Tuesday, October 5, 2010

Designing an Essentials World

So you maybe a brand new Dungeon Master ready to start out running a game of your own, and you decided to start with the Essentials line before moving up to full blown Core 4E.

Without looking at all the books (since WotC is once again doing their idiotic staggered release program), we will have to look into the crystal ball and see what we think might be needed.

There will be 10 classes and 10 races and an optional 11th class (Assassin), and race revenant (which I am already canning for my game); tieflings and dragon born are about as far as an old school DM like me is going to stretch.

I would start off with the classes. They are: Cleric (War Priest), Fighter (Knight and Slayer), Rogue (Thief), and Wizard (Mage) from the Heroes of the Fallen Lands source book. The other classes coming out are Druid, Ranger, Paladin, and Warlock.

The races from the first book are Human, Elven, Eladrin, Dwarf, and Halfling. The second book will introduce Dragon Born, Drow, Half Elf, Half Orc, and Tiefling.

It also seems that the designers are going to give the Dungeon Master some history meaning that Arkhosia, Bael Turath, and Nerath empires have happen in the past. This history has been pieced together here:

http://www.northerngamers.org/index.php?title=Nerath


There is also a map available here:

http://www.northerngamers.org/index.php?title=File:Nerath.jpg

Notice, like many good designs the map extends off the page on 3 sides leaving the DM room to create more space. If a DM wanted to start the adventurers in the town of Fallcrest in the Nentir vale, he could certainly do that with very little trouble.

Since I like world building, I am going to at least pencil my own world. I want to keep the history so I will need a place to put Arkhosia and Bael Turath that will be later over run by the Empire of Nerath. I also need a place for the Elven kingdoms and Dwarven lands (and a place for the Halflings too). Looking at the map, this place does not seem big enough for me.

Realistically, there needs to be a place where large armies could maneuver (the battles between Arkhosia and Bael Turath). Later, the human empire of Nerath will over come those places, so there might need to be 3 iterations of the map: The original “Arkhosian” Map, the Nerathian empire map, and the present map.

So where to start? I like to start with geology. I like an ocean on one side which allows me to incorporate seafaring adventures (arrrr). The two biggest natural dividers are water and mountains. I also have used and will use again woods (since this is an ideal place to plop down the elves and eladrin). This will be a political boundary.

Even using the points of light theory presented by the designers as the backdrop for the Dungeons and Dragons games, rivers and commerce are still the prime movers in the advancement of civilization. Where there are groups of people, there is conflict, and it is conflict that drives the story of Dungeons and Dragons. Two great conflicts have already taken place: The battle of Arkhosia and Bael Turath, and the fall of Nerath (allegedly to demons).

There is also the drow war (important since we have drow characters); Orc’s who bring conflict with them everywhere they go, and we need a place for halflings to move around in as well. The Halflings seem to prefer rivers per the designers of 4E.

So we need a place with plenty of space, rivers, and some mountains. We need woodlands to place the elves and eladrin. What place seems to be good for this? For me good old North America! Heavily forested (elves will be happy-eladrin too), plenty of rivers for halflings to sail upon, plains for humans, mountains for dwarves, a seaboard, great lakes, yep this will do just fine. Now to warp it since the good Lord does not like people plagiarizing his handy work. Dang, this is going to take at least one political map as well maybe more, but going into this much detail allows the dungeon master to later have copious material from which to draw on to tell his stories.

It is amazing how much information one can get by just placing in a favorite browser “topical map of North America circa 1700.” We now have geography and topology that can be made into a useful fantastic world with only some changes.

Fist important consideration, where to place Arkhosia and Bael Turath? This comes down to either north -south or east-west. The second is do I want them linked by a major river?

It time to take out a pencil and put some of my wandering thoughts on paper: this is what I came up with (see picture). I need to figure out my scanner!

As my mind rambled, I ended up putting Bael Turath and Arkhosia on the same river chain and ended up putting Nerath on the same waterway as well. I decided to put our town name Lakeside on the northern part of the river as well. (I need a name for the river). There is a major river running through the Elven lands all the way to the sea, and a place in the mountain for the Dwarves. Drow of course are in the under dark, so I have all of the major races covered as far as giving them a place to dwell. I also gave the Orcs and Goblins (and Kobolds) a place to reside as well. There are multiple places where I might place the Nentir Vale. So the first rough map is done.

It is now time to create a monster roster:

Kobolds have a rich roster of monsters up to level 6:

Goblins (and Hobgoblins) have a deep roster as well up to about level 5

Orcs go up to level 10-11(ish)

What do I mean by a deep roster? For me a deep roster is a large group of beings that cover all the major monster roles of the game: Artillery, Brute, Controller, Lurker, Minion, Skirmisher, and Soldier. Drow for example don’t really start covering all the roles until about level 10-14, so they are not a good choice for stories for beginning level adventurers. This covers only monsters that appear on the map and are humanoid; there many other types of monsters and monster rosters that do not fit into a civilization or society (of their own)-for example undead.

Now that there is a brief backdrop for the world, it is time to plan a small town where the beginning adventures can take place.

Thursday, April 29, 2010

Excert from a found diary

By Senmonious of the Order of St. Uriel

Where did my life begin before the order? I can hardly remember it.
Now it does not seem to matter, my life has been the order. It was that way with everyone who entered. Ah, but the initiation, I remember that! Who could ever forget that? It seems like yesterday.

“Daren of Farmington, are ye able?” the old priest asked.
“Yes, reverend father, I am able,” I replied.
Reverend Father Daugherty looked at young Daren; a good deal of concern etched his craggy face. “You are sure?” He asked gently, quietly.
“Yes, father,” I replied.
“After the ceremony there is no going back, you understand this?” He stated.
Daren nodded. Reverend Father Daugherty sighed deeply.
“As you will then,” he answered.

“Tonight at the stroke of midnight you will be admitted into the order of St. Uriel. You realize that all who are members of the order pass through the initiation, none are exempted for any reason. It is an ordeal and it is not pleasant; it is life changing and life giving. You realize that when the time comes you must place your total trust in the order-no matter what?”

“Yes, Reverend Father Daugherty,” I replied.
“I suggest prayer then, and good nights sleep if you can manage it.”
“Is it difficult,” Reverend Father?
“It depends how you look at it,” he replied.
“Can you give me a hint of how to prepare?” I asked.
“No,” the old priest said flatly.
“It is forbidden to speak of it,” he added.
“Why,” I asked.

The old priest rose to leave my small bed chamber. He turned around and focused his gaze on a young man who had no idea of what was going to happen to him in a few short hours.

“Are ye able,” the old priest questioned again.
“Yes,” I answered.
“I guess we will see, wont we,” the old priest answered. He left quietly shutting the door behind him.

