Showing posts with label Alaethia. Show all posts
Showing posts with label Alaethia. Show all posts

Wednesday, December 22, 2010

The Dark Entity: More Teachings of the Cult of Esh-Na-Vhod

The following exercise in gaming theology is not meant to be representational of any sort of Truth, within the campaign world. It merely represents the beliefs and world view of one specific cult. 
And just in case it needs to be said, this work of fiction bears no relation to my own philosophy or values, which are both more imaginative and humorous, than that given below. 
A letter, found in the library of Danis University

My beloved Enemy,

It is clear nephew, from reading your letter, that your Will has perceived the truth, which it found within the
Book of the Whirling Force (notice that I now name you my Enemy!) As such, I thought it best that I write this letter, so as to answer a few of your subsequent questions.

Now, obviously there is flux and reflux, within War, as a dominant Will may later find the tables turned, with a Subject making itself the Master. This is to be expected, as within the workings of Will are feints, bluffs and schemes of all sort. When a Will dominates another, it begins to subsume the Subject into itself, consuming, as it were, the power exhumed by the Whirling Force, like a diner, feasting upon shellfish. But a Subject will ever fight against this domination, seeking to make itself the Master. This will only end if the Subject is utterly broken, making of it a Slave, or by destroying the body and personality, which clutches that Will you aim to reclaim. Killing a Subject is the final and most total domination of its Will and the subsequent incorporation is irrevocable, save in one special instance, of which I shall inform you below.

Now, it is not practical or desirable to kill every Subject, as their use is of valuable assistance. Also, the practicality of doing so is rarely manifested. Mass murders do, on occasion, take place and many a ruler is, in reality, an Enemy and one who knows full well what he accomplishes by sending his Subject armies into battle! Remember, it matters not one whit, whose hand wields the dagger. It is the Will behind the act, which directs the action of the Whirling Force!

Of course, this begs the question, "what of accidents, death from so-called Natural Causes," and the like.

There is no such thing! An accident, such as a mountain climber falling from a cliff, is caused by a weakening of the Will, which, as I shall relate, is constantly under attack. And disease? Death from Old Age? The Same! And this is the first, terrible secret, which I shall impress upon you.

After the End and the Beginning, when the Whirling Force again shattered Esh-Na-Vhod into a near infinite number of pieces, a powerful being arose and succeeded at a most daring scheme. This Dark Entity, while unable to slaughter all of the inhabitants of this plane at once, managed to force an opening into the Will of all creatures manifesting in this place, so as to subtly work upon weakening those Wills, damaging their bodies and minds. Eventually, unless a means is found of thwarting the Dark Entity, all those born here, whether they be Enemies or Fools and even if they have thus far managed to retain the Mastery of their Will, shall succumb to the Will of the Dark Entity and enter into Slavery, devoured and incorporated into that fell being!

Indeed, Death is what the Fool's call the Dark Entity, but the Enemies, know the truth! The Dark Entity is the Greatest Enemy we know of and the first obstacle to be overcome, by any who thinks himself Esh-Na-Vhod.

Now, you may think to yourself, "Surely this Dark Entity is Esh-Na-Vhod, for who can stand against it?" Say you so? Your thought has been belied, on more than one occasion!

When the Dark Entity forced an opening into the Wills of so-called "Mortal" creatures, it also created an opening with itself. Workers of magic may call forth broken Wills, which have been subsumed into the Dark Entity, back into the husks which formerly clutched them. Then, these Zombies, Skeletons and the like, these Undead, may be commanded by their new Master, at least for a time. This suggests many things...

But there is more! Remember the exception, I mentioned above? An Enemy, or even a Fool, may, at the moment of Death, when the Dark Entity swallows his Will, snatch itself back through this opening! Before the Dark Entity may consume it, the Will is placed once more, within its former husk.

Changed, transformed, but once again under its own dominion! These are the "self-willed" Undead, Vampires, Lich's and the like. So, the Dark Entity may be thwarted and if so, it can be defeated!

There are other ways of escaping this being. The life of a "Mortal" may be extended in various ways. What is more, I shall write to you of another secret, the secret of the so-called "gods."

Now, a Subject will ever fight its Master, though a Slave will submit, readily. But, the Will of a Slave is a paltry thing, not granting much power to its Master. A Subject will slowly, but surely, grant power to its Master, but this power will ebb and flow as the Subject fights its Domination. The Master will subsume more and more of the Subjects' Will, so long as he remains in control, but until it is finally broken, or killed, the Subject will not only retain a more or less major portion of its Will, but will often cut off its flow of power to its Master. 

Now, what if there where a way to convince a Subject to freely, without friction, give a portion of its Will to the Master? What if you convinced a thousand Subjects, to do so? A Million! With such a great bank of power, a Master might do miraculous things, work the greatest of magics, even find the secret of thwarting the Dark Entity, once and for all! Such are the so-called gods. They are merely Enemies, no more worthy of your consideration than anything else, you will eventually seek to Dominate!

As to your final question, "If Esh-Na-Vhod is destined to be again shattered by the Whirling Force, what's the point of it all?"


1. It is better to Dominate than be Dominated, always.
2. Unless your Will is so weak as to make you a Slave, you have little choice but to play the game.
3. If you win through, at the End and the Beginning, you may find a new answer to the riddle of the Whirling Force, that it must Ever seek to Dominate.

With regards, your loving Uncle and Enemy,

XXX

Tuesday, December 21, 2010

Cults of Alaethia: The Faith of Akaleya

The Blooming of the Rose

A Sermon delivered by Baur Ghaz-im, Paladin of Akaleya and Sheriff of Outland. 


I’d like to thank all of you for taking the time to be here, today. We’re awful busy, here in Outland. Rhom is a hard, sometimes dangerous place to live and that’s doubly true of life in our town. But it’s worth it. Outland is worth it. Civilization is worth fighting for!

For us, Civilization begins in the old world. In Yuvedor. That’s where humankind first began to plant crops, build cities and work together for mutual strength and support. It’s where people learned to hope and plan for a better future. Where we first enacted Laws. Laws meant to protect ourselves and insure that our hopes had a chance of being realized. We learned the importance of community, the benefits of working together towards a common goal. And Yuvedor grew strong, to the point where almost all of humanity joined together and swore their loyalty to one king, one land and one body of Laws. But, there was something wrong.

Justice was served, but was seen as more important than the people, he was supposed to serve. This was also true of the king. The heart had bled out of civilization, so that when the last king died, the works of humankind were beginning to rot and became ripe for collapse. The evil of Prince Zaegra and the chaos, accompanying his self-destruction, may have spelt the doom of Alaethia’s citizens, but for the seed of a promise, a Red Rose, planted centuries before.

