| Post/Author/DateTime | Post |
|---|---|
| #1Rhineglade_Oct 26, 2009 11:42:02 | |
| #2Rhineglade_Oct 26, 2009 12:04:19 | Dark Covenant Campaign Solaria. An ancient and alien world similar in some respects to our Earth but also vastly different. The world is wrought with dangers and powerful magic. For untold ages, Solaria was guarded by mighty entities known as the "Immortals." Worshipped by the vastly more primitive inhabitants of Solaria as deities, the Immortals were in truth a race of beings from a distant time and space called the Askari. These Immortals possessed such potent powers and are indeed an undying species as long as they have mortal worshipers that in many respects they are god-like. The Askari are creatures of pure thought and energy and therefore do not exist in the Material Realm. After ordering Solaria, the Immortals upheld a mutual covenant of indirect interference. If the Askari were to appear on the Material World in physical form, with all their might and awe, the world would likely be shattered. And so in order to maintain this source of divine energy, the Covenant of the Askari lasted for over 4000 years. But alas, nothing but the gods lasts forever. It came to pass that one of the immortals betrayed this covenant. |
| #3Rhineglade_Oct 27, 2009 12:29:35 | It was the dark deity Molghur, the god of death, who coalesced his divine spark to appear on Solaria in avatar form. In this form, he observed the primitives in order to find a worthy vessel in which to deposit his seed. A daughter of a royal house was chosen and through her womb the inheriter of evil was born. Naming the child "Malikar," meaning "He Who Arises from Death," the princess and her newborn were quietly removed from the royal enclosure and secreted away in order to protect this godling from immediate harm. Malikar was fostered by a cult of death adapts who educated the demigod in his future role. Upon reaching his 18th birthday, Malikar's semi-divine powers began to manifest turning him into a serious threat to all Free Peoples of Solaria. Continuing with the guidance of the death adepts, Malikar's first task was to gather a select team of powerful mortal disciples not only to spread his unholy influence but to shield the demigod from external threats. As his powers grew and more followers were drawn to his banner, Malikar began to make a name for himself through deeds and omens. When the royal family line eventually grew extinct, Malikar rose to power through his matrilineal family ties. The demigod of strife and malice commands the most powerful nation on the continent which in turn is surrounded by layers of allied states to further insultate his power base. |
| #4Rhineglade_Oct 30, 2009 12:00:57 | The Askari The Askari are an alien race of powerful, incorporeal beings composed of pure thought and energy. They are said to have originated on a distant world in another time and space. Though it took thousands of years for this race to evolve into their present-day advanced form, the Askari were said to have been engaged in an endless war on their homeworld. As their powers grew, this apocalyptic conflict would eventually tear their homeworld asunder. With the little remaining power they had, the surviving Askari transferred their essences to the distant world of Solaria (the game world of Dark Covenant) as it shared many similar traits. Surprisingly, those Askari did not perish. Rather they discovered the native mortal creatures of Solaria recognized the Askari as gods. This mortal worship seemed to transfer mystical energy to the Askari who found this adoration invigorating. The divine essence bestowed upon the Askari renewed them and restored them to their full potency. As the individual Askari spent more time connected to Solaria, their essences became futher attuned to certain portfolios of creation. They proudly accepted their new roles as Immortal gods. Though these incorporeal beings were strongly connected to the Outer Planes, they could still affect the Material Plane through their emissaries or through the assumption of a physical form known as an "avatar" though the later remains quite rare. For a being of natural energy to take on a physical body runs certain risks not the least of which is a descrease in power and the risk of becoming permanently tied to this form. The Askari themselves realized that taking on a physical body could likewise result in the repeat of past history and the potential threat or destruction of their new found home. And thus all Askari agreed to a mutual pact of non-direct interference within the mortal realm. |
| #5Rhineglade_Nov 03, 2009 11:52:26 | Immortals of Solaria Solovar- god of the sun, prophecy, light, music and civilization Meru- goddess of forests, woodlands, domesticated nature and agriculture Berathor- god of earth, mining, crafts Uino- god of the seas, oceans, water, voyages Tormac- god of war, violence, murder and assassins Brannoc- god of commerce, trade, messengers and thieves Molghur- god of death, the undead Demoriel- goddess of night, evil and bats Kronum- god of law, justice, arbiters Ouranos- god of wilderness, untamed nature, beasts, hunting Belphagor- god of plague, epidemics, sickness Eileania- goddess of wisdom, protection, courage Iorwith- god of artifice, science, logic, reasoning Scatha- goddess of chaos, entropy, reptiles |
| #6Rhineglade_Nov 05, 2009 17:26:49 | Player Character Races Human- one of the more common races of Solaria, the humans have long dominated most of the world due to their innate ability to adapt to a variety of environments and obstacles. Humanity is found throughout most of the continent with a concentration around the coastal regions. Elf- elusive and mysterious, the elves of Solaria are nature spirits taken physical form; the elves are found in many temperate woodlands and are considered mildly xenophobic (ie. fearful of strangers) Half-Elf- with the elven tendency of seclusion, half-elves are rare indeed within the world but certainly not unheard of; many half-elf births naturally occur in frontier regions where the elven woods border the human dominated lands allowing the two races to interbreed Dwarf- dwarves of Solaria are earth spirits in physical form but, unlike the elves, tend to more extroverted personalities. Skilled miners and craftsmen, dwarves are naturally greedy and avaricious. They are the ultimate capitalists and many become successful merchants. Dragonborn- another rare race of Solaria, the dragonborn are the last survivors of a once-mighty empire. Once commanding a powerful naval empire in the southeast, the dragonborn were scattered like the wind when their island nation was submerged by a series of typhoons. The survivors seek out a living as pirates and explorers. Halfling- a race of gypsy-like nomads, the halflings of Solaria wander the riverways and vast plains of Solaria living in close-knit clan communities. Often seen as sneeky and distrustful, halflings make their homes wherever they can but only until they wear out their welcome and move on. Half-Orc- a former slave race, orcs and half-orcs were the servants of the demons and tieflings of the former Age before gaining emancipation. Though orcs remain violent and warlike, half-orcs are more capable of adapting to more civilized environments due to their partial human parentage. Now most half-orcs seek out their own destiny often assuming a life of an adventurer. Tiefling- heirs to the demonic servitors of god Molghur, the tieflings hold a special position in Solarian history. They are somewhat common throughout the Aeronna Empire of Malikar, the more powerful actually in the service to the Emperor himself. Their tendency toward selfishness though often drives them to more self-serving operations. Sidhe (eladrin)- the "faerie folk" of Solaria, the Sidhe (pro. "Shee") are a mysterious and very enigmatic race of humanoids who dwell in more remote locations throughout the continent. Their origin is unknown outside of the race but many believe the Sidhe to be spirits of fallen angels condemned to live within the mortal realm. Ratfolk- deceptive and distrustful in the extreme, the ratfolk are a scavanger race of rat-like humanoids. Natural cowards, many ratfolk travel in groups in order to overwhelm their enemies, of which there are many. Ratfolk dwell in shallow warrens or in heavily populated urban areas. |
| #7Rhineglade_Nov 06, 2009 12:24:04 | Player Character Classes Warrior Types Fighter- the all-around master of arms. Fighters are the group Defenders capable of engaging in direct combat with an enemy wielding powerful weapons and sturdy armor Ranger- a more subtle wilderness warrior, rangers serve as Strikers. Rangers can be specialists in two-weapon fighting cutting down an enemy or in archery striking an enemy from a distance. Their skills likewise allow them to move quickly about the battlefield. Barbarian- a not-so-subtle warrior, barbarians can be nearly unstoppable juggernauts on the battlefield overcoming an enemy with shear strength of arms. Barbarians serve as Strikers while often entering a savage rampage of pure fury. Warlord- inspiration battle leaders, the warlord is also a martial expert but has skills more focused on enhancing one's allies while serving a more Leadership role in the party. Priestly Types Cleric- emissaries of the Immortal Askari, clerics often serve as direct intermediaries of their deities. Using divine powers, clerics can use their powers to not only protect and heal but also strike down and smite an enemy infidel. Clerics take on a Leader role in the party. Druid- the voice of the wilderness, druids are masters of the natural realm. Not only blessed with divine powers of healing and the ability to command the natural world, druids likewise have the power to actually transform into great beasts while unleasing their fighting fury. Druids serve as the party Controller. Shaman- channelers of the spirit realm, shamans are divine spellcasters with the ability to communicate and command the spirits of the natural world. Serving as party Leader, shamans can call forth the might of animal spirits, elemental spiritis or even supernatural spirits of healing and death. Paladins- a powerful though uncommon class, the paladin is a divinely inspired protecter and crusader only in the service of one of the Immortals. Paladins can take on any number of roles within society from temple guards to guardians of pilgrim caravans to enforcers of some divine will. The Paladin serves as a party Defender protecting the weak and innocent. |
| #8Rhineglade_Nov 08, 2009 12:43:48 | More Player Character Classes Magical Types Wizard- the archetypical fantasy class, the Wizard serves as the party Controller using his mighty arcane powers to manipulate the battle field. Wizards have a wide range of powers and abilities which can further be augmented using an arcane implement such as a wand, staff or orb. Sorcerer- thought to be descendents of the dragons, sorcerers are arcane elementalists. Many of their powers and abilities focus on the pure elements of fire, acid and lightning. They can also focus on the wild surges of chaos magic. Sorcerers serve as a party striker hitting hard with their offensive magic. Warlock- arcane channelers of primeval powers, warlocks are potent spellcasters with the ability to wield spells bestowed from some supernatural pact between the warlock and their patron. Warlocks possess the power to curse their enemies. They serve as a party striker. Thieves and Scoundrels Rogue- cunning and elusive adversaries, rogues are skilled at moving quietly and quickly across the battlefield while delivering wicked wounds to their enemies. A rogue serves as the party striker with their ability to induce not only great damage but also manipulative effects. Bard- it has long been thought by Solarian scholars that there exists a close tie between magic and music. Bards possess the ability to tap into the ancient magic of the arts to inspire and lead their allies while simultaneously disabling their opponents. Bards serve as a party leader. Artificer- students of a lost age, artificers are studious agents of technology turning lost science into deadly sorcery. They serve as party leaders using their innate ability to see hidden patterns in surrounding fields of energy and matter. |
| #9Rhineglade_Nov 09, 2009 11:59:40 | Glossography Aerona, Empire of: the main protagonist within the Dark Covenant Campaign. Aerona is a autocratic land governed by the tyrannical demigod Malikar. It is a land ruled by deep seeded fear and oppression. Belegond, Kingdom of: the northernmost dwarven kingdom of Solaria, Belegond is one of the principle mining regions of the continent unearthing both generous quantities of iron ore as well as a numberof precious metals. Belegond likewise maintains a number of outposts and mountain passes maintaining continual trade routes to the lands of Northwest Solaria. Brychan, Kingdom of: a powerful mercantile realm along the Springwater Lake. The kingdom shares close ties with the Faith of Brannoc, the deity of commerce. Despite its secular government, the High Priest of the church is the true power behind the throne where bribery, graft and blackmail are as common as the daily prayer. Brythonia, Caliphate of: an enlightened realm of strict laws and an ancient legal code. Brythonia has long entertained imperalist goals and control a number of island fiefs. Celynnen, See of: an independent religious See dedicated to the war goddess Eileania. The folk of Celynnen are simple but courageous humans known for their stalwart ideology as well as the security of their border forts. Celynnen's main external threat has always been the northwestern lands of Golgathar. |
| #10Rhineglade_Nov 10, 2009 12:03:50 | Coronar, Kingdom of- a coastal naval power, the kingdom operates a sizable fleet of battleships patrolling the waters of the southern seas. A constant thorn in the side of the profitable piratical trade, the Coronar Royal Navy has its work cut out for them and often find themselves stretched thin Defiant Lands- a rough and semi-arable stretch of coastland nestled between the sea and heavy woodlands, the region known as the "Defiant Lands" owe no fealty to anyone. Rather the region is dominated by a handful of minor city-states each operating more or less independently of the others. Some trade does exist between the more "civilized" cities (and the term "civilized" is used loosely) but this is often disrupted by the almost constant border skirmishes and nightly raids. The Defiant Lands have become a haven only for the true skum of Solaria and is a hive of villiany. Draugmore, Duchy of- the northernmost fief territory of Aerona, Draugmore is mostly a ravaged land. Once a minor land of simple nomads and some peasant farmers, the lands have long been overrun by giants, ogres and trolls. Some patchwork pockets of humanity still thrive throughout the state but travel is at your own risk.
