Archive for the ‘Encyclopedia’ Category

23
Feb

Burrowdown

   Posted by: John

History

Burrowdown was founded around the year 27 S.R. by an independent group of Halfling farmers. They left Port Flume in search of a defensible patch of farmland to safely raise their families and their crops.

Population

Borrowdown Valley is home to approximately 350 citizens. They primarily reside in their farms nestled adjacent to their fields in the heart of Burrowdown valley. Some reside in family holes in Burrowridge, the large hill located the far side of Burrowdown vale. The king and members of court are housed in Stout (not short!) Keep crowning the hilltop.

Economy

Primarily focused on agricultural exports. Burrowdown Valley has the most fertile and defensible land in a nearly 300 mile radius, it’s known for the massive produce, vegetables, grains, tobacco, pipe weed and potent ales. Imports cover the vast majority of tool and construction materials required within the vale. The coal caravan from Blackfield spends the second leg of it’s journy moving goods from Port Flume to Burrowdown before loading the caravan up with foodstocks for the return trip to Blackfield. This is the golden triangle of trade and a major backbone of the region’s economic boom.

Government

Burrowdown is run by a fairly lax Patriarchal Monarchy, currently led by King Brandon Failyn. Things tend to run smoothly in Burrowdown vale, as long as no one interferes with the citizen’s rights to ale and food. The seat of government and limited court of advisers can be fount at the Stout Keep crowning the Burrowridge.

Military

Minimal. Approximately 20 full time warriors man the valley and ridge towers, as well as the front gate. Including the giant brothers Big and Bigger. The

Society

The vast majority citizenry are farmers and cooks with a smattering of brewers, entertainers and menial laborers. Most of the activities in Burrowdown center around the growing, preparation and consumption of food.

Neighbors

Port Flume – River City to the northeast, major market for all food exports. Monthly armored wagon caravans loaded with coal travel north along the Sootway from Blackfield to Port Flume. The caravans return loaded down with trade goods and commodities from the market district and frequently stop at Burrowdown to supplement Blackfield’s limited local food supplies.

Hylea – Elven protected city in the forest of Feywood, located due south of Burrowdown. The elves are not in regular contact with Burrowdown.

Rockhome – Dwarven enclave to the Northwest.

Blackfield – Trading partner to the southwest. Provider of coal to Port Flume and Burrowdown, large purchaser of Burrodown’s agricultural exports.

Food Drink and Lodging

A series of public guest houses have been built at the base of Burrowridge, there is a grand common room in the base of Burrowridge, home to many a feast and celebration.

Regular Events

The calendar is chock full of harvest festivals, plowing and planting parties and epic wedding feasts that span days if not weeks. In the inevitable case that a farmer succumbs to the inexorable pull of his soil, toast filled wakes to the fallen have been loud enough to stampede local wildlife.

Notable NPC’s

King Brandon Failyn – Current ruler of Burrowdown, corpulent, unmarried and content.

Big & Bigger – Massively muscled with minuscule minds, these brothers wandered into the valley through a portal nearly 17 years ago. 18 and 20 feet tall respectively, these adolescent giants provide much of the heavy labor for the farmers and militia of Burrowdown Valley and are richly rewarded with a bottomless supply of food, drink, and suitable shelter, albeit a distinct lack of suitable partners for romance.

16
Jul

Port Flume

   Posted by: John Tags:

Topography and Layout

Port Flume was built on an elevated floodplains of the Anwar river. It is an extremely fortified well constructed city surrounded by high walls of quarried stone and iron reinforced gateways. The city itself is separated into 3 primary sections, the Market, Bowery and Gentry tierces. River traffic is quite heavy and the ports in the market district are always bustling day or night.

The immediate country surrounding Port Flume is so dangerous that it heavily restricts logging activities. Thus, wood supplies are so rare that they’re primarily used for crafting and construction, not for heating and cooking. This need has been met with an armored monthly coal caravan from the town of Blackfield.

The Bowery – The Bowery tierce is comprised of the majority of the populace, it comprises much of the riverbank and extends out over the river on wooden stilts. real estate is added to the Bowery by hammering in more pilings and extending additional pier space out over the Anwar. Construction is made primarily of cast off scraps of material, wood scraps, sod, and skins. It’s the poorest of the city’s neighborhoods, and houses the majority of the population. Crime is a concern, as are pier collapses and fires, unions of families have formed to get these problems under control.