There was a man, a warrior of old Yuvedor, named Bethias. Bethias served his king and he served Odin. Bethias was proud. Proud of his heritage, proud of his nation. Proud of his deeds. But Bethias was made of more than just pride. He believed in his country, in his king, in his god. In his fellows. Bethias believed in Civilization.

He fought and slew many of humanities enemies, most especially the various humanoid tribes, which were then, as now, a constant threat. Thousands of orcs, fell beneath Bethias’ blade and a like number of Hobgoblins. Even giants learned to fear the name Bethias.

One day, Bethias led an army against a tribe of orcs, defeating them handily. As he set about to burn the remains of the encampment, he happened upon a small hut. Checking inside, to ensure that there were no captured humans trapped within, he instead found two small, half-orcish children. Barely old enough to toddle. Taking pity upon them, Bethias returned to the city of Gaeven, hoping to find a religious order, willing to take the two unfortunates. Instead, his commanding officer took custody of the children and ordered them to be condemned. To be burned alive.

Bethias protested! The children had human blood and were free of the curse, which condemned orcs to damnation! They were innocent, as deserving of life as any free being. So, he went to the church of Tyr, seeking justice. But there, he found none. The warrior-priests told him that the children were “casualties of war,” that it would be best if they were quickly disposed of. They then sent one of their own warriors, to oversee the execution.

In the middle of the night, Bethias defied his commander and stole out of the city, the two small half-orcs in tow. He hoped to make his way north, far from the reach of the king. Into barbarous lands, were he might find some sanctuary for his two charges. But, this was not to be. The magic of the priests insured that pursuers were able to find Bethias, forcing him to cease his flight and stand his ground. Hopelessly outnumbered, he was defeated, but left alive, so that he might witness his former comrades put the two children to the sword, right then and there. The priest ordered Bethias left in that place, cast-out and defeated, stripped of his rank, his land and all of his possessions. And as they turned and left, Bethias cried out in anguish, discovering that caring for the two children had awoken something, long buried within him.

Civilization, was supposed to help people protect their loved-ones. If this is what his civilization had become, then why continue at all? What had he been fighting for, all those years?

And Bethias then saw the oddest thing. In the pool of blood, which had poured outward and formed between the two small, still bodies, a single Red Rose had grown.

For years, Bethias wandered. He devoted his life, to protecting the innocent and banishing evil. Where before, he had been known throughout the corridors of power, as a mighty warrior and military commander, he now became famous amongst the common folk of the land, as a savior, protector and foe of the wicked. And as he traveled, Bethias noticed that he never felt alone, even when seemingly traveling by himself.

One day, Bethias entered the town of Axa, a small place on the outskirts of civilization. The local Lord was ostensibly a Cleric of Baldr and Bethias called upon the Lord, to see how he might be of service. The man was genial, friendly and seemed genuinely interested in Bethias’ work, for by this time, the latter’s renown had grown to the point that once again, his name was mentioned amongst the great. But, upon grasping the Lords hand, a great feeling of wickedness and laughing malevolence seemed to emanate from within the Cleric. And Bethias knew what the Lord was, a servant of the foulest evil. And Bethias heard a woman speak to him, in a voice of compassion, love and strength. “Hesitate not!”

A mighty power filled Bethias’ soul and body. He drew forth his sword and a great burst of red light poured forth. Bethias slew the Lord and his men, all of whom were worshippers of abyssal powers, freeing the town from the evil, which had oppressed it for years.

Afterwards, Bethias carried out his mission with more strength and devotion than ever, for he now knew that Akaleya traveled by his side. Men and women began seeking him out, wishing to join his cause. And the Paladin Bethias, preached unto the people of Old Yuvedor, as did his new found fellows in the Faith. They taught that it was Love, which made Civilization possible, or even worthwhile. That all life was created by Akaleya, to share in its wonders and work together, to create a brighter future. That evil was to be faced without fear and fought, to protect life, first of all. They taught that cleaving to the Law, was cleaving to one another, but that the Law was meant to serve Life, not the other way around.

It is these teachings, which will insure our survival here, in this hard land, in this hard time.

May the blessings of Akaleya, be upon you all.

Monday, December 20, 2010

Cults of Alaethia: Esh-Na-Vhod – The Hidden Master

An Excerpt from the Book of the Whirling Force

What is Chaos, in the face of the Whirling Force? It bends, perforce, to the Will of Esh-Na-Vhod, the same Will which is instilled within all of creation. It is our choice how we use that Will, so we had best choose wisely. From the perspective of my Will, all else is Chaos. Your will is Chaos, which I will either dominate, or to which I will be forced to submit.

When a Will has dominated another, Law is once again established, for the two Wills have come under alignment, the weaker now serving the greater. All part of the One Will of Esh-Na-Vhod. So, Chaos is nothing but the unassimilated will of lesser beings acting in an unlawful manner, as it has not been brought unto subjugation by its proper master. 

Eventually, all things will be brought under the domination of Esh-Na-Vhod, with nothing left unincorporated and the One Will shall be whole. The Work shall be complete. Then, again, the Whirling Force will shatter all of existence, for the One Will must ever seek to dominate. Thus, must it be broken into a near infinite number of pieces. Esh-Na-Vhod will arise from the Chaos and the Whirling Force will begin anew its work of assimilating all of existence into one, with Esh-Na-Vhod, the hidden master, destined to dominate all things. 

And one Will shall prove stronger than all others, not to be revealed until the end and the beginning. That Will, may be mine. Or, yours. At the End and the Beginning, shall Esh-Na-Vhod be revealed.

Thursday, July 22, 2010

So, If I Keep Running Stonehell At The Birmingham Meet-up…

I’m gonna want to do something different for my home campaign. Right?

Maybe I was just looking for an excuse, to make another hexmap.

new2For now, filed under New Hex Map and available in my Supplements Section on the right. I didn’t really try anything new, this time, technique-wise. I just wanted to make it and see where my head was at. I need to set aside a weekend or two, for some serious map work.

While going over some old files, I ran across my first Gimp worldmap. My recreation of the map from my Kastmaria campaign:

ksworknew2I was doing a lot of experimenting and learning to use the program. It’s amateurish as hell, but I like it. Also, available for download.

I don’t really want to reboot Kastmaria, but I want to use this map for some reason.

I’m hoping my buddy Lee, will be able to play in my home campaign and if he keeps coming to the Meet-up group as well, I don’t want to use the same dungeon. The meet-up thing is kind of an open table, almost convention like deal, which meets once a month. So, while a massive, pre-made Megadungeon like Stonehell is kind of ideal for that situation, I’m afraid that the nuances involved with a campaign world, will kind of fall by the wayside. So, I’m thinking that maybe I should remove Stonehell from Alaethia and run the latter that way, at home. Or, run something entirely different. There’s always Greyhawk and the idea of doing a Forgotten Realms grey box game, has been on my mind for the past few days. But I damn well know, that I would rather do something of my own. Alaethia was the first setting I’ve designed in over a decade. Now that I’ve reminded myself how to go about it, I want to design something else. And if I keep farting around like this, I’ll never get the new game started. :)

Due to the recent death of my father in-law, I’m pushing back the start date of my home campaign. It’ll Probably be mid to late August, now.

