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 Manual.

1.4       Age

            Consult the Manual.

1.5       Body Build

            Consult the Manual.

1.6       Height/Weight Table

            Consult the Manual.

1.7       Eye Color

Consult the Manual.

1.8       Hair Color

Consult the Manual.

1.9       Motivation

Consult the 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 Manual.

1.12     Models

            The standard 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


            Armor Smithing  6                                            Leather Working  5

            Black Smithing  6                                              Weapon Smithing 6


            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


            Architecture  5                                      Masonry 4

            Build Trap  2                                        Metal Smithing  3

            Jeweler  5                                             Pottery  6


            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


            Crossbow  3                                                    Marathon Running  2

            Hand Axe  1                                                     Orienteering  3


            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


            Earth Magics  3                                                Military Construction  2

            Hindrances  2                                                   Masonry  1

            Magnetism  2


            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


            Fire Magics  2                                                  Mind Twisters  2

            Conjurations  3


            Pyrotechnics  1


            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


            War Axe  3                                                      Dart  2

            Sprinting  2                                                       Cooking  2

            Marathon Running  2                                       


            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


            Air Magics  2                                                   Movements  1

            Vision  2                                                           Common Magics  2

            Scrying  2                                                         Defer  2

            Dimensions  1                                                  


            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


            Ambush  2                                                        Marathon Running  3

            Camouflage  2                                                  Move Silently  4

            Hiding  4                                                          Orienteering  4

            Hunting  4                                                         Shadows  4

            Identify Plant  1                                                Stalking  2


            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



            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


            Broad Sword  2                                               Marathon Running  2

            Self Bow  2                                                      Shadows  3

            Hiding  3                                                          Swimming  2


            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


            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


            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


            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


            Quarter staff                                                     Satchel

            Sacrificial dagger                                              Sandals

            Robes                                                              Wool pants

            Rope belt                                                         Wool shirt



            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


            Movements  1


            Dancing  3                                                        Spirit View  1

            Singing  2                                                         Spirit Scout  1

            Lute  2                                                             Blade Block  1

            Pyrotechnics  3                                     Assimilation  1

            Marathon Running  2


            Robes                                                              Belt

            Quarter staff                                                     2 pouches

            Dagger                                                             2 water skins

            Hatchet                                                            2 weeks trail mix

            Sandals                                                            2 blankets

            Wool shirt                                                        Sling

            Wool pants                                                       Sack



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


            Rapier  2                                                          Swimming  4

            Fencing  3                                                        Sleight of Hand  2

            Acrobatics  2


            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


            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


            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


            Cartography  3                                                 Sailing  5

            Flagging  3                                                        Swimming  3

            Navigation  4                                                    Identify Plant  3

            Repair  1                                                          Identify Mineral  3

            Rope Making  3                                               Zoology  1


            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


            Water Magics  2                                               Charms  1

            Wardings  3                                                      Common Magics  1

            Changings  1                                                     Movements  1


            Orienteering  2                                      Sailing  1


            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


            Marine Hunting  2                                             Diving  2

            Harpoon  3                                                       Butchering  3

            Sailing  1


            4 harpoons                                                       Net shirt

            Sea sandles                                                      Haversack

            100’ rope                                                         Wineskin

            Grappling hook                                     1 week dried fish

            2 daggers                                                         2 towels



            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


            Dolphin Speech  2                                            Diving  2

            Dolphin Training  3                                           Surfing  1

            Dolphinship  1                                                  Animal Husbandry  1


            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


            Ambush  1                                                        Orienteering  1

            Camouflage  2                                                  Spear Throwing  1

            Horsemanship  2                                               Spear Thrusting  2

            Hunting  2


            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


            Ambush  3                                                        Orienteering  3

            Hiding  4                                                          Set traps  3

            Hunting  3                                                         Shadows  3

            Moving Silently  3                                             Sprinting  3


            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


            Common Magics  1                                          Movements  1

            Conjurations  3                                     Shadow Magics  2

            Diagnosis  1                                                      Fire Magics  2


            Identify Plant  3                                                Gardening  4


            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


            Artillery  4                                                        Flagging  2

            Boarding  3                                                      Swimming  4

            Dagger Fighting  2


            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


            Gambling  3                                                      Skating  4

            Horsemanship  4                                               Sprinting  5

            Marathon Running  5                                        Surfing  1

            Mountain Climbing  4                                        Swimming  4


            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


            Discorporate  1                                                Encorporate  1


            Dodging  1                                                       Pummeling 2

            Immobilize  2                                                    Swimming  4


            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


            Animotusi  1


            Assassination  1                                                Orienteering  1

            Bastard Sword  2                                             Swimming  2

            Horsemanship  2                                               Writing  3


            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


            Cestus  2                                                          Acting  3

            Short Sword  2                                     Ambidextrous 1


            2 cesti                                                              Helmet

            Short sword                                                     2 loincloth

            Leather harness                                                Cloak



            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


            Barristry  1                                                       Identify Plants  2

            Body Drills  1                                                   Mind Drills  1

            Horsemanship  1                                               Weapon Drills  2

            Hunting  1


            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


            Discorporate  1                                                Encorporate  1


            Architecture  1                                                  Mace  2

            Barristry  1                                                       Poetry  2

            Club  1                                                             Writing  2


            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


            Common Magics  3                                          Shadow Magics  2

            Tongues and Scripts  2


            Courtesan  2                                                     Heraldry  2

            Fencing/Merchant  1


            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


            Recover  1


            Carpentry  2                                                     Swimming  4

            Immobilize  2                                                    Tackling  3

            Pummeling  2                                                    Wrestling  2


            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


            Kadavros  1


            Battle Axe  2                                                    Swimming  3

            Orienteering  2                                      Writing  3

            Sprinting  2


            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


            Animotusi  1                                                     Tomboloko  2

            Ceremonies  1                                                  Trovisavi  2

            Kadavros  2


            Candlemaking  2                                               Sculpting  1

            Poetry  1                                                          Wine making  1

            Scribing  2                                                        Writing  2


            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


            Animotusi  2                                                     Tomboloko  2

            Blessings  1                                                      Trovisavi  1

            Kadavaros  2


            Poetry  1                                                          Swimming  1

            Scribing  1                                                        Writing  4


            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


            Animal Form  2                                                Defer 1

            Animal Kind  1                                     Wilderness  2


            Arson  2                                                           Identify Plant  2

            Camouflage  2                                                  Marathon Running  2


            4 spears                                                           Rope belt

            Loincloth                                                          Wooden holy symbol

            Sandals                                                            Blanket

            Tinderbox                                                         Fur cloak



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


      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



      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



      Hardened             2          2          2         40’             40                       2             1

      Studded               3          2          2         40’             60                       3             3

      Scale                    4          3          2         30’             85                       3             3



      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



      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.


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



            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



            The listed ranges are in feet.


            M = Melee.  Numbers are in feet.  Numbers written before the slash indicate a minimum



            Background associated with the weapon.  M is for Marine, and W is for Warriors.



                        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


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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



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.



This weapon is an alternate version of the glaive; however, instead of a straight blade, the blade of the naginata is curved.



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.



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.



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.



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.



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.



The shank is any short, sharpened metal rod that is used to stab someone.  Such weapons do little damage.



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.



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.



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


                        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.















Raw Silver












































































































































































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 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.



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 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.



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



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. 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. 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. 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. 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. 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. 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. 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


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.



·        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. 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                                              14

Hiding                                                  14

Move Silently                                       14

Lip Reading                                          14

Sleight of Hand                                     14


The Grove

Geleian Longbow                                 14

Spear                                                   14


The Guard

Broad Sword                                       13

Club                                                     13

Dagger                                                 12

Halberd                                                10

Pike                                                     10


The League of Wizards

All Elemental Groups                            12

All Core Groups                                   12

All Mage Skills                                     12


The Natatorium

Crossbow                                            14

Trident                                                 14


The Sepulcher

Bastard Sword                                     14

Crossbow                                            14

Lance                                                   13



Long Sword                                         14


5.11 Stores

There are literally hundreds, if not thousands, of stores of all sorts in Southham selling goods of all sorts. There are far too many shops in Southham to list completely, so listed below are some of the ones that are more prominent.


5.11.1 Gunter's.

Gunter's is a small, two-level shop. The top floor is occupied by Gunter, an aging Dwarf, his family, and his two Dwarven apprentices. His shop and smithy occupy the bottom floor. The front of the building has a large shutter that swings up and is held in place by long rods where Gunter, or one of his three sons, show and sell their wares.


Gunter specializes in the making of fine bladed weapons, both steel and iron. His wares are of above average quality, and the Brotherhood of the Blade buys exclusively from him, a group that he is a member of and gives a discount to other members.


Gunter makes and sells any weapon of availability four or lower. He normally keeps one to two weapons of each sort in stock, more with popular weapons. Custom-ordered weapons will take several days to make.


5.11.2 The Plate and Greave.

The Plate and Greave is one of the premiere armor shops in Southham. Its owner Tylan Durangin, a middle aged Elf, is an armorer of great skill. He is also one of the two armorers in Southham capable of creating full plate armor. He does work in steel, but only does custom work in it.


His shop is under his apartment, where he, his wife, and two children, both are daughters, live with his four Elven apprentices. He keeps in stock several suits of mail, brigandine, and banded mail, which can be fitted to most people within a few hours. Other suits of armor must be custom-made for the individual and take a variety of times. Suits of plate armor will take months.


5.11.3 Keldin's Armor.

Keldin's Armor is run by Jarlin Keldinson, a middle aged human. He inherited the store from his father, Keldin, who is now in retirement. The shop is located on the ground floor of a four-story building. The second floor is the home of Jarlin and his family, the third is for his three apprentices, and the top floor is rented out.


Jarlin does exceptional quality work and is the primary armor supplier for the Brotherhood of the Blade, a group that he is a member of and gives discounts to. He is the only other armorer, besides Tylan, who is capable of crafting Plate Armor. He works in both iron and steel, and has the skill for adamantite, if he had the tools and raw materials.


His shop normally stocks several suits of mail, plate mail, banded mail, and scale mail. Other armors must be custom made but do take time to craft.


5.11.4 Farly's Weapon Shop.

Farly's is run by Jacob Farly, a middle aged human. He is an excellent smith and is an ex-soldier of the city. He specializes in crafting various types of swords, and can make anything of availability four or less using steel or iron. He rarely works in adamantite. He normally stocks a couple of the more popular weapons, swords, knives, and war axes, and for other weapons he does custom orders. One of his major moneymakers is in his custom crafted weapons dress or decorated weapons.


His shop is located in a three-story building that he lives in with his wife, two sons, and his three apprentices.


5.11.5 Deiter's Tannery and Leather shop.

Deiter is one of the better leather workers in the city. He runs a large shop and tannery outside the city and down wind of it. He and his employees will work just about any type of hide that is brought to them and even drako skin. He normally requires a couple of weeks to produce custom work, but standard leather items are kept in constant stock. His work is recognized as some of the best in the city, so he is kept quite busy and prosperous.


Like most others in the Tannery profession, Deiter lives as far from his shop as he can, and makes his five apprentices watch the shop for him at night.


5.12 Cost of Living

The average income for middle-class citizens of Southham is approximately 2,000 Falcons each year. The cost of living for a single person in moderate living conditions is approximately 100 Falcons/mo.; a family will increase this by approximately 300 Falcons per year per person. This includes a rented apartment, two to three meals each day, and clothing, but no luxuries.


Correspondingly, those of higher social standing will spend more on their cost of living. This reflects better-quality goods, services, and foods.


5.13 Fashion and Clothing Styles

Clothing in Southham has the same general trends as other major cities in Geleia. The rich tend to dress in more expensive materials, and their fashions are gaudier. The middle class fashions will reflect those of the upper class, and lower classes tend to dress more towards the utilitarian. All classes favor wearing jewelry if they can afford it. Both sexes will make use of makeup, but only on special occasions, or in the case of upper class women, on a daily basis.


Upper class men will traditionally wear a tight fitting pair of pantaloons, shirt, doublet, stockings, a coat, ruff, leather shoes, and possibly a hat or wig. These are all of course made of fine materials. In the summer, silks are the most common, and in the winters fine furs and wool. They also tend to use richer and brighter dyes for their clothing. For jewelry, upper class men favor several rings and possibly a heavy necklace.


Upper class women, in the summer, favor dresses of bright silks that reach from neck to ankle, and will have long sleeves. In the winter they wear much the same for dresses, but will add fur overcoats or cloaks. For jewelry upper class women favor lighter rings, earrings, necklaces, bracelets, and anklets. For footwear, women favor the use of slippers.


