Tuesday, July 23, 2019

Heimiran Heresies: the Order of the Blessed Poor

In the year X.488 the heir to the Dragonfall, a man named Bede, stripped his fine silken tunic off and sold it in the marketplace. His brother, Penda Longsword, was horrified and his father disowned him. Bede claimed he'd had a vision from Heimir himself, and left Rickton to found a monastery in the wild. For three years he was fed only by the grace of the birds and the badgers, and he preached a radical, new, heretical branch of Heimiran doctrine. Thus began the Order of the Blessed Poor.

Bede the Beneficent was roundly condemned by the nobles of Agstowe. Even his own brother, Penda, when he became Erl, ordered him arrested. But the common folk spirited him out of Agstowe after the "Night of Embers" when he led them to burn the grand Metropolitan Temple in Longlaird. He was given shelter in the abbey of Heimirsted in Cymballar before the Convocation of the Abbots Major condemned his sect.

It was too late. Bede was put to death by the Hierians for grave crimes against the Faiths, but the Blessed Poor had taken hold.

Heimirsted was the center of this contagion, producing many mendicant monks who spoke against the unequal ways of the world. By fire and sword, they sought to introduce universal equality, universal justice, and universal poverty. There are still Bands of Peace out there, fighting for Heimir, allied from time to time with Eleians and Hashtemites. Local abbots of Heimir may be more or less tolerant of the Blessed Poor, depending on their own temperaments.

Other kits in this order: Poor Poets, Champions

REQUIREMENTS: Wisdom 12, Charisma 10
PRIME REQ: Wisdom
ALIGNMENT: CG
WEAPONS: Staff, club, sling, knife, spear, hand axe, arming sword, short bow
MAJOR SPHERES: All, Chaos, Creation, Healing, Travelers, Combat, Charm, War
MINOR SPHERES: Animal, Guardian, Plant, Protection, Wards
REQ. PROFS: Religion
BONUS PROFS: Brewing, Herbalism
VOW OF POVERTY: The priests of the blessed poor are forbidden from owning productive property, however they may purchase property in order to communalize it. The priest must dispose of all liquid wealth every 6 months for the good of the poor, keeping no more than 10gp for food. A Priest of the Blessed Poor is permitted a small number of magical items as per a Paladin. The priest may not own any armor heavier than hide. The priest may otherwise own personal arms, armor, and equipment. Priests of the Blessed Poor may select any proficiency at normal cost, as though they belonged to the appropriate class. In addition, Priests of the Blessed Poor gain thief skills as though they were bards, following the bardic progression table. They also have the ability to persuade crowds of common folk as though they were bards.

At 1st level, a Priest of the Blessed Poor may purify food or drink one time per day in addition to any other spells prayed for. Food purified this way will taste hearty and be quite filling, while drinks become a thick mead or stout ale. In this way, a small amount of trail rations or food can be made to last twice as long as normally would if this spell is cast every day upon it.

At 3rd level, the Priest gains supernatural protection. Heimir will grant Priests of the Blessed Poor barkskin 1/week in addition to any other spells prayed for.

At 5th level, a Priest of the Blessed Poor may brew semi-magical brews as per a Mystic of equivalent level (refer to Faiths and Avatars).

At 7th level, Priests of the blessed Poor may exude courage, happiness, friendship, hate, or hope (as per the 4th level wizard spell Emotion) while speaking. These continue to remain in effect as long as the Brother does nothing other than speak.

At 10th level, a Priest of the Blessed Poor may affect anyone who has eaten a piece of food or drink of liquor given to them by that brother with a suggestion spell. The target must have eaten or drunk something granted to him by the Brother within the last round for him to be a susceptible target.