Then, there’s this weird map I made, several months ago. My second Gimp worldmap. I think I want to go back and redo the mountain layer:

hexSo, a monthly LL/AEC and Stonehell game at the Meet-up. And, something else at home. Maybe even a different clone. Swords & Wizardry? I’ll decide on something, this weekend. I’m running out of time.

Wednesday, July 7, 2010

The Cult of Omira and Balus – The Orthodox Theology

aapois

The Purging of Chaos

Introductory Lecture by Brother Loman, of Danis University.

(The picture represents Omira, present within Balus, so that she may Purge, Slay and Reabsorb Him. The entropy characterizing Her accouterments, fail to mar the Beauty of Order.)

“The serene tranquility of Law, is the natural state of existence. Omira, the Eternal Soul, our mother and Sister is Order Itself! But, within the Divine Mind are strange deviations. Thoughts which even the Creator of All, had not yet brought to Perfection. In Her unquestionable Wisdom, Omira took hold of these Thoughts, which she named Balus and imprisoned them in a myriad of forms, within a series of spheres, which we call the Multiverse. The Brother of Omira, Balus, manifests itself as the inhabitants of the Multiverse. You and I are Balus!

“Though partaking of the taint of Chaos, even in Balus is Order present. The Multiverse evinces a clockwork precision and Order, though marred by imperfection. Even you and I, give evidence of the dominance of Law over Chaos. Thus, we are not abandoned, for even within us, is the Perfection of Omira! While that part of us which is Balus seeks to escape its Sister, Omira is ever present in Balus and leads us to the proper path. Thus is Chaos Purged! Indeed, the triumph of Omira is Assured in all things! When the taint of Chaos has been neutralized, when we have worked out our sinful spontaneity, Omira sees our Purity and we Die! Omira takes us back into herself, where we become One with the Divine Law! Thus, the Multiverse is merely a cleansing stream, wherein Omira purges herself of the taint of Chaos and all again achieves the Purity of Order!

“Now, there are some creatures who have fought so assiduously against Omira, nurturing the sinful Balus within them, that they have become completely lost. Eventually, they cut themselves off from Omira completely! At that time, Omira kills them, just as she does the righteous, save that instead of dissolution into the perfection of Order, they are simply destroyed, utterly! Such are the Beasts of Chaos, like Orcs, Demons and Goblins. And yes, some Men even fall prey to that wretched state!

“Yet, such is Chaos, that it is possible, though uncommon, for a being to die before it has been Purged. This tragedy can strengthen the hold of Balus upon that unfortunate part of Omira! In these cases, the Balus is reincarnated into a form similar to its former self. For this reason, we must be wary of slaying another! Though the Perfection of Omira will usually assure that she slays us when we are ready, Balus can interfere and bring himself to Death! For he ever fights against Omira and this is one of his most pernicious strategies!

“Now, you have no doubt heard of the Sons of Balus, the heretical sect who denies our Sister and claims to seek a sinful Individual existence within Balus! These fools foster their own damnation! Balus is merely an aberration within the All! Another All cannot exist!

“Other false doctrines are taught, which you may encounter. In such cases, the liar must be slain, without fear of error. If they are wholly of Balus, you do the will of Omira. If they must reincarnate, so be it! It may well be, that their encounter with a true Cleric of Omira, will be of such a nature, that it will allow you to help them Purge Balus in one fell swoop! Thus, you have aided them immeasurably, fulfilling the will of Omira and acting as her hand in erasing Chaos from her Divine Mind.”

Thursday, June 17, 2010

Domain of the Oogra La Shiz – from the Gazetteer of Alaethia

These fellows made their first appearance, here. I was messing around with Kellri’s CDD #4 and decided to roll up a random god.

Type of Deity: Deity (Three types here, god, goddess and deity.)

Deities Power: Minor.

Domains: One.

Artifacts: Four.

Domains: Plunder.

Alignment: LN – LE.

Deities Following: Medium, Local Cult.

# Followers: 4,000.

Deities Relationship with Followers:

  • Racial Preferences – Social Subset of Race.

  • Involvement – Concerned.

  • Enemies/Allies – Deity & Worshippers only.

Deity’s Demeanor: Hateful.

Deity’s Appearance: Animal – Lizard.

Going up to the Temples section, we can roll for a Holy/Unholy symbol and Artifacts.

Holy/Unholy Symbol: Either Crossed Scimitars or Flame.

Artifacts: There are four of these, as rolled earlier. So, let’s see what kind of relics we come up with.

  • A Gem.

  • A Ship/Boat.

  • A Ship/Boat.

  • A Sacred Place.

I took the results to a weird place, when I decided to make the fellow a Halfling divinity.

IthshizHalfling Deity of Plunder. Minor Deity. LE. Symbol – Crossed Scimitars.

I’m reposting the backstory, with some tweaks and additions, so as to place them in Alaethia.

domain shiz 1 Hex = 5 Miles

The Domain of the Oogra La Shiz

The Oogra La Shiz – Nasty Little Hobbits!

In the years following the War of the Serpent’s Strike, a Halfling tribe, which called themselves the Orin-Kam, The Pig Farmers, found themselves dispossessed and driven into inhospitable lands. Clashing with several different types of societies, forced to fight and struggle to survive, they eventually made a home for themselves in the marshes and swamps, just south of Alaethia. Over the years, they made many adaptations to their beliefs, in order to survive.

They began to raid the settlements of their neighbors, learning many tactics and brutal practices, from a nearby tribe of Lizardmen. After wiping out this tribe, the Halflings gained control of the swampy area, but, the violence done to their psyche’s had warped their mentality in a strange and horrid way. They developed an intense hatred of all sentient life, which were not of the tribe. In a trick of transference, they blamed their victims, for what they had become and what they felt they were forced to perpetrate. They began to see themselves as the spiritual and temporal successors of the Lizardmen, borrowing many of their symbols and even snippets of language.

One of their priests, a Halfling named Geed, was a servant of the tribes’ old agricultural god, Ithhob, The Grower. Worship of this god had waned dramatically during the Halflings’ ordeal, but, that was soon to change. Geed began to teach that the Halflings’ transformation, was the divine will of Ithhob and a mirror of the gods’ own change in nature. Now known as Ithshiz, The Taker, the deity had assumed the form of a Lizardman, just as the Halfings’ own characteristics had become like that of the swamps’ original inhabitants. Or rather, like the way the formerly peaceful tribe perceived their vanquished rivals. The Halflings’ melee weapon of choice, the Scimitar, was utilized as their god’s symbol.