|
| #11Rhineglade_Nov 11, 2009 12:20:49 | Durnin, Principality of- a frontier march territory of Hrathgar Empire, Durnin is likely the last true bastion of security for the Empire. Nestled between southern ridge of the Dreadnaught Mountains and the vast Stormcrest Lake, Durnin was established centuries ago with consent of the Electors to sure primarily as a buffer state. Today, the Durnin Prince holds much influence within the Imperial Diet and traditionally holds the title of Elector. Galidor, Duchy of- a southerly military strongarm, Galidor is a semi-autonomous fief of the Kingdom of Valoria. However, whereas chivalry is the flower of the Valorian Court, in Galidor it is more of a weed. With its closer proximity to the Aerona States, the knights of Galidor have long been touched by the horrors of war which seem to have clouded them with a deeper sense of pragmatic realism. Golgathar- one of the more prominent war realms, Golgathar is a powerful, albiet unholy, ally of Aerona. Dominated by the Church of Tormac, the war priests often operate more or less independently and control the affairs within their realm free from Imperial influence. In effect a Theocratic Oligarchy, the central government is controlled by no less than 13 High Priests of Tormac. Gwytheria, Kingdom of- the more westerly elven realm, Gwytheria occupies a lush peninsula extending into the Shimmering Sea and bound by water on three sides. The Gwytherian elves are in effect "technophobes" with little love for civilization. The elven court is known for its isolationist policies with most of the elven dominated society following more artistic pursuits. Hrathgar, Empire of- the last great human land of the East, Hrathgar is a electoral realm. The Emperor is chosen by a council of noble Electors from the secular princes to serve for life. In truth, the Empire is a vast patchwork of lliterally hundreds of principalities, baronies, duchies, counties and kingdoms. |
| #12Rhineglade_Nov 12, 2009 12:12:07 | Jhorgund- occupying the tropical peninsula that stretches from the SE corner of the continent bordering on the Weatherwind Bay, Jhorgund is a savage land of tribal warriors. In these lands, survival of the fittest is a constant fact of life. The heartland is covered with thick jungle, some regions nearly impassable, and is home to a variety of dangerous creatures. A few Beast Cults are known to operate with a number of the superstitious locals. Merthyria, Kingdom of- a mild and temperate kingdom bordered along the west by the tranquil Azure Sea. Although a monarchy, in truth the king holds little power outside his direct Royal Holdings. The remainder of the kingdom is under the control of various powerful nobles who have continually grown in power throughout the history of the realm. The Royal House has been known for its honor and duty but their accomplishments are often overshadowed by the highly corrupt nobility. Midewin, Duchy of- a southern fief territory of the Empire of Aerona, Midewin is little more than a puppet state of the Emperor. Most of the citizenry of Midewin are loyal to their Duke and therefore the Empire as a whole but a small, yet influential, pocket of the populace appears to be growing weary of the economic noose the Empire holds over their lands. Norngard, Kingdom of- a northern kingdom of barbarians following a simple tribal existance. Most of Norngard has little interest in the outside world and tend to keep to themselves for the most part. The Royal Court follows a simple isolationist policy thought some trading does occur across the southern border with Merthyria. Most of the peasants dwells along the southern regions of the kingdom. The northern lands, dominated by coniferous woodlands, are plagued by wolves and even giants. Pryderia, Principality of- a tenuous fief of Aerona, Pryderia can almost be considered a "rogue" state as its government is controlled by powerful Sidhe forming the Unseelie Court. The land itself is a ancient realm long dominated by a free-spirited and independent minded people. Their natural chaotic nature makes them difficult to control even in the best of times. Rhuthune, Principality of- a minor fief of Aerona, the princes of Rhuthune have always seemed to be troubled with the worst examples of humanity. Weak minded, ineffectuals, the princes still do not lack for ambition and seek to increase their influence within the Imperial Court. |
| #13Rhineglade_Nov 13, 2009 12:05:38 | Selenir, County of- an isolated fief of Aerona which in truth enjoys autonomous governance. Selenir is occupies a heavily forested valley along the Whitehorn Mountain and is sheltered by hills and marsh. The Imperial Troops leave the County alone since any conflict would undoubtedly be more trouble than it's worth. The militia and small standing army of Selenir are composed of a brazen and hearty stock of battle-seasoned warriors thus adding to the County's relative security. Although the Count is the official Head of State, a council of druids, rangers and nature spirits hold the real power. Seralia, Sultanate of- one of the southernmost nations of the Solarian Continent, Seralia is a desert land with a dry and harsh central climate but a temperate and comfortable coastline. Most of the population live in powerful city-states never far from the shore with few daring to venture inland. In fact, Seralian lore is full of stories of elemental spirits, genies and ghosts that haunt the central desert plateau. Tritheria, Kingdom of- a prominent kingdom in the southwestern regions bordered by the Griffonwind Mountains to the East, forestland to the South and the Triton Bay to the West. The Kingdom has long been diplomatically neutral and enjoys not only a comfortable year-round climate but a fair abundance of natural resources. Tritherian merchants remain one of the more prominate trading partners with the Gwytherian elves to the west. Utgard- a forsaken and frozen land of windswept hills and cold marshes, Utgard is home to majority of the frost giants of Solaria. Though violent and aggressive, a small minority of intelligent giants have established self-supporting communities along the foothills of the Snowborne Mountains. Few humans are ever seen in these regions as most are considered a delicacy by the native giants. |
| #14Rhineglade_Nov 17, 2009 8:07:46 | Valkyria, Kingdom of- a somewhat hostile realm of the north and home to numerous tribes of barbaric humans. Valkyrian society is roughly divided by two strata- one in the north and one in the south. The Northern Valkyrians tend to be less educated, far more aggressive and piratical in nature. Many of them make a living preying on one another and the numerous villages that dot the coastline of the Ocean of Hibernia. The Southern Valkyrians tend to be a bit more civilized following a more agrarian pattern. Yet even the Southern Valkyrians can be ruthless if crossed. Valoria, Kingdom of- viewed by some as the "Flower of Chivalry," Valoria is a shining star of justice and right within the Central Southern plains of Solaria. One of the main deterants to any further southerly expansion by the Aeronan Emperor in the North, Valoria has long been a militaristic society. Few members of society are more highly praised than that of the Knight and the social structure of Valoria follows a caste system with the military at the highest end. Years of promoting the cause of justice has had the effect of tainting the Valorian mind-set with egotism and self-righteousness being not uncommon. Viridia- an island nation with no central government, Viridia is home to a society of pirates who ply the Southwestern and Southern waters of Solaria for plunder and adventure. Few inhabitants of Viridia are natives to the island as the region tends to attract many of the "undesirables" of the more civilized continental realms in the north. Viridian pirates are also known to kidnap villagers from the continental coast to serve on ships. Some of the wealthiest pirate-lords command small urban areas scattered across the island while maintain private armies of brigands. Volkhov Khanate- the eastern most realm of Solaria, Volkhov is a nomadic land of barbarians known for their expertise with horsemanship. The ruling Khan unites the various tribes of the land while maintaining an extensive spy network to keep his authority. Volkhov likewise maintains a series of relay stations scattered throughout the plains which form the "Zam Network." The roads of the Zam are used by military messengers to carry information and intelligence quickly and efficiently across the vast territory. |
| #15Rhineglade_Nov 18, 2009 16:25:59 | AERONA |
| #16Rhineglade_Nov 20, 2009 12:05:36 | BELEGOND Official Name: Venerated Kingdom of Belegond Ruler: His Royal Majesty, King Grungnir Silverbeard, Lord of the High Forge (Good male dwarf, Lvl 17 Fighter) Government: Independent monarchy with hereditary rulership; crown passes to eldest male along patrilineal line; only dwarves may succeed to the thone; the king is advised by the Council of Thanes composed of ranking members of the nobility Capital: Draupnir (pop. 45,000) Major Towns: Population: 220.000 Major Races: Dwarf, human, gnome, halfling, elf, half-elf, tiefling Official Religions: Benethor, Brannoc, Maya, Solovar, Kronum Armed Forces: 11,000 (composed primarily of heavy and medium foot; some heavy cavalry) Major Exports: Iron, gold, silver, copper, granite, some gems Climate: Cold continental with long, very cold winters and short warm summers One of the more northerly realms, Belegond's climate and topography reflect the fact that one third of the country's area lies within the Polar Circle. Belegond is landlocked in the west, cradled within the valleys of the Whitehorn Mountains. The eastern border, however, is all coastline as the land gives way to the Ocean of Hibernia. Roughly one third of the country is hilly, particularly as one moves farther westward. The remainder of the country is lowlying, its ancient granite rocks ground down by the glacial icesheets. The ice remained in this region until a few thousand years ago leaving an undulating landscape dotted by lakes. There are over 30,000 lakes covering at least 1/10 of the nation's area and they are linked by extensive river systems. Most of the lakes are small extending no more than 10 square miles. Belegond's climate is strongly influenced by the continental weather system. Above the Polar Circle, the weather is typically extreme; very cold winds and short summers when the day is long. Farther south, the climate is moderated by the proximity of the sea. The mild summers allow Belegond's agricultural area to extend farther north than in other northern lands. The entire country is covered with snow during the Winter months. Most of the south is heavily forested, chiefly with pine, spruce and other conifers. In the extreme north, the forests give way to swampy tundra rich in lichens and berry-producing plants. The woods are home to bears, wolves and lynx while elk and reindeer are more common in the tundra. Belegond's original inhabitants were a peaceful, nomadic human tribe pushed into the region by the far more aggressive tribes of the south. The humans made a living raising reindeer for both food, clothing and shelter. In time, the humans came under the influence of the dwarves who first moved into this region searching for mineral wealth. The dwarves soon discovered Belegond to be richly abundant in precious metals and iron ore. Dwarven miners, craftsmen and artisans brought a high degree of civilization to the region and the humans looked to their diminuative allies for not only leadership but also for defense from southern raiders. The dwarves greatest delving, located at the base of the Whitehorn Mountains near the border with the Shield Hills, grew wealthy from trade and soon became the established capital city of Draupnir. Roughly 1/5 of the population dwell in this secure mountain citadel-city. The dwarven merchants maintain trade routes with not only Selenir to the south but across the mountain passes with the human lands to the west as well. |
