Tuesday, December 29, 2015

Dire Rats

Dire rats are omnivorous scavengers, but will attack to defend their nests and territories. Dire rats can grow to be up to 4 feet long and weigh over 50 pounds. Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.

Dire Animals

Dire animals are larger, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

Animals

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no capacity for language or culture. They have low-light vision. Animals eat, sleep, and breathe.

Coldeven 2nd, 591 CY

The heroes were ready to leave Oakhurst. The Old Road wound through rocky downs, near stands of old-growth oak, and past two abandoned farmshacks. The lonely road was empty of all travelers except for the heroes.

After a couple of hours of walking the Old Road passed to the east of a narrow ravine. At the road's closest approach to the cleft, several broken pillars jutted from the cleft where the ravine widened and opened into something more akin to a deep, but narrow, canyon. Two of the pillars stood straight, but most of them leaned against the sloped earth. Others were broken, and several had apparently fallen into the darkness shrouded depths. A few similar pillars were visible on the other side of the ravine.

The ravine ran for several miles in either direction. At the point where it most closely intersected the Old Road, it widened.

The heroes investigated the area and discovered that the pillars were generally worn and broken, and graffiti in Goblin covered most of them. Arton recognized the inscriptions as warnings and threats against potential trespassers.

Standing next to the ravine the heroes immediately noted a sturdy knotted rope tied to one of the leaning pillars. The rope hung down into the darkness below. Judging by its good condition, the rope couldn't have been tied there long. The heroes could also see older and weathered hand- and footholds carved into the cliff face.

The heroes easily climbed down the knotted rope, using the wall to brace themselves. Arathorn first hit the ledge.

A sandy ledge overlooked a subterranean gulf of darkness to the west. The ledge was wide but rough. Sand, rocky debris, and the bones of small animals covered it. A roughly hewn stairwell zigged and zagged down the side of the ledge, descending into darkness.

The heroes could not see the far wall of the chasm, nor the bottom of the subterranean vault. Three dire rats were hidden amid the debris and attacked Arathorn. Dire rats look like more feral, 3-foot-long versions of normal rats.

The stairs were not particularly well made. Flaxia revealed footprints not made by the heroes heading down the stairs. Three switchbacks were on the stairs, each of which opened into a small landing. The second landing allowed Aranthor a view of the area below with his low-light vision.

At the edge of sight, a fortress top emerged from the darkness. The subterranean citadel, though impressive, seemed long forgotten, if the lightless windows, cracked crenellations, and leaning towers were any indication. All was quiet, though a cold breeze blew up from below, bringing with it the scent of dust and a faint trace of rot.

The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the cavern floor. The floor stretches away to the north and south, and it is apparently composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the left side of the courtyard. The stone courtyard, surrounded by crumbled masonry, contains a wooden door.

Tuesday, December 15, 2015

Coldeven 1st, 591 CY

Aranthor, an elf druid, Flaxia, a human ranger, and Quisaadi, a human druid, are eager to make a name for themselves. The legend of the Sunless Citadel is well known locally, and stories indicate it is a perfect site for heroes intent on discovery, glory, and treasure! They reach the community closest to the dungeon, a small town called Oakhurst.

This is where they met Arton, a human wizard, who was looking to contract a group of heroes for a job. Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated adventuring party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the town of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to Arton and his team if they can find and return with the lost members of her family - or at least return with the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per team member. If Arton and his team bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.

After the group of druids and ranger accepted Arton's proposal, the heroes discovered the following additional pieces of information when they spent time in the local tavern:

  • The Old Road run right past the old ruins (the Sunless Citadel), but fell into disuse because of goblin banditry. No one knows for sure what the Sunless Citadel once was, but old legends hint that it served as the retreat of an ancient dragon cult.
  • The Old Road also skirts the Ashen Plain, a lifeless land.
  • Cattle herders don't graze their stock too far afield these days. They're frightened by stories of new monsters that maraud by night. No one has seen these creatures, nor do they leave a discernible trail; however, cattle and people who have been caught out alone have been found dead the next day, pierced by dozens of needlelike claws.
  • The missing adventurers include a fighter (Talgen), a wizard (Sharwyn), a paladin of Pelor (Sir Bradford), and a ranger (Karakas). Sir Bradford was not a local, and he had a magic sword called Shatterspike.
  • The goblin tribe infesting the nearby ruins (called the Sunless Citadel, though no one knows why) ransoms a single piece of magical fruit to the highest bidder in Oakhurst once every midsummer. The fruit, apparently an apple of perfect hue, heals those who suffer from any disease or other ailment. Sometimes the goblins offer another apple at midwinter. This apple is corpse-white and utterly poisonous, even to the mere touch of the skin. No samples of either type of apple remain anywhere near Oakhurst.
  • Garon, the human barkeep of Ol' Boar Inn, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Sunless Citadel. About thirteen years ago, a grim man named Belak stopped by, and he had a very large pet tree frog.
The heroes speak to "Corkie" next, the gnome healer of Oakhurst, who is also a cleric of Pelor, to learn information on Sir Bradfordss incentive to seek out the Sunless Citadel. According to her, Sir Bradford was interested in piercing the mystery associated with how wretched goblins could ever possess such wondrous magical fruit. The goblins have been selling the fruit to Oakhurst for the last twelve years. Usually, the fruit sells for around 50 gp, which is all the townspeople can bring themselves to pay a goblin. They sometimes plant the seeds at the center of each fruit, hoping to engender an enchanted apple tree. When the seeds germinate in their proper season, they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen - every time. The townfolk assume that the jealous goblins send out thieves to ensure their monopoly of enchanted fruit. Sir Bradford also wanted to know how they steal every sprouting sapling grown from the enchanted fruit's seed. Morevoer, he wished to find this rumored tree of healing, hoping to heal his ailing mother.