The Market – The Market tierce houses the majority of the trading floors, auction houses, and commodity markets. This is the heart of the city and generates the vast majority of it’s revenue. The merchants have organized themselves into guilds representing the major business interests of Port Flume and use their collective power to direct the actions of Flume’s government.

The Gentry – The Gentry tierce is the smallest of the three tierces and home to the most powerful caste of citizenry. Only the most successful merchants, highest ranked military officers, and well born aristocrats can afford to live within this enclosed city-in-a-city. The 2 entrances to the gentry tierce are well guarded by a privately funded mercenary troop, only allowing passage to those who live there or possess a writ of passage, granted by one of the gentry members. It is home to one of the most celebrated inn’s of Edarion, “The Good Life”, home to amazing 8 course meals, massive wrought iron beds, world class entertainment and even hot running water!

Population

14,000+ citizens as of the last census. The nature of this being a port city sees a tremendous amount of churn in the populace. The nature of the Bowery tierce being so densely populated and relatively fluid only adds to the uncertainty of this population count. All the standard races of Moraenne have a presence in the city, including: Dwarves, Elves, Eladrin, Halflings, Half Elves and Humans.

Economy

The primary revenue source is one of trade. With it’s strategic location on the river Anwar, Port Flume receives shipments from both up and downstream as well as food shipments from Burrowdown, and coal shipments from Blackfield. Port Flume’s Merchant tierce handles the redirection of materials and goods from many cities quite efficiently. Dwarven exports from Rockhome are sent down the Anwar to stock the shops in the guild district.

Government

The government is democratically elected and divided equally into the three primary power structure, known as “Assemblies”. The Public House, the Merchant Guild and the Aristocracy. They each have an equal vote in the affairs of the city, never allowing for the stalemate or a possible tie in voting. Each of the Assemblies elects an internal leader (or “Herald”) to direct their actions and represent the face of the assembly among the people.

Military

Port Flume has a relatively small standing army of 4 companies (around 500 soldiers), primarily used for the defence of the city and surrounding territories. Only rarely are troops are mustered and sent out to support their allied trading partners in larger conflicts. Port Flume itself has never been successfully captured, a point the leaders of the military and government are proud to parrot at any opportune moment. The vast majority of the soldiers are used for city defence, training, patrols and enforcing the law.

Society

The people are largely products of their respective tierces. Citizens living in the Bowery have a harsh existence, scavenging or performing manual labor and menial tasks to make a living. There is a thriving black market in the Bowery though, so if you’re searching for illicit objects or contraband, this would be the best place to look, but mind your coin purse whilst in the Bowery, crime is rampant in this tierce, and guards tend to respect gold more than the force of law.

Citizens living in the Market tierce are generally skilled craftsmen, merchants, or brokers and generally live a middle class existence. The guilds run the Market tierce and mete out harsh punishment for interfering with any of their guild members.

Aristocrats and the well to do live in the Gentry tierce. Because the tierce is protected and isolated from the rabble and worker bees, they tend to view their lives through the narrow field of political interactions, familial rankings and the accumulation of wealth.

Neighbors

Rockhome - Dwarven underground city upriver to the far north. Primary export is high quality durable goods, weapons and armor.

Arborio – Elven settlement upriver to the northwest. Trades lumber of harvest trees with Port Flume by sending log jams down the Anwar.

Sumacha - Major Port city on the coast of the Mer and at the river delta of the Anwar. Primary exports are spices, rice, seafood and mercenaries.

Burrowdown – Farming village located 100 miles southwest, located in a defensible valley and primary source of Port Flume’s grains, fruits and livestock.

Blackfield – Although it’s a hard and dangerous 260 mile ride to the south, it’s a major trading partner with Port Flume and supplies nearly all their energy needs in the form of coal. Additionally, the coal from Blackfield constitutes roughly 15% of the net business conducted in the Market tierce as it’s rerouted to serve the needs of other population centers along the Anwar River.

Businesses

The Market Tierce

  • The Barter House – A large building housing a variety of commodity traders, goldsmiths and moneylenders.
  • Hammersmiths – Blacksmith specializing in high-quality custom armor, weapons and gear.
  • Codex Arcanum - High end magic user guild that sells services, potions, rituals, spellbooks and a large variety of magic items.
  • Oakenstouts – Pub and inn with a large variety of Wine and Ale. Setup with many small and large tables, used very often for doing business over a pint. Also has private booths/rooms for conducting private business.

