This write-up is for use in the Geleia campaign setting. A few of the rules will be for general use, by the by; they are exclusively for use in the Geleia setting.
Many people have contributed to this write-up, and they deserve thanks for the hard work and suggestions that they contributed to bringing this setting together. They are
Aaron Alexander
Kris Ames
Steve Ames
Kevin Collins
Pat Collins
Matt Fahler
Jevan Furmanski
Orion Furmanski
Joel Gunderson
Joe Gregorovich
Lyle Janney
Dan Lawrence
Sean McLane
Greg Mowczko
Dana Shea
Matt Somers
Tessy Somers
Dave Ward
Jamie Westbrooks
Rob Westerman
Welcome to Geleia
The campaign setting of Geleia, or the Sylvan Isles, was originally conceived by Patrick Collins, Dana Shea, and others in the early 1990’s. Its original use was as an alternative and long-lasting setting for those who wished for something a bit different than the campaign setting of Karfelon. It ran successfully for quite some time and finally broke up as the original players of the setting broke up and moved on. It was then used off and on for the next five or so years with only the odd adventure ending up in Geleia.
Now in 1998, we have begun to revise and give new life to the Geleia setting. It was once a rich and vibrant one, and we wish to recapture some of that roleplaying magic again for ourselves. So to do this, we have come together to compile old ideas and invent new ones so that the setting may be used and employed on a much larger scale than the few people who played here before.
The home city of the Geleia setting for players is located in the port city of Southham. Southham is fairly reminiscent of the old Karfelon setting but different in many ways. It’s a much more dangerous place for those who are careless and make enemies, but it is also a paradise for those who want to carve out their own riches. The city is ruled, justly and unjustly, by the Prelate of Southham. An oftentimes vile and despicable man of unbelievable political power, though he is oftentimes viewed as a saint as well. The city is the largest center for trade and commerce in Geleia, and several people have fulfilled the dreams of power. Known as Merchant Lords, these men and women are the true powers of Southham, and their unimaginable wealth often allows their merest wishes to become reality. These are not men and women to be crossed lightly.
Southham is also not the religious mecca that Karfelon was. Not all religions are fully represented in the city, nor are all religions looked favorably on. The Enclaves of Tor are viewed as homes for dangerous fanatics by the people, and a dangerous and deadly power by the rich and powerful. So their power in Southham is unknown at this time. While popular in other parts of the world, the worship of Scrogg is reviled in Southham, and the rest of Geleia, for that matter. In the island’s history the Religion of Scrogg is closely linked with that of Rudri, and both religions are responsible for heinous deeds. The most powerful religion in the city is that of the Reformed Anubian faith. Further, the Taurusian faith has not suffered the same dramatic setbacks in Geleia that it suffered in other parts of the world.
Magicians in Southham are generally members of the League of Wizards. It is an organization of wizards who sell their spells through League brokers and rarely make such deals themselves. Balmor Bereck, the owner of Southham Expeditions and numerous other ventures, rules the League.
Geleia itself is a fairly rural land for the most part, and the majority of its people are Elves. There are many great urban centers, such as Liston, Devon, Southham, and Kieron’s Watch, but the majority of the land lies unused. This has not always been the case, but over the centuries nations have risen and fallen, and now only stories and ruins leave monuments to their passing. The most heavily populated area is the northern area of the island: the northern plains controlled by the Arch-Duchy of Liston and the Duchy of Devon. While these cities themselves are far from the largest in the islands, their power and might have allowed them to settle out beyond their walls for many miles. This area is practically the breadbasket of Geleia and provides much of its food.
The Kingdom of Geleia is now a bit of a misnomer, though once its name was very appropriate. The kingdom rules in the highlands and mountains in the central parts of the island, though once it ruled the entirety of the island. Over its history its domain exploded out on the island and then gradually shrunk back to its original holdings. It is currently ruled by King Dutch MacDonald, and is the home to the majority of the Dwarven population of the island.
Roving bands of Orcish raiders and marauders overrun the other central parts of the island. These barbarian tribes are vicious and cruel, and the hatred between the common person and the orcs runs deep. This has led to a great deal of racism and bigotry between the races with almost all hating the orcs for their raids.
As said before the most common people on the island are the Elves. Differing in appearance from Elves in other parts of the world, the Sylvan Elves, or Geleian Elves, have a darker, much more ruddy complexion. They also tend to be slightly condescending toward the more mainstream Elves. Unusually, the Sylvan Elves for the most part are followers of Anubis. The overwhelming majority of the Elven population follows the Anubian ways. Mysticism does have a hold in theElven population but not as deep of one as in other areas of the world. Further, Elven culture predominates the entire isle and affects that of all the other races.
The Dwarven population of the Isles are surprisingly low in number but the fastest growing. Their people are centered in the southern regions of the Kingdom of Geleia, for whom they are faithful subjects by and by. They are, as other Dwarves, prodigious miners, smiths, and craftsmen and are delving deep into the Geleian mountains for the loads of raw ores and gems. The Dwarves are the fastest-growing people because of King MacDonald’s efforts to draw more and more Dwarven immigrants to his hold. There are other groups of Dwarves living in the other cities in Geleia, but their numbers are never sizeable.
The Lizard people of Geleia are fairly scarce. Geleia is a large body of land, and so their populations tend to stay near the rivers and coasts of the isles. The presence of a lizard is extremely rare in the more rural mountain areas, to such a degree that a fair percentage of the population has never seen one, though many have heard of them.
The final major race in Geleia are the humans, or men. The humans are the second most populace race in the isles. They are not the masters of the land as in other areas; instead, they are the servants of the Elven lords. The human tendency for adaptation has led toward their integrating themselves into Elven culture and often adopting Elven ways and traditions. In the kingdom they shadow the ways of the ancient Elven clans and serve an Elven king. By doing this men have been able to intermingle with Elven society to a large degree and are well respected by all races.
The average rural person in Geleia is uneducated and illiterate. They are ruled by a fair degree of superstition toward displays of magic and prefer a peaceful life, though over the past half-century this has been far from possible. Wars have rippled across the lands during those times, and great powers rose and fell. This has hardened the Geleian people and left none but the youngest untouched. It has also instilled in them a great desire for peace, but many a skilled veteran of those wars still live and will take up arms if need be. Further, the degradations of the Black Legion, a vile order of unholy warriors dedicated to the Dark Demi-goddess Ormandi has instilled a deep hatred for the followers of Scrogg and Rudri and a deep suspicion of all magic.
The average urban dweller is fairly similar to their rural cousins. They are by and large illiterate and uneducated and prefer a peaceful life free of war. However, the wars did not leave them untouched either, and many of the hatreds of the rural folk are reflected as well in the urban ones. The urban people are also much more caught up in the pursuits of wealth and power.
The common languages of the Sylvan Isles are Geleik and Paroli. Geleik is the dialect of the common Elven tongue but separated by many centuries of deviation. Because of this, speakers of Elven are able to understand approximately one word in five spoken Geleik. The Paroli is strictly an urban language in Geleia. It is used by those who have to speak with those who cannot speak Geleik, such as foreign merchants and travelers. Paroli will not be understood by the general rural prson at all. Dwarvish is fairly commonly used in the kingdom, and because of the constant influx of new Dwarves, it is almost identical to that of standard Dwarvish as spoken in other parts of the world. The Orcish of the orc tribes is a bastardized language made up of words related originally to traditional Orcish, but the many centuries of separation oand isolation has resulted in a complete divergence between the two languages so that now they are incomprehensible to others.
The money used in Geleia is not like that used in other parts of the world. Where in other lands the economic dominance of Karfelon resulted in a very standard coin, such is not the case in Geleia. In the time following the Night of Chaos, when all the money disappeared, the major economic powers had begun to mint their own coinage. Liston, the kingdom, and Southham all mint their own coinage, and the value between them fluctuates continually. The coinage used in a city generally depends on where it is located.
Geleia is a large land, being over eight hundred miles from its northern tip to its southern and four hundred wide. This has led to the continual breeding and use of horses in Geleia. Further, the rules and traditions of war in Geleia are different than in the rest of the world. Wars are generally fought on land, and sea power is generally used only for blockading actions, and naval battles have little lasting meaning.
Again, welcome to Geleia, and do realize that further additions to this writeup will be added from time to time as a work of this scale is not quickly or easily completed. We hope that you enjoy the setting.
Chapter 1
Character Creation
1.1 Race Chart
You may be 1 of 5 different races. The races are the same as those in Lojem; however, racial dominances are different in the Sylvan Isles. So the following racial determination chart is used instead.
1-11 Human
12-15 Geleian Elf
16 Normal Elf
17 Orc
18 Dwarf
19 Lizard
20 Half-Breed
NOTE: Quarter-breeds are not possible; if a half-breed is rolled ignore all further rolls of 20.
1.2 Racial Abilities
1.2.1 Dwarf
1. Exceptional Health
2. Material Sense
3. Armor Construction
4. Enhanced Vision and Hearing
1.2.2 Elf
1. Exceptional Perception
2. Distance Judgment
3. Missile Skill
4. Enhanced Vision and Hearing
1.2.3 Human
1. Placed Roll
1.2.4 Lizard
1. Exceptional Agility
2. Quickness
3. Water Breathing
4. Homing
1.2.5 Orc
1. Exceptional Will Power
2. Enhanced Smell
3. Physical Viciousness
4. Mental Stubbornness
1.3 Sex
Consult the Adventure Quest Manual.
1.4 Age
Consult the Adventure Quest Manual.
1.5 Body Build
Consult the Adventure Quest Manual.
1.6 Height/Weight Table
Consult the Adventure Quest Manual.
1.7 Eye Color
Consult the Adventure Quest Manual.
1.8 Hair Color
Consult the Adventure Quest Manual.
1.9 Motivation
Consult the Adventure Quest Manual.
1.10 Languages
Geleik: Most common.
Paroli: Used for trade in the coastal cities but rare elsewhere.
Dwarvish: Nearly identical to the commonly-used Dwarvish.
Geleian Orcish: Unknown outside of the orcan tribes and bears little resemblance to traditional orcish.
1.11 Nomadic Prefixes
Consult the Adventure Quest Manual.
1.12 Models
The standard Adventure Quest Models are all available, as are the following models, specialized for the Geleian setting. For Racial Models, one must be of the appropriate ace to select it.
1.12.1 Racial Models - Dwarves
Dwarven Smith: Auger
Dedicated to his art, the Dwarven smith is a beginning master in the arts of metal crafting. His youth has been spent learning the beginnings of his crafts and is now prepared to venture into the world and seek greater knowledge.
Requirements: None
Mod / DV
Combat 1 / 5 + (AGI/5) + (STR/5)
Missile / 5 + (AGI/5) + (PER/5)
Grapple / 5 + (AGI/5) + (WIL/5)
Silver: 30 DP: 11
Skills:
Armor Smithing 6 Leather Working 5
Black Smithing 6 Weapon Smithing 6
Equipment:
20 lbs anvil
10 lbs hammer Leather gloves
5 lbs hammer Leather boots
Knife Belt
Leather cutting shears Backpack
Wool shirt and pants 3 sacks
Loincloth 4 iron ingots
Socks 2 leather
Leather armor Hides (3’ x 3’)
Leather apron 40 iron nails
Dwarven
Stonemason: Auger
Dwarves are renown for their ability to craft stone, from the smallest jewel to great edifices of stone. The Stonemason dreams are of great and grand halls of stone, and so to complete his knowledge and perfect his skills, he ventures out into the world.
Requirements: None
Mod / DV
Combat 1 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 23 DP: 10
Skills:
Architecture 5 Masonry 4
Build Trap 2 Metal Smithing 3
Jeweler 5 Pottery 6
Equipment:
5 lbs hammer Belt
2 chisels 2 pouches
Helmet Sack
Cloak with hood Pick
Wool shirt Jewelers lens
Wool pants Cloak
Leather boots Copper ring
Dwarven
Crossbowman: Warrior
One of the defenders of his clan and family, the Dwarven Crossbowman seeks to protect Dwarves everywhere. He has left his home in search of fortune and wisdom so that he might one day become one of the great leaders of his people.
Requirements: Str 10+
Mod / DV
Combat 2 / 5 + (AGI/5) + (STR/5)
Missile 3 / 5 + (AGI/5) + (PER/5)
Grapple / 5 + (AGI/5) + (WIL/5)
Silver: 15 DP: 10
Skills:
Crossbow 3 Marathon Running 2
Hand Axe 1 Orienteering 3
Equipment:
Crossbow Wool pants
Quiver Socks
20 bolts Leather boots
Hand axe Gloves
Leather armor Cloak with hood
Helmet 2 waterskins
Belt 2 weeks of trail mix
Backpack Sack
Wool shirt
Dwarven
Guardian: Earth Mage: Hindrances
The Guardian’s role is in the preparation of the defenses of his people. He uses his knowledge of magical traps to aid in the defense of his people and his companions. He is a stalwart defender of all, especially the Dwarven people.
Requirements: Int 6+
Mod / DV
Combat 1 / 10 + (AGI/5) + (STR/5)
Missile / 8 + (AGI/5) + (PER/5)
Grapple / 6 + (AGI/5) + (WIL/5)
Silver: 14 DP: 9 EU: 7
Spells:
Earth Magics 3 Military Construction 2
Hindrances 2 Masonry 1
Magnetism 2
Equipment:
Chain mail Loincloth
Helmet Backpack
Shield Belt
Short sword 2 pouches
Wool shirt Waterskin
Wool pants 2 weeks trail mix
Leather boots Sack
Socks Dagger
Dwarven
Deceiver: Fire Mage: Conjurations
The Deceiver is a trickster and prankster, as well as one of the defenders of his race. He uses his magical illusions to both taunt and protect, and if he must, he will call forth the elements of fire to lay low his enemies.
Requirements: Int 6+
Mod / DV
Combat 1 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 30 DP: 8 EU: 7
Spells:
Fire Magics 2 Mind Twisters 2
Conjurations 3
Skills
Pyrotechnics 1
Equipment:
Robes Leather boots
Wool shirt Belt
Socks 2 pouches
Loincloth 2 daggers
Dwarven
Axeman: Warrior
The axeman is a determined and up front warrior. He prefers a good face to face fight, where he can match his skills with the axe against those of others. His hearty and rugged nature makes him a fine companion for any party of adventurers.