I never remembered being exempted from chores. I was brought a hearty meal and wine. I was not able to pray, I was too excited. I was not able to sleep either, but something in the Reverend Fathers visit convinced me to try to rest.

At midnight, a quiet knock came at my door. I answered it. A priest that I did not know broughtme a hooded black robe.

“Put this on and take everything else off.” He said.
“Daren of Farmington, Are ye able?” the priest asked.
“Yes,” I replied becoming a little agitated with the same question being asked over and over again.
“When you are ready open the door and come out.” He said.

The priest stepped out of his bed chamber. I quickly undressed and donned his robe and slipped on my sandals, and took a deep breath and opened the door.

The priest looked at me and spoke, “take off your sandals.”
“Why,” I protested.” The stone floors are cold.
“You were not born into this life with sandals nor will you be born into the order this way, leave them.” The priest commanded.

I slipped my sandals off and put them into my sleeping chamber and closed the door, probably too forcefully.

The priest led him into the ceremonial chamber. It was dark, lit by only a single candle. There were very many robed figures standing there, black shapes barely outlined by the light.

“Go up to the dais alter,” the priest commanded.

I walked up to the alter and was stopped by Bregen the head of the order.

“Daren of Farmington, you have stated that you wish to join the order of St. Uriel and are able to keep this trust even unto death.”
“Yes,” I said.
“Very well then, are ye able to offer your life as a sacrifice to the order?” Master Bregen replied.
“Yes,” I replied wondering what was about to happen to me.
“Take off your robe and lay upon the alter then,” Bregen commanded.
I did as he was told.

“As you know St. Uriel is the Angel of Death, true death; we of his order seek out those who seek to upset the proscribed order by entering into un-death. We are his soldiers here on earth whether Priest, Paladin, Invoker, or Avenger. All who enter Uriel’s service must understand death and what it is to die. You have said that you are able, Are ye?”
“Yes,” I whispered.
“Then Daren of Farmington, die to this life and rise to be reborn into St. Uriel’s order.”

With the proclamation completed, Bregen swept out a large ceremonial dagger and plunged it into my heart. I died instantly.

Bregen started an invocation, “St. Uriel angel of Death, we beseech you to bring our new brother into new life. By your power raise him that he might live to serve you and your order.”


I awoke the next morning with a sharp pain in my chest with a large scar over my heart. Was it a dream? I found that answer in the next second when a disgustingly cheerful priest stood over me smiling and asked “rough night?”

I glared at the young priest and said “yeah, I thought I died.”

Celec the young priest said, “well welcome to the club. Ever get tired of the “Are ye able question?”

I answered smiling “only after the fifth time they asked it.”

“Well you better dress; when you are able you have to go off to training,“ Celec said.

“Training for what,” Daren asked?

“Why, your job in the order,” Celec replied.

“What jobs are there,” Daren replied.

“Priest (for the most devout like myself Celec said bowing his head in mock piety), Paladin for the most holy, Invoker for those who feel the call of the great Angel directly, and Avenger for those who want to seek out the great mysteries of our faith,” Celec answered.

“Which will I be,” Daren asked.

“Don’t know and it’s not up to me.” Celec replied.“ But if I would guess, I think it’s more about you,’’ he added. “I think It’s is up to the heads of the order,” he said thoughtfully, “ah, breakfast!” Celec added.

It was the first breakfast ever that I remembered sitting down to breakfast and being served. After a hearty meal, Daren was summoned to Revered Father Daugherty’s office.

“Daren, ye are able,” He said smiling.

“Yes, revered father,” I replied.

“Welcome to the service of the Great Angel, may his favor smile upon you,” The old priest added.

You are to be given a new name-seeing that you are of Deva heritage, I thought of a Deva name for you. From now on you shall be known as Semonius, and I shall have you assigned to a quatrane.

“A quatrane, Reverend Father?” What is a quatrane? Semonius asked.

“It is your new family.” You shall join Balasar, Theren, and Tolbold-the leader of your quatrane. You Semonius shall be their new Avenger, after you are trained of course.

Friday, September 11, 2009

updated Hillside for 4E

9/11/09

Now that 4E has added a number of core classes I thought would add to Hillside and make it more in line with 4E core. There are now Avengers, Bards, Barbarians (touched of Kalannan), Druids, Invokers, Shamans, Sorcerers, and Wardens. Races added are Devas, Goliaths, and Gnomes.


This is my new 4E world. I hope you will enjoy it! The are some basic assumption for D & D 4E. I have adopted the points of light that the designers seem to want for this edition so no large world maps-just this city and a place to go after. Other basic assumptions are that Bael Turath, Arkosia, and the Nerath Empire have happened.

Now Humanity must endure the dark ages in order to have its renaissance. So I humbly present the city of Hillside. Enjoy!

Ian Demagi 9/11/2008

4E-City of Hillside



Beginning: The city of Hillside is on a low mountain in the Verdant Mountain Chain. (The Mountains are much like the Appalachian chain of North America) The Verdant Mountains are rich with timber and quarry-able stone. Below the town runs the mighty Mytheril River (think Amazon). The town is unique in that a large part of the town is inside a huge cavern (that leads to the underdark).

Hillside is not a Free City; it is a vassal to the Count of Seaside, a fact that rankles most inhabitants since the Count does little other than collect taxes mostly to support his large standing army. Hillside is a far more defendable place than the capital city of Oceanside and started as a fort outpost. Hillside is blessed by being very close the great Mytheril River and the sea coast (the Sea of Dragons). Hillside is also a terminating place of the underdark, and many under dwellers come to this place to trade wares.

Population is about 7500 souls: 40% Human, 30% Dwarven, 15% Elven or Eladrin, 10% Halflings, and the other 5% are Tieflings, DragonBorn, Half Elven, and others.

Religion in Hillside: There are 5 Faiths with churches represented in Hillside. There are temples of Moradin, Pelor, Corellon and Sehanine, Avandra, and Ioun.

The Temple of Moradin: This mighty temple is in the underground ward of the city. It is huge (think National Cathedral size and scope)-made of stone and expertly carved by Dwarven artisans. It is a monument not only to Moradin, but to Dwarven society, engineering, and art. The temple is staffed by the Epic High Priest Kosar Soulhammer, a number of attending paragon level priests, and many heroic level priests and paladins that run the temples day to day activities.

The Twin Temples of Corellon and Sehanine: The twin temples of Corellon and Sehanine are formed by two gigantic trees. Elven magic encouraged the tree’s to grow in this way. Gilas Brightstar is a heroic Elven priest attended by a few assistant priests. The temple has an air of magic and is definitely Elven in style and texture.