Middle class people tend to dress in well-made but not overly gaudy apparel. Their clothing will often reflect the same type of clothing that the rich are wearing, but not as loud and not made of silks. Generally wool, cotton, and linen are the most commonly used materials. For footwear, most middle class men prefer the use of boots or shoes, while women prefer shoes, slippers, or sandals.


The lower class’s dress is usually very utilitarian in nature, with rough, undyed grey wool being the most common. Men favor the use of pants or kilts, with shirts and a coat. Women prefer simple dresses. For footwear, most lower class people will use anything that they can. Be it rags, sandals, discarded shoes and boots, etc. In the warmer months, they will often go barefoot.


All classes and sexes always carry a knife. For the upper classes it is more decorative and part of the outfit, and for middle and lower class it’s as much for protection as utility. No one will bat an eye at a person openly armed with a knife or dagger. The rapier is also considered a gentleman's weapon, and so many upper class men will commonly wear one, even if they do not know how to use it.


It is considered to be in bad taste for women to show cleavage or great amounts of bare skin or for too much makeup to be worn. To do so is considered to make one appear as a whore, as whores commonly do such things to hide the weathering life has left on them. Also in bad taste is for one to be heavily armed.


5.14 The Workday

They say the docks of Southham never sleep, and this much is true for the first few blocks near the bay. The Rue de Neptune (the street closest to the bay) is always alive with travelers, merchants, and those looking for an easy falcon. Traffic is always heavy during the day, and only slows down between five and eight in the morning. The docks are constantly busy, as are the many ships in "wet pier" which is the marine term for the hundred or so ships anchored in the bay just outside the piers. At night, citizens and travelers can hear the telltale sounding bells from the boats in the bay and the din of commerce in action. As a function of the whaling industry, a surplus of whale oil lets the city keep all major roads lit with lanterns, which also makes for a more lively night city.


The shops on the classy Rue de Anubis are open with different hours, and this varies from shop to shop. They generally are open longer to cater to a more decadent wealthy crowd. The Galleria never closes, along with many of the shops in the adjacent area to the docks.


The typical workday lasts from about an hour after sunup ’til about an hour before sundown. Shops will typically be open from an hour before noon until an hour before sunset. The workweek lasts for four days, and then Ebon and Frond are taken off.


5.15 Foods

The residents of Southham prefer their foods spicy and rich. It is rare for a meal, even for the poor, to be bland. Because Southham is such a large trading port, foods of all sorts and spices are plentiful and cheap. The preferred meat dish is shellfish or fish, and on special occasions beef, chicken, pork, or mutton. Potatoes, rice, carrots, and sprouts are the most common vegetables consumed. Also at meals, bread is a staple and generally the largest portion of the meal. Southhameners also enjoy confections of various sorts. Typically fruit filled and frosted pastries and frosted cakes are the most popular.


Commonly Southham residents will drink beer, ale, mead, or wine if they are adults. Children, typically under the age of thirteen, will drink milk or water. The rich, during the summer, will serve fruit punches consisting of fruit juices sweetened with sugar, and sometimes chilled.


Meals are traditionally eaten on platters or from bowls and eaten with knife, spoon, and fingers. Beverages are drunk from mugs or goblets. Utensils are commonly made from wood and clay for the poor and middle class, with the middle class using silver for holidays. The rich always use silver, gold, or steel.


Chapter 6



Symbol: An 11-Pointed Star with a jackal's head superimposed over an oak leaf.


6.1 General Info

Northham is a relatively small city located about 115 miles north-northeast of Southham in the middle of the Great Forest of Geleia. It has a population of approximately 4000 people and is a very close-knit community. In fact, its remote location has increased the attitude of “Us vs. Them” in this town to a great degree. Outsiders are viewed with suspicion, foreigners face veiled prejudice, adventurers must deal with overt prejudice, and anyone who appears freakish meets open hostility. Even within the town, there is segregation between the races, each having its own "district."


The population of this town is composed mainly of Geleian Elves and Humans. There are a handful of Dwarves and Lizards in town to perform specialized services that they are suited for and almost no Orcs whatsoever. Interbreeding between the races is not tolerated, and someone of mixed breed is treated as an Unperson.


The primary income of this town is from logging. The Lumberjack's Guild works in close concert with the priesthood of Osiris in selecting trees to be felled and taking them down in a manner that will least disturb the Forest. With the Osirans' guidance, clear-cutting is avoided, and the Forest is kept healthy. Not far from Northham, in a location known only by the local priests of Osiris, is a large grove of Ironwood trees. These trees have a unique property in that their wood is as hard as iron. This wood is a highly prized commodity for its strength, and for this reason, the Osirans maintain the location as a secret, and only allow one tree to be cut down every ten years. When an Ironwood tree is being cut down, representatives are sent down to Southham to hold an auction. Bids are cast for lots of the limited supply of this wood, and only the highest bidders get what they desire. Then the tree is cut into pieces large enough to cover the lot sizes by specialized craftsmen who have the tools to work the Ironwood, and it is delivered wherever the buyer wishes.


Northham also earns modest income by charging a toll on the roads going around the city. Because of its dependency on Southham as a trading partner, and also because the small size of Northham prevents it from having true economic clout, Northham recognizes money from Southham as its own official currency.


6.2 Government:

Northham is ruled by a "Theocratic Oligarchy." A council of High Priests from each of the religions meets on a daily basis to decide the affairs of the town and to act as arbitrator of disputes and to judge over those accused of crimes. The council's decisions tend to be fast and harsh, so people have learned to bring disputes before them only as a last resort. The council is lead by Rep. Vednor, the High Priestess of Anubis, and is seconded by Tek Halim, the High Priest of Osiris. They sit at the head of the council table with the others placed according to political favor. Scrogg's seat is at a small rickety table over in one corner, and Rudri's seat is never occupied, because if a hirudo were to show up to claim the seat, he or she would likely be killed immediately.


The seal of the council, which is also the emblem for the city, is an eleven pointed star with a Jackal's Head superimposed over an Oak Leaf in the center.


6.3 Military:

Northham does not have a standing army, but every able-bodied adult is considered to be part of the Militia. The City Militia serves as guards for the city, as well as a military force when one is needed. Some citizens choose to be on the Militia full time, while others maintain other jobs and train monthly to hone their skills. The Militia is drilled in pike hedgehog techniques and has adapted those techniques for use in the forest. In addition, the Northham Militia is renowned for its ability to set large and devious traps, both to counter invasion and to capture prey of all kinds, even the two-legged variety.


A typical Northham militiaman will be equipped with leather armor, a round iron helm, and a pike. Over all their equipment, Northham Militia wears green tabards. Officers wear the Seal of the Council on their left breast under their rank insignia.


Northham's primary alliance is with Southham, its major trading partner. Lumber is sold to shipyards, and to other clearing houses who sell it to the rest of the island. Because of the isolated paranoia that is deep-rooted within Northham, and which was further reinforced by the Black Legion, Northham does not maintain any military alliances.


6.4 Crime and Punishment:

Northham does not have a lot of internal crime because of its small size, and because of the draconian manner in which crime is punished. Whenever someone is accused of a crime, they are immediately brought before the Council (the next morning if the crime occurs at night) and presented with their charges. They are assigned a Speaker, who is versed in the laws of the City and who presents their case on their behalf. The accused has until sundown of the next day to prove their innocence. If they fail, sentence is carried out immediately. Typical sentences include branding, seizure of property, and death by hanging. To prevent witch-hunts, someone who wrongly accuses another person of a crime faces a sentence of their own if they cannot prove that they were honestly mistaken by sundown of the next day.


6.5 Religions:

Despite the small size of the city, all of major religions are represented (though Rudri is not represented openly, of course) in Northham. Foremost, as with most of Geleia, is the temple of Anubis, which in this city follows the Orthodox school, after Liston. Second is Osiris worship because of their large influence in the logging industry, which keeps the town alive. The others have small but active followings, including Tarus, which maintains a small but respectable Archive in Northham.


6.6 Toll Road:

The toll road is the secondary source of income for Northham, after logging. Traders and travelers going from Southham to Liston or Kieron's Watch must follow the road by Northham or take the long way around by way of Brinshire and Grahamshire, which would add weeks to the journey. Due to the insular nature of the Northhamites, the road was constructed outside the city and is maintained in very good condition to encourage foreigners to go around, rather than through Northham. Approximately 80 years ago, the Scroggite member of the Council muttered a suggestion that people should pay to travel on such a fine road. The rest of the council pondered the wisdom within this simple offhand remark and soon passed a resolution which resulted in the Toll Road. A traveler is given a token as he enters the Road, and when he leaves, he turns in the token, and pays the toll, which is outlined below.


There are a number of good inns established on the Toll Road, and they are encouraged to provide reasonable rates to travelers, as well as good service. A small percentage of the earnings of each hotel and tavern on the toll road is paid to Northham, adding to the money the amount gained from the Toll Road. A traveler may elect to bypass the road and go through the woods, but this route offers no protection from bandits, and is not a good option for Traders with carts.




1 person

1 Falcon

1 animal

1 Daughter


1 Falcon per wheel



A man walking by himself would have to pay 1 Falcon.

A man on horseback would have to pay 1 Falcon and 1 Daughter.

A man with his assistant on a four-wheeled cart pulled by two oxen would have to pay 6 Falcons and 2 Daughters (2 Falcons for the people, 4 for the wheels of the cart, and a Daughter for each Ox).


6.7 Major Personalities:

6.7.1 Council of North ham:

Anubis - Repa Vednor: An older woman, though not past her prime by any stretch of the imagination. She is a stern but fair leader. She will listen to all sides of an issue before coming to a conclusion. Once her decision is made, though, she will hear no appeal on the issue.

Osiris - Tek Halim: Tek is a large, quiet Elf of Geleian blood. He is in his middle age but still a very powerful person. He gave up his work as a lumberjack when he heard the call of Osiris. Tek tends to be a calming force when discussions within the Council become too heated.

Isis - Jana Redtree: The high priestess of Isis and the newest member of the Council. Jana has a tendency toward shyness and often needs to be prompted to speak.

Ra - Met Tevlin: Met is the eldest of the Councilors, approaching 200 years old (another Geleian Elf). He still appears quite lean and strong despite his advanced age. He is also usually the most conservative voice on the Council, reluctant to advocate any change

Tarus - Graham Barritt: The head archivist for Northham is a distant relative to the Barritts who rule Liston, but he does not use his family ties to further his own agenda. He relies instead on his own abilities, which, as an archivist and researcher, are formidable.

T'or - Seamus MacMurphy: Twin brother of Sean MacMurphy. He has chosen the path of discipline and justice. He is a burly man with close-cropped red hair, and all the accoutrements of a Marsal of T'or. His holy weapon is an iron-shod quarter staff made from Ironwood.

Orus - Sean MacMurphy: Where Seamus takes the path of discipline, Sean follows his heart. He is a wild and passionate man, never one to avoid a chance to make his opinions known to anyone around. He looks very similar to Seamus, but is wiry instead of burly, and his red hair is long and wild.

At'ena - Marissa Lane: The chief Priestess of At'ena is usually content to sit quietly during the Council meetings, but when she speaks with her quiet voice, all silence themselves to hear her words.

Neptune - S'levi Talassessithen: The only lizard on the Council, S'levi chose a land name that would be difficult for landlings to pronounce. In Selict, his name translates to "Don't they wish they had a tail like mine?"

Rudri - vacant

Scrogg - Hargo Deepwell: Generally scorned among the Councilors, Hargo still makes his contribution to the proceedings. He is actually a thoughtful man with keen insight, and the ability to remain hidden in plain sight due to the tendency for people to ignore his presence. By this, he is often able to obtain information that nobody else can find.

6.7.2 Lumberjack's Guildmaster

Max Stump: Max is a giant of a man, standing at nearly 7 feet tall. He swings an axe like no other man, and has a keen eye for felling a tree. Despite his impressive physical appearance, Max is actually a very gentle man, who cares deeply for his family. As Guildmaster, he strives to make sure that the other Lumberjacks are paid fairly for their work and that the standards of his profession are maintained at their highest level.

6.7.3 The Fox

Nobody knows much about this person. For nearly 40 years, there has been a legend around Northham of a legendary thief who is all but impossible to capture but who rarely steals anything of value. The one thing that is consistent in all tales of the Fox is that he never kills.

6.7.4 Chief of the City Militia

Taren Redeye: Taren is a Geleian Elf who has dedicated his life to the protection and defense of his home. He is obsessed with the Security for the city, and is currently overseeing the building of the wall around Northham to provide further protection. There are several who say that he is going too far to the point of paranoia…and from Northhamites, this says a lot.