Requirements: Str 12+
Mod / DV
Combat 2 / 10 + (AGI/5) + (STR/5)
Missile 1 / 8 + (AGI/5) + (PER/5)
Grapple 1 / 6 + (AGI/5) + (WIL/5)
Silver: 13 DP: 11
Skills:
War Axe 3 Dart 2
Sprinting 2 Cooking 2
Marathon Running 2
Equipment:
War Axe Cloak
Belt Cap
Shield Backpack
Helmet Belt
Chain mail 2 pouches
10 darts Waterskin
Wool shirt 2 weeks trail mix
Wool pants Whetstone
Socks Quiver
Leather boots
1.12.2 Racial Models - Elves
Elven Wind
Wizard: Air Mage
The Wind Wizard seeks to master the element of air for the raw power it will bring. He cares for his people, but power is his goal—the power to see his wishes come true.
Requirements: Int 14+
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 30 DP: 9 EU: 12
Spells:
Air Magics 2 Movements 1
Vision 2 Common Magics 2
Scrying 2 Defer 2
Dimensions 1
Equipment:
Robes Loincloth
Wool shirt Belt
Wool pants 2 pouches
Socks 2 daggers
Boots Quarter staff
Elven Scout: Auger
The Scout is a forester and outdoorsman who is dedicated to prowling the countryside and keeping a watch out for those who are coming to harm his home or compatriots.
Requirements: None
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile 1 / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 19 DP: 9
Skills:
Ambush 2 Marathon Running 3
Camouflage 2 Move Silently 4
Hiding 4 Orienteering 4
Hunting 4 Shadows 4
Identify Plant 1 Stalking 2
Equipment:
Self Bow Hooded cloak
Quiver Belt
20 arrows Backpack
Wool shirt 2 pouches
Wool coat Dagger
Wool pants Hatchet
Socks Waterskin
Moccasins 2 weeks trail mix
Loincloth Tinder Box
Blanket
Elven Warden: Warrior
Adept with either a sword or bow, the Warden is one of the primary armsmen of his people. Ready to defend friend and family alike, the Warden is a hero in the making.
Requirements: None
Mod / DV
Combat 2 / 4 + (AGI/5) + (STR/5)
Missile 2 / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 20 DP: 10
Skills:
Broad Sword 2 Marathon Running 2
Self Bow 2 Shadows 3
Hiding 3 Swimming 2
Equipment:
Broad sword Moccasins
Self bow 2 pouches
Quiver Water skin
20 self bow arrows Tinder box
Dagger Hooded cloak
Belt Blanket
Wool shirt Socks
Wool pants Loincloth
Elven
Loremaster: Nomad: Troubador
The Loremaster is dedicated to keeping alive the songs, history, and traditions of his people. The Loremasters, in their youth, venture out into the world so that they might learn the stories and songs of others and then later in life, bring those back so the Elven people do not forget that they are not alone.
Requirements: None
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 14 DP: 6
Skills:
Harp 3 Dance of the Lights 1
Musical Composition 1 Message Song 2
Singing 3 Green Touch 1
Acting 3 Stone Guides 1
Dancing 3 Coordination Jig 1
Rolling Hills 2 Animal Dance 2
Equipment:
Harp 2 leather scroll
Quarter staff 2 cases
Robe 2 pens
Sandals Socks
Loincloth 2 vials of ink
Backpack Satchel
Rope belt Sling
Water skin Blanket
1 week trail mix Wool shirt
15 sheets of parchment Hat
Wool pants
Elven Druid
Initiate: Nomad: Preserver
The Elven Druids are the guardians of much of the culture of Elven people. They are oftentimes called upon to serve as judge in disputes and are respected by all elves. They are also charged with protecting the wilderness and forests and ensuring that they are not despoiled or the respect for them is not lost.
Requirements: None
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 29 DP: 6
Skills:
Singing 3 Sleep Bombard 1
Barristry 2 Remembrance 1
Astrology 2 Green Touch 2
Forestry 1 Kindred Spirit 1
Farming 3 Endow Thought 1
Identify Plant 3 Powder of Preservation 1
Equipment:
Quarter staff Satchel
Sacrificial dagger Sandals
Robes Wool pants
Rope belt Wool shirt
Pouch
Elven
Wanderer: Nomad: Seeker
The Wanderers are those young Elves on a quest for knowledge and enlightenment. They search the world for knowledge of any sort, though most choose to focus on a particular subject. After decades of wandering, the Wanderer will often return to his people to give them the knowledge that he has gained.
Requirements: None
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 21 DP: 8 EU: 1
Spells:
Movements 1
Skills:
Dancing 3 Spirit View 1
Singing 2 Spirit Scout 1
Lute 2 Blade Block 1
Pyrotechnics 3 Assimilation 1
Marathon Running 2
Equipment:
Robes Belt
Quarter staff 2 pouches
Dagger 2 water skins
Hatchet 2 weeks trail mix
Sandals 2 blankets
Wool shirt Sling
Wool pants Sack
Satchel
1.12.3 Racial Models - Humans
Human
Braggadocio: Marine Fencer
The Braggadocio is a rogue with a sharp wit and needle-sharp blade. He studies the art of fencing and other of the more civilized arts of swordplay. The Braggadocio is driven to win and excel and to always look good doing it.
Requirements: None
Mod / DV
Combat 2 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 14 DP: 10
Skills:
Rapier 2 Swimming 4
Fencing 3 Sleight of Hand 2
Acrobatics 2
Equipment:
Rapier Wool shirt
Silk shirt Copper earring
Wool pants Gloves
Comb Leather boots
Mirror Hooded cloak
2 pouches Belt
2 daggers
Human Thief: Auger
Thieves are a staple of lives in the cities. They vary from the crafty footpad looking to roll a mark to the cat burglar looking to break into a house. The thieves of Geleia are concerned with only one thing: wealth at someone else’s expense.
Requirements: None
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 24 DP: 8
Skills:
Climbing 1 Listen 3
Detect Traps 3 Hiding 3
Disarm Traps 2 Shadows 2
Picking Pockets 3 Move Silently 3
Forgery 1 Sleight of Hand 2
Opening Locks 2 Smuggling 2
Equipment:
Lock picks Crowbar
Wool shirt 50’ rope
Wool pants Grappling hook
Moccasins Hammer
Dark hooded cloak Chisel
Night suit Tinder box
2 daggers 4 candles
Human
Explorer: Marine
Always striving to find something new, the Explorer will sail just about anywhere to find new people or new isles. The Explorer embodies the spirit of adventure and discovery.
Requirements: None
Mod / DV
Combat / 3 + (AGI/5) + (STR/5)
Missile / 3 + (AGI/5) + (PER/5)
Grapple 1 / 3 + (AGI/5) + (WIL/5)
Silver: 23 DP: 8
Skills:
Cartography 3 Sailing 5
Flagging 3 Swimming 3
Navigation 4 Identify Plant 3
Repair 1 Identify Mineral 3
Rope Making 3 Zoology 1
Equipment:
Quarter staff Leather boots
2 daggers Backpack
2 wool shirts Belt
2 wool pants 3 pouches
4 pairs of socks Sack
Loincloth 4 needles
Hooded cloak 30’ thread
Blanket 30’ canvas thread
Gloves Sling
1.12.4 Racial Models - Lizards
Lizard Wave
Master: Water Mage: Water
Attempting to master one of the greatest forces on Jaern, the Wave Master learns all that he might about water and the magics related to it. The Wave Master is also a guardian of his people, striving to divert the awesome forces of the oceans from destroying his people.
Requirements: Int 12+
Mod / DV
Combat 1 / 7 + (AGI/5) + (STR/5)
Missile / 6 + (AGI/5) + (PER/5)
Grapple / 5 + (AGI/5) + (WIL/5)
Silver: 19 DP: 8 EU: 9
Spells:
Water Magics 2 Charms 1
Wardings 3 Common Magics 1
Changings 1 Movements 1
Skills:
Orienteering 2 Sailing 1
Equipment:
Trident Chain mail
2 daggers Loincloth
Belt 1 week dried fish
Sea sandals 1 wineskin
2 flasks
Lizard Whaler: Warrior
Whether it is for food or profit, the Whaler plies the oceans hunting the Bolenjeros of Jaern. They sign on to crews of like-minded men and women to hunt the great beasts and then slaughter them and sell the remains.
Requirements: None
Mod / DV
Combat 2 / 3 + (AGI/5) + (STR/5)
Missile 3 / 3 + (AGI/5) + (PER/5)
Grapple / 3 + (AGI/5) + (WIL/5)
Silver: 21 DP: 10
Skills:
Marine Hunting 2 Diving 2
Harpoon 3 Butchering 3
Sailing 1
Equipment:
4 harpoons Net shirt
Sea sandles Haversack
100’ rope Wineskin
Grappling hook 1 week dried fish
2 daggers 2 towels
Shorts
Lizard Dolphin
Trainer: Marine
Living closest with them, the Lizards have the greatest connection to the dolphins. Some Lizards begin at a young age training dolphins to serve as mounts. Filling this role are the Lizard Dolphin Trainers.
Requirements: None
Mod / DV
Combat / 3 + (AGI/5) + (STR/5)
Missile / 3 + (AGI/5) + (PER/5)
Grapple 2 / 3 + (AGI/5) + (WIL/5)
Silver: 17 DP: 10
Skills:
Dolphin Speech 2 Diving 2
Dolphin Training 3 Surfing 1
Dolphinship 1 Animal Husbandry 1
Equipment:
Harness Surfboard
Dolphin saddle Dagger
Sea sandals Wineskin
Shorts 1 week dried fish
Net shirt
1.12.5 Racial Models - Orcs
Tribal Raider: Warrior
Striking with swift and blinding violence, the Tribal Raider is the bane of many a caravan. Thriving in the brutal and fiery nature of their race, the Raiders take by force what they want.
Requirements: Str 6+
Mod / DV
Combat 2 / 5 + (AGI/5) + (STR/5)
Missile 1 / 5 + (AGI/5) + (PER/5)
Grapple / 5 + (AGI/5) + (WIL/5)
Silver: 13 DP: 12
Skills:
Ambush 1 Orienteering 1
Camouflage 2 Spear Throwing 1
Horsemanship 2 Spear Thrusting 2
Hunting 2
Equipment:
Dagger 2 saddle bags
Heavy cloak Saddle blanket
Kieron mountain pony Sandals
Leather armor 2 spears
Saddle Tack and harness
Poacher: Auger
Where the Raider takes by strength, the Poacher takes by stealth. Stealing the local lord’s game and robbing from his bakeries is the proverbial bread and butter to the Poacher. When the Poacher is around, if it’s not nailed down, it’s not safe.
Requirements: Str 10+
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile 1 / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 23 DP: 9
Skills:
Ambush 3 Orienteering 3
Hiding 4 Set traps 3
Hunting 3 Shadows 3
Moving Silently 3 Sprinting 3
Equipment:
20 arrows Sandals
Dagger Self bow
Quiver Wool pants
Rope belt Wool shirt
2 sacks
Warlock: Fire Mage
The Warlock is part shaman, part doctor, and all magician. The Warlock is one of the leaders of his people and strives to destroy the enemies of his tribe.
Requirements: Int 10+
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 12 DP: 7 EU: 10
Spells:
Common Magics 1 Movements 1
Conjurations 3 Shadow Magics 2
Diagnosis 1 Fire Magics 2
Skills:
Identify Plant 3 Gardening 4
Equipment:
Copper headband Sacrificial dagger
Cowled robes Sandals
Feathered staff Satchel
2 goats 20’ rope
1.12.6 General Models
Artillerist: Marine
The Artillerist is a mercenary of the seas. He travels from ship to ship acting as a member of the artillery crews. He knows the use of all artillery, from accellers to onagars, as well as how to defend himself if his ship is being boarded. His skills command a high price, but the work is dangerous.
Requirements: None
Mod / DV
Combat 1 / 5 + (AGI/5) + (STR/5)
Missile / 5 + (AGI/5) + (PER/5)
Grapple 2 / 5 + (AGI/5) + (WIL/5)
Silver: 15 DP: 11
Skills:
Artillery 4 Flagging 2
Boarding 3 Swimming 4
Dagger Fighting 2
Equipment:
3 daggers Sandals
Duffle bag Shorts
Leather armor Wool cloak
Loincloth Wool pants
Net shirt Wool shirt
Rope belt
Athlete: Auger
Training his body to perfection, the Athlete lives to compete against others in tests of strength and endurance. The Athlete competes in and around the Sylvan Isles in the various arenas, races, and contests that are held throughout the year, be it horsemanship, swimming, running, or nearly anything else.
Requirements: None
Mod / DV
Combat / 3 + (AGI/5) + (STR/5)
Missile / 3 + (AGI/5) + (PER/5)
Grapple / 3 + (AGI/5) + (WIL/5)
Silver: 15 DP: 10
Skills:
Gambling 3 Skating 4
Horsemanship 4 Sprinting 5
Marathon Running 5 Surfing 1
Mountain Climbing 4 Swimming 4
Equipment:
Boots 100’ rope
Climbing hammer Sandals
Cloak 2 shorts
10 iron spikes Wool pants
Loincloth Wool shirt
2 net shirt
Chaosbane of
Ra: Marine
A soldier of Ra, the Chaosbane’s goal in life is to stamp out the excesses of those who follow the ways of Chaos. More of a fanatic than a thinker, the Chaosbane’s life is consumed with his holy duty to Ra.
Requirements: Str 12+
Mod / DV
Combat 1 / 7 + (AGI/5) + (STR/5)
Missile / 6 + (AGI/5) + (PER/5)
Grapple 2 / 5 + (AGI/5) + (WIL/5)
Silver: 14 DP: 10 DU: 2
Spells:
Discorporate 1 Encorporate 1
Skills:
Dodging 1 Pummeling 2
Immobilize 2 Swimming 4
Equipment:
Backpack Sabre
Belt Sunglasses
Chain mail Suntan lotion
Cloak 2 thumb cuffs
2 daggers Wool pants
2 leg irons Wool shirt
2 manacles Wooden holy symbol
50’ rope
Deathdealer: Warrior
The Deathdealers are the strong arm of the Orthodox Anubian faith. They serve as temple guards, executioners, assassins, and soldiers in the name of their god. Trained for years in the ways of war, the Deathdealer is totally committed to the principles and virtues of his faith.
Requirements: Str 14+
Mod / DV
Combat 2 / 7 + (AGI/5) + (STR/5)
Missile / 6 + (AGI/5) + (PER/5)
Grapple / 5 + (AGI/5) + (WIL/5)
Silver: 15 DP: 11 DU: 1
Spells:
Animotusi 1
Skills:
Assassination 1 Orienteering 1
Bastard Sword 2 Swimming 2
Horsemanship 2 Writing 3
Equipment:
Bastard sword Pouch
Belt Sacrificial dagger
Boots Socks
Ceremonial robes Tabard
Chain mail Waterskin
Cloak Wooden holy symbol
Helmet Wool pants
Loincloth Wool shirt
Pocket Morto-Vojo
Gladiator: Warrior
Trained in the art of personal combat for the entertainment of others, the Gladiator is a pure showman. He will strike for the heart, but he will try and do it in a dramatic fashion. Weaned in the Arena of Southham, the fighting halls of Liston, or the pit fights of Kraelthon, the Gladiator is as enjoyable to watch in a fight as he is vicious. Though not a slave to a master, the Gladiator is often a slave to the adulation of the crowds that cheer him on.