The Bowery Tierce

  • Flotsam (pub), Jetsam (general store-attached to Flotsam), Riverbeds (Inn)
  • The Raft – (Gambling boat tied up to the underdocks, host to many illegal activities, including “The Hold”, a combat ring located on the shore.)

The Gentry Tierce

  • The Good Life (Inn and Fine Dining)

Isla Anwar

  • Docks and harbor
  • Boat and Rope Ferries
  • Boat Slips and channel
  • Merchandise Warehouses
  • Fish market

Regular Events

Armored Coal Caravans arrive monthly from Blackfield, delivering coal and purchasing spices, tools and supplies.

Notable NPC’s

Merchant Guild Herald - Zebulon (Zeb) Nareth (Male Human),  primary point of contact with Blackfield’s coal trade

Public House Herald – Alicia Muldoon (Female Human)

Aristocracy Herald - Gaile Feythorn (Female Elf)

Head of the Military – General Jaxon Pike (Male Half Elf)

Erathite Artificier – Falon Smithwick (Male Human)

Erathite Founder of the AoE – Elrick Helmond (Male Eladrin)

Fortune Teller and possible underworld contact – Madame Dumond (Female Human Easterling )

14
Jul

The Mist Fens

   Posted by: John

A vast stinking swamp located approximately 50 miles to the north of Blackfield. The fen is constantly wreathed in a thick hanging mist that never seems to dissipate.

The Sootway skirts the western edge of the Mist Fens, with a stopover camp for Blackfield Coal Caravan’s located a mere 20 miles to the north of the Fens.

There are unconfirmed rumors of a strange metal tower on an island in the swamp, but doesn’t seem to stay in the same place as it’s never been pinpointed to a particular location.

Additionally, there are rumors of froglike and reptilian creatures attacking those foolish enough to travel deeper into the fens as well as other dangerous creatures indigenous to swampy terrain (crocodiles, snakes, biting fish, bloodbloaters, venomous reptiles..)

2
Oct

The Mer

   Posted by: John Tags:

Edarion is surrounded by a vast deep ocean, known simply as “the Mer”. Deeper parts of the Mer are thought of as too treacherous to travel across with sudden storms summoned out of nowhere (a remnant of the magics used during the battle of Parhelion), sea monsters and marauding Rakes hunting near the coastlines for merchant traffic.

Captains who venture forth onto the Mer often give offerings to Melora in exchange for safe travels, however the driftwood from wreckage that can be seen on many a shore is testament that maritime travel is not to be taken lightly.

Although wild rumors of moving land masses and lost islands abound, the sanity of those who have told these stories are often in doubt.

1
Oct

The Calendar

   Posted by: John Tags: , ,

It is currently the year 617 S.R. Here’s a link to the current calendar, including details associated with the Dragonslayer Cohort.

The five days of the week were named for the gods that favored the armies of of the last battle.

  • Bahmsday (Named for Bahamut, god of justice)
  • Pelsday (Named for Pelor, god of the sun)
  • Morsday (Named for Moradin, god of creation)
  • Iounsday (Named for Ioun, god of prophecy)
  • Meloren (Named for Melora, goddess of the sea)

The months of the year were renamed in honor of the 5 leaders of the free people’s army that defeated Malphas.

  • Aelril – Named for the elven general Aelril Elmmender. She led the lightning assault of elvish rangers on the twisted metallic war machines of the warforged battle group, stopping the barrage of artillery that were hammering Tyden’s ritual sanctuary.
  • Marden - Named for the Warlord General Marden Belefas, the grand strategist who planned the successful defence of the last free territories and ultimate tactician on the fields of Parhelion.
  • Garem - Named for the dwarven general Garem Shaleshins.
  • Rouenne  - Named for the arcanist Rouenne Pentaryn, who crafted the phylactery that housed the soul of the demon lord Malphas Naraephon.
  • Tyden - Named for Brother Tyden, priest of Meloren, who sacrificed his body to be possessed by by the goddess, summoning her to the battlefield at Parhelion.

Most known people use the Standard Reckoning (S.R.) calendar for telling time, it was created to match the modified cycles of time created after the battle of Parhelion. Dates prior to the battle are known as “B.F.” for “Before the Fracture”. For example, it’s known that the fall of the bastion city of Erasamel occurred on 37 B.F. to the dragonkin general Hurra’l Garre’k. Documents discovered prior to the fracture are identified with the label “A.L.” which is thought to translate to “The Age of Light“.