At 15th level, Priests of the Blessed Poor become immune to any ingested poison. Likewise, they can subsist on mere crumbs of bread and sips of dew, though such a life is not very pleasant. Finally, a Brother of this level may create a sanctuary by spending one hour defining its borders. Within a sanctuary, all rolls to recover HP naturally are made at maximum (ie, 4hp/night) and all proficiency checks receive a +1 bonus. All saves also receive a +2 bonus while the characters remain in the sanctuary. A sanctuary may not cover more ground than 10 sq feet/level, and a Brother may only define one sanctuary at a time. Upon defining a new sanctuary, the old one is lost.

Sunday, July 21, 2019

Valastainen, the City of Shipwrights

INTRODUCTION
Valastainen (val-ah-STY-nen) is an ancient elvish city situated upon the Lake of Lamps in Tailimisia. It serves as the central hub of the administration of the Murhestinal family and, as of the death of Tywyn Leofrosin in the matter known as the Expulsion of the Night Prince (X.512) of Aita Valmindene, the house has been ruled by the Tywynne Myrialandina, daughter of Leofrosin and strong supporter of the new elvish Queen, the Gwyderia Ilisia the Historian. The city controls all tolls on the southerly branch of the rivers Lyrissen and Idabrell. Though its name translates as "Place of Lamps," in Varan the city is often called Watchway, for its massive lighted tower that guards the mouth of the River Idabrell.

The city is famed for its canals and the closeness of its manors, for the elves of Valastainen built along the canalways to permit ships to reach the very doors of their houses. The city is lit at all hours of the day or night by many thousands of silver lamps, and a longstanding custom has it that every house must take responsibility to light the canals, or pay toward a general fund to lighting the woods about the city. Long ago, enchantments were laid on the forests all about to give light through will-o'-the-wisps that can prove both helpful and jocular.

The entire region surrounding the Lake of Lamps feeds Valastainen, the free elves of the farms bringing their goods by raft to the Mede of the Springmaiden for distribution. The entire region pays homage to Senia, Meri, and Tulia above the worship of Anunia, thanking Senia and Tulia for the fruits of the earth, and Meri for the bounty of the rivers and the lake.

HISTORY
One of the oldest elvish settlements in Tailimisia, it was built around the same time as the first towers were lain in Aita Valmindene. The oldest towers are situated on the small archipelago of islands that dot the Lake of Lamps, which are known as the Seven Sorrows. These seven ruins belonged to powerful elvish families now long extinct, and for centuries have served as magnets for adventurers.

During the War of High Sorcery Valastainen was often used as a staging ground for Harnholme dwarves moving further west. In that age, a compact was made between the then-ruling house of Deepriver and four clans of Blue Dwarves to construct a series of locks and canals to help control the flow of the lake and the river. These same dwarves assisted the elvish high sorcerer Tulimestya in the construction of the fabulous lock-and-canal works at Mount Aurisia, and they still dwell in Valastainen to this day.

Because of its situation on a large, deep, calm lake, Valastainen is the premier location of shipwrights in Tailimisia, and one of the only places within the Greatwood were deep-draft ships can be prepared and launched to the sea. For that purposes, Valastainen magicians, aided by Tulimestya the Waterwright, long ago deepened the Idabrell to permit the transit of ocean-going ships southward from Lake Valoina. This has earned Valastainen the nickname "City of the Shipwrights."

House Murhestinal and the Weeping Palace
House Murhestinal takes its arms (a weeping elf's head with long flowing hair) from the grant of the Weeping Palace to the original Murhestinai in the last age. This ancient stone structure sits at the heart of the city, and is fed and shot through with many private canals. Most of the wings of the Weeping Palace have been abandoned, as the house is not as large as the old Princes of the Lake, but they can be put to good use housing adventurers, levies, and free elf companies arriving from other regions.

The Weeping Palace boasts a large temple to Talifer, the Wounded God, and the elves who patrol the Daleadau under the Gwyderia's orders often set out from the Square of the Wounded Warrior at its gates. Murhestinal can marshal some of the largest and most powerful levies in the central forest.