Chapter 7

The Shirelands


Symbol: An Oak Tree.

7.1 The Shires at a glance


The Shires are located in the southwestern forests of Geleia. They are collectively known as "The Shires" or the "Forest Principality." Prince Daelric Kar-Stark nominally governs the villages and cities that comprise the Shires from his capital in Grahmshire. In actuality, however, Prince Kar-Stark truly only governs Grahmshire and Brinshire. The other smaller towns and villages scattered throughout the forests are subjects of the Prince in little more than name, with the exception of times of war. It is then that the few veins of unity show forth.


The people of the Shires are very independent minded, and while they love their Prince, they view him more as a first among equals and follow the Kar-Starks because they have shown to be wise and savvy in dealing with the Merchant Lords of Southham. Otherwise they have little use for governments.


The Elves of the Shire are perhaps the most rural people in Geleia. They have no desire to urbanize, and even their two biggest cities are little more than trading posts surrounded by the deep and thick forests. Typically homes will be made in burrows under the trees or in cottages amongst leaves and bowls of the great oaks and other trees with cabins being popular as well. The typical Elf of the shire knows well how to defend himself, and in times of emergency people generally will fend for themselves unless the threat is a danger to a great many people's way of life, in which case the people of several villages will band together.


This decentralized form of government does have its drawbacks, however. The Shires are unable to deal with the bandit problem that infests the forests effectively, nor are they able compete economically with Southham and Northham. Economically speaking, the Shire’s among the weakest region in Geleia, with their only trade goods coming from furs, wood crafts, the occasional weapon, and amber. To offset the cutthroat nature of the Southham traders, the people of the Shires will sell their goods to the Prince's factors. The Prince and his factors will then in turn sell to others. While it does prevent a great deal of profiteering amongst the people and is not done exclusively, it does suit the Shire folk who prefer not to deal with outsiders much.


The Shire folk have a very loose and informal way of dealing with matters of justice. The involved parties will simply handle it themselves in a manner of their choosing. This leads to duels generally, but in rare occasion disputes will be taken to the village leader who will decide the matter. This justice system has lead to many inter-family wars and feuds over the decades, but the Shire folk prefer this system.


7.2 General Information


Who Rules: Prince Daelric Kar-Stark

Who Really Rules: Prince Daelric Kar-Stark.

Products: Various Lumbers, Woodcrafts, Weapons, Furs, and Amber.

Military: The military of the Shires is very loose and informal. The only standing body of soldiers in the region is the Shire Rangers, who are very skilled woodsmen who patrol the borders of the Shires and try to keep the bandit activity down to acceptable levels. The Rangers are also charged with protecting the forests from the exploits of the Merchant Lords.


In times of War, the Rangers also act as resistance cell leaders, organizing the local citizens in fighting back against the invaders in guerilla warfare.


Typically Rangers are armed with a Grahmshire Crossbow, machete, knife, and whatever other equipment the Ranger chooses to carry. The only symbol of what they are is a small medallion made of iron, with a crossbow in black on it, this is almost always kept hidden.


Service in the Rangers is never for less than ten years, though the vast majority will make service in the Rangers a life long career. The rangers are made up almost entirely of Elves and Humans, through Dwarves and Lizards are not unknown.



Total: ~10,000

Brinshire: ~3,000

Grahmshire: ~2,000

Seaview: ~1,000

Southbay: ~1,000

Snowshire: ~500


The above five cities/towns are the largest ones in the Shires, though there are many other smaller villages, their populations rarely exceed one or two hundred people.


7.3 Religion

Religion in the Shires is a fairly informal affair. There are no great temples like in other cities and towns, nor do the people who live in the Shires try and force their beliefs off on others. A person believes how and what they will.


Priests and Nomads serve much the same functions in the day to day life of the Shire folk. They will often act as advisors on any and all matters that are requested of them, and are quite often the leaders of a village. Also this rural approach to religion leads to a much more relaxed behavior and attitude towards 'traditional' religious practices and beliefs. Religious fanatics are just not something that one encounters often in the area. Even the Priests of the great religions will rarely wear the traditional priestly vestments. Instead they dress like much anyone else, and save the holy robes for holy days. Nomads will generally follow this trend as well.


Also following this relaxed trend towards things, there are few temples in the Shires, and those that are present are not the grand affairs of other cities.


The interaction between the faiths and the mystics is also much more relaxed than in other areas of the world. People accept the beliefs of others, and generally do not judge people based solely on them. The only exceptions to this are worshippers of Rudri and Scrogg.


Like other parts of Geleia, the Black Legion was not kind to the Shire folk, and the Scroggites and Rudrites committed much degradation upon them, as well as forced conversions. This did not sit well at all with the Shire folk, and they have still not forgotten. While they are not openly hostile to members of the Scroggite religion, they will shun them. They are however openly hostile to the followers of Rudri.


In order of popularity of belief systems, there are: Mysticism, the Reformed Anubian faith, and the Osirisian faith. The other religions have few, if any, worshippers amongst the Shire folk. There is however a Natatorium in Snowshire. There is also a small temple to Anubis in Brinshire, and there are many groves scattered throughout the forests.


7.4 Magic in the Shires

Despite a few half-hearted attempts to organize a guild of some sort, the commercial draw of Southham has always pulled many of the aspirants to the wizardly arts away. Instead of the great guilds of Southham, Liston, and Kieron's Watch, the few magicians in the Shires learn and teach in the single master and one or two apprentice roles. Magical Scholarship is an informal thing generally speaking, and those wishing such knowledge must find a master or travel to Southham, with the later generally being easier.


7.5 A look at the cities

7.5.1 Brinshire

Brinshire is the largest city in the Shires. It has some 3,000 people generally in residence, most of them Elves or humans. Brinshire is also the only walled city in the region. Brinshire has been constructed for use as a trading post, and the vast majority of trade with outsiders is done here. The forest around the city walls has been cleared back for several hundred feet, and this area is used by the traveling merchants for their wagon teams. Brinshire has a large open market within its walls where the Shire folk will come and purchase what they need, and the Factors of the Prince sell the goods of the Shire folk.


Homes within the walls of the city are typically wooden in construction and well spaced, as are other buildings, making Brinshire a fairly large city for its population.


Baron Dorin Kar-Stark, the brother of Prince Kar-Stark, governs the city, and a force of some one hundred and fifty guards patrols the streets of the city.


7.5.2 Grahmshire

Grahmshire is a classical Elven city. The homes and buildings of the city are made amongst limbs of the trees with almost no construction on the ground. The people of Grahmshire's primary desire is to stay true to the heritage, and so they scorn any use of stone in construction and make their homes amongst the trees.


This has led to fine and careful pruning amongst the great trees, and the Elves have always strived for a very aesthetically pleasing city. And in this, they have not failed because Grahmshire is considered to be the most beautiful city in Geleia.


The Prince makes his home here, along with what family of his remains; he is a widower. His youngest daughter Katerina is married to King Dutch MacDonald. His eldest daughter Alette is being groomed for the role of Princess and leader of the Shires. His two sons are career rangers and have no political aspirations.


Travel to Grahmshire by outsiders is also discouraged, so few travel to the city, except in emergencies. Rumors have also been circulating for years of the Prince's attempts to some how magically bar entry into Grahmshire.


Grahmshire's biggest contribution to the economy comes in the form of the Grahmshire crossbow, which is made only here. Here the special woods are grown and treated for the years that it takes to construct such a weapon. Though they are rarely exported, those that are fetch fine prices.


7.5.3 Seaview

Located on the western coast, Seaview sits perched on top of a small hill beside the sea. It is a simple seaside community and the home of many fishers. The city is defended by a wooden fort in the motte and bailey style and a small cadre of permanently-stationed rangers.


The city is led by Sir Florin Bar-Emmon, an aging Ranger and distant cousin to the Prince.


Seaview is well known for the rich lobster and crab fishing that goes on in the local waters. This also is the city's primary source of income. The lobsters and oysters are packed in barrels of water to keep them alive, and then shipped to other parts of the island by ship or inland by wagon.


7.5.4 South Bay

Located on the western shores of Southham Bay, South Bay makes its living providing as part of the whaling industry of Southham and also has a small shipyard, where they produce a Kurajo each year. The city itself sits on a small sheltered inlet, and the forests are carefully pruned for the lumber used in constructing the ships.


The lumbering activities are well monitored by a local grove of Osiris, the Rangers, and the Nomads. These groups also discourage travel inland from South Bay by visitors.


The city is guarded by a fair sized cadre of Rangers who keep the peace in the town, along with some local citizens who serve as guards. It is governed by Lady Mariana Piron.


7.5.5 Snowshire

Located on Cape Snow in the southwestern tip of Geleia, this area is famous for the amount of snow that it receives annually. It is located on a high escarpment overlooking the sea and is a fairly inhospitable place considering the constant cold winds from the south. Despite this, however, Snowshire maintains a fairly high population for one reason alone:  the rich amber mines around the city and the loose amber that washes up on shore.


The currents continually wash up pieces of amber from their ancient resting places onto the beaches below the city, and there are also several rich veins of amber in the hillocks around the city. The people of Snowshire sift the sands and mine the hillocks for the gem and then polish it for sale to the traders in Brinshire.


The only other point of interest in the city is the presence of a small Natatorium.


The city is lead by Antal Kael, a human and ex-ranger in his later years. Antal has lead the city for the past two decades and has on hand a group of twenty guards and ten rangers for guarding the people.

Chapter 8

The Kingdom of Geleia


Symbol: A crossed scimitar and long sword with roses intertwined.


8.1 A View of the Kingdom

The kingdom is made up of many small mountain towns and a few principle cities. The capital of the Kingdom is at Kieron's Watch, and several roads lead to it. It is located in Cullen's Vale atop a great rocky spire that is surrounded by the headwaters of the River Geleia, and access to the city is limited to a single bridge.


To the south of the city, the road splits, one branch heading towards Southham, the other to Grahmshire. Where the Southham Road enters the mountains sits Maskalshire, and at the Grahmshire Road sits Daershire. Both towns are surrounded by thick stone walls and block the passes the roads follow.


Two other major roads leave Kieron's Watch, one heading east and the other west. At the mountains entrance to the west sits another walled city, this one named Baelshire, after the second King of Geleia. Then along the road heading east, the Coast Road, sits Donishire, guarding the mountain entrance and then the road finally ends at Ailwen, the port of the Kingdom.


There are numerous other villages and towns throughout the Kingdom. These small settlements are located in various rifts and valleys amongst the central highlands or in the case of the Dwarven settlements, under the mountains.


The people of the Kingdom tend to be strong-minded and tend to be fairly independent sorts. They like their privacy, but they like their Kingdom more. The past thousand years has instilled a fairly deep seated patriotism among them, and prefer a stronger central government, as the presence of weak leadership has shown in the last generation that the mountains alone will not provide enough of a barrier to keep a conqueror out. So of late they have started to lean towards increasing degrees of paranoia and a bit of hostility against the outside world.


The Elves that comprise the bulk of the Kingdom's population have always been warlike and clannish. They respect strength and cunning in their leaders, and do not give their loyalty lightly. The past has taught them that this was less wise than they dreamed. Many of them still bear the hopes of one day capturing the former glory of the past but know that such things will take time.


Daily life of the citizens of the Kingdom is pretty much the same as anywhere else; people follow their craft during the day and spend the dark hours at home with their families. The majority of the people of the Kingdom are farms or some sort with the most common crops being potatoes, barley, carrots, and mushrooms. The Kingdom also has a great number of shepherds who raise large flocks of sheep on the highland slopes.


The Kingdom is also the home to the largest population of Dwarves in Geleia. After the period of peace that followed the reigns of Kieron and Baelin, King Daelric saw the vast mineral wealth of the mountains and knew that his people were not the best suited to mine such wealth. So he made a pact with a Dwarven chief from the far of Isle of Novarth who would relocate his people to the mountains of Geleia in exchange for a patent of nobility and equal profits from the wealth the minerals would generate. Since that time close to a thousand years ago, the dwarves have worked hand in hand with the Elves to exploit the mineral wealth under the mountains, and progressively more and more Dwarves have begun to migrate to the Kingdom. The Dwarves primarily live in their own settlements in the mountains and under them. They are lead by Duke Brand Stonehammer who makes his home in Belegost.


Most other races are welcomed in the Kingdom, with humans being the third largest population. The human population mixes in with that of the Elves and Dwarves and has even formed a clan of their own.


8.2 General Information of the Kingdom


Who Rules: King Dutch MacDonald I and Queen Katerina Kar-Stark MacDonald.