The Temple of Pelor: The temple of Pelor is a large and impressive structure. It has a great golden dome and is situated in the Hillside ward (as are the twin temples of Corellon and Sehanine). The Sun god is the patron of humans but accepts worshipers of all races. Jozan Goldenray is the worthy high priest assisted by a large and zealous staff of attending priests and paladins. The temple of Pelor is one of the most visible and active groups in Hillside.


The Temple of Avandra: If the great temples of Moradin and Pelor are great Cathedrals, and the Twin Temples of the Elves mystical, then the temple of Avandra is the friendly little country church. Not much larger than a house and in fact converted from being a private dwelling, this church serves mostly Halfling although all folk are welcomed. Droro Brownthistle is the worthy priest who attends his flock with wit and wisdom.

Temple of Ioun: The temple of Ioun is in the mages guild and is not open to the general public. It serves mages and other arcane practitioners only. Those who need their services are encouraged to make a donation so that a tour might be arranged.

Other Gods in Hillside: There are other Gods worshipped in Hillside who do not have temples or permanent clergy assigned to the town. These are worshipped in small family shrines. Mayor Ironfist is a devout worshipper of Erathis and has a small shrine set aside in city hall. Many not having the wealth or standing of a mayor simply have a corner set aside in a room of their dwellings.

What would a city be without Inns? The city of Hillside has 6 fairly famous grogshops: The Mangy Manticore, Tipsy Pixie, Singing Trout, Hammer and Tongs, Playful Nymph, and Magic Mushroom.

The Mangy Manticore Inn primarily serves humans serving basic human food (cooked badly). The drinks are very cheap but watered down. Rooms are spacious and well kept. Ronin Travelmaster is the proprietor. The sign is a very scruffy looking manticore. The inn is located “on the hill.”

The Tipsy Pixie is an inn serving Elven/Eladrin tastes and style and is located “on the hill” in the Elven enclave. Food is light Elven cuisine with plenty of vegetables, fish, and fowl. There is an assortment of berry wines, most being excellent. Hospitality is very Elven-simple cots and smallish rooms. Larger folk are welcome, but many are not very comfortable. The sign outside has a small fey sleeping in a wine glass.

The Singing Trout boasts gourmet river/sea food: Trout, Crayfish, Shrimp, and even Mytheril River Dolphin are served here, expertly prepared. The proprietor is Mit Woodweller who is also the chef. Mit is an excellent businessman who knows how to accommodate all his customers. Outside above the inn is a sign with a trout apparently singing with a good deal of gusto.

The Hammer and Tongs is a Dwarven bar in the under ground ward of the town. The food is bland and often burnt, but the ale is surpassingly good and served ice cold. Grog Twohammers is the owner an adventurer who made his gold in the underdark. The sign outside is a picture of a hammer and tongs.

The Playful Nymph is the place for eye candy. The food is passable and the drinks imported from all over the continent. So too are the serving wenches also from all over the continent but every last one is very beautiful. You get what you pay for and you’re getting a lot so open your wallet wide. The sign outside is a likeness of the owner, Rayndell-a beautiful Elven woman.

The Magic Mushroom is an inn in the underground ward famous for mushroom boom (a whiskey). Ren Hellhand is the owner (a Tiefling). The sign outside is a sparkling Mushroom.

Government: The mayor of Hillside is the Honorable Korg Ironfist. Despite his name Korg is very practical and sensible in his rule. Korg is even tempered gracious, generous, and shrewd. Beings that mistake these qualities for weakness are sadly mistaken. Korg came to this town as a hero adventurer who lived through a number of long campaigns. Korg is an axe master who has not had the need to wield it in years.

Korg is assisted by a wise and loyal town council comprised of major groups in Hillside. All others are free to speak in the Mayor’s court held every fortnight. Beings such as Drow and Lizard Folk have visited the city upon occasion and are welcome as long as they behave themselves. The penalty for making trouble is very severe-most beings do not leave this up to chance.

There is a small standing army and a police force. Many in the town would like to declare their independence from the Count, Korg included. Korg has resisted this revolution because he does not want a large professional army at his gates at least not at the moment.

Korg founded a school for the arcane to teach Warlocks, Wizards, Sorcerers and the like. Korg also has a special police force to deal with divine matters comprised of Clerics and Paladins.

The Guilds: The guilds regulate commerce in Hillside. They insure that merchants operate honestly as possible. Persons who violate guild law too often are severely fined. Those committing criminal acts are handed over to the police. Sometimes infamous criminals are stern symbols of guild law, turning up unexplainably dead-falling off cliffs, choking on fish bones, and the like. The Mayor sensing that guild law was heinously broken has never pursued investigating these accidents. Officially though, capital punishment belongs to the province of the government and its governor.

Getting a job adventuring in Hillside:

Adventuring opportunities are plentiful in Hillside. Unlike most D & D worlds it is not often that a crier would be used to shout out a job or that hand bills would be printed and posted. This is because of the cosmopolitan air of the city and the notion that a person meeting a peer is at the service of a person and his family. Many well to do parties do not want to associate with adventurers. Intermediaries are often hired to prospect for “talented people.” Most bar tenders are busy tending bar and are more interested in selling drinks than giving newbie adventurers advice. Of course, a new group can set out for adventure by just wandering out the door and down a path away from the city-a few of these groups turn up missing or dead every year. Most of the groups use a mediator.

By living in the town all their lives the PC’s have found out that there is a mediator by the name of Burgoyne. Burgoyne is either a very small human or tall dwarf, clean shaven, with a large nose and beady eyes. Burgoyne does not suffer fools so PC’s had better bring their “A” game and good manners.

There are other mediators and all of them keep very low profiles.

Temples might have jobs for those who are devoted to their causes, and the government might choose upon occasion to use professional adventurers rather than police or military personnel.

Public Works & Sites: The Moradin of the Verdents.This is a huge statue (300 feet high) of the Dwarven God Moradin bare-chested (muscled like Arnold Swartzenegger) raising a hammer above an anvil about to strike life into the Dwarven race. This sits on Mt. Cloudytop the highest mountain in the Verdant chain. Most dwarves bow their heads in reverence when passing under this mighty work.

The Golden Dome of Pelor: Dominating the Hillside ward is the great temple of Pelor and its wonder the golden dome of Pelor. It has been rumored to strike down any undead that might move in the city.

Up-Down Street is unique in that there are carriages to move residents both up and down the hill. These are cars that are hooked to cables. This is a free service for regular traffic although most give a copper or two to offset the cost. The poor are generally exempt from this. There are also freight cars which have a modest fee to cover the cities expenses and make a small profit for the city.

Mord’s Lifts: This is a large crane run by the DragonBorn business being Mord-DragonBorn. These large cranes take freight and people straight up or down the mountain.