Requirements: Str 8+
Mod / DV
Combat 2 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple 2 / 4 + (AGI/5) + (WIL/5)
Silver: 35 DP: 12
Skills:
Cestus 2 Acting 3
Short Sword 2 Ambidextrous 1
Equipment:
2 cesti Helmet
Short sword 2 loincloth
Leather harness Cloak
Sandals
Justicar: Priest of T’or
A traveling priest and deliverer of Justice, the Justicar will travel to the ends of Jaern to bring to justice those who deserve it. A true fanatic for his cause, the Justicar has absolute faith in the righteousness of his path, and pursues it with relentless dedication. Rarely spending any more time in an Enclave, the Justicar keeps a record of his deeds in a journal and will at least every year, sometimes more often, report back to his home Enclave to deliver his journal and for review.
Requirements: Str 12+ Cse 6+
Mod / DV
Combat 2 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 13 DP: 10
Skills:
Barristry 1 Identify Plants 2
Body Drills 1 Mind Drills 1
Horsemanship 1 Weapon Drills 2
Hunting 1
Equipment:
Backpack 2 quills
Belt Sandals
Blank journal Satchel
Boots Shorts
Broad sword Suntan lotion
Ink Wool pants
Leather harness Wool shirt
Leg irons Wooden holy symbol
2 loincloth Manacles
Lawbringer of Ra: Warrior
The Lawbringer seeks to educate and bring wisdom to the masses on the virtues and glory of Ra. His duties include protecting the masses from the vileness of chaos and evil, as well as education for the poor.
Requirements: None
Mod / DV
Combat 2 / 5 + (AGI/5) + (STR/5)
Missile / 5 + (AGI/5) + (PER/5)
Grapple / 5 + (AGI/5) + (WIL/5)
Silver: 15 DP: 10 DU: 2
Spells:
Discorporate 1 Encorporate 1
Skills:
Architecture 1 Mace 2
Barristry 1 Poetry 2
Club 1 Writing 2
Equipment:
Belt 2 quills
Blank book Sandals
Cloak Satchel
Club Shorts
Dagger Suntan lotion
Ink Wool pants
Leather armor Wool shirt
Mace Wooden holy symbol
Net shirt
Merchant Mage: Core Mage
Selling his spells for silver is the stock and trade of the Merchant Mage. Serving no master, the Merchant Mage will sell his spells to nearly anyone for the right price, be it silver coins or favors. His services are not cheap, however. He endeavors to keep his dress and manner stylish so that he might attract the richest customers.
NOTE: The Element of this model is not selected and is left up to the player.
Requirements: Int 6+
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 21 DP: 7 EU: 7
Spells:
Common Magics 3 Shadow Magics 2
Tongues and Scripts 2
Skills:
Courtesan 2 Heraldry 2
Fencing/Merchant 1
Equipment:
Belt Pouch
Blank journal 2 quills
2 cowled robes Sandals
Dagger Silver earring
Ink 2 silver rings
2 loincloth Trejoner
Monk of Isis: Marine
A protector of the faithful and the temples of Isis, the Monk of Isis will draw no blood or kill. He will, however, prevent harm from befalling the faithful. He also strives for inner peace so that he might walk the fine line that he must tread. Further, he has taken a lifelong vow of poverty and donates all of his wealth, except that which he must have to support himself, to the temple in which he serves.
Requirements: None
Mod / DV
Combat / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple 2 / 4 + (AGI/5) + (WIL/5)
Silver: 10 DP: 10 DU: 1
Spells:
Recover 1
Skills:
Carpentry 2 Swimming 4
Immobilize 2 Tackling 3
Pummeling 2 Wrestling 2
Equipment:
Cowled white robe Pouch
Sandals 2 loincloth
Rope belt Wooden holy symbol
Paladin: Warrior
The Paladin is a defender of the Reformed faith of Anubis. Like the Priests of the Holy Sepulcher of Chambrai, the Paladins stand up for the virtues of justice, honor, and nobility. Further they hurl themselves against the darkness of evil so that it might be driven from Jaern and the world made a better place to prepare oneself for the journey to the True life of Death.
Requirements: Str 12+
Mod / DV
Combat 2 / 7 + (AGI/5) + (STR/5)
Missile / 6 + (AGI/5) + (PER/5)
Grapple 1 / 5 + (AGI/5) + (WIL/5)
Silver: 16 DP: 10 DU: 1
Spells:
Kadavros 1
Skills:
Battle Axe 2 Swimming 3
Orienteering 2 Writing 3
Sprinting 2
Equipment:
Battle axe Pocket Morto-Vojo
Belt 2 quills
Blank journal Sacrificial dagger
Boots Tabard
Ceremonial robes War hammer
Chain mail Wooden holy symbol
Helmet Wool pants
Ink Wool shirt
Priest of the Holy
Sepulcher of Chambrai: Priest of Anubis
A follower of the more traditional and well-known, or Reformed, ways of Anubis, the Priests of the Holy Sepulcher of Chambrai seek to follow the path that she paved to virtue. They strive to always do justice and honor, to always stand against the darkness of evil, and to help those in need.
Requirements: Cse 10+
Mod / DV
Combat 1 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 19 DP: 8 DU: 8
Spells:
Animotusi 1 Tomboloko 2
Ceremonies 1 Trovisavi 2
Kadavros 2
Skills:
Candlemaking 2 Sculpting 1
Poetry 1 Wine making 1
Scribing 2 Writing 2
Equipment:
Belt 2 quills
Blank journal Sacrificial dagger
Ceremonial robes Sandals
Ink Wool pants
Loincloth Wool shirt
Pocket Morto-Vojo Wooden holy symbol
Pouch Quarter staff
Orthodox
Cleric: Priest of Anubis
The Orthodox Cleric is a believer in the less rigid and more domineering side of the Anubian faith. Believing that they interpret when is a person’s time and when it is not, the Orthodox Cleric is always ready to send someone to the great beyond. Dour and grim at times, the Cleric is always willing to lend aid and advice to the faithful and to crush the infidel.
Requirements: Cse 10+
Mod / DV
Combat 2 / 4 + (AGI/5) + (STR/5)
Missile / 4 + (AGI/5) + (PER/5)
Grapple / 4 + (AGI/5) + (WIL/5)
Silver: 16 DP: 8 DU: 8
Spells:
Animotusi 2 Tomboloko 2
Blessings 1 Trovisavi 1
Kadavaros 2
Skills:
Poetry 1 Swimming 1
Scribing 1 Writing 4
Equipment:
Mace Wool pants
Sacrificial dagger Boots
Blank journal Sandals
Pocket Morto-Vojo Socks
Ink Loincloth
2 quills Belt
Ceremonial robes Backpack
Wool shirt Pouch
Redeemer: Priest of Osiris
The Redeemer is a priest on a holy Jihad. Their pursuit of their goal is single-minded and relentless. They will use any and all tricks to block those who would harm the land and will seize any opportunity to return it to its natural state.
Requirements: None
Mod / DV
Combat / 3 + (AGI/5) + (STR/5)
Missile 2 / 3 + (AGI/5) + (PER/5)
Grapple / 3 + (AGI/5) + (WIL/5)
Silver: 10 DP: 10 DU: 6
Spells:
Animal Form 2 Defer 1
Animal Kind 1 Wilderness 2
Skills:
Arson 2 Identify Plant 2
Camouflage 2 Marathon Running 2
Equipment:
4 spears Rope belt
Loincloth Wooden holy symbol
Sandals Blanket
Tinderbox Fur cloak
Sack
Chapter 1
Character Creation
2.1 Armor List
Material cost multiplier
Adamantite: x2000
Iron: x1
Steel: x200
Armor Type CDV MDV GDV Move Cost Check Avail
Adamantite
Banded 7 7 2 20’ 340,000 5 7
Brigadine 6 6 2 30’ 190,000 4 6
Chain 6 5 2 30’ 170,000 4 6
Full Plate 12 12 2 30’ 2,000,000 6 7
Plate Mail 10 6 2 20’ 400,000 5 7
Scale 7 6 2 20’ 300,000 5 6
Helmet 1 1 0 N/A 40 2 2
Buff Coat 1 1 1 50’ 20 2 1
Gambeson 1 1 1 50’ 20 2 1
Iron
Banded 5 5 2 20’ 170 3 4
Brigadine 4 4 2 30’ 95 2 2
Chain 4 3 2 30’ 85 2 2
Full Plate 8 8 2 30’ 1000 4 5
Plate Mail 6 4 2 20’ 200 3 4
Scale 5 4 2 20’ 150 3 3
Leather
Hardened 2 2 2 40’ 40 2 1
Studded 3 2 2 40’ 60 3 3
Scale 4 3 2 30’ 85 3 3
Shields
Adamantite 5 5 1 N/A 60,000 4 6
Buckler 1 0 0 N/A 10 2 1
Iron 3 3 1 N/A 30 2 2
Steel 4 4 1 N/A 1500 3 4
Steel
Banded 6 6 2 20’ 34,000 4 5
Brigadine 5 5 2 30’ 19,000 3 5
Chain 5 4 2 30’ 17,000 3 5
Full Plate 10 10 2 30’ 200,000 5 6
Plate Mail 8 5 2 20’ 40,000 4 5
Scale 6 5 2 20’ 30,000 4 5
2.1.1 Armor Descriptions
Buff
Coat
This is a heavy wool coat. It is made to give some protection from melee and missile weapons. The coat is readily available in most any locale. The coat is often worn by warriors and marines looking for light protection. If worn with any other form of armor the Buff Coat does not add to the wearer’s DVs.
Full Plate Armor
This incredibly intricate armor fully encases the wearer from neck to toe in metal. The armor is custom fitted to the wearer and may not be worn by another without an expert armorer altering the suit, a process that takes some time.
Gambeson
This thick padding is what is worn under armor so that it does not chafe the wearer. All suits of metal armor are assumed to be wearing a Gambeson, and so it does not add to the DVs. The DVs listed are only if it is worn alone, and it has no effect if worn with other armor.
2.2
Weapon List
Type Str DV Rate Weapon Strk Thrw Rng Impale Reach Bkg Hd Cr BC Avail
P 10 - 2 Atlatl --- 1dS 120' --- - W 2 1 300 1
E 14 2/1 1 Bastard Sword 1d10 1d6 15' 1d12+8 M W 2/1 2 300 3
E 12 2 1 Battle Axe 1d12 1d4 15' ---M W 2 2 360 2
B 14 2 1 Battle Hammer 1d10 1d6 20' ---M W 2 2 300 3
P 13 2 1* Bec-de-corbin-Chop 1d12 1d3 10' 1d8+4 10/20 W 2 3 390 4
P 13 2 1 Bec-de-corbin-Thrst 1d6 1d3 10' 1d8+4 10/20 W 2
P 10 1 2 Bow 1d3 1d6 160' ---M W 2 3 180 2
E 12 1 1 Broad Sword 1d10 1d4 15' 1d12+4 M W 1 2 300 2
B 10 1 1 Buckler 1 M W 1 1 30 2
B 8 -1 Cestus 1d4 M M 1 1 120 3
E 11 -1 Chakram 1 1d3 40' ---M W 1 1 90 3
E 15 2 1 Claymore 1d12 1d6 18' 1d12+8 M W 2 2 360 4
B 6 1 1 Club 1d4 1d2 10' ---M W 1 1 120 1
P 10 1 3 Crossbow 1d4 1dS 120' ---M W 2 3 240 3
E 12 1 1 Cutlass 1dS 1d3 10' ---M M 1 2 240 3
P 6 1 1 Dagger 1d4 1d3 20' 1d3 M M 1 1 120 2
P 8 1 1 Dart 1 1d4 40' 1 M W 1 1 120 2
P l5 2 1 Estoc 1d10 1d4 15' 1d8+4 M W 2 3 330 4
E 11 1 1 Falchion 1d10 1d6 10' ---M W 1 2 300 3
B 4 -1 Fist 1d2 M ---
B 10 1 1 Flail 1dS 1d2 15' ---M W 1 2 240 2
E 16 2 1 Flamberge 1d12 1d6 10' 1d12+9 M W 2 5 390 4
P 6 1 1 Foil 1d2 1d2 15' 1 M M 1 3 60 3
P 8 -1 Gaff Hook 1d3 1 20' ---M M 1 1 90 2
P 13 2 2 Geleian Longbow 1d4 1d6 180' ---M W 2 4 180 4
E 14 2 1* Glaive-Slice 1d10 1d8 30' 1d12+8 M/15' W 2 2 330 4
P 14 2 1 Glaive-Thrust 1d8 1d8 30' 1d12+8 M/15' W 2
P 14 1 8 Grahmshire Crossbow1d4 1d12 360' ---M W 2 S 360 5
B 13 2 1 Great Flail 1d10 1d2 10' ---M W 2 3 300 4
B 15 2 1 Great Mace 1d12 1d3 10' ---M W 2 3 360 4
E 16 2 1 Great Sword 1d12 1d8 10' 1d12+10 M W 2 3 360 4
E 15 2 1* Halberd/Chop 1d12 M/15 W 2 3 390 4
P 15 2 1 Halberd/Thrst 1d8 1d4 10' 1d12+5 M/15 W 2
E 10 1 1 Hand Axe 1d8 1d4 20' ---M W 1 2 240 1
P 10 1 1 Harpoon 1d6 1dS 80' ld12+5 M M 1 2 240 1
E 9 1 1 Hatchet 1d6 1d3 20' ---M W 1 2 l80 1
P 8 1 1 Javelin 1d6 1d6 80' 1d10 M W 1 1 l80 1
E 12 2/1 1 Katana 1d10 1d3 lS' 1d8+4 M W 2/1 5 300 5
B 5 -1 Kick 1d3 M ---
P 14 2 2 Kieron Great Bow 1d4 1d8 200' ---M W 2 5 240 5
P 12 1 1 Lance 1d6 ld4 15' 1d20+4 10/20 W 1* 2 360 2
P 12 1 5 Liston Crossbow 1d4 1d10 160' ---M W 2 4 300 S
E 14 2 1* Lochaber Axe 1d12 1d3 10' ---10/20 W 2 3 360 3
E 12 1 1 Long Sword 1d10 1d4 15' ld12+5 M W 1 2 300 3
B 9 1 1 Mace 1d6 1d3 15' ---M W 1 2 180 3
E 10 1 1 Machete 1d6 1d4 15' 1d4+4 M W 1 1 180 1
P 9 1 1 Main-Gauche 1d3 1d2 l5' 1d3 M M 1 3 90 4
E 8 1 1 Maroglave/Blade 1d8 1d3 10' ---M M 1 2 270 4
P 10 1 1 Maroglave/Point 1d6 1d6 M M 1
B 14 2 1 Maul 1dS 1d6 15' ---M W 2 2 240 2
P 12 1 1 Military Pick 1d8 1d4 10' ---M W 1 2 240 3
B 13 1 1 Morning Star 1d10 1d3 15' ---M W 1 2 300 3
E 14 2 1 Naginata 1d10 1d4 15' 1d8+5 M/15 W 2 3 300 5
B 8 1 1 Nunchaku 1d4 1d2 15' ---M W 1 1 120 S
E 16 2 1 No-dachi 1d12 1d6 10' 1d8+8 M W 2 4 360 5
P 8 2 1 pick 1d6 1d4 15' ---M W 2 1 180 2
P 14 2 1* Pike 1d6 1d2 10' 1d12+4 15/30 W 2 2 210 2
B 6 3 1 Quarter Staff 1d4 1d2 40' 1d2 M W 2 1 120 1
P 10 1 1 Rapier 1d6 ld4 15' 1d6+4 M M 1 3 180 4
E 10 1 1 Sabre 1de 1d4 15' 1d8+5 M M 1 3 240 4
E 10 1 1 Scimitar 1d8 1d6 15' ---M W 1 2 240 3
E 10 2 1 Scythe 1d8 1 10' ---M W 2 1 240 1
E l5 2 1 Shamshir 1d12 1d8 15' ---M W 2 3 360 4
P 4 -1 Shank 1d2 1 15' 1 M W 1 1 60 1
B 8 3 1 Shield 1d2 1d2 10' ---M W 1 2 60 1
P 8 1 1 Short Sword 1d6 1d3 20' 1d10 M W 1 2 l80 2
E 7 -1 Shuriken 1 1d2 20' ---M W 1 1 60 5
E 8 1 1 Sickle 1d6 1d3 15' ---M W 1 1 180 1
B 14 2 1 Sledge Hammer 1d8 1d6 15' ---M W 2 1 240 2
B 6 -2 Sling Bullet --- 1d4 40' ---M W 1 1 120 1
B 5 -2 Sling Stone ---1d3 40' ---M W 1 1 1
P 6 2/1 1 Spear 1d6 1d6 60' 1d20 M/15 W 2/1 1 180 1
P 6 1 1 Stiletto 1d4 1d4 20' 1d4 M W 1 2 120 4
E 6 1 1 Tanto 1d4 1d2 20' 1d4 M W 1 3 120 S
P 7 2/1 1 Trident 1d6 1d6 60' 1d20 M/15 M 2/1 2 180 3
E 12 1 1 Tulwar 1d10 1d6 15' ---M W 1 2 300 3
E 10 1 1 Wakizashi 1d6 1d3 15' 1d6+2 M W 1 4 180 5
E 12 1 1 War Axe 1d10 1d4 20' ---M W 1 2 300 3
B 9 1 1 War Hammer 1d4 1d4 20' ---M W 1 2 120 3
B 8 1 2 Whip 1d4 M/15 W 1 1 120 1
Rate:
Use rates marked with an * = no multi-attack is possible.