The Grand Temple of Talifer is the largest of its kind in Tailimisia and one of the largest in the entire elvish culture-zone. It is tended by Curhemelian the Blade, the High Priestess of Talifer, and by a platoon of twenty Stormsword bachelors.

The Central Canals
The most densely populated region of the city is the central section, surrounding the Weeping Palace. Here, there are narrow lanes for foot traffic, but many networks of canals for ships. All mounted and wheeled traffic is forbidden from entering this region of the city, as it would clog the streets. Instead, goods are brought in through ships and barges to each of the grand homes. As a result, only the wealthiest merchants, mages, and elvish nobility in service to the Murhestinal Princess can afford homes here. The Illuminated Ones (the Valoi) also maintain their scriptorium, laboratory, and clave manor in this part of the city.

The Mede of the Springmaiden. This mere or mede is an island all its own, reached by high, slender bridges. It is here that the farmers of the Lake of Lamps come to sell their wares to the city each morning. The outlying towns each have their own days to come and bring their rafts, ensuring that the city receives a continuous supply of goods.

House of Illumination. This manorhouse, located on a side canal, behind hall walls with many tall garrets and glazed windows, is home to the Order of the Valoi, the Illuminated Ones, a powerful clave of central-Tailimisia wizards.

The House of the Silver Tree Guildhall. The House of the Silver Tree maintains its largest, most central, and most opulent guildhall in the central part of the city, opposite the mede of the Springmaiden.

Tuliameren's Arms. This inn is the largest in the city and used by elvish nobility from all over Tailimisia. When elves from the south must journey to Aita Valmindene, many make Tuliameren's Arms one of their stops on the route, for it is famed throughout the Greatwood. The inn is four stories tall, with wide-flung wings, and both owned and operated by Tuliameren Highwater, the elvish adventurer who ran the coffers for three successive adventuring parties, the last and largest being the Company of the Burning Horn, known for its jaunts into Elnuril.

The Great Light
The Tower of the Lamp, which stands at the mouth of the R. Idabrell, dominates this part of the city.

The Glazing Pits. This section of the city is constantly smoking and blazing with heat; here the great elvish furnaces produce glass from the lakesand of the Lake of Lamps. This is the largest single glassworks in Arunia, and Valastainen glass (also called lakeglass) can be found throughout Atva-Arunia.

The Hall of Ashes. Rumor insists that the Ashblade Assassins maintain a large enclave in the city. This semi-mythical foundation is known as the "Hall of Ashes," where death may be had for high prices in gold.

The Shipwright's Canals
This district is the poorest and most ramshackle section of Valastainen. Here are the many ships of elvish beechwood, highwood, and others, imported from across the elvish world, wrought, designed, and made. Sailmakers, rope-makers, weavers, and others live in close confines here to support the work of the shipwrights. Drydocks are all owned by companies of free elves, who whip together and work them; arrangements for construction of a ship must be made with these companies, which are often busy many years in advance.

The Dwarftown
Although the dwarves live all throughout the city, Dwarftown is where the four great clan-halls are located. These are the Irnval, Himril, Thangrin, and Istov clans of blue dwarves. Many dwarf sea-halls, with canals that pass beneath them and through them, entering the very walls of the home to provide hydraulic cooling or access directly to gathering rooms, stand amongst the elvish manors here.

Saturday, July 13, 2019

Silver Elves: The Silver Sparrows

The great Lorehouses of Oronia use many means to keep track of the world abroad. From their diplomats and emissaries, who represent the collective Council of Lorekeepers, to the mighty astrologers and diviners, it is known that they see much of what transpires outside the Islands of Oronia and their eternal, shroud-wrapped girdle.

What is not known abroad is the presence of the Silver Sparrows, agents of the Lorehouses who have been magically prepared to serve as their eyes and ears in the world, always hunting for the artifacts of old Sylvasil and news of the evil dragons that drove the elves from their home. Silver Sparrows are not an order or a secret society, but rather a position maintained by each of the Lorehouses.

