| Post/Author/DateTime | Post |
|---|---|
| Rhineglade10-01-07, 12:41 PM | The Midgard Saga Premise The Midgard Saga takes place in a medium Fantasy setting and will combine elements from not only Scandanavian myth but also Anglo-Saxon as well as Celtic myth and folklore. Magic Magic is very real in the Midgard Saga but with a slight twist. All magic, whether it be divine or arcane based, is roughly divided along gender lines. Arcane magic is known as "seidr." Seidr is generally viewed as effeminate and not entirely honorable. Therefore, most practitioneers of seidr are female. Though it is not completely unheard of for males to wield arcane magic too it is just not the norm and tends to have a social stigma attached. Males tend to practice divine magic or even bardic magic as druids and bards tend to be more elevated upon the social ladder. Cosmology Most of the game play will occur within the realm known as Midgard (ie "Middle Earth") which serves as the home of mortals. The gods, demons, cosmic giants, fae and other such outsider creatures dwell within one or more of the surrounding other Eight Worlds. In addtion to Midgard, the other worlds include Glintnir (the land of heroes and the land of the Asura gods), Vanamir (the land of the Vana gods), Utgard (the land of the cosmic frost giants), Fyreheim (the land of the cosmic fire giants and fire demons), Rungnir (the dwarf heaven), Eldrimir (the heaven of the light elves), Mordrigard (the hell of the dark elves) and finally Nilfgard (the misty hell of the dishonored dead). Mythology The Midgard Saga is overseen by not one but rather TWO families of deities. Ages past, during the Age of Legends, there existed two powerful races of immortal creatures known as the Vana and the Asura. The Vana, an older race of deities, have close affinity toward nature, fertility, wealth and magic. The Asura, on the other hand, are a much more war-like race of gods concerned with physical strength, courage and power. For eons, these two races of gods battled one another for supremacy over the Nine Worlds and although each race is considered immortal, they can be killed when on their native plane and so after ages of conflict their numbers slowly declined. The age old enemies of the gods, the Cosmic Giants of frost and fire, waited for the time when the power of the gods had waned before making a play for control over the multiverse. Individually, the Vana and the Asura came to the realization that they were no longer a match for the cosmic giants. Therefore, they sent divine emissaries to each other's lands in order to broker a deal of peace. Each godly race was required to make a number of concessions and the treaty was concluded by forming a marriage-bond between the two. Godrik, the greatest of the Asura, took the beautiful weather goddess Beru, the Queen of the Vana to be his heavenly bride. With this new divine union firmly established, the gods are able to keep the growing power of the Cosmic Giants in check, at least for the time being. |
| Crebain10-01-07, 06:36 PM | I use scandinavian mythology in my campaign as well. I use the mythical beast Fenrir as one of my gods. I also divided the gods into Aesir and Vanir. The Aesir representing the original gods from the players handbook or the new gods and the Vanir representing the gods I created myself or the old gods. |
| Rhineglade10-02-07, 12:49 PM | The Player Races Human Perhaps one of the more adaptable races of Midgard, humans can be found in most regions and are the dominant race. The humans of the north tend to have fair skin and blonde or ash-brown hair. The humans of the south tend to have darker complexions with brown and black hair being the dominant trait. Because of their innate ability to adapt to a number of situations, humans receive a bonus on +4 skill points at 1st level and an additional +1 skill point for each additional level. Light Elves Sometimes known as "high elves" or "fair elves," the light elves are a majestic and noble race of nature spirits bound in a physical form. They are fair of face with delicate features and a beautiful appearance. Light elves tend to dwell in places of great natural beauty including primeval woodlands, mist-covered valleys or even majestic mountain peaks. Light elves worship the Vana gods almost exclusively and share their strong empathic connection to the natural world. Kobold An aggressive, xenophobic yet highly industrious race, kobolds are expert miners who dwell in expansive underground tunnel systems sometimes many centuries old. Human scholars believe that the kobolds are an offshoot of the faerie folk adapted to the darkness of the mines though the kobolds will argue againt this. The race is small in stature though large in numbers and they tend to use this to their advantage by outnumbering an enemy. Kobolds tend to use stealth and sabotage to gain an upper hand. Sidhe The Sidhe (pro. "Shee") are a race of faerie folk similar in appearance to the light elves. The sidhe however are generally smaller in size and with a closer connection to the magical world. Sidhe in general are ethereal and otherworldly and are often seen as cool and aloof by other races. Sidhe tend toward the side of goodness and do have a playful nature when the cause of celebration is required but can also be studious and introspective if necessary. Dwarf Known as the Nibelung, the dwarves are a race of hearty miners and craftsmen. Ancient and wise, the dwarves are highly resourceful and clever with a close affiliation to the earth and its treasures. Dwarves delight in nothing more than hard work and uncovering vast amounts of wealth. They are slow and methodical with patience and a great attention to detail. Dwarves can be greedy but are good-natured for the most part. Beastfolk Wild and brutish, beastfolk are an animalistic race that exhibit some of the more savage qualities of the natural world. Most beastfolk care little for other races and are powerful opponents with a ferocious drive toward animal-like rages. Most beastfolk are somewhat undisciplined but possess a great strength rarely matched by others. Beastfolk share similar traits to both humans and horned animals are appear like satyrs in many respect. Dark Elf Dark and beautiful, the dark elves are a distant kin to the light elves. Though where light elves are majestic and kind, dark elves are wicked and depraved. Dark elves dwell exclusively deep underground and have adapted to life in the sunless depths. They have skin as dark as pitch given them the appearance of living shadows. Dark elves hate all other forms of life and see such lesser creatures simply as slaves. Dark elves are elusive and subtle in their actions and tend to follow methods of "dirty fighting" to gain any advantage. |
| Rhineglade10-03-07, 04:27 PM | Character Classes Barbarian Barbarians are an elite class of warrior capable of entering into a berserker rage during battle which turns them into deadly opponents. Most barbarians dwell in more "uncivilized" places and therefore tend to be illiterate. Often a barbarian will identify with a particular animal totem and wear an aspect of this animal such as a bear claw or a wolf skin. Barbarians may be male or female. Most barbarians are either human, dwarven or beastfolk. Bard Generally the bard is thought of as an upper caste within Midgard society. Bards are the keepers of cultural lore and history often serving as poets and storytellers. Bards can be found in most all noble courts working as chroniclers and court officials. A bard also has access to a specialized form of magical ability accessible through their music. Bards may be male or female. Most bards are human though light elves, dwarves and sidhe can also follow the bardic way. Cleric Clerics are a priestly caste dedicated to one of the Asura gods though a few venerate the Vana. Since they mainly venerate the more war-like deities, clerics tend to serve society as war priests often fighting side-by-side with their warrior brethren. Clerics have access to divine magic which tends to be more protective or defensive in nature. Clerics may be either male or female though gender is sometimes restricted by the actual deity they serve. The cleric class can be found among any of the character races. Druid Druids are another priestly caste though whereas clerics serve the Asura gods, druids revere the Vana gods. Generally viewed as humble nature priests, druids actually hold elevated positions in Midgard sometimes serving as arbitrators of justice, scholars and magistrates. Similar to clerics, druid magic has a divine source and tends to be more protective or defensive. Druids also have powers over plants and animals and can even develop the ability to transform into a wild shape. Druids may be either male or female. Druids can be found in human, light elf, beastfolk or sidhe society. Fighter Fighters form the backbone of most martial cultures. They receive training in the use of a wide variety of weaponry as well as protective armors and shields. Fighters are the only class that can specialize in a particular type of weapon allowing them to use said weapon with incredible skill and accuracy. Fighters can be either male or female. Fighters can also be found in all character races. Paladin Paladins are a form of holy warrior dedicated to the cause of law and good. They are restricted through a specific chivalric code but serve their communities in a variety of functions depending on the area. Most paladins fill high ranking positions in local military or are closing affiliated with a temple. Paladins can be either male or female. Only humans or dwarves can become paladins. Ranger The ranger is a highly specialized wilderness warrior skilled in stealth tactics as well as guerrila warfare. Rangers develop a number of favored enemies throughout their careers and receive a number of bonuses in their interactions with these creatures. Rangers may be either male or female. Most rangers hail from one of the races that dwell predominantly in wooded areas including the light elves and beastfolk. Humans, dark elves, kobolds and even sidhe may become rangers though this is less common. Rogue Rogues are burglers and thieves often serving whichever master provides the most coin. Though a rare number of rogues use their talent for a higher purpose, such as stealing from the rich to give to the poor, the majority of them are in it for their own selfish goals. Rogues are quick and nimble with the ability to blend into their surroundings and move unseen. They are the only class with the ability to disarm traps which would prove highly beneficial for adventuring parties. Shaman Shamans are a class of arcane spellcaster specialized in dealing with the Spirit World. Since technically, shaman do not manipulate true "seidr" magic, male shaman are not completely unheard of though in either case, shaman tend to be regarded with a certain degree of superstition and fear. Shaman develop a number of abilities to protect them from spiritual attacks while most of their spell casting abilities are focused around divination, enchantment and necromancy. Any race can become a shaman. Sorcerer Sorcerers are a class of innate arcane spellcasters. Unlike wizards who must spend hours of study to gain their spells, sorcerers have almost a 6th sense when it comes to seidr magic. All sorcerers are able to spontaneously cast spells from a list of "known" spells. Though this is often useful by allowing the sorcerer to adapt to a number of situations, sorcerers are limited in the total number of spells they gain access to in relation to the wizard class. Since sorcerers use seidr magic, generally only females become sorcereress, though males can pursue this class too. Sorcerers are found in all of the character races of Midgard. Wizard The wizard class is another arcane spellcaster class. However, unlike the sorcerer, wizards are required to spend hours of meditation and research in order to unlock the secrets of seidr spellcraft. Wizards carry their known reportoire of spells in highly coveted spellbooks. Wizards must memorize a spell ahead of time in order to cast the spell and once cast, the spell is lost from memory until the wizard has the opportunity to rememorize the arcane formula. Furthermore, wizards have the ability to devote themselves to a specific branch or "school" of arcana. Specialist wizards can cast spells from a specific school or even specific element with more potency but at the expence of an inability to cast opposing spells. Since wizards use seidr magic, generally only females become wizards, though males can pursue this class too. Wizards are found in all of the character races of Midgard. |
| Rhineglade10-04-07, 12:25 PM | The Divine Races Obviously open only to NPCs, the two divine races of the Asura and the Vana are worshiped as gods within the world of Midgard. The gods do play an integral part in mortal affairs yet they rarely act directly. Typically, a deity will speak to their priests and worshipers through dreams and omens. If more direct action is required, they will generally send one of their divine messengers or heralds to speak on their behalf. In only the most extreme of circumstances will a deity appear in person and through the use one one of their avatars. An "avatar" is the concentrated physical essence of the deity. In order to manifest themselves as a physical entity, a deity must focus their divine energy into a single form. Such forms are much weaker than the deity in its truest form. Divine Racial Traits - All deities are immortal. - Divine Immunities. Since deities do not naturally have a physical form, they are immune to certain attacks involving a physical body even when they appear as avatars. Therefore, all deities are immune to ability damage, ability drain, disease, energy drain, mind-affecting effects, petrification, poison, polymorph. - Spiritual Purity. Deities represent the absolute perfection of the spirit and therefore are unaffected by certain attacks on the self. Deities are immune to banishment, imprisonment and trap the soul. - Natural Armor. Deities have a +20 natural armor bonus to AC. - Deflection Bonus. Deities possess such a potent appearance that they receive a Deflection bonus to their AC equal to their Charisma bonus. - Ability Scores. All deities have ability scores from 23-38. Roll 3d6 + 20 to determine Str, Dex, Con, Int, Wis and Cha. - Telepathy (Su): Deities have the ability to speak telepathically with any creature in a 600 ft. radius that has a language as a supernatural ability. - Tongues (Ex): Deities may speak, read and understand all languages as an extraordinary ability. - Omnipresence. Deities have the natural ability to use teleport without error and planeshift at will as often as desired. These abilities are used as supernatural abilities. - Symbiotic Worship. Deities receive some of their transcendant power from the energy they receive from their mortal worshipers. In turn, deities have the power to grant divine spell-casting ability to their priests. Clerics likewise have the power to access two chosen Domains from the deity. Deities are also able to cast all of their Domain spells as a Spell-Like Ability. - Divine Character Level. As divine beings, deities are the equivalent of Characters of 51-60 Hit Dice (some may even be higher if the DM wishes). Roll 1d10 + 50 to determine the CL. The exact Character Classes available for the deity are determined by the deity's race. |
| Rhineglade10-05-07, 12:17 PM | Asura Racial Traits (NPC Deities Only) - +5 STR, +5 Dex, +5 Con. The Asura gods are a martial race and excel at physical combat and aggressive tactics. - Large. As a large creature, Asura receive a -1 AC penalty due to size. They receive a -1 Atk penalty against smaller creatures but have a +4 Grapple bonus. - An Asura base land speed is 80 feet. - Alter Size (Ex). Asura are able to alter their physical size as a free action as often as desired as an extraordinary ability. This power allows Asura to appear as small as a Tiny size creature up to as big as a Huge size creature. - Damage Reduction. Asura have DR 45/+4. They are highly resistant to physical attacks. - Spell Resistance. Asura have SR 40. - Energy Resistance. Asura have Fire 20 and Electricity 20. - Fast Healing. Asura are able to heal damage to their physical form quickly and have the special ability of Fast Healing 20. - Favored Class: Fighter |
| Rhineglade10-06-07, 12:14 PM | Sample god Godrik (supreme ruler of the gods) NG Large Outsider [Asura] (Good, Extraplanar) Divine Level: 20 Symbol: Silver Owl Home Plane: Glitner Portfolio: Rulership, authority, wisdom, war, magic, death Worshipers: Warriors, fighters, barbarians, leaders, nobles, scholars Cleric Alignments: NG, CG, N, CN, LG, LN Domains: Creation, Knowledge, Nobility, War, Renewal Favored Weapon: Spear Cleric/Druid: 20th level cleric/14th level druid Fighter: 18th level ranger Wizard: 20th level wizard Rogue/Bard: 13th level bard Init: +15 Senses: Darkvision 60, Listen +25, Spot +43 Languages: Common, Celestial, Tongues, Telepathy AC: 66 (-1 size, +15 Dex, +10 armor, +20 natural, +12 deflection), touch 36, flat-footed 51 HD: 85 (1,659 hp) Endurance, fast healing 20 Resist: Fire 20, Elec 20 SR: 40 DR: 45/+4 Immunities: Ability damage, ability drain, disease, energy drain, mind-affecting effects, petrification, poison, polymorph Fort: +55 Ref: +46 Will: 62 Speed: 70 ft (15 squares) Melee: +80/+75/+70/+65 large battleaxe (2d6+38, 19-20/x3) Melee: +81/+76/+71/+66 spear (1d8+44, 19-20/x3) Ranged: +83 spear (1d8+25, 19-20/x3) BA/Grp: +62/+75 Space/Reach: 10 ft./5 ft SA: Turn undead (15/day) Abilities: Str 37 Dex 40 Con 36 Int 27 Wis 40 Cha 35 SQ: bardic music (13/day), bardic knowledge +21, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, song of freedom, spontaneous casting of divine spells, animal companion, nature sense, wild empathy +26, woodland stride, trackless step, resist nature's lure, wild shape (5/day, T-L size plants or animals), a thousand faces, favored enemies (giant +6, evil outsiders +4, dragon +2, magical beast +2), track, two-weapon fighting, endurance, improved 2-weapon fighting, swift tracker, evasion, combat style mastery, camouglage, hide in plain sight, spells, divine aura (850 feet, DC 43). Skills: Appraise +38, Balance +25, Bluff +22, Climb +54, Concentration +23, Craft (alchemy) +43, Craft (armorsmithing) +39, Craft (trapmaking) +39, Craft (weaponsmithing) +39, Decipher Script +38, Diplomacy +22, Disguise +22, Gather Information +22, Handle Animal +46, Heal +55, Hide +46, Knowledge (arcana) +63, Knowledge (geography) +39, Knowledge (nature) +58, Knowledge (local) +18, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +25, Move Silently +25, Perform (oration) +27, Perform (sing) +27, Perform (stringed instruments) +24, Ride +45, Search +39, Sense Motive +35, Spellcraft +68, Spot +43, Survival +76, Swim +41. Feats: Animal Affinity, Blind-Fight, Brew Potion, Cleave, Combat Reflexes, Craft Magic Arms & Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Endurace, Eschew Materials, Forge Ring, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (battle axe), Improved Critical (spear), Improved Sunder, Improved Two-Weapon Fighting, Power Attack, Precise Shot, Quick Draw, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Track, Two-Weapon Fighting, Weapon Focus (battle axe), Weapon Focus (spear). Possessions: +5 thundering spear, +5 large giantbane battleaxe, +5 chain mail armor. Domain Powers: Cast conjuration and divination spells at +1 caster level, free weapon focus (spear) feat, inspire allies (20/day, allies gain +2 morale bonus on saves, atk rolls, dmg rolls, ability checks and skill checks after hearing you speak for 1 round for 13 round duration), renewal (20/day, gain 1d8+13 hit points whenever you fall below 0 hit points) Spell-Like Abilities: All spell-like abilities have a 30th caster level except for conjuration and divination spells which have a CL 31. The save DC=43. atonement, blade barrier, charm person, clairaudience/ clairvoyance, create food and water, create water, demand, detect secret doors, detect thoughts, discern lies, discern location, divination, divine favor, divine power, enthrall, find the path, flame strike, foresight, freedom, geas/quest, greater command, greater restoration, heroe's feast, legend lore, lesser restoration, magic vestment, magic weapon, major creation, minor creation, minor image, pavillion of grandeur, permanent image, polymorph any object, power word blind, power word kill, power word stun, reincarnate, remove disease, repulsion, spiritual weapon, storm of vengeance, true creation, true seeing. Godrik is the supreme ruler of the gods and the most powerful being in the Midgard Saga. He rules over all the other gods not only because of his innate leadership abilities and level of personal power but also because he is truly a "Renaissance" deity in many respects. Godrik is a deity of multiple spheres of influence and governs many aspects of mortal lives. As an Asura deity, Godrik is considered the penultimate warrior and a god of warfare. Though fighters and barbarians widely revere this deity, military officers and societal leaders hold him in highest regard. However, he is likewise viewed as a god of magic and a practitioneer of seidr magic, most unusual for this culture indeed. The god continuously strives to gain more information, particularly in the areas of craft and magic. Godrik is also seen as a deity of death as he commands the celestial battle maidens on their duties as choosers of the slain. Heroic individuals killed on the field of battle or in the service of Godrik are brought to spend the afterlife in the glorious Mead Halls of Glitner. One of Godrik's main attributes is the ability to know all there is to know about an individual by just looking at them. This ability functions like a legend lore spell except that the results are instantaneous. Targets of a divine nature are allowed a Will save against DC 43 to resist this power. |
| Rhineglade10-07-07, 04:09 PM | Vana Racial Traits (NPC Deities Only) - +5 Int, +5 Wis, +5 Cha. The Vana gods are an ancient race of mystics attuned to the ways of the world. - Medium-size. As a medium creature, Vana receive no adjustments due to size. - A Vana base land speed is 60 feet. - Shapeshift (Su)- As deities concerned with the natural world, Vana have the ability to alter their form into any animal shape they desire including monstrous size animals. In such forms, they retain their own Intelligence, can speak telepathically and use all special abilities of the new form. Shifting one's shape is a standard action. Returning to their natural shape is a free action. This supernatural ability can be done as often as desired. - Damage Reduction. Vana have DR 35/+4. They are highly resistant to physical attacks. - Spell Resistance. Vana have SR 60. Their innate knowledge of seidr magic grants them a resistance to magical attack. - Energy Resistance. Vana have Fire 20, Cold 20 and Electricity 20. - Favored Class: Wizard |
| Rhineglade10-07-07, 06:53 PM | Runa "The Lady of the Woodlands" (goddess of nature) NG Medium Outsider [Vana] (Good, Extraplanar) Divine Level: 15 Symbol: Silver Chalice Home Plane: Vanamir Portfolio: Nature, fertility, abundance, protection Worshipers: Rangers, foresters, woodfolk, farmers Druid Alignments: NG, N, CN, LN Domains: Plant, Protection, Healing, Mysticism Favored Weapon: Quarterstaff Cleric/Druid: 12th level cleric/20th level druid Fighter: Nil Wizard: 20th level sorcerer Rogue/Bard: 8th level bard Init: +11 Senses: Darkvision 60, Listen +44, Spot +44 Languages: Common, Sylvan, Celestial, Tongues, Telepathy AC: 57 (+11 Dex, +5 armor, +20 natural, +11 deflection), touch 32, flat-footed 46 (Combat Expertise, Dodge, Mobility) HD: 60 (1,060 hp) Resist: Fire 20, Cold 20, Elec 20 SR: 60 DR: 35/+4 Immunities: Ability damage, ability drain, disease, energy drain, mind-affecting effects, petrification, poison, polymorph Fort: +39 Ref: +33 Will: 52 Speed: 60 ft (12 squares) (Spring Attack) Melee: +55/+50/+45/+40 quarterstaff (1/6/1d6 +30, x2) Ranged: +56/+51/+46/+41 short bow (1d6+20, x3) BA/Grp: +40/+50 Space/Reach: 5 ft./5 ft SA: Turn undead (14/day) Abilities: Str 30 Dex 33 Con 33 Int 38 Wis 39 Cha 32 SQ: bardic music (8/day), bardic knowledge +22, countersong, fascinate, inspire courage +2, inspire competence, suggestion, spontaneous casting of divine spells, animal companion, nature sense, wild empathy +31, woodland stride, trackless step, resist nature's lure, venom immunity, wild shape (6/day, T-Huge size plants or animals, elemental 3/day, Huge elemental), a thousand faces, timeless body, spells, divine aura (600 feet, DC 36). Skills: Bluff +56, Concentration +83, Craft (alchemy) +59, Craft (weaving) +59, Craft (woodworking) +59, Diplomacy +68, Handle Animal +73, Heal +41, Hide +39, Knowledge (arcana) +59, Knowledge (nature) +76, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +44, Move Silently +39, Perform (dance) +37, Perform (sing) +37, Perform (wind instrument) +37, Profession (farmer) +41, Profession (herbalist) +41, Ride +73, Sense Motive +40, Spellcraft +86, Spot +44, Survival +76, Swim +24. Feats: Animal Affinity, Brew Potion, Combat Casting, Combat Expertise, Craft Wand, Craft Wondrous Item, Dodge, Extend Spell, Improved Counterspell, Improved Disarm, Mobility, Mounted Archery, Mounted Combat, Natural Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Stealthy, Still Spell. Possessions: +5 quarterstaff, +5 short bow, +5 bracers of armor, chalice of everfull potions. Domain Powers: Cast healing spells at +1 caster level; command plant creatures (14/day); generate a protective ward (12/day, touch grants +12 bonus to next save for a duration of 1 hour); generate a luck bonus (12/day, goddess receives +11 on all saves for 12 rounds). Spell-Like Abilities: All spell-like abilities have a 25th caster level except for healing spells which have a CL 26. The save DC=36. Animate plants, antimagic shield, barkskin, command plants, control plants, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, divine favor, entangle, greater visage of the deity*, heal, holy aura, holy word, lesser visage of the deity*, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, plant growth, protection from energy, prismatic sphere, regenerate, repel wood, repulsion, sanctuary, shambler, shield other, spell immunity, spell resistance, spiritual weapon, wall of thorns, weapon of the deity*. *= indicates a spell from the Spell Compendium. The Lady of the Woodlands is the gentle goddess of nature often representing the peaceful and comforting aspects of the natural world. The goddess can command plants and animals to obey her least desire and she can both speak with animals and speak with plants at will. She can also manipulate and control the weather within a 15 mile radius. The goddess' main attribute is the ability to control the growth rate of any plant. No plants are said to be able to flourish without the goddess' blessings and Runa has the power to increase a plants size dramatically or shrink it to the size of a sapling at will. Her druidical followers are passionate horticulturalists and assist local farming communities to ensure an abundant harvest. Runa appears as a comely maiden dressed in saffron gowns the color of the seasonal forest (greens in spring and summer, browns/rust in autumn and blues/grays in winter). She always carries a potent magical artifact known as the Chalice of Everfull Potions which also serves as the goddess' holy symbol. This magical silver cup has the ability to pour forth any potion of the goddess' desire 15 times per day. The Chalice can not brew the same potion twice in one day however and it must be drunk straight from the Chalice or else it loses its potency. Runa will generally act through the use of one of her many messengers, usually any number of celestial animal forms. She also has been known to send forth her divine champion, the Green Knight, if a great number of her followers are in mortal danger. If required to appear in person, the Lady of the Woodlands will always be mounted on her NG celestial green dragon. The goddess of nature is best known for the sponsorship her church provides for a band of holy warriors known in Midgard as the Knights of the Enchanted Chalice. |
| Rhineglade10-08-07, 01:02 PM | Deities of the Midgard Saga The Ashura Godrik Ruler of the Gods Symbol: Silver owl Alignment: Neutral good Home Plane: Glitner Portfolio: Rulership, wisdom, war, magic, death Worshipers: Fighters, barbarians, nobles, military officers, scholars Cleric Alignments: Any non-evil Domains: Creation, Knowledge, Nobility, War, Renewal Favored Weapon: Spear Briatha goddess of fire Symbol: Lyre Alignment: Chaotic good Home Plane: Glitner Portfolio: Fire, poetry, passion, bards Worshipers: Bards, musicians, lovers, entertainers Cleric Alignments: CG, CN, NG, LG Domains: Charm, Fire, Courage, Travel Favored Weapon: Scimitar Heidr god of storms Symbol: Warhammer Alignment: Chaotic good Home Plane: Glitner Portfolio: Storms, thunder, lightning, vigilance, guardians Worshipers: Fighters, barbarians, rangers, guards Cleric Alignments: CG, NG, LG, LN Domains: Storm, War, Strength, Competition, Courage Favored Weapon: Warhammer Hyrdla goddess of death Symbol: Alignment: Neutral evil Home Plane: Nilfgard Portfolio: Death, afterlife, dishonor, sickness, decay Worshipers: Necromancers, wizards, sorcerers, those who fear death Cleric Alignments: NE, CE, LE Domains: Death, Suffering, Evil, Darkness, Pestilence Favored Weapon: Sickle Thrud god of law and justice Symbol: Balance scales Alignment: Lawful good Home Plane: Glitner Portfolio: Law, justice Worshipers: Paladins, fighters, judges Cleric Alignments: LG, LN Domains: Law, Protection, Retribution Favored Weapon: Longsword Vandril god of hunting Symbol: Antlers Alignment: Chaotic neutral Home Plane: Glitner Portfolio: Hunting, survival, freedom Worshipers: Rangers, barbarians, hunters, hermits, woodsmen Cleric Alignments: CN, CG, N, NG Domains: War, Protection, Liberation, Travel Favored Weapon: Longbow Weylund god of crafts Symbol: Anvil Alignment: Neutral Home Plane: Glitner Portfolio: Craft, metalworking, blacksmithing, skill Worshipers: Dwarves, metalworkers, miners, craftsmen Cleric Alignments: Any Domains: Craft, Greed, Metal, Rune Favored Weapon: Warhammer |