All thrown weapons have a use rate of 2, i.e. round 1 they are loaded, round 2 they are
fired.
Rng:
The listed ranges are in feet.
Reach:
M = Melee. Numbers are in feet. Numbers written before the slash indicate a minimum
range.
Bkg:
Background associated with the weapon. M is for Marine, and W is for Warriors.
Avail:
Availability:
This is how difficult an item is to find in normal circumstances.
1: Primitive or very common items, commonly available anywhere.
2: Available on request in villages, commonly available in any city.
3: Commonly available in small to medium cities, very rare in rural areas.
4: Specialized military weapons or rare items, normally available only in medium to large cities, rare in small cities, very rare in villages, exceedingly rare in rural areas.
5: Exceedingly rare weapons or items, not at all commonly available. Only found and bought by GM permission in role-playing situations.
6: VERY difficult to find. Only done by GM permission in rare cases and only by role-playing.
7: All but impossible to find. Only done by GM permission in the rarest of cases and only by role-playing.
2.2.1 Weapon Descriptions
Atlatl
The Atlatl is one of the oldest weapons in history. It is a long lever that is layed along the arm. It is made of wood and has a long groove down its center. The lever allows the user to throw a shorter javelin much farther and much harder than the standard javelin.
Bastard Sword
This is an outgrowth of the long sword. It has a slightly longer blade and a longer grip, allowing either one or two hands to be used. It is the preferred weapon of many knights and mercenaries.
Bec-de-Corbin
This polearm is an outgrowth of the military pick. It consists of hammer’s head attached to along pole of ten or so feet. The forward face of the head is a sharpened spike, approximately six inches in length. The rearward face of the head is another spike, though this one is smaller and curved downward more and may be used for dismounting. The top of the head is another spike, which may be used for thrusting. The bed-de-corbin is highly effective against those in armor and provides a +1 to hit against such.
Broad Sword
This heavy sword is very similar in design to the traditional long sword; however, the blade is heavier and not quite as long. The weapon also has a basket hilt which encompasses the hand and protects it from critical hits that damage the hand.
Cestus
These are heavy gauntlets often used by gladiators. They are made of thick straps of leather which intertwine around the forearms up to the elbow and attach to heavy metal plates which encompass the fist. The fists are rendered immobile in the cestus, and aid is needed to don and remove them. The thick bands of metal over the knuckles and backs of the hands are often covered in spikes and sometimes poisoned.
Chakram
These are small metal disks that are hollow in the middle. They vary in size but normally are approximately six to eight inches in diameter. The outer edge of the disk is sharpened to a near razor’s edge. The chakram is thrown either cross-body or underhanded. Because they lack mass and a focused point of impact, the chakram has difficulty with penetrating armor and suffers a -1 to hit against all foes wearing armor.
Claymore
The claymore is a large sword, akin to the great sword. It is, however, not as large and unwieldy as that weapon and so requires less strength to wield.
Crossbow
The standard crossbow is a small, light weapon, easily used for personal protection, hunting, and military purposes. It is commonly available in most areas. The stock and bow are constructed of wood, generally yew for the bow and oak for the stock.
Cutlass
The cutlass is a heavy slashing and hacking weapon. It has a short, curved blade and a basket hilt that encompasses the hand and protects it from critical hits that would damage the hand. Marines traditionally use the cutlass and the wounds it makes are deep and quite bloody.
Dart
The dart is not the standard dart used in bar games. It is a heavy, iron throwing spike, sometimes with flights, sometimes without. The weapon is traditionally a Dwarven one and is easily used in their tunnel homes.
Estoc
The estoc is a straight-bladed, two-handed sword whose blade is triangular and is fairly heavy. The sword is over five feet in length and designed for piercing armor, giving a +1 to hit.
Falchion
The falchion is a heavy hacking and slashing weapon that is very similar to the cutlass, though the falchion is heavier. The blade is thick and curved, and the weapon has a basket hilt that envelops the hand and protects it from hand-damaging critical hits.
Foil
The foil is made of a long, very thing and very flexible piece of steel; only steel is suitable, and it provides no bonus. The weapon is primarily used in fencing matches in which the death of the combatants is not desired. ON a critical hit, the blade snaps but inflicts no critical hit.
Flamberge
This weapon is simply a redesigned great sword. It is identical to the great sword in most cases, but the biggest notable difference is in the blade. The blade of the flamberge is serpentine in that it undulates back and forth. The reason for this is to increase the penetrating power of the weapon against armor, giving it a +1 to hit against foes in armor. This also makes the weapon very difficult to create and so is quite rare.
Gaff Hook
This is primarily a tool but may be used as a weapon. It consists of a metal rod, approximately a quarter inch in diameter and a foot and a half in length. The last eight inches of the rod are curled back and sharpened, and the whole rod attaches to a wooden crosspiece that serves as a handle. It is not an elegant weapon, but in a desperate situation it will serve quite well.
Geleian Longbow
This huge bow is the standard bow used in Geleia and is slowly becoming more common elsewhere. The bow is made of stout yew, and its grip is placed in the center of the bow. Generally, each bow is custom made to the owner so that unstrung it is as tall as its owner. This is not always the case with the weapon, however, and some cities do produce them in great number to be sold without such specifications.
Glaive
The glaive is, basically, a quarterstaff that has had the blade of a short sword attached to one end and a short spike on the other. The weapon is wielded much like a quarterstaff, but the blade is used for thrusting and slashing attacks and the spike for thrusts.
Grahmshire Crossbow
The Grahmshire crossbow is the largest personal crossbow short of a ballista. The bow is made of a thick piece of specially-treated and laminated wood, and it is very difficult to construct. While others can make it, it is the only one made in any significant number in and around the city of Grahmshire. The stock is made of oak. The power of the Grahmshire crossbow is very great, but this also makes it a very slow weapon to use since a crank must be used to cock the bow, or a 6d6 strength check may be made to reduce the reloading time to three.
Halberd
The Halberd is one of the more versatile weapons in existence. It consists of an eight to 10 foot long shaft atop of which sits an axe blade. The blade has a long cutting edge that is often angled. The top of the blade has a long spike that is suitable for thrusting, and the back of the blade is another spike, though this one is thicker and curved downward. This is known as a dismounting spike and is often used for tripping an opponent or pulling a rider from his mount. The Halberd may also be employed in a manner similar to that of a quarterstaff for defense.
Kieron Great Bow
This huge bow is near the largest made and the most difficult to make. Its construction is a closely-kept secret of the Elves of Kieron’s Watch and is near impossible to duplicate, as each bow takes over a decade to make. Each bow is custom-made for the user so that unstrung it is as tall as the user. The bows also use special arrows, each a yard long, which are also what is used in the Geleian Longbow.
Liston Crossbow
The Liston crossbow is a more robust and rugged version of the standard crossbow. It is approximately the same size but uses a heavier bow that is laminated with sinew and fronted with bone instead of a wooden one. While this provides significantly more power, it does necessitate the use of a crank for cocking the bow. The construction of these bows is quite difficult but possible to reproduce elsewhere; however, except on a mass scale, the cost is prohibitive.
Lochaber Axe
This polearm is simply a long axe blade that has been mounted on the end of a 10 to 12 foot pole. The weapon is capable of inflicting grievous blows. The blade is simple and extends only six or so inches out from the shaft but runs the length of the last foot and a half of shaft and then curls up and over the end, making it unsuitable for thrusting.
Main-Gauche
This is along-bladed dagger that has had large quillions and a basket hilt attached to it. It is not well-suited for offensive combat but is made for defense. The basket hilt protects the hand from damage, and the long quillions are made for parrying. The weapon is used primarily in the left hand with a rapier in the right. The Main-gauche is a fencing weapon.
Maul
The maul is simply a large wooden sledgehammer. It is very heavy and quite difficult to wield in combat, as it is intended to be a tool, not a weapon.
Military Pick
The military pick is a shortened version of the digging pick. It consists of a long, thick bar of metal attached to a two-foot handle. The weapon very easily penetrates armor and so gives a +1 to hit against foes wearing armor.
Morning Star
The morning star is made of a short, two-foot wooden haft attached to a length of chain and then a spiked ball. The ball often weighs several pounds and is used to crush the opponent despite the spikes. The weapon is often equipped with a lanyard because it is quite unwieldy, making it more difficult to drop.
Naginata
This weapon is an alternate version of the glaive; however, instead of a straight blade, the blade of the naginata is curved.
Pike
The pike is the dominant military weapon for foot soldiers. It is an 18- to 22-foot long pole onto which a spearhead has been attached. The weapon is only useful when used by large numbers of men simultaneously, as it is very easy to get inside of the weapon’s range. However, if employed properly by groups of men, it is lethal. In proper formation, the pikemen, or pikes, are lined up in a classical phalanx formation but more spread out. The front rank kneels to fight, the second rank leans forward, and the third rank fights over handed. This allows as many as nine pikes to be brought against a single target.
Other benefits of the pike hedge formation. First, if an opponent is charging a pike formation, the pikemen will impale the target and stop him at the pike’s melee range. Secondly, when used to impale in this fashion, the pikemen may apply their full combat modifier to hit. Next, the opponent may not advance on the pike hedge until he meets certain conditions. He must either win initiative and advance—this will bring him inside the range of the first row of pikemen but not the second, third, or fourth—or he must destroy the pikes being brought against him. This is not as easy as it sounds. While the long pike is quite unwieldy and fairly easy to hit physically, the wood is quite flexible and hard to damage sufficiently. It has a CDV of 12 plus the weapon skill of the wielder and takes 8 + 1d6 pts of edged damage to break.
The disadvantages of the pike are also fairly great. To be used properly, the weapon must be used in groups of greater than 20. Next, the pike hedge formation makes it a natural target of area effect spells. Lastly, when in formation, pikemen may only move at up to one-half their normal movement and remain in formation. It requires one round per member of the formation to form a pike hedge with a modifier of -2 rounds per die of Land Tactics that the unit commander makes.
Rapier
The rapier is a heavier and deadlier version of the foil. The blade is long and straight and is sharpened at the tip and along the edges. The weapon is primarily a thrusting weapon, but cuts are easily made as well. The rapier also has a basket hilt that protects the wielder’s hand from damage, including critical hits. The rapier is a fencing weapon.
Sabre
The sabre is along, slightly-curved blade that is sharpened along a single edge and has a sharpened point. While it may be employed for a thrust, it is primarily a slashing weapon. Several forms of fencing teach the use of the weapon, and it is traditionally used alone without a shield, buckler or other weapon. Sabre fencers are known for the scars they often proudly bear from duels. The saber also possesses a basket hilt to protect the wielder’s hand form damage and critical hits. The saber is a fencing weapon.
Self-Bow
Used for millennia, the self-bow is simply a curve piece of quality wood with a grip in its center. The self-bow is usually no more than three feet in length when strung. It fires a shorter arrow than either the great bow or longbow.
Shamshir
The shamshir is a much larger scimitar, being on the scale of a great sword. It has a long and quite heavy curved blade and is used to make vicious hacking attacks.