Tuesday, December 1, 2015

Races

Dwarves


The dwarves have two main subdivisions. The more common hill dwarves have complexions of deep tan to light brown, with hair of brown, black or gray. Eyes are of any color save blue. They are solidly built, though seldom exceed 4 feet in height. All dwarves are bearded.

The dwarves do not speak of their origins to outsiders, so little of their ancient history is known. However, it is understood that they once had great underground halls in the northern Crystalmists that were destroyed by the Invoked Devastation. Their last High King perished in the aftermath, and the clans have ever since been sundered. Led by lords and princes of differing noble houses, the dwarf clans allied with elves and gnomes during the Suel and Oeridian migrations, and even joined humans of reliable disposition to defend their territories. In the present day, dwarves are found in rugged mountains and hills.

The dwarves are perceived as materialistic, hard working, and humorless. They tend to be dour and taciturn, keeping themselves separate from other folk, but they are also strong and brave. In wartime they are united and willing to see victory at any cost, but prone to avenge old slights and reject mercy. They jealously defend the honor of their clans and families, and greatly revere their ancestors, building elaborate monuments to them. Yet, their chief love is precious metal, particularly gold, which they work with great mastery. Some dwarves suffer from an affliction called gold-fever, when their desire for the substance becomes so overwhelming that it consumes their souls. The tradition of dwarven honor demands that leaders dispense treasure to their loyal followers, and the inability to do this is a sure sign of gold-fever. Dwarves also place great value on their long beards, often braiding them and twining them with gold wire. It is a terrible dishonor to be shorn.

The traditional garb of dwarves is woolen trousers and a belted linen tunic, with a hooded cloak or cape worn over all. Their boots are of heavy leather, with or without buckles. Colors are a mixture of earth tones and loud, check-patterned hues. They also favor leather accoutrements, fitted with as many jewels and precious metals as they can hold. Females and males usually dress identically, except on certain ceremonial occasions when females wear a tabardlike overgarment, while males wear their best embroidered work aprons.

Dwarven elders hold the secrets of their race’s magic, best exemplified by their magnificent armor, weapons and tools. They also oversee the construction of monuments and tombs, many of which have magical traps and curses of great cunning.

Hill dwarves share the same traits as the dwarves described in the Player’s Handbook.

Elves and Half-elves


The elves are slight of stature (averaging 5 feet) and fair of complexion. Hair and eye coloration vary by kindred. High elves are usually dark-haired and green-eyed. The hair color of wood elves ranges from yellow to coppery red, and eye color is a shade of hazel or green.

Elves were present in the lands east of the Crystalmist Mountains for countless centuries prior to the rise of the first human kingdoms there. Slowly driven from the open country to more secluded and better defended strongholds by the growing strength of both human and nonhuman folk, elves still held a number of forests and upland realms at the time of the Twin Cataclysms. The invading humans, orcs, and others pressed them further, until some prominent elven realms made military and political alliances with dwarves, gnomes, and halflings, and even with certain major human tribes (usually Oeridian).

Elves are concerned with life itself and spend long periods contemplating natural beauty. Long-lived and curious, they enjoy exploration and remember much. Their frolics are usually joyous events, though some gatherings have a melancholy tone. The fine arts are much appreciated. Elves measure kinship in terms of broad, ethnic divisions, though family bloodlines, particularly among the nobles, often cross these ethnic boundaries.

Elves normally attire themselves in pale forest hues, though they favor more intense colors in urban settings. Generally, males wear a blouselike shirt over close-fitting hose and soft boots or shoes, while females favor a frock with sash, or a blouse with an ankle-length skirt. Hunting garments are typically in neutral colors like shades of brown, tailored for silent and easy movement. All elves favor cloaks, especially when travelling, typically gray or gray-green.