Hillside Haulers: This Company is run by Greeg Swordsmith. He employs teams of mules and donkeys to move freight up the mountain. Greeg also moves some cargo through the city to the underdark gate via the Donton Lizard (looks like a large komodo dragon)-a ferocious animal in the wild, but can be successfully tamed.

Raneeda’s School of Blades and Bows. Raneeda is an Elven Ranger who has founded a school of fighting in the Elven enclave. Raneeda is a Two Blade specialist Ranger who is proficient with bows, but leaves instruction in the bow to her cousin Aletha (a bow master). The school definitely caters to Elves and Eladrin although all humanoids are accepted. There is also a new master of beasts (beast-master type ranger) by the names Athalas.

Trulor Farseer is a Half Elven warlock who tutors young warlocks. Any who have demonstrated the arcane powers of a warlock are accepted, but they may not be of evil or chaotic evil alignment. There are generally five or less students. Trulor charges a hefty sum for his teachings. At this time Trulor has 5 students: Kallista a Tiefling (infernal), Daran a half elf (star), Immeral an Eladrin (Fey), Keira a human (infernal & star), and Errich a Halfling (fey & star). All students live in Trulor’s mansion. Every once in a while Trulor takes his students on “outings” which involve practical applications of the warlocks skills. Usually the students bring back some small amount of treasure that helps offset some of the cost of Trulor’s fees. Trulor recently accepted Andrin, a halfling Storm sorcerer, and Titus a Chaos sorcerer at the request of the mayor.

The Fighters Guild is a place for professional swordsmen (and women) to unwind. This place is made sturdily to accommodate the high spirits that can some times come from brawling. Kargrad Stouthammer is the worthy proprietor. This is a place for fighters to gain news and possible job openings. The Guild is private and has membership requirements.

The Captain’s Club is a place for professional leaders who are not clergy (warlords). (Think about this place as an officers club). Much like the Fighter’s Guild, this is a place for professional soldiers to unwind and obtain news. Like the Fighter’s Guild the Captains Club is private and has membership requirements. Evane Half-Elven is the worthy keeper.

Adventuring groups in Hillside:

The Black Company: These 5 individuals originate out of the temple of Pelor. They Almand Strongarm a human paladin, Skragg Dragonson a dragonborn paladin, Aeleus a deva avenger, Graham a human cleric, and Tadrick Ironbeard a dawrven invoker. This group specializes in hunting undead.

Friends of the Wild: Kaleeus a goliath Warden, Shella a goliath Barbarian, Phlyllis a human druid, Arlen an elven Shaman, and Talron an elven ranger. This group often adventurers into the feywild or deep into the natural forests.

Wednesday, March 4, 2009

Hillside Gazette 2

Hillside Gazette


Jade Sorceress looking for expeditionary Party

Jessail, the famous Jade Sorceress, is in the Town of Hillside looking to put together a group for an unspecified project. She says that the venture will be as rewarding as it is dangerous. She is residing at the Playful Nymph Inn.



Ironfist to meet with Emissaries from Elfhome

Mayor Korg Ironfist is slated to meet with Elven nobles about a possible trade alliance. The Mayor says that this could be beneficial for both sides and hopes that their continued friendship is a model to other localities.


Orcan Incursion eminent

Ranger Gillas Half Elven has once again encouraged folk that live on the river to be ready to run, hide, or defend their homes against attack. The harsh weather earlier in the spring has given way to a very mild climate making incursion all the more likely. The Ranger is gravely concerned.


Order of the Mytheril Dolphin Missing

The adventuring party known as the Order of the Mytheril Dolphin has not been seen in the last few days. Inquiries were made to Captain Johannes Dathery of the Order of St. Michael reportedly the last to converse with the group. Speculation is that the group is on a mission for the order, but Dathery would not confirm this allegation.


Mit Woodweller of the Singing Trout has created quite a sensation with his fire beetle scones. The Fiery treats are selling for a gold per scone. When questioned ,Woodweller said that the harvesting of the blazing insects was difficult and dangerous and that professional adventurers had to be employed.

Hillside Gazette 1

Hillside Gazette




Ironfist says no to session

The honorable mayor of Hillside, Korg Ironfist, once again sternly rebuked reporters when asked about session from the Duchy of Oceanside. Ironfist said that this was not only unlawful but extremely stupid. The mayor continued to reaffirm his loyalty to the Count. Recently talk of secession has been a topic of conversation in local pubs, grogshops, and guild houses.


Conservation Project

A new group called the Order of the Mytheril Dolphin has launched a conservation project to protect various creatures abiding in the local river. Sources say that this group has some powerful backers. Persons named are Mitt Woodweller of the Singing Trout Inn, Bob of Bobs Boats, and Mord DragonBorn of Mord’s Lifts.

Some guilds, notably the Fisher Guild, have gone on record to oppose this restriction of their trade. They also are angling for a meeting with the mayor.

SwordSmith Interred

Family patriarch Greeg Swordsmith was interred last week in family plot in the Hall of Ages. The 140 year old adventurer turned merchant captain was laid peacefully to rest. The ceremony was complete with honor guard and hired adventurers, a family member stating that “Greeg would have wanted it that way.”
________________________________________________________________

Bandit menace Continues

Bandits still are a growing menace on the highways. Captain Johannes Dathery of the Order of St. Michael is tasked with clearing out these ruffians and restoring order. The Order of St. Michael has asked for aid from the Loyal Order of Rangers and has employed adventuring parties as well.

“The Order of St. Michael patrols the roads as well as we can, but we are not woodsmen. Obviously our heavy coursers are intended for different work. Therefore I have employed Rangers and woodsmen to assist the order in the wild.
Also adventuring groups have rendered timely assistance for which we are grateful. The work continues.


Incursion Expected

Local scholars are expecting an Orcan incursion this spring. Says Ranger Gilas, “It has been a while since the Orc’s have sailed up the Mytheril River and created havoc, but that does not mean they have stopped their plundering ways.” The Ranger went on to suggest constant vigilance would be a key point in deterring this menace.
________________________________________________________________

Graveyard Uneasy

The Graveyard of Col Fen has been experiencing some unrest lately. Rev. Father Merton Firebrand of the Order of Mann was sent to investigate the occurrence. The worthy priest stated the grave yard needed a good cleansing, but first it would need to be cleared of Shadow Fell influence. Fr. Merton said he would take this matter up with his superiors in Whitehall. Local folk were unhappy with his assessment because of the length of time it may take to transport a number of knights and priests to the area. Merton ventured that if the locals would clear out the area, he would stay for the cleansing ritual. He will hold forth at the Mangy Manticore for a fortnight before returning to Whitehall and enacting his own solution.