Shank
The shank is any short, sharpened metal rod that is used to stab someone. Such weapons do little damage.
Shuriken
The shuriken is a piece of metal, often cut into star-shaped patterns or simply small spikes, that is thrown. The shuriken is designed mainly for speed of delivery and so several are often thrown at a time, though this technique is difficult to master.
Sling Bullet and Sling Stone
The sling stone is simply a smoothed piece of stone that is used in a sling. A sling bullet, however, is lead or some other weighty metal, ball that is loaded into the sling and used. It inflicts greater damage than the stone but is as simple to use.
Stiletto
This vicious weapon is primarily the tool of assassins. It consists of a foot and a half long metal rod. One end is usually leather-wrapped for about four or five inches, and then a short, three-inch crosspiece is attached. The remainder of the rod, the blade, is then ground down so that is has either three or four sides. The edges are quite sharp and make awful wounds. The stiletto is also very easily concealed, especially when the crosspiece is excluded from the weapon. This has resulted in it being declared illegal in many cities.
Tulwar
The tulwar is a curved sword, very similar to a scimitar, but with a basket hilt that protect the wielder’s hand from damage and critical hits.
War Axe
The war axe is a single-handed combat axe. It is approximately four feet in length and used one-handed. Normally, it has only a single head, though double-headed versions are known.
Chapter 3
Business and Money
3.1 Weapon Price list
Item Price Item Price Item Price
Atlatl 5 Great Mace 45 Pike 30
Battle Hammer 45 Halberd 60 Rapier 85
Bec-de-Corbin 30 Hand Axe 7 Sabre 40
Brass Knuckles 8 Harpoon 23 Scythe 9
Broad Sword 42 Katana 200 Shamshir 65
Cestus 25 Kieron Great Bow 4000 Shank 3
Chakram 10 Liston Crossbow 1500 Shuriken 2
Claymore 60 Lochaber Axe 55 Sickle 12
Cutlass 35 Machete 25 Sledge Hammer 13
Dart 3 Main-Gauche 38 Sling Bullet 1
Estoc 90 Maul 10 Stilleto 12
Falchion 40 Military Pick 15 Tanto 50
Flamberge 70 Moming Star 40 Tulwar 48
Gaff Hook 2 Naginata 50 Wakizashi 100
Geleian Longbow 500 Nunchaku 10 War Axe 43
Glaive 50 No-dachi 400 Grahmshire Crossbow 4000
Great Flail 40
3.1 Availability
Chart
Availability:
This is how difficult an item is to find in normal circumstances.
1: Primitive or very common items, commonly available anywhere.
2: Available on request in villages, commonly available in any city.
3: Commonly available in small to medium cities. Very rare in rural areas.
4: Specialized military weapons or rare items, normally available only in
medium to large cities, rare in small cities. Very rare in villages.
Exceedingly rare in rural areas.
5: Exceedingly rare weapons or items, not at all commonly
available. Only found and bought by GM permission in role-playing situations.
6: VERY difficult to find. Only done by GM permission in rare cases
and only by role-playing.
7: All but impossible to find. Only done by GM permission in the rarest of
cases and only by role-playing.
3.2 Money
As one of the great trading meccas of the world, it was able to force a standard currency into near global acceptance. However, since the fall of Karefelon and the rise of other ports of power and especially since the Night of Chaos, it is falling into lesser and lesser use in Geleia and other southern ports.
The Karefelon Standard Coin is equal to one ounce of the appropriate metal.
3.3.1 Karefelon:
The Silver Piece. This coin weight was made standard by the dead city of Karefelon.
3.3.2 Southham:
Falcon (2 oz.). The falcon is a heavy silver coin and the standard unit of currency in Southham. It is larger than the Karefelon Silver Piece. In appearance it is a wide, silver coin and fairly thick and heavy, and it's also creased down the center of the coin. On its front side right is a portrait of the Prelate of Southham, and on its front side left is the Falcon of Southham. On the back side right is the Falcon of Southham, and on the back side left is a portrait of the Prelate of Southham. Its value is artificially inflated inside of Southham to be worth more. It is also a relatively new coin, having come into common circulation within the last 20 years. It is increasing steadily in value in other cities as well as Southham as it exerts its economic influence over a broader area.
Half Falcon (1 oz.). This is a Falcon that has been cut in half at the crease of the standard Falcon. This practice is quite common in Southham because of the raw monetary value of the Falcon itself, and it makes the transactions easier.
Daughter (1 oz.). The Daughter is a copper coin of the same size as a Karefelon Silver Piece. It is worth one-tenth of a Falcon. The coin is commonly used in minor dealings, such as in restaurants, taverns, and bars. The Daughter is by far the most common coin used in Southham. On its face, a Daughter has a picture of Metijo and on its reverse side, a picture of a woman. The woman is the Prelate's daughter.
Crest (1 oz.). The Crest is a gold coin of standard Karefelon weight. On its front side is a sunburst, and on its back side is the Falcon of Southham.
3.3.3 Liston:
Shard (1.2oz.). Shards are copper coins a bit bigger than the standard Karefelon weight. On its front side is a dagger and on the back is a broken sword.
Leva (.5 oz.). A Leva is a small silver coin of half the weight of the Karefelon Silver Piece. The front of the coin depicts the sideways A of Anubis, and the back bears the same mark.
Auric (2 oz.). The Auric is the most valuable coin commonly produced in Liston. It is a heavy gold coin, weighing over triple that of the Karefelon standard. On its front is a stylized flame and on its back is a bull's head.
Dragon (.99 oz. platinum; .01 oz. Teresium). The Dragon is the rarest coin produced in Geleia. It is made of platinum and mixed with a very small amount of teresium. The coin itself weighs the same as the Karefelon standard. The head of the coin shows a dragon in flight, and the reverse shows a dragon at rest. The coin is commonly used to deal with transactions of extreme amounts of currency, enough that such silver weights are impractical or unavailable. Such coins are only directly available for exchange from the Treasury of Liston itself; otherwise, they are very, very rare. The teresium is mixed in such a way as to be all but impossible to separate from the platinum.
3.3.4 Kieron's Watch
Thumb (l oz.). The Thumb is a copper coin weighing the Karefelon standard. It is the most commonly used coin in Kieron's Watch. On its face is an open palm and on the reverse is a ring of laurels. It is pierced through the center with a beveled hole.
Magi (1 oz.). The Magi is a silver coin of standard weight. It has a sunburst on its face and a ring of fire on the reverse. The coin is pierced through the center with a beveled hole.
Royal (1 oz.). The Royal is a gold coin of standard weight. On its face is a crown, and on its back is a ring of eight outward-pointing swords. The center of the coin is pierced with a beveled hole.
Knight (taz.). The Knight is a coin made of steel and the only one in Geleia. The face of the coin bears 12 lances arranged in a circle and the reverse two scimitars forming a near circle. The center of the coin is pierced with a beveled hole.
3.3.5 Orc Tribes
Hacksilver (varies). The Orcish tribes of Geleia, and other less civilized cultures, do not use coinage per se. Instead, they use jewelry (bracelets, necklaces, etc.) made of silver. If they are not bartering for, or outright taking, what they want, then they will cut off a chunk of the silver of an approximately appropriate amount to pay for what they desire.
3.4 Exchange Rates
Exchange rates are highly variable, depending on the money changer, merchant, city, and other things. Listed below is a general exchange rate for coinages of Geleia. Also note that in many cities, especially Southham and Liston, money changers are licensed by the cities themselves, and Karefelon Silver Pieces are often sold directly to the city government who then melts them down into the type of currency that they mint. Also note that exchanges from local coinage to Karefelon Silver Pieces is rarely done and takes time, as such coins often require the money changer to make the exchange with the City Mint or Royal Treasury.
To simulate the variable nature of the shifting economy, and a greedy money changer, the GM may feel free to alter the exchange rate upwards or downwards 5%. There might also be unusual circumstances that allow for greater variance, but they should be rare if it is market-wide. Also the amount of coinage being changed can affect the rate. If someone is exchanging a great deal of something, they should get a better rate for it.
There is also a class of merchants called Speculators who trade nothing but currency. The prices these men get and give are often one of the strongest factors in determining the value of coinage.
|
|
Daughter |
Falcon |
Crest |
Shard |
Leva |
Auric |
Dragon |
Thumb |
Magi |
Royals |
Knight |
KSP |
Raw Silver |
Daughter |
1 |
10 |
100 |
|
|
|
|
|
|
|
|
|
|
|
Falcon |
|
1 |
10 |
|
0.73 |
|
|
|
0.85 |
|
|
.5 |
.45 |
|
Crest |
|
|
1 |
|
|
|
|
|
|
|
|
|
|
|
Shard |
|
|
|
1 |
20 |
400 |
20,000 |
|
|
|
|
|
|
|
Leva |
|
|
|
|
1 |
20 |
1000 |
|
.79 |
|
|
.62 |
.59 |
|
Auric |
|
|
|
|
|
1 |
50 |
|
|
|
|
|
|
|
Dragon |
|
|
|
|
|
|
1 |
|
|
|
|
|
|
|
Thumb |
|
|
|
|
|
|
|
1 |
10 |
100 |
3000 |
|
|
|
Magi |
|
|
|
|
|
|
|
|
1 |
10 |
300 |
.68 |
.65 |
|
Royals |
|
|
|
|
|
|
|
|
|
1 |
30 |
|
|
|
Knight |
|
|
|
|
|
|
|
|
|
|
1 |
|
|
|
KSP |
|
|
|
|
|
|
|
|
|
|
|
1 |
|
Example: Robidar sees to change 430 Leva into Magi. A single Leva is worth .85 of a Magi. So you multiply 430 by .85 for 365.5 Magi.
Example: Robidar sees to change 3000 Shards to Royals.
(3000 shards = 150 Leva)
150 * .85 (the conversion to Magi) = 127.5 Magi
127.5 = 12.75 Royals.
Chapter 4
An overview of the Sylvan Isles 4
4.1 Southham
Southham is the largest city on Geleia. It is a massive trading port whose population tops 40,000 people. The city is lead by a bureaucratic government that is headed by the Prelate, the most powerful merchant in Southham. It is a free city with relatively few laws to hinder business and trade.
4.2 Northham
Northham is a fair sized city to the North of Southham. This logging community has long been a stop-over for merchants traveling both north and south, but despite this heavy flow of outsiders, or perhaps because of it, Northham is a very xenophobic community. The people of Northham distrust outsiders greatly and rarely allow them in. A toll road that the city runs bypasses the city. It is ruled by an Oligarchy of the high priests of the various temples.
4.3 The Shirelands
Grahmshire and Brinshire are the two major cities of this land. They are also known as the Shires or the Forest Principality. The Principality is lead by Prince Daelric Kar-Stark who rules from his capital at Grahmshire. The Principality is allied with the Kingdom ofGeleia. The Principality claims the southern forests from the River Geleia in the east to the coast in the west, and from the forest's northern edge south to the sea. It is also the home to a great many practitioners of the ways of Mysticism.
4.4 The Kingdom of
Geleia
The Kingdom of Geleia is located in the Geleian Mountains, with its capital at Kieron's Watch. King Kieron Missum the First founded the nation long ago. Since that time the power of the Kingdom has waxed and waned. At its height it controlled a majority of the island, but it is currently a shadow of its former self, having suffered terrible reverses before a new line of kings took the throne.
4.5 The Archduchy of
Liston
One of the three great states of the Isles, Kieron's Watch and Southham are the others, Liston is perhaps the most dangerous. The city in its history was a vassal of the King of Geleia, but rebelled centuries ago. The city is still ruled, however, by an Archduke of the Barrit family. The Barrits rule Liston, and its subordinate city of Devon with a firm hand. The city is also the home of the Orthodox Anubian faith.
4.6 Devon
Devon was in its past a great and powerful city; however, over the past century it has fallen in its majesty. Where before, it was an independent, free city, it is now a vassal of the Barrit Dukes of Liston. The city is renowned for its mounted warriors and its horses.
4.7 Kraelthon
Kraelthon is a dangerous stop-over point for overland trade between the north and south. It is well known for the dangers it contains, and travelers are warned to be wary. Many unscrupulous people dwell here and prey on the weak. The city suffered greatly during the Geleian Wars and is still a shadow of its former glory.
4.8 Aerlran
Aelran is a dying city. It suffered horribly under the tender mercies of the Black Legion and even worse when the Legion was driven from the Island. It is currently a backwater city located in the great northern swamps. The only thing that keeps it going is the overland trade from Devon, though this too is in fear of drying up as new routes south are being planned by the Duke of Devon.
4.9 Travel in Geleia
Travel in and around Geleia can be done by several different means. The most common, and least expensive, is land travel. Most often done by foot or horse, Geleia is a large place and not everywhere is reachable from the coast with ease. Traveling on foot, one can accomplish approximately 25 miles in a day or 30 miles on horseback, more if one pushes hard. Carts and wagons will slow travel considerably.
To ease land travel, most of the major roads in Geleia have hostels setup every twenty miles. These inns, usually forified somewhat, are run by local families, and are usually surrounded by and supported by small villages. A night's lodging will cost approximately ten silver coins (location determines denominations accepted). This is, of course, for basic lodgings, for one. Stabling for horses typically costs another five silver coins and the various amenities and comforts raise the price even more. A typical hostel can house some thirty to forty guests in comfort with the larger ones housing hundreds.
Land travel is also made more difficult by the ever-present bandits that prowl the roadways and highways. During the Night of Chaos, when all money on Jaern disappeared, a very sizeable portion of the population was left completely devoid of money. Those that could not recover or could not pay back the debts they incurred often fled the cities and took to the hills and forests as bandits. Over the past few years bandits have become an increasingly worse problem around the southern portion of the island. In the center and northlands the cities there have taken steps to crush such activities, though they were not completely successful.
The other major mode of travel is sea travel. While this often proves considerably quicker than foot travel, it is considerably more expensive and almost as hazardous, as many pirates prowl the seas near the Sylvan Isles.
4.9
The Geleian Weather
System
Geleia, being an island, tends to spawn some odd weather. As far south as it is, it tends to have a relatively cold climate due to the southerly flow from the South Pole. It does, however, have a strong warm current that flows along the western and northern shores that keeps the water temperate year round. The southern and eastern shores typically become quite cold due to a current that flows up from the southern pole. This tends to be a bit stronger during the winter season as the jet streams from the southern pole move northward bringing wet winter weather. All in all, it's just about like weather in Great Britain/Seattle with a little more severity. Geleia does not get too warm in summer; it does become damn cold in winter, and pretty wet all year round. The weather tends to be moderate most of the time but can get severe due to the instability of the air and the moisture rising off the warm current from the west.