Elves are fascinated by all types of magic, especially illusions and charms. They also produce superior and elegant magic garments, weapons, and armor.

High elves share the same traits as the elves described in the Player’s Handbook.

Wood elves share the same traits as the elves described in the Player’s Handbook, with the following additions, except where noted:

·        +2 Strength, -2 Intelligence.
·        Favored Class: Ranger. This trait replaces the elf’s favored class.

Half-elves are the offspring of humans and elves. They are highly versatile but not always welcome in human or elven society. They are disproportionately represented among adventurers as a result.

Half-elves share the same traits as the half-elves described in the Player’s Handbook.

Gnomes


Gnomes are solidly built and muscular despite their height. (Most gnomes stand just over 3 feet tall.) Rock gnomes are brown-skinned and blue-eyed, and almost all adults have light hair with a tendency toward male baldness. Males are most often bearded, though not so much as their dwarven cousins. Their facial features are a bit exaggerated compared to human norms, with prominent noses and eyebrows and leathery skin.

Rock gnomes of the Flanaess have their origins as trappers and herders in the remote wooded highlands of the north. Their southward expansion began only a few centuries before the Invoked Devastation, bringing them into lands populated by other races. Their lairds and chieftains recognized the authority of elven or dwarven sovereigns, but discouraged any mingling of peoples until the Suel and Oeridian migrations encouraged cooperation between races.

Gnomes are possessed of sly humor and earthy wisdom. Measuring the practical values of things as seen by the gnomes against the pretensions of other cultures, their wit is often revealed in inventive and embarrassing ways. Their creativity is not limited to practical jokes. They are fine craftsmen who appreciate precious stones and make beautiful jewelry, along with woodwork, stonework, and leatherwork of excellent quality; they invent and experiment often. Seldom avaricious, gnomes take equal pleasure in music and story, food and drink, nature and hand-made things. Most gnomes are not prone to cruelty, though their lively jokes may sometimes make things appear otherwise.

Rock gnomes in the Flanaess tend to dress in dark colors, favoring earth tones but enjoying stripes and brightly dyed hats, belts, and boots. Males usually wear high-collared shirts or blouses with trousers and boots, and a double-breasted coat worn over all. Females wear high-necked blouses with aprons or ruffled skirts, often with a matching jacket. Their hunting garments are colored with mottled greens and browns intermixed.

Famed primarily for their use of illusions, some gnome magicians are also master toymakers and artificers. Others are superb weavers, dyers, or tailors, who can create clothing that will improve the appearance of the wearer or alter it completely.

Rock gnomes share the same traits as the gnomes described in the Player’s Handbook.

Halflings


Halflings have three distinct types. The primary group is the lightfoot, the typical halfling found in the Flanaess. Lightfoots average just over 3 feet tall and are ruddy faced, with hair and eyes in various shades of brown. Most halflings have wavy or curly hair. Some also grow hair on their cheeks.

Halflings originally occupied small settlements in the river valleys of the west-central Flanaess. They spread slowly into other territories, so by the time of the Suel and Oeridian migrations, few were north of the Gamboge River or east of the Harp Valley. Historically, they prefer to dwell in stable nations ruled by stronger folk. Today, halflings are found in much of the Flanaess, but they still favor the central and western regions from the Urnst states to the three Uleks.

Halflings are clever and capable, whether they are hard-working farmers or tricky rogues. Most halflings are curious and daring, getting themselves into trouble as often as they get themselves out of it. They have great appetites for food, drink, and collecting things. They love fun, get along well with almost anyone who will at least tolerate them, and enjoy travel and opportunities for excitement.

Halflings prefer to wear knee-breeches and tunics or shirts, often with vests. Males wear coats and high-collared shirts on formal occasions, while females dress in a bodice-covered shift and long skirts. Shirts and breeches are often striped in alternating bright and dark colors. They dress themselves in gnome style when hunting or at war, wearing clothing of mottled greens and browns.

The best-known halfling magic is culinary. Many halfling foods are made to retain their freshness for lengthy periods, and they use herbs with healing and other medicinal properties. However, most halfling spells are defensive and protective in nature.

Lightfoot halflings share the same traits as the halflings described in the Player’s Handbook.

Half-orcs


Half-orcs (the children of orcs and humans) are usually born under unhappy circumstances in border areas between orc and human cultures. Dark of mood and nature, many half-orcs achieve renown despite their rejection by their parents’ folks and many others.

Half-orcs share the same traits as the half-orcs described in the Player’s Handbook.

Humans


Six major races of humanity share the vast Flanaess with numerous nonhumans. Unmixed human races exist in several enclaves, but for the most part the Suel, Flan, Oeridians, and Baklunish have mixed to form a variety of blended types.