Strange being Found

A humanoid was found dead outside the Playful Nymph Inn. The Order of St. Michael has not been able to identify who and what type being he was. The Adventurer Trulor Farseer has been brought in to help identify what sort of visitor this being was.


Lizardfolk ask for Audience

The “Sawtooth” Lizard clan has asked for an audience from the Mayor. A small delegation was received by the Mayor Ironfirst. Sources say that a larger formal delegation will arrive soon.

Thursday, November 13, 2008

Here is the 4E Great Map of Errin




Penned by Kelvin before his ascension

Wednesday, September 24, 2008

Isle of Errin-30 years old in december

This world has been in existence since 1979. It has gone through many evolutions and has provided entertainment for many people. I have decided to drag it out of my notebooks, and put it into type written form so that it might entertain, delight, and teach.

Dale Miller 26 February 2005


Hail, I am Kelvin, Knight of the order of St. Michael. I bid you greetings and welcome for ours is a most hospitable land despite its strivings. It has been my quest to walk this land, lending aid when I could; I am a Michaeline Knight after all, but more importantly to record and map this land so that all who live and move in this land may know it and themselves. The people should know its history, its stories, its heroes, and villains. Its story should be told as much as possible without prejudice or politic, and so this knight, as unworthy as I am, shall be your guide and storyteller. Only St. Michael knows but maybe some day, it will be my honor to tell your story.

Kelvin-By the will of St. Michael-Paladin of the Order Day 1, Year 1600 AHC

*AHC=After Herne’s coming

The Land: The Isle of Errin is a lush land full of trees. It is mountainous although most of the mountains are of the low variety. It has two major rivers in the north of the land that source in the high mountains. They are the River Rapid Flow, and the River Elven Way. The confluence of the two rivers about mid continent forms the Great Southron River, which flows all the way to the sea.

At one time almost the entire land was covered by forest. The are many different types of trees both coniferous and deciduous. There is ample rainfall and the climate is very temperate, if a little damp, except in the months of 5,6,7,8, & 9. Each year has 360 days. The entire island experiences the same climate. Being a large island it was broken off eons ago from a larger land mass and moved along by plate tectonics to its present rest.

The People: The major indigenous races of Errin are Human, Elven, and Dwarf. There is a small presence of Gnomes that appeared later by the will of the Gnome God Glittergold.

The humans, elves, and dwarves appeared simultaneously. For a time they were in direct competition which each other. Each race knew it was the offspring of a patron deity, Corellon of the elves, Herne of the humans, and Moradin of the dwarves.

Moradin foresaw that his children would never be competitive in the woods as hunter-gatherers, so he gathered up his children and went away into the mountains where his people could use their particular talents in peace. Moradin gave his children the discovery of fire; the people call it the gift, and taught them how to work metal. His children went into the mountains themselves and carved out homes in peace. For many years, the dwarves were set aside from the major struggles of the land. They were gone, but were not lost to memory.

Corellon’s children, the elves, were the best hunters and gatherers. They were sharp of mind, quick of eye, and fleet of foot. Corellon gave his children the gift of the bow and they became the premier hunters of the forest.

Most humans could not keep pace, although there were some few that could. Those that were wood crafty stayed in the forest, but many left for the open plains to seek out food. They cried to Herne, and the god of the forest heard their pleas and gave his children the gift of agriculture on the condition that his children never forget that he was the god of the forest and that they had brethren there.

Tilling the soil took great strength and stamina and some of the humans did not have the physicality to do such work. They were however sharp of mind so they began to congregate amongst themselves. As they moved farther away from the land, they forgot Herne.

In the year 1520AHC, Orcs, the great mariners and raiders first landed in Errin. The dwarves did not even know until much later. The elves and humans who were wood crafty retreated into the forest, but those who grouped together had nowhere to go. The battles were slaughters. The humans in the plains had forgotten Herne. They cried out for someone to deliver them. A power did hear their cry. Kalannen the god of Strength, War, Healing, and Knowledge heard their cry. He erected walls around the cities and gave the gift of warfare. He exchanged the gift of warfare with Moradin for the gift of Fire. Kalannen’s children now wielded the Great Claymore Sword, the Great Axe and other implements of war. His children slowly fought back the Orcs.

Shortly thereafter, Kalannen went looking for Herne in the woods. The two met and decided to become friends. They decided that the human children needed more than one God since they had evolved so quickly and were so many. After this time they extended the hand of friendship to Moradin who had helped Kalannen in his children’s hour of need. Herne also found Corellon, and brought him into their fellowship. For many years all of the peoples of Errin lived and worked in peace. Trade ensued, and soon merchants appeared and prospered, but the people still reverenced the land.

This time was not to last. Orc’s continued to raid more and more each year. They would land, plunder what they could, and then leave again only to come back another season. As bad as the Orc raids were, a great new threat happened much later when “The New Men” landed from across the sea.

The New Men: The new men came from across the sea of dragons. The sea is named the sea of dragons because many of the draconic beasts make this place their home. So too, the sea is the abode of many great levitations and other sea creatures discouraging travel. There were three great captains that lead the expedition. Captain Aldric Andreas, Captain Barjac Barcum, and Captain Urdlin Kordt. With the new men came new their new Gods. There was Mahnway the one God, St. Michael his greatest servant, and Lucifur the betrayer. When the new men landed on the southern shores, they were at first un-noticed. Then they were largely ignored. As their numbers grew they began to change the land. They chopped down trees for wood. They planted new trees in their place that were not native to the isle. They sowed large crops, not like the small farms of vegetables that the native peoples grew. As their numbers grew, they began to spread out more and claim more land. Something had to give.

The native peoples met with the new men and told them to halt their advance and to quit the logging of trees. The new men were looking for a conquest. Seeing the numbers of the new men, the alliance of old Gods gave their peoples the gift of magic although Moradin disagreed he did not stop the measure. The Elves embraced magic their inquiring minds eagerly took up the study. Men however broke into two factions. Those of Kalannen took up the study of wizardry but were largely unsuccessful. Those of Herne however were wild and free and became sorcerers and warlocks. The Gods also allowed the clergy to access their powers and the wisest became priests. The new men made ready for war and at the battle of Green Meadows the war was over in one day. The native peoples had won. Their superior magic and the gift of the bow carried the day. Some counseled driving the new men into the sea, but the priests of Kalannen opposed such a measure. “We are not butchers. The battle has been fought and we have won the day. “Let us now turn to making peace with the new men.” The new men barons sued for peace. Baron Kordt, who had been injured in the battle, was not privy to the council. It was Baron Andreas and Baron Barcum that made the treaty. It had many stipulations about logging and how far the new men could expand. The native counsel agreed to the terms, but asked who could be trusted to enforce the treaty. It was the Clerics of Kalannen that suggested that the order of St. Michael who they had met on the battlefield were very honorable men. They nominated the order of the Michaeline’s to uphold the peace. The order agreed and the treaty was signed. Baron Kordt was furious when he awoke from comma. He threatened to attack again with his army, but recanted when he found out that if he took the field that he would not only fight the native peoples but the order of St. Michael as well. Also, although his fellow barons would not take the field against him, they would not agree to ally with him either. He would take the field alone. Kordt was outraged but he knew he was defeated this day. He did not sign the binding oath however. He took his army and left for his own land under the cover of night.