Custom dictates that the magi trained to become Silver Sparrows have their truenames recorded in the Lorehouse records, but they themselves have the memory that name magically erased from their past. Indeed, Sparrows are prepared by means many outsiders would consider dangerous or mad: polymorphed repeatedly into different races and animals, they learn to blend in with the outside world, to dull the silver sheen of their skin with custom-blended pigments, and to watch and observe quietly abroad.

Many Sparrows have the elven Infiltrator or Collector kits; all serve a Lorehouse devoutly, disguised as other elves, half-elves, humans, or, in rare instances, as beasts of the wild. Their lives are extended by use of palliative magics to purge and alter their memories but keep their skills in tact, and their bodies are tested against the most powerful alterative arts.

Silver Sparrows often wear a Sidabrinian elf-silver ring wrought in the shape of a sparrow that provides them a passive capacity to retain their personality when polymorphed, even for many years, into an animal form. This is known as the Sparrow-Ring, and Sparrows often identify each other by means of this jewelry.

Tuesday, May 28, 2019

Craftsman's Reach: News of Brynhome

The Swords of Stock (in some places being called the Brythbrigr, which can be roughly translated as Reclaimers in Orthr) have hammered home their claim to old Rothrshal, which has been refounded and christened Brynhome in honor of the dwarven armorer-god who gave his blessing to the forces making the assault.

A combined army of men of the Order of the Forge Divine, dwarves marching out of Aella's Hall, and the Swords of Stock's personal company led a three-pronged assault on the captured dwarven hold, ending with a general route of the goblins dwelling within and a slaughter of the Eye Tyrant that occupied its highest level.

Urist of Brynjar, the leader of this ragtag assemblage of dwarves and men, has declared Bryjnhome a haven for all dwarves and smallfolk who would settle there. In the following weeks, those dwarves descended from the former colonists, led by Tavaldar of Oldhome, have flocked to the Bryjnhome banner and begun a thorough cleansing of the old hall.

Rumors persist of Prince Rognvald's involvement in the capture of the fortress: some say he extracted a pledge of fealty from Urist and the Brynjarites before the conquest, others that he has a dire oath that will be broken unless the Brythbrigri venture forth to complete it, and still others that he hopes they will open the Dwarf-Road running beneath the Silverlode Mountains and permit trade to flow directly to Tailimisia as it did in days of old.

There have been some sightings of dvergrinn on the old Deep Roads again, and whispers that they have heard of Rothrshal's recapture, and seek alliance at their deep citadel of Last Hall on the road to Waysend.

Only time will confirm which of these whispers out of the Reach is true.

Wednesday, April 17, 2019

Silent City: The Thousand Saints

Lesser God, LN
Pantheon: City Gods
Portfolio: labor, sacrifice, sorrow, memory
Allies: ???
Foes: ???
Symbol: A golden hand with two fingers raised in beatific salute
Worshiper Alignment: Any

Worship of the Thousand Saints was common throughout the city, both among those devoted to other gods, and those who chose the Saints because they felt close to them. The Saints are not a unitary god, but rather an amalgam of ever-increasing size. Those specially devoted to the Saints might choose a Saint from a local district, or someone they knew, or admired in particular, or shared traits with.

The Thousand Saints do not have individual cults or temples, but were administered by a single order of city-appointed priests. More about the Cult of Saints below. Admission to the ranks of the Thousand Saints was made by popular acclaim, brought before the City Assembly, and ratified by the Council of Mages.

In this way, the Thousand Saints serve as a sort of general amalgamated faith into which anyone can be inducted, if their sacrifice for the City was well-known and their person beloved enough to be shepherded through the long process of canonization.