Race is given little importance by intelligent folk, particularly in the central lands, though some royal courts promote particular racial types. Each race appears to have developed ages ago in isolation from all others, with its own pantheon of deities, language, and culture. In practical matters of exploration, trade, adventure, and war, color and race have little meaning.

Oeridians


Oeridian skin tones range from tan to olive; brown and auburn hair are common, though some individuals have hair as light as honey or as dark as coal. Likewise, eye coloration is highly variable; brown and gray are seen most often. Oeridians tend to have square or oval faces and strong jaw lines.

After inhabiting what is now Ull for generations, barbaric Oeridians were driven east by orcs and goblins employed as mercenaries by the Baklunish and Suel. The migrating Oeridians were able fighters and battled their way across the Flanaess, driving the Suel before them and allying with the Flan, elves, dwarves, and other peoples.

The most powerful empire in the modern Flanaess was created by a conquering tribe of Oeridians, the Aerdi, who subjugated and assimilated all who opposed them. Ancient Oeridians were fierce warriors, yet they also were self-sacrificing and loyal. These traits are not as evident today, but many Oeridians do remain temperamental and prone to violence. They have a preference for strict social order, usually fitting themselves at the top, and their military traditions are strong. Aggression is often channeled into political conflict and subterfuge. The Oeridian skill at warfare is unsurpassed, and many folk have a hard-learned respect for it. In peacetime, they are practical, hard working, and not inclined to intellectual pursuits.

Oeridian dress normally consists of a short tunic and close-fitting trousers with a cape or cloak, tailored for ease of movement.

Following their war-like tendencies, magic-using Oeridians focus on battle-oriented spells, as well as the enchantment of magic items useful in combat. Spellcasters have a hard-nosed, practical attitude, and they are generally hawkish and outgoing. Many strive to be leaders or masters. Magic is often used for pragmatic purposes, too, such as construction, irrigation, and iron-forging.

Oeridians share the same traits as the humans described in the Player’s Handbook.

Rhenee


The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhenee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less.

The Rhenee are not native to Oerth; rather, they are accidental travelers from another plane or world, citizens of a lost homeland they call Rhop. Their legends say that they appeared first in the Great Kingdom, in or near the Adri Forest. Pursued by monsters and hostile Aerdi, they fled west to the shores of the Lake of Unknown Depths, where they took to life on the water. They now expertly ply the great rivers that cross the Flanaess and migrate between the three great lakes (though Whyestil Lake is lately unsafe for travel). Rhenee are fairly common on the waterways of the central Flanaess and near inland shores and banks. A few secret, inland encampments are said to exist, and here may also be encountered their rare, land-dwelling cousins, whom they derogatively refer to as the Attloi. The mutual distrust and antagonism between the Rhen-folk and other people of the Flanaess have kept the Rhenee relatively unmixed with other races, though the Rhenee do bring children of other human races into their families.

Little is known of the original culture of the Rhenee, as they were absent from the Flanaess before 450 years ago and entered their current lifestyle to escape persecution. The Rhenn-folk are masters of inland sailing and navigation, and they love their nomadic and adventurous life. Music and gambling are beloved amusements. Certain Rhenee say they are nobles and have great authority among their kind. Men nearly always become warriors; some women become sorcerers, “wise women” whose skills and knowledge make them the subtle masters of Rhenee society. Rhenee men can be quite chauvinistic, and their women manipulative.

Rhenee have a wide reputation as thieves, and most do learn roguish skills as children, practicing them primarily upon outsiders. Their secrecy and bad reputation cause most people to dislike the Rhenee, and the feeling is mutual. They survive by ferrying goods and passengers, fishing, hunting, selling their crafts, and illegal means (theft and smuggling), although they put forth the least amount of work needed to accomplish their goals. They follow a code of conduct that has different restrictions for dealing with others of their kind versus non-Rhenee outsiders, who may be lied to and cheated.

These people dress in muted colors, and each adult male has a set of homemade leather armor of good quality. The cut and style of their clothing is simple and functional, eschewing the fashion-minded concerns of other races. Their leatherwork is exceptional.

Of the Rhenee, only the female students of “wise women” become spellcasters. (Clerics are unknown among them.) Wise women prefer charms and illusions, practicing divination as well. They like spells that deceive or confuse people, especially enchantments like love potions or (very) minor protective charms that can be sold to the foolish, unwary, or greedy.

Rhenee share the same traits as the humans described in the Player’s Handbook, except as noted:

·        Automatic Languages: Common and Rhopan.

Suloise


The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features.