Who Really Rules: King MacDonald, Duke Brand Stonehammer of Clan Stonefast.

Population: Total: -28,000

Ailwen: ~6,000: 55% Elven, 30%. Human, 10% Lizard, 4% Dwarf, 1%Orc

Alaskshire: ~300: 80% Elven, 18% Dwarven, 2% Human

Baelshire: ~2,500: 70% Elven, 15% Dwarven, 10% Human, 3% Orc, 2%Lizard

Belegost: ~1000: 95% Dwarven, 5% Human

Branacshire: ~300: 70% Elven, 25% Dwarven, 5% Human

Daershire: ~1,700: 60% Elven, 30% Dwarven, 7% Human, 2% Lizard, 1% Orc

Donishire: ~900: 65% Elven, 20% Dwarven, 10% Human, 3% Orc, 2% Lizard

Kieron's Watch: ~9,000: 50% Elven, 30% Dwarven, 10% Human, 7% Lizard, 3% Orc Lancshire: ~200: 100% Elven

Maskalshire: ~5,000: 70% Elven, 15% Human, 10% Dwarven, 4% Lizard, 1%Orc Turelshire: ~200: 90% Elven, 8% Human, 2% Dwaven


There are also numerous other small villages and communities throughout the mountains and under them. These communities add another one thousand or so people to the Kingdom's Population.


8.3 Major Products

Armor, copper, gems, granite, iron, marble, potatoes, precious metals, steel, weapons, and wool. The Kingdom is the home of the finest Dwarven smiths in Geleia who produce fine steel weapons for the Kingdom's soldiers and for sale. The Elves of the Kingdom are not to be overlooked in their weapon craft as they produce the finest bow in Geleia, the Kieron Great Bow, though such weapons are rarely exported and take years to craft.


8.4 Armed Forces

The Kingdom supports and maintains a sizeable standing army of 2,500 or so people. The army consists primarily of Elves, with a few units of Dwarves and humans as well. A tradition started in the times of Baelin Missum is that all able-bodied men and women to serve in the army in their youth and to continue practicing with weapons throughout their life. To support this people on their own practice once every week.


The Army is organized into 25 companies of 100. They are further subdivided into squads of 10. The duty of the army is to guard the cities and patrol the mountains.


In times of war, over 9,000 members can swell the army's numbers as the long-lived Elven reserves are called into action.


Active soldiers will typically be armed with a Kieron Great Bow, Broad Sword, Leather or Chainmail Armor, Helmet, and Shield, and wearing a Purple Tabard.


8.5 The Royal Guild of Wizardry

Located at Kieron's Watch, this ancient group of magicians is arguably one of the finest schools of magic on Jaern. Throughout its history it has been well funded by the Crown, and in return has always supported the crown and the Kingdom. The Guild will accept members from most any walk of life, with the exception of the Orc raiders to the south, and those who will not accept the oath to serve the kingdom faithfully and truthfully.


Apprentices of the guild will typically study for some 3-4 years before being allowed to leave the guild, and even then they are encouraged to spend as much time as possible in Kieron's Watch.


The guild's hall is a great stone tower located on plateau of Cullen's Vale. It is made of black stone blocks that are glassy smooth and seamless. The only entrances to the tower are at its roof and at the ground floor. Those seeking to enter the tower present themselves to the ground floor and knock. There someone will greet them, probably a guardsman and their business will be asked. Those found to be lying about their business, the guards will know and will be turned away. If their business is something the guild deals in, such as apprentices seeking entrance, members returning to the tower, or someone seeking the services of the guild, then they are allowed into the foyer. This is as far as most normal people are allowed. Apprentices and members go into the tower itself. Here a magician will be summoned to help the person.


The current head of the guild is a magician who calls himself LSD. He is a great and powerful Elven fire magician who has been with the guild for decades. The guild further organizes itself into six departments, the Schools of Fire, Earth, Air, Water, Common, and Research. Each school is headed by a master of his particular element and has the title “Grand Master of <element>.” The head of the school of research is known as the "Master of Studies."


Apprentices who successfully petition the guild for entrance are given a one year discourse on the various types of magic before choosing their elemental preference.


The guild will cast spells and identify magical items for a fee, though they will not provide offensive spells for anyone, with the exception of ranking officials of the Kingdom that are known, and even they are subjected to truth tests. The guild also maintains policies that if they identify a magical item that is deemed very dangerous to the kingdom, then it will be confiscated. The former owner of said item is given compensation.


The spells cast for payment will never be offensive in nature, and the guild holds itself in no obligation to anyone short of the King for the purposes of spell casting.

Service                                                Cost

Spell rank 1-3                                      35 Magi/Rank

Spell rank 4-7                                      100 Magi/Rank

Spell rank 8-12                                    300 Magi/Rank

Spell rank 13+                                      1,000 Magi/Rank

Topic researched                                  30 Magi/day

Magical Item identification                     7,000 Magi.


The guild is also the home of many Tarusian priests, and the majority of the guild members are in fact Tarusian priests as well. Because of this the guild's library is possibly the most extensive library in Geleia.


8.6 Religion

Kieron's Watch, for several centuries, has been a center of religious worship in Geleia. It is the home of the Reformed Church of Anubis, the Citadel of Justice, the Holy Sanctuary of our Blessed Mother, the Guild Archive, and throughout the valleys and vales are located many a grove to Osiris.


Despite the large population of Elves, Mysticism is not the primary spiritual path followed by citizens of the Kingdom. The most popular religion is instead the Reformed Church of Anubis, with Mysticism running a distant second. The ways of the Mystics are well respected, but the Church of Anubis has long been entrenched in the traditions of the Elves of the mountains, and after the sacrifice St. Chambrai made in destroying Ormandi, the Anubian faith is stronger than ever.


The Faiths of Scrogg and Rudri have gained almost no purchase in the Kingdom, especially after the degradations of the Black Legion. Many of the members of that army were worshippers of Scrogg and/or Rudri and several were priests and attempted to force conversion on the populace or to abuse it. This resulted in a horrendous backlash against these religions after the occupation ended, and the few Scroggite missionaries who have come to the Kingdom have been sent packing with it being made very clear that they are not at all wanted.


8.6.1 The Holy Sepulcher of St. Chambrai


Built upon the ruins of the previous Sepulcher, which was destroyed during Orrnandi's occupation of Kieron's Watch by the worshippers of Scrogg in the Black Legion, the new Sepulcher is a grand structure having been built completely of white and red marble.


The temple itself consists of a great central gallery, coming out from which are several smaller buildings. The central gallery is easily two hundred feet on a side and its domed roof rises one hundred feet into the air. The lower portions of the gallery are constructed of pristine white marble, while the dome is constructed of brilliant red. The top of the dome is topped by a great spire that houses two great brass bells and is capped with a bronze symbol of Anubis.


Inside the gallery is mostly open space with the floor being made of white marble. A great altar dominates the center of the gallery and several podiums from which the priests preach their messages and the choirs sing their hymns. The worshippers stand around the central altar and listen to the priests.


The walls of the gallery have numerous recesses in which statues of various saints are situated. There are also several alcoves and doors leading to the various parts of the Sepulcher and to private meditation chambers.


For funerals, the deceased are cremated unless they wish their physical shell to continue serving the temple, in which case they are turned into undead. Such undead are always kept out of sight of the worshippers, and are always kept swathed in heavy robes, hoods, and masks so that they are not disturbing. Such undead are always skeletons.


The Sepulcher is lead by Arch-Bishop Byron Trenton, who leads the twenty priests and thirty lay priests of Anubis.


8.6.2 The Citadel of Justice


Located near the bridge into Kieron’s Watch, the Citadel is an unassuming building. It is a plain and functional fortress constructed of gray granite. It consists of an outer wall and barbican and then a bailey and central citadel. It has a large gate at the barbican and then a smaller dog gate at the rear of the wall. The wall is some sixty feet in height, and always patrolled by young Soldats. The Citadel is not the home of the T'orite faith in the Kingdom, however, as the primary fortress of the faith is located in the nearby mountain.


The role of the T'orite in the Kingdom is not that of other parts of Jaern. Instead the T'orites are advisors, counselors, tutors, and bodyguards for the king and his family. They do not take a direct hand in administering justice in the kingdom, though they are asked to serve as judges for criminals of the Kingdom, and the King occasionally offers appeals to the convicted, but this is rare, except in the case of executions in which there is always an appeal.


The T'orites also serve to help train the military elite of the Kingdom and to train the regular army. The T'orites train all officers in the army, and it is considered a great honor to be trained in such a fashion. It is also quite often the case that the sons and daughters of a clan chief will be trained by the T'orites in the ways of war.


The bonds between the T'orites and the kingdom are very strong, and each member of the royal family has their own personal T'orite bodyguard, three in the case of the King.


T'orites also serve to keep the general populace trained in the ways of combat. To do this, there is a traveling cadre of T'orites who make a circuit through the villages and towns of the Kingdom and conduct training exercises one a year for those who are able to attend.

The current head of the Citadel is Marsal Markham Royce, who commands over 30 priests and another 70 trainees.


8.6.3 The Holy Sanctuary of our Blessed Mother


The Holy Sanctuary of our Blessed Mother is the home of the religion of Isis in Geleia. It is a large house constructed of great timbers and white marble with a green slate roof. The house contains over forty rooms of various sizes and serving various purposes. In the Sanctuary the faithful of Isis gather from across the island to learn the arts of healing and caring for the sick.


The priests here will refuse sanctuary to none, save the most despicable of people, and ask nothing for their services, save a prayer and any donation they care to make.


The Sanctuary has long conducted the practice of sending out missionaries around the island to bring the message of peace and love to any and all. They have also set up various chapter houses around the island to help spread this message.


The Holy Sanctuary of our Blessed Mother is lead by the Holy Mother Kairi Ryger, and another dozen priests and priestess and ten lay priests tend the temple.


8.6.4 The Groves


Throughout several of the valleys of the Kingdom are located Groves to Osiris. These Groves are usually run by solitary priests who watch over old growth forests and glades and will lend advice on how to tend the earth so that it produces the most bounty without hurting it


The religion of Osiris is not the most popular following in the Kingdom, and primarily consists of those who have received the calling of Osiris and then leave their lives for a new life in the wild.


8.6.5 Mysticism


Mysticism is the second most common spiritual path followed in the Kingdom. There are many nomads living amongst the peoples of the Kingdom and as hermits in the mountains. They disagree with the general spiritual leanings of the Kingdom but do not harshly oppose them. Instead, they guide those who listen in the mystical ways and encourage others to follow their ways.


8.7 Cities and Towns:

The Kingdom is comprised of many cities and towns throughout the mountains. They are generally located in the central parts of the mountains, and in the few passes leading out of the mountains. The Kingdom's only port is located at Ailwen.


8.7.1 Ailwen

Ailwen is a large port city sitting on the eastern coast of Geleia. It is populated primarily with Elves and humans, but it does contain the Kingdom's largest population of Lizards. Duke Jerrin Royce rules the city in the King's name and is the King's Marshal of the East. The city is defended and its laws enforced by the three companies of soldiers, with some assistance from the local Enclave under Marsal Balio Harnos.


The city’s economy is based on trade coming from the mountain and the wheat and other grains that are harvested in the flat lands around Ailwen.


Ailwen is the home of the only Natatorium in the Kingdom, though it is fairly small. The city's largest temple is the Sepulcher of the Reformed Church of Anubis.


8.7.2 Alaskshire

Ruled by Earl Vilmos Velaryn, Alaskshire is one of the oldest settlements in the Kingdom. The city was once sizably larger than present; however, over the years its remote location has proven a detriment, and the population has been in steady decline for the past one hundred years before beginning to level off some. Alaskshire is not a true city; it is more of a dispersed farming community. There is a small keep in the center of the vale that it occupies where Earl Velaryn lives, and a small community of fifty or so people live around it. The rest of the citizens of Alaskshire are much more spread out throughout the vale. The majority of the inhabitants of Alaskshire are members of Clan Velaryn.


Alaskshire's major product comes from the many flocks of sheep that are tended in the vale, as well as the rich potato crops grown there as well.


Alaskshire has no true military presence beyond the twenty or thirty of the Earl's men-at-arms.


The inhabitants of Alaskshire generally practice the nomadic ways.


8.7.3 Baelshire

Fortress-like Baelshire sits at the western edge of the mountains at the only pass leading into the heart of the Kingdom. The city, one of the largest in the Kingdom, is heavily fortified and defended by five Army Companies and thick stone walls. Designed to hold off the marauding Orcs to the south and west, Baelshire's walls are forty feet thick and easily fifty feet in height, and having towers soaring another thirty feet. There is but a single gate into the city from the west, as well as a single gate leading out to the east


The city itself is not cramped, and visitors are generally made to feel welcome so long as they do not prove a disruption or are Orcish. The inhabitants of Baelshire have a long and deep hatred for the Orcs, which periodically raid the nearby farms.