Unfortunately, events prior to 50 B.F. tend to be circumspect based on the incompleteness of historical records.


1
Oct

Time

   Posted by: John Tags:

Due to the massive magical and tectonic cataclysms that occurred during Parhelion, many civilizations were destroyed, earth was torn asunder, and even the fabric of time and nature were rearranged. Seasonal weather pattern changes ceased and time itself seemed to function differently.

Time is now measured in this manner:

  • 5 Months to a year
  • 25 days in a month
  • 5 days in a week
  • 25 hours in a day
  • 50 minutes in an hour
  • 50 seconds in a minute
  • Combat rounds are 5 seconds long

DM Note: This does not affect durations from the standard D&D rules, all round/minute/hour/day based times are still applicable, they are merely in base 5 (as the gods desire…)

30
Sep

The Town of Blackfield

   Posted by: John Tags:

History

Blackfield was founded in the year 128 S.R. by a band of human and dwarven refugees. They set up residence in the nearby caves for protection, then discovered that the ground held rich deposits of coal and gold as well as fresh well water. After quarrying out enough stone to build a fortified keep (now used as the town center) they focused on mining out additional chambers for their expanding families and storerooms. These old excavations make up the highest level of the mine, simply known as “The Dig” that has continued to expand for the past 490 years. Eventually the citizenry created an outer palisade wall to contain an ever expanding above ground town.

Built on the plains near the base of the Bracken Hills, known for it’s rich deposits of coal. The town itself is surrounded by a stone and clay reinforced palisade with a main and side gate. It’s surrounded by an additional lower defensive wall located 30 feet away from the town walls proper. The outer barbican and intervening ground is pockmarked with small holes that are flooded with coal oil and gas and torched in order to form a moat of flame. The immediate grounds leading to the walls of the city are populated by open plains to the north blending into low rolling hills to the south, eventually merging completely with the Bracken Hills.

Citizens of Blackfield currently live primarily above ground in quarried stone/clay and sod houses and work shifts in the mines for coal, the primary economic export of the town.

Blackfield isn’t near an above ground body of water; underground rivers and wells in The Dig are tapped for the town’s needs and brought to the surface through the use of pumps and drop-wells. The town has a constant black plume of soot rising from the many buildings (which burn coal or gas from the mines as fuel for cooking and heating.) Most of the structures in the city, as well as the fields around the town have taken on a dark sooty appearance from the hundreds of years of accumulating coal dust.

The last major attack on the town was by “The Tribes” in 452 S.R. when a large war band led by the Ogre Mage, Garm Skinsizzler, assaulted the town with a force of over 5,000 allied goblins, orcs, bugbears and ogres. Blackfield’s defensive flame moat proved invaluable in torching the first several waves of ladder bearers. A team of armored Ogres enchanted to resist the flames were sent in with a battering ram to open the main gate, but were removed from existence through the determined assault of Guard Captain Harissa Silvo and her honor guard. She then rallied the troops, opened the gate and led the charge that routed Skinsizzler’s motley war band, and defeated the Ogre Mage in single combat, removing his head and leaving it on a pike on the rampart as a warning to the tribes the price that is paid for the folly of attacking the gates of Blackfield.

During “Darknights” the likelihood of goblins and monsters roaming the nearby fields becomes significantly heightened.

Population

1677 citizens. They primarily reside exclusively within the city walls, with only the militia, hunters and a limited number  of farmers and gardeners tending to the town’s immediate fields. Because of this, housing in the town has become quite dense, with many family members stacked up within the same dwellings. It’s not uncommon to find 3 generations and upwards of 2o people living under the same roof. Travelers to Blackfield are relatively uncommon, but not unheard of. Traders from Hylea and Port Flume, cooks and farmers from Burrowdown and the random wandering outsider and exploration party are the most common visitors to Blackfield.

Economy

Primarily coal based (charcoal/creosote/fuel oil) with a secondary market in high quality handcrafted items.

Dig Shares – Most families within Blackfield work in and own shares in the mine, with only a small part of the mine being privately held. Shares are generally passed down along generational lines. The Town of Blackfield controls quite large portion of the shares, and thus a share of the returns from the Coal Caravans. The day-to-day release of these funds is the responsibility of the  office of the Mayor, following the long-term directions of the Elder Council. The elder council are the only body that are allowed to issue additional Dig Shares, a very rare occurrence that only has been used to raise finds for defense of the city in times of war.

The Dig is so important to the town that portions of the law penalize bad behavior with the revocation of Dig Shares.

