Setting info

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Setting info

#1 Post by Lance »

Last edited by Lance on Thu Jan 06, 2022 10:13 pm, edited 1 time in total.

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Re: Setting info

#2 Post by Lance »

A Guide to Erillion

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History:
For long considered a barbarian-infested piece of land between the great Kassadian Empire and the quarrelling northern kingdoms, the Isle of Erillion would only become populated in the times when the surrounding empires were already in a process of steady decline.
The emerging realm had reached its heyday some 350 years ago under the reign of Queen Arxenia. To lengthen her allotted time, she reached for the gift of un-life, sustaining her power through ever bloodier means. Defeated at the gates of Tol Grashmak, and laid to rest in the Valley of Barzak Bragoth, Arxenia left behind a disintegrating kingdom.
With peace’s return, power eventually became concentrated in the hands of the merchant families of Gont and Baklin. Initially purchasing their peace from the landed lords with money, they would soon stand on their own feet, and through wealth and intermarriage, become more than enough to defend themselves. The rule of the merchants was ended by a period of turmoil 70 years ago.
With the looming threat of another civil war between the most powerful families, the rival magnates of Erillion settled their differences by inviting a lesser Kassadian noble family to serve as their sovereign. Today, the throne is occupied by the third generation under the aging Prince Lodovic and his consort, Princess Arkella – although without a direct successor.

Regions:
East of Baklin, the old road soon arrives at a fork. The eastern branch leads across the dense Forest of Death, ruled by the keep of Sir Hugo the Heartless, then through a barren heath to the town of Gont. Gont is a nest of fishermen and sailors, as well as multiple noble families, whose estates along the coast date to the time after the fall of Queen Arxenia. However, the seemingly calm seas are also home to smugglers and pirates who operate out of multiple well-defended strongholds, drawn by safety from Kassadia’s retribution, and the relative proximity of the busy northern shipping lanes. Sleepy Haven is similar to Gont, a peaceful place where ships may land for water and provisions – but excitement is scarce.

Customs:
Burial. Owing to old fears about the return of the Wraith Queen Arxenia, custom on Erillion dictates that the dead should be brought to the Valley of Barzak Bragoth in the centre of Erillion, and buried within an ancient catacomb system. Administered by the knights of Yolanthus Kar, they also expend considerable effort to seek out and destroy new and old burial grounds. The symbol of a wheel pierced by a sword marks where they have wrecked some old burial place.
Coinage. Only the Prince of Baklin can rightfully mint new coins, although many currencies remain in common circulation. Since electrum is most often found in plundered treasure hoards, using them for payment quickly identifies the character as a reaver or tomb-robber.
The Combination. An agreement among Erillion’s large crime syndicates – of which there are said to be three – governs the division of criminal activities and operative territories on the island. Outsiders, if discovered, will be asked to respect the Combination and coordinate with appointed attachés while visiting Erillion, or they are driven out with extreme prejudice.
Magic. High magic, the study of spells from the 4th and 5th level, must first be learned. Clerics must undertake a holy quest for their god, while magicusers and illusionists must visit the hidden Mage Tower and undergo a trial.
Religion. The people of Erillion are not a particularly god-fearing lot, and attempts to establish organised religion on the isle have always failed. Accordingly, most settlements do not have large temples open to the public (although they may have smaller private shrines), and many would view attempts to establish such with suspicion or even outright hostility.

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Re: Setting info

#3 Post by Lance »

Gods of Erillion

Agak, orc god, Lawful Evil
Symbol: clawed hand grasping a satanic star
Weapons: standard
Agak’s main element is war and the destruction of human civilisation. Where the great
orc hosts appear, mounds of stones and burnt villages show their progress; where the
orcs are outnumbered, Agak’s servants are already there to prepare the ground for his
coming with deceit. Unlike other deities, Agak is an envious and jealous god. Although
the orcs may pretend to worship other gods, they must strictly do Agak’s bidding only,
and work for the downfall of all other gods. Those orcs and half-orcs who would serve
other causes out of more than simple pretense are shunned as renegades and hunted.
Agak has a few human servants, but most orcs hold them in disdain.
• His followers must serve the orcish cause, and spread his doctrines by all means.
• Followers are resistant to poison and disease (+2 to saving throws).