The Suel Imperium was located in what is now the Sea of Dust. Wicked and decadent, this empire was destroyed during a war with the Baklunish when the latter brought down the Rain of Colorless Fire. Suloise survivors fled in all directions, many crossing the Hellfurnaces into the Flanaess, where they met other Suel who had fled the long war much earlier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians.

The Suel Imperium was governed by contesting noble houses, and the fleeing bands that entered the Flanaess were often led by nobles with their families and many retainers. The modern Suel retains this affinity for family, although they often use a very narrow definition of the word to include only siblings, parents, and children. A few Suel can trace their lineage all the way back to the days of their empire.

The ancient Suel Imperium was exceedingly cruel. This trait surfaces in the modern day, for more than one Suel organization openly plots against other people of the Flanaess. Fortunately, most Suel have avoided this dark legacy, having inherited the relatively minor flaws of being opinionated, selfish, and blunt. Many also tend to be prideful and refuse to admit flaws or personal hardships. They have a passion for study, especially in regard to magic, and many Suel wizards become incredibly powerful.

Traditional Suel dress includes wide-legged pantaloons and loose blouses (vests in the south), both in solid colors. Most individuals use one color only, with nobles using two or more as appropriate to their House. The style of clothing is adapted to the climate; Suel in the far north wear cloaks of thick wool, with capes, mittens, and furred boots. The Suel like large pins, brooches, emblems, and other adornments, a few of which are ancient heirlooms.

Heirs of a highly magical society, the Suel still have an aptitude for most types of spellcasting. Suel wizards often become masters of spells that involve transmutation. They also perfected a number of binding spells and created many items used for controlling and dominating other beings.

Suloise share the same traits as the humans described in the Player’s Handbook.

Sunday, November 29, 2015

County of Urnst

Ruler: Her Noble Brilliancy, the Countess Belissica of Urnst
Government: Feudal monarchy owing fealty to the Duchy of Urnst, though internal affairs are conducted independently; hereditary rulership out of a very broad noble (not royal) family (House Gellor) with strong adventuring and military service
Capital: Radigast City
Major Towns: Brotton, Caporna, Didieln, High Mardreth, Jedbridge, Stone Battle, Trigol
Provinces: Six archbaronies, nine lord baronies, and eleven field baronies (lord mayors and mayors included, as they hold baronial positions)
Resources: Foodstuffs, cloth, gold
Coinage: [Modified Nyrond] sterling (pp), noble (gp), bright (ep), castle (sp), common (cp)
Population: 682,200 – Human 79% (widespread Suloise and Oeridian, with a minority of Rhenee), Halfling (lightfoot) 9%, Elf 5% (high or wood), Dwarf (hill) 3%, Gnome (rock) 2%, Half-elf 1%, Half-orc 1%
Languages: Common, Halfling, Rhopan, Elven (in descending order of usage)
Common Alignments: LG, NG (government and law enforcement), N
Major Religions: Heironeous, St. Cuthbert, Pelor, Phyton, Lydia, Oeridian agricultural gods (Atroa, Sotillion, Wenta, Telchur and Velnius), Xerbo, Zilchus, Halfling pantheon (group pf Halfling gods led by Yondalla), Norebo, Pholtus, Boccob
Allies: Duchy of Urnst, Greyhawk, Nyrond, Flinty Hills, Furyondy, Tenh (exiled noble family and refugees)
Enemies: Iuz (particularly Bandit Kingdoms realm), Bone March, the Pale (distrusted)

The County of Urnst has held its current borders for centuries. Nestled along the pleasant coast of the Lake of Unknown Depths, much of the nation’s economy comes from mercantile pursuits. Urnst’s eastern border, along the Stone Road and Franz River, was once heavily garrisoned against threat of invasion from Nyrond. Now, old keeps and castles are used once again, this time to keep track of the swarms of refugees seeking better life in the west.

The great plains of Urnst account for its staggering production of foodstuffs in every part of the nation. Though small forests and woodlands dot the plains, Urnst is not known for its wilderness. The influx of refugees has ensured that free farmsteads and even brand-new lordships can be found almost anywhere.

The great towns and villages of Urnst are connected by a brilliantly designed and well-cared-for series of roads, fashioned in the (some say magical) style of the old Great Kingdom. Indeed, much of the great architecture and infrastructure of Urnst can be traced to the Aerdy occupation, a fact that does not go unappreciated despite the distrust most Urnstmen feel towards nations to the east.
Urnst maintains a small but efficient squadron of warships at the Nyr Dyv (Lake of Unknown Depths), stationed in the largely military town of High Mardreth. A standing army of some three thousand horse and footmen stock key garrisons along the northern border and throughout the nation. Noble levies can raise ten times that number in a week or two.