| #17Rhineglade_Dec 01, 2009 12:59:46 | Draupnir, the City of the Dwarves Draupnir, the great underground capital city of the dwarven Kingdom of Belegond, lies within the eastern arm of the Whitehorn Mountains, in a stretch dividing the dwarf realm from Selenir in the south. Originally founded as both an ancient mine and holy site, the realm grew to its present size serving as a home to some 45,000 dwarves. The main approach to the city gate is along the Great Dwarf Road. The road is paved and winds through the narrow valleys leading to the only front entrance of the citadel. At a distance of 700 yards from the main gate, the road is flanked by life-size stone carvings. The carvings are simplistic and stylized representations of dwarf warriors each wearing armor and helmet and brandishing a hand weapon of some sort. At this point, the Great Dwarf Road varies from 30 to 50 feet wide with the dwarf carvings placed every 17 feet. As a visitor approaches the base of the Gundergard Mountain, the impressive site of the Great Gate comes into view. A wide stone stair leads up to a stone rim that serves as the "porch" into the city. The Great Gate itself is flanked by two carved stone figures of armored dwarf warriors similar to the ones along the road save for their enormous size. Each of these gate carvings stand 21 feet in height. Standing just before these stone statues are a series of columns supporting an overhang which shelters the entrance from the elements. This overhang forms sort of a protected portico which is guarded at all times by 12 dwarf fighters (Unaligned male dwarf, Ftr level 2-4) which include 1 Sergeant (Unaligned male dwarf, Ftr 4) and a Gate Warden (Unaligned male dwarf, Ftr 6). Each guard is armored with similar scale mail armor and helmet. The lower level guards carry a shield and fight with either hammer or battleaxe. The Sergeant carries a shield and mace. The Gate Warden is armed with axe and longsword. Just beyond the entrance into the underground complex can be seen the light from numerous torches that remain lit at all times providing ample illumination. This entrance way can be closed off by two enormous stone slabs that generally remain somewhat hidden in grooves at each side of the entance. The stone slabs are smooth and plain but enchanted with dwarven magic. With a special command word by one of the dwarf guards, the stone doors with slide closed sealing off the entry passage to the city. A separate command word will re-open them. Visitors will likewise notice just above this portico are a series of four equidistant turrets that rest on four natural ledges jutting from the mountainside. Each turret is made of stone blocks and topped with a conical shaped roof of earthen tiles. Narrow slits cut into each turrent at approximate eye level (eye level for a dwarf that is) run along 180 degrees of each turret offering a wide visual range for the sentries likely posted within. Each turrent is manned at all times by dwarf fighters. One per turret during daylight hours and two per turret from dusk to dawn. Each of these sentries wears only light armor but is armed with signal devices, some form of hand weapon and a crossbow as their principle weapon (Unaligned male dwarf, Ftr level 3). Guards chosen for such sentry duty are hand picked by one of the captains of the garrison for their above average skill in crossbows as well as their keen vision and perception. |
| #18Rhineglade_Dec 02, 2009 15:59:17 | Draupnir (continued) The great royal dwarf capital is more than just a city. It is quite cosmopolitan, to be sure, but in addition it serves as a fortress and mine. Most all forms of precious metals have been unearthed deep beneath the bowels of the Whitehorns and the dwarf-king Grungnir has grown powerful and wealthy as a result. It is believed that the dwarves of Solaria invented the science of geometry and much of their architecture follows geometrical shapes and designs, both simple and complex. The city proper is composed of fairly simplistic delvings arranged in symmetrical and asymmetrical grid patterns. Many of the halls and chambers were naturally formed caverns that were then augmented by the ever-industrious dwarf stonemasons and craftsfolk. These angular rooms are connected by a multitude of tunnels carved out of the living rock. The whole complex is continually swept clean and kept comfortable and dry unlike a natural cave system of this size. Deeper, more remote, recesses of the city can sometimes be overrun with mosses and lichens. The dwarves themselves maintain a number of fungi halls when a variety of mushrooms are grown for consumption. In addition to the occasional plant growth, animals such as insects, bats, mice, moles, shrews and several variety of amphibians are not completely uncommon though they tend to be found in less populated regions of Draupnir. Most of the dwarven citizens of Draupnir are lawful in nature and live a primarily communal lifestyle. Large, open rooms are the most common form of architecture. Despite the dwarf short stature, rooms, chambers, halls and passageways are often lofty with high ceilings. Individual dwarf lodgings can be a bit more cozy but even they are built off larger communal halls. The dwarves live in family units in lodges carved out of the stone. Each lodge generally consists of a larger common living quarter and a small sleeping alcove or store room connected via a narrow hallway. A personal privy can be found in each lodge which empties through a complex series of chutes leading to several cesspools. Despite the stone facade, the floors and walls of each lodge are warmed with animal skins, furs and woven cloth tapestries. Brightly colored rugs are also prized possessions. The remainder of each lodge will contain simple wood furnishings, mostly handmade and hand carved. Dwarves take great pride in their handiwork. Other than the familial dwarf lodges that are scattered throughout Draupnir, the remaining halls and chambers are customarily reserved for individual purpose. Visitors will be walk though numerous Entry Halls before entering into the largest room within the citadel known as the Grand Hall. The Grand Hall is a constant hive of activity throughout the day and night and is continually lit by torchieres, braziers and fire pits. A multitude of dwarf merchants set up tents and booths from one end of the Grand Hall to the another like a year round Marketplace. All variety of materials can be found here from furnishings to textiles to rare woods and exotic spices. Beyond this Grand Hall, one can find Mustering Halls, Meeting Halls, Mead Halls, Guard Rooms, Treasuries, Storage Rooms, Smithies, Armories, Foundaries, Watch-rooms, Reception Rooms, Ceremonial Chambers, Kitchens, Pantries, Crypts, Cisterns, Barracks, Messes, Lore Halls, Courts and Inns. Merchants, craftsmen, artisans and civil servants are found in the upper levels of the city. The highest level of the city is reserved for the Dwarf-King, his family and loyal retainers. Beneath the city are the natural caves and mines of Draupnir descending hundreds of yards into the world. |
| #19Rhineglade_Dec 09, 2009 15:59:52 | ![]() |
| #20Rhineglade_Dec 17, 2009 12:05:20 | BRYCHAN |
| #21Rhineglade_Dec 30, 2009 11:57:30 | BRYTHONIA Official Name: Caliphate of Brythonia Ruler: His Most Enlightened Majesty, Caliph Timur al-Hallaj, Keeper of the Faithful (Unaligned male human, Lvl 14 Sorcerer) Government: Independent non-hereditary autocracy ruled by a Caliph as head of government; crown does not pass directly to eldest male but rather to hand-chosen heir selected from a member of the nobility; traditionally the reigning Caliph will select an heir based on merit from within his Royal House Capital: Zankara (pop. 110,000) Major Towns: Ordu (35,000, Neisha (pop. 19,600), Rizar (pop. 40,500) Population: 520.000 Major Races: Human, dwarf, gnome, halfling, dragonborn, tiefling Official Religions: Kronum, Solovar, Benethor, Brannoc, Maya Armed Forces: 25,000 (composed primarily of light and medium cavalry augmented by light infantry armed with longbow) Major Exports: Gold, brass, copper, gems Climate: Arid, dry climate with long hot summers and short wet winters Brythonia is an ancient realm located on the wide peninsula Southeast of the Weatherwind Mountains. The land itself is dominated by a central arid desert and steppe environment known for its oppressive heat and variety of scrub. The majority of the population live along the more fertile coastal regions which are fed by short rivers that empty into the Cerulean Sea. These riverways, combined with the use of irregation, dams and aqueducts allow the locals to grow a sustainable crop. Once part of an extensive dragonborn empire of the southeast, the deserts of Brythonia were held in trust as a viceroyalty until the empire collapsed centuries ago. As the dragonborn empire crumbled, human mountain folk, herders and nomads expanded their tribal holdings deeper and deeper into the Jezira Plateau which dominated the central regions of the land. In time, the more numerous tribes established multiple trading communities along the expansive coastline. These trading centers grew into autonomous city-states which in time became united under the banner of the Caliph. |
| #22Rhineglade_Jan 04, 2010 12:05:05 | MERIDIA Official Name: Free-City and Vale of Meridia Ruler: Her Regal Majesty, Eirendel, Queen of Meridia, the Sable Queen, Duchess of Fairford (Unaligned elf female, Wizard 30) Government: Independent autocracy centered around the Free-City; ruling Queen enjoys complete autonomy over all state affairs but is advised by a number of counselor bodies] Capital: Meridia (pop. 88,000) Major Towns: Fairford (pop. 11,000), Woodshire (4,000) Population: 180,000 Major Races: Human, elf, halfling, gnome, dragonborn, dwarf, ratling, half-orc Official Religions: Kronum, Eileania Armed Forces: 9,400 (includes mainly heavy and light infantry augmented by heavy and light cavalry and longbowmen; city also supports minor navy of 2 galleons and 6 cogs) Major Exports: Silver, gold, platinum, some gems, some stone, major trade routes Climate: Continental mild climate with warm, temperate summers and mild winters; moderate precipitation year round with snowfall mainly in the higher elevations at the north of the vale The Free-City of Meridia is considered by many within the world of Solaria to be the "center of civilization." Located in a highly strategic location in a fertile vale between the Kingdom of Merthyria and the Talgarth Swamp, the city controls all traffic along the river that flows east to west between the Brightwater and Weatherwind Lakes. Meridian influence only extends a few miles south of the river but reaches as far north as the Whitehorn Mountains. Within the past century, the Vale of Meridia came under the protection of a powerful and enigmatic figure known as the Sable Queen. This figure was unanimously granted complete autonomy of the region in exchange for her personal defense against the evil forces of Rhuthune and Aerona to the East. Little is know about the Sable Queen's past but she is known as a fair and capable ruler both beautiful and terrible to behold. Under her leadership, the city and the surrounding domain has grown prosperous as well as influential on the world stage. Despite it's close proximity to Aerona, the Emperor seems to largely ignore this rather obivious prize. His reasons are of course his own, but most likely he is biding his time focusing on other goals before sending forth his vast troops to overwhelm these lands. The borders between Meridia and Rhuthune are in a constant state of flux. Show Unknown to all save the Sable Queen herself, all is not as it appears on the surface. The Sable Queen has within her possession a powerful and ancient relic known as the Silver Chalice. This magical device radiates a presense wall along the borders of the Vale shielding the realm from primarily extraplanar influence. With this device, the Emperor and his most powerful servants are unable to enter the realm. |
| #23Rhineglade_Jan 05, 2010 12:11:26 | The Seven Sages The Sable Queen of Meridia is advised by a trusted group of wise men and women known as the Seven Sages. Each sage is an expert in a particular field but all sufficiently knowledgable in a variety of fields. The sages are not a official part of the Royal Court but rather exist outside of court protocol. The Seven Sages are members of the Enlightened or Exalted castes. The Keeper of Tomes, an accomplished wizard, this sage serves as a Royal Librarian overseeing the vast collection of priceless literary works, tomes, books and scrolls. The Keeper of Visions, an arcane practitioneer specializing in powerful divinations. The Keeper of Visions holds a number of magical items capable of peering past the veil of ignorance. The Keeper of Laws, a high ranking cleric within the service of god of law and justice. The Keeper of Laws is the chief legal advisor to Her Majesty. The Keeper of Song, the sage of songs is more than just a musician but rather the keeper of oral traditions, myth and folklore. This sage is a talented bard. The Keeper of Wisdom, the other clerical sage within this advisory body, the Keeper of Wisdom is priestess of Eileania, the goddess of wisdom. She is often the sole voice of reason and discretion where otherwise surface emotions might prevail. The Keeper of the Watch is the lone martial class and is often a ranking paladin, warlord or fighter with the Royal Guard. This sage is a prominent military authority and advises on all matter of defense. The Keeper of Enchantments, always a powerful member of the arcane class, the Keeper of Enchantments is the principle magical adviser as well as curator of the Royal Archives, a collection of magical items and devices. |