Government

An Elder Council made up of 9 venerable citizens elects a Mayor for an unspecified duration and has the option to replace her given significant cause. Elders are elected via open general election of the citizenry to lifetime appointments and replaced after a death or resignation, or removed from serving via an expulsion vote of the majority of the citizenry. The members of the elder council are generally older members of the town that have proven their wisdom in trying times or have proven themselves in a special way. The current members of the council include:

  • Elder Aelor Verona – Female Half-Elf – Former Ranger, has unparalleled knowledge of Blackfield’s surrounding terrain, anti-expansionist.
  • Elder Skarin Lotis – Male Human – Former Guard Captain (preceding Anton Silvo’s appointment) , combat veteran and generally a gruff individual. Very to the point, and anti-expansionist.
  • Elder Chloe “Shaleskin” Buta – Female Human – Ex-Miner, hero, long time foreman of the dig, anti-expansionist.
  • Elder Faris Delcatta - Male Human - Esteemed breeder of the town’s horses, including those trained for pulling the coal caravan wagons as well as those armored mounts used by Charger Cohort, anti-expansionist.
  • Elder Boynton Seron – Male Human, anti expansionist due to the power granted by the tie breaking vote.
  • Elder Picarin Imbrulio – Female Halfling, businesswoman and proprietor of the Wayhouse, supports expansion.
  • Elder Felicia Worthwords – Female Human – Extremely well educated, a Wizard, Scryer and crafter of quality magical implements. Worthwords is always seeking new knowledge and often makes others aware of how much in this world they are blissfully unaware of. Supports expansion
  • Elder Josia Nevarro – Female Human, supports expansion.
  • Elder Xander Galipo – Male Eladrin – Hylean expat and current ambassador to the elven city to the West. Regularly meets with his associate, the Hylean Trade ambassador to plan the course of future interactions between the (primarily) human and elven cities. Supports expansion.

The office of mayor executes the day-to-day business of the town, manages The Dig (with help of the foreman) and implements the decisions of the Elder Council. The current mayor of the town is Therese Grable (Human Female), she is a relatively recent appointee, serving in the Mayors office for only the past 3 years.

Town Hall – Includes an attached hall of records (library) is the seat of the town’s government. Has a large meeting hall for regular town meetings and celebrations but is primarily used for meetings and hearings held by the Council of Judgment. The hall also contains a secured vault to secure the government’s wealth, the Elder Council Antechamber, and the Mayors office. The building is hardened and defensible, with a tall watchtower built onto the rooftop. Once per hour the sentry on duty in the watchtower uses a large metal horn to blow a number of notes indicating the time of day.

The Dig – The most important aspect to the town of Blackfield is the extensive undermine known as “The Dig”. Primary used as a coal mine, the Dig generates thousands of pounds of coal, as well as trace minerals and precious gems. Nearly half the citizens of Blackfield are employed in the workings of the mine and it’s various support processes. The Dig itself is accessible by 4 entrances. The primary entrances (Shafts #1 and #2) are accessible by elaborately built elevators, powered by counterweights and water/horsepower. The elevator in Shaft #1 is primarily used for transporting mine personnel and light-duty tools and leads to “The Hub”, an excavated and heavily supported central cavern and the heart of the underground mining operations. Rail lines and a mine car turntable exist here in front of the foreman’s underground office. Coal is moved down a side tunnel to the heavy-duty elevator in Shaft #2, where it’s loaded onto the massive hopper for transport to the surface on a heavily reinforced elevator.

Dangers of the dig include the possibility of explosions, collapse, monsters, asphyxiation, drowning, etc.. Not to mention the fact that it’s grueling work swinging a pick every day to extract the chunks of precious black coal from deep in their underground seams.

Workers in The Dig work on rotating shifts (3 per day) and are notified of their shift changes through a series of bells strung throughout the mines. Prospectors are independent workers that pay for access to the mine, but work on their and are given access to long abandoned portions of the mine for exploration and extraction of coal and precious gems that might have been missed by work crews from long ago. Being a prospector in the dig is the quite probably the most dangerous job in town.

Law

The law of Blackfield is based on the code “For the safety of all citizenry, for the good of the town and for the execution of justice.” The law is enforced by members of the militia on civic patrol duty. Visitors and citizens of Blackfield are subjected to these codes and in the case of their abuse, are taken into custody and brought before the “Court of Judgment” at the soonest possible time. The court is  held in the Town Hall and presided over by 3 rotating members of the Elder Council, the final stop for justice in Blackfield. Arbiters serving as Defenders and Pressers are allowed to present witnesses and evidence to support their case, but the court’s ultimate decision is only able to be overridden by a majority vote of all sitting members on the the Elder Council.