History


Originally part of the much-larger seminal Urnst nation, the County of Urnst was established as a distinct protectorate nation by Overking Jirenen of Aerdy in 189 CY. Owning by far the most fertile land of any nation bordering the Nyr Dyv, Urnst stood as the breadbasket of the region for many years, supplying wheat as far afield as Calbut, in the duchy of Tenh.

When Nyrond broke from the Great Kingdom, it entered a period of expansionism, swiftly capturing the County of Urnst in a brief and surprising series of charges toward the capital. Most Urnstmen bitterly resented the occupation years, during which their own aristocracy (largely Suel, with strong ties to that of the duchy) was integrated with arrogant nobility from Nyrond. This resentment rarely erupted into physical conflict, however; the people of Urnst enjoyed a much better fate than the Pale under similar circumstances.

A half-century after the Great Council of Rel Mord, the County of Urnst became a palatine state under the protection of the richer and more powerful Duchy or Urnst, a political situation that continues to this day.

If the County of Urnst is subservient to its southern cousin, it certainly doesn’t act like it. The ruling house of Urnst, the Gellors, has long displayed a well-deserved reputation of individualism. The current countess, Belissica, enjoys a popularity unparalleled among most Flanaess rulers. A consummate politician and diplomat, she enjoys warm relations with the people of the duchy and even has the respect of the Rhenee and certain supposedly pro-Iuz Bandit Kings.

For a time, just prior to the Greyhawk Wars, it seemed that the two Urnst nations might combine to form a single nation, not unlike that which existed in centuries past. Nobles from Port Toli to Marner speculated upon a marriage between the countess and Jolen Lorinar, Duke Karll’s eldest son. In preparation of the event, the courts of Urnst grew ever closer, sharing key advisers and functionaries. The union, however, never occurred. How the young southern lord possibly could have rebuffed the ravishing and even-tempered countess is a subject of much speculation. Unmarried, Belissica ages gracefully, keeping about her a number of romantic consorts (many of whom are well-placed in the courts of neighboring lands), never staying with a single partner for more than a handful of months.
Urnst saw little fighting during the Greyhawk Wars, though refugees from all corners of the central Flanaess crowded the streets of Radigast City and the cities nearest the Nyrond border. Though these folk came bearing tales of horrible suffering and unparalleled fear, the countess soon noted that many of them came with full purses and a lifetime of accumulated wealth hastily stuffed into pockets and chests. Thanks to a number of new taxes suggested by Urnst’s canny Minister of Finance, Eckhard, much of that wealth now lines the government’s coffers, making Urnst one of the few countries to leave the war years far, far better off than it arrived.

Urnst has used its wealth and increased prestige to greatly aid Nyrond, both by bankrolling the struggling nation and by providing soldiers for the Almorian Campaign. The scars of the Nyrondal Occupation seem finally to have healed. From the point of view of the countess’ court, having one of the most powerful nations of the continent owing you several hundred favors does much to erase old wounds.


Belissica knows, however, that little is gained from helping Ehyeh III, the struggling duke of Tenh, who rules his exiled people from his exile in Radigast City. The countess attends his requests for personal meetings and funds his court (if modestly). Occasionally, she even offers the fallen duke some of her troops, if a given military action seems well thought out and offers little risk to her soldiers. She knows that embroiling herself in a struggle between Tenh, Iuz, the Fists, and the holy armies of the Pale can do Urnst no good. Belissica is noble and righteous; she is also wise. The key to retaking Tenh does not lie in Radigast.

Thursday, November 26, 2015

Introduction

This campaign is located on the sphere of Oerth, most specifically on the continent of Oerik, in its easternmost portion called the Flanaess. Scholars from the Flanaess tell us that Oerik is but the greatest of four continents, and that the four great oceans surround them. Almost nothing is known of the lands beyond the Flanaess, and only little is understood of the regions above and below. Available player material is limited to the core 3.5 rulebooks (Player’s Handbook and Dungeon Master’s Guide) and Rules Compendium.

The Calendar


The sun travels once around Oerth in 364 days, visiting the 12 Lairs of the Zodiac in an appointed round that never varies. The Great Moon, called Luna, waxes and wanes in fixed cycles of 28 days. Each lunar cycle marks the passage of one month, which is further subdivided into four weeks of seven days each.

The Lesser Moon, Celene, follows a path that reveals her full beauty but four times each year, thus showing the times of the festivals.

Table 1. Standard Week
Day
Task
Starday
Work
Sunday
Work
Moonday
Work
Godsday
Worship
Waterday
Work
Earthday
Work
Freeday
Rest
Table 2. Dozenmonth of Luna and the Four Festivals
Festival/Month
Season
Needfest (midwinter)
Fireseek
Winter
Readying
Spring
Coldeven
Spring
Crowfest
Planting
Low Summer
Flocktime
Low Summer
Wealsun
Low Summer
Richfest (midsummer)
Reaping
High Summer
Goodmonth
High Summer
Harvester
High Summer
Brewfest
Patchwall
Autumn
Ready’reat
Autumn
Sunsebb
Winter
Each month has 28 days. Each festival is seven days long. This campaign begins on the 1st day of the month of Coldeven, 591 CY (Common Year; since the founding of the Great Kingdom).