The Ancestors, various (usually Lawful Evil)
Symbol: runes and knots
Weapons: any
The faith of the Ancestors is common among the Northmen, who hold the gods in contempt
and follow the example of their clans’ ancient founders. The Ancestors have no
clerics, nor a formal religion: their worship takes the form of respect for bygone heroes,
an endless opportunity for singing heroic songs, fighting and drinking.
• The followers of the Ancestors disdain clerics, and while there is no special rule
against seeking their aid, the antagonism is deep-rooted and strong.
• The spirits of the Ancestors grant a measure of help to their dedicated followers if
they are remembered with the appropriate respect: through prophetic dreams, mysterious
messages, and sometimes by other means as well.

Edoran, god of the triune moon, Neutral
Symbol: three interlocked circles
Weapons: curved daggers and swords
In the few abandoned, empty shrines he has, Edoran’s statue appears as a man with a
mysterious facial expression. He does not maintain direct contact with his followers, and
lets their intuition decide how to serve his faith. According to Edoran’s principles, every
effect has its countereffect, and where the cosmic balance is upset, it shall be followed by
its eventual restoration. There is considerable disagreement among his disciples whether
to interpret this principle as non-alignment, or continuous and careful intervention.
• They must maintain the Balance.
• They possess the power of divination, which they can use once every adventure.
Finding Edoran’s hidden shrines grants them other advantages of enlightment.

Filongar, god of wanderers, Neutral Good
Symbol: oak leaf
Weapons: staves
Filongar, patron of woodsmen and those on the road, appears in the guise of a wise,
bearded old man in worn clothes. His followers are always on the move, and when possible,
spend the night under the open skies. Although they are not fanatical in asceticism,
they deny the allure of both wealth and comfort.
• His followers must not have possessions above 250 gp (excluding a few magic items),
and must give away the rest.
• They know the secrets of herbs and magical potions.

Gladuor, god of the aqueducts, Lawful Neutral
Symbol: dual stone arches
Weapons: only light, one-handed weapons are permitted
Gladuor’s doctrine advocates the spread of urban civilisation and laws. He considers himself
no god, but the bearer of an idea, teaching that the orderly and affluent life of cities
grants everyone the chance to reach their full potential. Gladuor rejects wanton violence,
but teaches that any means are permitted in self-defence and the spread of civilisation.
• His followers must prove themselves again and again by helping the growth of cities,
the establishment of new garrisons, and the taming of the unruly wilderness.
• Gladuor brings good luck in trade, and his followers frequently find very advantageous
business opportunities.

Haldor, god of heroism, Chaotic Good
Symbol: encircled longsword
Weapons: straight swords
Striving and personal deeds of valour are the element of mighty Haldor. His followers
respect physical strength and beauty, shunning those who would stoop to crooked stratagems.
Those who commit the greatest acts in his name will see him in person, and be
taught some of his personal moves.
• His followers must demonstrate their faith with regular acts of heroism.
• They receive +2 to damage when wielding straight swords.

Irlan of the shining lamp, Lawful Good
Symbol: oil lamp
Weapons: may not use edged weapons
Little is known of Irlan, for he or she never appears in person (even the shrines are empty,
where the divinity is represented by an empty stone niche), and teaches that it does
not matter who acts, but rather how. Irlan’s followers show the way to the lost and shelter
the pursued. The faith expects no compensation, but encourages those who have received
help to pass on the good deeds to those who might require it.
• Irlan’s followers must aid the weak and the troubled with guidance, protection and
active assistance.
• For their good deeds, they may also expect good things to come.

Keora the stone woman, Lawful Neutral
Symbol: stone head of a woman
Weapons: maces and hammers
Keora is indifferent to the fate of the world, and as long as she receives her due, she is
not concerned how her followers use her powers. She demands much and gives little,
except the ability to withstand life’s ordeals. Her faith is native to Kassadia, but not
widespread; however, she has some followers on Erillion among Northmen who have
forsaken the Ancients.
• Keora expects regular sacrifices. Her clerics always receive one spell less from every
level (minimum of one).
• Her followers receive +1 Hp per level, divine champions +2 Hp per level, and clerics
use 1d10 for their Hit Dice.

