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.
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