Winter-
Winter is a very cold, violent season on Geleia. The polar jets move north in the winter months and bring a mix of cold, unstable, moist air that typically produces snow and sometimes (10% chance monthly) blizzards. (Blizzards will deposit about 8-12 inches of snow and drift heavily, making most country roads and mountains impassable.) Throughout the winter, there is typically at least two inches of snow on the ground (roll 2d6 to determine number of inches weekly only during main month of winter). The warm current tends to shift toward the North during the winter, so only the shipping lanes to the Northwest are open. The others can still be sailed, but if you are heading south or east make sure you have something to break up the ice with. Sheet ice from the poles extends out to the point where it can't maintain its form anymore and breaks off to form monstrous icebergs. Temperatures in the winter can get down to -10 Fahrenheit or up to 40; winds can reach speeds of 35mph.
Spring-
The month of spring is yet another violent month on the isle of Geleia. The warm current begins shifting further south to encompass the western and northern shores of the island, and the energy it brings with it raises the mean temperature a few degrees and causes some amazing thunderstorms. Not many of these spawn tornadoes on the island due to its uneven terrain, but a number of waterspouts can be seen in the distance from the island to the west (percentage chance of tornadoes on the island: 00 on percentiles; waterspouts on the ocean: 90-00). Occasionally, one of these waterspouts will occur close to the island and beat up the docks in south or some other coastal city, but they don't have enough energy to make it far inland and usually die out around 1-2 miles from shore. Temperatures usually range from 60-80 degrees and winds can be anywhere from calm to 40 mph. The percentage chance of thunderstorms weekly is about 70 out of 100; about a third of these are severe. The severe storms can have hail of up to 5" in diameter. Rainfall can amount to up to 12 inches, causing flooding in some areas and turning mountain rivers into raging torrents. (Roll 2d6 to determine monthly rainfall.)
Summer-
Summer is the only time on Geleia when the weather is somewhat calm. Due to the amount of moisture available to the weather system on the island, a drought is pretty much unheard of such an occurrence could only be explained as punishment from the gods. There are typically a few summer showers and a mild thunderstorm now and then, but that is the extent of the weather during this time frame. Temperatures range from 70 to 95 degrees, but mostly it stays around the 80's or so. Rainfall only amounts to 1-4 inches a month.
Autumn-
Fall is the month when the weather starts picking up again and the temperature starts to drop. Towards the beginning of the season, the weather is relatively mild; the average temperature begins to drop and the rainfall begins to pick up along with the wind. Towards the end of the month, the cold current finishes shifting north and the polar jet is not far behind. At this point, the cycle starts all over again. Temperatures range from 60 degrees at the beginning of the season to 30 degrees towards the end. The rainfall picks up to about 2-8 inches a month; at the end of the season this begins to turn into snow. Wind speeds average from 10-35 mph.
Chapter 5
Southham
Symbol: a Falcon in flight.
Southham at a glance.
Southham, called by its residences the Jewel of Geleia or the Free City of Southham, is the largest city on Geleia. During the winter months, its population tops twenty thousand people, and during the summers this climbs higher, sometimes topping thirty thousand people. The city is dedicated solely to capitalism and trade; it is truly a city of the golden rule.
The city was once under the rule of the Kings of Geleia a scant few decades ago; however, with the declining power of the Missum kings and the various court intrigues, it slowly drifted away. As recently as fifty years ago Southham was styling itself a Free City and open for all trade. This freedom was tested briefly by a reemergence of power of the King and the Black Legions of Ormandi; however, in the end, Southham maintained its freedom.
For as long as can be remembered, Southham has been governed by a bureaucratic government. The bureaucracy took care of everything that was needed in the city, raising taxes, policing the streets, keeping the harbor clean, etc. This functioned quite well for many decades, but over the years the government grew more and more corrupt and weighty. It wasn't ’til a few years before the fall of Ormandi that things would change.
During the Geleian Wars, Southham was a prime target for the Black Legions, as it has the best port on the island. For several years a siege was conducted on the city by the Legion with little success, and this proved to be quite an annoying disruption in trade in Southham. So after a couple of years, one of the self-styled Merchant Lords decided that enough was enough.
The Merchant Lord Adamar Barthan literally hired an army of mercenaries to reinforce the citizen militia of the city. Adamar also made a deal with one of the Pirate Lords to the south. The mercenary captain, Conner MacGaeth and the pirate lord Durinin Read-Eye, were both promised great wealth and positions of authority if they came to work for Barthan and helped him restore the city.
Captain MacGaeth proved to be a very capable and competent general, as Lord Durinin proved to be a highly skilled admiral, and quickly began to turn the tide of the siege. Then later with the fall of Ormandi herself, were able to drive the Legion back out of the southern forests entirely.
Before the war’s end, the grateful citizens of Southham rallied around the only man who had ever shown organized leadership in Southham, Adamar Barthan. So he was given the title of Prelate of Southham and effective lordship of the city. Barthan then turned around and named Captain MacGaeth Lord Captain of Southham and gave him command of its armies. Lord Durinin was named Lord Admiral of Southham, and placed in command of its naval forces. Needless to say, both men are still quite loyal to the Prelate.
After the wars, the Prelate at first looked like he might begin sweeping reforms in the government; however, these quickly proved to be something of a disappointment to the citizens. Instead of reworking and restructuring the government, Adamar simply fired half the bureaucrats and hired new ones with a threat of "Keep things running smoothly or the rest of you go."
This did have some effect on them, and things did improve, but not enough for the Prelate's tastes, so he ordered the construction of a new government department, the Department of Auditors. Their job is to watch and evaluate the performance of all the employees of the city and to make sure they do not cheat the city too badly.
This did have the desired effects, and so the Prelate then turned away from government and back to his main joy in life, making money. But his attentions are not diverted completely, as he keeps strong tabs on the Department of Auditors and spies within other departments. The Prelate maintains his power, however, by his complete grip on the purse strings of the military.
In effect the Prelate is a military dictator; however, he has does not see such a role as profitable. The role of a great merchant is much more preferable to him, and it is simply cheaper and more expedient to keep the military in line and under his control than it is to let another do it. The hallmark of the Prelate's reign in Southham is safety for the city first so that commerce may flow unhindered.
5.1 General Information
Symbol: A Falcon in flight.
Who Rules: Lord Adamar Barthan, Prelate of Southham.
Who Really Rules: Lord Adamar Barthan and the four other Merchant Lords.
I) Adamar Barthan: Male Elf
2) Aage Riis: Male Human
3) Warren Zeitler: Male Elf
4) Balmor Bereck: Male Dwarf
5) Tomin Visinti: Male Human
Allegiance: Allied with Northham (Southham is the dominant partner).
Population: ~40,000 in the winter, rising to ~50,000 in the summer.
Major Products: Wood, furs, ships, weapons, labor.
5.2 Armed Forces and
Military Service:
5.2.1 Armed Forces:
Approximately 800 regular militia, all are veteran mercenaries. They patrol the streets, man the walls, and collectively they are known as "The Guard." The Guard is organized into five companies of 100 men. Each company is led by a captain. Each company is then subdivided into two platoons of 50 men, which is led by a lieutenant. Each platoon is then divided into 5 squads of 10 men, which is led by a sergeant and seconded by a corporal. A standard patrol of 5 men will be led by either a sergeant or a corporal.
Standard Guardsman:
General Stats Bkg: Warrior
CM: 6 CDV: 11 DP: 15
MM: - MDV: 11
GM: 3 GDV: 11
Broad Sword 5 Barristry 2
Club 4 Sprinting 6
Swimming 5 Pummel 6
Uniform: Leather armor; green tabard with gold trim and a silver falcon in flight; helmet; broad sword; club; dagger; boots; signal whistle.
Officers will have appropriately higher skill ratings.
- 25 fully crewed Marajos.
Standard Sailor:
General Stats Bkg: Marine
CM: 4 CDV: 9 DP: 15
MM: 2 MDV: 9
GM: 4 GDV: 9
Cutlass 5 Swimming 9
Dagger 4 Sailing 4
Rigging Running 6
Uniform: White canvas pants; dagger; cutlass; white canvas shirt; green tabard with gold trim and a silver falcon in flight.
Officers will have appropriately higher skills and other skills.
5.2.2 Military
Service:
If one wishes to join the Guard or the Southham navy, a prospective candidate simply presents himself to the headquarters of either service on the second day of any given week. There the candidate signs in a term of service of 1 year, 2 years, 4 years, or 20 years if they are judged to be of suitable physical and mental condition. They are then taken through a 4-month period of basic training. If a soldier signs on for 20 years, at the end of their service, they receive a monthly pension equal to their final pay rate for 60 years or until death, as well as exemption from the citizenship tax. Soldiers who sign on for shorter times do not receive a discharge pension; however, if they choose to remain on reserve status, they receive an exemption from the citizenship tax. Active soldiers receive an exemption from all taxes.
Rank: Wages Quarters provided?
Guardsman/Sailor 110 Falcons/mo. Yes, if needed.
Corporal 130 Falcons/mo. Yes, if needed.
Sergeant 160 Falcons/mo. Yes, if needed.
Lieutenant 200 Falcons/mo. Yes, if needed.
Captain 250 Falcons/mo. Yes, if needed.
Lord Captain/Admiral Unknown Yes, if needed.
Soldiers are provided with housing and meals in the barracks if they desire such, but only for themselves, not families. They are also provided arms, armor, and clothing if such is needed.
Normally the military forces are kept at the proscribed levels, but in times of war, the ranks will be swelled as needed. At this time all able-bodied citizens between the age of 18 and 40 years are required to present themselves for service, if called, and they are paid the standard wages listed above. This term of emergency service will last until the conflict is finished, and troops will typically be rotated with freshly recruited citizens. By doing this the armed forces of Southham can be swelled by as much as 15,000. During this time, all standing army personnel are given brevet promotions as needed to compensate for the need for more officers. This promotion is normally temporary, but losses during the fighting may deem that it become permanent. Also of note, if a person called to service does not wish to perform the duty, they may pay a scuttage tax to avoid service.
Rewards for bravery are typically in the form of commendations, which are accompanied by monetary rewards and/or promotions.
Note: Adventurers signing up for military service will be restricted to adventures in the city of Southham as they must present themselves for muster each day or obtain a leave of absence. Going AWOL or desertion is a serious offense, the first resulting in imprisonment, and the second in execution.
5.3 Notable Churches:
5.3.1 The Sepulcher Anubis:
Located in the heart of the city, the Sepulcher of Anubis is one of the grandest structures in Southham. It occupies a grand walled complex on a high hill within the city's heart, overlooking the bay. It is made entirely of dark gray granite and bears huge stained glass windows. The Sepulcher complex itself is very organized, with the face of each building facing precisely in a cardinal direction.
The walls around the complex are some ten feet in height and interrupted at each comer by a twenty-foot-high tower. The walls are also interrupted by north- and south-facing gates, each of which is some fifteen feet in height and sealed by thick black oaken doors. The walls run three hundred feet long on a side.
Inside the walls is a large open bailey that is filled with flowers and trees, and open grass-filled knolls. The majority of the sermons for the populous are held here, the weather permitting. There is also a large practice yard in one corner of the bailey, where the priests and acolytes train with physical exercise as well as weapons.
The Sepulcher itself is a grand structure of granite and stained glass. It consists of a large central building, laid out with Elven precision. The base of the building is some one hundred and fifty feet on a side, and these distances stay consistent all the way to its arched roof. The smooth and precise lines of the walls have great stained glass windows placed within them at precise integrals of every ten feet. The roof of the building is a great arching dome of stone that rises some eighty feet into the air, and is capped by a grand spire that rises another forty feet up. Inside the spire are great bronze bells that call the worshipers to service.
The windows depict saints from the history of the Anubian church, and include such notables as Chambrai, Walker, and others. The Sepulcher itself has a huge central building, measuring some two hundred feet on a side.
Inside of the Sepulcher is a great chamber, capable of holding hundreds of worshipers. The floor of this room is laid with great flagstones, into which the symbol of Anubis has been carved. At the southern end of the chamber are the great oaken double doors leading out into the bailey. At the northern end is a large altar on a raised dais where the priests of Anubis give their sermons. Behind the altar are two nondescript double doors that lead into the priest’s chambers, the burial vaults, the libraries, and up to the spire.
The church itself proscribes to the Reformed Anubian ways preached by Chambrai, in that the duly of Anubians is to guide and to aid all living creatures on their road to true life, not to dictate when a person's time has come.
The Sepulcher also frowns highly upon the creation of Undead from anyone who has not, in documentation, donated their body for such purposes. In cases of emergency however, this is not the practice.
The Sepulcher is lead by Reverend Bishop Anatole Gortz, a human of approximately 50 years of age. Serving in the temple are another two dozen priests, and another fifty lay priests of various sorts. The Sepulcher also keeps a custodial and reserve guard staff of some 100 Undead.
The Sepulcher offers training in the use of the bastard sword, lance, and crossbow for its Paladins.
5.3.2 The Solarium of Lord Ra:
The priests of the Solarium are magnificent builders, and their temple in Southham reflects this. The Solarium itself is located outside of the walls of the city, to the north, and on top of a great hill to reach closer to Ra. A low wall of only seven feet in height surrounds the Solarium, and the grounds in the temple are manicured to perfection. There is no tree branch out of place, no blade of grass turned wrong; all is in perfect order.
The wall is some four hundred feet on a side and is made of precisely placed blocks of white marble, and it is laid out in a octagonal pattern. The tops of the wall are decorated with polished bronze sunbursts, and at each comer is a grand pillar of bronze sheathed marble that stretches some ten feet into the air and is capped with a bronze statue of Ra.
The inner bailey of the temple is a work of art. It is laid out with delicate Elven precision, with sections of the grounds being different types of grass, so that the grounds when seen from above form works of art.
In the center of the bailey is a great spire of crystal. This unbreakable structure is one hundred and fifty feet wide at its base and rises some three hundred feet into the air. The center of the spike is hollow, and the walls are only twenty feet in thickness. Along its inner wall a great crystalline staircase leads up to the spire’s flat roof. Cut into the walls of the spire are the rooms that priests and acolytes use for prayer, meditation, and living.
From the inside the crystal is only faintly visible, so that it accords an unblemished view of the world, and more importantly of Ra. From the outside the spire appears as a great gleaming shaft of crystal.
The roof of the spire is flattened, and measures some fifty feet on a side. The stairs arrive at the top on the southern face. At the center of the roof is a great polished bronze statue of Ra himself that stands some twenty feet in height.
Legend has it that the Solarium was constructed centuries ago by magicians and priests combining great magic and miracles.