The time of the wizards: While the gift had been given to the native peoples, the new men were spell crafty and brought a few wizards with them. They asked for a place where they could set up a school of wizardry. The Barons Andreas and Barcum, Gilhal Brightstar, King of the elves, and Angus Deo, the Laird of Kilgarney, granted this petition. Baron Kordt said he would set up his own school.

A great college of wizardry was set up on Baron Andreas’s land that the Baron generously donated. Wizards from all areas of the land where welcomed and schooled.

The time of Monsters: Gifts as great as the gift of magic often come with a great price. This was why Moradin in his wisdom dissented. When the land became magically aware it attracted other magically aware creatures both good and ill. Dragons visited the land and a few made their homes there.

The coming of the Others: After the battle of Green Meadows, new beings arrived in the land of Errin. Fey creatures came to its magical forests. Centaurs now roamed in rolling meadows and hillsides; in fact, the deep woods grew wilder with Dryads, Sprites, and Pixies. Dragons now made the land their home.

All was not well though, The great mariners the Orcs continued to raid and plunder in their great long ships. Baron Kordt’s wizards practiced reckless wizardry. One night the dark tower exploded and all sorts of aberrations came forth. Some of the dark magic changed the humans into monstrosities, and a portal to otherwhere was opened and fell creatures came through.

The Lucifurians: So too the Lucifurians had not been idle in working their evil. They practiced foul rights of necromancy and cast dark spells. They consorted with outsiders from the nether realms. Some of these stayed in Kordt’s city of Blacktower, and others went their own ways into the night.

The New Gods: The new gods now gave their gifts. Mahnway gave his followers the gift of turning. His great servant St. Michael gave gifts of chivalry and paladin-hood. Lucifur gave the gift of un-death. It was a time of great turmoil, and all good peoples cried out for a deliverer.

The Coming of St. Leonard: When the good people of Baron Kordt’s land prayed for a deliverer, a new deity was spawned. His name was Leonard. Leonard walked the lands and saw that men especially were troubled. They were split between the old gods of the native peoples, and the gods of the new men. There had to be a common ground for all men to come together. Leonard provided the miracle that was needed. Leonard went to the ruined dark tower and closed the portal that was open and allowing the beings from otherwhere to come through. Leonard hunted down and destroyed many of the evil beings. He could not abide the evil of Baron Kordt’s land, so he hunted down the Lucifurians and put them to the sword. Leonard could not abide the evil in the cities so he took refuge in the woods. Many people learned of him as his fame grew, and he became the first saint of the island. Shortly there after, the good deities wanted to take him into their fellowship. Leonard wanted to make his realm in the land, but great Kalannen advised him if he did this thing that all other deities would do the same making Errin forever a battlefield. Leonard heeded their warning, but still vowed he would walk the lands from time to time.

The time of Peace: After the coming of Leonard, peace came to Errin. Merchants now crisscrossed the land. Orders grew or rebuilt their strength, and the Knights of St. Michael watched over the peace. Monsters roamed the land now, and the Orcs still raided, but the peace is lasting for the moment.


Important Personages: Like every land Errin has her share of kings, nobles, priests and others. Some of the more important ones are detailed here.

Rulers


Angus Deo-Laird of Kilgarney: Angus Deo is the Laird of Kilgarney and is as close as there is as a “king” of the indigenous peoples of Errin. Angus is a veritable giant of man. He is the chosen of Kalannen without being “touched” by Kalannen. Angus loves peace because he has been to war. Bright and intuitive, generous and gracious, Angus rules his people with a strong but gentle hand. Angus supports the new merchants, and makes it his duty to keep the roads open and safe for travel and commerce.

Baron Aldrak Andreas –Baron Aldrak Andreas is one of the three leaders of the new men. In his great fortress of Whitehall, he is a major force of innovation and invention. Unlike his one time student & protégé Baron Barcum, he is a builder rather than a conqueror. Always looking for something new, his ever-inquisitive mind is planning out good things for his people and realm. It was he that donated part of his lands for the college of wizardry. In his latter days, he has developed an unlikely romance with Sylvya Mightyoak-Arch Druid of Errin. Their love has provided many evenings of lively debate, but usually some understanding can be reached to the betterment of the entire land.

Baron Barjac Barcum-The baron is a man beset with problems, the most perplexing one is that he is a great knight without any battles to fight. Trained as a lawyer, his land has a very lawful rule. He is the great friend and student of Baron Andreas, and this friendship has meant peace for Errin. As much as he reveres Baron Andreas, he despises Baron Kordt. Barcum would gladly take the field against the other baron except for the compact signed by them all. At one point Barcum wanted to build ships and sail over to “Orcland” and make war upon their shores. Another time Barcum wanted to abdicate his rule to Baron Andreas and become a Michaeline Knight. Fortunately Baron Andreas has persuaded him to abandon his ideas. He often encourages his friend to set down the sword and take up the quill for there is no finer legal mind in all of Errin than Baron Barcum’s.


Baron Urdlin Kordt-Baron Kordt is an aggressive militarist. He believes that the stronger should rule the weaker and all peoples should be subject to him. Ruthless and cold, Kordt is a man with few friends, a number of untrustworthy allies, and many enemies. Some of them are “friends” that share many of his views, but would slay him anyway mostly out of spite.

Gilhal Brightstar-Elven King- Gilhal Brightstar watches the strivings of men with some amusement and much deep regret. His view is that the humans were always a little too reckless and the new men were even more so than the original peoples. Gilhal hated the logging of the forest, but understood that the humans had to live. He patrols his land rigorously. Humans who are lost are escorted to the road and given leave to go on about their business. Humans caught logging or trespassing are delivered to the local authorities for justice. Those doing harm to any elves are slaughtered according to Elven law.

Holy Men/Clergy

Kelvin-Paladin of St Michael-Kelvin often called the Mapmaker is a Paladin of St Michael. He has slain Dragons and Beholders, but he regards these as the least of his accomplishments. His greatest achievement is the great map of Errin. Kelvin views it and its atlas as his greatest achievement.