| Rhineglade10-09-07, 08:42 AM | The Vana Deities Aurvandil god of light Symbol: Sun and Moon Alignment: Chaotic good Home Plane:[/]b Eldramir [b]Portfolio: Sun, moon, light, elves, happiness Worshipers: Light elves, bards, musicians, astronomers Cleric Alignments: CG, CN Domains: Sun, Moon, Elf, Protection, Good Favored Weapon: Longbow Beru Queen of the gods Symbol: Spinning wheel Alignment: Neutral good Home Plane: Glitner Portfolio: Weather, marriage, home, fidelity Worshipers: Paladins, women, homemakers Cleric Alignments: NG, CG, LG Domains: Air, Protection, Community, Family Favored Weapon: Light mace Nerthus goddess of earth Symbol: Quartz crystal Alignment: Lawful good Home Plane: Rungnir Portfolio: Earth, mining, minerals, dwarves, ancestors Worshipers: Dwarves, miners, metalworkers Cleric Alignments: LG, LN, N, NG Domains: Earth, Stone, Metal, Cavern, Wealth, Dwarf Favored Weapon: hand axe Fjolnir god of the sea Symbol: Sea shell Alignment: Chaotic neutral Home Plane: Vanamir Portfolio: Oceans, water, sea voyages Worshipers: Sailors, seafarers, fisherfolk, coast dwellers Cleric Alignments: CN, CG, N Domains: Water, Ocean, Travel, Protection, Purification Favored Weapon: Short spear Runa goddess of nature Symbol: Silver chalice Alignment: Neutral good Home Plane: Vanamir Portfolio: Nature, fertility, protection, abundance, growth Worshipers: Druids, foresters, rangers, woodsfolk, farmers Cleric Alignments: NG, N, CN, LN, CG, LG Domains: Plant, Protection, Healing, Mysticism Favored Weapon: Quarterstaff |
| Morgana_Le_Fay10-09-07, 04:32 PM | Very nice. I like the way you combine a number of mythologies together. Probably going to provide for a lot of storylines in the future! |
| Gilgalad10-09-07, 08:30 PM | Now is "Midgard" the entire world or just a portion of it? Sorry, I'm a bit slow. :thinks: I assume that the "nine worlds" are the planes? I do like the gods though. |
| Rhineglade10-10-07, 12:35 PM | Thanks for the feedback and comments. And yes Gilgalad, Midgard DOES refer to the WHOLE world but only the world of mortals. The Other Eight Worlds would in fact be considered the outer planes for the most part. In the real myths of Northern Europe, the worlds of Alfheim and Svartalfheim were the homes of the light and dark elves, respectively. In my campaign however, the equivalent worlds of Eldramir and Mordrigard are reserved only for the light and dark elves after they die. They live their mortal lives on Midgard right along side humankind and the other intelligent races. This is one of the main differences. |
| elderdrake10-13-07, 11:23 PM | Hey everyone! It's me! Rhineglade! I am transformed... Actually, I was having trouble signing in under my "Rhineglade" account since you now have to login to Gleemax and in order to do that you have to know the email address you registered under. Unfortunately, that account was created in the olden days PRE- DSL and I don't even know what the email address was so I thought I'd just save myself some major aggrevation and simply create a brand new account. From now on, Rhineglade will be known as Elderdrake! |
| elderdrake10-14-07, 08:32 AM | Here is one of my iconic characters... Myrwen N Medium Humanoid (human) Sorcerer 26 Init: +6 Senses: Listen +8, Spot +10 Languages: Common, Draconic, Giant, Orc AC: 29 (+2 Dex, +8 armor, +4 natural, +5 deflection), touch 17, flat-footed 27 (Dodge) HD: 26d4+26 (105 hp) Fort: +11 Ref: +11 Will: +18 Speed: 30 ft. (6 squares) Melee: +18/+13 morningstar (1d8+5, x2 plus slow) Melee: +13 touch (spell) Ranges: +14 light crossbow (1d8+2, 19-20/x2) BA/Grp: +13/+13 Sorcerer Spells Known (CL 26) 9th (6/day): meteor swarm (DC 26), Mordenkainen's disjunction, summon monster IX 8th (6/day): Bigby's clenched fist, mind blank, power word stun 7th (6/day): banishment (DC 23), forcecage, greater teleport 6th (7/day): antimagic field, flesh to stone (DC 22), stone to flesh 5th (7/day): cone of cold (DC 23), hold monster (DC 21), summon monster V, telekinesis 4th (7/day): fear (DC 20), polymorph, remove curse, wall of fire 3rd* (7/day): dispel magic, hold person (DC 19), lightning bolt (DC 21), protection from energy 2nd* (8/day): darkvision, detect thoughts (DC 18), invisibility, knock, resist energy 1st* (8/day): burning hands (DC 19), hold portal, magic missile, protection from evil, shield 0 (6/day): acid splash, disrupt undead (DC 16), detect magic, detect poison, light, mage hand, prestigitation, read magic, resistance * Due to Epic Feats, all spells of this level are quickened. Myrwen may cast up to 2 such quickened spells per round. Abilities: Str 10 Dex 14 Con 13 Int 19 Wis 18 Cha 23 SQ: epic level abilities, epic spells, spells Skills: Bluff +16, Concentration +20, Craft (alchemy) +11, Decipher Script +9, Hide +10, Knowledge (arcana) +33, Knowledge (history) +10, Knowledge (religion) +9, Knowledge (the planes) +11, Listen +8, Spellcraft +33, Spot +10 Feats: Automatic Quicken Spell [epic], Combat Casting, Craft Staff, Dodge, Epic Spellcasting, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Multispell [epic], Quicken Spell, Spell Focus (evocation), Spell Penetration Possessions: +5 spell storing morningstar (slow), +8 bracers of armor, +5 ring of protection, +4 amulet of natural armor, ring of regeneration, staff of evocation[/i] (43 charges), (10) +2 crossbow bolts, potion of cure critical wounds, potion of neutalize poison, potion of gaseous form, wand of scrying (17 charges), wand of earthbind (22 charges), light crossbow. Epic Spells: Peripety (casting DC 27) and Ruin (casting DC 27) Contingency: Myrwen has a contingency spell active that will allow him to assume gaseous form if he is ever successfully grappled. Myrwen is arguably the greatest mortal spellcaster in all Midgard. A practitioneer of seidr, others tend to look at the wizened old magic-user with some suspicion and distrust. Myrwen wouldn't have it any other way. He enjoys unsettling the status quo and prefers the general population to regard him with a certain amount of awe and respect. Naturally inquistive, Myrwen has an insatiable appetite for information regarding magic and spellcraft. His knowledge of things arcane is without equal. He enjoys hearing about new magical items as well as spell research, topics that would likely prove dull to most other folk. Myrwen is extroverted and personable. He enjoys socializing with others and kicking back on occasion for a few pints of mead. When meeting new people, Myrwen will often let them to most of the talking, however, in order to size them up. Despite his social nature, Myrwen is a heart a realist and tends to be cautious before allowing his trust of strangers. Experience has told him that danger can lurk in even the most innocent-seeming hearts. Myrwen is a human male. He is tall at 6'5 and weighs 200 pounds with a thin build. Myrwen generally wears clothing that reflects his spellcasting status including long, flowing robes and the stereotypical brimmed and pointed hat. His hair is gray and Myrwen maintains a full, white beard which hangs just to his chest. He has light blue eyes. Myrwen is 61 years of age. Combat As a powerful epic level spellcaster, few beings can match Myrwen in personal duels. He will generally be accompanied by his friends, henchmen and hirelings, most of whom are able swordswingers. Myrwen will usually have his epic spell peripety active during the waking hours which will reflect back up to five missile attacks back to their source before expiring. Myrwen is capable of casting up to two quickened spells per round and will begin most situations by setting up his defenses. He will often start with a quickened shield following by a quickened protection from energy (fire). If he is outnumbered, will will attempt to even out the odds by casting his summon monster IX to call forth an elder elemental to engage the enemy, prefering earth elementals. Myrwen is not foolish and will try to subdue all attackers as quickly as possible rather than take any chances. He will erect a force cage around the strongest looking fighter type and direct a number of power word stun upon enemy spellcasters. Spellcasters will often be targeted by quickened magic missile and quickened lightning bolt in order to disrupt their spellcasting ability if possible. Weaker attackers will be likely held and then subjected to detect thoughts in order to gather as much information about their purpose as possible. Myrwen may turn over such fools over to the local authorities and perhaps curse them with a flesh to stone spell as punishment for their assault. In the very rare instances when Myrwen is seriously threatened, he will use his more damaging spells such as meteor swarm and Bigby's clenched fist as well as this magical staff. If reduced to a quarter of his original hit points, Myrwen will either attempt to escape using greater teleport or invisibility. |
| elderdrake10-14-07, 04:36 PM | The Ruinous Powers Dark gods who seek to corrupt the land of Midgard, the Ruinous Powers are a lot of demonic beings with divine-like powers who have gathered sufficient mortal worshipers to ascend to godhood. The Ruinous Powers dwell throughout the darker planes of Nilfgard, Mordrigard and even the the fiery and icy hells of the giants known as Fyreheim and Utgard. Although the exact number of these fiendish beings is unknown, there are four who have garnered enough power and influence to become known within scholarly circles. Tormac "spirit of tyranny" Symbol: Alignment: Lawful evil Home Plane: Nilfgard Portfolio: Tyranny, oppression, slavery, domination Worshipers: Fighters, wizards, tyrants, leaders, slavers Cleric Alignments: LE, NE Domains: Tyranny, Evil, Domination, Hatred Favored Weapon: battle axe Khrone "spirit of fear" Symbol: spider Alignment: Chaotic evil Home Plane: Mordrigard Portfolio: Fear, darkness, superstitions, magic, dark elves Worshipers: Dark elves, barbarians, wizards, assassins Cleric Alignments: CE, NE Domains: Darkness, Evil, Mentalism, Drow, Magic Favored Weapon: Morningstar Myrihim "spirit of dementia" Symbol: Alignment: Chaotic evil Home Plane: Nilfgard Portfolio: Dementia, insanity, illusions, nightmares Worshipers: Wizards, illusionists, psychopaths Cleric Alignments: CE Domains: Madness, Evil, Illusion, Dream Favored Weapon: Scimitar Sheola "spirit of corruption" Symbol: Scarab Alignment: Chaotic evil Home Plane: Nilfgard Portfolio: Corruption, undead, anarchy, lust Worshipers: Bards, wizards, necromancers, prostitutes Cleric Alignments: CE, NE, CN Domains: Death, Destruction, Deathbound, Pestilence, Charm Favored Weapon: Dagger |
| elderdrake10-18-07, 01:07 PM | King of Brythonia Ruler: King Godwin (LG male human, Pal 16/Bard 5) Government: Independent feudal monarchy with hereditary rulership; king has automous powers within Brythonia proper but also reigns loosely over three semi-independent lesser kingdoms; crown is passed along patrilineal lines but heir may be replaced by the Fae Sorceress of the Realm Rule of Law: Neutral good Population: 1,690,000 Military: 42,000 (primarily heavy cavalry) Major Religions: Runa Brythonia is a small, island kingdom actually composed of four semi-autonomous kingships. The Brythonian king reigns as "high king" though he has few real powers over the others. In addition to the Kingdom of Brythonia, the island is also sovereign home to the Kingdom of Caledonia, the Kingdom of Prydwen and the Kingdom of Gaelwyn. The island iself enjoys a moderate temperature throughout most of the year with generous precipitation in all seasons. During the heart of the winter months, the island sees moderate snowfall, particularly through the higher elevations and Caledonia. The central coastline of Brythonia is known for its extensive fens and marshlands. Brythonia, and its satellite kingdoms, are home to mostly humans who earn their living through farming and animal husbandry. Most of the central and northern regions tend to be rocky and not very fertile. However, the coastal areas and much of the southern province enjoy a rich, fertile soil capable of producing a variety of foodstuffs. Sheep and goats are likewise raised in the highland areas both for their wool and milk. Other than the human populace, the other dominant races are the light elves, kobolds, beastfolk and sidhe. Most of the human civilization is centered around the capital city. The remaining races are concentrated within the heavier woodlands and the northern highlands. Much of the primaeval forests are home to the faerie folk who prefer to keep to themselves with little outside interference. Strangers who happen to wonder into their woodlands are often never heard from again. Trolls, hill giants and even a number of ogres are known to prowl the higher elevations. |
| elderdrake10-20-07, 11:27 AM | The Fae Sorceress The being known simply as the Fae Sorceress is thought to be the direct representative of the nature goddess Runa within the Brythonian Isles. She serves as the spiritual and mystical head of the realm whereas the High King serves as the secular and temporal head. The Fae Sorceress' role in the social hierarchy is an unusal one. She technically ranks just below the sovereign and the royal family but she also has a number of powers which only she may exercise. One of these being the power to crown the high king during the investiture ceremony. The Fae Sorceress is often a frequent member of the High King's Court and her wise counsel is held with a high degree of authority as she speaks for the nation's patron goddess. The Fae Sorceress enjoys much influence throughout the realm and she exercises this authority in sometimes quite subtle ways. As she is the sole spiritual power able to crown the high king, refusing to do so can cause an upset in the hereditary rulership. Twice in the past, former Fae Sorceress' refused to appear for the investment ceremony thereby nullifying the right of of an individual to serve as High King. Her presense seems to further cement the "divine right" theory granting the High King the blessing of the Lady of the Woodlands. The Fae Sorceress' main role is to act as the herald of the nature goddess and to protect the isles of Brythonia. She comes and goes in mysterious ways and often moves unseen. She is further assisted by the sorority of Fae Maidens, magical women who serve at the pleasure of the Fae Sorceress. The current Fae Sorceress is Gloriana (N female human, Sor 15/Drd 8) who has held her position for the past three hundred years. It is widely rumored that the Lady of the Woodlands grants an unnatural extension to the life of her earthly representative though the Fae Sorceress is certainly not immortal. When the current office holder is nearing the end of her life, she retreats from the mortal world and a new one is selected by the goddess herself from the rank of the Fae Maidens. |
| elderdrake10-23-07, 12:48 PM | Caerwall, the Fortress City Caerwall appears as a giant monument to humanity's vision and architectural skill. The castle serves as the Royal Seat for the High Kings of Brythonia though Caerwall seems to be more of a thriving city than a simple fortress of war. Travelers and visitors are awestruck upon first viewing the royal structure rising from the horizon. In many ways, Caerwall is a dream-like stronghold as described in many legends and faerie tales of old. Much of the fortress is made from hand carved blocks of marble fit so tightly together that not even a common copper can be pushed through the cracks. The castle proper is then white washed to appear as if carved from a single piece of stone. Dozens of towers and turrets rise toward the clouds sporting brightly colored banners that flap and wave in the breeze. Stone carved arches and cat walks connect many of the upper towers together allowing the castle denizens to move easily throughout the interior structure. The entire fortress is then surrounded by both and Inner Curtain and an Outer Curtain Wall. The Outer Curtain Wall serves as the initial defense for Caerwall standing an impressive fifty feet high and topped with a walkway, crennelated battlements and merlons. The merlons are additionally crowned with fearsome, barbed finials making it most difficult indeed to scale. The main entrance through the Outer Curtain is a central gatehouse. The gatehouse guards the entrance tunnel leading into the Outer Ward. Visitors must pass through this stone-lined tunnel, a set of heavy oak doors bound in iron, a massive bronze portal as well as twin portcullises. These gates and doorways are kept open night and day but can closed and barred in the event of an assault. No less than a dozen men-at-arms guard the entrance at all times consisting of six 2nd-level fighters, four 3rd-level fighters, a 4th-level sergent and a 6th-level captain. All guards wear chain mail armor and helmet. They are armed with halberd, dagger and either a heavy morningstar or longsword. The Outer Ward contains the shops and homes of the many folk that dwell within the Fortress-City and allow Caerwall to exist independently if necessary as in the case of a protracted seige. Artisans and craftsmen of varying skill ply their trade, many on the payroll of the High King himself supplying arms and armaments as well as daily necessities. Up to one thousand citizens dwell within the walls on a permanent basis including the garrison and castle staff. A winding, paved path leads from the gateway in the Outer Wall to the gateway throught the Inner Wall. The Inner Ward rests atop a slight elevation with the Inner Curtain Wall rising an additional forty feet. The Inner Ward contains the central keep, great hall, royal apartments, kitchens, barracks and treasury. |
| elderdrake10-24-07, 01:20 PM | Famous Folk of Caerwall Castle Godwin, High King of Brythonia LG Paladin 16/Bard 5 Elaine, Queen of Brythonia LG Aristocrat 12 Wife of King Godwin Prince Eadgar N Rogue 9 Younger brother of the Queen. Upstart and troublemaker Sir Hunwald LN Fighter 15 Seneschal of Caerwall. Hunwald is a trusted friend of the King and acts in the King's name in matters of state during Godwin's absense. Sir Freodheric LG Paladin 13 Constable of Brythonia. Sir Feodheric is one of the Knights of the Enchanted Chalice and serves as the chief law officer within the King's realm. Sir Daegbert the Brash LG Fighter 8 Marshall of Brythonia. Daegbert is an old war veteran serving as the King's Master of the Horse. He maintains the Royal Stables in Caerwall Castle and often accompanies the King on trips abroad. Sir Daegbert is skilled at mounted combat. Hereric CG Ranger 7 Master of the Hounds. Hereric is the son of one of the King's oldest and dearest friends (now deceased). Upon his friend's death, the King appointed his son Hereric as his Master of the Hounds in tribute. Hereric proves to be a capable huntsman and a faithful ally. Randwulf the Wise NG Wizard 16 Royal Advisor. Randwulf is the chief arcanist at Caerwall and advises the king on matters arcane. There is some rivalry between Randwulf and the current Fae Sorceress. Lord Siweard LN Fighter 8/Expert 3 Keeper of the Treasury. Baron Siweard is from an ancient noble family of Brythonia and has long been an honest and astute financial advisor to the Royal Family. King Godwin had the Baron named Keeper of the Treasury as there are few others he could trust more with handling the Privy Purse. Cenhelm NG Fighter 11 Captain of the Guard. Captain Cenhelm commands the stationary guard at Caerwall Castle. He therefore rarely leaves the fortress and is entrusted with its security especially when the King is away. Sir Godfrith LN Expert 7 Lord Chamberlain. Godfrith serves as the royal chamberlain responsible for coordinating official ceremonies and the daily upkeep of the Great Hall of Caerwall Castle. Aelfric Songspinner CG Bard 14, male light elf Herald of Caerwall. Aelfric is the elven friend and ally of the King and serves his lord as Minstral, storyteller and entertainer. He is likewise a capable sword swinger and often acts as the King's ad hoc bodyguard. |
| elderdrake10-25-07, 12:51 PM | Godwin, High King of Brythonia LG Medium Humanoid (human) [good] Paladin 16/Bard 5 Init: +4 Senses: Listen +3, Spot +3 Languages: Common, Draconic, Elven, Giant, Sylvan AC: 28 (+2 Dex, +9 armor, +7 shield), touch 12, flat-footed 26 HD: 16d10+64 plus 5d6+20 (204 hp) Immune: fear, disease Fort: +19 Ref: +17 Will: +16 Speed: 20 ft. (4 squares) (Run) Melee: +28/+23/+18 bastard sword (1d10+9, 18-20/x2) Melee: +22/+17/+12 heavy mace (1d8+7, x2) Ranged: +25/+20/+15 composite longbow (1d8+4, x3) BA/Grp: +19/+23 SA: Smite evil (4/day, +4 atk, +16 dmg); turn undead (7/day, as an 8th level cleric) Atk Options: Power Attack, Cleave, Great Cleave, Improved Sunder Bard Spells Known (CL 5) 2nd (2/day): cure moderate wounds, detect thoughts (DC 16), mirror image 1st (4/day): charm person (DC 15), feather fall, sleep (DC 15), undetectable alignment 0 (3/day): detect magic, know direction, light, mage hand, mending, read magic Paladin Spells Prepared (CL 8) 4th: death ward 3rd: discern lies, magic circle against evil 2nd:[/]b remove paralysis, resist energy, shield other [b]1st: create water, divine favor, lesser restoration Abilities: Str 18 Dex 18 Con 18 Int 18 Wis 17 Cha 18 SQ: bardic music (5/day), bardic knowledge +9, countersong, fascinate, inspire courage +1, inspire competence, aura of good, detect evil (at will), divine grace, lay on hands (64 hp), aura of courage, divine health, turn undead, spells, remove disease (4/week) Skills: Balance +10 (+3*), Concentration +18, Craft (trapmaking) +18, Craft (weaponsmithing) +18, Diplomacy +24, Disguise +10, Escape Artist +10 (+5), Handle Animal +18, Heal +17, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility & royalty) +18, Knowledge (religion) +18, Perform (oratory) +10, Perform (stringed instrument) +10, Ride +18, Sense Motive +17 Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Critical (bastard sword), Improved Sunder, Power Attack, Run, Weapon Focus (bastard sword) Possessions: +5 Holy Avenger bastard sword ("Harbringer"), +3 disruption heavy mace, +2 composite longbow (Str +3), +4 chain mail armor, +5 heavy steel shield, ring of freedom of movement |
| elderdrake10-28-07, 01:35 PM | Caerwall Defenses Like all medieval style castles, Caerwall is defended by you average protections against assault. In addition to the wet moat and drawbridge that limits easy access to the innermost ward, the castle is likewise defended by emense curtain walls fifteen feet thick and made of stone and ruble filling. The outer curtain wall is crenellated with battlements allowing archers stationed along the walkway to pepper approaching enemies with arrow fire. The inner curtain wall which appears taller then the outer curtain due to its strategic location on a raised elevation, is the location of numerous anti-seige machines including trebucher, catapults and ballistae. Of course, the strongest location within the castle is the center keep located within the inner ward. These mundane protections will of course cause most would-be attackers to think twice about their battle plans or even give up all together. However, Midgard is also a fantasy world complete with potent seidr magic and winged creatures capable of flying over standard battlements and thus bypassing normal defenses. To further augment the castles defenses, the High Kings of Brythonia along with their magical wards and advisors, have constructed a heavy mesh of spells and other arcane protections, none of which came cheaply or easily. Magical signs and sigils enscribed into the walls, doors and other portals prevent entrance into the castle by means of teleportation or similar spells. These ancient spells are known to be transdimensional and thus prevent planeshifting as well as ethereal movement across the thresholds. In additional to these wards, the entire area is blanketed by a permanent invisible and intangible enlarge earthbind transmutation effect cast at 20th level which interferes with a creature's ability to fly into the area protected by the spell barrier. Underground antipathy effects likewise prevent assault from below ground. |
| elderdrake10-30-07, 02:03 PM | The Underkingdoms of Brythonia The "Underkingdoms" are called such not because they are necessarily any less powerful or influential, but rather because in theory, the sovereigns of each nation-state pay fealty to the High King of Brythonia. In practice, each nation more or less governs itself independently of the others though each Royal Court maintains diplomatic relations with the other nations of the island kingdoms. The four kingdoms known collectively as the "The Underkingdoms" are, in no particularly order, the Kingdom of Caledonia, the Kingdom of Gaelwyn and the Kingdom of Prydwen. Kingdom of Caledonia The Caledonian Kingdom is located along the northern most provinces of the Brythonian Isles, ruled by a long line of kings descended from a middle branch of the Brythonian Royal Family line. Caledonia is known for its two distinctive geographical regions. Along the northwestern shores are the rocky highlands of Caledonia whose people are known for their fierce spirit of independence. The Highland folk are a tough and hearty lot which has proven necessary since the highland region is also home to a number of trolls and ogres. The south and southwestern shores are less rugged but still contain gently rolling hills often covered with bright heather. The Caledonians are known to paint their faces using a natural skin pigment when preparing for war. This sometimes frightful appearance is known for its unsettling affect on the enemy. Border skirmishes between Caledonia and Brythonia are not uncommon. Kingdom of Gaelwyn The lush and green isle of Gaelwyn is distinct in that it is not physically connected to the other Kingdoms of the Brythonian Isles. It is sometimes called the Jeweled Kingdom due to the bright green plantlife that fills the countryside. Gaelwyn is known for its proud, warrior-like people as well as the numerous faerie enclaves the known to lure mortals to their Hidden Worlds where they are never seen again. Rangers and druids are somewhat common within Gaelwyn as the island is a haven of great natural beauty. Hideous giant creatures known as the Fomorians prowl the more secluded regions of the Kingdom. Kingdom of Prydwen Prydwen is a small nation known for its majestic mountains called the Grayshrouds. This mighty range forms the border between Prydwen and its neighboring Kingdom of Brythonia. Ruled by a junior branch of the Brythonian Royal Line, the Prydwenians are fiercely independent and resent any interference from the High King or His Court. Most of the local population makes their living at sea or mining and herding further inland within the mountainous interior regions. The Greyshroud Mountains are known to be home to a number of creatures including blue dragons, dwarves, beastfolk and mountain faeries. (NOTE: Any similarity between the Brythonian Isles and some Island Kingdoms of the Real World are PURELY coincidental. ;) ) |
| elderdrake11-01-07, 12:34 AM | Greenmantle Wood One of the dominant features of Central Brythonia is the enchanted woodland commonly known as the Greenmantle. Mainly a deciduous forest, the Greenmantle contains a number of plant species including oak, beech, white ash, birch and apple trees as well as a small number of coniferous varieties in the northernly regions. The Greenmantle is a broad region almost impassible in some areas due to the heavy undergrowth that seems to exist year round. Most of this thicker plant life is found toward the central areas of the forest and it is here that a number of reclusive creatures dwell. Beastfolk and even a small clan of orcs can be found in the heart of the forest. Both are known to be extremely aggressive toward strangers so the other native creatures often give the beastfolk and orcs a wide berth to avoid unnecessary confrontation. Three elven villages are located within the north and northeastern areas. Most of these elves tend to keep to themselves though even they are known to be somewhat unpredictable toward nonelven visitors. The elves are not openly hostile but tend to view outsiders with a great deal of suspicion. Each village is lead by a minor elven noble who governs his or her territory with a great deal of autonomy. The villages are known in the common tongue as Alderwood (pop. 163), Summerglade (pop. 257) and Thistledown (pop. 219). The majority of the human inhabitants of the Greenmantle live simple lives as foresters and woodsfolk, often coming together in small conclaves for mutual protection. These human settlements are generally found in the outer regions of the woodland where the plant life is not quite as heavy or dense. The human lands are protected by a small band of rangers known as the Companions of the Wild. Membership is thought to number only a dozen or so and their leader is a hardnose conservationist who is often accompanied by his black bear companions (CG male human, Rgr 9). Finally, a pacifist order of druids maintain a sacred shrine near the central heartwood region. Their community is built around an ancient white oak known locally as the Oak of All Seasons. The tree receives its name from the fact that it never looses its leaves, even during the winter months. Whether this is some magical anomoly or the result of the druidic ministrations is unclear. |
| elderdrake11-01-07, 05:59 PM | Earianrhod Earianrhod is the elven fortress of the Lady Gilfaethwy of Summerglade (CG female light elf, Wiz 12/Ftr 4), a fair elf maid and ruler of the largest of the elven communities of the Greenmantle Forest. Earianrhod serves as the principle fortress of Gilfaethwy but also provides additional protection for the elvenfolk in times of dire need. The complex itself, carved from the living earth in a hilly region just West of Summerglade, can accommodate up to one thousand individuals and serves the Lady's people as a refuge and safehouse. Though the fortress is indeed an impressive palace, the delving also serves a number of other functions including that of a storehouse, prison, treasury and gathering hall for special ceremonies. Earianrhod Palace is regularly home to the Lady Gilfaethwy, her family, servants, staff and personal retinue of bodyguards and retainers. In all, roughly 53 light elves dwell within the structure even during times of peace. Entrance into Earianrhod can be tricky if one does not know where to look. For outsiders, the palace simply looks like the surrounding hillside with lush vegetation and flowering plants. Elven sentries are safely concealed above in the surrounding treetops in case of need. In no circumstance are strangers allowed within the palace unescorted. Only one gateway exists allowing entrance into the complex. A massive stone block is moved into position to seal off the entrance in case of attack. An underwater spring supplies fresh water for Earianrhod and the elves stock up enough foodstuffs and personal items to withstand seiges for two months for the elves of the village of Summerglade, less time if more elves seek refuge here as has been done in the past. |