The tribe invented many taboos, rules and a rather strict society both as a means to attempt to insure survival and as a way of dealing with and covering up, the guilt and horror at what they had become. The priests of Ithshiz lead the tribe, which now numbers some 4,000 Halflings. Today, the tribe calls itself the Oogra la Shiz. The Devil-Spawn of the Taker.

Once the civil war in Alaethia died down, the coastal cities were able to take steps to protect themselves from the Halfling raiders. Save for rare exceptions, the Halflings now have to content themselves, with plundering the lands south of their swampy home. But, the gods help any unfortunate merchant ships, which are forced by storms or bad luck, to run aground on the southern swamps.

A few years ago, a canny merchant, by the name of Huey Laurus, somehow managed to strike a trade deal with the Halflings. A trading camp, the Hazev Ve Shiz, the Welcome Tent of the Taker, was established. Huey Laurus is the only merchant, which the Oogra la Shiz will trade with and the merchant always hires several guards, to accompany him to the Halflings camp.

Just to the west of the swamp, the Ruins of Nazim, lies surrounded by forest. The city fell to ruins, long before Yuvador was established and whomever once inhabited it are long forgotten. The Halflings consider it to be a place of ill-fortune and will not enter the area.

Wednesday, June 16, 2010

Land of the Convocation - From the Gazetteer of Alaethia

For further details on the formation and history of Morwynn’s Might, see the Introduction to Alaethia, here.  Also, the entry for Rhom, may be found here, the one for The Fane, here and the one for Morwynn’s Might, here.

convocmap21 Hex = 5 miles.

Land of the Convocation

conv 2

Land of the Convocation – Humanity’s First Magocracy

While The Ecumenical Council likes to take credit for leading the movement to oust Prince Zaegra, it was the Magic-Users of The Scarlet Convocation, who first defied the Prince and lit the flames of rebellion.

When the E.C. decided to seize control for themselves, it was The Scarlet Convocation, who first placed themselves in opposition to the Council’s plans.

Already well established in the north  east of Alaethia, The Convocation quickly fortified their position and entered the contest for domination of the region, in earnest. As several lesser powers were obliterated, The Scarlet Convocation found their expansion checked, by the stalwart Annex - Price, Vincent (Raven, The)_01warriors of Morwynn’s Might.

Soon afterwards, the civil war slowed to a halt and the Humans of Alaethia made a truce, so that they might deal with the Humanoid threat. Scarabus, Adolphus Bedlo, and the mustachioed Erasmus Craven, had established and held, Humanity’s first Magocracy.

 

Population: 43,000

Population Centers

Ormiz – Population 38,000

Blackhome – Population - 500

Wyrms – Population 125

Two-Swords – Population 300

Jazid – Population 600

Fishblood – Population 200

Nawqua – Population 700

Mageduel – Population 300

Moon – Population 900

The Government of The Convocation

vincent-price A triumvirate runs The Convocation, the government being formed by the heads of The Order of Isis, The Order of Thoth and The Order of Set. Scarabus, still leads The Order of Thoth and Erasmus Craven, remains the head of The Order of Set. Adolphus Bedlo was struck down by Erasmus Craven, in 86 E. R., during a duel in the old village of Daur. Craven placed his old friends head upon a pike, decreeing that it remain in place for three moons. He then renamed the village, Mageduel.

Annex-LugosiBelaChandutheMagician_0 The Triumvirate runs the country from The Tower of the Serpent, an ancient edifice, said to predate humanity. Everyone else is utterly forbidden to approach the Tower, unless invited. It has been suggested, that control of this ancient site is the real reason The Scarlet Convocation sought dominance in northeastern Alaethia. The deceased Adolphus was succeeded by Roxor, a Mage from ancient Nauru, who, for all that he is the head of The Order of Isis, is rumored to be some sort of Undead creature. Or, a slave of Craven’s.

Military Might

3,000 Infantry. 300 Calvary. 100 Mounted Knights.

10 Warships. 400 Naval Personnel.

An unknown number of Magic-Users are available for the defense of the country.

Four Iron Golems are stationed near the town of Moon.

The Mechanism of the Elder Dark, an Artifact, surviving from an ancient empire of Sorcerer-Scientists, is in The Triumvirate’s possession and was used in the last days of the civil war. It is reported to possess the ability to create short lived spheres of non-existence, which are capable of destroying any matter, with which they come into contact.

Industry

Fishing

Mining: Various ores.

Arms & Armor.

Agriculture: Staple crops. Many varieties of fruit.

Timber.

Parchment, scrolls, books and the like.

Misc. household goods & Tools.

Religion & Magic

Dreadstar-16 All Magic-Users in the country are members of The Scarlet Convocation. Though there is no official law, concerning unaffiliated practitioners, it is rumored that any such have a tendency to disappear. Visiting Magi are treated cordially, but will be disinvited if they outstay their welcome.

The three orders of The Convocation are organized in a chain of apprenticeship. Any member knows his immediate superior and his own apprentices, but is forbidden to contact others, unless ordered to do so by The Triumvirate. Only the three heads of The Convocation are exempt from this rule.

The number of members The Convocation has is unknown. The populace and outsiders see one of the three members of The Triumvirate, on occasion, with Erasmus usually filling the role of the public face for the group. But, the other members conduct their business incognito. They dress as normal members of the populace and will not make any displays of magical power, unless it is absolutely necessary. The only exceptions are diplomats, who make their affiliation known and dress the part for the foreign governments they visit and the holder of the Office of the Administrator. This latter personage overseas the lesser operations involved in ruling the country and welcomes foreign visitors and important people, at the official seat of government in Ormiz.

The three Orders within The Convocation, are each dedicated to one of the gods of ancient Nauru. Isis, Thoth, or Set. Each of these Orders have their own area of 6a00e5523026f58834010536d90eb6970b-800wispecialization, as well as their own secrets and rites.

Erasmus Craven, is widely believed to be the most powerful member of The Scarlet Convocation and the real ruler of the country.

Religious tolerance is the rule, save for in the case of the existing E.C. religions, which are forbidden in the Land of the Convocation. Worship of Odin and his pantheon is tolerated, but closely watched.

Most citizens worship Akaleya, or the gods of ancient Nauru. Several lesser known cults, are represented.

Other Areas of Interest

Tower of the Serpent – Built by an ancient race, long forgotten, the Tower is said to be a repository of Occult power and knowledge. Formed of a white stone, in the shape of a coiling serpent, the Tower is occupied by The Triumvirate.

Malice Keep – Once the home of Sir Praedus Mur, an infamous murderer and demon-worshipper, the Keep is said to be haunted. Today, it is abandoned and avoided by the locals.