Climate and Seasons


Except in the northern latitudes, winter temperatures in the Flanaess seldom fall below freezing except during the two winter months, and at night during early spring and late autumn. In the depths of winter, temperatures reach the freezing point for a few days, and then gradual warming begins. Summer in the central lands lasts five or more months. Prevailing winds tend to be from the northeast in the winter and autumn, from the east and southeast at other times. Most areas of the Flanaess have sufficient rainfall to assure abundant crops.

Coinage


The monetary-exchange system (1 pp = 10 gp = 20 ep = 100 sp = 1,000 cp) was established many centuries ago by the Great Kingdom at its founding, based on a similar system of coinage developed by the Kingdom of Aerdy. As the Great Kingdom spread across the Flanaess, similar currencies were adopted by other peoples to better trade with this vast empire, particularly after magic was used to assess coin purity and weight. The names of each official coin are given for realms that mint their own coinage.

Language


Player characters can choose bonus languages among those described for their race, as well as among those described in their starting regions. Languages specific to Flanaess are described below:

Common: A combination of Ancient Baklunish and the dialect of Old Oeridian spoken in the Great Kingdom was the basis for this traders’ tongue. Beginning centuries ago as Middle-Common, the language contained many obviously Oeridian elements, and the contributions of Baklunish grammatical structure and vocabulary are clearly identifiable. Regional variations were also pronounced, but all these elements became blended and standardized during the years of Aerdi dominance, resulting in the birth of the Overking’s Common Tongue, later simply called Common. Any traveler must learn Common or be severely handicapped. Very often, a language must be translated into Common before it can be translated into another language.

Rhopan: The language of the Rhenee, Rhopan is also called “Rhenee cant” because it borrows many terms from other languages, including the argot of several thieves’ organizations. It is not related to any Oerthly tongue.

Religion


Most people worship or pay tribute to more than one deity every day, often up to a dozen or more during the year, though one person might hold one particular god as a personal favorite.

True pantheonic worship (worshiping all the gods of a given ethnic group or race) is rare among humans. Most people are pragmatic and worship those gods they deem important to their daily lives, regardless of the origins of those gods. Even nonhumans, who tend more toward pantheonic worship than humans, might give offerings to gods of human origin, if the latter offer benefits the nonhuman’s want or need.

Racial deities are unchanged from their description in the Player’s Handbook. The human deities of Flanaess are described below:

Atroa is the NG goddess of spring, east wind and renewal. Her title is the Sad Maiden. Atroa is one of the five Oeridian agricultural deities fathered by Procan. She once loved the god Kurell but was spurned by him for her sister Sotillion. She oversees the blessings of spring, including the opening of hearts to new prospects and the body to new horizons. Her sling Windstorm can strike the most distant foe, and her spherical glass talisman Readying’s Dawn can melt ice within her line of sight. She is closest to her divine family and is indifferent to most other gods except Fharlanghn. Her holy symbol is a heart with an air glyph within. The domains she is associated with are Air, Good, Plant and Sun. Her favored weapon is the sling.

Boccob is the N god of magic, arcane knowledge, foresight and balance. His titles include the Uncaring, Lord of All Magic, and Archmage of the Deities. Boccob is known throughout the Flanaess and oversees the maintenance of magic’s existence on Oerth. He is distant from all other gods except his servant Zagyg. An eye within a pentagram is his symbol. The domains he is associated with are Knowledge, Magic and Trickery. The quarterstaff is his favored weapon.

Heironeous is the LG god of chivalry, justice, honor, war, daring and valor. His titles include the Invincible, the Valorous Knight, and the Archpaladin. Heironeous is the Oeridian battlefield champion of all that is right and good. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. The domains he is associated with are Good, Law and War. The longsword or battleaxe are his favored weapons.

Lydia is the NG Suel goddess of music, knowledge and daylight. Her symbol is a spray of colors from an open hand. She interacts with many other gods, exchanging information and songs. In some ways she is the converse of Pholtus, pressing for individual liberty so that others may see the light of truth without being blinded by it; this pleases Trithereon, who also strives for the freedom of the individual. The domains she is associated with are Good, Knowledge, Sun and Travel. The short spear is her favored weapon.

Norebo is the CN popular Suel god of luck, gambling and risks. He is known as the God of Gambles. His symbol is a pair of eight sided dice.  He has been paired with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. The domains he is associated with are Chaos, Trickery and Luck. His favored weapon is the dagger.