| elderdrake11-02-07, 01:01 PM | Lady Gilfaethwy of Summerglade CG Medium Humanoid (light elf) Fighter 4/Wizard 12 (Enchanter) Init: +4 Senses: low-light vision, Listen +5, Spot +4 Languages: Common, Elven, Goblin, Orcish, Sylvan AC: 16 (+3 Dex, +2 deflection, +1 insight), touch 16, flat-footed 13 HD: 4d10+4 plus 12d4+12 (77 hp) Resist: +2 saves vs enchantments Immune: sleep Fort: +9 Ref: +8 Will: +9 Speed: 30 ft (6 squares) Melee: +13/+8 longsword (1d8+4, 18-20/x2) Melee: +11 touch (spell) Ranged: +14/+9 longbow (1d8+1, x3) BA/Grp: +10/+11 Atk Options: Combat Expertise Wizard Spells Prepared (CL 12) 6th: greater heroism*, guards & wards, true seeing 5th: cone of cold (DC 18), feeblemind* (DC 20), hold monster* (DC 20), Rary's telepathic bond 4th: charm monster* (DC 19), confusion* (DC 19), dimension door, hallucinatory terrain 3rd: clairaudience/clairvoyance, dispel magic (x2), hold person* (DC 18), stinking cloud, suggestion* (DC 18) 2nd: gust of wind, minor image (DC 16), mirror image, resist energy, see invisibility, touch of idiocy* 1st: charm person* (DC 16), comprehend languages, disguise self, hold portal, magic missile, sleep* (DC 16) 0: daze* (DC 15), detect magic, light, read magic, resistance *= indicates spell from the School of Enchantment Specialty School: Enchantment; Prohibited: Necromancy & Transmutation Abilties: Str 13 Dex 17 Con 12 Int 17 Wis 10 Cha 16 SQ: elven traits, low-light vision, sense secret and concealed doors, spells Skills: Concentration +11, Decipher Script +13, Diplomacy +7, Handle Animal +8, Jump +6, Knowledge (arcana) +13, Knowledge (history) +13, Listen +5, Ride +8, Search +7, Spellcraft +16, Spot +5, Survival +5 Feats: Combat Casting, Combat Expertise, Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Critical (longsword), Improved Initiative, Scribe Scroll, Spell Focus (enchantment), Spell Mastery (charm person, charm monster, sleep), Spell Penetration, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: +1 longsword, +1 longbow, +2 ring of protection, dusty rose prism ioun stone, wand of mage armor (18 charges), scroll of invisibility, scroll of teleport, scroll of ice storm, quiver of (20) arrows, spellbook Lady Gilfaethwy (pro Gil-FAETH-wee) is the leader of the elven community known as Summerglade located in the northern regions of the Greenmantle Forest. She inherited the rulership of the village upon the death of her father Lord Haerith. A consistent and dedicated noblewoman, Gilfaethwy is yet unmarried and tends to view her people as her children. Gilfaethwy is generally somewhat reserved when meeting outsiders or visitors to her lands. She will generally take on the role of the genial hostess while she directs her associates to covertly observe the guests and uncover any hidden agendas. Though peaceful by nature, she is no fool and will quickly act on her instincts either imprisoning those she does not trust or having them slain outright. The Lady Gilfaethwy is a willowy, elven female of serene appearance. She is slender and delicately graceful though remains a competent warrior and enchantress. Though she disdains the use of armor as it interferes with her spellcasting ability, the elf maid will always wear her magical +2 ring of protection while her mystical ioun stone silently orbits her head. Gilfaethwy is 5'2" and weighs 85 pounds. She has reddish-brown hair which she wears loose just past the shoulders. Her eyes are a bright emerald green. She is 139 years of age. |
| elderdrake11-05-07, 01:10 PM | BEASTFOLK The beastfolk are a race of animalistic creatures similar in appearance to the "satyrs" of ancient Greek Mythology. The Beastfolk combine of the best and worst characteristics of both humanity and animals, often living in a very base society where the strongest among them rule the weaker. Beastfolk are humanoid in appearance with the lower portion of their bodies similar to the legs of a goat or bull, covered with hair and ending in cloven hooves. A small, brush-like tail protrudes just above the end of the spinal column. Beastfolk have the torso and arms of a humanoid but covered with a thin layer of course hair. Their heads are beastial in nature complete with horns that curve upward and protruding from their temples. Males tend to have larger horns than the female of the species. The facial features of the beastfolk are human-like in appearance though they generally have flat, broad noses and their lower jaw and mandible protrude slightly almost giving the appearance of a slight muzzle. Both males and females have thick, short beards that grow just along the jaw line through only males are able to grow a moustache. On average, beastfolk tend to be aggressive and extraverted by nature. They are social creatures that live in groups known as "herds" which are generally an expanded family of several related units. Males are known to have several spouses thus producing multiple offspring, a sign of their virility and fitness to lead others. The strongest of the herd males rules over the others though he only retains the lead as long as he can hold onto the position. Beastfolk who are injured beyond healing or physically weak are often slain or sacrificed. Female beastfolk hold a unique position within their society. Though they are not able to rule over a herd, they hold the position of keepers of history and culture. All religious rituals are conducted by one or more of the females and they are able to serve in positions of advisors. As females also have the important responsibility of raising the younger generation, they hold influential positions in terms of the family dynamic. Beastfolk are often ruled by their emotions rather than logical thought and therefore are almost exclusively chaotic by nature. Most of them following a path of Chaotic neutral. Chaotic evil herds are also quite common while Chaotic good herds are less so. Beastfolk tend to dwell in remote wilderness apart from more "civilized" folk. BEASTFOLK RACIAL TRAITS - +2 Str, -2 Wis. Beastfolk are powerful creatures but often lack in wisdom. - Medium. Beastfolk are considered Medium size characters and therefore receive no bonuses or penalities due to size. - Base land speed 30 feet. - Low-Light Vision. - +2 racial bonus on Intimidate checks. A beastfolk's naturally aggressive tendencies make them appear more intimidating to others. - +2 racial bonus on Survival and Knowledge (nature) checks. - Simple Weapon Proficiency. As a simple matter of survival, all beastfolk receive the Simple Weapon Proficiency feat as a bonus feat regardless of character class. Beastfolk are natural warriors and are skilled in the use of simple weaponry as a matter of survival. - Favored Class: Fighter. |
| elderdrake11-06-07, 12:47 PM | SIDHE Sometimes known as the "Fair Folk," the Daoine Sidhe (pro. Deena Shee) are the "People of the Hills," distantly related to the race of fae though similar in appearance to the light elves. The Sidhe are thought to be the ideal in physical beauty and perfection, often able to blend in with human society without drawing too much attention to themselves. The Sidhe are born adventurers for theirs is a true hedonistic society. They live for the experience deriving great pleasure from all the many experiences life has to offer. Sidhe actively seek out new sensations and relish the unknown. Some mortals believe that the Sidhe are the physical manifestion of what is called "magic" though the Sidhe do not tend to agree. Regardless of these notions, the Sidhe do have a tendency toward magical careers. They seem to have an innate understanding of arcane principles and are capable of manipulating seidr magic in ways unfamiliar to other creatures. Sidhe are extremely dynamic individuals with a strong sense of personality. They are typically extraverted by nature though they can still be viewed as somewhat aloof as they can easily become wrapped up in their own tasks. The Sidhe are humanoid in appearance varying in size from Small to Medium but often with fair and delicate features. Their skin is smooth and unblemished with no facial or body hair. Their eye color ranges from hazel to green to silver-gray. Their hair color is blonde, chestnut or silver. Unique to the Sidhe race, the physical height generally indicates social status. Common sidhe are Small and generally more elfin in appearance with pointed ears and almond shaped eyes. Noble or highborn sidhe are somewhat taller up to Medium height and more human in appearance. SIDHE RACIAL TRAITS - +2 CHA, -2 Wis. Sidhe have a strong sense of self but typically are self absorbed and somewhat easily deceived. - Small or Medium Height. Characters of the Sidhe race must choose at 1st level whether to play a common Sidhe (Small size) or a noble Sidhe (Medium size). Once this size is determined, it can not be altered (except through standard magical means). Sidhe of Small size receive all the standard penalties and bonuses for their size. - Base Land Speed. Small Sidhe have a base speed of 20 feet while Medium Sidhe have a base speed of 30 feet. - Low-light vision. All Sidhe have low-light vision and can see equally as well in daylight as they can under starlight or similarly shadowy illumination. - +2 racial bonus on saves against spells and spell-like abilities. Sidhe have such an innate concept of arcane magic that they a naturally resistant to its potentially harmful effects. - +1 to DC against illusion spells cast from a Sidhe spellcaster. Sidhe understand illusionary magic so well that spells and spell-like abilities cast from the School of Illusion are more difficult to resist. This bonus stacks with other bonuses such as that gained from the Spell Focus (illusion) feat. - +2 racial bonus to Move Silently checks. Sidhe are naturally graceful and light on their feet. This bonus is negated however if wearing anything heavier than Light Armor. Wearing Medium or Heavy armor cancels out this bonus. - Spell-Like Abilities (Sp): Sidhe have such a natural affiliation with magic that some of them have the ability to cast minor spells as a spell-like ability. Sidhe characters must have an INT score of 10+ to gain this ability with a CL equal to the character level. The save DC = 10 + Cha modifier. 1/day; dancing lights, flare, ghost sound. - Languages: Sidhe can speak Common and Sylvan. In addition, Sidhe may learn Elven, Draconic, Goblin or Undercommon as bonus languages from high Intelligence. - Favored Class: Wizard |
| AmericanYeti11-08-07, 08:33 PM | I really like this. Mind if I use some of your stats? |
| elderdrake11-09-07, 12:18 AM | I'm glad you like it. Yes, you can use the stats. I always assume that everything on these boards is considered "free content" as long as you only use it for your private gaming and don't plan on publishing someone else's material as your own. |
| Darth Sephiroth11-10-07, 04:02 PM | One thing you may want to consider with the arcane/divine split in magic that you've got listed, you could add the Divine Bard from Unearthed Arcana into it. Also the Archivist may work as well for the setting |
| elderdrake11-13-07, 12:53 PM | The Dark Elves of Midgard The dark elves are the racial enemies of the light elves, reflecting the darkest of evil to the light elves joy and goodness. In general, the dark elves are found throughout the endless caverns and winding passageways that tunnel deep beneath the surface world. However, they are not exclusively restricted to this sunless domain. A large number of dark elves also claim vast territories along the northern climates often in mountainous lands. Dark elves of Midgard are similar in many ways to their light elf cousins. The main difference, is in the far more pallid skin tone of the dark elves. Dark elves have an almost ghostly white flesh similar in many respects to a walking cadaver. Their hair is starkly contrasted with the color of the deepest ebony hue. Despite this somewhat haunted appearance, dark elves are naturally beautiful with sharp, angular features on the face and graceful curves on the bodies of the females. The ancient history of the dark elves is one of great sorrow having fallen from their creator powers ages ago only to take up the following of the Ruinous Powers, in particular the spirit of fear and superstitions known as Khrone. The followers of Khrone form a powerful faction within dark elf society often dominating much of the civilian life through strict obedience to their hateful deity. The clergy of Khrone often operate in secrecy using all manner of tactics from assassination to blackmail or from guerrilla warfare to open acts of sabotage. Not surprisingly, fear is a powerful tool with the clerics of Khrone. Dark elves dwell in numerous city-states, often at rival with one another as much as with the non-dark elven races. Each city-state tends to exist around the authority and influence of one of two individuals known as either the "Hag-Queen" or the "Midnight King." Such royal figures gather great armies of loyal followers serving as bodyguards and militaristic enforcers. Each figure, in turn, is revered by the population through a sort of "cult of personality." |
| elderdrake11-16-07, 01:03 PM | Dark Elf Society Dark elves of Midgard are a chaotic evil society and therefore exist only for themselves and their selfish pleasures. Society as a whole revolves around three levels: the self, the family and the sovereign. Innately, dark elves are selfish and egotistical creatures who seek only what may be best for themselves and advance their personal level of power and influence within the social whole. Almost animalistic in terms of behavior, dark elves recognize the principle of survival of the fittest. Surely, only the strong and the powerful desire to be in positions of authority and such individuals must maintain this power in order to remain in office. A dark elf can respect another's brute strength and recognize a certain heirarchy but in the same time may plot to undo this strength in order to raise their own standing. Perhaps at a more profound level is the familiar bond. Dark elves do not maintain such a family bond out of any sense of love and trust but rather a sense of survival. It is a matter of fact that larger numbers have a greater chance of survival. Since dark elves continually seek to outdo, outmanuever and outlast their fellow elves, having a larger family clan system to fall back on could be the difference between death and survival in many cases. The family unit is centered around the clan elder who maintains control with strength of arms, magic and charismatic leadership. As dark elves do not recognize any inequality between genders, either males or females may head a family clan but need to possess the personal power to hold onto this position. Oftentimes, clan elders will quiety eliminate potential rivals within their household in order to ensure their position of power. Certainly, secret alliances, covert operations and political manuevering are to be considered the norm. Clans are linked not only by blood relation but also by bond of necessity. A dark elf can never renounce one's blood ties but in cases when a family is eliminated, any survivors may by "recruited" into other clans if the clan elder desires to expand and the survivor exhibits enough talent to warrant such a move. If not, survivors are left to fend for themselves and will generally come to a quite and painful end in short enough time. Finally, all clans owe an allegiance to the local sovereign, either known as the "Midnight King" or the "Hag Queen" depending on gender. Allegiance is almost fanatic in nature with the dark elves often giving their lives for the sake of their sovereigns cause. However, like all of dark elf society, a dark elf sovereign must maintain their own personal level of power in order to hold onto their positions. Lesser nobles will continuously seek to undermine the sovereign in order to advance their own claim. If caught, however, they will likely be executed but the degree of risk is often worth the chance if it means an increase to the self. |
| elderdrake11-17-07, 11:49 AM | Bat-Riders An elite force within the dark elven military, the Bat-Riders are used primarily for purposes of scouting and espionage. On very rare occasions they can be used as aerial cavalry for each rider is typically armed not only with a hand weapon but also a needle-like lance often tipped in a deadly poison. Both the underground and northerly dark elf societies utilize species of giant bat for purposes of domestication and as beasts of burden. The underground races of course rely on the typical giant bat whereas the elves of the cold north use the whooly bat, a heavily furred species more common in the frozen climates. Wolf Riders Common only among the northern communities of dark elf, the wolf riders are the 'movers and shakers' of the dark elven military. Riding a powerful and agile wolf, the wolf riders are capable of launching lightning fast strikes against and enemy. Known for their ability to wear down the enemy, dark elven tactics typically rely on the wolf riders to hit an enemy fast and hard, retreat and then attack again. This tactic is used over and over often reducing not only the enemy morale but their missile ammunition as well. Wolf Riders are always armed with longbows and are skilled at using such weapons while mounted. The riders are able to move within range, fire their weapon and then pull back in order to avoid a return volley. The wolf mounts are also used on occasion for purposes of tracking. It is not uncommon for the rider to reward his or her mount with the blood of the prey once caught. |
| Pulsecrawler7911-17-07, 04:41 PM | Nice work you've done so far chief. I'm a big fan of the fluff and it's been a good read. Keep it up. |
| elderdrake11-19-07, 12:46 PM | The Kobolds The race of kobolds have existed on Midgard for an untold millennia having been created eons ago by the Primordial Dragons as a slave race. Over time, the kobolds succeeded in breaking free of their bonds and began to create a society of their own deep within the bowels of the world where few of their former draconic masters could dwell. The kobolds are an highly industrious creature with skills at craft and arms. They are also known to be scheming and quite vindictive against even an imaginative wrong. Due to their smaller physical stature, kobolds rely on other racial advantages not least of which is shear numbers. The full extent of the kobold population is said to number in the millions however as they tend to lack a unifying force, most kobolds spend their time fighting among themselves. Even when a charismatic kobold leader garners enough power to unite a few of the fractious tribes, he rarely is able to maintain control for too long before internal squabbling and power brokering causes a breakup in central command. The kobolds are expert miners and metalsmiths. They also tend to rely on various "unchivalrous" behavior to take advantage of any given battle. Most likely, a kobold military force will utilize their skill at trap making to disable and demoralize an enemy before attacking from a nearby position that likely grants a certain amount of cover. Only once the enemy is weakened and outnumbered at least two to one will kobolds engage in direct melee combat. Socially, kobolds are a male dominated society. Females hold little or no influence other than to produce successive generations and raise the younglings. Females are rarely encountered outside of their lair since most hunting and scouting expeditions are composed of male kobolds only. Although a small minority of Midgardian kobolds pay homage to Hyrdla, the goddess of death, the vast majority tend to revere one of the ruinous powers, in particular Tormac, the spirit of tyranny and oppression. |
| elderdrake11-21-07, 01:14 PM | Racial Magic Items of Midgard Sidhe Amber Ring This delicate piece of jewelry appears like a simple ring but in truth masks powerful magic. The ring itself is formed from a single piece of amber, hard carved in swirling filligree and a thin band. The wearer of the Amber Ring gains a +2 deflection bonus on AC. Furthermore, the magic of this faerie ring grants resistance against magic in the form of a +2 circumstance bonus against spells and spell-like abilities. Light Elf Ring of Spirit Warding Generally attributed by Elenial Malinbois, the legendary elven shaman, the ring of spirit warding was enchanted to protect its bearer from the evils of the spirit world. The band of the ring is fashioned from blessed silver while the precious stone is cat's eye agate or amethyst. The Ring of Spirit Warding helps protect the wearer from attacks in general but in specific is said to ward off ghosts and other incorporeal undead. The ring acts as a +5 ring of protection. In addition to this deflection bonus to AC, the ring allows the wearer to cast a magic circle against evil 1/day as a 12th level caster. Dark Elven Obsidian Dagger This wicked instrument is likely used in any number of unspeakable rituals to some fell power of the dark elves. The dagger itself is formed from sharpened obsidian stone with a wavy edge and a hand grip wrapped in dark leather straps of unknown origin. The dagger lacks a hand guard. The Obsidian Dagger is a +2 unholy dagger. Beastfolk Scimitar of Rage Perhaps no other magical blade seems to reflect the beastfolks racial propensity toward hostility and aggression than the scimitar of rage. The blade is one of highly polished steel alloy and a serrated edge along the tip. The grip is likewise metallic but wrapped in blackened leather and a pommel stone of malachite. The Scimitar of Rage is a +2 speed scimitar granting its wielder an extra attack each turn. If the wielder possesses the ability to Rage, the blade gains the additional wounding special ability for the duration of the Rage. |
| elderdrake11-26-07, 01:10 PM | Rathgard Empire Ruler: His August and Imperial Majesty, Emperor Fredrick III of Rathgard, King of the Helians, Count of Wyrms, Margrave of the March (N male human, Ftr 11) Government: Independent feudal confederate empire with elected rulership; imperial heir is chosen from among the secular nobility by the Seven Electors; high nobility has great autonomy within their individual domains with the Emperor having limited influence Rule of Law: Neutral Population: 2,800,310 Capital: Aldersburg (pop. 49,500) Major Towns: Battleburg (pop. 17,900), Grimsburg (pop. 18,400), Wyrms (pop. 22.000) Major Religions: Godrik, Heidr, Runa Major Resources: Silver, timber, herbs, iron, some gemstones Military: 80,000 (divided among various confederated fiefs) The Empire of Rathgard is arguably the most powerful human nation on Midgard. The Empire itself has its ancient foundations based on the tribal traditions of the Helians, the barbaric clans that wandered into this wooded and mountainous region long ago. The Helians were a proud and warlike people often prone to fight among themselves. Before a unified government had been established, inter-tribal warfare was quite common and the average life expectancy of the humans in the region was low as a result. As the Helians came to experience greater threats from the non-human creatures that also claimed these lands, the tribal chieftains found it necessary to form a loose alliance for purposes of defense. Traditionally, leadership of the tribes was chosen by election. Therefore, the chieftains and the minor nobles agreed to continue such a system and unify into a powerful Empire. The Emperor of Rathgard is chosen by simple majority from the Imperial Electors. By law, the Emperor must be at least 18 years of age and be of noble birth (candidate must prove that all four grandparents were of noble lineage). The highly important decision to elect the Emperor falls upon the Seven Electors, each one a powerful and influential official within the Empire. The Golden Bull of 1416 confirms the Electors at the number of seven: the Archcleric of Wyrms, the Count Palatine of Middlesbach, the King of Runeheim, the Duke of Battleburg, the Margrave of Oustmark, the Archcleric of Grimsburg and the Archcleric of Aldersburg. The Electors are responsible for selecting from the vast number of secular nobles within the Empire one candidate to be Imperial Heir. This Heir has no power until the death of the reigning Emperor at which case the heir is invested and crowned by the Patriarch of Godrik, god of war. |
| elderdrake11-28-07, 12:43 PM | The Imperial Crown Along with the Imperial Sword, the Holy Spear and the Orb of the States, the Imperial Crown is part of the Imperial Regalia, the priceless collection of heirlooms used during the investiture ceremony for the Emperor-elect. The pieces of the collection therefore do not belong to the Emperor but rather to the State and therefore are passed down to each successor through the Ages. Each piece of the Imperial Regalia is priceless not only as a treasured object but as an individual work of art. The Imperial Crown, sometimes considered to be the centerpiece of the Regalia, has been the crown of the Rathgard Emperors since the later 2nd Age. The Imperial Crown is unique in the fact that, unlike most circular crowns, the Imperial Crown is octagonal in shape formed by the connection of eight individual gold plates. Each gold plate is hinged together and rounded at the top. Two iron rings encircle the interior of the crown connecting the plates together and giving it its octagonal shape. Each gold plate is made from quality metal and studded with numerous pearls and precious stones. The pearls and other gems are inserted into small openings on the gold plates and attached with small platinum wires. The effect of this allows the gemstones to seemingly glow when light shines from above the crown. In total, there are 144 precious stones and 147 pearls. Four of the smaller plates are additionally embellished with cloisonne enamel depicting historical battles from the History of the Empire. A golden crosspiece bends over the top of the crown from one side to the other to add additional support to the overall framework. The crossbar is likewise studded with gemstones. The Imperial Crown of Rathgard acts as a +3 ring of protection. |
| elderdrake12-02-07, 10:49 AM | The Imperial Sword Commissioned by Emperor Karl Rogue in the twilight years of the 2nd Age and donated to the Regalia Collection, the Imperial Sword is a powerful weapon as well as a superb work of craftsmanship. The Imperial Sword has been linked to a number of famous warriors throughout the history of the Empire but is perhaps best known as the weapon that turned the tide of battle against the invading goblinoid hordes in 668 Third Age in the Battle of Waldorf's Bridge. The blade of the sword is decorated with rich engravings with a gilt background with allegorical female figures holding the Imperial Coat of Arms. The blade is of steel while the visible parts of the grip and the scabbard are of gilt bronze with inlaid sheets of mother-of-pearl. The grip and the scabbard have been reworked over the Ages by adding a acorn-like pommel stone to the grip while the scabbard was decorated with engraved oak leaves. The scabbard is lined with leather and is elaborately constructed of seven sections of gilt brass around four bright sheets of mother-of-pearl. Its overall length is 3.6 feet (110 cm). The Imperial Sword, nicknamed "Blitzkrung," is a +4 longsword with the vorpal special ability. Furthermore, the scabbard provides great magical protection while worn. The scabbard makes the wearer immune to all critical hits. (Attacker may roll for normal damage but does not apply any critical modifiers.) |
| elderdrake12-03-07, 05:43 PM | Rathgard Noble Titles Kaiser/Kaiserin (Emperor/Empress) Konig/Konigin (King/Queen) Furst/Furstin (Prince/Princess) Prinz/Prinzessin (lower ranking Prince/Princess) Herzog/Herzogin (Duke/Duchess) Markgraf/Markgrafin (Marquess/Marquessa) Pfalzgraf/Pfalzgrafin (Landgrave/Landgravine) Graf/Grafin (Count/Countess) Baron/Baronin (Baron/Baroness) Ritter (Knight) Herr/Frau (Sir/Madam) |
| elderdrake12-04-07, 12:52 PM | The Hexen of Rathgard Magical practitioneers of the Rathgard Empire follow traditional cultural biases in that generally only women follow the arcane arts. The most well known group of these individuals within Rathgard are the Hexen, a sorority of female wizards and sorceresses gathered together for the benefit of the Empire. The Hexen ("witches") are organized into Convents, each under the jurisdiction of Matriarch who works closely with the Imperial military. Many of the convents are locally established meaning that they owe loyalty to the local lord as opposed to the Empire itself. Others, however, are under the overall authority of the Patriarch of Godrik. It is these hexen who are often assigned to a number of duties including border patrol, covert operations as well as direct military combat. Hexen as a whole are specialists in combat magic. Elemental magic is likewise quite common along with evocation, conjuration, abjuration and even necromancy. Divination is not entirely unknown but far less common than the more offensive/defensive magic found in the other Schools of Magic. Few hexen practice enchantment, transmutation or illusion. Hexen are likewise expected to give themselves to the faith of Godrik, the High God of Midgard. Sometimes nicknamed the "Brides of Godrik," hexen are expected to live a virtuous live "unknown by man." |