| #24Rhineglade_Jan 11, 2010 11:57:03 | Queen Eirendil of Meridia "The Sable Queen" Medium fey humanoid (elf) Level 30 Wizard Group Awareness aura 5; any non-elf ally in aura receives a +1 racial bonus to Perception checks Initiative: +18 Senses: Perception +23, low-light vision HP: 136 Bloodied: 68 Healing Surges: 8 (34 hp) AC 31 Fort 32 Ref 36 Will 39 Resist necrotic 15, poison 15 Speed: 7; also wild step Longsword (standard, at-will) Weapon+19 vs AC; 1d8+1 dmg Magic Missile (standard, at-will) Arcane, Force, ImplementRanged 20; +27 vs Ref; 4d4+12 force dmg; counts as a basic ranged attack :aburst: Scorching Burst (standard, at-will) Arcane, Fire, ImplementArea burst 1 within 10 squares; +27 vs Ref; 2d6+12 fire dmg Legion's Hold (standard, daily) Arcane, Charm, Implement, PsychicClost burst 20; +27 vs Will; 2d10+13 psychic dmg and targets are stunned (save ends); Miss: half dmg and targets are dazed (save ends) Confusion (standard, encounter) Arcane, Implement, PsychicRanged 20; +27 vs Ref; 3d10+13 psychic dmg and on target's next turn you control its actions- you can move it 4 squares and it then makes a basic attack against its nearest ally :aburst: Necrotic Web (standard, daily) Arcane, Implement, Necrotic, ZoneArea burst 3 within 20 squares; +27 vs Ref: 4d6+13 necrotic dmg and targets are immobilized; Effect: web-filled zone lasts untilend of encounter or 5 minutes; zone is difficult terrain; creatures in web at start of its turn takes 4d6 necrotic dmg; creatures ending turn in web are immobilized (save ends) Thunderclap (standard, encounter) Arcane, Implement, ThunderRanged 20; +27 vs Fort; 3d6+12 thunder dmg and target stunned until end of your next turn Time Stop (minor, daily) ArcaneYou gain 2 extra standard actions which you can not use to attack other creatures. Disintegrate (standard, daily) Arcane, ImplementRanged 10; +27 vs Ref (no attack roll needed to hit unattended object); 5d10+12 dmg and ongoing 10 dmg (save ends); if target saves, it takes ongoing 5 dmg (save ends); Miss: 3d10+12 dmg and ongoing 5 dmg (save ends) Force Volley (standard, encounter) Arcane, Force, ImplementRanged 20; Target: 1, 2 or 3 creatures; +27 vs Ref (+4 power bonuis to attack against only 1 target); 3d6+12 force dmg and target dazed until end of your next turn Fly (standard, daily) ArcaneYou gain a fly speed of 8 until end of your next turn (sustain minor until end of encounter of 5 minutes) Alignment Unaligned Languages Common, Draconic, Elven, Primordial, Infernal Skills Arcana +26, Diplomacy +25, History +26, Insight +24, Nature +23, Perception +23 Str 13 (+1) Dex 16 (+3) Wis 18 (+4) Con 14 (+2) Int 23 (+6) Cha 20 (+5) Feats alertness, arcane mastery, combat anticipation, danger sense, dark fury, defensive mobility, evasion, expanded spellbook, iron will, irresistible flame, light step, linguist, quickened spellcasting, ritual caster, solid sound, spell accuracy, spell focus, triumphant attack Equipment: +6 ghostphase cloth armor, +6 magic wand, +5 amulet of health, longsword, spellbook |
| #25Rhineglade_Jan 12, 2010 11:49:19 | The Royal Handmaidens The Sable Queen of Meridia is never without her handmaidens. These noble and graceful women serve Her Majesty in a variety of roles. Essentially ladies-in-waiting, the handmaidens are attendants, confidantes, companions and friends. They aid the Queen in her daily duties including dressing, appearing at Court and all manner of diplomatic and royal responsibilities. What is not generally known, however, is the even greater role taken by the handmaidens. Each of them is sworn to protect the Sable Queen of Meridia with her life serving not only as attendants but as bodyguards. There are generally 10-12 handmaidens though only a handfull are in attendance at any given time. The number of handmaidens is entirely at the discretion of Her Majesty and are hand selected by the Queen from a pool of only the most loyal of servants. Upon first viewing the Royal Handmaidens, one would simply assume them to be your average lady of quality. Each follows behind the Queen dressed in simple, stately gowns and robes. Often a lady of fashion, the handmaidens will often wear a style of headress or jewelry common to the Royal Court. They rarely vocalize their thoughts while on duty but seem to have an uncanny sense of the wants and needs of their royal mistress. It is not unheard of, however, for the handmaidens to whisper something to the Queen in the event of some possible danger. The handmaidens are lead by Captain Willow (Good female human, Level 16 paladin) though each handmaiden is said to be a different character class. If the Queen is even threatened, attacked or in danger of any kind, the handmaidens on duty rush into action. Such a response will come at a surprise to any would-be threat, as is the general idea, and it will be soon apparant that these handmaidens are not your average courtesan. Partial Role Call Captain Willow, human, 16th level Paladin Rula, human, 16th level Warlock Drelsna, elf, 15th level Druid Ooma, human, 10th level Barbarian Serindil, elf, 13th level Rogue |
| #26Rhineglade_Jan 13, 2010 11:56:26 | Willow, Handmaiden to the Sable Queen Medium natural humanoid (human) Level 16 Paladin Initiative: +17 Senses: Perception +12 HP: 115 Bloodied: 57 Healing Surges: 11 (29 hp) AC: 24 Fort: 25 Ref: 24 Will: 23 Saves: +5 against slow or immobilization attacks Speed: 7 Bastard Sword (standard, at-will) Weapon+21 vs AC; 1d10+7 dmg Angelic Intercession (immediate interrupt, daily) Divine, TeleportWhen an ally within 5 squares of you is hit by an attack, you teleport to a square adjacent to the ally and take the hit instead True Nemesis (standard, daily) Divine, ImplementRanged 5; +13 vs Will; 2d10+2 dmg; Miss: half damage; Effect: Until end of encounter, when target is within 5 squares of you and attacks you or ally, you gain a 2nd attack against target as an immediate reaction; 2nd Attack: +13 vs Will; 2d10+2 dmg; Miss: half damage Entangling Smite (standard, encounter) Divine, Weapon+16 vs Will; 2d10+5 dmg and target is immobilized until end of your next turn Turn the Tide (standard, daily) DivineClose burst 3; You and each ally in burst can make saves against every effect a save can end Crown of Glory (standard, daily) Divine, Implement, RadiantClost burst 1; +13 vs Will; 2d8+5 radiant dmg; any enemy starting turn adjacent to you is slowed until end of your next turn (sustain minor) Benign Transposition (standard, encounter) Divine, Teleport, WeaponTarget 1 ally within 2 squares and swap places with that ally; if enemy is now within melee reach, you may make a 2nd attack against it; +16 vs AC; 2d10+5 dmg Divine Bodyguard (minor, daily) DivineRanged 5; You take half damage dealt to an ally in range of your choice until end of the encounter or you choose to end the effect as a free action Martyr's Retribution (standard, daily) Divine, Radiant, Weapon+18 vs AC and you may spend 1 healing surge; 4d10+7 radiant dmg; Miss: half damage Invigorating Smite (standard, encounter) Divine, Healing, Weapon+16 vs Will; 2d10+5 dmg; if you are bloodied, you regain 7 hp; all bloodied allies within 5 squares also regain 7 hp Sacred Circle (standard, daily) Divine, Implement, ZoneClose burst 3; burst creates a zone; in zone, you and allies gain +1 power bonus to AC Alignment: Good Languages: Common, Elven Skills: Diplomacy +15, Endurance +14, Insight +15, Intimidate +15, Religion +14 Str: 19 (+4) Dex: 17 (+3) Wis: 15 (+2) Con: 12 (+1) Int: 12 (+1) Cha: 14 (+2) Feats: Alertness, Danger Sense, Fleet Footed, Healing Hands, Human Perseverance, Improved Initiative, Powerful Charge, Quick Draw, Seize the Moment, Weapon Proficiency (bastard sword) Equipment: +3 bastard sword, +3 holy symbol, +4 leather elven battle armor |
| #27Rhineglade_Jan 15, 2010 14:49:59 | Map of the Meridian Valley![]() |
| #28Rhineglade_Jan 18, 2010 12:21:37 | The Meridian Vale Located within a fertile and temperate valley, along major crossroads, the city of Meridia is considered, at least by the locals, to be the centerof the known world. First established by primitive hill folk of the Windward Hills, Meridia arose from truly humble origins. Tribal elders established a minor trading post along the eastern shores of the Weatherwind Lake along the northern bank of the beautiful Silvertine River. Many of the indiginous humanoids of the region recognized the strategic importance of such a location and so began a long standing tradition of neutrality. In its infancy, Meridia consisted of only a few small huts and temporary shelters used for bartering or a means for providing local tribal chieftains a cetnral location to air grievances. It did not take long, though, for the humble hamlet to grew into the grand and impressive cosmopolitan city it is today. This was due to a variety of factors. First, Meridia was long known as a center for trade and commerce. Not only does it control water traffic, but sits on major land routes connecting the East, West, North and South. Second, the region between the Nessa and Borderwater Rivers enjoys a fairly constant weather pattern with moderate precipitation year round. The temperature rarely dips below freezing during the Winter and averages around 76F during the warmer months. Much of this has to do with the influence of the lake-effect produced by the Weatherwind and Brightwater Lakes but also the mountain air blowing down from the Whitehorns to the North. Third, the lands at the southern end of the valley are well known for their fertile soil making the region highly conducive to agriculture. Farming hamlets dot the countryside producing a wide variety of foodstuffs from wheat and bartley to oats and legumes. A variety of grape is also harvested within this region to produce a highly sought after vintage. Fourth, Meridia itself offers an increase in all manner of possibilities due to location and the creatures attracted to the area. As a neutral state, the influence of war and politics is at a far less effect than other nation-states. As a result, the residents are able to focus on more intellectual pursuits. The Sable Queen is the 2nd most powerful arcanist on Solaria, after the Emperor himself. But a number of other spellcasters are naturally drawn to the city to research their craft. Meridia, and the surrounding domain under its jurisdiction, has become a true Center of Adventure! |
| #29Rhineglade_Jan 19, 2010 11:57:03 | Geographic Features Weatherwind Lake The second largest inland body of water on Solaria, the Weatherwind is considered an inland sea by most due to this salt water content. The Lake receives its name from the high frequency of storms that blow across the surface throughout the warmer months. The Weathewind was formed by the movement of glaciers and tectonic plates during the ice age forming a inland depression cut off from the sea. The lake is just under 3 miles deep at its deepest point. Inhabitants of the region have long subsisted on fish harvested from the lake, primary cod, bass and eel. A small tribe of sahuagin live in a sheltered underwater cave toward the southeastern shore. Nessa River This major waterway forms the western border of the Meridian Domain. The river originates high in the Whitehorn Mountains fed from the melting snows as it winds southward through the Windward Hills before emptying into the Weatherwind Lake. The river remains deep enough for larger vessels for only about 145 miles north of the Weatherwind growing gradually more shallow as the river flows through the highlands. Windward Hills A massive hill range forming the southern foothills of the Whitehorn Mountains. The Windward Hills are primarily a limestone and granite formation with few hills rising higher than a few hundred feet. Hills grow progressively larger as one moves farther north toward the mountains. The southern and southeastern regions are more wooded and known for their wider valleys and pastures. The Windward Hills are home to a variety of tribal humanoids but perhaps the most significant are the hill gnomes said to approach 15,000 in number. The gnomes are scattered throughout the central hills in a number of fortifed burrows and underground complexes. All are united under the banner of the charismatic gnome king who holds court at Deephall, the largest of the gnome communities of the Windward Hills. Barrin River A mild tributary to the Nessa originating in the western foothills of Whitehorns. The Barrin is a steady flowing waterway that serves as the main trainsport for the gnome miners of Deephall. Barges can be seen on a fairly routine basis between Deephall and Fairford to the south. Hearthwood Forest A minor deciduous woodland in the central Meridian valley. Primarily composed of ancient oaks, hawthorne, beech and elm, the Hearthwood is known as a fey forest. Home to a number of sidhe clans as well as roughly 3000 elves and perhaps two to three times that of woodfolk and foresters, the Hearthwood is still not without its inherant dangers. Certainly bears and wolves roam the woodland and several treants are thought to protect the heavier woods toward the north. |