Example laws and punishments:

  • Theft – Minor Offense – Equal value penalty to reimburse the offended party and a week’s service in The Dig on scut work.
  • Theft – Major Offense – Tattooed “T” on the right hand, revocation of a portion of legacy Dig Shares.
  • Assault – Minor Offense – Time in the stocks in the town square
  • Assault – Major Offense – Bonded Hard Work in the Dig
  • Murder – Revocation of the family’s Dig Shares and Hanging
  • Arson – Underexile or Expulsion
  • Treason – Death by Hanging

Military

The town’s active militia of 120 citizens (including current initiates) is led by Guard Captain Anton Silvo (Human Male) and trained by Sergeant at Arms Gim “Son of Nim’ Cinderhearth (Dwarven Male). All citizens serve for 2 years in the town militia once they reach age 17. These trainees are arranged in cohorts of 5 to 15 individuals and actively trained for months before being put on duty guarding the town, patrolling the countryside, guarding the monthly coal caravans, or exploring mine shaft breakthroughs, etc.. Should these conscripts desire to continue their service in the militia, they may have the opportunity to join one of the long lived specialized Honor Cohorts. Additionally, should a training cohort win enough honor and renown, their cohort may be promoted to the ranks of a permanent Honor Cohort.

The Honor Cohorts currently carrying out duty in Blackfield and their specialties include:

  • Aegis – Oldest veterans, well balanced honor guard to Guard Captain Anton Silvo and to the Elder Council. Known members include Brogan Hamut (Principal-Paladin)
  • Dragonsbreath - Focused primarily on arcane, divine and magical energies.
  • Raven – Scouts and rangers focused on keeping the immediate area around Blackfield safe.
  • Charger – Mounted warriors and officially responsible for the safety of the Coal Caravans.
  • Hammer and Anvil Cohorts – Anvil is comprised of Heavily armored defensive troops used for static defense works in conjunction with Hammer Cohort to provide the “Hard Place” for the “Rock” to do it’s business. Hammer cohort is the shock force of foot troops used for heavy assaults on enemy positions, excellent flankers.
  • Barrage – Focused on archery, and artillery combat in defense of the Town. They maintain the ballistae in the gatehouses and towers. Known members include Kieran Ewanson (Ranger)

Training Cohorts currently on duty include.

  • Wolfhound – (2nd Years)
  • Javelin - (2nd Years)
  • Stormers - (2nd Years)
  • Dragonslayers (Previously known as the Black Wolverines) – (Initiates) Known members include Davros (Warlock), Kailithe Solace Guard (Wizard), Kurock Stonehammer (Fighter), Poe (Cleric), Pendrynn (Paladin), Barack Tenderfoot (Rogue) and Froimos (Warlord)
  • Talon – (Initiates) Known members include Desand (Rogue), Althea (Wizard), Kelric (fighter), Durgan (Fighter), Edarius (Ranger) and Evon (Cleric)

During times of war, every citizen of Blackfield over the age of 17 can be activated and be ready to defend the city at a moments notice, creating a temporary defensive force around 1100 strong.

Enlisted ranks from lowest to highest are:

  • Recruit – Paid 2 gold per week
  • Watchman – Paid 5 gold per week
  • Warden – Paid 10 gold per week
  • Hunters (Secret Rank) – Paid 15 gold per week, and mission based bounties.
  • Sergeant – Paid 25 gold per week
  • Sergeant at Arms - Gim Cinderhearth – Paid 40 gold per week.

Officer ranks (and pay) from lowest to highest are:

  • Cohort Leader – Paid 5 gold per week
  • Principal – Paid 30 gold per week
  • Marshal – Sevana Hoff – Paid 50 gold per week.
  • Guard Captain – Anton Silvo – Paid 100 gold per week.

Barracks – The Barracks contain individual housing for the Guard Captain, officers, a small jail cell, the quartermasters office, and armory. Behind the barracks there is a training field with archery targets, training fields, jousting run, and obstacle course (The Thresher).

Active duty militia members are housed in individual barracks by cohort. Honor cohorts have much higher quality living conditions than the training cohorts (who don’t even have locks on their doors..)