The Cult of Saints
Clergy: Specialty priests, fighters
Clergy’s Alignment: Any lawful
Turn Undead: No 
Command Undead: Yes

The Cult of Saints no longer exists in any meaningful sense. It was run by appointed priests who received their positions as a sort of method of income. Lower order priests generally tended the City shrines, and the Surface shrines were tended by the Necromanter's pilgrims.

Dogma: Serve. Obey. Thrive.

Day-to-Day Activities: Provide healing, care, and tending for the sick and encouragement for the downhearted. Provide meals for the very poor, feasts for the common districts, and supplement guard patrols in the City.

Holy Days/Important Ceremonies: The Feasts of each Saint were once remembered throughout the City and celebrated by the temple. They have long been forgotten.

Priestly Vestments: Iron and gold are the chosen metals of the Cult, and they were often supplemented by Necromanter's Guild magic.

Adventuring Garb: Priests of the Cult rarely adventured.

SPECIALTY PRIEST NOT UNLOCKED

REQUIREMENTS: ???
PRIME REQ: ???
ALIGNMENT: ???
WEAPONS: ???
MAJOR SPHERES: ???
MINOR SPHERES: ???
MAGICAL ITEMS: ???
REQ. PROFS: ???
BONUS PROFS: ???

Tuesday, April 9, 2019

The Silent City: Sylvanin

Ability Score Adjustments: Sylvanin, as slender, fragile creatures have a -2 penalty to Constitution. However, they receive +2 Dexterity.

Ability Score Range
Strength  3/18
Dexterity  8/20
Constitution 2/16
Intelligence 6/18
Wisdom 3/18
Charisma 6/18

Class Restrictions
Warrior
Fighter 12

Wizard
Mage 15
Specialists (not unlocked)
Kits (not unlocked)

Priest
Cleric 6
Specialty Priest (Lorim) 12

Rogue
Thief 12

Hit Dice. Player character Sylvanin receive hit dice by class.

Alignment. Sylvanin tend toward chaotic good, but may be of any type.

Natural Armor Class. Sylvanin have tough sealed ribcages and hard chitinous armor plating just below the surface of their skin. This provides them with a natural AC of 6.

Languages. Sylvanin speak the local common and Elotic.

Special Advantages. All sylvanin are also born with a pair of semi-functional gliding wings which allows them to feather fall whenever they drop more than 10 feet. These wings are usually tucked back, and if they are wearing anything on their backs they cannot be used.

Sylvanin are adept at finding secret doors, and can utilize the elvish power in the PHB. They also have 90' infravision when they are in low- or no-light conditions. They receive the elvish ambushing ability from the PHB, and Sylvanin thieves have a +20% bonus to their move silently rating if their wings are free, as they can use them to help propel themselves and keep a light step. This correspondingly grants a 30% Hide penalty while their wings are unfurled.

Special Disadvantages. Sylvanin have no special disadvantages.

Aging and physical features. Sylvanin use the PHB elf charts for aging and height/weight.

Proficiency unlocks. Once the Sylvanin are introduced into a settlement, they unlock the craftsmanship of chime-harms, the playing of same; also, sylvanin generally can learn engineering, hunting/trapping, set snares, and various forms of black-, white-, weapon-, and armorsmithing. Sylvanin communities also have information on astrology, and usually some knowledge of the surrounding geographical area.

Culture and History
The sylvanin were the first race to join the great coalition of the High Mages of the City. They claim to have always lived in the high places, and to be natural suppliants of Lorim of the Heights. They have a preference for mountain-valleys, elevated streams, treetops, and other such places. They supposedly taught the Men Below to write and carve in exchange for other, deeper secrets.

As the City expanded its influence to the heights, more and more sylvanin lands came under their sway. Eventually, they were reduced, little by little, to wonder-workers under the Guild system. They competed heavily with the extra-planar Voidborn for city favors, but, like the Chasmous, always stood high in City esteem. Many famous generals, sorcerers, Guildmages, and even Assembly-men and Councillors were sylvanin.