| elderdrake12-05-07, 01:33 PM | Government of Rathgard Imperial Powers The elected Emperor has a broad range of powers. He enforces all laws and rulings of the empire. He can appoint imperial officers. He can propose, approve and publicly advertise laws. The emperor has the right to withhold approval but can not levy taxes without approval from the Imperial Diet. The Emperor is considered the ultimate judge in Rathgard. He can only exercise this power through legally appointed courts, however and can not intervene in the Imperial Court. He has the power to Pardon criminals as well as the right to confer exemptions and privileges. The Emperor alone represents the Empire on the International front though his ability to make war, peace and form alliances is very limited. The Emperor is the overlord of all imperial fiefs. The Imperial Diet The Diet is the legislative body of the Empire though it is not "representative" since many individuals and communities lack a voice within this body. All decisions of the Imperial Diet are binding on all subjects of the Empire. The Imperial Diet contains three Colleges: The Electoral Council (seven members consisting of the Seven Imperial Electors), the Council of Princes (eighty-nine members composed of all princes, counts, lords and prelates including both clerics and lay people), and the Council of the Imperial Cities (sixteen members consisting of the various Free-Cities and independent cities of the Empire). Members of the Imperial Diet who hold a seat as well as a vote form what is known as a "State of the Empire." The "State" is not the individual but rather the represented land on which the member ruled or controlled. This vote is inherited through the years just like a noble title and the land. For the most part, the States consisted of a significant amount of land or territory within the empire with a commitment to share in the financial and military burdens of the Empire. The members of the Electoral Council held a great amount of personal power, each member considered to be of royal rank and precedence. The Electors have the power to elect the emperor and to hold one of the High Offices within the Emperor's honorary Court. Like the Emperor, the Electors could also propose legislation and must be consulted on all important affairs by the emperor. The Electors may give their assent to certain cases including tolls and minting privileges without the rest of the Imperial Diet. The Electoral Council may meet freeing under their own initiative if they desire. Lastly, and perhaps most importantly, Electors enjoy certain privileges within their own territories as if they were sovereign including gathering and supporting their own military forces. |
| elderdrake12-06-07, 01:03 PM | Imperial Court of Chambers Finally we come to the judiciary of the Imperial Government. The Imperial Chamber Court is the highest court of the land initially created to sit in judgement of violations of the States of the Empire but over time became the main court of the Empire and the interpretor of imperial law. The Chamber Court consists of a Judge and sixteen assessors. The Judge and three assessors are appointed by the Emperor while the remaining assessors are appointed by the Electoral Council. The Judge and eight of the assessors must be of noble birth of baronial rank or higher while the remaining eight assessors hold doctorates of law. All members, once appointed, can not be removed except by the Court itself. The Imperial Court also hires twelve "advocates" who represent the State and thirty "procurators" who represented the individuals. The High Court held jurisdiction on all suits against immediate members of the empire, appeals brought from lower courts (except for the courts in the territories of the Electors) and judicial matters involving its own members. The High Court can also confirm treaties, testaments and guardianships of its immediate members. The High Court was prohibited in hearing cases involving spiritual matters (particularly those within the faith of Godrik which fell within the provision of the Patriarch), cases involving major fiefs or criminal cases involving immediate members. The Imperial Court of Council Also known as the "Aulic Council", the Council Court was under the direct jurisdiction of the Emperor himself unlike the Chamber Court. The Aulic Council was composed of a chancellor, a vice-chancellor and sixteen counselors, all of whom are appointed by the Emperor but only remain in office for as long as their Imperial Patron remains in office. Each new elected Emperor would appoint his own Aulic Council. The Aulic Council serves two major functions. First, it is a Council of State advising the Emperor on all matters of state from war, to finances, etc. Second, it is a High Court with some overlapping jurisdiction of the Chamber Court. Primarily, however, the Aulic Council would hear crimilar cases involving immediate members or cases involving imperial favors or concessions. |
| elderdrake12-08-07, 09:47 PM | The Five Kingdoms Once a terrible and powerful empire far to the East, the lands that could far overshadow the Rathgard Empire have since split into a fraction of their former glory. Centuries ago, the old eastern Empire of Songyi was torn assunder when the five royal sons of the dying Emperor fought one another for control of their father's great realm. Factions were quickly formed and the sons brought pain and suffering to these lands. Alliances grew and then broke apart. Rivalries were created from the ashes of Songyi and each of the royal princes founded a separate royal House. Each house would be dedicated to their patron's ideologies and beliefs and yet still share common cultural characteristics. From this fallen empire now has grown five independent Kingdoms. The Kingdom of Faizhou The southern land of fire. Its people are aggressive and warlike. Like the untamed fires, the folk of Faizhou are energetic and passionate while born to adventure. They are innovative but can become impatient and exploitative. Their national color is red and their emblem is the fiery phoenix. The Faizhou are allied with the Wood Kingdom but distrust the northern Water Kingdom and fear the mighty Earth Kingdom. They are a land of barbarians and rangers. The Kingdom of Yiang The central lands of earth. Its people are hard working and disciplined, gifted with logical thought and patience. The Yiang are slow to action but strong willed. They are loyal and dependable but can also become obsessive. Their national color is yellow and their emblem is earth dragon. The Yiang are allied with the Water Kingdom but wish to gain control of the Kingdom of Metal. The Yiang are known to build many castles and fortresses of stone. The Kingdom of Jin The western frontier of metals. Its people are self-reliant and persistant. They tend to be good organizers and ambitious. The Jin are brilliant craftsmen with a moral code of justice however they can also become inflexible and detached. Their national color is white and their emblem is the white tiger. The Jin are occasionally allied with the Earth Kingdom but dislike the Water Kingdom. The Kingdom of Guan The northern and noble lands of water. The Guan are highly intelligent and intellectual. They are diplomatic and scholarly to an extreme and effective communicators. They are sensitive to the moods of others and quite intuitive. The arts are greatly prized in Guan. Their national color is blue and their emblem is the carp. The Guan are enemies of the Fire Kingdom. They are a land of explorers and sages. The Kingdom of Huang The eastern forests of the woodlands. The Huang are generous and warm hearted. They are co-operative and skilled farmers. The Huang take great pride in their love of the land but can become impatient and angry if prevented from their tasks. Their national color is green and their emblem is the green dragon. The Huang are basically pacifist but have allied with the Fire Kingdom in the past. They are a land of nature spirits, druids and rangers. |
| elderdrake12-10-07, 09:15 PM | Cultural Background of the Five Kingdoms Though the Five Kingdoms are each a separate entity, having each split long ago from a once mighty empire, the people of this region remain bound by a common language and cultural history. Perhaps central to this common culture is the concept of Tao. Roughly translated, the "Tao" means "the Way." Tao can be roughly stated to be the flow of the universe, or the force behind the natural order. Tao is believed to be the influence that keeps the universe balanced and ordered. A strong belief in this balance as well as maintaining this balance has long united the people of the Five Kingdoms. Tao is associated with nature, due to a belief that nature demonstrates the Tao. The flow of qi (pro. "chee"), as the essential energy of action and existence, is compared to the universal order of Tao. It is often considered to be the source of both existence and non-existence. Tao is also associated with a "proper" attitude, morality and lifestyle. This is intimately tied to the complex concept of Te, or literally "virtue". Te is the active expression of Tao. Taoism generally expresses this as "integrity" or "wholeness". Tao is considered a "way", while Te is the active living, or cultivation, of that "way". Wu wei is a central concept in Taoism. The literal meaning of wu wei is "without action". It is often expressed by the paradox wei wu wei, meaning "action without action" or "effortless doing". The practice and efficacy of wu wei are fundamental in Five Kingdom thought, most prominently emphasized in Taoism. The goal of wu wei is alignment with Tao, revealing the soft and invisible power within all things. It is believed by Taoists that masters of wu wei can control this invisible potential, the innate yin-action of the Way. In ancient Taoist texts, wu wei is associated with water through its yielding nature. Water is soft and weak, it is noted, but it can move earth and carve stone. Taoist philosophy proposes that the universe works harmoniously according to its own ways. When someone exerts his will against the world, he disrupts that harmony. Taoism does not identify man's will as the root problem. Rather, it asserts that man must place his will in harmony with the natural universe. P'u is translated as "uncarved block" or "simplicity". It is a metaphor for the state of wu wei and the principle of jian. It represents a passive state of receptiveness. P'u is a symbol for a state of pure potential and perception without prejudice. In this state, Taoists believe everything is seen as it is, without preconceptions or illusion. P'u is seen as keeping oneself in the primordial state of tao. It is believed to be the true nature of the mind, unburdened by knowledge or experiences. In the state of p'u, there is no right or wrong, beautiful or ugly. There is only pure experience, or awareness, free from learned labels and definitions. It is this state of being that is the goal of following wu wei. Taoists believe that humanity is a microcosm for the universe. The body ties directly into the five elements (fire, water, earth, wood and metal). The five organs correlate with the five elements, the five directions and the seasons. Akin to the "neoplatonic maxim" of "as above, so below", Taoism posits that by understanding himself, man may gain knowledge of the universe, and vice versa. In Taoism, even beyond Five Kingdom folk religion, various rituals, exercises, and substances are said to positively affect one's physical and mental health. They are also intended to align oneself spiritually with cosmic forces, or enable ecstatic spiritual journeys. These concepts seem basic to Taoism in its elite forms. Internal alchemy and various spiritual practices are used by some Taoists to extend life, even to the point of immortality. Immortals, their actions and their relationships with the gods and natural forces form a significant portion of Taoist mythology. |
| elderdrake12-11-07, 12:29 PM | The Concept of Yin and Yang In Five Kingdom philosophy the yin and yang are generalized descriptions of the antitheses or mutual correlations in human perceptions of phenomena in the natural world, combining to create a unity of opposites in the theory of the Tao. The term liang yi (兩儀; lit. "two mutually correlated opposites"), also known as yin and yang or heaven and earth, has a similar meaning. The dual concepts of yin and yang which describe two primal opposing but complementary principles or cosmic forces said to be found in all non-static objects and processes in the universe. This seemingly paradoxical concept is the cornerstone of most branches of Five Kingdom philosophy, as well as traditional Five Kingdom medicine. Yīn (陰 or 阴 "shady place, north slope, south bank (river); cloudy, overcast") is the dark element: it is passive, dark, feminine, negative, downward-seeking, consuming and corresponds to the night. Yáng (陽 or 阳 "sunny place, south slope, north bank (river), sunshine") is the bright element: it is active, light, masculine, positive, upward-seeking, producing and corresponds to the daytime. Yin is often symbolized by water and earth, while yang is symbolized by fire and air. Yin (dark) and yang (light) are descriptions of complementary opposites as well as absolutes. Any yin/yang dichotomy can be viewed from another perspective. All forces in nature can be seen as existing in yin or yang states, and two produce constant movement/force of the universe. As the universe is relative and interdependent, the determination of which thing is yin or yang depends on what is its complementary opposite - that is, the frame of reference (for example: water is yin compared with soil, but water is yang compared with fire). This yin-and-yang relativity concept forms the core in understanding of many philosophic classics as embodied in the Tao Te Ching. |
| elderdrake12-12-07, 11:40 AM | The Five Mystic Elements Wood The first element is wood because it is the beginning of new life; it is the creator of the five-element cycle. The wood element can be replaced by the colour green. I find that the colour is not as effective as the element of live wood though. Wood magic as expected is closely tied to the forests and plants. Wood represents the directions of East and the South East. Fire Fire Element is the most "Yang" of the elements. Because fire is so Yang, this is the one instance where colour does work well. A tea-light or table lamp with a red shade make excellent fire remedies. Fire magic tends to be violent and aggressive. It is a powerful offensive weapon but can be useful as well. Fire represents the South. Earth Earth element is often confused with soil, which is only part of the element, it needs to be combined with rock, clay, and stone etc. i.e. a terracotta pot filled with soil is a perfect earth element, or a clay statue. Earth colours are yellow, beige but not as effective as the real element itself. Earth magic combines both offensive and powerful defensive capabilities. It is noted for its strength and resilience. Earth represents the North East. It also represents the South West. In addition, it represents the "Centre" of the Master Trigram. Metal Metal can be found in many forms. Silver, Gold, Copper, and Bronze are just a few of the Metal Element. The colours you should use are white, gold, and silver. Metal magic combines powers of alchemy and transmutation. It is similar in some respects to Earth magic as "metal" is considered a purified form of Earth. Metal is the West. It is also the North West. Water Water is the key element; we would not exist without it, our planet as our body is made up of mainly water. It is a very powerful element to use, it should always be clear and free flowing, never let it go stagnant, as this will create many problems. A fountain or aquarium is ideal or a simple fishpond in the garden. Water has always been associated with power. It has been used for thousands of years by Kings and Emperors in the form of protection as in a moat, or a powerful attraction for abundance. The colours blue or black can replace water. Water magic is elusive. It can be used offensively but is also healing in nature. Water represents the North. Four Cycles Productive cycle Wood feeds Fire, Fire feeds earth, Earth feeds metal, Metal feeds water, and Water feeds Wood. This is known as the Sheng cycle. Destructive cycle Metal destroys Wood, wood destroys earth, earth destroys water, water destroys fire, and fire destroys metal. Controlling cycle Wood controls metal, metal controls fire, fire controls water, water controls earth, earth controls wood. Dissolving cycle Wood dissolves water, water dissolves metal, metal dissolves earth, earth dissolves fire, and fire dissolves wood. |
| elderdrake12-13-07, 05:58 PM | Mythology of the Eastern Kingdoms The countries of the eastern lands of Midgard follow a different mythos of deities more conducive to the cultural outlook. Xi Wang Mu, goddess of longevity Known as the Mother of all Creatures, Xi Wang Mu is a powerful creator goddess responsible for determing the lifespan of mortal creatures. Within this capacity, she has the power to bestow life, cause and cure disease and inspire wisdom within her worshipers. Her name is translated as "Queen Mother of the West" and she is generally viewed as a compassionate, grandmotherly figure within the mythos. The goddess is said to dwell in a vast garden hidden in the clouds of a sacred mountain where she tends to her mystical peaches of immortality that grow on a colossal tree. She is attended by a wide variety of faerie creatures and immortals including a magical raven, a nine-tailed fox, a seven-horned white stag, a dancing frog and a moon-hare. Though not the head of the pantheon, Xi Wang Mu is said to be the oldest of the gods having existed since before time began. Nu Wa, goddess of earth Appearing as a humanoid woman with the body of a serpent-like dragon, Nu Wa is often credited with the creation of mankind, or at least those that dwell within the vast Eastern Kingdoms. The goddess is often associated with fertility and couples will pray to her for the blessing of children. The goddess often is seen holding a magical compass, a symbol of earth. According to the myths of the Five Kingdoms, the goddess Nu Wa fashioned the first humans by carefully molding a handful of earth that she mixed with water and shaped into her likeness. As she kneaded the mixture, the figure came alive. The goddess was so pleased with her creation that she continued making more figures. Since this process became so tedious, Nu Wa dipped a rope into the mud and swung it aroung flinging lumps of mud all around her. The handmade figurines would become the ancestors of the noble and the wealthy while the splashes of mud would become the poor and the common. Yama, Lord of the Dead Yama is the fearsome and powerful death god ruling over the domain known as Di Yu, "underworld prison." Yama enters the mortal world to gather the souls of the departed and bring them to his domain for punishment or reincarnation. Yama is said to command the Ten Judges of the Dead, each governing a Court that deals with a different aspect of atonement. Each an immortal deity, the Judges determine the fitting punishment for the newly arrived petitioner with the punishment often fitting the crime in some manner. Yama is often depicted riding an immortal water buffalo. |
| elderdrake12-14-07, 05:56 PM | Zhongdi, the Celestial Dragon Emperor Zhongdi is the Supreme Ruler of the Eastern Pantheon of deities who preside over the affairs of the Five Kingdoms and its tertiary realms. Zhongdi rules over the Immortals just as each King governs his own earthly affairs while served by a multitude of dignitaries. He appears as a middle-aged humanoid resplendant in the finest of silken robes adorned with golden brocade and studded with pearls and precious stones. His avatars always carry a Talisman of Pure Good. According to the sacred scripts, the Celestial Dragon Emperor has the title of "Most Venerable Highest Dragon Emperor of All-Embracing Sublime Spontaneous Existence of the Heavenly Golden Palace, Creator of Heaven, Holder of Talismans, Imperial Timesetter, Container of Perfection and Embodiment of Tao." Zhongdi is the Emperor of Ten Thousand Spirits as he commands the hosts of the Ten Heavens. He is the king of the immortals, lord of saints, the highest divinity of the ten thousand spirits in the three realms and of all Immortals of the Three Grottoes. He has the power to order the Immportals of the Ten Heavens and to invoke the spirits of the four seas and the five sacred mountains. All spirits follow and attend him just like the kings and their ministers of the human world. The Celestial Dragon Emperor is often pictured accompanied by a Celestial Dragon, riding a Celestial Dragon or actually assuming the form of a Celestial Dragon while in the performance of his many duties. The deity's holy day falls on the 9th day of the first lunar month. On this day, temples in his honor hold a Golden Register Ritual Offering where his followers pray for luck and longevity for the coming year. Worshipers prepare for the holy day by fasting and bathing and then burning incense. Zhongdi is said to be the divine offspring of Xi Wang Mu, the Queen Mother of the West. He is generally viewed as a kindly and wise being with great benevolence. |
| elderdrake12-17-07, 12:59 PM | The Earth Kingdom Ruler: His Gracious Majesty, King Jingwei of Yiang, Lord of Shangjing, Keeper of the Imperial City (LN male human, Ftr 12) Government: Independent feudal monarchy with hereditary rulership Capital: Shangjing (pop. 120,200) Rule of Law: Lawful neutal Population: 710,000 Major Resources: Iron, gold, silver, precious stones, quarried stone The Central Earth Kingdom of Yiang is one of the more powerful of the tributary states of the former Songyi Empire. The Earth Kingdom occupies the central rocky plateau of the region and is the location of the great city of Shangjing, former capital of the Empire and current capital city and center of government for the Earth King. In 494 AD the dynasty and started the construction of the artificial Longmen Caves. More than 30,000 Elemental images from the time of this dynasty have been found in the caves. The Jin Dynasty had developed an alliance with the Tuoba against the Xiongnu state Han Zhao. In 315 the Tuoba chief was granted the title of the Prince of Dai. After the death of its founding prince, Tuoba Yilu, however, the Dai state stagnated and largely remained a partial ally and a partial tributary state to Later Zhao and Former Yan, finally falling to Former Qin in 376. After Former Song's emperor Fu Jiān was defeated by Jin forces at the Battle of Fei River in his failed bid to unify the Five Kingdoms, the Former Song state began to break apart. By 386, Tuoba Gui, the grandson of the final Prince of Dai, Tuoba Shiyijian, had reasserted independence, initially with the title of Prince of Dai, and then as the Prince of Jiang, and his state was therefore known in history as Jiang. Northern Jiang was initially a vassal of Later Jiang, but by 395 had rebelled against Later Jiang, and by 398 had conquered most of Later Jiang territory, establishing itself over the territory north of the Shang River. In 399, he declared himself Earth King, and that title was used by Jiang's rulers for the rest of the state's history. Early in Jiang history, the state inherited a number of traditions from its initial history as a Xianbei tribe, and some of the more unusual ones, from a traditional Five Kingdoms standpoint: The officials did not receive salaries, but were expected to requisition the necessities of their lives directly from the people they governed. As the Earth Kingdom's history progressed, this appeared to be a major contributing factor leading to corruption among officials. Not until the second century of the kingdom's existence did the state begin to distribute salaries to its officials. Earth Queens were not named according to royal favors or nobility of birth, but required that the candidates submit themselves to a ceremony where they had to personally forge golden statues, as a way of discerning divine favor. Only a royal consort who was successful in forging a golden statue could become the Earth Queen. All men were ordered to tie their hair into a single braid that would then be rolled and placed on top of the head, and then have a cap worn over the head. When a crown prince is named, his mother, if still alive, must be forced to commit suicide. As a result, because Earth Kings would not have mothers, they often honored their wet nurses with the honorific title, "Nurse Empress Dowager". As unification of the Northern Jiang state progressed, these customs and traditions were gradually abandoned. Organization of the Peasants Five families formed a neighborhood (lin) Five lin formed a village (li) Five li formed a commune (tang) At each of these levels, leaders that were associated with the central government were appointed. In order for the state to reclaim dry, barren areas of land, the state further developed this system by dividing up the land according to the number of men of an age to cultivate it. A Northern Jiang stone sarcophagus displaying the story of the filial grandson Yuan Gu, along with landscape art. As the Northern Jiang state grew, the Earth King's desire for Five Kingdom institutions and advisors grew. Cui Hao (381-450), an advisor at the courts in Datong played a great part in this process. He introduced administrative methods and penal codes in the Northern Jiang state, as well as creating a Taoist theocracy that lasted until 450. The attraction of regional products, the royal courts taste for luxury, the prestige of Songyi culture at the time, and Taoism were all factors in the influence the Song in the Northern Jiang state. |
| elderdrake12-18-07, 10:40 AM | The Imperial City Deep in the heart of the Capital City of the Earth Kingdom is an exclusion region walled off and gated from the rest of the population. This expansive area was once the sole domain of the Imperial Family of the Songyi Empire though now it serves as the royal compound of the ruling dynasty of Jiang, the Kingdom of Earth. Rectangular in shape, the Imperial City is the world's largest palace complex. 3,149 feet (960 meters) from north to south and 2,460 feet (750 meters) from east to west, it covers 7,746,540 square feet (720,000 square meters). The Imperial City is surrounded by a moat almost 20 feet deep and 170.5 feet wide (six meter deep, 52 meter wide). Inside the moat, the outer wall is 32.8 feet (10 meters) high and 1,115 feet (3,400 meters) long. The walls are very thick at 28 feet along the base and 22 feet at the top (8.6 meters wide at the bottom and 6.7 meters wide at the top). The bricks of the wall are said to be made partly from white lime and glutinous rice while the cement is made partly from glutinous rice and egg whites! These incredible materials were said to make the wall extraordinarily strong. It has been estimated that 12 million bricks were required for the outer wall alone. Further, for fear that an enemy might try to tunnel into the city, the paving was made many layers thick - seven layers lengthwise and eight layers crosswise, totalling fifteen layers. Inside the walls there are five halls, seventeen palaces, and numerous other buildings. The Imperial Palace is reputed to have a total of 9,000 rooms. The digit 9 was seen as a special, magic number, especially for emperors, because it is the highest value ordinal. Also, the word for nine in language of the Five Kingdoms, 'jiu', is a homonym for 'long / lengthy'. The number of rooms has a further rationale : because the Imperial City was on Midgard, it was impossible to have 10,000 rooms, which would conflict with the number of rooms in the version found in Heaven because the number 10,000 symbolizes infinity. The outer wall has a gate on each of its four sides. At the southern end is the 'Meridian Gate' to the north is the 'Gate of Divine Might', which faces Jiang Park. There are minor gates on the east and west walls. There are unique and intricately structured towers on each of the four corners of the outer wall. These provide good views over both the palace and the city outside, and partly function as watchtowers. Each of the four towers has 9 roof beams, 18 pillars and 72 ridgepoles. The Imperial City can be divided into two parts. The southern section, the 'Outer Court', consists of five halls used for ceremonial purposes and other official business. These include the magnificant Hall of Supreme Harmony. The northern section, the 'Inner Court', was where the emperor worked and lived with his family, palace officials and maid-servants. The Outer Court consists of large structures and enormous spaces. The first part of the Inner Court is a series of three halls that are a smaller mirror of the main three in the Outer Court, and then a grander version of the ancient hutong style of alleys and courtyards that serve as living quarters. Between the Outer and Inner Courts, and between the courtyards of the Inner Court, are many high-walled alleys. The visitor can easily feel that they are in a maze! Some of the alleys are very long. Because golden yellow had long been a symbol of the royal family and it is a dominant color in the Imperial City. Roofs are constructed with yellow glazed tiles; decorations in the palace are often yellow; even the paving bricks on the floors of the halls are made a bit yellow by a special process. In the ancient theory of the Five Elements, each had an associated color. To the ancients, yellow represents earth - and the Earth, which for a long time was considered the center of the universe by our ancestors. Pictorially, yellow was placed in the middle of the five elements, to indicate that the earth is central and respected. However, there is one exception : the royal library (WenYuanGe), has a black roof. The reason is that it was believed black represents water and so could extinguish fire - appropriate in a building full of paper! On each corner of the roofs, there are small statuettes, the number of which designated the power of the person living within the building. The number 9 was reserved for the emperor. Only one building has 10 statuettes at each corner (not including the gargoyle guarding the rear and the phoenix in the front). This number symbolizes heaven and is the most holy building. Originally the roofs were made mostly of wood, and to prevent the tiles from sliding off, wooden nails were used. However, without lightning rods, the palace roof would easily catch fire. Therefore, some alchemists suggested that symbols of the fish-tail star could be installed on the roof to prevent fire. Later, these symbols were replaced by glazed tiles which were shaped like lucky animals, some of them mythical. The Hall of Supreme Harmony was the throne hall, so it has the most animals on the roof. No other buildings in the country were allowed to have more. The other buildings in the Imperial City are relatively less important and, therefore, the number of small animals on the roof is reduced. The elimination starts from the back. During the Han dynasty, a characteristic ground plan was developed; it remained relatively constant through the centuries and applied to palaces and temple buildings. Surrounded by an exterior wall, the building complex was arranged along a central axis and was approached by an entrance gate and then a spirit gate. Behind them, in sequence, came a public hall and finally the private quarters. Each residential unit was built around a central court. This basic layout stencil applies throughout the Imperial City. |