Society

The people are hardworking and generally happy. There isn’t much crime of note, and the jail, stocks (and very rarely the gallows) tend to keep bad actors in check. Most of the people of Blackfield stay close to home their entire lives, aside from travel to Port Flume for trading. It is home to a limited number of Dwarves and Wood Elves, with around 90% of the population being human, the rest being Elves, Dwarves and Half Elves.

Because the outside of the town is so dangerous, citizens are not allowed outside the gates, unless specifically granted a pass by the town elders or on official town business. Some members of the town chafe under this prohibition and want the ability to come and go as they please. A growing movement of these individuals has been called the “Expansionists” or “Separatists”, many of whom are followers of the teachings of Erathis. However, aside from swaying the rulings of the town council, they have little chance of making this happen. (There are only 2 current Expansionists on the council, Elder Faris Delcatta and Elder Xander Galipo.

Neighbors

Port Flume – River City to the north, primary market for Blackfield’s coal supplies. Monthly armored wagon caravans loaded with coal travel north along the Sootway from Blackfield to Port Flume. The caravans return loaded down with goods from the market district and frequently stop at Burrowdown to supplement Blackfield’s limited local food supplies.

Burrowdown – Farming village to the northwest, located on the edge of a defensible canyon and primary source of Blackfield’s fresh foods. The Cornucopia Canyon houses massively large fields and gardens and are tended to 25-5 by the farmer and gardener guilds. It supplies most of the food to Port Flume and Blackfield, as well as smaller outposts and settlements in the region. The entrance to the canyon is secured by a well armed contingent of soldiers and a massive 3 layered gate.

Hylea – Elven protected city in the forest of Feywood, located due West of Blackfield. The elves are limited trading partners and shun the use of coal for their abundant wood resources.

The Tribes – Nomadic orc encampment in the hills to the southeast. Issues regular raiding parties, is working on digging into a coal seam deep in the Bracken Hills (based on scouting reports). Primary and regular nuisance to Blackfield. Made up of a loose confederation of competing Goblin, Orc, Hobgoblin and Bugbear clans.

Businesses

Temple - The town has a temple to each of the 5 major gods of Moraenne: Pelor, Ioun, Bahamut, Moradin and Melora; as well as several of the more popular deities: Erathis, Avandra, Corellon, Kord and the Raven Queen.

The  temple to Pelor, is run by Brother Maynard. It also serves as a market for tinctures, healing draughts, and blessed items and charms.

Brother Gharam Newell presides over the temple to Bahamut.

Findings (Arcane Emporium) – Small shop with limited enchanted items. More like an Antique shop, great place for the PC’s to sell their items, run by an older human wizard Scholar Tristan Simones.

Cinderhearth Smithery – The town metalworking shop, run by Pim (Son of Nim) Cinderhearth, brother to Sergeant at Arms Gim. The trace amount of metals mined in the hills tend to end up on Pim’s anvil being worked into some amazingly intricately crafted weapon or tool.

Will’s Mill – The town farmers market and mill, run by William Granger (“Call me Will!”).

Bits and Bobs – The town’s general store, run by halfling Turley Tunhill. Sells just about any adventuring gear you might need, and does a fairly good bit of business doubling as the quartermaster for the Militia.

Food Drink and Lodging

Sooties – A heavily frequented miner tavern/inn located directly outside the mine gate entrance. Julian Inhoff is the owner of the establishment, Esmerelda is the resident bartender/entertainer. Open 25/5 in order to serve the never ending stream of workers coming out of the mine’s 3 shift work cycle, there is always something interesting going on at sooties. Stop on by for a game of “Sabotage the Dig” (a miner favorite) or perhaps a game of “Three Dragon Ante” if you’ve got a heavy coinpurse.

The Braying Housewife – The quintessential Inn, a chosen landing point for the average traveler, the inn is home to an excellent kitchen and clean safe rooms.

The Wayhouse – Located in the wealthier part of town, the Wayhouse is the destination of choice for the well moneyed traveler. The rooms are exquisitely decorated, the food and entertainment unbeatable and the staff is ready to serve you hand and foot. The inn of choice for foreign dignitaries and those who have a desire for safety and privacy. Owned and operated by Elder Picarin Imbrulio.

Regular Events

An armored Coal Caravan departs monthly on a trading mission to Port Flume on the Anwar river. It drops off the town’s coal load, stocks up on spices, tools and supplies then continues on to Burrowdown for fresh food staples on the return leg. It’s a 10 day round trip, and extremely dangerous.