Crown Forest – Though relatively safe, various curious people and creatures, make their home here and find their way to these woods.

Tuesday, June 15, 2010

Morwynn’s Might – From the Gazetteer of Alaethia

For further details on the formation and history of Morwynn’s Might, see the Introduction to Alaethia, here.  Also, the entry for Rhom, may be found here and the one for The Fane, here.

morwynnmight1 hex = 5 miles.

Morwynn’s Might

morwynn coatMorwynn’s Might – The Rise of the Warrior Brotherhoods

When Alaethia descended into civil war and chaos, General Eagrim Moar convinced the priests of Odin, Frigg and the other members of their pantheon to withdraw from the Ecumenical Council. He then rallied those warriors still loyal to the religion of Old Yuvador and occupied the lands surrounding the city of Yuermir. Seeing a viable alternative to the other powers then drawing battle lines, many more of Alaethia’s fighting men switched their allegiance to General Moar and returned to the faith of their forefathers.

Worship of Odin and his fellow gods, odinhad been in decline throughout Human civilization, for centuries. General Moar’s bid for dominance in Alaethia, revitalized the religion and his vision led to a reformation of its practice.

With the aid of the Clerics of his faith, the General organized his forces into Warrior Brotherhoods, each dedicated to one of the mighty deities of Yuvador. Initiatory Rites and secret Mysteries, forged the General’s men into a tightly knit army. These forces pushed back those of both the E.C. and The Scarlet Convocation, forming the borders of the new country of Morwynn’s Might!

Today, Morwynn’s Might is the strongest country in Alaethia. While her powerful army secures the tiny nation, it’s expansion is checked by the combined threat, posed by The Fane and The Scarlet Convocation.

Population – Approximately 100,000

Population Centers

Capital City: Yuermir – Population 55,000.

Paesa – Population 33,000.

Natar – Population 1000.

Prayer – Population 350.

Dragonsbreath – Population 330.

Castle Stalwart – Population 500.

Serpentbane Castle – Population 500.

Raym – Population 700.

Redstone Castle – Population 1000.

Horse – Population 1000.

Vayd – Population 800.

Ulm – Population 620.

Redhat – Population 140.

Mace – Population 575.

Thor_by_Johannes_GehrtsThe Government of Morwynn’s Might

The Military runs the country, period. While priests see to the needs of the civilians, the powerful Clerics are the real religious power and all of them are members of the military. Today, General Augrum Bame F L14, commands the military and the country.

All areas of local government are under the purview of the military, down to the civil servant level. Due to this, cultural and religious factors, a high percentage of the population serve in the military.

Military Might

10,000 Infantry. 2,000 Mounted Calvary. 300 Mounted Knights. 20 Paladins of Tyr.

Navy – 20 Warships. 800 Naval Personnel.

An Additional 5,000 troops may be levied in times of need.

100 Leveled Clerics serve actively in the military.

25 Magic-Users serve actively in the military.

Industry

Fishing.

Textiles & Fabrics.

Mining: Various precious metals. Iron. Brass. Gems.

Arms & Armor

Brewing.

Misc. Household goods and tools.

Magic & Religion in Morwynn’s Might

While any non E.C. religion may be practiced within the country, the vast majority of the people worship the gods of Old Yuvador. Odin, Thor, Tyr, Frigg and Freyja are the most popular patrons, though several other members of the pantheon are worshipped.

The various military Companies are set up as Warrior Georg_von_Rosen_-_Oden_som_vandringsman,_1886_(Odin,_the_Wanderer)Brotherhoods, with attached Clerics. Each Company is devoted to one member of the pantheon, though some deities, such as Odin, are patron to more than one Company. It is rumored that a Shadow Company, dedicated to Loki, the Slayer of Baldr, exists hidden amongst their fellows.

Most of the male Magic-Users of Morwynn’s Might, are members of the military and form a secretive cult, dedicated to Odin. Female MU’s, usually worship Frigg and specialize in divination. A smattering of practitioners from other traditions may be found, inhabiting the country.

Sunday, June 13, 2010

The Fane – From The Gazetteer of Alaethia

For further details on the formation and history of The Fane, see the Introduction to Alaethia, here.  Also, the entry for Rhom, may be found here.

I don’t want to go too far, with the rest of Alaethia. I want to flesh out as much as possible, with the aid of the players, so much of this will be left rather sketchy. Any of it is subject to change, once player input becomes a possibility. Still, I need to know a few things, as well as create a little more info before keying the hexmap. So, back to work on the Gazetteer.

1 Hex = 5 Miles

the fane

The Fane

fane coat The Fane – No More Kings

By the time Prince Zaegra assumed the throne of Alaethia, the religious landscape of the region had changed considerably from what it was in the early days of Human colonization. While worship of Odin, the All-Father and his associated pantheon was still popular amongst Warrior-Cults and some of the older noble families, newer gods were steadily displacing the traditional ones. Even the powers venerated in ancient Nauru, held little sway in the region and worship of Isis, once the most popular patron of the commoners, had shrank to the point of near invisibility.

aapoisFour new faiths and one very old one, began their ascendancy. The Nature Worship of the Old Ways, began to replace the cult of Isis in many of the rural areas of Alaethia. Akaleya, the Lady of the Rose, became the new fashionable deity of Fighting-Men and those nobles who didn’t feel a strong connection with the traditions of their forefathers. The Church of Esh-Na-Vhod, The Self-Determinant and The Shaper of Chaos, had begun to spread rapidly, in the urban areas of the region. Worship of Ahgron the Creator and his Consort, Mayisha, a relatively new faith and one birthed in Alaethia, experienced a rapid growth, becoming one of the most popular religions in Alaethia.  Lastly, the disturbing cult of Omira and her brother Balus (represented by the picture to the left,) became popular amongst the learned class, as well as many of the merchants and common workers of the cities.

While the leaders of most of the various religions represented in the area, took part in The Decree of Noble Vacancy, it was the priests of Esh-Na-Vhod, who pushed hardest for a theocratic government for the region. By the time the dust from the civil war had settled, in 65 E.R., several of the participating religious factions had distanced themselves from the Ecumenical Council. Many had chosen to back the E.C.’s rivals. Some were simply ousted by their fellow priests.

Today, representatives of three religious organizations sit upon the Ecumenical Council: The Church of Esh-Na-Vhod, The Cult of Omira & Balus and The Communion of Ahgron & Mayisha.

Population – Approximately 80,000.

Population Centers

Capital City: The Holy City of Aing – Population: 50,000.

Castle Gavin – Population: 300.

Welcome – Population: 400.

Bothiz – Population: 350.

Deaz – Population: 400.

Storm Castle – Population: 500.

Orchead – Population: 1200.