Baelshire also produces the finest marble in Geleia, which comes in gleaming white with black streaks. As well as marble, the mines around the city also produce fair quantities of precious gemstones. Toll into Baelshire is two Magi.


Duke Andras Bael, the King's Marshal of the West, rules the city with a firm hand.


Baelshire has within its walls a small Enclave of Tor, as well as a moderately-sized Sepulcher of the Reformed Church of Anubis and a small Sanctuary.


8.7.4 Belegost

Ruled by Duke Brand Stonehammer, Belegost is the largest population of Dwarves in Geleia. Belegost sits at the juncture of the two southern roads leading to Kieron's Watch, and like Baelshire, guards the pass from the north and south. The pass that the roads join and follow through is fairly narrow and is guarded by a high and thick wall across the narrow valley; the valley is only five hundred feet across. There are several towers along the wall and a central keep and gate to allow traffic. Toll through the gate is two Magi. The keep and wall are known as the Silver Gate, and housed here are three Army Companies.


The city proper of Belegost is actually located inside of the mountains surrounding the pass. Under the ancient stone the Dwarves labor away and carve new tunnels in search of rare and precious minerals. Some of the finest steel is made in Belegost, as well as weapons and armor of it.


The city's economy is based on mining, and while iron is the major metal found, substantial deposits of silver, gold, platinum, and copper have also been found. Besides mining, many great smiths labor here, producing some of the finest arms and armor on the Isle.


Few inhabitants are allowed into the city itself, and never uninvited. The tunnels inside are crafted for those of Dwarven height, and this makes travel within very uncomfortable for the taller races. There are a few side tunnels crafted to allow Elves and men to move freely; they are, however, well-kept secrets.


Belegost is also the fastest-growing city in the Kingdom. King MacDonald and Duke Stonehammer actively encourage the immigration of Dwarves to Belegost. This offer has proven to be very attractive to many a Dwarf around Jaern.


Belegost houses a large underground Sepulcher of the Reformed Church of Anubis, as well as a smaller Sanctuary.


8.7.5 Branacshire

Branacshire is a small farming community in the northwestern part of the mountains. It is a fairly spread out village with the majority of the shire living in the village proper on the shores of the small natural lake, Lake Branac. The Shire is also the home of Clan Wyl. The village is defended by a small stone keep located on an outcropping of stone that stretches into the lake, as well as the three dozen men-at-arms that Baron Ian Wyl keeps on retainer.


The small village's primary products are wool and potatoes, but there is a local silver mine that has been productive for the past few decades. The silver mine has also prompted several Dwarves to relocate to Branacshire.


Outside of Branacshire is a small grove to Osiris.


8.7.6 Daershire

Located in the Grahmshire pass, Daershire is ruled by Baron Malcolm MacLaird. It is situated atop the road that leads south to the Shires and through Orc country. Because of its position and its isolation from Maskalshire by the River Geleia, Daershire is by necessity a fortress. Its primary purpose is to defend the kingdom from the Orcs outside its gates.


Daershire is the home of a fairly good-sized Enclave that helps with the city's defense as well as law enforcement. Five Army Companies also guard it. The city is surrounded by a fifty foot thick and seventy foot high wall that blocks the majority of the pass. Sorties will occasionally be mounted out of the city against Orcan raiders if need be, but generally Baron MacLaird takes the defensive approach.


While it is primarily a military city, Daershire also produces excellent quality granite, and the weapon smiths of Daershire are highly skilled in their art.


Daershire also enjoys the presence of a large Sanctuary to Isis and Sepulcher of the Reformed Church of Anubis.


8.7.7 Donishire

Donishire is the eastern gateway into the mountains and is located on the Coast Road that leads from Kieron's Watch to Ailwen. It is a fair-sized city and a peaceful one all in all—almost no attention coming from the Orcs to the South and West. Donishire's population is primarily Elves, but a sizeable contingent of Dwarves live there as well. The city itself sits in the center of the pass that leads into the mountains and is surrounded, like all the of the other gateway cities, with a high thick wall.


Baron Healey Tarth rules the city, and a company of soldiers, who are permanently stationed there, enforces the King's peace.


There are several mines in the mountains surrounding the city that yield rich supplies of iron ore and granite. The lowlands to the east are also heavily farmed and yield a great many foodstuffs.


The city is also the home to a Reformed Church of Anubis, a Sanctuary to Osiris, and outside the city is a Grove to Osiris.


8.7.8 Kieron's Watch

Kieron's Watch, or the Watch, is the most populated city in the Kingdom with over seven thousand residents, and it is the capital of the Kingdom. The city sits atop a great plateau and it is surrounded on all sides by the headwaters of the River Geleia; it is several hundred feet down to the river from the plateau. Originally known as Cullen's Vale, the city has but one known entrance, and that is the great drawbridge on the western edge of the city. The plateau is several miles in both length and width and is fairly flat. Farms of various sorts occupy the majority of the land on the plateau, and the city proper is near the bridge. A stone wall has been constructed around the perimeter of the plateau, and guard towers as well. The primary fortification of the area is Castle Missum, a huge stone fortress that sustained serious damage some time ago but has been recently fully repaired. A second fortress lies at the other side of the bridge, and a third is being constructed at the crossroads to the west. In the center of the plateau is located the Royal Guild of Wizardry.


The plateau is the religious center of the Kingdom, as well as for the island for some religions. It is here that the Holy Sepulcher of St. Chambrai, the center of the Reformed Church of Anubis resides. The Holy Sanctuary of our Blessed Mother is also here. The Citadel of Justice is the second home of the Faith of T'or in Geleia, with its real home being located in the nearby mountains.


The mountains around the plateau are very rich in minerals, and many of the men and Dwarves of Kieron's Watch work as miners. The majority of the Elves are craftsmen, farmers, or work for the Kingdom in some form or another. King Dutch promotes a policy of racial equality, but the age-old hatreds against the Orcs that the local Elves and Dwarves have runs deep and are not easily forgotten.


The taxes in the city are fairly light on the average citizen, and the great wealth that flows out of the mines makes the Kingdom one of the richest areas in Geleia.


The city is well defended by the three permanently stationed companies, as well as by the T'orites who make Kieron's Watch their home.


8.7.9 Lancshire

Lancshire is a small Elven community located in the north central mountains. It is the home of reclusive clan Cerwyn, and the majority of people who live here practice the nomadic faith actively A legend claims that the lake that Lancshire resides near has ancient magical properties and was once the home of a great dragon. No one has been able to substantiate such things, but there is a very definite peace and tranquility in the air here.


The people of Lancshire keep to themselves and do some, but not much, trading with the outside. They are friendly towards travelers and strangers but not open with them. The villagers provide for themselves with large flocks of sheep and crops of potatoes and other vegetables.


Earl Graeme Cerwyn rules the shire, and the King's peace kept by his score of men-at-arms.


8.7.10 Maskalshire

Maskalshire guards the entrance to the mountains from the south, along the Southham Road. It is the third largest city in the Kingdom, and it sees a great deal of trade flow through it each year. The city is ruled by Duke Roderick Kar-Stark, and is the ancestral home of clan Kar-Stark. There is an old animosity between the Maskalshire Kar-Starks and the Kar-Starks who rebelled against the King centuries ago.


The city, like the other gateway cities, guards the entrance into the mountains with thick and tall stone walls. Stationed in and around the city are some five army companies who mount patrols up and down the Southham road to keep it clear of marauding Orcs.


The city's residents include fishermen who ply their trade on the River Geleia, as well as many craftsmen and hundreds of farmers who work the hills to the south and east. Like other cities in the Kingdom, there are numerous mines dotting the mountains around the city. These mines yield many precious gems and precious metals such as silver and gold.


The city is the home of a fair-sized cathedral of the Reformed Church of Anubis, as well as a smaller Sanctuary and Enclave. Outside of the city is a Grove to Osiris.


8.7.11 Turelshire

The home of clan Ryger, Turelshire is located in the northern mountains in a fairly remote locale. The shire is primarily populated by Elves, though a few humans and Dwarves live in Turelshire to work in the local iron mines. The majority of the people here follow the mystic ways, though there is a small Grove to Osiris in the nearby hills.


The shire is ruled by Earl Reynell Ryger and his two dozen men-at-arms.


8.8 Local Lore:


8.8.1 The Royal Family

The current royal family consists of King Dutch MacDonald, his wife Queen Katerina Kar-Stark MacDonald, and their three children, Baelin, Katerina, and Doncaster.


8.8.2 The Clans:

Clan                         Home                       Race         Symbol

1. Bael                      Baelshire                   Elf              A white unicorn on a green field

2. Cerwyn                 Lancshire                   Elf              A rampant golden griffin on a blue field

3. Kar-Stark             Maskalshire               Elf              A red eagle clutching a silver sword on a black field

4. MacDonald           Kieron's Watch         Elf              A silver great sword and golden crown on a purple field

5. MacLaird              Daershire                   Human       A black broad sword wreathed in ivy on a white field

6. Missum                 Kieron's Watch         Elf              Crossed silver claymore and bow on a black field

7. Royce                   Ailwen                       Elf              A rampant green dragon on a white field

8. Ryger                    Turelshire                  Elf              Two crossed spears in gold on a red field

9. Stonefast               Belegost                    Dwarf         Crossed gray battle hammer and war axe on a black field

10. Tarth                   Donishire                   Elf              Crossed broad sword and banner in gold on a gray field

11. Velaryn               Alaskshire                 Elf              A white lion rampant on a gold field

12. Wyl                     Branacshire               Elf              A red sword crossed with a white hammer on a blue field


8.8.3 Patents of Nobility and Rank.

One of the highest honors that the King can bestow upon a subject is a patent of nobility. The title gives the person the right to establish their own keep and village and to collect taxes from those that live there. The title also gives the person the right to have their case heard by the King himself if they are accused of a crime. Patents of nobility are only given out if someone performed some truly great service, as they come with great responsibility towards the kingdom. There is a lesser patent of nobility, which is given out more frequently; however, this is a Patent of the Noble Court. A Patent of the Noble Court grants the bearer title and the right to have their case heard by the King but no more.


The other type of noble in the Kingdom is a hereditary noble; they receive their title from being born the son or daughter of a nobleman. Patents of Nobility are passed to one's progeny but not Patents of the Noble Court. At some point all hereditary noble lines begin with a Patent of Nobility. The Hereditary Nobles hold themselves and are held by others as being above newly-landed nobles and far above Nobles of the Court.


It has long been established that nobility is not a right and that the Crown can revoke it, though it is a truly rare thing to see such a thing occur.


Ranks of Nobility in Order.               Proper address form.

King/Queen                                          Royal Highness

Heir Prince/Princess                              Highness

Duke/Duchess                                      Grace

Baron/Baroness                                    Lord/Lady

Baron/Baroness of the Court                 Lord/Lady

Earl/Countess                                       Honored Sir/Honored Madame

Earl/Countess of the Court                    Honored Sir/Honored Madame

Knight Banneret                                    Noble Sir

Knight                                                  Sir

Knight of the Court                               Sir


8.8.4 A glimpse at the history of the Kingdom


The Kingdom's history stretches back a thousand years to the time of King Kieron Missum the first. Kieron, for whom the kingdom's capital of Kieron's Watch is named, was a clan leader from the central Geleian Mountains. Legends say that in his youth he and the members of his clan became embroiled in a war with several other clans over the grazing rights of several mountain pastures. Before fate had its way, only scattered clans of Elves, humans, Dwarves, and Orcs populated the entire island, and afterwards a kingdom was born.


At first these minor skirmishes did nothing more than give the warriors something to do in the summer with little real loss of life. The true conflict did not begin until Kieron's father, Jallen, was slain while defending one of his pastures from a minor raid. The event was very tragic but resulted in greater and greater animosity as Kieron, now the leader of Clan Missum, demanded that restitution be made and Clan Wyl refusing and boasting of the victory. This led to Kieron calling together his clansman and declaring true war on clan Wyl.


Kieron led the first true battle of the war a year later, when he and his clansmen attacked the village of Banacshire, the ancestral home of Clan Wyl. The village was quickly taken as most of the men and warriors were away tending their herds in the surrounding highlands. Having taken the village with no true battle being joined, Kieron laid an ambush for the returning warriors and took them in small groups as they returned to their homes.