Mardin-Paladin of Mahnway- Mardin is the holiest man in all of Errin. He consults with Angels on a regular basis as equals. He will allow no rivalry between himself and Kelvin, nor will he tolerate any rivalry between the sects of the Wayite religion. Mardin would be named “the Demon Slayer” but he will allow no other epithet. Stating that any thing other than a simple “Paladin of Mahnway” is vanity. Mardin is of the Wayite sect.

Sylvya Mightyoak- High Druid of Herne-Sylvya is the great Druid of Errin. She may be the most talented person in the land. Powerful as any warrior, Graceful as any dancer, tough as any pugilist, and beautiful as any queen, Sylvya is also charismatic, charming, intelligent, and wise. She cares deeply about the land and its people, its indigenous people. She has made allowances for a certain few selected new comers recently.

Mannon Macmir- High Priest of Kalannen Macmir is a tough old battle priest of Kalannen. Many times Mannon has taken up the claymore in his peoples defense, but like his friend Angus Deo since he has been to war often, he is a great lover and protector of peace. Macmir is brave enough to take up the sword and courageous enough to lay it down. It was Mannon who suggested that the Michaeline’s be named protectors of the peace after meeting them in battle. After observing them he deemed the Michaeline’s the perfect tool to keep peace in Errin. Mannon for all his shrewd political maneuvering is great believer in fair play.


Luren- High Priest of St. Leonard- Luren is the energetic and charismatic priest of St Leonard of the Wood. He does his master’s will with great ability and zeal. Like all clerics of St. Leonard unification of the entire land of Errin is a high priority, so also is the rooting out and destruction of evildoers.

Magan-High Priest of Mahnway-Magan is the high priest of the order of Mahnway. Even at his advancing age, he is the most likely priest in Errin to call down cleansing fire on “evildoers.” Magan is a thin severe man called (not to his face) “Old Flame Strike.”
Mardin the new leader of the order does much to keep his righteous zeal in check. Magan is of the “order of Mahn” sect of the god Mahnway.


Kjell-High Priest of St. Michael-Kjell is the huge battle priest of St. Michael. Kjell is a jovial Michaeline, something of an anomaly. In battle, Kjell wields a great mace of disruption. Kjell dislikes Magan intensely, but because of their positions he often must work with him.

Kressen BrightLeaf- High Priest of Corellon, He is a strong advocate of the Elven way of life. He was one of the driving forces to push the new men back into the sea (along with Sylvya Mightyoak). Kressen fully supports King Brightstar’s isolationist stand.

Krog StoneHammer-High Priest of Moradin/Dwarven King- Krog is the greatest priest in Errin. Krog is a careful leader and weighs his options carefully. Krog is very concerned about the new men, Orcan raids, and the ever-expanding use of magic. He has often been heard to say “If I am the wisest priest in Errin, then why in the name of all the Gods won’t anyone listen to what I have to say?”



Portfolios and Powers

Herne-God of the Forest-As per the players Handbook for Druids. Priests of Herne follow all the rules per the player’s handbook for Druids. Herne is one of the original Gods. Herne is a giant man with the head of a great stag. Herne does not talk but his worshippers hear his voice in their minds. It is deep and sonorous.

Kalannen-God of Strength and Industry-Strength, War, Fire, Knowledge. Kalannen is pictured as a giant of a man deep crimson in color. His hair is rusty red and he has a great full beard. Priests of Kalannen gain an automatic proficiency in the great sword. Kalannen is a God of the original humans.

Mahnway-The Shinning One- Sun, Good, Law, and Protection. Mahnway is a sort of over god of the new men. His favored weapon is the morning star. His priests are very concerned with law and good. His paladins may multi-class freely as priests. Mahnway is pictured as a man in white with flowing white hair aged but powerfully built.

St Michael of the Sword-War, Law, Protection, Destruction. St. Michael is the leader of the armies of heaven. He might be confused with a Solar. His Paladins may multi-class freely as fighters, and priests get the long sword proficiency automatically.

St Leonard of the Wood- Healing, Travel, Good, Trickery. St. Leonard’s priests are concerned with uniting the entire good peoples of the land of Errin under one banner of weal. His priest get a special ability once per day they may make attack with a quarterstaff as a monk would with a flurry of blows. Further they get weapon focus and specialization as well. This ability increases once every 10 levels.

Lucifur-the Dark Angel-Death, Destruction, Evil, Chaos-Not much is known about the Lucifurians religion except it is evil in extreme.



Concerning Magic and Wizards

Magic and mages in Errin are very potent. Most wizards are neutral and wish to be left alone to conduct their magery in peace. There are many more wizards than sorcerers and certainly more sorcerers than warlocks. Among the barons, Baron Andreas has the most “wizards of name.” Most probably because he supports the college where wizardry is taught. Baron Barcum views magery as a necessary evil, so he has fewer mages. Baron Kordt’s tower of high wizardry exploded and many of his mages were killed. Gilhal Brightstar the Elven King also has more than a few mages of name all of whom are elvish. Both Herne and Kalannen blessed laird Angus Deo’s land, so innate magic power follows in the blood of his people so that there are sorcerers and warlocks among them. When there is the rare mage, they are sent away to “Baron Andreas’ School of Wizardry.” These few, after they complete their studies, return to the great Laird to extend his peoples knowledge of magic. The openness of Baron Andreas has made the laird a good friend.

There are many lesser wizards who have not yet earned their name. There are also those who for their own reasons do not wish to be known (a few liches fall into this category, as well as some others). All rulers who have wizards of name abiding in their lands, designate them as peers of the realm. They abide in the lands at the pleasure of their liege, and are available probably at a moments notice.

Words of wisdom to young Mages

The common people view wizards with healthy respect. Unlike most other lands, commoners in Errin could tell the difference from a wizard, from a necromancer, from a sorcerer, from a warlock. Also, they may be able to form an educated guess at the power of a certain mage. Causing chaos particularly large area chaos is a sure way to die young, as a mage is Errin. Secondly, Powerful personages do not like being snooped. Powerful Lords have many various means to register their displeasure while high level mages may just turn up on the scryers door step!