Javin’s Rest – Population: 25,000.

Dwarf’s Friend – Population: 175.

Heam – Population: 250.

Larm* – Population: 112.

Ogre Keep – Population: 300.

Oin – Population: 1,000.

The Government of The Fane

The Ecumenical Council rules The Fane, with three High Priests from each member religion sitting upon the Council and having equal voting power. Miniature versions of the E.C. council, rule in each population center, though in individual towns & cities each of the three member faiths must have a minimum percentage of followers, before a representative may participate in the local government. The whole set-up is as precarious as one might expect and only the priests desire for power and great need for allies against common enemies, keeps the scheme intact.

Odin2 Currently, The Fane’s chief worry is Morwynn’s Might, the military dictatorship controlled by a Warrior Cult dedicated to Odin, which lies on her eastern border. While some of the E.C. members would love to turn westward and gobble up Rhom, the necessity of guarding against her enemy in the east, prevents this. Also, the Dwarves have made clear, in no uncertain terms, that they would enter such a fray and on the side of Rhom.

Already certain heresies have arisen, attempting to harmonize the three E.C. faiths. In the centuries to come, a cohesive pantheon will no doubt be formed. If The Fane survives.

Military Might

Standing Army: 5,000 Infantry. 1,000 Calvary. 500 Mounted Knights.

Navy: 30 Warships: 1200 Naval Personnel.

An Additional 5,000 troops may be levied in times of need.

250 leveled Clerics may be called forth to battle, from the combined might of the Ecumenical Council.

Industry

Mining: Gold, Copper, Platinum, Iron. Other metals.

Agriculture: Various & sundry crops.

Fishing.

Various arts & crafts. Major imports include common household goods, wine, various forms of parchment, religious goods and spices.

Magic & Religion in The Fane

While some other forms of religious expression is allowed in the country, there’s definitely an air of second-class citizenship, cast upon those who don’t adhere to one of the religions represented upon the Council.

Certain cults are considered Evil and are forbidden to operate within The Fane. The Circle of the Horned Cabal are considered to be enemies of the E.C., thus practice of the Old Ways are strictly prohibited. Worship of the pantheon of Old Yuvedor, Odin in particular, is also banned. The vast majority of the populace practice one of the three E.C. religions.

Any citizen of The Fane who practices the Magical Arts, must by Law be a member of the Order of Voramir, an E.C. run Magical Society, sworn to its service. Any foreign magi visiting The Fane, must register with an E.C. member Church.

fane1Other Areas of Interest

Danis University – Founded during the reign of Prince Alaeth, Danis University was originally operated by the Circle of the Horned Cabal. Today, it is a religious seminary, of sorts, where the E.C. train their star pupils, the magic-wielding Clerics. The Order of Voramir, also train their Magic-Users, here.

*Larm is from the supplement, published by Brave Halfing Publishing. It may be purchased, here. I also wrote a review of Larm, as part of this post. The village is part of the Labyrinth Lord Known World, an several modules taking place in and around Larm, have been published.

Sunday, June 6, 2010

Rhom – From the Gazetteer of Alaethia

For further details on the formation and history of Rhom, see the Introduction to Alaethia, here.  

I’m starting the campaign in Rhom, so I want a decent write up of the area. While leaving enough open for in-play development and some cooperative world-building with the players. I’m probably going to have at least two total newbs at the table though, so I need to take that into account as well. All while curbing my tendency to go mad, with fleshing out everything I can think of. Hopefully, I’m striking a decent balance, here. I still need to make a fuller write-up and map of Outland, the town I’m starting the players out in.

rhom2

Rhom

rhomarms2Rhom – On the Edge of Chaos

Of the four Human nations of Alaethia, Rhom’s position is the most precarious. Smaller than her neighbors, Rhom not only has to contend with the designs of The Fane, but bears the brunt of Humanoid aggression in the region. At the very edge of civilization, strange creatures and odd events, assail the people of Rhom on a regular basis. Two Dungeons lie within her borders, as well as smaller areas of a similar nature. The strange Tower of Green Chaos, may be found at her eastern edge.

Rhom’s early years were fraught with peril from constant Humanoid and monster attacks, as well as difficulties with food production. In 96 E.R., a new mine was opened and copious amounts of very high quality Dragonscale ore were discovered. This incredibly strong, dense metal, when combined with iron, forms a highly prized steel alloy. In conjunction with the secret methods of the Rhomish steelworkers, a product is crafted that is second to none. This has recently brought a rapid influx of wealth into the country.

Population – Approximately 30,000.

Population Centers

Capital City: Bruhn - Population: 23,300. Sheriff – Haeg Thursson. F L6.

Hag Stick – Population: 3,200. Includes the Forgeworks in the nearby mountains, the center of Rhom’s Steel Industry. Sheriff – Maeny Mirwind. F L4.

Bue – Population: 1,000. Sheriff – Daen Mirwind. F L3.

Whiskey – Population: 700. Sheriff – Baezen Hugold. MU L9. A small college, dedicated to the arcane arts is located in Whiskey. Run by the Sheriff, there are two other instructors (Lvl 5) and 1d8 apprentice MU’s will be in attendance.

GrenWizards0001

Outland – Population: 800. Sheriff – Maelywin Geerdom. P L5. As the last stop before Stonehell**, Outland receives quite a bit of traffic from adventurers and military patrols. Supply shops will be very well stocked and cater to the adventuring trade, but such goods will be marked up by 10% to 15%.

Castle Kage – Population: 200. Home of The Lord Protector of Rhom, Paginor Scyros-Son – F L3.

Keph Keep – Population 150. This ancient outpost, abandoned by the Keph, now serves as the primary staging area for the defense of the Western border of Rhom. Commander – Captain Ellios Baegrin – F L9.

Some scattered homesteads lay outside the areas listed above. The population estimates do not include the inhabitants of Stonehell**, The Halls of Yellow Madness, or the Tower of Green Chaos. Castle Gaevin, seen at the right edge of the map above, does not lay within the boundaries of Rhom.

The Government of Rhom

After the fallout from Prince Zaegra’s deposing and the Decree of Noble Vacancy, Scyros One-Nut and his band of adventurers, found themselves in command of the city of Bruhn and its surrounding area. The party decided to form a Council of Spell & Sword to govern the new little country. Five Governors, sit upon the council and serve for life. It is comprised of the following offices:

  1. The High Sheriff – Responsible for overseeing the courts, tax-collection and keeping the peace. All population centers in Rhom are overseen by a Sheriff, who answers to the holder of this office. Current Chair-Holder – Bellios Blackmane – F L5.
  2. The Field MarshallThe Chief Military Officer of Rhom. Current Chair-Holder – Wharen Thizador – F L10.
  3. The Charter Master – Representative of the Guilds. Responsible for matters of Trade and the issuing of Charters. Current Chair-Holder – Quane – MU L9.
  4. The Oak-Lord – A representative from the Circle of the Horned Cabal. The Old Ways are followed by many of Rhom’s citizenry. Current Chair-Holder – Whizzindor of the Purple Beard – D L9.
  5. The Lord ProtectorThe Peoples Champion. Lord of Castle Kage. Charged with the task of protecting the people from inhuman menaces. The office is largely ceremonial and owes more to Scyros’ sense of drama, than any practical considerations. Current Chair-Holder – Paginor Scyros-Son – F L3.