They are soft-spoken and lyrical, having a great love of the beauty of things half-made or half-destroyed. Their handicrafts are always asymmetrical, and they find symmetry in art to represent stasis, death, and a failure in the mind of the artist.

The sylvanin have a natural aptitude for magic and fencing. All sylvanic communities prefer the rapier, epee, and falchion to other, heavier, weapons. Some say the sylvanin once had the gift of flight, but traded it for the power of magic; be that as it may, the infamous spell-beads that dot the surface likely have their origin in sylvanic rituals to please Lorim.

Thursday, March 28, 2019

Silent City: Balbus Catfather

(Catfather, Dusklord, the Laughing, the Mighty)




Intermediate God, CG
Pantheon: city cat gods
Portfolio: dusk, cats
Allies: Triest Dawnmother, Avos the Tumbler, Chirrus the Speaker
Foes: ???
Symbol: A leaping cat
Worshiper Alignment: Any

Worship of Balbus Catfather began in the dark ages before the erection of the City. It is said when cats first lived amongst humans, they brought with them the praise of Balbus and Triest, and the other Hundred Gods. These, of course, were not the eldest of the deities, those being the stern and serene figures of Surface and City, but they were the most playful.

The Catfather encourages drunkness, hooliganism, vandalism, and all other expressions of joyous riot and chaos. He is alternately depicted as an enormous Dusk Cat, a fat and laughing man, or as an armor-clad Dusk Monk of power.

The Temple of Balbus
Clergy: Specialty priests, thieves, fighters
Clergy’s Alignment: Any chaotic
Turn Undead: No 
Command Undead: Yes (control cats, does not work on undead)

The temple of the Catfather has nearly been wiped out. Between the City's proscription and collapse, there are only a handful of shrines devoted to the Catfather left. They mostly depend on surfacer patronage, for mendicants from below never arrive. Because they are badly scattered, they have no effective overall leadership. Not being particularly dedicated to or keen on the art of writing or record-keeping, the Catfather temples often have incomplete and spotty knowledge of their own faith.

The thing they have in common is their universal love of joy, laughter, and general happiness. The Dusk Monks of the Dusklord are required by their faith to spread their god's own jovial happiness.

Dogma: Joy is transgression against injustice, and joy is our highest calling.

Day-to-Day Activities: Dusk Monks spend most of their time tending their temples, the grounds, and going forth into the nearby countryside to do good works (mostly drink with people).

Holy Days/Important Ceremonies: Being crepuscular gods, Balbus is the master of Dusk, and that time is his sacred hour. Dusk Monks prepare their spells at this time.

Priestly Vestments: Purple robes with gold filigree and gold belts.

Adventuring Garb: Purple plate armor, cat-helms, and massive maces.

Dusk Monk

REQUIREMENTS: Dexterity 14
PRIME REQ: Dexterity, Wisdom
ALIGNMENT: CG
WEAPONS: mace (normal and sledge), karambit, meteor hammer, katar
MAJOR SPHERES: All, Chaos, Charm, Divination, Guardian, Plant, Time
MINOR SPHERES: Animal, Elemental (fire), Elemental (air), Healing
MAGICAL ITEMS: Normal priestly magical items and any animal-based magical items
REQ. PROFS: Religion (Cat Gods)
BONUS PROFS: Artistic Talent, one martial art

At 1st level, the Dusk Monk may converse with cats.

At 3rd level, the Dusk Monk may jump once per day, as per the spell.

At 5th level, the Dusk Monk may dimension door once per day, as per the spell.

At 7th level, the Dusk Monk's dexterity increases by 2 points to a maximum of 19.

At 10th level, the Dusk Monk gets a +1 bonus to all stats during dusk, to a maximum of 20.

At 15th level, the Dusk Monk may resurrect any slain character who has fallen within 10 minutes of being tended by the Monk. This process takes 9 uninterrupted hours of praying, fasting, and ritual feasting.