| elderdrake12-19-07, 10:46 AM | The Imperial City, Continued The Imperial City is the second section of the old imperial city of Shangjing, running from DaMingMen, the starting-point of the palatial zone to the north of ZhengYangMen, through HuangCheng and GongCheng in the north to the peak of Jingshan Hill. The axis is 2,500 meters long and can be divided into three smaller sections, similar to a symphony of three movements - prelude, climax and coda. The first is the longest, stretching from DaMingMen to WuMen in the front gate of GongCheng, consisting of three squares strung together in front of the Palace, serving as the leading space. The second is the Imperial City itself, composed of the three parts of Qianchao (Outer Court), Houqin (Inner Court) and YuHuaYuan (imperial garden), which is the climax. The third is the shortest, stretching from ShenWuMen, the north gate of the Imperial City, to WanChun Pavilion, the peak of jingshan. So, there are three main sections, and each section has three subsections. Each part is different, but they are linked to and echo each other. They were accomplished in one grand design to serve the themes of creating a beautifully balanced whole and playing up the imperial authority. The size of the two security houses under WuMen are purposefully reduced to set off the towering Wumen. The left and right of WuMen extend forward, thus expanding the level visual angle of scenery and enriching the overall pattern. The U-shaped plane has a very strong power of expression. As visitors get nearer to Wumen, the gigantic structures and expansive red city walls appear directly before them, giving an ever-stronger constrained and intense feeling. It takes a long time for people to advance along the middle path of the long square, so this feeling is further intensified. In short, the designers have created a very powerful and heart-stirring atmosphere through a number of techniques to overwhelm the visitor and create the feeling of imperial grandeur that is sacred and inviolable. All the squares in the area from DaMingMen to the Hall of Supreme Harmony (TaiHeDian) are paved and without flowers, grass or trees, to strengthen the serious keynote effect. Behind TaiHeDian are the Hall of Complete Harmony (ZhongHeDian) and the Hall of Preserving Harmony (BaoHeDian), serving as a foil for TaiHeDian. The three halls sit on a raised I-shaped white stone platform. The DaYueTai platform stands out in the front edge of the letter "I". If the position is seen in a line with south at the top and north at the bottom, the platform is shaped like a cross ('+'). In line with the five-element concept of metal, wood, water, fire and earth, the latter sits in the middle and is the most respectable. HouQin, which uses the horizontal Gate of Heavenly Purity (QianQingMen) square as the lead, is a long courtyard. The front Palace of Heavenly Purity (QianQingGong) is the largest, and the rear Palace of Earthly Tranquility (KunNingGong) is smaller. Later, a square plane Hall of Heavenly and Earthly Intercourse (JiaoTaiDian) was added between the QianQing and KunNing palaces. The three halls are all located on a one-storied high I-shaped stone platform. The scale of HouQin is smaller than the QianChao, but the design and architectural form are similar, making it seem like the reappearance of a symphonic theme. The Imperial Garden is behind HouQin. Though it is called a garden, all the structures, paths, ponds and even flower beds and plants are regular and symmetrical, with only some localized variations, differing from the free pattern which is normally emphasized in gardens of the Five Kingdoms. This is because it is a garden inside the strictly patterned and symmetrical imperial palace and is located on the primary axis, so that the local must be subordinated to the whole in order to maintain the complete style of the latter. However, ancient trees there tower to the skies with branches and leaves shading the ground, so that, after all, it is a place also full of the haphazardly beautiful delights of life. Through a small square to the north of the Imperial Garden (YuHuaYuan), one finds ShenWuMen where there is a high tower. Passing through the north gate and across the city moat leads one to JingShan, the end of Imperial City. Jingshan is high in the middle and low on both sides, in line with the encircling hill, on the ridge of which are five pavilions. As a fitting end to the magnificence derived from the axial line of the Imperial City, obviously the size of JingShan cannot be too small. The structure, however, also cannot be too big, to avoid taking anything away from the grandeur of the structures inside the palace. To solve this, the designers created a big hill but built quite small pavilions on the top of the hill. Jingshan is the backdrop of the entire palatial city, thus enriching the horizontal line visible there. WanChun Pavilion in the middle of JingShan is the largest. It is a square, three-layered eaved structure, with yellow as the main color; the two pavilions on each side are smaller, octagonal multi-eaved structures, chequered with yellow and green. The two outermost pavilions are the smallest, round, multi-eaved structures with green as the main color. Rich, rhythmic change is given to the volume, form and color, and atmospheric harmony is gained respectively with the solemn palace and the lively imperial garden. |
| elderdrake12-20-07, 12:45 PM | The Hall of Supreme Harmony Passing through the spacious courtyard known as the "Sea of Tiles" covering a space of 98,400 sq. ft. (30,000 sq. meters), you will see before you main structure of the Imperial City known as the Hall of Supreme Harmony. It is from this building that the Earth King conducts his most important affairs of state including the crowning of successors, royal birthdays and wedding ceremonies. The entire structure rests upon a three-tiered white marble terrace 22.96 ft high (7 meters). Sometimes known as the heart of the Imperial City, the Hall of Supreme Harmony is the symbol of the former imperial glory and therefore is the highest structure in the Earth Kingdom. The heavily glazed hall is 115 feet high, 209.8 feet wide and 122 feet long. A total of 72 pillars standing in 6 rows support the roof. Each of the pillars was made from a single piece of wood about 59 feet high. Along the stairways leading up the marble terrace are 18 bronze three-legged vessels as well as a bronze crane and bronze tortoise to symbolize everlasting rule and longevity. The terrace and stairways are all elaborately decorated with balustrades. Directly in front of the hall, and to the side, are two large gilded, bronze vats holding water in case of fire. A fire is lit under the vats during the winter to prevent the water from freezing (there are a total of 308 such water vats scattered throughout the Imperial City). The Earth King arrives to the Hall of Supreme Harmony amidst ceremonial music, the beating of drums and the sound of firecrackers. Civil and military officials all kneel before His Majesty proclaiming "Long Live Your Majestry" followed by a reading of congratulatory messages from palace courtiers. The inside of the hall is equally ornate and impressive designed to instill a sense of overwhelming awe to all visitors. The dark floor tiles line the floor while the doors and windows are decorated with brass panels embossed with designs of dragons playing in the clouds. As a symbol of royal power, the sandalwood throne standing on a 6.5 foot high platform is located in the center of the hall encircled by six gold lacquered pillars painted with dragon images. The golden throne is likewise carved with dragons. Around the throne are numerous objects including two bronze cranes, an elephant-shaped incense burner and tripods in the shape of mythical beasts. The whole hall is painted with dragon images and has an aura of solemnity and mystery. From the ceiling, directly over the royal throne, is a gold painted caisson from which is suspended a magical spherical pearl called the Xuan Yuan Mirror. The pearl radiates a powerful detect lie field within a 60 foot radius at the 20th caster level. Monarchs seated upon the throne are able to detect right from wrong to those appearing in their presense. Legends also state that the pearl was enchanted by the first Emperor of the Songyi to protect the throne from would-be usurpers. Anyone who attempts to sit upon the Dragon Throne, and who is not a descendant of the Imperial Line, would be crushed by the falling Xuan Yuan pearl. |
| elderdrake12-21-07, 05:57 PM | The Hall of Complete Harmony Just beyond the Hall of Supreme Harmony is the smallest of the three main halls located in the Outer Court. This hall is unique in that it is square in shape rather than rectangular compared to the others. The Hall of Complete Harmony is used by the Earth King as a rest and preparation room before presiding at ceremonies in the Hall of Supreme Harmony. It is also the hall that the Earth King reviews his part in upcoming ritual duties. Before departing the Hall of Complete Harmony to one of the many temples located within the Imperial City, the Earth King would rehearse his speeches here. He would also inspect any ritualistic items that might be used. Within the Hall of Complete Harmony one can see a golden unicorn on each side of the throne which is located in the center of the hall. The eastern unicorn, which is called a "luduan," is believed to have the power to travel 9000 kilometers in a day and to speak many langauges. Therefore, this divine beast was put beside the throne to indicate the monarch's wisdom and brilliance. The golden unicorns also serve as sandalwood burners. Beside the throne are two sedan chairs which are used to shuttle the Earth King around the Imperial City. |
| elderdrake12-24-07, 12:17 PM | Daily Life in the Five Kingdoms Life for the commoners is quite different from that of the nobility in the Five Kingdoms. In some ways, there are similarities between the peasant farmer of the west and the peasant farmer of the east. However, there also exist some differences. Within the Song Culture of the Five Kingdoms, society is organized into four groups. The shih included the nobles and the scholars. Next came the nung which included the farmers. At the bottom rung were the kung and the shang. The kung were the craftsmen class while the shang were the merchants. This ordering would indicate the greater value society as a whole placed on the farmers. However, and oddly enough, having a higher social ranking did not mean having greater wealth or influence. In fact, most members of the nung class lived very hard lives and often in poverty. The shang however could become quite wealthy some of whom lived lives as minor nobles themselves but often found themselves discriminated against by local laws to prevent them from growing too powerful. No matter what ones class, all structures were built the same. Often it was the amount of decoration or the overall size of the home that would indicate wealth. Buildings always followed certain cultural restrictions conforming to the principles of feng shui (pro. "fung sway") These guiding principles dictated the shape of the house, placement of furnishings, use of color and all for the benefit of the family within. Homes were always rectangular in shape with doors facing toward the south. The buildings would be made from mud and thin, wooden lathes with the whole structure built atop a raised earthen platform. Wooden pillars would be used to support the roof which was often made of tile or thatch. Roof tiles would be colored according to regional law. Tiles of the Earth Kingdom were yellow. Tiles of the Fire Kingdom are red. Tiles of the Water Kingdom are blue or gray. Tiles of the Metal Kingdom are white. Tiles of the Wood Kingdom are green. Homes would often be built facing an inner courtyard. The wall of the courtyard had one gate that would open onto the street. Storage sheds, barns and workshops would likewise be found within the courtyard or along the walls. Buildings would always be built at right angles to one another or run parallel to one another. The doors were said to be protected by the door gods while the home itself was blessed by the kitchen god. Animals such as chickens, geese, hogs, dogs, sheep, goats, cattle, horses and even water buffalo could be found roaming freely and kept in separate barns and shelters within the complex. Folk of the Five Kingdoms do not eat milk or cheese however. Most of the meat in their diet would come from chicken or pork or beef. The most common food was rice or wheat with fish and steamed vegetables filling out the meal. Bamboo shoots and lotus roots are also popular as are steamed dumplings. Common folk often grow a number of fruit trees including apricots, peaches and persimmons. The house garden would be used to raise melons, gourds, ginger, garlic, onions and other vegetables. Furnishings were very simple for the commoners. The entire house was centered around the family stove, often made of packed clay raised slightly from the floor. During the cold winter months, the family would sleep directly on top of the platform over the stove for extra warmth. Windows would be covered with hemp or paper to keep out the chill night air. Other than the stove, most commoners would have very little furniture other than a bench or two and perhaps several wooden chests or boxes for purposes of storage. Meals were served over the stove with the extended family members sitting directly on the floor. Weathier homes would have perhaps wooden bed frames with mattresses stuffed with down, silk hangings, painted screens, bronze and lacquered objects, gold and silver and pottery. |
| Khallhadras12-24-07, 12:44 PM | I was following this thread for a while. You are still doing an excellent job I think, but having a strong ancient teutonic like setting and then throwing an eastern like power into the fray just seems very off. Just some advice and my thoughts personally, but keep up the good work! |
| elderdrake12-26-07, 10:37 AM | I'm definitely on a tangent. I'll admit it. My bad? I am just running with my current train of thought. I initially did plan on focusing just on Northern Europe for the inspiration for Midgard. However, as I began the creative process, my mind really started to expand and so I went with it. Since "Midgard" technically refers to the whole human world and not just a portion of it I feel it is still within the bounds of realism. In my real life however I have recently had a number of exposures to Chinese culture and folklore and so I thought I'd take that route for a bit. I do plan on getting back to the more traditional Scandanavian and Northern European realms soon though. Bare with me! :D |
| Khallhadras12-26-07, 04:11 PM | I can understand that, similar situations have happened to me. I'll just be keeping an eye on this thread until later, read some oriental material that you're posting. By the way, it is fun comparing the real teutonic mythos and how people alter this to better their cause/homebrew. The only thing I did completely different in my own writings (Not including places, names, cities, etc.) was give the 'fey' or 'fay' a more daunting visage. They were powers of death, destruction, etc. in my world, marring the gaudy innovations of mortals when such gets out of hand. Anyway, nice work. ;) Edit: Have you ever heard of or been to Springfield, IL? That was close to where I used to live before I moved and I myself have never heard of Naperville. Just a bit curious. |
| elderdrake12-27-07, 01:22 PM | Edit: Have you ever heard of or been to Springfield, IL? That was close to where I used to live before I moved and I myself have never heard of Naperville. Just a bit curious. Of course! Springfield is the capital of Illinois. I used to go there a number of times to vist the Abe Lincoln stuff. My grandparents lived in Decatur which is about a half hour drive from Springfield. Naperville is a suburb of Chicago. I wasn't born here but moved here a few years ago as it is such a great community. In fact, it was recently named as one of the Top Ten places to live in the United States! |
| elderdrake12-27-07, 01:48 PM | Geographical Divisions of Midgard Cultural regions have developed throughout the world of Midgard often separated by geographical divisions. Nations within each region are generally united by common cultural beliefs and usually a common mythology. Languages and certain viewpoints however sometimes are a source of conflict. The Northern Kingdoms Lands centered around the colder northern climates. Folk of these lands tend to be a handsome and hearty lot with a great love of adventure and physical combat. They tend to be a warrior race and compete with the giants and trolls for land and resources. The Middle Kingdoms Lands centered around the fertile territories west of the Great Mountains. With a more continental climate, the Middle Kingdoms are generally more agrarian in nature. Vast regions of the Middle Kingdoms remain unexplored and are said to be the home of all manner of beasts. Folk of these lands tend to be secluded and rarely venture far from their place of birth. The Middle Kingdoms are home to a wide variety of creatures such as orcs, goblins, beastfolk and fae. The Eastern Kingdoms Perhaps one of the most heterogeneous realms, the Eastern Kingdoms include a variety of cultures and ways of life. Perhaps the more unifying concept is the close tie to the natural world. Even more so is a suspicion of the spirit world. The Eastern Kingdoms revere ancient and powerful deities organized in a highly structured divine bureaucracy. Beastfolk, serpent-like dragons, horrific demons, ogres and elemental creatures can be found not only in out-of-the-way places but even within "civilized" centers. The Desert Kingdoms Adapted to the arid and harsh climate of the desert, the folk of this region are generally nomadic in nature but also skilled mariners and sea travellers. The folk of the Desert Kingdoms are perhaps the most open to other beliefs and are even known to live side by side with many non-human creatures. Elemental spirits and genies are somewhat common. The Western Wilderness Separated by a vast ocean, the lands of the west are an untamed region much of which is thought to be inhospitable to humankind. Senient creatures who do dwell in these lands are known to be powerful and tend to center around a number of city-states. |
| elderdrake12-29-07, 01:04 PM | The Great Northern Way The Northern Kingdoms are characterized but a number of common factors. In addition to sharing a common ancestry, the lands of the north are known for the development of a coastal culture. Much of the central regions of the north are mountainous. The mountains are known for their harsh climate with heavy snowfall throughout the year. Few humans dwell in these lands as they are the home to a variety of powerful monstrous races including giants, trolls, ogres and even dragons. Thousands of years ago, this area was covered by mile-thick glaciers lasting for nearly thirteen thousand years during Midgard's Ice Age. Human settlements within the Northern Kingdoms were largely determined by the pattern set by the retreating ice. Furthermore, the glaciers had a direct effect on the geography of the land by cutting deep valleys along the western shoreline forming long, narrow fjords. Much of the remaining landform is rocky and covered with coniferous forests many of which are impassable save for the riverways that flow across the landscape. The southern regions are a bit more arable and conducive to farming and contain both deciduous and coniferous tree varieties. The majority of the human settlements can be found along the southern coastline particularly around the more arable regions. Due to the colder climates and the shorter growing season, the people of the Northern Kingdoms rely on animal husbandry for their survival more so than perhaps the people of other regions on Midgard. The combination of fishing, sea-mammal hunting and agriculture provide the economic basis for these coastal settlements. |
| elderdrake12-30-07, 11:56 PM | Lifestyle in the Northern Kingdoms The vast majority of the population in the Northern Kingdoms dwell along the coastal areas relying on the sea for much of their livelihood. Few dwell in urban areas with most of the humanfolk dwelling in smaller fishing and farming villages. The Villages of the North Villages are generally somewhat small by comparison to the continental counterpart in the Middle Kingdoms. They are typically held in trust by a local chieftain or lord in the name of the king. The local lord, in fealty to the king, supplies his liege with military support in exchange for control of some land grant as well as other material treasures. Life in the village is quite simple. Villages are often dominated by a single clan consisting of one or two extended families. Villagers of the Northern Kingdoms tend to be skilled in a variety of crafts as they often must rely on their own ingenuity for their lifestyle. Though males and females are considered equal, each gender tends to be responsible for specific tasks for the good of the clan. Men are generally assigned the tasks of maintaining the fields, hunting, fishing and skill at arms for purposes of defense. Women on the other hand oversee the more domestic duties of child raising, cooking and weaving. While the men are away, it is the women who must defend the village and so they too are trained in martial combat. Women will generally make all of the clothing necessary for the family. Most of the clothing is made from wool which is locally raised, treated and woven. Women wear a wool or linen chemise over which is worn a wool dress with shoulder straps held in place by two ornamental brooches. A shawl or cloak would then be worn over that fastened with a third brooch or a stick pin. Women also carry the keys to the family lockbox as well as daily toiletries like combs, shears and thread. Men will wear a simple shirt along with trousers or breeches with a modest tunic overall. Furs, animal hides and woolen cloaks are worn also fastened with a massive brooch or pin. Cloaks and tunics are often brightly colored with vegetable dyes and edged with braiding or even gold threads. Men will often carry a dagger or knife along with a coin purse. Both men and women wear footwear made from calf or goatskin and laced around the ankles. Neck torcs and arm rings made from gold or silver or even iron are quite common as well. Women wear their hair long and often braided in the back. Men will usually grow beards and moustaches. |
| Hebitsuikaza12-31-07, 04:29 PM | Looking back at the beginning there, I think it is incredibly... strange... that you decided to make your dieties of Storms and Fire 'good' and your diety of death 'Evil'. Why is Death necessarily evil while fire and lightning are necessarily good? Fire seems to be a harmful, hurtful thing as much as it is a good, helpful thing. Meanwhile, while Lightning is certainly a great symbol for raw power, it is difficult to conceptualize situations in a midevil society where it can be looked upon as terribly favorably. Most dieties associated with fire are usually either bad (Lucifer, Mephisto) or unpredictable (Promitheus, Loki, Coyote) Similarly, while dieties of death are often described as being callous, cold and uncaring, they are not often described as being intentionally malicious. They are just inhumanely even-handed about everything and once they make up their mind, they do not change it. Because death is inevitable and everyone knows loved ones who die, it would drive people mad to have the conceptualized lord/lady of death be evil. |
| elderdrake01-01-08, 07:21 AM | Very good points. There really is no "right" or "wrong" answer to your questions. In actuality, deities should really transcend all alignments since they are omnipresent and therefore above mortal classifications. But that's no fun is it? I actually based my decision on several "real world" examples. For the storm and lightning deity, I used the god Thor from the Norse Mythos as my example. He is described in the Deities & Demigods book as being Chaotic Good. I wamted to follow that parallel for the mortals who primarily worship him. Since they are primarily Chaotic Neutral and Chaotic Good in the Northern Kingdoms of my game world, I thought that would be a good fit as I wanted the lightning god to be one of the more important figures of the myth. As for the fire goddess, there are actually a LOT of choices but not necessarily limited to Norse. I did not want to use a Loki-like character but instead looked at the goddess Brigit from the Celtic myths. She is a goddess of fire as well as poetry, love and inspiration. In the original Deities & Demigods, she is also characterized as "good" and so I choose that aspect since I want "fire" to be seen as a tool and a way to kindle action rather than simply a destructive force. That sounds like a good choice for Bard characters, don't you think? Finally, as far as death goes, I can certainly agree with your arguments but again there is no right or wrong answer. It is all based on the preference of the DM. Death in itself is neither good nor evil. Probably Neutral or Lawful Neutral would be a good fit. However, I wanted to paint a specific portrait for death and again looked at Norse Mythology for inspiration. My deity "Godrik" is based on Odin who is also seen as a deity of death but in specific a god of the "heroic" dead. Whereas, the goddess Hel in Norse mythology is the daughter of Loki and the frost giantess Angrboda, I used that for my death deity. I wanted traditional death to be seen as a fearsome evil force. |
| elderdrake01-02-08, 06:13 PM | The Kingdom of Valkyria Ruler: His Royal Majesty, King Thorgrim the Brash (CN male human, Brb 10) Government: Independent feudal monarchy with conditional hereditary rulership; crown generally passes to eldest male heir but any male member of the Royal House may make a claim for the crown; legislation is created by a governing body composed of rightful Freemen of the land Rule of Law: Chaotic neutral Population: 200,000 Capital: Major Towns: Major Resources: Timber, iron ore, fish, amber, wool, ivory Military: 10,000 (composed of a united militia from numerous liege lords) Valkyria's early history, like its daily life, is intimately wrapped up with the natural rhythms of season and climate. It was the end of the Ice Age that brought the first inhabitants into the Northern Kingdoms more than 12,000 years ago, as the receding glaciers and the warming climate turned barren permafrost into lush plains and vast forests. Extensive, yet small, settlements began to appear mostly concentrated along the southern coastal region. A number of productive woodland villages can be also found scattered within the Kingdom's hinterland relying on the large forests that cover much of the lands central and northern regions. The majority of the human population of Valkyria exist as humble farmers, fisherfolk and traders of local products such as ivory, amber and iron ore. A small, yet powerful, faction known as the Sea Raiders exist to plunder surrounding territories for wealth and slaves. The Sea Raiders are a violent groups similar to the Mafia and are a difficult group to control by the regional monarchy. |
| elderdrake01-04-08, 12:48 PM | Creatures of the North Kingdoms nisse- small, faeries creatures that serve as protectors of homes and farms. They are known to possess great strength despite their size and defend the welfare of their charges. They appear as small humanoid creatures often wearing a red cap gardvord- a gigantic spirit that is often friendly toward farmers and helps to protect the fields and herds; they can have a sinister reputation at times and appear as huge size humanoids with thin limbs and oversize facial features fylgja- an animal spirit that serves as a protector and guardian to certain humans; ancient tales state that the fylgja is more of a projection of a person's spirit or soul force that takes on an animal form; they are generally invisible to other creatures except for animals and creatures with the power to see invisibility huldre- mountain dwelling fae creatures with a grotesque appearance and a cow's tail; they are be quite dangerous if crossed and prefer life in out of the way locations or even underground solvmora- a female mining spirit whose name means 'Silver Mother;' they are solitary creatures that can help miners find ore and protect them from harm but also jealously guard the wealth yet unknown; they can become invisible are are said to possess earth magic draug- horrific undead creatures said to be the spirits of drowning victims who did not receive a proper burial; draugs are sinister, malevolent creatures that hate all life, particularly those who dwell on land; they appear as pale, dripping humanoids often covered with decaying seaweed with faces wracked with pain jolerei- the 'terrible host' of night spirits that fly through the hair between dusk and dawn searching for lone mortals to torment; the jolerei are hostile and very dangerous and have been known to kidnap unsuspecting creatures |
| elderdrake01-07-08, 12:46 PM | Twilight on the Winter Solstice Adventure Idea Centuries ago, the quiet valley was plagued by the violent attacks of maruading frost giants united under the banner of mighty jotun king. As several giant clans were united, their king ordered the construction of an impregnable fortress high in the surrounding mountains. It was from this fortress that the giants launched their raids against the unsuspecting folk in the valley below. The humans of the valley, though strong-willed and capable warriors, were no match for the coordinated efforts of the frost giants. Humanity was indeed in very serious danger of being exterminated from these lands forever. According to legends, one day a mysterious stranger appeared in the valley. Though humanoid in appearance, he seemed to radiate an aura of great power. The stranger carried sacred artifacts, potent charms and arcane devices. Having arrived in time for the night of the Winter Solstice, the stranger began to perform an ancient rite. Upon completion of this magical ritual, Draumar Castle, as the frost giant fortress had been named, suddenly vanished into the winter mists. The humans of the valley rushed to thank the mysterious stranger but oddly enough he had disappeared almost as suddenly as he had arrived and with nary a word to the greatful villagers. Although the folk of the valley believed that they were forever protected from the assault of the frost giants, it appeared that the magical ritual used to dispel the fortress had its limits. Every one hundred years, Draumar Castle would re-appear on the night of the Winter Solstice allowing the giants to once again wreck havok to those below. Thankfully, the enchantment that banished the giants only weakened during this one night as the castle would once again disappear the following sunrise. Do you dare to accept the challenges that must surely await within the vast halls of the Fortress of the Frost Giants? Surely, untold riches must lie waiting for the taking for those brave of heart worthy to enter Draumar at the Twilight of the Winter Solstice. |
