain 1 
  2. Old Frog and Toad 
  3. Rats in the Rain 2 
  4. Right Stuff (with Sound of Drums 3) 
  5. Sound of Drums 4 
  6. Rats in the Rain 3 
  7. Sylvan Blood 
  8. Sound of Drums 5 
   
   
  Future adventures: 
   
  If either of these story arcs are used, there are enough  plot ideas left to continue adventures as war 
  between Hobgoblins and Wood elves in the West is set to affect the whole region. Beyond that is the 
  coming threat of the Grand Rajah or a re-emergence of the Black Rainbow. 
  It is also possible to play the Rats in the Rain trilogy while ignoring the Sound of Drums arc or 
  vice-versa. The choice is up to you. It is just a matter of putting the modules together in the right 
  order. 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rats in the Rain/Vollenchia Guidebook.pdf