Mages of Rank

Aldrac-the Ruby Wizard
Bannon-the Blue
Carran-The Mage of the Rays
Dorton-of the Bats (Necromancer)
Egbert-the Sorcerer
Frank-the Ice Wizard (Envoker)
Garran-of the Hues (Transmuter)
Hild-The Conjurer
Leopold-of the Lake (Illusionist)
Irdren-the Warlock
Jorlen-the Fire Mage
Keljom-the Sorcerer
Maglor-The Fair
Neltram-the Starlight Mage
Oldrun-The Golden
Quinn-the Sorcerer
Ragler-The War Mage
Sordon-the Dark (Necromancer)
Twila- the Sunmage
Ulna-the Sorceress
Veltram-The Earth Mage
Wilton-the Warlock
Xavier-the Gentle
Yalack-The Crazed Mage
Zandor-the Mystic Theurge


Secret Societies

There is one secret group in the land that although secret is known to exist. It is the Order of the Hart. The Order of the Hart is a group of mostly good and a few neutral people who for political reasons may not be able to band together openly. The order has many watchers and agents, and seeks out evil and ‘run away wizards” and quietly disposes of them. The Order works for the betterment of the people of Errin.


The Cities of Errin and the law of Hospitality


Whitehall: Whitehall is a city on the coast. The bay is modest and is protected by the island a few miles off the shoreline. After the battle of Green Meadows Baron Andreas settled and built content to live in peace. Whitehall is built on a series of progressively higher cliffs. The fishing fleet is modest but industrious. Baron Andreas ordered that part of the indigenous forest be replanted and not logged. Whitehall has a wizard’s guild and temples to Mahnway, St. Michael, and St. Leonard. The people are honest inventive and
hard working. Outside the city are farmlands. Farmers are given merchant status. Thievery is not tolerated, and thieves’ guilds are crushed whenever they are found.

Graystone: Graystone is a great keep between two rivers and the seacoast. A large sprawling city grew up outside the keep and along the riverbanks and bay. Most of the fishing fleet is kept “up the river.” Baron Barcum leveled the native forest and replanted “trees from home.” At the urging of Baron Andreas, Baron Barcum replanted a small wood of indigenous forest. There is a small wizards guild and temples to St. Michael and Mahnway. Ironically in such a lawful place, a thieves guild thrives. Thievery is of course illegal, and each private citizen is encouraged to dispense “personal justice” to lawbreakers. The legal code is quite harsh and very strict. Contracts are ruthlessly enforced, and there is a large standing army that drills constantly.

Blacktower: This is the realm of Baron Kordt. His keep sits high on a cliff above the coast. Kordt is no mariner, but there are many small streams and ponds in his land. The baron keeps great herds of cattle. Boron Kordt decimated the native forest with logging. There are no open temples (but Lucifur is covertly worshipped). Since his tower of wizardry exploded, Baron Kordt ruled that magery should be learned through individual apprenticeships rather than a college. The demands on apprentices in this land are extreme. There are a few sorcerers and warlocks who openly wander the streets, something that would not happen in other lands. There is a powerful thieves guild that operates freely in the city (unless they pick on the wrong person). In all, the strong rule the weak, and the weak plot against them.


Kilgarney: Kilgarney rises up from the small mountain forest and is a site to be sure. Its great rock walls are covered with ivy. There is also a great metropolitan city in the forest. Under the trees, the people live their lives and reverence the land. Coal is generally used for fire, heat, and cooking. The Laird has decreed that that all skinning and gutting take place outside the city so that the great metropolis does not smell like a slaughterhouse. Trade is brisk and fair, but the bargaining is very tough. Most arcane casters are sorcerers and warlocks with a few wizards educated by “ Our friend Baron in the south.” With many more sorcerers and warlocks, there is little need for a wizardry school. Temples to Kalannen and Herne are located here. Thieves are feed to the hounds, so most rogues engage in the honest trade.

Elfhome: Elfhome is a tree town and the elves live high in the giant trees. The surefooted elves are completely comfortable with the heights and narrow passageways. As hunter-gatherers the elves have very little heavy industry. The king has decreed all smithing shall be done on the ground way from the town. The elves are very interested in magic and often host magic parties where everyone brings a new spell to share. The elven wizards are powerful indeed, and temples to the Seladrine Gods abound. The Elves truly would like to be left alone to live their lives in peace.

Dwarverest: This home of the dwarves is high in the mountains. Most of the large city is inside the mountain. The place is almost impregnable. Krog StoneHammer is the high priest of Moradin and king of the dwarves. He is the only ruler in the land to be both high priest and king. Recently he has sent a few wizard apprentices to the collage of wizardry. Saying that dwarven hard work and attention to detail would make his people fine and careful wizards, the king has given his blessing. Dwarevesrest is a very lawful place where hard work is rewarded and appreciated. Thieving is non-existent.


The Law of Hospitality

Because the terrain of Errin is so very rugged, peoples from the beginning tended to not travel very far from their homes. Herne foresaw that this would cause many problems in the future for his and all peoples. In order to encourage the peoples to spread out and travel, Herne gave the law of hospitality to the peoples of Errin. Strangers who are weary from the road and seeking shelter are to be treated as guests. Guests are not to break the peace of the host’s house for any reason. The breaking of the law carries Herne’s own personnel curse, which is very serious (in game terms this means you always fail your saves).

The law has some many provisions, exceptions and explanations, which any druid could explain. Trying to use the law as a weapon against a foe is also breaking the law and subjecting the breaker to the curses effect.


Notes of the religion of Mahnway


There are two different sects of the God Mahnway. They are the Manites and Wayites or the disciples of Mahn and the followers of the Way.

Disciples of Mahn are lawful neutral. They believe that order is the salvation of humanity. The concept of good is merely a by-product of order. Priests of the order of Mahn may not cast exalted spells nor may they choose the Good sphere. Instead they may choose the lawful sphere. Priests of the order of Mahn may channel negative energy in relation to the commanding of undead or spontaneous casting of spells.

Followers of the Way are lawful good. They may use spells with the good descriptor and may also use exalted spells. Priests of the way would never channel negative energy. They believe that goodness is the basis of law not the other way around.


Celestial Paragons

The celestial paragons exist and are very active after the portal to “otherwere” was opened. Of course, when the celestial paragon came forth so did their evil counterparts. The paragons follow the outlines in the books. They are quick to point potential follower to the true gods.



The Order of St. Gabriel

Baron Barcum sent for the order of St. Gabriel after the battle of Green Meadows. It was a true miracle that the order crossed the Sea of Dragons alive. Members of this order are lawful good or lawful neutral monks. This order lives a monastic life away from the hustling port of Graystone close to the replanted forest. The monks seem content to perfect themselves. Their council has been welcomed and their presence has made Baron Barcum abandon many ideas of conquest. The leader is a high level monk by the name of Malcyn who is lawful good and reveres Pistis Sophia. She has made the order welcome and a positive influence. There are rumors that Baron Barcum and she are in love but members of the order may not marry outside the order. Baron Barcum understands that if he abdicates his Lordship that a large part of Errin will go to war. Malcyn asserts that it is much to early for her to relinquish her leadership role with the order being so new in the land of Errin. Both she and the baron at times seem frustrated at not being together.