| elderdrake01-08-08, 08:32 PM | Winterwind Mountains Encounter Table % Result 01-10 Dwarf Hunting Party 11-20 Frost Giant Marauder 21-29 Wild Wolves 30-45 Orcish Raiding Party 45-55 Beastfolk war herd 56-60 Huldre scavangers 61-62 Remorhaz 63-70 Troll gang 71-72 Snow Storm! 73-80 Wraith pack 81-90 Frost Giant Slavers 91-95 Human mountaineers 96-99 Whispering Wind 00 Rock slide Dwarf Hunting Party Composed of 1 dwarf leader (Ftr 7), four dwarf hunters (Ftr 5), a dwarven animal handler (Rgr 4), 2 dwarf scouts (Rog 3) and two dwarf attendants (Com 1). The hunting party is accompanioned by 4-7 hunting dogs. Each dwarf wears studded leather armor though the leader wears scale mail. The leader and hunters are armed with heavy steel shields, heavy crossbows and a battleaxe. The leader's axe is a battleaxe +2. The handler carries a short spear and dagger. The scouts are each armed with light crossbows, dagger and handaxe. The attendants carry only a dagger but will generally not engage in combat. None carry any treasure though the attendants each have a leather sack containing freshly killed game. Frost Giant Marauder This brute wears a chain shirt and carries a huge greataxe. He will be accompanied by a winter wolf and 9-18 orcish soldiers (Ftr 4) each armed with heavy mace and steel shield or short bow and handaxe. The orcs all wear hide armor. The frost giant cares nothing for the orcs and will use them as combat fodder. He will use the winter wolf to protect his flanks while attempting to through rocks at an enemy. The frost giant carries 3-18 gp and 2-20 sp. The orcs have no treasure. Wild Wolves Hungry animals searching for food. They will be encountered in a pack of 7-16 animals. They are aggressive but will flee if seriously threatened or greatly outnumbered. Orcish Raiding Party These orcs will be lead by a violent and bloodthirsty captain (Brb 8) accompanied by a sergeant (Ftr 5) and a cleric (Clr 5). The rest of the raiding party will consist of eight soldiers (Ftr 2) and five raiders (Brb 3). All orcs wear chain mail armor and carry heavy steel shields. The captain carries a scimitar and flail. The sergeant is armed with a whip and battle axe. The cleric carries a battleaxe, a potion of cure moderate wounds and a scroll of deeper darkness. Each soldier carries a light crossbow and longsword while the raiders are armed with a battleaxe and 2 throwing axes a piece. All orcs carry a personal treasure of 1-4 sp while the cleric and sergeant have an additional 2-8 cp and the captain has 2-8 cp and 1-6 gp. Beastfolk War Herd These aggressive creatures are out on a death sport each seeking to slay as many creatures as they can. They are lead by a captain (Ftr 7) wearing scale mail and carring a two-handed greatsword. His adjutant is a vile little creature (Drd 5) wearing leather armor and carring a spear and scimitar. The rest of the herd consist of twelve males (Ftr 4) wearing chain mail and carrying heavy wooden shields and longswords. None carry treasure except for the captain who has a 10 gp gem secured in a pouch around his neck and the druid who carries 2-12 sp and potion of speak with animals. Huldre Scavangers These reclusive mountain fae roam the mountains for anything of value as well as food for their clan. They will be found in numbers of 5-12. Each will have some minor weapon (typically a light mace or short sword) but will prefer to hide from strangers rather than engage. They will generally try to escape any who threaten them if possible. They carry no treasure. Rehorhaz A typical example of this arctic magical beast is currently hunting prey. It has just slain a mountain goat (its carcass lies off the beaten path) and it is still hungry! Troll Gang These wandering bully boys are encountered in numbers of 2-4. Not too bright, they simply are enjoying themselves spreading mischief and death. One will be armed with a great club. None carry any treasure. Snow Storm Winds pick up and the blinding snow and sleet off the mountain peaks force the party to seek shelter immediately unless they have some form of magic to protect them from the harsh elements. The storm will only last 1-3 hours. Wraith Pack A hateful pack of undead prowl the mountains, the vengeful spirits of human mountain folk slain years ago. The wraiths roam in a pack of 6-11 undead. They hate all light and life and will attack at once fighting until slain or turned. They carry no treasure. Frost Giant Slavers This slave party has emerged from the Castle to gather new slaves to replace the old. Giants seem to go through slaves so quickly! Especially when they are often useful AND tasty! The slaving party will consist of two male frost giants each wearing chain shirts and armed with whip and huge morningstar. The giants command an ogre and a half dozen orc warriors (War 3) armed with spears and handaxes. The ogre wears hide armor while the orcs each wear studded leather armor. The orcs are none too loyal to the frost giants but fear them and so will obey their commands. There is a 50% chance that the slavers are returning to the castle with newly acquired slaves numbering 3-12 (of various races). None of these creatures carry any treasure. Human Mountaineers A band of local humans who dwell in the mountains and prefer to live as they wish away from all others. They are not outwardly aggressive but will attack if threatened. They will not tolerate the presence of strangers and demand that any depart immediately. The mountaineers are found in a band of 6-11 (War 4). Each is armed with a dagger, long bow and hand axe. They each wear hide armor and carry no treasure. Whispering Wind Simply a chance to play with the minds of the players. This magical encounter is completely harmless but can be used for a number of reasons. A disembodied voice with a haunting lilt can be heard in the wind repeating a message before dissolving. The message can be anything the DM wishs from "hints" to dire warnings. Rock Slide As per the DMG. |
| elderdrake01-10-08, 06:44 PM | The Village of Bittercreek The Village of Bittercreek can serve as a base of operations for the PCs before they begin their journey up the Winterwind Mountains and toward the Draumar Castle. A human community of roughly 150 individuals, Bittercreek is aptly named for the history of sadness that once plagued this normally peaceful valley. Bittercreek is lead by the inconquerable Thane Ranulf Olaffson (Ftr 7) and his family. The Thane hails from a long line of warriors who have come to the aid of their king and received this village in fief for their years of service. The Thane dwells in a fortified longhouse at the heart of the village along with his wife Inga (War 4) and their three young children. The economy of the village is based on the profitable iron mines that are located within the Winterwinds. Though the miners of Bittercreek control only a few of the closest veins of ore, they likewise trade with the dwarven clan that call these mountains their home. In exchange for foodstuffs and various manufactured goods, the dwarves trade their excess iron ore to the humans who in turn sell to travelling merchants who frequent the village on a regular basis. Bittercreek is once more a thriving community since the frost giants were cursed by the potent enchantment that banished them from this reality. However, even today the humans remember the suffering they once endured at the hands of these dreadful creatures. Bittercreek itself was once home to over 300 souls. But after many of them were killed or captured into slavery by the frost giants, their population dwiddled to just under 40. It was only recently that their numbers have grown to a more healthy size. Thane Ranulf's grandfather swore that never again would his people suffer so at the hands of giants and began an ambitious weapons program. Weaponsmiths were enticed to move to the village and teach their craft to the locals. A certain percentage of the iron was retained by the Thane and smelted locally to be turned into armor and weapons. The Thane himself keeps a well stocked armory on hand at all times for the good of the community. Because of their history of combat, the majority of the local villagers remain familiar with the use of arms and armor. Most are considered equivalent to a 1st-level Warrior rather than a Commoner. All freemen of the village are permitted to bear arms and keep a supply of personal weapons on hand to serve their Thane as a militia in case of danger. In addition to the Thane's manor, the entire village is surrounded by a circular stone wall filled with rubble and measuring ten feet high and five feet thick. The wall is continuous save for two gates, one at the north end and the other at the south. The gates are not manned but are secured and bolted at night. Sentries are also posted at the three wooden watch towers just inside the stone perimeter at night. The villagers sleep much better knowing that these simple, yet effective, defensive measures are in place. |
| elderdrake01-16-08, 05:59 PM | Draumar Castle The great enchanted castle/prison of the Frost Giants is located high in the Winterwind Mountains. Excavated directly into the side of the mountain itself, only a portion of the icy fortress lies exposed to the elements and therefore accessible to the outsider world. The castle itself appears as a partial structure made from ice-covered stones. This portion of the fortress appears only once every one hundred years during the night of the Winter Soltice. During all other times, it appears to be simply part of the great mountain itself. The frost giants that dwell within Draumar have grown accustomed to their fate. Time within the castle flows at a far slower rate compared to the outside world. What may age for over a century only ages for less than one day within the castle. Therefore, the giants appear to have a much greater lifespan. They maintain enough supplies, food and slaves to last. Each Winter Solstice of the mortal world finds the giants and their allies once again venturing forth from their citadel to gather necessary materials. Over their period of banishment, the frost giants have grown somewhat complacent about the outside world. Though the castle is considered a fortress to their great king, it is not actively defended relying instead on the enchantment that causes the castle to vanish to provide needed protection. Sentries are rarely posted and more giants simply go about their daily routine within the castle since most feel no need to guard against any potential threats. After all, the castle entrance is only exposed to the world for one night once every one hundred years! Draumar Castle consists of three levels. The main level, accessible through the front gate, is mostly hand worked ice and stone. It contains most of the living quarters for most of the frost giant commoners and includes sleeping halls, kitchens, storerooms, guard rooms and work spaces. The upper levels are reserved for the frost giant king and his wife, their special retainers, courtiers and bodyguards. The upper levels also contain meeting rooms, feast halls, guard rooms, an armory and treasury. The lower level of the castle is only partially hand hewn from the surrounding stone. Much of it is natural cavern formation. It is at this level that the giants keep most of their slaves as well as store rooms, additional work rooms and special purpose rooms. Draumar Castle is home to just under a hundred frost giants in additional to slaves, prisoners, guests and guardian beasts. |
| elderdrake01-21-08, 06:04 PM | The Kingdom of Seralia Ruler: His Royal Majesty, King Faramond the Fair (LG male human, Pal 7) Government: Independent feudal monarchy with hereditary rulership but a weak central government; crown passes to the eldest male heir Rule of Law: Lawful neutral Population: 1,450,000 Capital: Seraphim (pop. 82,000) Major Towns: Glenoble (pop. 22,100), Les Herons (pop. 34,300), Mauvoisin (pop. 17,900) Major Religions: Godrik Major Resources: Foodstuffs, iron, gold, wine, textiles, glass, some gems Military: 72,500 (divided into numerous noble armies) The fair Kingdom of Seralia was once the flower of chivalry and nobility. Over the centuries however, as the king was forced to divest more and more power to the many noble houses, corruption took a firm hold among the aristocracy. The King remains a paragon of justice and virtue but he has little direct power outside of his personal demesne known as the 'Ile du Roi.' A wide gap exists between the nobility and the commoners, perhaps more so than other feudal lands simply because the nobility of this land is rife with corruption and self indulgence. The peasants, most of whom are hard working farming folk, remain devoted to their king and are good-natured for the most part. This fact does not prevent the local nobility from raking the common folk over the coals, so to speak, in order to line the noble coffers with plenty of coin. The more powerful noble houses control their individual fiefdoms as semi-autonomous kingdoms. They regulate their own taxes, maintain their own infrastructure and control their own private armies. The Kingdom as a whole lacks a standing army. Rather, in times of national emergency, the King can muster a force composed of the numerous noble armies united only until some common threat is dealt with before the force returns to its home territories. Quite often, the various armies are involved in numerous border disputes and power struggles between the more powerful noble houses. The lands of Seralia are known for their fertility and fair weather. Though the northern fiefs can see some snowfall during the Winter months, most of the Kingdom remains pleasant throughout much of the year with an abundance of precipitation. The Central lands are dominated by the Whitehorn Mountains as well as two major wilderlands known as Sylvaire and the more ominous Malinbois. Major Provincial Fiefs Duchy of Benewic, provincial capital: Norangers Duchy of Bretagne, provincial capital: Niviele Duchy of Fenice, provincial capital: Fouinon Duchy of Montaigne, provincial capital: Glenoble Duchy of Mouchan, provincial capital: Mauvoisin Duchy of Olberon, provincial capital: Les Herons Duchy of Perileux, provincial capital: Luiserne |
| elderdrake01-23-08, 05:58 PM | Faramond the Fair King of Seralia LG Medium Humanoid (Human) [good] Paladin 7 Init: +3 Senses: Listen +6, Spot +6 Languages: Common, Seralian AC: 24 (+3 Dex, +7 armor, +4 shield), touch 13, flat-footed 21 HD: 7d10 + 7 (53 hp) Immune: fear, disease Fort: +9 Ref: +8 Will: +11 Speed: 20 ft. (4 squares) Melee: +13/+8 longsword (1d8+6, 19-20/x2) Ranged: +10/+5 longbow (1d8, x3) BA: +7 Grp: +10 SA: Turn undead (6/day as 3rd level cleric); smite evil (2/day, +3 atk, +7 damage) Atk Options: Cleave, Power Attack Paladin Spells Prepared (CL 3) 1st: protection from evil, resistance Abilities: Str 16 Dex 17 Con 13 Int 14 Wis 18 Cha 17 SQ: aura of good, detect evil (at will), divine grace, lay on hands (21 hp), aura of courage, divine health, turn undead, smite evil, special mount, remove disease (1/week) Skills: Concentration +11, Craft (weaponsmithing) +4, Diplomacy +13, Handle Animal +13, Heal +5, Knowledge (history) +5, Knowledge (nobility and royalty) +4, Knowledge (religion) +6, Listen +6, Ride +8, Spot +6. Feats: Alertness, Cleave, Iron Will, Power Attack Possessions: +3 longsword, +2 breastplate, +2 heavy steel shield, longbow, quiver of (20) arrows Faramond is the young king of Seralia having ascended the throne upon the death of his father King Clovis II. Although Faramond was exposed to the world of politics at the standard age for the heir apparent, he was not prepared for the multitude of difficulties that must be faced on a daily basis by the reigning monarch. Still, the young king is a fair and just man, much like his father was, and tries to keep the peace at least within the royal domains. Faramond is a male adult human standing 5'11" and weighing 170 pounds. He has medium brown hair that he wears in the traditional pageboy style common to the courtiers of the Royal Court. Faramond has a fair complexion and brown eyes. He is 27 years of age. Personality: Faramond is a standard extrovert with a keen sense of judgement. He is wise for his age and not quick to fall prey to those who seek to deceive him. Faramond tries to remain open-minded but is a realist in the truest sense of the word. He knows that it is often necessary to make difficult decisions when the welfare of His Kingdom is at stake and is not afraid to make such choices. He will always stick to his decision once he has made up his mind. |
| elderdrake01-24-08, 12:57 PM | The Kingdom of Seralia is perhaps best known for its use of heavy cavalry. Numerous military orders of knighthood have been founded throughout the centuries of the kingdom and many an aspiring warrior dreams of one day riding a faithful steed into the face of battle wearing bright, gleaming plate mail armor and carrying a deadly lance and heavy steel sword. Based on this history, many of the legends of Seralia tend to focus around this image of the mounted knight and are well known by both peasant and noble alike throughout the country. The Green Knight The ghostly green knight is something of an apparition that emerges through the thickest woodlands when the land is seriously threatened by some unnatural enemy. It is widely believed that the Green Knight is some form of avatar or divine emissary from the goddess of nature. Although the Green Knight has never spoken, it seems to act in a fashion that is conducive to the ways of the deity of the woodlands. The Green Knight rides upon a spirit steed in green and white barding. The Green Knight is protected with glowing green armor while its face is covered with a great helmet decorated with green plumes and feathers. The Red Knight A deathly pall hangs in the night air whenever the fearsome Red Knight appears. Believed to have a lair somewhere within the Malinbois, the Red Knight is a warrior vampire dressed in blood red armor and wearing a red helmet embellished to resemble bat wings. The Red Knight carries unholy weapons which he uses to prey upon the meek and mild. Said to be emboldened with protective talismans, the Red Knight is highly resistant to the turning effects of holy figures who soon come to regret standing up to the villianous fiend. The Red Knight rides upon an undead horse gaunt with sickness. The Black Knight The Black Knight is perhaps the saddest tale in Seralian lore for he was once a proud and honorable paladin of the highest virtue. His pride turned out to become his downfall however as his was corrupted by the Ruinous Powers to become a Blackguard of the gravest deception. |
| elderdrake01-25-08, 12:57 PM | La Dame Blanche "The White Lady" The white lady is a specialized form of undead, the ghostly apparition of a woman wearing flowing white robes. Common among these tales is the fact that the white lady generally departed the mortal world after being wronged in some fashion from a male lover and therefore dying from a broken heart. The White Lady often haunts lonely crossroads or remote regions. Her appearance generally signifies some ill omen and therefore the White Lady is not a benevolent creature though she is not actively hostile either. Often, she merely makes an appearance seemingly going about some mindless task or just moving across the characters field of vision. The sudden appearance of la dame blanche can often presage some other hostile event such as an ambush or other attack from the dark. In other cases, her appearance may also signal the coming of "death" in an abstract manner. The White Lady will generally appear as a ghostly humanoid with a melancholy expression. Mortals may suddenly experience their hair standing on end or a frightful chill running down their spine. The White Lady can likewise be used in a more direct manner by delivering an ominous message of some sort before vanishing into the ether or moving out pass the surrounding moors. If threatened or attacked, she will likely ignore the attackers but could just as likely become manifest and attack. |
| elderdrake01-28-08, 06:11 PM | Starting an Adventure Let's start a sample adventure within the World of Midgard. For those of you who never know if you should "start big" or "start small" when it comes to world design, it is entirely up to your personal preference. I always like to start from the Top Down meaning that I begin with the whole world and then work my way down to the smaller details. This method just helps me with a sense of realism and allows for a point of reference for the characters in a particular point in time within the game world. However, for purposes of this exercise, I am going to start on a much smaller scale focusing on the Village of Frambeur within the Kingdom of Seralia. Generally, when I begin a new campaign, I like to pick an area that includes a number of interesting geographical features for the players to explore. This actually makes it easier for me in the long run as essentially the players can spend the entire time just within a relatively small portion of the game world and never be bored. And of course as the DM and the designer, I can custom fit the starting point to my exact specifications and included anything I want (which is half the fun of campaign world creation). The Village of Frambeur is located within the Duchy of Perileux (pro. "Pear ah loo") in the chivalric Kingdom of Seralia. The Village itself falls within the fief territory controlled by a noble, a Count in this case. The Count controls a number of primarily farming communities in a relatively small stretch of land within the Duchy and therefore is a vassal of the Duke of Perileux. The Duke holds claim to all land within his personal province but, as any feudal liege lord would do, has created numerous fiefs to bestow on loyal retainers in exchange of military and tax revenue. Duke Leibulf of Perileux (NE male human, Rog 12) therefore is the liege lord of the Duchy and Count Bernard II of Frambeur (LN male human, Ftr 8) is his vassal. Count Bernard's noble ancestors accepted these rich, fertile lands many years past and the lands and title have been passed down in seccession to each eldest male heir. In addition to these benefits, the reigning Count also accepts the feudal responsibilities that accompany them. The Count of Frambeur collects revenue from the peasants that dwell on the land in the form of rents, taxes and "kind" (foodstuffs, farm animals, etc.) As a vassal to the Duke, the Count in turn delivers a small portion of this income to the Duke but is primarily called upon during times of war. When required, the Duke can order the Count to provide a previously agreed upon number of knights and soldiers. The exact number is always legally documented on the original papers of enfeoffment. Next Up- The Lay of the Land |
| elderdrake01-30-08, 12:45 PM | The Lay of the Land The Village of Frambeur is centrally located with the coastal province of Perileux just south of the foothills of the mighty Whitehorn Mountains ("Montaignes des Blancorn"). Much of the surrounding region is used for farmland, particularly grapes, but the higher elevations have been delegated for herding the prized local sheep. Warmed by the offshore breezes, Perileux enjoys a fairly temperate climate throughout most of the year. During the winter, the average temperature is about 38 F while during the summer it hovers near 75 F. Slightly higher than average precipitation falls throughout the year though snow is usually only experienced in the higher elevations. Geographically speaking, much of the lands around Frambeur remain untouched by civilization save for the narrow roads and footpaths that criss cross the countryside. Just north of the village, the landscape is rather hilly and used for pastures though the land is far more rocky as one approaches the foothills. Several days travel to the South can be found the Mangrove Marsh, a vast stretch of wetlands known for many mangrove trees that thrive in this climate. The Mangrove Marsh is home to several tribes of lizardfolk as well as particularly aggressive orcish clans. Frambeur is near two minor woodlands, the Canopy Wood and the Rampant Wood. Both regions are primarily deciduous woodlands often avoided by most of the humans of the area save for a number of small communities of foresters who call these wild places home. The Canopy Wood, as the name suggests, contains a heavy layer of overgrowth and is therefore somewhat gloomy even during the daylight hours. All manner of shadowy creatures therefore are perfectly at home within the Canopy. The Rampant Wood, also known as the "Creeping Wood," is dense with a variety of plant species and quite impassable in a number of sections. Many of the local folk call this forest "haunted" and tend to stay clear of the area. Legends have mentioned that those that enter the Rampant Wood are often never heard from again having been claimed by the hostile creatures that dwell deep within. This is likely an exaggeration though it is believed that several humanoid communities exist somewhere within the boundaries of the forest, likely beastfolk or perhaps hobgoblins. |
| elderdrake02-02-08, 02:08 PM | Fallowick, Chateau du Comte http://www.legendsofhyerune.com/Midgard/Fallowick_Castle.jpg Fallowick is the ancestral stronghold of the Counts of Frambeur and is located atop a rocky outcrop to the South of the Whitehorn Mountains near the village of Frambeur. Many of the villagers have come to depend on the castle namely for security in this sometimes troubled region of Seralia. Creatures that dwell within the nearby mountains and hills will on occasion enter the area for raiding or scavaging. Particularly during the colder seasons when resources are scarce. It is at this time that the soldiers of Fallowick seem to really earn their keep in the defense of their community. Fallowick is a modest stone structure, quite blocky in appearance occupying an area of roughly 47,250 square feet (4252.5 sq. meters). The entire structure is surrounded by a massive stone wall varying from 10-15 feet thick and 40 feet high. The wall is defended by a number of square and round towers and is topped with a walkway and battlements. The length of the wall is pierced with numerous arrow holes in case of attack. A great circular gatehouse serves to protect the main gate into the castle which is divided into an Inner and Outer Ward. The Inner Ward includes both the Gatehouse and the Keep and is dotted with a number of fruit trees. The Outer Ward is separated from the Inner Ward by a curtain wall and contains numerous out buildings such as the guardhouse, stables, smithy, storerooms, workshops and living quarters. The Outer Ward also includes a small freshwater pond stocked with fish. 1. GateHouse and Drawbridge 2. Inner Ward 3. Outer Ward 4. Guard Tower 5. Solar 6. Great Hall 7. Office of the Count 8. Chapel |
| elderdrake02-04-08, 12:44 PM | 1. Gatehouse and Drawbridge The main entry way into the chateau is flanked by a seventy foot tall circular tower which serves as a garrison as well as a lookout tower. The top of the tower is open and accessible through a trapdoor in the roof. Two guards are stationed at the top of the tower at all times to maintain a watch on the surrounding countryside. These guards (LN human, Ftr 2) wear studded leather armor and are armed with short sword and composite long bow (Str +1). Each also carries a signal horn to blow in case of an attack. The interior of the gatehouse contains five levels used for storage as well as living quarters for twenty guards (LN human, Ftr 2), two sergeants (LN human, Ftr 3) and a lieutenant (LN Ftr 4). All guards wear studded leather armor when on duty and carry a spear, dagger and longsword. The sergeants and the lieutenant wear chain mail armor but carry the same complement of weapons. Access to each of the floors is via a spiral staircase. A locked chamber near the lieutenant's quarters serves as the tower armory and contains 1d4 suits of studded leather, 3d4 heavy steel shields, a dozen spears, a dozen long swords, a dozen daggers as well as eight longbows and four composite longbows with twelve quivers containing twenty arrows each. Guards posted at the top of the tower for watch duty or stationed along the walls in the event of an assault are given bows and arrows which are distributed by the sergeants. The gate itself consists of a stone tunnel through the outer wall of the chateau running fifteen feet in length. The gate is kept open during the daylight hours but closed at night. Two heavy wooden doors bound in iron and two iron portcullises form the basic defense for the gate. A dry moat has been dug just outside of the entrance which is spanned by a heavy wooden drawbridge. Support beams for the drawbridge are removed in the event of an attack preventing access. The dry moat completely surrounds the perimeter of the chateau and is twenty feet wide and fifteen feet deep. Rubble, broken stone and sharpened wooden stakes are scattered at the bottom of the dry moat making movement difficult at best. Two guards are stationed just outside of the gate at all times though they remain secluded within the tunnel during dark hours observing visitors through a peephole in the outer door. These guards are stationed within the garrison in the gatehouse and are 2nd level armed as indicated above. |