All decisions, not directly under the purview of an individual Council member, are decided upon by the whole Council, with each member having one vote.

Military Might

Standing Army: 1,600 Infantry. 300 Calvary. 100 Mounted Knights.

Navy: 10 Warships Ships, plus support vessels. 400 Sailors.

An Additional 1200 troops may be levied in time of need.

Mercenary Forces serving in Rhom: The Black Bullettes: 200 infantry. Led by Jhon the Bear – F L5.

The Nightwraiths: 80 Special Forces. Trained in spying, infiltration, trap discovery & removal and similar arts. Led by Night-Haint, R L8.

knights_templar.gif (250×312)A loaned force of 500 Dwarven soldiers is currently serving in Rhom. Led by Orgurd Bristol-Beard – F L6.

Lord Mahban Dhul, a Paladin L9, serving the Goddess Akaleya, leads 300 calvary and is sworn to the service of The Lord Protector.

The Circle of the Horned Cabal, Alaethia’s Druidic Order, has allied itself with Rhom. Aside from its own might, it may summon a considerable number of natural creatures, should the need arise.

Due to “tourist attractions” like Stonehell** and The Halls of Yellow Madness, as well as the activity on the western borders, Rhom sees quite a bit of traffic from adventurers, mercenaries and the like. If necessary, the government will pay handsomely for aid from these folk.

Industry

Mining: Copper, Silver, Iron and Dragonscale ore.

Agriculture: Wheat, barley, grapes. A few other minor crops.

Fishing.

Steel Production, Arms & Armor: Thanks to the discovery of the ore Dragonscale and the secret process of steel production perfected by the local workers, Rhomish Steel has become a highly sought after trade item. Weapons produced by the Rhom smithies are capable of holding an incredibly sharp edge and are much more durable. This trade has extended beyond Alaethia, into other nearby, human regions. Rhomish arms & armor have developed a reputation for being the equal of Dwarven made goods and at a cheaper price.

Goods made from Rhomish Steel will cost 25% more in other areas of Alaethia, and 50% more outside the region. Weapons and armor have a +1 bonus to hit and to AC, respectively, as these items are of very high quality. The bonus will not stack with any sort of enchantment. The increased strength of Rhomish Steel, should be taken into account in such instances as item saving throws, etc.

Magic & Religion in Rhom

Leighton104Many Gods, Cults and Philosophies are represented in Rhom, the largest following  being dedicated to the Old Ways, the Nature Worship brought to Alaethia by it’s earliest Human settlers. Roughly 40% of the population are devoted to the teachings of the Druids. The Circle of the Horned Cabal, exerts a profound influence in the country, even holding a permanent seat on The Council of Spell & Sword.

While the Druidic followers worship Nature itself as a Divine Force, some pay homage to Aemara, the Queen of Sighs, as an Expression in the Physical World, of the Power they venerate.

A small, but vital community of Magicians exist in Rhom. Most Magic-Users in Alaethia practice traditions inherited from the Magi of Nauru, the supposed birthplace of the Magical Arts. In Rhom, The Philosophy of King Evedor, an obscure Magical Tradition based on teachings attributed to the legendary King of Sorcerer_01Kadia is favored by the locals. Most scholars believe the stories of both Evador and his kingdom to be a myth, created by Magic-Users to contain and conceal certain arcane secrets. The followers of this tradition believe in a divine force, which they usually refer to as Mind and see as the source of all existence. The arts of Conjuration and Summoning, of both Demons and Angels are a major focus of the Tradition.

clerc09Veneration of Isis, a goddess worshipped in ancient Nauru has a noticeable presence in Rhom. The Guild of Smiths & Steel-Workers honor Set as their Patron and the Magic-Users in Rhom, who don't follow the teachings of Evedor, often pay homage to Isis, Set, or Thoth.

A thriving cult, dedicated to Thor, Son of Odin, may be found amongst the military forces of the country. Odin The All-Father was the traditional Patron of the the Royal House of Yuvador and this pantheon of gods is still well regarded among Fighting-Men in Alaethia. 0021

While much more popular in other parts of Alaethia, worship of the goddess Akaleya is found in Rhom, particularly in Bruhn and amongst some of the more honorable minded adventurers in the area. As Defender of the Righteous and Terror unto the Wicked, Akaleya was chosen as the Patron of Castle Kage and The Lord Protector of Rhom. As Lady of the Rose, Akaleya is still invoked during marriage ceremonies, by some of Rhom’s older families.

Numerous other sects are present in Rhom. The large number of adventurers, who come to the area and often stay, insure a great religious diversity.

Other Areas of Interest

The Halls of Yellow Madness – Forty-five years ago, many of the inhabitants of the town of Welcome and Castle Gaevin, located in The Fane, just east of Rhom, were found to be engaged in unholy religious practices. A hidden temple was found, within the mountains near the Castle. After these cultists were purged, their former lair was cleansed and sealed. Two years ago, a passing party of adventurers discovered that The Halls of Yellow Madness had been opened. The priests who had sealed the Dungeon reported that it was comprised of only two levels, but these adventurers found that the complex extended much further. Little is known about what the former cultists were engaged in and when questioned, surviving members would only giggle madly, speaking of “The King in Yellow.” While technically, this area is in disputed territory, Rhom has laid claim to the Dungeon, primarily to aid in its efforts to draw more adventurers to the area.

Stonehell** – A prime adventurers destination in Alaethia, the former prison is known to host Humanoid Forces and far darker horrors.

Sweetwood Forest – Thanks to oversight by the Military, the forest is relatively safe and provides a good hunting ground. Several Shrines may be found here, as Whiskey’s has a large number of devotees of the Old Ways, who use the Forest as a meeting place. At least two Druids are known to make their home here. Dane – D L5 and Hollrim the Blind – D L7.

The Tower of Green Chaos – Built by Aginon the Wicked, The Tower has stood abandoned since its builders disappearance, over a century ago. Adventurers who have dared the place tell bizarre tales, of crawling chaos and alien entities.

*Coat of Arms designed at Coat of Arms Design Studio – Inkwell Ideas.