He however missed Cadell Wyl, the Clan Chief of Wyl, who was away at the time visiting with the leaders of clan Velaryn. Once word reached Wyl, he became enraged and convinced Baran Velaryn to aid him in retaking his village. Velaryn agreed to aid in exchange for large portions of the Missum lands afterwards. So the Velaryn clan was roused, as was Clan Royce and Clan Tarth, two clans which had long bared Clan Missum animosity.


The preparing of three clans for war did take time to prepare and was not a thing done in secret, and word reached Kieron of this fairly quickly. Knowing that his clan could not stand against the might of the other three clans, Kieron called upon his clan's ancestral allies, Clan Bael, Clan MacDonald, and Clan Kar-Stark to aid him. Only Kar-Stark answered the call.


The war began in earnest in the late summer and early fall when Velaryn, Royce, and Tarth retook the lands of clan Wyl from the Missums. The fighting was only sporadic, with the Missum's fighting a planned withdrawal to Hawkley's Pass, a small bottleneck between the valleys of Missum and Wyl. During their withdrawal, harassment of Velaryn's forces was kept up to guarantee pursuit.


At Hawkley's pass Kieron and Doncaster Kar-Stark sprang their ambush. The Kar-Stark bowmen pelted the chasing Velaryns with arrows from the heights, stopping their advance. It was then that the Missum swordsmen stuck from their places of hiding in the rear, and the fleeing Missum swordsmen reversed and struck. The battle was a complete route for the Velaryns, but enough of their soldiers escaped that they were able to fortify Banacshire against attack.


For the next month both sides carried out minor harassing actions, and Clans Bael and MacDonald finally joined Clans Missum and Kar-Stark, but Clans Ryger and Vyrvel also reinforced Velaryn. This war was quickly growing beyond anything Kieron or Cadell Wyl ever dreamed as old grudges brought more clans into it for revenge or additional lands at the expense of others. By the end of the year, all of the clans were involved in the conflict, either directly or supplying aid.


The war lasted off and on for another five years, with the Missums and their allies taking and holding the offensive through much of it but at terrible cost. It was then that both sides began to realize that continued fighting would only result in the eventual destruction of all of the mountain clans, and so Kieron called together talks of truce at Cullen's Vale, the place that would one day be known as Kieron's Watch.


Kieron sent out messengers to all the heads of the clans, calling them together to speak of peace and to stop the fighting until then. Surprisingly, all answered that they would attend and the fighting did cease, and so a month later at Cullen's Vale the meeting unfolded. Beforehand Cadell Wyl had conspired with his brother Brunnel Wyl to kill Kieron at the meeting, and to then take the other heads of the clans hostage and make them swear homage to Cadell.


Their plan would have succeeded if Kieron had not beaten them to the punch. Beforehand, he had discovered many tunnels underneath stone spire, and hid dozens of Missum and Kar-Stark warriors in these tunnels.


The meeting unfolded as all expected, with each Clan Chief arriving with an entourage of two at Cullen's Vale. Once the talks began, Cadell Wyl quickly let it be known that he would never accept peace with the Missums, nor that they would with him. This bickering lasted only an hour before the signal was given and the Missum and Kar-Stark warriors made their presence known. Wyl and Velaryn attempted to take Kieron hostage and from there force their way out, but Wyl was slain by Doncaster Kar-Stark as he lunged for Kieron, and Baran Velaryn was shot dead by a Missurn bowman as he rushed for Kieron.


After this Kieron told the other Clan Chiefs that they would swear homage to him, and then together their assembled clans would strike out of the mountains and take the island from the weak flatlanders. The ballads sung now about Kieron's Call, as the meeting is now known, say that Kieron's words were like magic, and that all of the Clan Chiefs but Stovin, Vyrvel, and Caxton Ryger swore homage to Kieron. The two unsworn fled the meeting that later declared Kieron the King of Geleia and made haste back to their clans. Over the next year Clans Vyrvel and Ryger were taken by force, and made to pay homage to King Kieron.


After this the Clan's War's end, Kieron and the other clan chiefs set about forming a plan of battle to conquer the remainder of the isle. Their first goal was the northern flatlands, where the Elves and men there raised horses and great stores of food.


So in 8,953, the Kieron and his army of clansmen struck down out of the mountains. Their first target was the small port city of Liston. Liston at the time was simply a small port city that did a fair bit of overland trade with its neighbors and sea trade with more distant cities. It was an easy conquest for the army who took the city unawares and forced its surrender in less than a month. The surrender was a negotiated one with the ruling family, the Corbrays, retaining power and supplying troops for the King's armies.


Not wanting to loose his momentum, Kieron immediately turned northwards to Devon, which he assaulted later that same year by land and used the small navy of Liston to blockade the city. Devon did not surrender so easily, and the siege for the city lasted for over two months before its defeat. During the siege and several battles, the lord of the city, Prince Faelin Warrendor, was slain, as were his three sons. After the fall of the city, it was given over to the lordship of Turdel Cerwyn, who became duke of the city and the duchy of Devon.


With the campaigning season over, Kieron and his troops wintered in Liston and Devon and reinforced the cities. Kieron, being a skillful commander and ruler, treated his new subjects with respect and was not overly harsh with them. He also spent that winter traveling between Liston and Devon letting himself be seen and meeting his new subjects. He gave many speeches so that he might win their hearts to him and swell his armies.


In 8,954, Kieron and his armies struck southwards in a pincer attack with one arm coming out of the mountains and the other coming south from Devon to strike at the city of Kraelthon. Kraelthon had long been in a loose war with the Orc tribes to the south, and so defensive warfare was not a new thing to them, and they resisted the advances of King Kieron for the entire campaigning season and throughout the next. They were mainly able to mount such stiff resistance because of the style of war they employed.


The Orcs to the south were raiders, and only rarely did they bring together large hosts to do battle, but when they did their attacks were swift and brutal. To combat this the people of Kraelthon made use of great spears, which they called pikes, in tight formations. This fairly simple, yet disciplined style of war proved very successful against the Orcs, and later when it was used against King Kieron it showed even greater success.


The stalemate finally ended in 8956 when Kieron hired the services of several magicians from the far away land of Karefelon. With the aid of their magic, he was able to break the strength of the pike and take the city at last. What happened afterwards was a massacre as the hatred-driven troops of the King looted and pillaged the city, slaying many of its inhabitants. Afterwards the city was set up as the third duchy of the Kingdom, this time under the rule of Talben Bael.


The sacking of Kraelthon sent a message to the nearby city of Aelran, who quickly capitulated to King Kieron as he was about to set out to take that city. With this quick and easy victory, Kieron turned his attention more southwards, to the rich trade cities of Northham and Southham, and the forest Elves of the Shires. However, before he could turn his attention fully to these cities, the Orc tribes began to rise up against him.


The following two years were spent beating back the Orcs and attempting to confine them to their hills. The Orcan Campaign mainly consisted of raid after raid by Devon and Liston horsemen to burn Orc villages, and only one true battle was joined, and the combination of the Kraelthon pikes and highland swordsmen quickly crushed the Orcan army.


By the end of 8,958, it became very clear to Kieron that he would not be able to conquer the Orcs until he had conquered the rest of the island. This led his to change his campaign strategy significantly. He now concentrated on containing the Orcs to their present homes and forcing them to raid to the south and building a navy so that he could leap frog the Orc-held lands.


The construction of his fleet took four years and was assembled at Liston. During this time Kieron put down a revolt by Clan Serrett, and forced the newly arisen cult of Dessus back into their swamps. By the time it was finished, Kieron had a fleet of eighty ships and was prepared to invade the south.


He struck first to the isles to the south of the Great Bay and Southham. This chain of islands was relatively uninhabited then, and so Kieron's forces were able to easily establish a foothold and supply base there. Once firmly established, Kieron made his landing on Geleia once again, this time at the rocky shores near the Great Lighthouse. From there Kieron and his troops struck north along the coast and through the forests, attacking Southham.


The battle for Southham lasted for over a year, with the cities of Northham, Brinshire, and Grahmshire lending aid. Seeing that this aid had to be ended, Kieron split his troops. The main force was sent to Northham; the secondary and tertiary forces were sent to block the river crossing from Brinshire and to hold Southham's forces inside their walls. Northham fell after two months once it had been cut off from supplies.


While Kieron was able to block reinforcements from crossing the river Geleia, he was not able to prevent supplies rmom being smuggled in, and so the siege for the city lasted for over seven months. Then in the late fall of 8,963, Kieron was approached by a magician who said that in exchange for guarding and encouraging the magical arts, he could give access to Southham to Kieron; that magician was Cathcart Barrit, and a deal was struck.


Cathcart created a magical port so that, in the dead of night, Kieron's forces could enter the city. The plan worked and the city fell after a week of gruesome street to street fighting. Afterwards, according to legend, Doncaster Kar-Stark said, "Magic will be the death of a good honest war."


Kieron spent the winter and spring licking his wounds in Southham—the campaign had been a rough one—as well as resupplying and reinforcing. During the winter Kieron had learned of an island to the south known as Grunslop where a large population of humans existed that were brutal warriors, and he sent emissaries to these men and brought them to Geleia to be his soldiers.


In the summer of 8,964, the Forest Campaign began in earnest. The winter and spring had not been idle times for the Elves of the shires either, and they too had reinforced and prepared; they had turned their forest into a virtual fortress of traps and other hidden dangers.


The initial incursions came from the crossing at Southham and across the river at the north ford, with the plan to link up near Brinshire and then siege the city. They did not fare well. The Elves of the forests proved to be very, very determined fighters and would never attack the advancing armies in enough strength for it to be a true battle. The traps they laid and the havoc they created amongst Kieran's armies was tenable, but not so tenable that it halted their advance. By the time they armies did link up outside of Brinshire they had been seriously bloodied and were very thirsty for revenge.


The Siege of Brinshire began in late summer of 8,964 with Kieron clear-cutting the forest around Brinshire, both for materials for his siege but also so that the Shire Rangers could not so easily harass his army. Kieron succeeded in this and in blocking any hope of resupply or reinforcement from Grahmshire for Brinshire. Kieron then settled into a long siege and delivered a message to the Prince of the Shires, who was currently organizing an army to throw back Kieron but with little success, as Kieron's Navy was fairly effectively blocking off southern Geleia from the seas. The message stated, "Swear fealty to me, and I will allow you, your family, and your people to live. Swear not fealty to me, and I will burn your forests down around you and sow the grounds with salt. You know that somehow I was able to take Southham without breaching its walls; I will do the same to your cities. I await your answer." Knowing that Kieron spoke true, Atkin Lockhard, Prince of the Shires, swore fealty to King Kieron.


After the fall of the Shires, Kieron turned his attentions northwards again to the Orcs of the southern foothills of Geleia. The last military actions of his reign were spent keeping the Orcs at bay and contained and making the remaining parts of the isle habitable and safe.


After King Kieron was finished with his conquest he set about the hardest part:  governing and holding together many diverse peoples. He established a government with its capital at Kieron's Watch and set about dividing the island up into duchies. Liston was named the Arch-Duchy of the North, and the Arch-Dukes of Liston were the lords of the dukes of Kraelthon and Devon. Aelran, locked away in its swamp, was named a Barony, and its baron a vassal of the Duke of Kraelthon. The Southern half of the Island was governed by the Prince of the Shires in Grahmshire, with the Duke of Southham swearing allegiance to him. Brinshire was named a Barony and its Baron a vassal of the Prince of Grahmshire, as Northham was named a Barony under the vassalage of Southham's Duke. Kieron then set about founding other cities and encouraging people to claim new lands.


Kieron also established three schools of magic. The first was in Kieron's Watch itself and was under his direct eye. The head Wizard of the guild was Cathcart Banit. The guild showed Kieron the value of trained magicians in aiding in dozens of civil projects and in defense. He also saw the danger that such a group would represent if left unchecked, and so he bound them to the crown with an oath of allegiance to the King and made sure only the loyal were taught such powerful skills. To help with this, he named the head of the guild a Duke of the realm, the only noble title that was not passed by birth but by choosing, and the King chose the head of the guild.


Twenty years after the founding of the first guild, Kieron founded a second in Liston with the same guidelines as the one in Kieran's Watch. The duty of building this guild was given, once again, to Cathcart Banit, and would come to be his home and the home of his family, with Rendeth Kar-Stark becoming the head of the guild in Kieron's Watch. The last was built fifty years later, this time in the city of Devon, and again this was organized along the same lines as the one in Kieron's Watch, and headed by Mellomir Missum.


Kieron's reign as King of Geleia lasted another one hundred and fifty years after the fall of Grahmshire, and he accomplished many, many things, and was regarded as a good king. He saw that Hospitals of Isis were constructed throughout the island to aid the sick. He passed good and just laws so his people were able to live as they chose with little interference from his government, and he did his best to make sure his people stayed fed and happy.