| elderdrake02-06-08, 12:29 PM | 2. Inner Ward Upon passing through the entry way, visitors find themselves within the Inner Ward. The Inner Ward has a somewhat oppressive feel as it is entirely surrounded by high, thick stone walls. The Ward Wall runs along the right while the noble Keep is to the left. The entire ward is primarily packed earth covered with loose gravel to prevent excess mud from inhibiting horse traffic across the yard. Within the four corners however are small patches of grass and hedge along with a number of fruit trees. Countess Catherine, the current Count's great grandmother, a formible woman in her own right, had insisted on the planting of these trees when she took residence in the Chateau along with her husband. The Countess always had a great love of nature and wanted to bring in a little feeling of green within the castle walls. The grounds are all maintained by a number of the cottars from the village of Frambeau. (Cottars are peasants who often are the poorest of the poor and barely make a living by doing various forms of manual labor.) During the daylight hours, the Inner Ward is a bustle of activity with mostly the servants and household staff coming and going on numerous errands. Movement is often 'fast and furious' and one needs to be mindful or else run the risk of being knocked into by a busy servant with a armful of firewood, linens, foodstuffs, etc. At frequent intervals, armed men-at-arms will pass through the courtyard on their way to and from the various duty stations. Visitors on horseback are directed to the gate in the Ward Wall to the Outer Ward which contains the stables and livery. During the evening hours, activity in the Inner Ward dramatically decreases. Torches and flaming braziers are set up to provide ample light. Only the soldiers however will generally be moving about at this time. The front gate is closed at night though sentries are posted just within the gate. Only visitors with official duties within the Chateau however will be allowed admittance after hours. All others will need to make arrangements within the village until the following morning if they wish to meet with the Count. |
| elderdrake02-07-08, 05:52 PM | 3. Outer Ward Passing through the broad gateway in the Inner Wall, sometimes called the 'Ward Wall,' visitors pass into the Outer Ward. It is in this area that much of the busy day-to-day activity takes place within the castle. The Outer Ward contains a number of separate structures serving the castle servants and soldiers. The entire Outer Ward is surrounded by stone walls defended by four small square towers. Each tower is used mainly for storage or sentry duty. The numerous out buildings within this ward serve as living quarters for the Steward, barracks for the guards, a stable and livery for horses, tack and carts, a blacksmithy as well as a separate kitchen serving the needs of the guards. In addition to these structures, the Outer Ward contains a number of trees, dog kennels, a dovecote, kitchen gardens, a well and a fresh water pond. The pond is kept stocked with fish which the servants routinely use for cooking. Packed earth and gravel cover most of the surface area within the Outer Ward, particularly around the buildings and leading up to each of the towers. The remainder of the grounds are covered in simple grass and groundcover. In the southwestern corner of the ward is a spiral stair case and platform leading up to the parapet that runs along the length of the curtain wall. Guards (N Ftr 2) armed with longbow or composite longbow routinely patrol this wall monitoring activity in the surrounding countryside. The tower located on the center of the south wall of the Outer Ward serves as an armory as well as the living quarters for Le Capitaine Guilliame Fairfaux (LN male human, Ftr 8), the Captain of the Guard. Captain Guilliame commands the entire castle military and reports directly to the Count. The armory, which occupies part of the ground level of the tower, is locked at all times. The captain, the lieutenants, the Count and the Steward have keys to this facility. The armory contains various displays of weapons, shields and armor. Two extra suits of chain mail barding are likewise kept in this facility for the Marshall's warhorse and the Count's warhorse. All equipment and armaments within this facility are routinely inspected and maintained in top condition. The Outer Ward is home to ten 1st-level fighters, ten 2nd-level fighters, two 3rd-level sergeants, a 4th-level lieutenant, the Captain of the Guard, the blacksmith (N Exp 5), a cook (N Ftr 2), two kitchen aides (N Com 1), four grooms (N Com 2) and the Steward (LN Exp 6). All soldiers keep a suit of studded leather armor, a heavy steel shield, a longsword, a dagger, a helmet and a spear, all of which are worn when on duty or kept in their personal lockbox when off-duty. The various non-coms carry only a dagger though the cook has a suit of leather armor and a heavy mace among his possessions. The Lieutenant wears chain mail armor as does the Captain of the Guard. The Lieutenant also owns a heavy crossbow which he favors over the spear. The Captain has the normal complement of arms and armor but his perferred weapon is actually a +1 longsword. The Steward does not wear armor but does possess a suit of leather armor if necessary and is skilled in the use of the morningstar and the light mace. |
| elderdrake02-08-08, 02:46 PM | 4. Guard Tower The massive guard tower serves as the main entrance into the castle keep and is perhaps one of the strongest points within the whole fortification. The tower itself is roughly forty feet in height and composed of thick stone walls and topped with crennallated battlements. A heavy wooden door bound in iron is the sole entrance into the tower from the Inner Ward. All visitors and petitioners to the Count are escorted through this portal before waiting for an audience. Just outside of the wooden door, a solitary guard stands on sentry duty twenty-four hours a day on a rotating 4-hour watch duty. The door sentry (LN male human, Ftr 3) wears chain mail armor and helmet and carries a halberd and heavy mace. Servants and castle staff come and go throughout the day but all others must be accompanied by official escort or possess official papers allowing access to the Keep. Just inside the main door, visitors enter a large, square room roughly 30' x 30' in dimension. The walls are made of stone and decorated with stunning and colorful tapestries and numerous war trophies belonging to the Count. The skin of a great brown bear hangs on the opposite wall near a brightly polished suit of antique plate mail armor. The armor is highly embellished with decorative filligree and is purely ceremonial (it offers no Armor Class bonus and is very light in weight). Hanging on the northern wall to the right is a large shield made of faded green scales (lizardfolk scales) and an impressive ivory horn, blunted and edged with gold enamel and gemstones. The horn is a battle trophy from a particularly villianous minotaur that once prowled the northern mountains before he was slain by Count Beltrane, the current Count's great-great grandfather. On the opposite wall is another heavy wooden door bound in iron with a similar sentry as the outer door (LN male Ftr 3). Immediately to the right of this sentry is a smaller wooden door which leads to a small antechamber serving as a duty room for castle guards coming on or off duty. The duty room is left unlocked and contains simple wooden chairs, benches and a few tables. Anywhere from 2d3 guards will be here at any given time (LN Ftr 3). The Guard Tower has four floors which are accessible through a stone stair well in the duty room. The 2nd Floor serves as a simple barracks for many of the castle guards. This room contains six bunks, twelve lockboxes, a couple small tables and numerous chairs and benches. Eleven soldiers live here (Ftr 3) as does their sergeant (Ftr 4). Only 1d3 off-duty guards will be here during the day while 1d4 off-duty guards as well as the sergeant will be here at night. The 3rd Floor of the Guard Tower serves as the personal chambers of the Count's bodyguards, a more elite fighting group who accompany the Count on all official duties. These guards are all 4th-level Fighters and are given a breastplate engraved with the Count's official coat of arms. They are armed with a heavy steel shield, a morningstar, a dagger and a spear. This floor contains six comfortable beds, six chests with locks, a long wooden table, two benchs and two large wooden high back chairs. At least one of these guards is with the Count at all times. Even in the evening, one is posted just outside the Count's personal bedchambers. During the day therefore, only 1d2 will be in this room off-duty. At night, 1d2+1 will be here. Each guard carries his personal wealth with him at all times (usu. amounting to 1d4 pp, 2d12 gp, 1d8 sp and 2d6 cp. The 4th Floor is subdivided into two private suites. One suite serves as the quarters for the castle priest of Godrik, Frere Fallard (N male human, Clr 7). The other suite of rooms serves as the quarters for the count's personal magic-user, Evangeline le Voyant (LN female human, Wiz 8). The priests rooms contain a large four-poster bed with a stuffed matress, a couple wooden chests (each locked), a writing desk and chair, a round wooden table surrounded by four comfortable wooden chairs and a massive wooden bookcase filled with all manner of books, tomes and scrolls. None of these are magical and pertain mainly to religious dogma, liturgical history and even a few on the history and art of warfare. A heavy, oak wardrobe contains several changes of daily clothes as well as a few ornamental religious vestments. The wizard's rooms contain similar furnishings as the priest but also contain a small antechamber which serves as a research and alchemical lab. Numerous spell components and glass vials and beakers line the shelves mounted on the wall and a heavy cast iron cauldron sits in the center of the room. A silvered magical circle is painted on the floor boards surrounding the cauldron. |
| elderdrake02-08-08, 11:02 PM | Evangeline le Voyant Wizard 8 (Specialist Diviner) hp 41 (8 HD) LN Medium Humanoid (Human) Init +1; Senses Listen +2, Spot +2 Languages Seralian, Common, Dwarf, Elf, Giant AC 13, touch 11, flat-footed 12; (+1 Dex, +2 armor) Saves Fort +4, Ref +4, Will +6 Speed 30 ft. (6 squares) Melee silver dagger +4 (1d4) or Range light crossbow +5 (1d8) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +3 Special Actions spells Combat Gear scroll of stinking cloud, potion of protection from arrows Wizard Spells Prepared (CL 8th, 1d20+8 to overcome SR): 4th -- dimension door, scrying* (DC 18), stone shape 3rd -- arcane sight*, dispel magic, hold person (DC 17), lightning bolt (DC 17, Reflex half) 2nd -- darkness, detect thoughts* (DC 16), locate object*, see invisibility* 1st -- comprehend languages*, hold portal, identify*, mage armor, truestrike* 0 -- detect magic*, detect poison* (x2), light, read magic* *= indicates a spell from the specialist School of Divination; opposing School: Illusion Abilities Str 8, Dex 13, Con 15, Int 18, Wis 11, Cha 12 SQ racial bonus to skill points/level; spells Feats Alertness, Brew Potion, Combat Casting, Scribe Scroll, Spell Mastery (detect magic, detect thoughts, dimension door, scrying) Skills Concentration +13, Craft (alchemy) +10, Decipher Script +26, Hide +3, Knowledge (arcana) +15, Knowledge (geography) +8, Knowledge (history) +11, Listen +2, Sense Motive +5, Spellcraft +15, Spot +2 Possessions combat gear plus +1 silver dagger, bracers of armor +2, staff of divination (14 charges), spellbook Evangeline le Voyant serves her lord in a number of official capacities. First and foremost, she is a valuable spellcaster specializing in the fine art of divination. As such, she is often relied upon to spy on her lord's enemies, locate missing items or warn the council of impending danger. Second, Evangeline serves as a noble advisor to the Count. A skilled linguist, Evangeline is proficient in numerous languages and dialects and often uses her knowledge to serve as a translator to the noble court. She is not always so forthright, however, in regard to her knowledge of languages so as to eavesdrop on visitors without them being the wiser. The mage's skills in history, geography and arcane lore have likewise proven invaluable on several occasions. Evangeline is often in the Count's presence throughout most of the day whispering into his ear bits of divined factoids or glimpses of the future. Her magical staff is precious to her but she will use its mystical powers for the benefit of her lord if necessary. Though not a trained military advisor, Evangeline has been known to scry upon an enemy to gain insight into an opponent's tactics, troop strengths and resolve. She will therefore generally be held back by her lord's side for the benefit of her counsel. In extreme situations, the Count has been known to require his mage to dimension door herself to the top of the Guard Tower in order to use her magical powers to inhibit an attacking force's momentum allowing the Chateau's defenders to prepare an adequate defense. Well placed lightning bolt, dispel magic, hold person, darkness and even stone shape upon a breached wall are certainly advantageous to say the least. Evangeline le Voyant is a simple appearing human woman. She has dark brown hair which she keeps up under an courtly satin headress. Her eyes are likewise brown and she has a fair complexion. Though not of noble birth, Evangeline sees herself as one of the gentry and rarely bothers interacting with the "rabble." She can be quite elitist and down right snobby if she chooses to be so. She is highly intelligent and has been known to look down upon those who are not her intellectual equal. Evangeline is 5'7" and weighs 130 pounds. She is 41 years of age. |
| elderdrake02-11-08, 12:27 PM | Bernard II, Comte de Frambeur Fighter 8 hp 60 (8d10+8 HD) LN Medium Humanoid (Human) Init +6; Senses Listen +0, Spot +0 Languages Seralian, Common AC 22, touch 14, flat-footed 20; (+2 Dex, +5 armor, +3 shield, +2 deflection) Saves Fort +7, Ref +4, Will +2 Speed 20 ft. (4 squares) Melee longsword +14/+9 (1d8+7, 19-20/x2) or Range longbow +12/+7 (1d8+2, 19-20/x3) Space 5 ft.; Reach 5 ft. Base Atk +8; Grp +11 Atk Options: Point Blank Shot, Power Attack (up to max. of +8 damage), Cleave, Trample (on horseback) Abilities Str 17, Dex 15, Con 13, Int 12, Wis 10, Cha 14 SQ racial bonus to skill points/level Feats Cleave, Improved Critical (longbow), Improved Initiative, Mounted Combat, Point Blank Shot, Power Attack, Trample, Weapon focus (longsword), Weapon Specialization (longsword) Skills Climb +7, Craft (weaponsmithing) +4, Diplomacy +6, Handle Animal +9. Intimidate +6, Jump +7, Ride +12, Survival +2 Possessions +2 longsword, +2 longbow, +1 heavy steel shield, +2 ring of protection, chain mail armor, quiver of (20) arrows, signet ring. The young and ambitious Count Bernard inherited his title and lands upon the death of his father almost 8 years ago. Although an efficient administrator and skilled warrior, Bernard cares little for the peasants whose lives are so dependant on his good will. The Count married the beautiful Lady Marie a number of years back and the couple have a young son. The Count and Countess have also taken in Marie's nephew, an orphan who is training to become a Knight of the Realm. Bernard is a vassal of the Duke or Perileux though he is suspicious of his liege lord. He will rarely leave the castle without the escort of a number of his personal bodyguards and even within his fortress at least one will be nearby at all times. He is in constant fear of poisoning and the Duke has been known to resort to such bourgeouis tactics in the past, and therefore he will always have his food magically tested for poison by either his mage or cleric. Bernard is a ruggedly handsome human male. He has dark wavy hair and a thick black moustache. His eyes are a piercing brown and he sports an athletic build. A competent swordsman and an even more skilled horseman, the Count enjoyed the favor of the courtly ladies in his youth. Even though he is now married, he still enjoys the affect his appearance has on the young ladies of his court. The Count only wears his armor when he leaves the safety of his castle. He will always have his magical +2 ring of protection on at all times however. Proudful, vain and somewhat arrogant, Bernard will generally wear only the finest materials and embroidered tunics. Bernard is 6' tall and weighs 180 pounds. He is 33 years of age. |
| elderdrake02-12-08, 12:45 PM | Other Notable Figures of the Chateau Marie, Comtess de Frambeur N Female Human, Aristocrat 6 The Countess is the Mistress of the House and is charge of the daily upkeep of the household. She oversees the work of all the non-military servants. Luc, Seigneur de Frambeur N Male Human, Aristocrat 2/War 1 His Lordship is the only child and heir of the Count. He is quite young and is training to one day inherit the castle, the title and all the lands. Geoff le Chamberlan N Male Human, Fighter 5 The Chamberlain is responsible for overseeing all official activities as well as the upkeep of the Great Hall. Official ceremonies are coordinated by the Chamberlain and his Office. Geoff is an old war veteran who has known the Count and his family for years. Roland le Marechal N Male Human, Ranger 4 The Marshall is the Master of the Horse. He is overseer of the Count's noble stable, the horses and their upkeep. He himself is an expert horseman and will often accompany Count Bernard on his regular rides around the estate. Jean l'Intendant N Male Human, Expert 6 The Steward is the official responsible for most non-military matters of the household. He monitors all of the activities of the servants in the maintainance of the castle. He generally reports to the Countess. Frere Fallard le Clerc N Male Human, Cleric 7 of Godrik Brother Fallard is the young upstart cleric of the wargod Godrik. Sometimes seen as a hot head in a mainly regimented Chateau like Frambeur, Fallard nevertheless is highly respected not only for his healing powers but his skill at oration and stirring the morale of the troops. Frere Fallard maintains the castle Chapel. |
| elderdrake02-13-08, 05:55 PM | 5. Solar The term "Solar" is often misunderstood by those of us with modern ideas. A solar did not imply "sun" or a sun room of sorts. Rather, it developed from the concept of "sole" or "solitary" where folk could go and relax away from the hustle and bustle of courtly activity. The solar of Chateau de Frambeur is an example of pure luxury and excess. The room itself is large and oddly, triangular in shape with multiple doorways along the southern exposure. Heavy, ornate tapestries depicting various scenes of courtly life hang from the walls. Interspersed throughout the walls are a number of hunting trophies including the stuffed heads of large wild animals such as bears, deer, wolves and even a mountain goat. Against the far wall is a stairway leading up the private rooms and offices of the Chateau. To the left of the stairway is a large stone hearth kept lit with a roaring flame throughout the day and late into the evening. The castle parlourmaids relight this fire each morning at the start of their work day before the nobles and their guests rise from their sleep. Scattered in front of this comfortable corner of the Solar are a number of large padded wing chairs, foot stools, a spinning wheel and a loom. Iron candelabras, free standing and mounted on the walls, line the perimeter of the room providing ample light. The side of the room opposite the hearth is generally kept clear of furnishings to allow for gatherings of guests before entering the Great Hall for the main festivities. A few neatly kept animal skins are placed about the floor to provide some comfort. The southern wall is broken by two great stone archways with wooden doors. The archways open up to the inner courtyard when the noble family of the Count and Countess keep a tranquil garden for peaceful contemplation or romantic tete-a-tetes. A small bubbling fountain trickles in the center of the garden and luminous firefly lights float through the evening air. The archways are hung with heavy wooden doors that can be shut and barred from the inside in the event of a siege. Guests are told that a small faerie being resides in the Solar and tends to both that room and the garden in the late hours. The creature pays no attention to humans in the room and simply goes about his routines with not a care in the world. He will simply vanish if threatened or attacked. The faerie is said to only speak with the Countess herself or the Court Mage, Evangeline. |
| elderdrake02-14-08, 06:07 PM | 6. Great Hall Of all the rooms within Fallowick Castle, this is perhaps the most important. It is within the Great Hall that Count Bernard, his Lady and their family entertain their guests, receive visitors and hear petitions from the numerous vassels of His Lordship. The Great Hall strikes a most impressive sight to all visitors which was just the intention of the master builder of La Famille de Frambeur. The room itself is a large size roughly seventy feet in length and twenty five feet wide. The walls are of stone with stone corbels built right into the wall. Each corbel supports a great oak beam that forms a wooden lattice of cross beams to support the tile roof just under forty feet above the floor. The ceiling is further embellished with the coats of arms of the former counts and countesses of the Castle. The entire ceiling is subdivided into four foot by four foot panels bordered by the wooden crossbeams. Each panel contains an image of a coat of arms handpainted in bright primary colors. The overall effect is most impressive. The walls of the Great Hall are decorated with a number of ornate hand-woven tapestries, most depicting battle scenes and famous events from Seralian history. Antique weapons, shields, miniature armor displays and other battle ornaments complement the wall decoration. Interspersed throughout are iron candle holders mounted on the wall. Against the far wall is another large stone hearth kept lit throughout most of the day by the castle staff. The floor itself is likewise maintained by the servants and brushed with reeds throughout the day. Just before the hearth is a raised heavy oak table with two oak chairs padded with red velvet for the Count and Countess. Several side chairs on either side are used by various noble guests and high ranking court officials. Petitioners to the Count are brought before this table to ply their case and await the Count's judgement. Along both the north and south wall are an additional long wooden table and long wooden benches. Each table will comfortably seat up to forty guests. These tables can be disassembled and removed from the room if more space is required for various court functions. All three tables form a "U" shape with nobles and guests all seated along the outside allowing servants to move about on the inside bringing forth a multitude of gastronomic delights. Side alcoves built into the walls contain numerous linens, pitchers, tableware, salts, etc. The castle serves large meals to guests and the nobles at least three times a day consisting of multiple courses of fish, roasted meats, sweetbreads, cheeses and even fresh fruits, soups and sauces. Of course, rich wines flow at all times of the day. Side doors lead out into the Solar while a single door near the hearth opens into the Count's private parlour. A door on the opposite wall allows servants to come and go between the Great Hall and the kitchens and pantries. This room is generally a bustle of activity throughout most of the day and evening hours. Even when not used, servants will be moving about cleaning and scrubbing the floors and table tops. Armed sentries are posted at the two doors leading from the Solar whenever the nobles are present in the Hall. The Count will likewise have at least two of his personal guards present either seated nearby or standing alert against the southern wall. Numerous court officials, scribes, courtesans, messengers, servants, nobles, guests, petitioners, bards, entertainers, soldiers and even hunting dogs all add to the overall flurry. |
| Ivaylon02-14-08, 10:46 PM | Nice number crunching and description, I will definitely use some of this. |
| elderdrake02-15-08, 06:00 PM | 7. Office This smaller room behind the Great Hall is the private office of the Count. It is amply furnished with a number of comfortable wooden chairs, a large round table surrounded by chairs, a hand-carved antique wooden desk and a display rack of several polearm weapons. Some of these weapons are purely ceremonial but others are kept in top condition but generally unused. Most are embellished with colorful banners and baubles which are tied to the shaft just below the iron head. The walls are decorated like much of the Chateau with several tapestries as well as a number of more rare trophy heads such as a sabertooth tiger, a whooly elk, a dire ram and young wyvern. The eastern wall is hand painted with a large map of the Duchy of Perileaux including details of the village of Frambeur and the surrounding countryside. The map includes the more widely used roads and trails that cross through the more wild regions. Against the south wall is a long mahogony table used to support a number of mugs, tankards and containers of spirits. Several decanters of wine are always kept on hand from the Count's personal vintage. Two enormous silver candelabras (100 gp each) rest at both ends of this table and are kept lit during the evening hours. A small lock box sits on the floor just behind the desk. Only the Count carries a key and the box itself is bolted to the floor. It is trapped (DC 27) and will release a cloud of sleep gas in a thirty foot radius (Fort DC 18 and fall asleep for 1d6 hours). The lock box contains the daily receipts, a wooden casket containing 50sp, a leather sack of 88 gp, and an opaque crystal container holding a dozen gemstones (50 gp each). A potion of bull's strength is kept in the lock box as well to be used in the event of an emergency. The Count uses this room for staff conferences with his chief officials as well as regular military meetings with his officers and personal guards. Lord Luc, the Count's teenage son, will sometimes be in attendance at these meetings as well. All doors leading into this room are kept locked though most of the high ranking servants, guards and the Count and Countess have a key. |
| elderdrake02-18-08, 09:11 PM | Now let's expand the Campaign a bit beyond Fallowick Castle with this map of the County of Frambeur in Southeastern Seralia: http://www.legendsofhyerune.com/Midgard/Frambeur_County.JPG |
| elderdrake02-19-08, 05:51 PM | Overview Based on this map, we can see there is quite a lot of area of play around with for a starting game. The Kingdom of Seralia is based on Medieval France (or did you already know that) and so I use a lot of French-sounding place names to give the region a certain character. Of course, since this is NOT actually the French language but rather the Seralian language, I was free to take some "creative license" when needed. Therefore there are some instances when I may have used more "British" sounding place names, etc. The map itself depicts the County of Frambeur. This region is comparatively small when compared to the whole campaign world. Frambeur is but a simple county within the larger Duchy of Perileux within the even larger Kingdom of Seralia. This point illustrates that when DMs are starting out, there really is no reason why you have to even develop a whole county if you do not want to since even these small regions can offer TONS of adventure fodder. Although you do not really need to be overly concerned with "spacing issues" or actual distance it is sometimes helpful to have a base to start with for purposes of determing time required to travel from Point A to Point B. Therefore I tend to rely on the ol' standard of 30 miles = approximately one day travel. The distance from the Village of Frambeur to the smaller Village of Fountaingate down the Niviele River is just over 30 miles so it would take just over 24 hours to get there on land. It is certainly possible that each point of reference on the map could become a potential story in itself for the Player Characters (PCs) to discover and explore. Each town and each village has its own "feel" to it and is populated by "living breathing" NPCs with their own personalities and agendas. You are only limited by your imagination. I'll be giving some more examples of this further down the line in future posts so stay tuned! |
| elderdrake02-20-08, 06:17 PM | Knowledge (Geography) Belesgar A small agricultural hamlet nestled peacefully amoung the lavender fields of the central County. Fairly remote, Belesgar is primarily a halfling community lead by Squiress Ameline Cloverseed (NG female halfling, Drd 6). The folk of this tiny hamlet are primarily farmers and shepherds. Pop. 120 Caprice A tiny hamlet bordering the northern fringe of the Rampant Wood, Caprice is home to a number of hardworking and independent minded woodsfolk. The soil in this region is good for growing grapes and the serfs of Caprice produce a goodly supply of the fruit which is sent to Frambeur for crushing into wine. Caprice is overseen by Squire Jourdain Wyvernwatch (CG male human, Ranger 5). Pop. 140 Fountaingate A river community located at the confluence of the Niviele and Fairwater Rivers, Fountaingate is a pleasant enough human community. Although the surrounding land is held in trust by the Count of Frambeur, most of the peasants of Fountaingate are freeman and owe no service to the Count though they do pay rents and taxes. Fountaingate is also home to an elderly wizardess who retired to this village a number of years ago. Sybille de L'Eau (LN female human, Wiz 9) is a scholar of sorts and has gathered like-minded individuals under her banner in pursuit of arcane knowledge. Pop. 200 Frambeur The County Seat, Frambeur is the largest village within the County. Centrally located along the Niviele River, Frambeur is the site of Fallowick Castle, the ancestral home of the Counts of Frambeur. Orderly and commercial in nature, the humans of this village tend to be more "matter-of-fact" then others in the region. They welcome strangers more so for their coin than their company. Farmers and peasant craftsmen from all over the County come to Frambeur twice a year for the semi-annual trade fair. Pop. 650. Gourdan A small mining community among the foothills of the Sentinel Hills as the mightly Meltwater emerges from the highlands into the fertile plains of Frambeur. Gourdan is held in fief by the Baron Arnould de Gourdan (LN male human, Fighter 11), an ambitious and gristled old war veteran. The Baron is fair minded, however, and treats the serfs with a good amount of justice. A number of dwarves also dwell within these lands and work side-by-side with the human miners. Pop. 220 L'Aigle The picturesque country hamlet of L'Aigle lies at the confluence of the Niviele and Meltwater Rivers. Principly a farming community, the serfs of L'Aigle raise an excellent white grape with the majority of the crop being shipped down river to Frambeur as part of the tribute to the Count of Frambeur. L'Aigle is one of the fiefdoms of the Baron de Gourdon. The Baron, however, rarely travels to this fairly uneventful community. Instead he relies on the scrupples of his Bailiff, Squire Galafre de L'Aigle (LN male human, Exp 8). Pop. 190 Mirmande A woodland community of human foresters and woodsfolk, Mirmande is a walled village along the western borders of the Rampant Wood. Mirmande is something of a thorn in the side of the Count of Frambeur as his vassal, the Baron Hardouin de Mirmande (NE male human, Rog 3/Wiz 8) is a ruthlessly ambitious noble with secret desires of rebellion. The Baron does not openly oppose the Count's wishes but he will seek to circumvent such orders to be more to his benefit than perhaps the law might allow. It is thought that the Baron has contacts with the orcs of the Rampant Wood. Pop. 315 |