The Solarium preaches a view of order and law for the world, and its message is gaining greater inertia after the chaos and suffering of the past few decades. It also actively pursues a crusade against the foul and evil Hirudo and their Dark Mistress, as well as against the corrupting ways of the temple of Scrogg, a set of views that most of the patriarchs of the other temples follow with gusto.
The Solarium is led by Lord of the Light Cedric Arndt, a human man of 60 years of age. The temple also supports a large priesthood with some twenty priests, and another forty lay priests.
The Solarium offers training for its more martial followers in the use of the long sword.
5.3.3 The Natatorium of our Blessed Father Neptune:
The Natatorium is located two miles down the coast from the city where the water is more pure and fresh and unfouled by the city as well as outside of its breakwater. A wall does not surround the Natatorium's grounds; instead it is located on an open and sprawling stretch of beach. From a distance the Natatorium appears as nothing more than a great spire of rock at the seas edge, but in fact it is this natural tower of rock that is the Natatorium itself.
In centuries past, the tower was called the Fortress of Thieves, and its natural caves were used by bandits and pirates to raid travelers and merchants. This was changed when the fledgling lords of Southham, to clear the Fortress, hired an adventuring priest of Neptune and his company. As history shows, they did clear it, and the priest, Wave Friend Gorg Zeitler, took the Fortress as his and began turning it into a great temple of Neptune.
The inside of the stone tower is littered with natural caves and fissures, some of which were hollowed out by the bandits. Since then these have been expanded, and the existing passages and rooms have been refined by the diligent priests so that the inside has an organic feel to it. The walls are smooth, and there are no harsh angles, every surface appears to have been eroded to an organic softness.
The Natatorium is mainly used for housing, studying, and teaching the ways of Neptune, and its lower vaults house great, yet calm, pools for the priests to bathe and learn in, all teaching is done in or under the water. The sermons for the faithful are always conducted outside on the beach and in the water.
The Priests of the Natatorium teach that there is a final justice in the world, and so all should let this dictate their actions. Also, they preach that the sea is an awesome and powerful force and should be loved as well as respected, as should its creatures.
While this is not one of the more popular temples of Southham, it is one of its most respected, and the priests have a reputation for kindness and generosity for all but the unjust. The current head of the temple is Wave Master Jarrik Sulinville.
The Natatorium offers training in the use of the crossbow and trident for its followers.
5.3.4 The Grove of Osiris:
The Grove is located some three miles outside of the city to the south and east. It occupies a grand stretch of forest that covers some one hundred square miles. There is no formal structure for the temple, simply various groves where sermons are held. With the exception of the paths made by animals and priests, the land is allowed to stay wild and natural and its inhabitants much the same, so long as they do not prove dangerous.
Legend, and observation, say that the grounds of the grove has a calming effect on predators (human and animal) so that none desire to kill in anger and that they are at peace and all is in union with nature. The great cats that roam the woods at peace with the priests and parishioners who dwell and worship there best demonstrate this tranquility.
The priests do not follow more urbanized beliefs of other Osirisian groves do that one must stay at the height of fashion. Instead the priests here favor simpler clothes of sturdy wool or none at all. The priests, who live on the grounds, tending and protecting it, make their homes amongst and under the trees of the grove. They are all expected to know something of combat, as in the past the Merchants of Southham have attempted to lumber the grove, and the priests have defended it well. This is different now, with no one seeking to exploit the wealth of the grove, but the traditions continue.
The priests of the grove are quite free with their powers, both healing and otherwise, to those who need it, so long as a small donation is made. Though money is accepted, it is not the preferred donation. Instead the priests prefer donation of finished goods, raw materials, or services.
The priests preach a dogma of respect and love for all things natural, and how they must not be exploited. They have also enforced a policy on all in the southern forests of not over-exploiting the natural woodlands. They keep this policy in effect by the use of their magic to discourage those who would abuse the woods. While they know that some logging will occur and that this can help the forests, they keep a watchful, if unseen, eye out. If such activities become too common or too greedy, they will become subject to greater and greater difficulties until they correct their ways or are dead.
The Grove is led by three higher priests, and its resident faithful number over one hundred. So while this gives it the largest number of faithful, it is not the most popular temple, instead the majority of the faithful of Osiris give up the ways of the city, and go to live in the southern woodlands. The three leaders of the temple are: Father Joseph Amann, a human male in his forties; Sister Jana Amann, the wife of Joseph, also human and in her forties; and Father Jarl Obermeit, a dwarf of some 60 years of age.
For its followers, the Grove also offers training in the use of the Geleian bow and spear.
5.4 Shrines:
5.4.1 The House of our Most Holy Mother Isis
The shrine to Isis is located within the poorer part of the city. It is a simple stone building, with only a single floor. It is the home of three sisters, all priestesses of Isis, who encourage the message of Isis, but are rarely heard, as complete love and understanding is a fairly foreign concept to the people of Southham.
The priestesses are Rica, Katherina, and Gisela Thayer, and are all in the thirties and from Kieron's Watch.
They are quite free and giving with their healing magic when they can be, though none are very powerful priestesses. They only thing that they ask in return is a small donation.
5.4.2 The Pillar of Fire
Located in the Foreign Quarter, this old statue is of a pillar of burning flame. It is made out of weathered white marble. The statue sits a top a large dais that is often used by visiting and local worshippers and priests of Crus to preach from, giving it the local name of “the Preacher's Pillar.”
5.4.3 The Seeress.
There is only one Seer of At'ena in Southham, and she lives in a heavily guarded townhouse near the Prelate's. All of her expenses are paid for by the Prelate and the government, as she is considered a government employee, though in practicality she is an employee of the Prelate. She is quite well taken care of. Her name is Jennifer Ghurman. She will on occasion see others; generally if she has a vision of importance, she will have the subject of the vision sought out and brought to her.
5.4.4 The Library.
Established several decades ago, the Library is the replacement for the Archives that burned down one night during a heavy storm when it was struck by lightning. One day it will blossom into an Archive, but for now it is still fairly small and manned by only a few priests. After the troubles they experienced, the city's watch now guards them. The building they occupy is in the High City. It is a multiple story stone building with slate shingles and staffed by 10 priests, the head of which is Jaxon Martell.
5.4.5 Shrines to Tor, Scrogg, and Rudri.
While there are worshippers of these gods in Southham, there are no actual public shrines or temples. The Enclave that did exist in Southham was closed down and its priests told to leave some years ago. Several years ago there was an attempt by the faith of Scrogg to gain a foothold in Southham; however, their message was not well received by any, and the materials that were being purchased to build the Erection were stolen or burned.
There are, at least, two hirudo active in Southham, but probably more. They however do not show their existence and keep their activities too a minimum.
5.5 Adventurer's
Quarters:
There are literally hundreds of bars and taverns in Southham, on the average there is one tavern for every 40 people in the city. Places that also provide rooms for rent are a bit more rare, with one in ten taverns also being an inn. Below is a partial list of them for ease of reference.
Generally speaking, inns will be few and far between in the areas of the city more devoted to permanent residence. However, in the Foreign Quarter and the Dock Quarter there are great numbers of them, with the lower quality ones being almost exclusively in the Dock Quarter.
The Tanked Fish: Low Quality Inn and Tavern
-Parvin Izad: Male Elf Marine
The Foot: Low Quality Inn
-Andras Varko: Male Human Marine
The Keel Hauled Sailor: Low Quality Inn and Tavern
-Mirzal Binjan: Male Human Marine
The Black Wheel: Low Quality Inn and Tavern
-Darya Siti: Female Human Warrior
The Silver Fish: Low Quality Inn and Tavern
-Thaler Troger: Male Dwarf Warrior
The Feigned Death: Low Quality Inn and Tavern
-Rieger Model: Male Human Warrior
The Bull's Horn: Low Quality Inn and Tavern
-Jack Daubler: Male Human Auger
The Scurvyed Cat: Low Quality Inn and Tavern
-Carl Carlson: Male Human Warrior
The Merry Marauder: Low Quality Inn and Tavern
-Max: Male Human Marine
The Dragon's Snout: Low Quality Inn and Tavern
-Mort Pascil: Male Human Marine
The Horned Owl: Medium Quality Inn and Tavern
-Bernard Berecker: Male Dwarf Warrior
The Stoned Witch: Medium Quality Inn and Tavern
-Jazlina Torm: Female Elf Warrior
The Fiery Wench: High Quality Inn, Tavern, and Brothel
-Melvin Stimple: Male Human Warrior
The Rapier: High Quality Inn and Tavern
-Murgen Stannish: Male Human Warrior
The Sheepherder: Medium Quality Inn and Tavern
-Angus MacCraig: Male Human Warrior
The Blackthorne: Medium Quality Inn and Tavern
-Conner MacCraig: Male Human Warrior
The Ivy Court: High Quality Inn
-Jason Warrenson: Male Human Auger
The Iron Laurel: High Quality Inn and Tavern
-Balmor Berecker: Male Dwarf Warrior. *
The Missum Knight: High Quality Inn
-Balmor Berecker: Male Dwarf Warrior.*
The Beef House: Very High Quality Restaurant that specializes only in beef dishes
-Adamar Barthan: Male Elf
5.6 :Notable
Organizations of Southham
5.6.1 The Merchant Lords
In Southham there are a group of several men and women who in effect run the city. They are all wealthy beyond imagine and are the reason for Southham's great prosperity. Each lord takes great pains to make sure that he has absolute domination in his particular field, and that all others in that area are subservient to him or at least know their place. There are currently six lords in Southham. They are, currently:
Adamar Barthan
Adamar is a wise old elf and currently the most powerful lord and is the Prelate of Southham. Adamar's primary areas of economic dominance are the dockworkers, and other laborers, as well as taxes from the city and coal.
Aage Riis
Merchant Riis is the shipping magnate of Southham, as well as fishing and whaling. He is a young looking human who bears great love for his home, but will brook absolutely no tests or probes of his power.
Warren Zeitler
Merchant Zeitler is the oldest of the merchant lords, with rumors putting him at over three hundred years of age.
Tomin Visinti
Merchant Visinti is a dwarf and the most recent addition to the ranks of the Merchant Lords. He has been operating in the city only thirty years and the least powerful of the Lords.
Balmor Bereck
Balmor is the newest of the Merchant Lords. He is a fairly young dwarf at only 30 years of age. His rise to power was sudden, as well as dramatic. One night, fifteen years ago, he was a fairly well to do tavern keep, and the next he was making inroads into various and sundry businesses. He has attained the position of Merchant Lord by dominating the magic and magical item business. If one seeks such things in Southham, they go to Balmor.
Becoming a Merchant Lord is not an easy thing. The title truly comes by someone showing such power and wealth that all simply acknowledge that they are truly a Lord of the City and surviving such displays.
5.6.2 The Bureaucracy
The Bureaucracy is what runs the city of Southham; it is a huge and fairly unwieldy body of men and women that number over a thousand strong. The Bureaucracy handles everything that keeps the city moving and going, from cleaning to sewers to collecting taxes. It is divided up into dozens of departments, some with no more than three people in it, others with over a hundred.
The Bureaucracy also represents a quick path to a fair degree of wealth. Although the job itself does not pay greatly, the bribes and kickbacks that may be collected make such jobs very lucrative.
Listed below are four of the most powerful departments of the Bureaucracy.
5.6.2.1 Department of Auditors
The Department of Auditors is perhaps the most feared department in the Bureaucracy. It numbers well over a hundred employees and is responsible for auditing for tax purposes. Since their inception replacing the Department of External Accounting, a few years ago they have been one of the chosen tools of the Prelate. Through them he wields tremendous power and influence, and if his power is challenged, the Department of Auditors will begin immediate and meticulously thorough investigations of said person's resources until an error is found. The Department of Auditors is also responsible for the collecting of taxes.
Philip Caldoa, who has been its head since its inception, currently heads the department.
5.6.2.2 Bureau of Armed Forces
The Bureau of Armed Forces has been in existence for centuries and is responsible for outfitting and maintaining all military forces of the city. Like the Department of Auditors, this Bureau is also firmly under the control of the Prelate, and he is the head of the Department.
5.6.2.3 Bureau of Justice
The Bureau of Justice is responsible for adjudicating the laws of Southham and for holding its trials and administering punishments. It is also responsible for maintaining the Bastion. There are approximately 15 Justices in the Department and 70 clerks.
Chief Justicar Tymin Lacornin heads the Bureau of Justice.
5.6.2.4 Bureau of Labor
The Bureau of Labor is responsible for handling any and all municipal projects, such as cleaning the sewers, maintaining the streets, and repairing the walls. It is the largest Bureau, with two hundred permanent employees and several hundred convicted criminals serving hard labor sentences.
Elik Ponnet heads the Bureau of Labor.
5.6.2.5 Bureau of Messengers
This department of the government is housed in the central government buildings. It was begun sixty years ago after the previous guild of messengers was caught spying on the peoples of the city. This general uproar resulted in many of the guild members being hanged or banished. The bureaucracy then took over the service of message delivery.
To prove their dependability, the messengers are required to under go the effects of a betask spell that requires them to always deliver their messages faithfully and without having allowed another to view them. This betasking is tested on a regular basis to help avert duplicity and maintain the reputation of the Bureau.
The Bureau charges ten falcons for delivery inside the city, and one hundred falcons per hundred miles of travel outside the city. For those who employ the messengers a great deal, multiple delivery contracts may be worked out.
5.6.3 Guilds
There are many guilds within the city of Southham. Each guild represents anything, from special interest groups to professional organizations. There are literally dozens of them. Listed below are some of the more prominent ones.
5.6.3.1 The Brothers of the Rags.
This guild is the guild of Beggars. Begging in Southham is a fairly organized affair, and to beg in Southham, one must be a member of the guild or be dead. The guild’s headquarters is located somewhere in the Dock area. The guild itself is fairly rich and uses the money to feed and give excellent medical care to its members.
Attaining membership in the Brothers of the Rags is quite difficult, as they are very selective of their membership. The Brothers do not want just anyone begging in the city. Membership involves some strange test of entry, as well as convincing a Brother to sponsor you. Convincing a Brother to sponsor you is next to impossible, and the test is one of cunning and skill.
The Brothers of the Rags also delve fairly heavily into smuggling, spying, and petty theft.
The existence of this guild is not publicly known, or acknowledged, and no member will speak or hint of it in public.
5.6.3.2 The League of Wizards
The League of Wizards is a loose group of wizards who practice their spell craft commercially. They are generally of considerable skill and power and are the only readily available source of wizardly training available in the city. The League is headed by Merchant Balmor Bereck, whose employees act as agents for members of the League.