On his deathbed in 9,114, King Kieron said that he had only one regret:  that he never killed all of the Orcs. His death was mourned by almost all, the notable exception was House Cerwyn, who two days after his death and before the coronation of Kieron's Eldest son Baelin, rebelled. This set off three other old clans into rebellion and caused Baelin to be remembered as "The King who Traveled."


After a hasty coronation, King Baelin Missum set out to show that he would stand for nothing less than the absolute loyalty that was given to his father. Baelin proved to be an able general, though only a modest sovereign, but he did demonstrate a vicious streak that became the hallmark of his family. After two years of chase Baelin brought the three rebel clans to bay and personally executed the rebel Clan Chiefs.


After this Baelin settled into a quiet ten year period of peace and prosperity, and it was during this time that the fabled Sword of the Ancients was crafted for the Missum kings and tied to their line. Baelin, as stated before was only a modest sovereign and was content to continue half-heartedly the works of his father, as his true love was war, which he got in 9,129 when Prince Lockhard rebelled.


Baelin publicly was outraged by this revolt by one of the highest officials of his Kingdom, but secretly he welcomed it with open arms for he had missed war. The war to reclaim the Shires proved to be a costly and brutal one for both sides, but in the end, Baelin put Prince Lockhard and all of his heirs to the sword personally. Afterwards he named his most loyal advisor, Westar Kar-Stark, as the Prince of the Shires.


Baelin then set about traveling his realm, keeping a close eye on things personally. His court would reside with a different nobleman every other year, with the in-between years being spent in Kieron's Watch. The remainder of his reign was fairly peaceful, with only minor skirmishes with the Orc tribes and the People of Dessus who had grown strong and prosperous in their swamps.


Baelin's reign came to an end when in 9,153, the dragon came to Liston. No one knew where it came from or if it was even from Jaern. Simply one day it was not there, the next it razed a small island off of the coast of Liston and took it as its home. The dragon spent the next several months raiding the nearby mainland ’til in the summer of that year Baelin gathered together several knights and magicians and took ship to the island to destroy the beast, and that was the last that was ever heard of him.


The next king was Baelin's eldest son, Daelric Missum. Daelric was much more of a scholar than a warrior, but his father had so cowed the dukes and other nobles that his reign was peaceful, and he is remembered as a builder and a good king. He saw many public works accomplished, and he also saw the rise of the Anubian faith.


Before 9,178, the Anubian faith had been a fairly minor one in Geleia—more of a cult than anything. But in that year a Dabron Arkhstaff came to Geleia. Dabron was a high priest of Anubis that was educated in Karefelon and who chose to bring the faith to the godless Elves of Geleia. He is remembered as being a brilliant speaker and could win a crowd over completely. During his twenty years of preaching, he brought the Anubian faith from the dregs into the greatest faith on the Isle, even converting a majority of Elves to the faith. He established great cathedrals in Geleia, with the greatest in Liston, but it was later destroyed in an earthquake and rebuilt.


Daelric, being a scholar and faithful to Tarus, encouraged the spread of the Tarusian faith, and helped to establish a great Archive in Aelran. It was also during this time that the Guild of Wizards in Kieron's Watch and Liston became very enmeshed with the faith of Tarus, and so lesser Archives were established in each of these Guilds.


Daelric's reign ended abruptly in 9,198 when he was slain in a riding accident. While hunting he took a bad fall, and broke his neck against the rocks he landed upon.


The next twelve kings were fair to moderate rulers, and were Jhasso Missum (9,199-9,290), Alatos Missum (9,290-9,330), Aldeth Missum (9,330-9398), Beldegar Missum (9,398-9429), Gondal Missum (9,430-9,476), Berdus Missum (9,476- 9,501), Kieron Missum II (9,501-9,526), Uluene Missum (9,526-9587), Bellas Missum (9,587-9,620), Taylin Missum (9,620-9,673), Wyndel Missum (9,673-9,699), and Rhubarin Missum (9,699-9,712). All had quiet rules with only the occasional uprising to disturb their reign and are generally remembered well and as "The Kings Who Watched," as their accomplishments did not impact as heavily on the world as those of their forefathers did.


In 9,712, King Albaier "the Weak" came to the throne. Albaier had been the poorest chosen for the crown that existed, being the youngest son of King Rhubarin; the other two had perished in a duel and while adventuring, respectively. Albaier had been a meek child, and while he was liked by most, he was known to be timid, and the nobility seized the opportunity


In 9,715, Prince Kar-Stark openly rebelled and took with him into rebellion the Duke of Southham and the Barons of Northham and Brinshire. King Missum mounted a campaign to retake the southern lands but proved to be very inept at both commanding and listening to his generals as his campaign was a failure. He returned to Kieron's Watch in 9,716 in dishonor, having been soundly beaten by Prince Kar-Stark.


Then in 9,718, Southham counter-rebelled against the Prince and declared its independence from both the Principality and the Kingdom of Geleia. Again, King Missum was able to do little but watch and hurl ineffectual threats.


In 9,720, the Arch-Duke Gerrin Barrit of Liston openly entered rebellion. In his declaration of rebellion, he stated to the king that any attempt that was made by the Kingdom to retake the lands of Liston would be repulsed by any means necessary. Also going with him into rebellion was his vassal the Duke of Devon and the Baron of Ailwen.


By the end of 9,721, the Kingdom now only controlled the mountains, Kraelthon, and Aelran. The mountains were the home of the old clans and were very conservative and loyal to the throne and knew that one day a good king would rise again. Kraelthon and Aelran did not share this view, and in 9,728, rebelled against the kingdom.


In 9,741, King Albier passed away. He had been a sickly child and was a sickly man and was racked by disease his entire life, and in 9,741, it final1y claimed his life. After his death several different factions arose trying to claim the throne with several having no better a claim than others, as Albier had left no heirs. It was finally in 9,758, that King Santrin Missum took the throne and brought the clans back together.


King Santrin was known as "the Wise," as he was no fool and had an excellent grasp of the harsh lessons of life. He realized that "the Rebels" as he called them were far too strong to for him to reclaim, so he set about educating his son in the arts of war and preparing an army for him. Santrin laid the groundwork for an effective army that his son could lead into battle and reclaim the lands that Santrin's father had lost.


So in 9,801, Santrin's son, Prince Iritar Missum led them out of the mountains and assaulted Liston. His army was quite skilled, and Iritar was a brilliant commander, but he faced one of the most skilled commanders in history, Kyle Barrit.


Prince Kyle was the son of Arch-Duke Brandon Barrit and had been trained from the earliest age to be a warrior and leader of men. In his youth he had traveled the world as an adventurer, and served in dozens of mercenary campaigns. He also knew that Iritar was coming.


The battle was joined on the plains to the west of Liston in the summer of 9,801. Iritar had brought with him a thousand clansmen armed with swords and Kieron Longbows. Arrayed against him was Kyle's force of several hundred Devon Cavalrymen, two hundred Liston Crossbowmen, and four hundred pikemen. The battle lasted for the better part of the day but resulted in a resounding victory for Kyle. Strangely absent from the battle were the magical forces of the guilds of Kieron's Watch, Liston, and Devon. It would only later become known that the part of the guild’s oath to each other, after the rebellions, were to never enter a war of one city against another.


After the battle lritar retreated with his forces back into the mountains a broken man. His father perished later that year during a hunting accident, and lritar took the throne with a dull and lackluster coronation that was a sign of his coming reign.


Though he ruled for almost one hundred years, Iritar was not the man his father had hoped him to be. He was a skilled and capable general, but he was a horrible governor. He had little grasp on the finer points of law and economics, and he nearly beggared the kingdom.


Iritar passed away in 9,890 and was succeeded by another dispute, again spearheaded by the rival branch of the Missum clan that had failed to take the throne in 9,758. This time the dispute lasted until 9,915, when finally Halath Missum took the throne. It was also in this year that Rhubarin Missum II was born. Halath had several sons, including the famed adventurer Karin Missum.


Halath's rulership proved to be passable but not memorable, and after he passed away, his son Karin rejected the throne. This lead to another quarrel over the leadership of the Kingdom and opened the door for Ormandi the Usurper to seize the Kingdom.


The Kingdom remained under Ormandi's control until 10,013, when finally Dutch MacDonald led a force of clansmen in retaking the Kingdom from her. Since that time King MacDonald has striven to strengthen his position and authority in the Kingdom and to slowly bring the Kingdom back to its former glory. He has forged an alliance with Prince of the Shires and has married Prince Kar-Stark's daughter Katerina Kar-Stark.


The kingdom is made up of many small mountain towns and a few principle cities. The capital of the Kingdom is Kieron's Watch, and several roads lead to it. It is located in Cullen's Vale atop a great rocky spire that is surrounded by the headwater of the River Geleia, and access to the city is limited to a single bridge.


To the south of the city, the road splits, one branch heading towards Southham, the other to Grahmshire. Where the Southham Road enters the mountains sits Maskalshire, and at the Grahrnshire Road sits Daershire. Both towns are surrounded by thick stone walls and block the passes the roads that follow.


Two other major roads leave Kieron's Watch, one heading east and the other west. At the mountain’s entrance to the west sits another walled city, this one named Baelshire, after the second King of Geleia. Then along the road heading east, the Coast Road, sits Donishire, guarding the entrance to the mountains, and then the road finally ends at Ailwen, the port of the Kingdom.


There are numerous other villages and towns throughout the Kingdom. These small settlements are located in various rifts and valleys amongst the central highlands, or in the case of the Dwarven settlements, under the mountains.

Chapter 9

The Arch-Duchy of Liston


Symbol: A mailed fist.


9.1 Liston at a Glance


The land around Liston for several miles is covered in farmland. To the south and east the mountains are easily visible. To the west the sea stretches out, with the last rays of the sun shimmering across it.


The city itself is a great sprawling affair, over a mile across. It sits atop a series of small hills and overlooks a fairly large bay. Two great stone jetties that arc out from the coast shelter the bay, and at the end of each jetty is a small lighthouse and dock. Throughout the city run several high stone walls that divide the city into sections. There is a great wall surrounding the majority of the city, but at the three gates (north, east, and south), small towns have also grown up.


Rising up out of the city are several great buildings. The most easily visible is a great and twisted spire of stone and wood rising several hundred feet into the air. It is quite mismatched in architecture and is painted in odd and clashing colors, and atop it sits a great mauve statue of a dragon. You also notice that it sways gently in the wind. Also easily visible is a great gothic building of dark stone, a large castle at the heart of the city, and an undecorated stone tower in the southern part of the city. Beyond these four structures, the view of the city is nearly completely blocked by the walls from the landward side.


9.2 General Information

Who Rules: Arch-Duke Alexander Barrit II .

Who Really Rules: Arch-Duke Alexander Barrit II, along with the members of House Barrit:  Count Aaron Barrit; High Imperceptor Kyle Barrit; Sir Gerald Barrit, Beacon of Crus; Countess Lianna Barrit; Countess Janna Barrit; Baron Orin Barrit; and Lord General Markus Barrit.

Population: 22,000, climbing to 26,000 in the summers.

56% Elves, 30% humans, 10% Lizards, 3% Dwarves, and 1% Orcs

Major Products: Gold, Silver, Grain, Weapons, Armor, Stone, and Fish.


9.3 Armed Forces:

Liston has a fairly large standing army and guard force, as well as a very sizeable navy. These large armed services are funded by the business interests of the Barrits and taxes. Also, due to the close nature of the relationship between Liston and Devon, their armies are well practiced at working together, and in times of war will come to the aid of the other.


Liston divides its 1600 ground soldiers into four regiments of 400 men. Each regiment is led by a general, who reports to Lord General Markus Barrit. Each regiment is then divided up into four companies of one hundred men, which reports to a captain. Then, each company is divided up into two platoons of 50 men, and which is led by a lieutenant. Finally, each platoon is broken up into five lances of 10 men, which are led by a sergeant and a corporal.


9.3.1 1st Regiment

-General Torin Dyvin: Male Elf

-The first Regiment is responsible for civil defense and patrols the streets of Liston. The regimental colors are blue and silver.

1st Company: Captain Albrecht Stoneshoulders: Male Dwarf: Light Infantry

2nd Company: Captain Marin Sylunbar: Female Elf: Light Infantry

3rd Company: Captain Jason Dunbar: Male Elf: Light Infantry

4th Company: Captain Styger MacEwan: Male Human: Light Cavalry

9.3.2 2nd Regiment

-General Nathanial MacGregor: Male Human

-The second Regiment is responsible for defending the castle and manning the walls. The first and second companies serve as the castle guardsmen, and the third and forth companies man the walls.