| elderdrake02-21-08, 03:50 PM | Rivengate Serving as the main "entry" into the County of Frambeur, the fortress of Rivengate monitors the open stretch of land between the nearby swamps and the Canopy Wood. Most traffic however does tend to arrive up the Niviele River. Rivengate is garrisoned by roughly one hundred warriors under the Count's payroll. The entire complex is controlled by Commander Renouart Bouclier (LN male human, Ftr 9), a no-nonsense military officer who runs a tight "ship." A small community has grown up around the fortress composed of a small number of free peasants who run a successful Inn and a number of other establishments for the large number of travelers and merchants that pass through the area. Pop 150 Wandlewyth A seemingly humble hamlet along the southern banks of the Wandle River, Wandlewyth is primarily a human community controlled by Squire Gralam Tanglevine (N male human, Rog 7). By all outward appearances, the hamlet is a quaint farming and fishing community however the folk of these parts harbor a sinister secret... Technically, Wandlewyth falls within the jurisdiction of the Baron de Mirmande though it is largely ignored due to the Baron's current propensity to rebellion. Pop 80 Woodwych A pleasant enough village of woodsfolk and foresters under the jurisdiction of Baron Durand Barkspur (N male human, Rgr 8). The Baron is a vassal of the Count but tends to have a free hand when it comes to the governace of "his" fief. The Baron is genuinely concerned about the welfare of the peasants on this lands but is a hardened realist when it comes to politics. Woodwych is a land often plagued by hauntings and dark spirits. This is perhaps due to its close proximity to the ruins of the Chateau de Clairveux, a site known to have once served as a haven of evil. Few folk venture out after dark and most peasants are extremely suspicious of any strangers to these parts. Pop. 340 Hyraut Castle Guarding the border passes between the Kingdom of Seralia and the neighboring Kingdom of Calciare, Hyraut Keep falls within the fief of the Baron de Gourdon. The Keep itself is nestled among the southern foothills of the Sentinel Hills and most of their garrison consists of hearty mountaineers as well as heavy foot and heavy cavalry. The soldiers of the Keep are well armed and well armored for they patrol the often dangerous hills to the north as well as the open lands to the south. Bandits are always a concern as are maurading humanoids and even an occasional giant. The garrison is lead by Commander Justin Silverfyre (LN male human, Ftr 14). Pop. 240 |
| elderdrake02-22-08, 03:17 PM | Famous Folks Danoise, Archdruid of the Canopy Wood The powerful high priestess of the nature goddess, Danoise is a formidable force within the woodlands to the west of Frambeur. The Archdruid leads a circle of druids around the Oak of Eternities, an ancient living monolith of natural wonder. She is a cautious druid and slow to act though she has on occasion allied with the elves of Noinin Bearaigh as well as the rangers of Woodwych. Othan, Magus of the Marsh A wily wizard and chief mage of the Rivengate garrison. Othan is a specialist in swamp and marsh ecology and has long been drawn to the unusual flora and fauna of that region. Although somewhat "weasel-like" in appearance, Othan is a potent wizard and serves the Commander of the Keep with distinction. The Magus of the Marsh is known to own a pipes of the sewers. Grunaak of the Deathgorgers Violent and ruthless as most of his race, Grunaak is the Orc-Chief of the Deathgorger Clan of the Rampant Woods. His warriors are said to dwell in a shallow burrow system deep in the woodlands to the East of Frambeur. Folk are strongly advised to keep clear of these orcs as they are just as likely to capture trespassers to be used as slaves, unholy sacrifice or even tortured to death for the Chieftain's amusement. Sceloporix, Lizard Lord The greatest of the war-lords of the lizardfolk tribes of the swamps to the south of Frambeur, Sceloporix is a cunning and skillful warrior though not known to be overly aggressive. The Lord of the Lizardfolk and his tribe tend to keep to themselves only rarely venturing from their hunting grounds. He is unpredictable at best, however, and best to be avoided. Noblete, Queen of Noinin Bearaigh An enigmatic warrior-maiden of the elven dwelling of Noinin Bearaigh, Noblete is a beautiful and graceful elven noble who has lead the Light Elves of the Canopy Wood for centuries. Though the elves rarely interact with the human lands, Noblete is not believed to be wicked in any way. Though she is likewise distrustful of strangers to her woods and does not suffer those who arrive uninvited. The Noinin Bearaigh elf dwelling is a place of ancient tranquility and wondrous elf melodies. |
| elderdrake02-23-08, 10:36 PM | Danois le Vert Archdruid of the Canopy Wood Druid 12 N Medium Humanoid (human) Init: +0 Senses: Listen +11 Spot +10 Languages: Seralian, Common, Druidic AC: 15 (+2 armor, +3 deflection) touch 13, flat-footed 15 HD: 12d8+24 (87 hp) Immune: poison Resist: +4 against fey magic Fort: +10 Ref: +4 Will: +14 Speed: 30 ft (6 squares) Melee: +10/+5 quarterstaff* (1d6/1d6+1, 19-20/x2) Ranged: +9/+4 dart (1d4, x2) BA: +9 Grp: +9 Combat Gear: potion of remove disease, scroll of dispel magic, potion of tree *= Danois uses spell staff to store a faerie fire in her quarterstaff Druid Spells Prepared (CL 12, 1d20+12 to overcome spell resistance) 6th: antilife shell, liveoak, transport via plants 5th: commune with nature, cure critical wounds, death ward, silent ice storm 4th: cure serious wounds, dispel magic, silent call lightning, spike stones 3rd: greater magic fang, neutralize poison, protection from energy, quench, speak with plants 2nd: barkskin, bull's strength, cat's grace, fog cloud, lesser restoration, summon nature's ally II 1st: calm animals, cure light wounds (x2), entangle, longstrider, produce flame, speak with animals 0: create water, detect magic, detect poison, flare, guidance, light Abilities: Str 11 Dex 10 COn 15 Int 13 Wis 18 (23*) Cha 14 SQ: animal companion, nature sense, wild empathy (+14), woodland stride, trackless step, resist nature's lure, venom immunity, spontaneous casting, wild shape (4/day; T, S, M or L plants or animals) Skills: Concentration +10, Craft (weaving) +4, Diplomacy +7, Handle Animal +17, Heal +12, Knowledge (geography) +7, Knowledge (nature) +18, Listen +11, Profession (beekeeper) +11, Ride +6, Spellcraft +7, Spot +10, Survival +14 Feats: Brew Potion, Combat Reflexes, Improved Critical (quarterstaff), Natural Spell, Scribe Scroll, Silent Spell * Danois' Wisdom score is enhanced through her magical periapt Possessions: Combat Gear plus +1 quarterstaff, +3 ring of protection, ring of freedom of movement, +4 periapt of wisdom, leather armor, (8) darts, sprig of mistletoe The great Archdruidess Danois le Vert is the keeper of the sacred woodland shrine known as the Oak of Eternities, located within the Canopy Wood in the County of Frambeur. The nature priestess is a humble servant of her goddess Ranu and has gathered a small circle of druids under her banner to fulfill the will and wisdom of their patron deity. Danois is served by two Druids (each 8th-level in ability), four Initiates (4th-level in ability) and eight Novices (1st-level in ability). Danois follows the path of true Neutrality and listens to the wit and wisdom of the world around her at all times. She is normally quite calm and serene at most times, as the Oak of Eternities is known as a place of healing and knowledge. However, like nature itself, Danois le Vert can become as ferocious as a bear or as tempestuous as a winter storm if such action is indeed called for. The Archdruid is patient though and tends toward the side of caution before taking any rash moves. She relies greatly on the counsel of her two druids whenever possible. Danois le Vert is a human woman of indeterminate age as she appears quite youthful. She is plain in appearance but bears a confident manner which is really quite fetching. Danois knows her place in the world and acts accordingly. She is mildly introverted and a good listener. Rarely does she pass judgement realizing that all creatures are simply acting upon their nature. Danois le Vert is 5'9" and weighs 140 pounds. She has brown hair and green eyes and her cheeks are lightly freckled. She is 39 years of age. Combat One of Danois' favorite tactics is to assume the form of a small songbird and hide up in the high branches of the trees observing those who pass through her domain. If such creatures pose a threat to those under her protection, she will attempt to chase them off through the use of one of her silent spells which she can cast even in wild shape. Since both spells will prove difficult to trace back to the caster, it is unlikely that the archdruid's position will be betrayed. If more direct action is required, she will return to human form and confront her enemy but usually not before spontaneously casting a summon nature's ally spell if reinforcements are needed. She may even cast liveoak if the threat proves particularly dangerous. Weaker enemies will likely be overcome by an entangle or spike stones but she will "mark" such beings with a faerie fire stored within her staff to ensure that they leave in peace. |
| elderdrake02-25-08, 01:13 PM | The Oak of Eternities This ancient site of power lies deep within the Canopy Wood in the County of Frambeur. The Oak of Eternities is a great natural oak tree that has existed at this spot for untold ages though shows few outward signs of its actual age. The oak itself is almost eighty feet in height with a trunk diameter of just over twenty-five feet at the ground level. The oak tree follows the natural course of nature throughout the seasons as it looses its leaves in the autumn which return the following spring. The druids of this shrine claim that the oak also possesses some form of sentience. Quite possibly it is inhabited by a semi-dormant wood elemental spirit. The wood spirit no longer possesses the ability to move but can commune with the druids under certain conditions (such as during periods of the growing season, during a blue moon, etc). Numerous living creatures rely on the Oak of Eternities for shelter. Not only does a circle of druids dwell under the protection of the Oak, but birds and beasts likewise dwell within its branches or under its roots including a formidable brown bear (named Shona) who serves as the companion to the Archdruid of the shrine. The Oak of Eternities and its Shrine are sacred to the goddess Runa and her followers. The grounds surrounding the area up to one hundred foot radius surrounding the Oak is under a permanent consecrate spell whose effect can not be dispelled. A wooden manse at the base of the tree, which includes a number of connected side rooms built up in the branches, serves as the living quarters for the druids. The manse is not fortified but the heavy front door is enchanted with ironwood and can be firmly bolted from the inside if needed. As the druids are mainly pure neutral, few seek to disturb the peace of the shrine. The Oak of Eternities serves as a place of healing and learning. Vast libraries full of all manner of tomes and scrolls fill its shelves concerning many aspects of the natural world, agriculture, trends in weather and climate, birthing cycles as well as animal husbandry. Anyone is allowed to enter the libraries and view its many books but none are allowed to remove these treasures from the shrine without the direct approval of the Archdruid. The entire Oak, the out buildings and the shrine are immune to all fire-based attacks, magical or otherwise. The Shrine of the Oak of Eternities is guarded by Archdruid Danois le Vert, her two assistant Druids (8th level), four Initiates (4th level) and eight Novices (1st level). The druids protect all of the Canopy Wood and are in contact with the elves of Noinin as well as the Rangers of Woodwych. |
| elderdrake02-26-08, 12:49 PM | The Village of Frambeur Initially formed as a simple trade post along the tranquil Niviele River Valley, Frambeur grew steadily in size as more tradesmen and merchants settled here to develop their trade. Located along both banks of the Niviele, Frambeur is central hub along a numberof important trade routes, particularly from the nearby Kingdom of Calciare. Having received its Charter from Count Ambrose in 1191, Frambeur enjoys some freedoms from the typical feudal obligations though it still remains a profitable venture for the Count's ample treasury. According to the Charter, Frambeur has the right to elect its own government which takes the form of a Syndocracy. The head of the Government is a Mayor who serves a five year term. The Mayor of Frambeur acts as Chief Executive and heads the Mercantile Synod, the main legislative and governing body of the community. The Mercantile Synod is composed of powerful merchants and heads of various significant Guilds within the community. Deeply corrupt and self-serving, the Synod maintains the status quo within Frambeur at it seeks to pursue its own agenda and line its pockets with coin. As long as the Count continues to receive steady tribute, little interference seems to arise from the noble court which cares little for local politics. Frambeur is subdivided into four unequal Quarters for purposes of jurisdiction as well as segragation. The smallest Quarter is the Garden Quarter, so named because of its well manicured estates, flowery shrubs and open gardens. Only the wealthiest of citizens dwell in this region. Even several of the Count's noble vassals maintain townhomes here. The Merchant Quarter and the Artisans Quarter are the heart and soul of the community. Each is a bustle of activity, sounds, sights and smells. All manner of merchants, tradesfolk and craftsmen maintain their stores and shops in these two quarters. The governmental buildings, several temples and even the Market Square are all located here. Finally, the River Quarter is the effective ghetto of Frambeur. Located along the eastern marshlands of the Niviele River, the River Quarter is a den of iniquity, gambling houses and brothels. Only the poorest of the locals dwell here along with many of the Cottars who work the menial jobs for the local wealthy. |
| elderdrake02-27-08, 12:42 PM | Notable Village Officials Mayor Hecelin of Frambeur N Male Human Rogue 9 Elected leader of the town government Crespin le Chiffon LN Male Human Exp 5 Guildmaster of Textile Merchants and Weavers Ranking member of the Synod Marcel de la Terre NG Male Human Com 4 Guildmaster of Tenant Farmers Minor Synod member and the only truly good-hearted official Simon le Gros NE Male Human Com 4 Guildmaster of the Porter and Teamsters Union Member of the Synod Lucais l'Argent LN Male Human Exp 6 Guildmaster of Smiths and Metalworkers Member of the Synod Obert N Male Human Com 4 Guildmaster of Woodworkers Memberof the Synod Florant N Male Human Com 3 Guildmaster of Food Merchants & Dealers Memberof the Synod Tybaut la Loi LN Male Human War 6 Sherriff, chief law enforcement officer; appointed by the Mayor and Synod Goubert de Godrik LN Male Human Clr 8 Chief Cleric of the Temple of Wisdom Baru le Tonnerre CN Female Human Clr 6 Chief Cleric of the Temple of Storms Nycaise de Pasteur NG Female Human Druid 5 Chief Druid of the Earth Shrine Pheliset the Spiritcaller N Female Human Wizard 6 Mercenary mage; specialist diviner and fortune teller |
| elderdrake02-27-08, 10:41 PM | http://www.legendsofhyerune.com/Midgard/Frambeur_Village.JPG Key: 1. Wealthy Farmer 2. Garrison 3. Inn 4. Temple of Storms 5. Boat House 6. Earth Shrine 7. Village Hall 8. Astronomer's Tower 9. Temple of Wisdom 10. Guard Tower 11. Inn of the Gilded Grouse 12. Estate of Baron 13. Estate of Baron 14. Merchant's Estate |
| elderdrake03-02-08, 01:39 AM | 1. Wealthy Farmer This impressive walled complex is the home of Marcel de la Terre, his family and their servants. One of the few truly good natured individuals of Frambeur, Marcel can be an important contact with good-aligned PCs if the DM so wishes. Marcel is on the Synod Council which governs this prosperous community and Marcel likewise serves as the Guildmaster for the Tenant Farmers. Most of the freemen trust M. de la Terre and allow him to speak on their behalf as he is a charismatic as well as diplomatic individual. The Maison de la Terre is a fairly simple yet well kept structure. The main building faces the main road coming into town from the community of Mirmande just over a days travel to the southeast. Therefore, a fair number of road traffic passes by here on a daily basis primarily from other peasant farmers, travelling merchants and even woodcutters returning from the forest nearby. The main building is a two-story structure made of stone and plaster with a thatch roof. Flower boxes hang from the front windows during the growing season and a well-tended house garden lies just to the south of the building. This structure serves as the home to Marcel, his wife and their four children. Madame de la Terre's sister visits from time to time from Fountaingate and stays in the guest room on the upper floor. The house is simply furnished but most of the furnishings are well-made offering a comfortable existance for the family. The first floor contains a sitting area with a large fireplace, a kitchen with a hearth and a small store room. The upper floor contains four bedrooms. The largest room belongs to Marcel and his wife. One of the two smaller rooms is for the two older boys while the other room belongs to the younger girls. The last room remains empty and is used for visiting guests. The area behind the house is walled with a stone barrier around six feet high. The wall forms part of the rear courtyard which contains a servant's quarters for the farmhands and the scullery maid, a stable for some of the animals, a chicken coop, an outhouse and a storage shed. The family is well-off and own a number of animals including two horses, a couple of cows, a mule, two dogs, forty chickens, three geese and about a half dozen pigs. The pigs stay in the wooden pen just outside the southern gate near the kitchen garden. On the other side of the pig pen is a bee hive where Madame de la Terre raises the insects for fresh honey. Marcel and Adeitte have a wooden lock box which they keep under their bed. Each of them carries a key. Inside are (4) 10 gp gems, 3d10 cp, 3d10 sp and 2d20 gp. Marcel is a freeman of the village and owns the buildings on his property but pays rent for the land to the Count in the amount of 4 sp as well as his two best chickens per month. Inhabitants of the Maison Marcel de la Terre NG Com 4; Init: +2 ; Senses: Listen +4, Spot +5; Languages: Seralian, Common; AC 15 (+2 Dex, +3 armor), touch 12, flat 13; HD 4d4+4; hp 20; SV Fort +2, Ref +3, Will +2; Speed: 30 ft (6 sq); Melee +4 sickle (1d6+2, x2); BA +2; Grp +4; Str 15, Dex 14, Con 13, Int 12, Wis 15, Cha 16; Skills: Diplomacy +5, Handle Animal +8, Knowledge (nature) +3, Listen +4, Profession (farmer) +9, Ride +5, Sense Motive +6, Spot +5; Feats: Armor Proficiency (light), Negotiator, Toughness; Possessions: sickle, studded leather armor. Madame Adeitte de la Terre NG Com 3; Init +1; Senses: Listen +5, Spot +5; Languages: Seralian; AC 11, touch 11, flat 10; HD 3d4, hp 10; SV Fort +1, Ref +2, Will +3; Speed 30 ft (6 sq); Melee +0 dagger (1d4-1, 19-20/x2); BA +1, Grp +0; Str 9, Dex 12, Con 10, Int 11, Wis 14, Cha 13; Skills: Bluff +3, Craft (weaving) +3, Handle Animal +4, Intimidate +3, Knowledge (local) +3, Listen +5, Profession (cook) +5, Profession (farmer) +5, Spot +5; Feats: Iron Will, Persuasive, Skill Focus (knowledge, local): Possessions: dagger, scissors, needle and thread, coin purse containing 2d6 cp, 2d4 sp and 1d4 gp Tiebaut de la Terre, eldest son NG Com 1; Init +0; Senses: Listen +1, Spot +1; Languages: Seralian; AC 10, touch 10, flat 10; HD 1d4+1, hp 5; SV Fort +1, Ref +0, Will -1; Speed 30 ft (6 sq); Melee +1 dagger (1d4+1, 19-20/x2); BA +0, Grp +1; Str 12, Dex 10, Con 13, Int 11, Wis 9, Cha 10; Skills: Handle Animal +3, Listen +1, Profession (farmer) +3, Ride +4, Spot +1; Feats: Animal Affinity, Simple Weapon Proficiency; Possessions: dagger Three Younger Children, all Com 1, non-combatants (2) Farmhands "Girard" and "Hemmet" LN Com 2; Init +1; Senses: Listen +2, Spot +2; Languages: Seralian; AC 11, touch 11, flat 10; HD 2d4+4; hp 11; SV Fort +2, Ref +1, Will +0; Speed 30 ft (6 sq); Melee +2 dagger (1d4+1, 19-20/x2); BA +1; Grp +2; Str 13, Dex 12, Con 14, Int 10, Wis 10, Cha 9; Skills: Craft (woodworking) +5, Handle Animal +4, Profession (farmer) +5; Feats: Alertness, Simple Weapon Proficiency; Possessions: dagger. Each farmhand has been given a spear by M. de la Terre for purposes of defending the homestead. The spears are kept under their beds in their personal quarters along with their personal wealth. Girard has a small bag with 3d4 cp and 1d6 sp. Hemmet has a small wooden lock box containing 3d4 cp, 1d4 sp and a 1 gp gemstone (which he found along the roadside one day returning from the fields). No one else knows of this little hidden "treasure" and Hemmet dreams often of how best he should spend it. (1) Scullery Maid "Margot" N Com 2; Init +1; Senses: Listen +1, Spot +1; Languages: Seralian; AC 11, touch 11, flat 10; HD 2d4+2, hp 9; SV Fort +1, Ref +1, Will -1; Speed 30 ft (6 sq); Melee +0 dagger (1d4-1, 19-20/x2); BA +1, Grp +0; Str 8, Dex 12, Con 13, Int 10, Wis 9, Cha 7; Skills: Craft (weaving) +5, Handle Animal +3, Heal +1, Profession (cook) +4, Survival +1; Possessions: dagger, flint and steel, tinder box, coin purse with 2d4 cp and 1d4 sp NOTE: The farmhands and the scullery maid respect their employers and regard them highly. They will initially stand ground if the home is attacked but will flee if they feel they are in serious danger. The two younger children are taught to run and hide in the event of any danger. The second oldest boy will flee into town to the garrison to summon help. He has the Run feat. |
| elderdrake03-02-08, 09:02 PM | http://www.legendsofhyerune.com/Midgard/wulfstanegweald.gif The Noble Heraldry of the Counts of Frambeur. This banner flies high above the garrison at #2 and is worn by all knights and soldiers who fight in the Count's name. |
| elderdrake03-03-08, 12:58 PM | 2. Military Garrison This large stone structure dominates the landscape offering a commanding view of the surrounding countryside. As the largest community within the County, Count Bernard maintains a military garrison here to provide protection and security for his major land holdings. The garrison is two stories high and formed of four long buildings joined together in a square shape with an open central courtyard and two gates. The wall that run the perimeter of the structure of ten feet high and three feet thick. This not a heavily fortified complex as it serves more as an armory and barracks as opposed to a fortress. The garrison is commanded by Captain Giles (LN male human, Ftr 7) and his support staff. The garrison houses several specialized units including heavy cavalry, archers, spearmen and crossbowmen. In addition to the military presence, the garrison hires a number of civilians to maintain the kitchens and laundry as well as routine maintainence work such as masonry repair. Captain Giles relies on the support of two chaplains recruited from the more militaristic faiths of Godrik and the god of storms. Each of these clerics are of 5th level ability and provide assistance in the form of both healing and routine divinations. Finally, a battlemage is on staff (LN female human, Wiz 8) to augment the forces during times of war or outside threats. The garrison troops regularly patrol the river road that runs the length of the Niviele River from Fountaingate in the South to the village of L'Aigle in the North. The east and westerly trade roads are likewise patrolled. Each patrol unit includes 1d4+1 heavy cavalry armed with lance and sword, six longbowmen or crossbowmen, and a full unit of men-at-arms armed with spears and swords. The patrols are lead by one of the cavalry officers or a Sergeant-at-Arms (Ftr 3). There is a 10% chance that one of the novice clerics will be sent along with the patrol (Clr 1). The garrison supports its own armory and smithing operation. Weapons and armor are routinely repaired and kept in prime fighting condition. All of the soldiers of the garrison wear the Count's heraldry colors of black and yellow along with the heraldry device on all shields for those who carry them. Military Personel (1) Captain (Ftr 7) (2) Lieutenants (Ftr 5) (4) Sergeants (Ftr 3) (20) Heavy Cavalry (Ftr 4) (20) Longbowmen (War 1) (10) Spearmen (War 2) (10) Crossbowmen (Ftr 2) (2) Chaplains (Clr 5) (4) Novices (Clr 1) (1) Battlemage (Wiz 8) (4) Scouts (Rog 4) |
| elderdrake03-04-08, 12:54 PM | Captain Giles of the Frambeur Garrison Fighter 7 LN Medium Humanoid (human) Init: +7 Senses: Listen +3, Spot +3 Languages: Seralian, Common AC: 22 (+3 Dex, +5 armor, +2 shield), touch 13, flat-footed 19 HD: 7d10 (46 hp) Fort: +5 Ref: +5 Will: +4 Speed: 20 ft (4 squares) Melee: +12/+7 longsword (1d8+6, 19-20/x2) Ranged: +10/+5 longbow (1d8, x3) BA: +7 Grp: +10 Atk Options: Power Attack, Cleave, Improved Sunder, Point Blank Shot Abilities: Str 17 Dex 16 Con 10 Int 12 Wis 15 Cha 14 Skills: Handle Animal +10, Intimidate +10, Listen +3, Ride +11, Sense Motive +5, Spot +3, Survival +5 Feats: Cleave, Improved Initiative, Improved Sunder, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Possessions: +1 longsword, +2 heavy steel shield, breast plate armor, longbow, quiver with (20) arrows, (1) +2 arrow Giles is the respected Captain of the Town Garrison under the direct command of the Count of Frambeur himself. His main responsibility is to maintain the relative safety of roadways and merchant traffic throughout the county as opposed to upholding law and order within the town of Frambeur itself. The later task is under the jurisdiction of the Sheriff and his deputies. Captain Giles is a stern soldier having seen more than his fair share of battles over the years. The experiences have left him somewhat jaded in regard to the nature of humanity yet he feels the military is by far better off with his presense. The veteran Captain expects similar devotion from all those soldiers under his command and strongly believes in maintaining discipline across the ranks. The Captain is sometimes a difficult man to "read" as he is a man of few words. Instead, he relies on his observations as well as his keen judge of character. Certainly no fool, Giles is a wise warrior with ample life experiences to help him in his decisions. He remains polite and cordial when possible and recognizes the value of all persons within his command. It is for this reason that his soldiers respect him and follow his lead. |
| elderdrake03-05-08, 12:33 PM | Play It With Personality I was a psychology major as an undergrad and always like to incorporate certain aspects of psychology into role playing. With this in mind, I wanted to share some of my guidelines when it comes to role playing NPCs. The biggest challenge for most DMs, I believe, is playing the NPC characters with some "believability" rather than just a static encounter that seems like any other encounter. Part of what makes a memorable experience for the players is throwing in a little "acting" into the mix. As the guide to the game world, the DM is called on time and again to bring life to this creation and this includes the people of that world. Of course, this is by far easier said than done. Alignments are a great base to start from and I actually use this as a stepping stone. It is difficult certainly to cross fantasy alignments with more real world personality standards. Keep in mind that this in no way is a concrete standard. There are ALWAYS variations and even cros-overs. For example, both a Lawful Good NPC and a Lawful Neutral NPC may share certain common personality factors but there are also distinct variances that the DM can draw upon when role playing such characters (or even monsters for that matter). As I stated above, this is simply a basic GUIDELINE. Feel free to adapt it to your needs as you see fit. You may also find that certain descriptive terms I use for one alignment type MAY be just as applicable to another alignment. This is entirely subjective and you are free to do so if you wish. Chaotic Good Neutral Good Lawful Good carefree good-natured orderly individualistic kind-hearted truthful dreamer empathic idealist flighty other-centered honorable liberal protective conservative entertaining sensitive civic minded "Let's have fun" "Can't we get along" "Should you be doing that?" Chaotic Neutral True Neutral Lawful Neutral savage even-tempered matter-of-fact barbaric inward-centered regimented animalistic rational unyielding quick-tempered balanced analytical pleasure-centered detached procedural might makes right equal opportunist rule centered "I'll fight you for it" "I don't care" "Let's be logical" Chaotic Evil Neutral Evil Lawful Evil sadistic selfish cunning wicked distrustful secretive brutal hateful domineering psychopathic deceitful manipulative deceptive pure evil misery loves company demonic egotistical brooding "I'll kill you" "I want it now" "Come on, take it" To be Continued... |