Kurlakum of the seven misfortunes, Chaotic Evil
Symbol: seven-pointed star with barbed points
Weapons: any, but the trident is his ritual instrument
Kurlakum’s terrible idol is depicted with seven arms, each bearing a murderous weapon.
His faith is unwelcome wherever it goes, and banned where the locals can get away with
it. Thus, his disciples are outcasts and lawbreakers, who must commit murder, human
sacrifice and other terrible deeds at the bidding of their harsh master.
• By their master’s orders or on their own volition, they must inflict tragedy and misfortune
upon their targets, the more high-ranking the better.
• For these deeds, they will benefit from Kurlakum’s bountiful grace
Last edited by Lance on Thu Jan 06, 2022 10:09 pm, edited 1 time in total.

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Re: Setting info

#4 Post by Lance »

Gont, Nest of Spies



Background:
Proud port town on the east coast of Erillion, Gont’s mighty walls and the bulk of Keldor’s Tower grant it a solid respectability. It was Gont where the foreign knights had first landed in their war against the Wraith Queen Arxenia; and with their work done, they had settled in well-guarded manor houses along the coast. Gont is now ruled by Lord Gramantik, the Grey Fox, a crafty and ruthless young man who had sought his fortunes on the high seas, and returned with a generous bounty at Prince Lodovic’s behest. Having sent the old councillors to the Chaining Stone for high treason, he has hand-picked their successors from the ranks of loyal and hard-working men. Money ennobles and trade flourishes in their hands, for where the city’s diligent guards, the harpoonsmen (known for their distinctive sailor’s jackets and harpoon-styled polearms) catch the small fish, the big fish swim freely, and illicit wares of all kinds flow into port, mysteriously turning into legal merchandise transported to Baklin and beyond via land and sea routes. Likewise, Gont has become a fertile ground for spies of all stripes, from Kassadian to Northman and Arxine, all seeking to ingratiate themselves at Lord Gramantik’s court – who maintains his independence by staying aloof of deeper entanglements. With respect to the landed families, their influence has greatly diminished, and most of their descendants have moved to Baklin’s palaces, leaving behind their crusaders’ nests to caretakers or the elements.
Last edited by Lance on Thu Jan 06, 2022 10:09 pm, edited 1 time in total.

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Re: Setting info

#5 Post by Lance »

The Vaults of Volokarnos



Background:
The Vaults of Volokarnos used to be a popular pilgrimage destination on the Coastlands, a small island about 10km (6mi) off the coast of Gont. Visitors could have their ills and aches cured at the bathing caves erected over hot springs; and with the appropriate guides, pay a visit to the catacombs where the heroes and patricians of old had been laid to rest. These times are long gone. Only respect for the old times have prevented the crypt from being looted. The citizens believed in the efficacy of traditions, protective curses, and leftover deathtraps. At least until now.
A little while ago, the news have spread in taverns and wine stands that orcs have been sighted along the island’s northern shores. What is more, it is rumoured that the orcs have not just appeared, but established themselves in the maze of the burial chambers, and who knows what else will happen now. The town’s uneasy patricians, the Councilmen, have immediately announced that those who would smoke the orcs out will have free disposal over their treasures. And if the antique coinage of the old tombs is mixed into this plunder? This time, no one will be asking inconvenient questions about these minor details…

Rumours:
1. Not long ago, a well-equipped company of dwarves set out in pursuit of a royal tomb
2. It is true! Orcs now live in the hills, and they have beaten a shepherd before driving off
his flock!
3. One could drink many sorts of healing water in the Drinking Hall close to the entrance.
What miraculous cures had once taken place!
4. Volokarnos… yeah, well, he was some kind of legion commander in the olden days, buried
here with the town’s patricians and other great heroes.
5. The maze of the burial chambers goes very deep… there are even secret doors! But that’s
where the monsters come from.
6. There is no way the orcs are really behind this. Who knows… could the orcs be controlled
from within the town?
7. The wine merchant Septillo has been one among those lost in the vaults, the poor man.
He thought he’d become rich, always talked about the octagonal vault…
8. I would bring silver weapons. It is well known that wererats live in those holes.
9. The wondrous baths were once close to the entrance, and the vaults, as they say, would be
beyond those. True or not, this is what old people claim.

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