** Stonehell is, of course, Michael Curtis’ Awesome Mega-Dungeon!

Wednesday, June 2, 2010

Gazetteer of Alaethia – Part I: Introduction

fulllabela

(Click the Pic to Download the map. Scale: 1 Hex = 5 miles.)

Current Year: 112 - Ecumenical Council Reckoning (E.R.).

A Brief History of Human Civilization in Alaethia

457px-King_Henry_III_from_NPG Humans first settled the lands west of Buhrdom, in  –214 ER. Seeing an opportunity, King Morwynn II of Yuvador, acknowledged by 90% of Humanity as their king, sent his son Alaeth, into the west.

Alaeth was given the mission to treat with the Dwarves of Duarim’s Forge and negotiate a peaceful colonization of the lands surrounding the Duarim Thnog, the mountains housing the Dwarven Nation. Hard pressed by the numerous Humanoid tribes inhabiting the region and in grave need of allies, King Nagthan the Usurper agreed to allow Human colonies to be settled along the coasts of the region.

Alaeth was named Duke of Aing, the name then given to the lands now under Human dominion, as well as that of the city built to serve as the seat of the local government.

In the subsequent years, cities and villages were built along the coastlines and those areas agreed upon by the Dwarfs. Priests and Clerics came to the new lands, to minister to their followers and gain further converts. A group of Druids founded The Circle of the Horned Cabal, to serve nature and those devoted to the Old Ways, in the newly settled territory. The famous Arch-mage Xorimir, built a tower in the north and was imitated by lesser Magi, seeking to create strongholds of their own, amidst the new colonies. Mighty Lords arrived, building keeps and clearing the area of menaces to Humankind.

KullSNAKES.jpg Kull vs. The Snake Men picture by DoucheMan_01In –188 E.R., the War of the Serpent’s Strike began, as the Snake-Men, creatures of legend, emerged from their underground lairs and attempted to enslave Humankind. Most scholars believe, that this may have been precipitated by the sudden withdrawal of the Keph*.

In – 270 E.R., the Keph* abandoned their colonies and conquered territories, disappearing from the lands of Human ken. The subsequent power vacuum may have emboldened the Snake-Men, to come out of hiding and once again seek the conquest of Humanity.

In –163 E.R. the Serpent-Men were defeated, but at the cost of King Morwynn’s life. Ruler-ship passed to his eight sons, who believed they could reign as a united council, with each son holding sway over their own territory as Prince-Dukes. Alaeth passed his title on to his son, Morwynn III, who renamed his demesne Alaethia.

In the years following, internecine strife began tearing apart, much of Morwynn’s kingdom. Rule of Alaethia passed to Prince Zaegra in –110 E.R., who officially cut political ties with the rest of King Morwynn’s descendents, declaring Alaethia a sovereign kingdom.

 Prince Zaegra’s many crimes and those of his associates are detailed cot_raven01elsewhere**. He was eventually deposed by his subjects, who were led by various Clerical factions and The Scarlett Convocation, an alliance of three, well-known and puissant magi. The assembled Bishops of the more powerful religious organizations issued their famous Decree of Noble Vacancy, nullifying all claims to noble title in Alaethia. They then attempted to seize control of the region, themselves.

This led to a long period of bloody conflict. The civil war eventually ended, when attacks from the various Humanoid tribes, who had taken this opportunity to replenish themselves and wax strong, forced the various factions to cease their struggles and work together, to drive these creatures back out of Human Territory. By 65 E.R., the former nation of Alaethia had settled into four political divisions.

The Scarlett Convocation seized power in the north, taking the city of Ormiz and its surrounding territory. This area is now referred to as the Land of the Convocation.

A coalition of military commanders occupied the city of Yuermir and took control of as much of the surrounding land as they could. They named their territory Morwynn’s Might.

The Religious leaders who issued the Decree, maintained their control of the central areas of Alaethia and the city of Aing. Today, this land is known as The Fane.

Lastly, an Adventuring Company, led by the Fighting-Man Scyros One-Nut, laid claim to the city of Bruhn and its adjacent locales. They named the area Rhom, reputedly after one of Scyros’ lady friends.

Aside from a few skirmishes, the uneasy truce has endured. Thus far. But, rumors of strange experiments by the Convocation and saber-rattling by the Military Dictatorship of Morwynn’s Might, is casting an uneasy pall, upon the spirits of Alaethia’s inhabitants.

Many sense a Storm upon the horizon. The Humanoids are a constant threat. A strange Forest of Fungi, has sprouted near the center of the region and a new Dungeon Complex has recently been discovered, to cast its shadow in concordance with Stonehell**, Prince Zaegra’s most heinous legacy.

BLUE DRAGON.jpg (400×323)A weird, fey race of creatures, calling themselves Elves have appeared in the Dreamwood, setting up an encampment and making known their desire for diplomatic discussions.

And traders are spreading a tale, that Dwarven Warriors have seen Kith Oqzi Dhul, flying beneath the clouds at night.

 

*The Keph are from Monsters of Myth, a kick-ass Osric supplement, which may be downloaded for free, here.

** Stonehell is, of course, Michael Curtis’ Awesome Mega-Dungeon! The campaign background concerning the deposing of Prince Zaegra and his despicable behavior, owes much to Stonehell and its backstory. Click the links for more info.

Tuesday, May 25, 2010

Alaethia Takes Shape – And I Found A Cool Tool For Using My Map In Play

I don’t like cluttering up maps with labels. Of course, not doing so hampers their usefulness, especially for the players.

alaethia1But, I’ve found a way around this problem. This stuff, called Transparency Film. 8.5” X 11” transparent sheets, which you can print on with a laser printer.

fulllabela So, I made a label jpeg, printed it out and slid it into the sheet protector, which contains my region map. Viola! I have my cake and eat it too! But there’s more!

The above label sheet represents a comprehensive knowledge of the region. What one might could gather after interviewing several local sages, though only a few of the many secrets of the area are listed. Still, I want the players to be strangers to the region and I don’t want them knowing nearly so much. Again, Transparency Film to the rescue! When the players first see the map, this lighter version of the label sheet will be inserted into the sleeve.

alethlitelabelThey’ll be starting in Rhom, which is near the bottom, just left of center. So, they’ll know most of the locations in this immediate area, but they’ll only be familiar with the major population centers of the other political divisions. For the most part.

They’ll know of a few areas of humanoid infestation, the location of Stonehell (Michael Curtis’ masterpiece), The Halls of Yellow Madness (my own mega-dungeon) and a few other sites to head to for adventure, as well. Hex 1522 for example. 

I was able to be quite thorough with the full label sheet, so in making it, I got a good start on putting together the hexmap key. I’m beginning work on that tomorrow. Hopefully. :)

I’ve put all three maps into a single PDF file and you can click any of the pics, or here, to download for a closer look. Also, the link is in my Supplements widget, in the right-hand column of my blog.