The benefits of joining the League are great and include lifelong lodging and expense account. League members also receive a hefty fee for casting such spells, and the expenses of research are almost always covered. They also provide extensive research libraries and equipment, as well as free access to training materials.
However members are expected to live up to their end of the bargain and strictly follow the policies of the League and cast spells whenever asked and to always maintain the on hand ability to cast any spell they know once. League members are also expected to only commercially cast spells when it is done for the League.
Joining the League is quite simple. One simply approaches a member of the League, or an agent of it, and asks to join. The initiate is then taken and given very thorough testing to verify that they are serious about joining and that no duplicity on their part is involved.
The League also provides its members with respectability and accountability for the public. The league will always stand behind the actions of one of its members, so long as such actions are not blatant and obviously illegal. The League also provides them with credibility so that any potential hirer knows that he will not be bamboozled or violated in any way. Members found to be doing this are expelled and blacklisted in the city and in Geleia.
There is also an unspoken rule within the city that only League wizards should be hired for magical jobs. Those who hire outside the League are recorded and remembered. If they persist or hire wizards for activities that put a blemish on wizards in general, the League has been known to take action.
The League is on retainer with the city to provide magical defenses in the advent of riot, violent uprising, or invasion.
The League makes its home in a fairly small stone building in the High City, near the residence of Balmor Bereck. The emblem of the League is a silver medallion enameled with a green dragon rampant.
If one is seeking to purchase a service from the guild, one should present themselves at the League House and there speak to the on duty secretary and make the request and then to return on the next day for a meeting with the magician who will perform the service. Magical items that are to be identified will require at least I week of study.
Service Cost
Casting a spell ranks 1-4 25 Falcons per rank.
Casting a spell ranks 5-8 80 Crests per rank
Casting a spell ranks 9-12 300 Crests per rank.
Casting a spell ranks 13+ The cost is set by the caster by always
involves at least one magical item in trade, or significant amounts (3+ oz) of
Teresium.
Magical Item Identification 7,000 Falcons
Training for nonmembers 350 Falcons per rank of spell to be learned, or for skills the cost is half of the base cost of the skill in Falcons times the rank.
Magical Item creations Costs must be worked out with the mage.
Research 80 Falcons per day of work needed.
Notes:
· Deferred spells increase the cost by twice as much or more. The defer, including ranks of finessing, count as a separate spell. Also, before receiving a deferred spell of any sort, paperwork must be filled out absolving the League of any responsibility for the use these spells are put to.
· House calls to cast spells on site cost 30 Falcons.
· Offensive spells cost seven to ten times the standard price, with area effect spells being the vastly more expensive.
· Magical Items require a week to study and the League takes no responsibility for charges expended from charged objects, even if that renders the item non magical. Those leaving their items with the League will receive claim checks for the item.
5.6.3.3 The Brotherhood of the Blade
This guild is an organization of swordsmen who have banded together for the purposes of teaching and studying the arts of the swordplay. The guild makes its home in a large building outside of the walls of the city, where they maintain a small walled compound. The members of the brotherhood are required to wear an article of clothing in the Brotherhood's colors: green and silver. There are several other oaths and benefits that are known and available only to members.
The Brotherhood teaches many fighting styles, but its trademark weapons are the Broad Sword and the Sabre.
The Brotherhood has been known to train those not possessing membership but only those they feel are worthy.
The Brotherhood's leader is kept secret and unknown to the general populous.
5.7 Landmarks:
5.7.1 The Statua de Chambrai
This statue of Saint Chambrai stands upon one of the smaller islands in the harbor. The island was bought by Duke Chak some twenty years ago, and construction upon the statue was immediately begun, taking almost four years. The statue itself is fifty feet in height, and depicts Chambrai swathed in Anubian robes. A deep cowl hides her head, and in her upraised right hand she holds the stylized jackal's head of her faith. In her left hand she holds to her a tome of the Mono-Vojo. The statue is made of white marble and kept in pristine condition by the priests of Anubis. The statue rises into the air upon a hundred and fifty-foot high pedestal of gray grantite.
The statue is considered a holy site, and reformed worshipers of Anubis often make pilgrimages to Southham to view it.
5.7.2 The Bastion
Located out into the harbor, some half-mile from the nearest shore stands the Bastion. Originally it was a simple defense fortress, but in the three centuries since its construction, the Bastion has grown considerably. Great magic was employed so that now it covers the entirety of the island it rests upon.
It is octagonal in shape and some four hundred feet across. Its great walls rise up in a shear, glassy surface directly from the sea; they are only broken by any window at the top. Below the walls and for fifty feet out from them on all sides is an artificial stone reef. The reef is made up of thousands of extremely sharp and craggy stones that rest below the surface. During low tide, they are just exposed. The roof of the Bastion has numerous towers at each corner of the building, as well as a great keep at its center; otherwise it is smooth and flat.
The interior of the Bastion is made up of separate, and easily sealed, cell blocks, of which there are eight. The cells are all purposefully made uncomfortable, but not so bad as to be deadly. The Bastion is capable of holding several thousand prisoners but normally only holds a few hundred. All prisoners are kept chained and manacled; they are welded on, at all times, and prisoners capable of using magic of any sort have a special teresium manacle welded on as well.
Captain Johnathan MacFadden, a veteran soldier who has been in the employ of the city for over a decade, currently commands the Bastion. He is also one of the few utterly incorruptible people in the city. Captain MacFadden takes his job very seriously and makes sure that people do not enjoy their stay in the Bastion. Captain MacFadden also oversees the work gangs and executions that must be performed.
5.7.3 The Arena
Built several years ago when the city underwent the horror of the Night of Chaos, the Arena is one of the largest and newest landmarks in the city. It measures several hundred feet on a side, and is made entirely of grey stonework. It has high outer walls that, on the inside, slope down forming bleachers. The center of the arena is two hundred yards long, and a hundred yards wide. Its floor is also below ground level, and is capable of being flooded.
The arena generally has games of various sorts every third weekend of the month. Contests include horse racing, archery, dueling, fighting dangerous animals, and the most popular, and rarest, dueling magicians. "Wagermen" wander the crowd taking wagers. The Wagermen will accept any bet and are the direct employees of the Prelate. Four highly trained marines that will first attempt to subdue, and then kill, anyone who bothers a Wagerman always accompany them.
Entry into the Arena is 5 Falcons per person, 2 Falcons per child.
5.7.4 The Galleria
This is a huge open air structure built almost right on the docks, and is a very memorable sight. The Galleria's approximate length is 200 yds. and 50 yds. wide. Inside are various and sundry shops for all sorts of tourists. It was designed by a very famous Geleian architect and is built completely out of beautiful red granite from the mountains. The ceiling is a multiple domed array of stained glass, and stands 175 feet off of the floor. The floor is tiled by multiple colors of smooth rock from the mountains, and some tiles have been replaced by huge murals painted on the floor and lacquered over. There are two floors of shops around the inside wall, with stairs leading to the second story. The open floor space is a market area for vendors, as well as a recreational area with entertainers and beautiful fountains and benches. There is very little crime in the Galleria, possibly because of the preponderance of off duty sailors and city guards that don't want to be disturbed.
5.7.5 Merchant Park
This is the largest park inside the city and is located in the northeastern quadrant. The park is lush and well managed by shrubbers and priests of Osiris daily and is maintained by the Merchant lords. Many seek this place as a refuge from the stress of everyday life, and explore the gardens and exhibits inside. In the very center of the park is a very old circle of trees dating back before the city was founded. Here many meditate, or sit in peace, for no sign of the city can be seen or heard.
5.8 Laws and Justice:
Southham's legal system is run and governed by the Bureau of Justice. They are responsible for holding trials, maintaining the Bastion, and executions. Justices or Judges, as the members of the bureau are called, oversee the trials of criminals brought before them.
A typical trial takes place within 3-5 days of arrest for the offense, the trial will last for a day (sometimes longer or shorter), be overseen by 1-3 Justices, and then will be followed by a sentencing. From the time of arrest until and during the trial, the accused is held at the Bastion and afterwards imprisoned there.
In the event of a conviction of a High Crime, the convicted is given the option of being scanned. Such scanning consists of first a Detect Captivation spell, followed by Truth and Mind Scans, and more powerful magic as needed. Appeals are very rare and heard by the Prelate himself. They are not granted as a matter of course.
5.8.1 Who can be tried.
Only those with the mental capacity to appreciate their situation are fit to stand trial. Those without such, monsters, animals, etc. are simply put down or their owners are held responsible for their actions.
The actions of manufactured creatures are always considered the responsibility of the owner.
5.8.2 High Crimes:
· Arson: 2, 6-8, 10
· Assault for the purpose of Body Theft: 1-4
· Assault, Grievous: 4, 7-12
· Banned religious worship: 2-3, 5, 10
· Blackmail: 2-3,5-11
· Body Theft: 1-4
· Bribery of city official: 6-12
· Burglary of/damage to city property: 4, 7-12
· Burglary: 4, 8-12
· Counterfeiting Southham coinage: 2-6
· Embezzling: 3, 5-11
· Fraud, includes lying to City Watch: 3, 5-11
· Genocide: 1-2
· Impersonation of city official: 2-5
· Importation of dangerous controlled items or creatures: 3, 10
· Incitement to riot: 1-2, 7-10
· Kidnapping and Unlawful imprisonment: 5-10
· Magical interference with the integrity of the person: 3, 4
· Magical interference with the integrity of a city official: 2-4
· Manslaughter: 3, 6-9
· Mass murder: 1-2
· Murder: 2, 5
· Perjury: 7-11
· Possession of an unlicensed monster: 11
· Rioting and affray: 3, 8-12
· Robbery 4, 8-12
· Tomb Robbing: 3, 7-12
· Sedition: 1-6
· Treason: 1
· Soul Theft: 1-5
· Vandalism: 9-12
· Tax Evasion of 100+ Falcons: 11-12
5.8.2 Sentences for High Crimes
1. Soul Destruction
2. Death, with Last Rites
3. Permanent exile and banishment
4. Mutilation (loss of hand, tongue, eye, etc.)
5. Hard labor for life
6. Hard labor, 4d6+5 years
7. Hard labor, 1d10+5 years
8. Hard labor, 1d6+5 years
9. Hard labor, 1d4 years
10. Audit and Confiscation of 90-110% of offender's true worth.
11. Audit and Confiscation of 60-80% of offender's true worth.
12. Audit and Confiscation of 25-40% of offender's true worth.
5.8.3 Low Crimes
· Assault, minor (no broken bones)
· Blasphemy against/desecration of a temple
· Dangerous conveyance of a vehicle in a public place
· Dangerous navigation along wharf area (includes unauthorized landing)
· Disturbance of the peace (excessive noise, light, smell)
· Public drunkenness and disorderly conduct
· Offenses against public property
· Slander or libel
· Mistreatment of slaves
· Smuggling (avoiding city taxes)
· Tax Evasion (100 Falcons or less)
· Trespass, violation of privacy, and unlawful entry into city or private Habitat
· Unlawful hindrance of business
· Use of magic in a public place without due cause
5.8.4 Sentences for Low Crimes
Low Crime sentences range from hard labor for two weeks to two years, with fines ranging from 1-20% of the convicted person's true worth or up to 2,000 Falcons, whichever is lower.
5.8.5 Legal Weaponry:
Nonmilitary weaponry may be carried openly in the streets of Southham, though kept in some container or tied to a belt. Such weapons include, but are not limited to: dagger, darts, slings, staves, clubs, knives, swords, and axes.
Military style weapons are banned from use within the city limits of Southham, as are assassin style weapons such as poisons and garrotes.
5.8.6 Private Armies:
Citizens and visitors cannot bring private armies, militias, or personal guards into the city without a license. This measure is to prevent attempts to overthrow the government or spread havoc on a wide scale. The only exception to this is for temples and their guards but such must be kept small
5.8.7 Controlled Magic:
Magic cannot be cast freely in any sort of public place. Non-damaging spells may be used to capture or incapacitate in cases of self-defense or if authorized by a public official (including guardsmen).
Damaging spells with small areas of effect such as minibolt and iceball may be used only in cases of desperate self-defense. Mental intrusive spells are frowned upon (except as used by proper authorities hunting lawbreakers), and “mischievous” spells like invisibility are also frowned upon. Spells cast to aid city officials or prevent the destruction of a large part of the city will always be seen in a more positive light, but it is up to the judges.
5.8.8 Contraband:
Smuggling is a recognized and accepted practice; however, some items are strongly banned and looked down upon by many, even criminals. Magical items of evil nature (items of Rudri and Scrogg, as well as mind controlling items, for example), dangerous creatures, cursed items, poisons, and any other items or creature that could conceivably bring harm to the city's inhabitants in a significant way are considered as contraband, and possession of any of these materials is a High Crime.
While it is possible to obtain a license to have a dangerous creature within the city, they are quite hard to obtain. Dangerous creatures are generally creatures of magical nature, undead and constructs, predators, and other large animals. The licensing fee is 10,000 Falcons per year, and the creature must be kept under control at ALL times.
5.9 Taxes
In order to keep the city solvent, to provide upkeep on the city, and to provide civil services, Southham collects a series of taxes. They are listed below. Taxes may be paid on a yearly, monthly, or case by case basis. Typically citizens will pay yearly, though some do pay monthly.
The Department of Auditors on a yearly basis and in alphabetical order does tax collection, so that only a block of names is done each month. The taxpayer receives a receipt for this payment.
Taxable subject: Tax
Citizenship Tax: 5 Falcons/month.
Business Operators Tax: 100 Falcons/year.
City Entry Tax: 1 Falcon, or a year for 100 Falcons.
This tax is collected at the city gates.
Dangerous Creature or Animal Tax: 10,000 Falcons/year.
Undead on the temple grounds of the temple of Anubis are excluded from this fee.
Docking Fees: 25 Falcons/ship/day.
Magician's Insurance Tax: 100 Falcons/year.
Property Tax: 20 Falcons/l000 sq. feet/year.
Temple Tax: .1 % of donations made to a temple.
Scuttage Tax: 500 Falcons
5.10 Training
available in Southham.
Training in particular skills is available at no cost to members of these organizations. Obviously others exist who have high skill levels, but they are either not professional trainers, or do not provide free services. Contacting and receiving training from such people must be role-played out, and paid for somehow.
The ranks listed below are the normally teachable levels.
The Brotherhood of the Blade
Bastard Sword 14
Broad Sword 16
Claymore 14
Dagger 16
Main-Gauche 14
Rapier 14
Sabre 16
Brothers of the Rags
Stileno 14
Dagger 14
Picking Pockets 14
Open Locks 14
Shadows