| #30Rhineglade_Jan 22, 2010 12:49:47 | Whitehorn Mountains These mighty, snowcapped peaks stretch North to South for hundreds of miles dominating the landscape in the northwest of the Solarian Continent. The mountain chain is known for its vast mineral wealth, much of which remains to be discovered. Ancient cults and lost temples are uncovered on occasion but the mountains are wrought with all sorts of dangers best avoided by commonfolk. Even well traversed mountain paths are not entirely safe. The Whitehorns are home to ogres, giants, trolls, orcs, dwarves, gnomes, elementals and of course the occasional dragon. A blue dragon of indeterminate age is known to nest a mere hundred miles of so from the northernmost border of Meridia. Herald Hills A minor chain of foothills forming part of the northern border of the Meridian Vale. The Herald Hills runs from the southern tip of the Whitehorns easterly toward the expansive Gloomhaven Wood. A number of minor paths are maintained across the hills for purposes of mutual trade between Meridia and the County of Selanir to the north. The Herald Hills are well known for its variety of wild and dangerous beasts, both magical and mundane. Gloomhaven Wood A major woodland of deciduous trees consisting primarily of beech, oak and chestnut. Gloomhaven is bisected by the mighty Borderwater River and thought to be haunted. Certainly a number of evil-natured faerie folk are found in more remoted regions of the wood. Perhaps more deadly, however, are the orc and hobgoblin tribes of the north and east. Tribal warfare between the two seem to keep them preoccupied enough to prevent skirmishing with the hearty Meridian Halberdiers that regularly patrol the woodland borders. What would happen if the balance of power between the two shifted or if the two were united? Some trade exists between the Meridian city of Woodswall and the elven dwelling of Leafshadow, home to some 2000 elves. |
| #31Rhineglade_Jan 24, 2010 9:35:12 | Talgarth Swamp One of the major geographical features within the Meridian Vale, the Talgarth is an expansive wet land dominated by damp and muddy woodland along the northern shore of the Brightwater Lake. Much of the region owes its nature to the poor draining conditions as the Borderwater River slowly meanders across the hilly terrain before emptying into the Brightwater. The Talgarth serves as both a blessing and a curse of sorts. The goodly folk of Meridia owe some manner of defense to this swampy area which protects the eastern frontier between the free-lands of Meridia and the Principality of Rhuthune, an often hostile and agressive fiefdom of Aerona. It is also somewhat of a curse for many in this area believe that within these horrid inhospitable swamp lands the powers of evil are exalted. In addition to natural threats such as alligators, snakes and biting insects, the Talgarth is also home to will-o-wisps, orcs, bullywugs, lizardfolk and even an ancient black dragon. Borderwater The Borderwater River, as its name suggests, forms the eastern boundary of the Domain of Meridia. The river originates within the Herald Hills and begins as a fairly fast flowing waterway as it moves downhill through the Gloomhaven Wood. As the river emerges from the woodland, however, it begins a slower pace through the hilly swamplands of the Talgarth before finally emptying into the Brightwater Lake. The river is teaming with fish and supply numerous folk with an abundance of foodstuffs. In addition, a reclusive variant of merfolk adapted to the fresh river water dwell within its deeper recesses. Brightwater Lake The Brightwater is one of the largest freshwater sources within Solaria providing a means of life for all who dwell along its expansive shoreline. As one of the central-most lakelands, the Brightwater naturally has become a hotbed of activity mainly from the multitude of trading vessels the ply its waters. Much of this activity, of course, originates from the mercantile realm of Brythan along the lakes southwestern shores. Halfling nomadic barges loyal to the Rivergard town are also common within the northwest. Though not as deep as the Weatherwind Lake to the west, the Brightwater remains an important waterway that empties both to the west and to the south. The lake is fed by several tributary rivers as well as a number of underground springs. Roughly 40% of the lake's shore is marshland and home to a variety of gamebirds and waterfowl. Silvertine River A comparatively short waterway, the Silvertine is nevertheless one of the most significant rivers as it connects not only two major lakes but also is flanked by two major communities not the least of which is the Free-City of Meridia. The river itself flows westerly along a course of just under 150 miles. The river varies along its course in terms of depth and width but still allows even the largest of ships to sail its waters freely from one end to the other. The center of the river is a minor marshland and the whole length is home to numerous creatures including crocodiles and hippos. Willowvale Wood Much of this woodland lies just beyond the influence of the Meridian Vale yet still remains an important feature to the region. The Willowvale dominates the southern shores of the Weatherwind Lake. It is believed to be less hostile than other forested regions of its size perhaps due to the larger presence of sidhe (eladrin), elves and gnomes. Many of the most superstitious commonfolk of Meridia avoid these woods as they are often seen as enchanted or bewitched. Some legends claim that the woods contain magical doorways into the Faerie Otherworld and that the Seelie Court dwells within its lofty boughs. |
| #32Rhineglade_Jan 26, 2010 12:10:55 | Major and Minor Locations Free-City of Meridia The principle location within the valley, Meridia has long been a free territory with fairly humble origins. Beginning as a minor trade post at the Silvertine River basin with only a few dozen merchants and traders. As the strategic importance of the location became evident, more caravans began to arrive on a weekly basis, some taking on permanent residence at the outpost. In time, Meridia grew to become a village, then a town and finally a city. Only within the last few decades did the City-State transfer to an official "monarchy" governed by the enigmatic Sable Queen. Despite the protection this new found monarchy provides, the city itself is more or less governed by a Lord-Mayor (Unaligned male human, Ftr12) and a Council of Magistrates. The city is walled and defended by a multitude of towers and fortified gatehouses. Occupying the land north of the Silvertine River as it empties into the Weatherwind Sea, the city maintains a military garrison of 1000-1200 soldiers. In addition, a naval shipyard containing 2-4 war galleons and 4-6 cogs is likewise supported by tax revenues generated by the city and its environs. Meridia proper is home to some 88,000 individuals. Fairford The city of Fairford is aptly named as it was established at one of the major fords crossing the Nessa River which forms the western most boundary between the Domain of Meridia and the Kingdom of Merthyria. Fairford is both a city as well as the name of the surrounding lands serving as the county seat. Fairford serves as principle city of the Count of Fairford (Unaligned male human, Rog 10). Located roughly equidistant between the Weatherwind and the Windward Hills, Fairford had long seen heavy trade traffic moving east and west. It is quite cosmopolitan like its rival city of Meridia to the southeast though the Count's family has long been competitive toward their rival to the point of suspicion. Although pristine in appearance, the city of Fairford is thought to be deep-rooted in corruption and controlled by a numbe of crime syndicates. Rivergard A fun-loving community at the opposite end of the Silvertine River from the Free City. Rivergard is primarily a halfling community with roughly 4000 folk seeking out a living in this average riverport town. Rivergard is perhaps the polar opposite of Meridia. Whereas the Free City is known for its law and order, Rivergard is disorder at its peak. Gambling, drinking and carousing are the three main pastimes within the city and perhaps the three major industries. The mayor (Unaligned male halfling, Rog 15) is a jovial, friendly scoundrel but possesses the political accumen of a shark. The city, though simple in appearance, is well protected due to its strategic location. Meridia maintains a permanent garrison of 400 soldiers in the city proper, many of whom patrol the Silvertine as well as the surrounding countryside. The large port holds 2 war galleons as well as 4 cogs though these ships are generally sent to patrol the western waters of the Brightwater Lake. Meadowshire On the opposite spectrum, Meadowshire is not a sprawling metropolis but rather a simple, yet important farming community of just under 2000 folk. Most of the inhabitants of this town earn a living as farmers taking advantage of the fertile soil common in the heart of the vale. The town and surrounding lands are under the jurisdiction of the Baroness of Meadowshire (Good female human, 8th Level Warden). |
| #33Rhineglade_Jan 27, 2010 12:06:00 | Woodswall A major rustic community within the rugged northern provinces of Meridian Vale. Woodswall receives its name from the partial wooden palisade that protects the older portions of the city though this protection has since expanded to include a stone wall around some of the more important or vulnerable locations. Woodswall is primarly a logging community located near the Gloomhaven Wood. Due to its location, a permanent military garrison of some 800 soldiers is stationed within the city. The city itself is under the jurisdiction of Count Galmir (Good male human, Ranger 11), a noble from an ancient lineage. Despite its reliance on the woodland resources, the noble house of Woodswall has long been careful never to abuse this dependency. New trees are always planted to replace ones cut down. The government of Woodswall maintains communication with the elven dwelling of Leafshadow located about 4-5 days travel due East toward the heart of the forest. Wyvernwatch A mining community of only some 300 or so inhabitants, Wyvernwatch is one of the northernmost communities within the valley while still under the influence of Meridia. Due to its more remote location, however, the town council tends to enjoy more autonomous control over most daily affairs. The miners of the town work a productive mine south of the town in the Windward Hills. A garrison of 100 soldiers has been posted here to defend the town against humanoid incursions. Wyvernwatch also maintains a locale militia and an additional 50-60 can be added to the military force if needed. Though not as disciplined as the permanent garrison, the militia is well armed and armored reflecting the overall wealth of the community. Barrowfield A small farming and mining village of roughly 150 folk, Barrowfield receives its name from its location near ancient barrow mounds where the dead were once interred. Due to this fact, the folk in this region tend to be somewhat suspicious of strangers as well as superstitious. Rarely will the locals go anywhere at night for fear of restless spirits said to prowl these parts after dusk. Most of the citizens of Burrowfield lead simple lives either tending to the fields or working the mines. The village itself is under the control of a retired military officer (unaligned male human, Fighter 7). |