Pelor is the NG god of sun, light, strength and healing. He is known as the Sun Father, and the Shining One. Pelor is the Flan sun god, known throughout the entire Flanaess. Riding the great kirin Star Thought, he summons flights of eagles and destroys evils with bolts of sunlight. He was until recently a peaceful and gentle god concerned with the alleviation of suffering. Now, he is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and heals those who champion the cause of good, and the stylized sun-face holy symbol is painted on shields and banners across the Flanaess. The domains he is associated with are Good, Healing, Strength and Sun. His favored weapon is the heavy mace.

Pholtus of the Blinding Light is the LG god of light, resolution, law, order, inflexibility, sun and moons. Pholtus is a stern Oeridian guardian of unbending law, who carries the Staff of the Silvery Sun, an ivory object shod in silver and topped by an electrum sun-disk. His holy symbol is a full moon (Luna) partially eclipsed by a smaller crescent moon (Celene). He is unpopular with other gods and particularly despises the Oeridian wind gods. He is opposed by St. Cuthbert. His clerics must be lawful. The domains he is associated with are Good, Knowledge, Law and Sun. His favored weapon is the quarterstaff.

Phyton is the CG Suel god of nature, beauty and farming. His most commonly encountered title is the Woodshaper. Once like most nature deities, he now represents man’s dominion over nature, and this puts him at odds with those who would protect a forest from the actions of mankind, just as his dominion over beauty angers Wee Jas. He clears forests to make room for crops, cuts tracks through mountains to make roads, and dams rivers to form fishing ponds. His symbol, a scimitar in front of an oak tree, hearkens back to his old purpose. The domains he is associated with are Chaos, Good, Plant, Sun and Water. His favored weapon is the scimitar.

Saint Cuthbert of the Cudgel is the LN god of common sense, wisdom, zeal, honesty, truth and discipline. St. Cuthbert may once have been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus. His clerics cannot be evil. The domains he is associated with are Destruction, Good, Law, Protection and Strength. His favored weapons are bludgeoning weapons and especially the club.

Sotillion is the CG goddess of summer, south wind, ease and comfort. Her title is the Summer Queen and her holy symbol is a winged, pure-orange tiger. With a wave of her hand she can afflict others with a careless stupor nearly unto slumber. She is Zilchus’ wife but ever a languid goddess who has to be prodded to her duties by her family. Her clerics must be chaotic. The domains she is associated with are Air, Chaos, Good, Healing and Plant. Her favored weapon is the net.

Telchur is the CN god of winter, cold and north wind. His title is the Icebrother. Telchur is the bitterest of Procan’s children. He is extremely good at his work; because he wishes no rivals to blight his reputation, he urged his greatest clerics to trap his rival Vatun in a magical prison seven hundred years ago. His symbol is a leafless tree in a field of snow. The domains he is associated with are Air, Chaos and Strength. His favored weapons are the short spear and shortbow.

Velnius is the N god of sky and weather. His titles are the Rainshroud, and the Elder Breeze. Velnius is the most responsible member of his family. As Procan’s oldest child, he is the leader of the Oeridian wind gods and is called in to support or take over for them when they are overwhelmed or lax in their duties. He is allied with his family members, friendly with neutral or druidic deities, and opposes Kurell. His symbol is a bird perched on a cloud. His clerics cannot be evil. The domains he is associated with area Air, Travel and Water. His favored weapon is the short spear.

Wenta is the CG goddess of autumn, west wind, harvest and brewing. She is known as the Alewife, and the Harvest Daughter. Wenta is the youngest Oeridian wind goddess with a large mug of beer as her holy symbol. She has no permanent ties to any one being, preferring to go where her heart takes her, and as such has been linked to many deities. She dislikes only her brother Telchur, seeing him as the black sheep always on her heels. The domains she is associated with are Air, Chaos, Good and Plant. Her favored weapon is the club.

Xerbo is the N god of the sea, sailing, money and business. He is known as the Sea Dragon. Xerbo is a stern and indifferent god. His trident, Murky Deep, enchants and grants him dominion over all ocean life and can enchant his opponents. Xerbo is also a mercantile god, where his stern demeanor represents the drive for a hard bargain. Most revere him as a merchant’s god and placate him as a sea god. He avoids other gods except his estranged wife Osprem, battles Procan regularly, and sulks whenever Zilchus encroaches on his followers. His symbol is a dragon turtle. The domains he is associated with are Animal, Knowledge and Water. His favored weapons are all sailor and aquatic creature weapons, especially the trident.


Zilchus is the LN popular Oeridian god of power, prestige, money, business and influence. His titles include the Great Guildmaster, and the Money Counter. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold. The domains he is associated with are Knowledge, Law and Trickery. His favored weapon is the dagger.