The temples usually perform fertility and/or prosperity rituals every Moonmeet (when the 3 moons overlap, twice per year, or every 5.5 months).

When a Darknight occurs, monsters tend to wake and roam the countryside. Often they attack towns and cities, Blackfield locks down and has all militia on watch for these dangerous events. It’s not known when a Darknight will occur, nor how long they’ll last. (This knowledge was known in the past, but lost to the ravages of time and war.)

Notable NPC’s

Quartermaster Turley Tunhill [Halfling]

Lizette Tunhill [Unsure] massively unattractive daughter of Turley Tunhill and hopeful future wife of Pendrynn.

Sage Corvara – Pendrynn’s contact within the Temple of Erathis

Toad – Barack’s lackey, currently operating under orders to gather, support and train the downtrodden  and outcast children of Blackfield

Nim son of Pim Cinderhearth – Proprietor of Cinderhearth Smithery and purveyor of finely crafted instruments of combat.

30
Sep

The Battle of Parhelion

   Posted by: John Tags: , ,

It is currently the year 617SR of the second age, with six centuries of peace since the final battle of all the free peoples against the 40 legions of monsters and shadow summoned and held by the Demon Lord Malphas. The final battle is commonly referred to as “The Battle of the Parhelion”, The final battle raged for an entire week with the sun frozen in place moments before dawn. The carnage was so terrible that rivers of blood and ichor flowed freely and nearly a third of the population were killed. Mountains were leveled, volcanoes created, and the landscape was torn apart by massive spells and arcane energies.

Interesting Fact: The last and most important day of the week was named for the goddess Melora, who manifested in the flesh at the very apex of Parhelion, and rent the continent in two with a massive swath of sea washing across the land, leading to the creation of the Mer. This swept away the remaining legions of the Demon Lord Malphas and washed away the half of the continent that had been conquered by his marauding legions.

In the end, Malphas’ body was destroyed, and his soul was banished and safely hidden away for all time (or so the legends state).

Records of the period before the final battle have been lost to time, with the ruins of many civilizations being a testament to the devastation that followed. It was rumored that the world knew peace from the imminent violence of neighbor and nethercreature, but many believe those to be the fictions of the idealistic mind.

Moraenne has 1 sun and 3 moons.

The Sun

In the common tongue, the sun is called “Pelorian” and is worshiped by many of the followers of Pelor as his literal celestial home.

The Moons

The three moons are collectively known as the “Three Daughters” and are individually known as:

  • Celena – The smallest of the moons with a blue-grey marbled look.
  • Aisha – The medium sized green moon with an intense luminosity.
  • Deva – The largest of the moons with a reddish brown and very pockmarked surface.

Moonmeet – When the 3 moons are visible in the sky at the same time, it’s known as “Moonmeet”. Many a rite and ritual is performed under the shimmering of the three moons and it’s believed that these nights represent the apex of natural magic on Edarion. The magic of Moonmeets are often accompanied by magical vortexes, otherworldly gates, shifting earth, portalstorms, and the bending of reality.

Darknight – Several times a year, there are cycles where no moon appears in the night sky, these are known as “Darknights”, and often portend the foulest creatures slinking from their lairs and wreaking havoc on those who dwell in the light.

Constellations

Those who dare to travel such places as the Mer, the Grain Sea and the Mist Fens, often navigate through scrying the constellations. Specialized oracles known as “Pathfinders” can be hired to commune with the pantheon of constellations in search of direction. There are rumors that these navigators draw their a abilities from being blessed by a patron star upon their birth, although you would be hard pressed to get a pathfinder to admit it.

Several well known constellations include the Whirlpool, the Laughing Dog, the Blind Man, the Great Blade, the Stag, the Flame, and the the Wounded Dragon.

30
Sep

Society and Cultures

   Posted by: John Tags:

Low level magic is relatively common, most towns will have a cleric/mystic/shaman/healer, but be limited to spells around level 5 or lower. Only the largest cities/temples/libraries and most secretive locations in the world hold the secrets of stronger magics.

Men and Women are generally seen as equals (with women possibly having more power)

All races exist on the planet, however the races tend to self-segregate. There is a history of racism among a subset of all races, with Tieflings, Dragonborn and Drow percieved as evil and generally undesirable. Actually coming into contact with these races Edarion is extremely rare, many of the free peoples still harbor resentment for their siding with Malphas during his scourge of the West around 35 years B.F. (Before the Fracture.)