| #34Rhineglade_Jan 28, 2010 11:56:31 | Dragonwick Castle Dragonwick occupies a small peninsula along the northern shores of the Weatherwind Sea. It is highly defensible as the outcrop of rock rises over fifty feet above sea level granting a near perfect view of the surrounding approaches via both water and land. Dragonwick, though considered a dependency of Meridia, has been granted in perpituity to its current owner, Lord Geoff Middlebrook (Good male human, Warlord 13). Lord Middlebrook harbors a sizable military garrison of roughly 200 soldiers, all well disciplined and well armed. The garrison patrols much of the north shore between the Nessa and the Silvertine Rivers. In addition, a few small huts have sprouted up in sight of the castle serving as home to mainly farmfolk and fishermen. Lord Middlebrook is a fair and honest landlord and the tenant farmers are all treated well. Phantomlight Keeps The Phantomlight Keeps are a series of forts built along the western perimeter of the Talgarth Swamp. The soldiers monitor activity in the swamp and continually patrol the borders forming the first line of defense against possible dangers. They Keeps receive their name from the ghostly lights that appear on occasion over the marshlands during the warmer months. These "will-o-the-wisps" are thought to lure lost travellers to their doom and so are best left alone. The southernmost castle in the chain of forts is named Castlegate and serves as the command post. Castlegate is managed by veteran military commander (Unaligned male human, Warlord 10) while each of the northern forts is lead by a captain with fighting skill between 6-8 level. The Commander of Castlegate oversees a squad of 200 soldiers while each of the northern forts contains 100 soldiers a piece. Several cogs moored at Castlegate routinely patrol the northwestern waters of the Brightwater Lake. Leafshadow An independent elven community deep within the Gloomhaven Wood. The town is home to around 2000 elves and protected by a garrison of around 100 elf rangers, each proficient in stealth and hunting. Leafshadow is a fairly reclusive town with a tendency for distrust toward strangers. The rangers routinely patrol the outer perimeter of the town and newcomers are never allowed admittance without proper escort. To the average traveller, Leafshadow may not even be noticed at first as the elves are experts at blending in with their surroundings. The center of the town is a grove of ancient oak trees. Most of the structures within the town are built between and just below the massive root system which have grown together over the centuries forming an almost symbiotic relationship. The leader of Leafshadow is a "no nosense" female elf maid said to be approaching the 12th level of wizardry. |
| #35Rhineglade_Jan 29, 2010 12:03:43 | Fernhaven A minor fishing village along the southern shores of the Weatherwind Sea just north of the wilds of the Willowvale Wood. Fernhaven was founded within the past century by former miscreants from Meridia who sought to escape the law and establish a home of their own. Over the years, other former citizens and sometimes even escaped slaves would turn up. What began as a small collection of ricketing cottages has grown to a quiet seaside village of a few hundred fisherfolk. The village elder is a retired thief who has settled down to a life of more simple pleasures away from the hustle of big city life (Evil male human, Rogue 8). In fact, many of the locals have had some criminal past, or have descended from criminals making life in this village more than interesting. Most of course now seek out an honest living but trouble does seem to find them now and then. Due to the close proximity to the woods, many of the inhabitants of Fernhaven are expert herbalists. Griffonwing Castle The northernmost military garrison of Meridia, Griffonwing is a fortress with roughly 350 soldiers most of whom are heavy infantry. The castle and surrounding community are under the control of Baron Garza (Unaligned male human, Rogue 9) who sets a harsh tone overall to the cause of justice and discipline. Rules are not always constant this far north of the Free-City and therefore the concept of "frontier justice" certainly applies to these lands. Most of the folk of Griffonwing Village are herders and ranchers. The soil in this portion of the valley, so close to the Herald Hills, tends to be more rocky and not as conducive to farming. The hilly pastures surrounding the castle are dotted with sheep and goats during the day. Silverglade Castle Arguably the most significant military outpost, Silverglade occupies a rocky bluff overlooking the Borderwater River. The garrison stationed here is the largest as it is charged with the responsibility of controlling the eastern borders of Meridia between the Valley and the Principality of Rhuthune. Over 3500 soldiers are posted here and at some lesser forts up and down the western bank of the river. |
| #36dirtymefJan 30, 2010 7:30:23 | I like it The askari remind me of the Ori in the Stargate universe. |
| #37Rhineglade_Feb 03, 2010 8:08:08 | Thanks dirtymef for the comment. I just updated the list of the Askari gods too to include just about all of them. There are going to be 18 in all: 6 good, 6 neutral and 6 evil. |
| #38Rhineglade_Feb 03, 2010 8:30:29 | Knights of the Silver Chalice The Silver Chalice Knights are a quasi-religious Order of Knighthood established by the Sable Queen to defend the sanctity of the Meridian Vale. The order is small with only 20 or so knights on the role. The knights are greatly reverred by the folk of Meridia and hold a highly elevated, almost sacred, status within Meridian Society. They are all considered part of the Exalted Caste. Though the knights travel across the upper hills and lower plains of Meridia, they are charged with the defense of the borders and to the commands of their liege lord. The Sable Queen has been known to send forth small bands of Silver Chalice Knights, often accompanied by their squires, retainers and attendants, for a variety of quests and fact-finding missions. Initiation into the Order is highly selective and generally reserved to Paragon-level or higher characters of Martial or Divine power. New members are generally nominated for admission by current members. Initiates into the Order must meet the approval of the Sable Queen whereby they are charged with fulfilling the "Three Challenges." No one outside the Order knows what these challenges are but they are said to vary according the skills and abilities of the initiate. Upon successful completion of the challenges, the initiate is inducted into the Order of the Silver Chalice by the Sable Queen in a secret ceremony. Highly ritualistic, the initiate is said to be required to sip from the Silver Chalice itself. |
| #39Rhineglade_Feb 07, 2010 21:14:47 | The Seven Magi The Seven Magi are a pseudo-politcal body of powerful arcanists gathered from the four corners of the world. Founded in the later days of the 4th Age by the Archmage Kerwyd the Wise (Unaligned male human, Wiz 20), each member is a socially conscious advocate for humanity and free-willed humanoids. Acceptance into the Seven Magi is limited to individuals of level 15 or greater. Members must also follow an unaligned outlook and be natives to Solaria. There are no other strictures in terms of gender or race though the majority of the Magi are human males. The Seven Magi were initially formed to maintain humanoid dignity, preserve the sanctity of Solaria and uphold the balance of power across the continent. The members walk a precarious line at times under almost constant suspicion by some, jealousy by others and even hope by those who perhaps are in the most need. The Seven Magi operate in a variety of ways though they usually prefer to use intermediaries while observing from the sidelines. In all operations, their goals remain the same: security for the free peoples of Solaria and the deposition of the Emperor of Aerona who stands as the principle threat to all other nations. Despite their powerful abilities and skills, the Seven Magi rarely act directly in the affairs of others unless the situation should prove to be most grave indeed. This policy of non-interferance is oftentimes misunderstood by others. Common folk who live under oppression wish for a more direct approach by the Magi while enemies who see to dominate others both hate and fear this organization. Regardless of outside opinion, the Seven Magi prefer exhausting all diplomatic channels first before the need to resort to violent option. The initial charter of the Seven Magi declares that their primary goals are to preserve peace, promote justice, preserve the balance of power and to recognize that all nations have a right to self-governance without extraplanar interference. This might indicate an agnostic attitude within the membership but in truth the Seven Magi view the demi-god Malekith of Aerona to be their greatest enemy. The Current Roster of the Seven Magi is: Kerwyd the Wise (male human, Wizard 20) from the Kingdom of Valoria Jeremiel (female tiefling, Warlock 19), an expatriate of Golgathor Leowulf (male human, Wizard 19) from the Kingdom of Valkyria Gwydion the Gray (male half-elf, Warlock 18) from Tritheria Seralise the Green (female elf, Wizard 17) from the elven Kingdom of Gwytheria Peligar the Blue (male human, Wizard 17) from the Kingdom of Merthyria Hodir o' the North (male dragonborn, Sorcerer 16) from the frozen lands of Nordgard |
| #40Rhineglade_Feb 09, 2010 11:59:15 | Important NPCs of Meridia Her Majesty, the Sable Queen Lord Mayor of Meridia Count of Fairford Count of Woodswall Baroness of Meadowshire Baron of Griffonwing Lord Geoff Middlebrook Lord Chamberlain Lord Steward Lord Chancellor High Magistrate Lord Constable Lord Marshall General of the Armies Lord Admiral Colonel of the Infantry Colonet of the Militia Keeper of the Seals Hierophant Kenulf, priest of Solovar Patriarch Narvi, priest of Berathor Prelate Cyneric, priest of Brannoc Grand Arbiter, priest of Kronum Matriarch Breena, priestess of Eileania Matriarch Finna Fallowfield, druidess of Meru Patriarch-General Gormir, war-priest of Tormac Patriarch Kolgrim, priest of Molghur Master of the Hunt Royal Falconer Royal Lorekeeper Headmaster of the School of the Arcane The Honorable Guildmasters of Meridia Royal Handmaidens Definition of Terms chamberlain- the official in charge of all ceremonial occasions, usually reponsible for the lord's "chamber" or great hall steward- the official in charge of the household, its day-to-day operations and the non-military servants within chancellor- the official in charge of diplomatic affairs magistrate- the official in charge of the judiciary; the 'High Magistrate' is the chief judge of the courts Constable- the official in charge of law enforcement and policing of a community keeper of the seals- the official in charge of the state seals; usually serves as Ass't Chancellor marshall- the official in charge of the royal stables |
| #41vaganciaFeb 10, 2010 8:30:48 | Wow! A very impressive work! And I'm only at the first page... ![]() |
| #42Rhineglade_Feb 17, 2010 11:59:44 | Sites and Attractions of the Free City |
| #43Rhineglade_Feb 19, 2010 12:15:54 | City Districts Fisherman's Wharf Also called the Dock District or the Ghetto, the area known as Fisherman's Wharf occupies the southwestern portion of Meridia along the waterfront facing both the Silvertine River and Meridia Bay. As its name suggests, Fisherman's Wharf is home to those who make their living at sea. The waterfront is full of docks and piers where ships of all sizes are moored. This region is one of the more crowded sections of the city and likely the poorest as well. Many of the buildings in this district are as old as the city itself and therefore tend to show their age. Buildings are tightly packed together and slum tenaments are not uncommon. There is also some activity going on in this region day or night for in addition to the dockyard, Fisherman's Wharf is home to a number of seedy enterprises appealing to the masses such as alehouses, taverns, gambling houses, tatoo parlors and of course brothels. Crime tends to run high, particularly away from the main streets. Merchant's District The center of commerce within Meridia, the majority of merchants, craftsmen and artisans can be found within the southeastern portion of the city along the base of Patrician Hill. Merchant's District runs the gambit from the destitute to the wealthy merchant lords. Buildings tend to be slightly newer but likewise tightly packed. Most are multiple floor structures with each successive floor slightly larger than the one below. The effect has the higher floors jutting out farther into the street taking advantage of as much space as possible. Most shopkeepers and craftsmen use the ground floor for the shops, offices and workplaces. The upper floors are used for living quarters, storages and servants. Even the most humble of merchants will likely engage the services of at least a kitchen maid to assist with the daily chores. Foreigner's District Rivaling the Dock District in terms of poverty, the Foreigner's District is perhaps only slighly better off. As the name suggests, most of the inhabitants of this district are non-native to the region and come to the Free City for a variety of reasons. The Foreigner's Distirct is known for its variety of inns and similar establishments. This region also sports the largest concentration of non-humans. As a neutral city, all are welcome to Meridia though they must aggree to abide by the local laws or else suffer the consequences. Patrols of the City Constabulary are frequent though the area is still not without its inherant dangers. The Grand Temple of the Lightbringer is found in this district and the clerics of Solovar are much admired by the locals. Scholar's District One of the more pleasant regions of the city, the Scholar's District occupies the northwestern portion of Meridia surrounded on two sides by Meridia Bay and the north branch of the Silvertine. The Scholar's District is one of the more liberal regions and is home to both the School of the Arcane and the College of Meridia. Tree-lined parks, libraries, fountains, museums and more intellectual pursuits are common throughout the district. Some of the more well-to-do merchants and citizens build townhomes in this area. Crime is also less likely as the constabulary actively patrols the district since they are reimbursed by the more wealthy residents. |
| #44Rhineglade_Feb 24, 2010 11:59:15 | Central Hill An elevated region located within the central portion of Meridia, Central Hill was once home to many of the government offices before the city expanded and the government was moved to the westward. Structures atop the Central Hill always commanded a prominent view of the city proper offering a prime vantage point. Most of this region is now given to vast parklands and arboretums for all citizens to enjoy. The largest structure here is the Royal Constabulary. This building once served as the city hall but has since been converted into the headquarters for the officials of law enforcement as well as the city prison. City planners thought wisely that such a sight might discourage local rogues from engaging in illicit activities. The Cathedral of the Exchange is likewise located on the Central Hill. This is the church dedicated to the mercantile deity Brannoc. Patrician Hill This prime piece of real estate is located in the southeast corner of the city and is home to most of the city's more prominent citizens. Many of the families of noble lineage maintain townhouses, manors and estates in this region. More importantly, however, is the Royal Palace of the Sable Queen. This impressive structure is located near the city wall and grants breathtaking views of the cityscape and the rolling vistas south of the city. Government District Military District |
| #45Rhineglade_Mar 01, 2010 22:52:39 | And now that you have arrived in the wondrous City of Meridia, where should you stay? May I suggest The Gilded Griffon Inn?![]() |
| #46Rhineglade_Mar 02, 2010 12:02:02 | The Sign of the Golden Griffon Located prominently along Wayfarers Lane within the Merchant District of the City of Meridia is a large multi-story structure. The floor at street level is constructed of stone while the upper level is the more traditional wattle and daub on a wooden support frame. The roof is tiled with blue-tinted clay tiles. Above the main entrance is a wooden sign depicting a golden colored griffon for this is the icon for the Inn of Gilded Griffon. The inn is one of the larger inns within the city and likewise one of the more prosperous. In addition to affordable rooms for rent, the inn includes a large tavern which serves a variety of foods which have become quite popular with the local population. Owned and operated by Godwin Songspinner (Good-aligned male human, Bard 8) and his no-nonense wife, Goodwyfe Glynis (Unaligned female human, Rogue 8), the pair were once adventurers who accumulated enough wealth in their relatively few years "in the field" to retire early and purchase a popular local inn. Godwin has always wanted to try his luck as an innkeeper and so far runs a fairly tight ship. Most of the staff are hard-working and friendly and the tavern is popular and low key. 1. Entry Hall The main door which opens right out onto Wayfarers Lane is kept open throughout business hours from 6am to 2am seven days a week. The doors are closed and bolted only during the late night with only a skeleton staff in operation during this time. The entry hall is sizable at 15' x 25' with stone walls, stone floor and a plastered ceiling. The room itself is sparcely furnished with only a few simple wooden chairs along the side walls. Just inside the front door is a candelabra on a floor stand which is only lit after dusk. A decorative tapestry hangs on the wall to the left of the door. On the opposite wall is an open window connected to the front office #2. Visitors wishing to rent a room will need to register at this time. Patrons wishing to simply imbide in the tavern or sit down for a nice meal can proceed around the corner toward #3. Godwin is usually moving about within the front office working on various projects, greeting customers, barking orders at the young porters and handling the day-to-day business of the inn. If he is not present, his wife, one of his aduly children or son- or daughter-in-law will be here to handle guests. In inn has enough guest rooms and common beds to sleep 50 patrons. There will usually be free space save for the weeks during and just before the semi-annual Meridian Faire when the inn is packed with merchants from the surrounding communities here to sell their wares. The rates for the Inn are posted as such: One single bed, common room........... 7 cp per night One single bed, semi-private room..... 5 sp, 3 cp per night One bed, deluxe suite with bath........ 3 gp per night Hot bath............................................. 1 sp |
| #47Rhineglade_Mar 03, 2010 16:06:52 | Godwin Songspinner Proprietor of the Gilded Griffon Inn Medium Natural Humanoid (human) Level 8 Bard Initiative: +9 Senses: Perception +12 HP: 62 Bloodied: 31 Healing Surges: 10 (16 hp) AC: 16 (+2 vs opp. atks) Fort: +9 Ref: +9 Will: +12 Speed: 6 squares Short Sword (std, at-will) Weapon+9 vs AC; 1d6+2 dmg Distracting Shout (std, enc) Arcane, Implement, ThunderRanged 10; +12 vs Will; 2d8+7 thunder dmg and taget takes a -6 penalty to opportunity attacks Trickster's Healing (immed. reaction, daily) Arcane, HealingClose burst 10; when enemy in range makes attack against an ally and misses, ally regains 6 hp Tune of Ice and Wind (std, daily) Arcane, Cold, ImplementArea burst 1 within 10 sq; +12 vs Will; 2d6+7 cold dmg and target is slowed (save ends); Miss: Half damage and target is slowed until end of your next turn; Effect: Allies in burst slide 3 squares Impelling Force (std, enc) Arcane, Force, ImplementRanged 10; +12 vs Fort; 1d10+7 force dmg and you slide target 5 squares to a space adjacent to one of your allies Song of Defense (minor, daily) Arcane, ZoneClose burst 5; you create a defense zone (sustain minor) that moves with you; allies in zone gain a +1 power bonus to AC Slayer's Song (std, daily) Arcane, Weapon+10 vs AC; 2d6+5 dmg and target grants combat advantage to you and your allies (save ends); Miss: Half dmg; Effect: Until end of encounter, when you hit an enemy, it grants you and your allies combat advantage Fast Friends (std, enc) Arcane, Charm, ImplementRanged 5; +12 vs Will; choose yourself or an ally, target can't attack this character until end of your next turn or until you or aly attacks the target Virtue of Cunning Once/round, when an enemy attacks an ally within 7 squares of you and misses, you can slide that ally 1 square as a free action Word of Friendship (minor, enc) ArcaneYou gain a +5 bonus to Diplomacy checks until the end of your next turn. :cburst: Majestic Word (minor, encounter) Arcane, HealingClose burst 5; target can spend a healing surge while also regaining an additional 1d6+4 hp and slide 1 square; power can be used 2/encounter but only 1/round Alignment: Good Languages: Common, Elven Skills: Arcana +11, Acrobatics +10, Diplomacy +14, Insight +10, Perception +12, Streetwise +17 Str: 14 (+2) Dex: 12 (+1) Wis: 13 (+1) Con: 16 (+3) Int: 15 (+2) Cha: 20 (+5) Feats: Alertness, Defensive Mobility, Human Perseverance, Implement Expertise, Improved Iniative, Skill Focus (diplomacy) Equipment: short sword, doss lute Doss Lute May be used as an implement for bard powers granting +2 enhancement bonus to attack and dmg rolls (already included in stat block) and it deals +2d6 extra dmg on a critial hit. Once per day, as a standard action, the lute can be used during a short rest. At the end of the short rest, choose yourself or an ally who remained within 20 sq of you during the rest. Until end of the character's next short rest or extended rest, he or she gains a +1 power bonus to saving throws. Lute also adds a +2 power bonus to a bard's song of rest class power. Physical Description Godwin Songspinner is a human male. He stands 5'10" and weighs 160 pounds. He has medium brown hair which is graying at the temples and has brown eyes. He is 43 years of age. Godwin wears comfortable white linen shirts, tan trousers and black boots during work hours. He generally wears a white linen smock over his clothing when not in the front office. A short sword will be worn at the hip under the smock at all times in case of trouble and he keeps his magical lute concealed in a pocket within easy reach. Personality Traits Godwin is your typical extrovert. A life of the party, he is a born socializer with a gift of gab. Rarely comfortable alone, Godwin enjoys the company of his family, friends and patrons whenever possible. He is strong-willed and a intelligent character who generally prefers searching for a diplomatic solution to a problem before reverting to brute force. Godwin is a kindly individual with a warm, accepting smile and a hearty handshake. He genuinely shows an interest in those he meets and likes when he can be of service to those in need. |
| #48Rhineglade_Mar 04, 2010 12:10:30 | 2. Front Office The Front Office is the central business space for the inn and tavern. Someone on staff is in this room at all times while the front door is open. A window opens up along the south wall connecting this room with the Entry Hall. Patrons wishing to rent rooms would need to approach this window to register. A massive leather bound book rests on the counter to the side along with a quill pen and a small bottle of inexpensive black ink. Guests are required to sign in before they are able to receive a room assignment and be issued a key to their room. This window can be closed off and locked when the office is closed or staff is busy elsewhere. Within the Front Office are a pair of wooden desks, a small round table, numerous chairs and several file cabinets. The room is lit by candles resting in wall mounts around the room as well as a free-standing candelabra on each desk. A system of wooden cubby holes is mounted on the wall near the check-in counter. The cubby holes are numbered each corresponding to a bed within the inn, #1-50. Each cubby hole will contain a brass key which unlocks the door to the room. If a guest should receive messages or other forms of correspondance, the materials are placed in these cubby holes until picked up by the guest. Each bed also has a lock box in the room where a guest can store personal belongings. The key that unlocks their door will unlock this box as well. The innkeeper, his wife and their eldest son each carry a master key as well that will unlock all locks in the building. A small iron lock box is bolted to the floor in the far corner away from the counter. The lock box contains daily receipts, coins and other valuables taken in from the day. Anything from 20-80gp are contained herein on a given day (2d4 x 10). A hand painted map of the city of Meridia is hung on the wall opposite the front counter. The open doorway on this opposite wall leads into the Songspinner family's private sitting rooms. |
| #49Rhineglade_Mar 07, 2010 11:55:05 | 3. The Great Room Both the heart and soul of the Gilded Griffon, the Great Room is the center of activity. It is an impressive 75' x 55' roughly square in shape with a gray stone floor and walls of wood panels and plaster. Perhaps more impressive is the fact that the room is open to the floor above granting a nice open air feeling to those within. ' Hanging throughout the Great Room are a number of simple but decorative tapestries. Most of these depict hunting and pastoral scenes. Animal trophies such as mounted heads, antlers and skins further augment this earthy atmosphere. Visitors will notice sturdy wooden tables and booths, chairs and benches neatly arranged throughout the space. Large iron chandeliers are suspended from the ceiling enchanted with continual flame spells. The whole room appears neat and tidy though the air is smoke-filled while very pleasant and savory aromas fill the senses as one proceeds further inside. Throughout the day and into the wee hours of the night, the Great Room is almost a continual hub of activity. Patrons can be seen relaxing with their favorite beverage at the bar. Customers are seen during meal times enjoying a bite to eat. Even the occasional bar fly sits nearby loosing themselves in a stiff drink. All the time, staff is seen scurrying about in the performance of their duties. Immediately to the left, as one enters the Great Room, is a massive wooden staircase presumably leading up to the sleeping rooms above. Directly ahead is the bar, an enormous piece of dark wood handcarved in geometric designs and surrounded by high stools. A young bartender or two stands behind the bar ready to serve customers. Barmaids move about from table to table taking orders, delivering trays of drinks as well as platters of roasted meats and stews from the kitchen. The kitchen staff of the Gilded Griffon is well known for its gastronomic excellence and the food here is well received by diners of all castes. If visitors are here during the latter portion of the day from Tuesday through Saturday, they may also be greeted by an overpowering half-orc dressed in rough hides carrying a huge iron morningstar. This of course is Garrak, the bouncer. Despite his grim appearance, Garrak is a long-time associate of the owners of this establishment and works here helping to keep the peace. Regulars to the bar all know and trust Garrak enough and he treats all equally and fairly. Only if one becomes drunk or disorderly will Garrak become more of a treat. Goodwyfe Songspinner oversees the kitchen staff and will often be seen greeting guests, chatting with the patrons or yelling at the staff. Along the southern wall are a number of doors. These lead into several private dining rooms which can be used for more intimate gatherings. Such rooms must be reserved in advance at a rate of 5 gp a night but customers are treated to top-rate VIP service from the domestic staff. In the far corner beyond the bar, directly opposite the entrance, is a dart board. |
| #50Rhineglade_Mar 10, 2010 16:24:58 | Garrak the Bouncer Medium Natural Humanoid (half-orc) Level 6 Fighter |
| #51Rhineglade_Mar 15, 2010 12:03:49 | 5. Kitchen The hub of the inn and a constant hive of activity, the kitchen is dominated by an enormous stone hearth along the north wall. The fire is maintained by one of the junior kitchen maids and is rarely allowed to go out as it takes some time to reheat. A large hide of meat is often seen slowly turning on a spit over the flame along with a heavy cauldron resting on a tripod bubbling over with any variety of soups or stews. A metal hatch off to the side of the hearth is used for baking. Three large heavy wooden prep tables are centered within the kitchen. Pots and pans of numerous sizes and shapes are suspended from the ceiling on an iron rack. Large cermanic bowls are neatly stacked under each table. In addition are the standard cooking paraphenalia including colanders, graters, mortar and pestles, chopping boards, strainers and serving utensils. Two wide doorways connect the kitchen to the Great Room and servants are continually passing through these doorways in performance of their many duties during the height of the lunch and dinner crowd. Hanging of the wall between these doors are two wooden selves stacked with bowls, plates and mugs and a wooden cabinet with locked doors. The locked cabinet is a spice cabinet containing pepper, cloves, saffron, ginger, nutmeg, cinnamon, cumin and salt. The cook and her assistants also have several bunches of dried herbs from the kitchn garden out back hanging nearby within easy reach including basil, sage, rosemary and thyme. Along the far wall are several vats of fresh water and a barrel of salted meats. Near the fireplace is a smaller cauldron on a tripod used mainly for heating water. This water is used to wash dishes, for sanitizing the tables or even for bath water as ordered by one of the guests of the inn. A counter top and sink are seen in the far corner. A metal spigot near the sink appears to be connected to a cistern on the roof which catches rain water. This water is primarily used for rinsing vegetables and dishes. In the corner opposite this sink is a stairwell leading down into the cellar. During business hours from 6 am until 2am, the kitchen is a hustle of activity. The inn employs a full time staff, all whom are given room and board in the servants quarters. The staff includes a cook, a sous chef, 6 kitchen maids and 5 bar maids. The male porters are likewise called into the kitchen on occasion when the inn is particularly busy. All kitchen staff are non-combatants. |
| #52Rhineglade_Mar 18, 2010 14:17:39 | METAPHYSICS Prime Material Plane The dimension of "reality" also known as the Known Universe. The Prime Material Plane is composed to limitless space, an endless sea of stars and other celestial bodies and all centered around the World of Solaria, the game world of this post. The Prime Material Plane is believed to be composed of constituent energies from the Four Elemental Planes which are each connected to the Prime via the Ethereal Plane. Empyria, the Land of Promise The "Upper" Plane of Good, Empyria is a planar dimension where the souls of good-aligned creatures return upon death in the Material Plane. It is essentially a formless realm that can assume the physical traits of the individual. Therefore, Empyria contains vast, rolling plains, rugged hills, vibrant woodlands and ancient seas. Empyria is under the direction of the six deities of good alignment though even they allow the inhabitants of the Land of Promise to exercise a limited form of free-will. Empyria is connected to the other Outer Planes via the Astral Plane. Netheria, the Spirit World The "Middle" Plane of Neutrality, Netheria is a planar dimension where the spirits of unaligned creatures return upon death in the Material Plane. It is also the primarly home of both material and thematic elementals. Though the very nature of Netheria is one of balance between forces of good and evil or law and chaos, inhabitants of the plane are known to be both unpredicable and aggressive. Many of the elementals operate on their own terms and tend to keep to themselves but can be threatening if opening confronted. Netheria is under the direction of the six deities of neutral alignment. Sheola, the Realm of Evil The "Lower" Plane of Evil, Sheola is a planar dimension were the souls of evil-aligned creatures return upon death in the Material Plane. It is likewise the home plane of a variety of deadly creatures such as demons, devils and demodands. Similar to the Plane of Empyria, Sheola is naturally a realm of formless energy that has taken on the physical appearance of its inhabitants. As evil tends to be aggressive, power-hungry, greedy and hateful, the plane reflects this ideology. It is a land of bottomless voids, nightmarish prisons, storm-swept waters and broken mountains. Sheola's ecology offers limitless challenges to the creatures that dwell there and only the stronger among them can hope to survive. |
| #53Rhineglade_Mar 19, 2010 11:51:59 | Ardor, the Faerie Otherworld An enchanted realm connected to the Prime Material in mysterious ways, Ardor is a land similar in appearance to our own. It is a highly magical plane wrought with great beauty as well as great danger. Ardor is home to both the Seelie and Unseelie Court of the Fae. The Seelie court is ruled by the Faerie Queen and her consort and is composed of mostly good-aligned fae creatures including the Sidhe race (eladrin). Conversely, the Unseelie Court is one of stark wickedness and brutality dominated by the sadistic Banshee Queen. All manner of evil natured fae creatures are members of her Court. Magical gateways are known to exist throughout Solaria that bridge the gap between these two worlds. Elemental Plane of Air A storm and windswept realm of infinite size, creatures without the ability to fly will find themselves at the mercy of the tempestuous nature of the plane. The Plane of Air has an variable gravity which exists only near the multitude of floating islands of elemental earth that drift endlessly through the plane. Each island gives off its own force of gravity based on its relative size. If a visitor should appear within the Plane of Air, they will not fall as there is no decernable gravity out in the open skies. However, as an island drifts by, they may find themselves pulled toward the island if caught in its gravity wake. The Elemental Plane of Air is home to all manner of aerial spirits including djinnis, avians, wind and storm giants and birds of all manner of description. Wind storms and weather patterns are unpredictable to non-natives of the plane. Elemental Plane of Water Another infinitely large elemental plane, the Plane of Water consists of an endless ocean. Throughout this ocean, however, are a multitude of pockets of elemental air and earth. Some of the regions of earth are likewise volcanically active. These underwater volcanoes spew forth superheated gases proving a challenge to the survival of any in the area. The Water Plane is home to Uino, the god of water, but he tends to keep much to himself allowing the other sentient creatures of the realm to more or less tend to their own needs. Even the most powerful of the water spirits tend to grant Uino a wide berth as none are likely to survive a direct challenge. Elemental Plane of Earth An emense realm of solid rock, sand and soil, the Earth Plane is of unknown size. It is believed to be finite in size but since none of the native earth spirits have ever breached a boundary, this is as of yet unconfirmed. The Plane of Earth is naturally dark and gloomy lit only by the occasion pockets of luminescent minerals. The plane is pierced with endless tunnels, chasms and cysts of elemental air some of which may be filled with water or burn with fire. The plane itself is geologically unstable but possesses a vast abundance of metal and mineral wealth. Rumors circulate that the winding tunnels of the Earth Plane were formed eons ago by some primordial wyrm. |
| #54Rhineglade_Mar 22, 2010 14:38:36 | Elemental Plane of Fire The elemental plane with the greatest variance in geostrata, the Fire Plane is thought to be finite in size composed of flame, magma, ash, soot and smoke. Huge plains of solid obsidian and flame-proof minerals form pockets of livable surface area upon which some of the corporeal natives and visitors build structures, fortresses and even cityscapes. The plane of fire is one of the most inhospitable of the elemental planes to creatures from the Prime. Ambiant tempertures average around 150F while the air is generally contamenated with poisonous fumes or heavy soot. The plane is home to an wide dicotomy of creatures including the fire genies known as the efreet, salamanders, azer, fire elementals and fire spirits of all shape and sizes. Along with the Elemental Plane of Earth, the Fire Plane is one of the closest to the underworld known as Sheola. Therefore, fire-resistant demons, devils and other hellish fiends are known to traverse the planar barrier to venture on the Elemental Plane of Fire for purposes only their demented minds can fathom. Ethereal Plane The Ethereal Plane connects the Prime Material Plane to all other planar existances. It is sometimes confused with the spirit plane as it is occasionally inhabited by undead spirits since the Ethereal, like the incorporeal undead, lack a physical substance. Some sages call this plane "hyperspace" as it exists between and around all other planes of existance forming sort of a planar conduit from one planar location to another. Astral Plane The Astral Plane is a higher plane of consciousness that forms an "outer ring" withtin the planar template. The Astral Plane forms the fabric of time and space that binds the various Outer Planes together. Similar to the Ethereal, the Astral Plane lacks any form of physical substance and instead is one of pure thought and energy. Creatures wishing to move from one plane to another must access the Astral Plane and traverse its expanse before emerging at their desired location. A rare psychic phenomenon known as a "Psychic Wind" continuously blows across the Plane. |