1st Company: Captain Bregan Westgate: Male Human: Heavy Infantry

2nd Company: Captain Wyden Royce: Male Elf: Heavy Infantry

3rd Company: Captain Markus Lanis: Male Elf: Heavy Infantry

4th Company: Captain Brianna Al'dara: Female Elf: Heavy Infantry

9.3.3 3rd Regiment

-General Tynan Gallus: Male Elf

-The third Regiment is responsible for close patrols, up to thirty miles away from the city, as well as manning the walls. The first and second companies serve on the walls, and the third and forth company serve as patrol.

1st Company: Captain Murgen Donnigil: Male Elf: Heavy Infantry

2nd Company: Captain Farlin Brecker: Male Elf: Heavy Infantry

3rd Company: Captain Malcolm MacFarlan: Male Human: Light Cavalry

4th Company: Captain Thomas Rannon: Male Elf: Light Cavalry

9.3.4 4th Regiment

-Lord General Markus Barrit

-The forth Regiment is responsible for training, artillery and engineers, clerical. and intelligence work. The ranks of the first Company change often as men are cycled in and out for training.

1st Company: Captain Darin MacCabe: Male Human: Heavy Infantry: Training.

2nd Company: Captain Jai'lyn Edlin: Male Human: Light Infantry: Artillery and Engineers.

3rd Company: Vulk Nichols: Male Human: Light Infantry: Clerical.

4th Company: Maalthir Bron: Male Elf: Light Infantry: Rangers and Intelligence.


9.3.5 Ranks:

Rank:                                       Insignia:

Lord General                            An Eagle with wings spread

General                                    Crossed Sword and Spear over a sunburst

Captain                                    Crossed swords over a sunburst

Lieutenant                                 A Sword

Sergeant                                   Sunburst

Corporal                                  Crossed Spears

Soldier                                     A Spear


9.4 Churches

There are three main religious orders in Liston. The first and most prevalent is the Orthodox Anubian faith, next is the Orusian faith, and lastly is the Neptunian faith. There are shrines to other deities, but the three previously listed faiths are the most important and popular.


9.4.1 The Grand Sepulcher of Our Holy Lord Anubis


This great gothic building is the home of the orthodox branch of the Anubian faith. It is constructed entirely of dark gray granite, with numerous spires and buttresses. It stands easily one hundred feet in height, with its spires climbing higher still, and measures approximately one hundred and fifty by two hundred feet on a side. The windows of the building are all stained-glass depictions of various saints of the faith. A great cobblestone courtyard with an open area of some sixty to seventy feet surrounds the building on all sides. The main doors to the cathedral are made of thick oak beams and held together with heavy, studded, steel banding.


The Sepulcher gives sermons every day at noon and at 6 pm, with their great bells calling worshippers to attendance. The priests of the temple normally do sermons on a rotating basis, once they have proven themselves to be eligible for such work. The master of the Sepulcher—and the head of the orthodox faith—is High Imperceptor Kyle Barril.


The temple is also the prime training ground for the priests, holy warriors, and temple guardsmen of the Orthodoxy. Trained deep in the bowels of the Sepulcher and around the domain of Liston, the warriors (known as Deathdealers) and the priests of the faith learn their trade so that they may minister to the faithful.


The Symbol of the Orthodox Faith is a black jackal's head over a silver sword on a red field.


9.4.2 The Crooked Tower of Zeal

This huge tower is the tallest structure in Liston and possibly the tallest in Geleia. Its construction was begun some twenty years ago after the Beacon Archus Rindil, in a fit of pyromaniacal zeal, burned the previous temple to the ground. It took tens of thousands of Aurics (a golden coin minted in Liston), more than a single miracle, and enough stone to make a respectable hill to build. However, in the end it stands as an edifice to one of the longest-lasting bouts of religious fervor along a single trend ever possessed by an Orusian priest. The architect and visionary of the construction is now the current Beacon, Gerald Barrit, though his tastes in construction did vary from time to time. The tower was finally completed four years ago when the bell tower and spire were finally finished.


Outwardly, the tower is just under four hundred feet in height but only a hundred feet in diameter at its base. The architecture of the building changes as it rises into the air with a mix of columns of various sorts, rounded stone sections, and even an odd square section or two. At its completion, the tower housed a thirty foot spire at its peak, just above the bell chambers. However, at the end of 10,025, this was cut free and replaced with a great statue of a dragon. The dragon is made of wood and of fine detail and possesses teeth of steel and great gems for eyes. During the dragon's addition a further miracle to keep the dragon in place was used, which resulted in the dragon and the top twenty feet of the tower turning mauve in color. The single most startling thing about the temple is that its peak sways as much as six feet off center in high winds, though it does not break thanks to the power of Orus. Regardless, there is a very wide courtyard around the base of the tower.


The current Beacon, as mentioned previously, is Sir Gerald Barrit, a member of the local nobility; he possesses the rank of Knight, and he is a well-known dilettante. And the only things he has ever remained faithful and unswerving to are his Faith in Orus, his loyalty to his family, and his Obsedo of construction.


The temple houses some twenty to thirty priests and another twenty lay priests and guards. It has sermons daily whenever a large enough crowd gathers or if one of the priests feels like it. The temple is also becoming well-known for the fine ales and beers it produces through its newly acquired "Zealot's Brewery" and is thinking of expanding its products into other beverages.


A decade ago there was a minor attempt to build a temple of Scrogg in Liston. This was met with stiff resistance by the Orusians, who sabotaged the construction and then went on a veritable preaching rampage. They preached night and day until they found out who was attempting to steal what they considered one of their domains, and then either drove them from the city or converted them to Orus.


9.4.3 The Natatorium

The Natatorium in Liston is located two miles south of the city. It is a subdued in appearance from the outside. From the land side of the temple, all that can be seen is a stone statue, some twenty feet in height, of a great and tall human wielding a trident and facing out to sea. The statue stands twenty feet back from the edge of the cliff. Guarding the statue at all times are two warrior priests. The landward entrance is located ten feet beyond the statue. Here the earth has been cleared away, leaving a foot deep hole, and then a spiral set of stairs winding down some 100 feet into the cliff and below the waterline. The way is lit by phodite lamps.


From the sea, the structure is far more impressive. The face of the cliff has been smoothed, through the use of powerful water magics, until seamless and sheer. Flowing down the face of the cliff is a continual trickle of water, so that the entire face is glimmers with a sheen of wetness. Carved into the face of the cliff is a huge, 60 foot high fresco of a lizard. The lizard appears to be quite old, and to be dressed in robes. The most startling aspect of the fresco is that it glows continually. The stones of the fresco are made of phodite and kept glowing by the continual sheen of water.


The inside of the natatorium is wide and spacious. Using powerful water to erode the stone, the priests of Neptune have given the inside a completely natural feel. The central worship area is a large cave that connects, underwater, to the sea. The height of the water rises and falls with the tide. There are numerous side chambers and passages within the Natatorium, however the passages are all filled with water.


The Master of the Natatorium is Wave Lord Brizel, an ancient lizard who has lived within the temple for over eighty years. He is a kind old lizard who holds supreme devotion to his deity and all the tenets of his faith. In his youth he was a member of Orden de la Ondo and still is one of the primary sponsors of the order.


Fifteen priests and another thirty lay priests staff the temple. The Natatorium is famous for its wine, which it sells in great quantities and is the primary source of income for the temple.


Orden de la Ondo

Symbol: A Wave cresting over a trident.

While this Natatorium serves as a worship hall for many people, it also serves as the home for Orden de la Ondo, or the Order of the Wave. The order is dedicated to bringing balance and justice to the world and look dimly on the hypocrisy of the priests of Tor.


The Wavemaster (the leader of Orden de la Ondo) is Monroe Chirwa, an old but still highly athletic human priest of some 60 years. The order has some twenty members who come to Liston from around the world to join.


Initiates of the order must have served at least a decade in the priesthood of Neptune and be recommended by the master of their Natatorium. Once they arrive in Liston they spend the next two years studying the rules and tenets of the order and learning to fight. Those who fail the numerous tests given by the order are returned, without shame, to their temple of origin or allowed to go serve at another.


Those who succeed are inducted into the order and then sent out into the world. Normally, members of the order will work alone or possibly in pairs and hire or recruit local help if they need it.


9.4.5 The Grove

Located a mile or two to the west of the city, amidst a large stand of trees, is the Grove. This small forest is ten to twenty miles across, and the area around it is rich and fertile farmland. The Grove is relatively new, having been in existence for only a century. It was originally founded by one of the Barrits who saw the use in having a local priesthood of Osiris and so donated a large parcel of land to Friar Benjamin Haldar, in exchange for his relocation to Liston. With Friar Haldar, he brought several other priests and lay priests and once here began working with Arch-Duke Barrit with aiding the land and increasing farm production around the city without further endangering or harming the land.


Now the Grove is the major producer of wood for the city via the wood wall spell that at least two of its priests are capable of casting, one of which is Friar Bremar Jelico, the head of the Grove. The Grove is further staffed by five other priests and fifteen lay priests. All are experts on farming and forestry and spend the majority of the time aiding local farmers in increasing production and inventing farming aids.


9.4.6 The House of Healing

Located in the Merchant Quarter of the city is a fair sized mansion that is owned and operated by four priests of Isis. This small sect of Isisites has no political ties and avoids all such ties. The mansion was bought some forty years ago by Frandin Dorin, a philanthrop and humanitarian, and donated to the temple of Isis in Kieron's Watch so that they could open a chapter house in Liston to aid the sick and injured.


The house is operated by four actual priests who lend what healing aid to the injured and sick that they are able. They also run a soup kitchen for the poor of the city who are without food. For the truly destitute, in exchange for service in the House, they have been known to offer residence.


The Barrits, recognizing the usefulness of such an organization, are large contributors to the House and encourage volunteering there.


9.5 The Guild of Wizardry and Sorcery

Located within a huge building occupying a full city block is the Guild of Wizardry and Sorcery. The base of the building is a city block on the side and extends several levels below the city. In the center of the building, and reaching some hundred and fifty feet into the air, is a central tower. The building itself is dark and unadorned gray stone. King Kieron Missum established the Guild centuries ago as one of the two royal guilds. With the dissolution of the Kingdom, the Guild now devotes what political allegiance it has to the city of Liston.


The Guild itself has dozens, close to a hundred, students at any given time and over a two dozen full-fledged masters of the guild. Another few dozen work out of the guild serving in the military, in the palace, or as private commercial magicians. The guild still follows a structure similar to that of the older guild at Kieron's Watch with a master of each element and common magics, and the guild is lead by a Grand Master. It has an internal network of ranks that are achieved by magical knowledge and skill. The guild further offers courses in various fields of research and study.


The current Grand Master is Orin Barrit, who was previously the Master of Earth. The other Masters are Lianna Barrit (water), Janna Barrit (air), Sandor Barlyn (fire), Tarkin Klein (earth), and Geldin Firien (common).


Becoming a student of the guild is not an easy process, as tests to enter are fairly difficult to pass, but the benefits of admittance are great. Students receive food, lodging, and instruction by some of the greatest masters of magic in Geleia. Rumor also says that the Guild is a storehouse for a great number of magical items.


Also housed within the confines of the guild is a great Archive of Tarus. Hidden within, and with access rarely granted, the Archives document centuries of learning and history.


Services can be purchased from guild members; this is done by petitioning at the guild, and then the reception area guards will inquire within for the petitioner. The casting of spells is an expensive thing to buy, and use of such things is always questioned before casting. The guild has a reputation to uphold, and it will not endanger the city. The guild will also identify magical items, again for a price. The guild also lets it be known that extremely dangerous magical items will be confiscated, with explanation from the guild as to why, and compensation will be given.


Service                                                Cost

·        Casting a spell ranks 1-4                 15 Leva per rank.

·        Casting a spell ranks 5-8                 50 Aurics per rank.

·        Casting a spell ranks 9-12               200 Aurics per rank.

·        Casting a spell ranks 13+                The cost is set by the caster and always involves at least one magical item in trade or significant amounts (2+ oz) of Teresium

·        Magical Item Identification              5,000 Leva

·        Training for nonmembers                 300 Leva per rank of spell to be learned, or for skills the cost is half of the base cost of the skill in Leva times the rank.

·        Magical Item creations                    Costs must be worked out with the mage

·        Research                                        50 Leva per day of work needed.



·        Defered spells increase the cost by twice as much or more. The defer, including ranks of finessing, counts as a separate spell. Also, before receiving a deferred spell of any sort, paperwork must be filled out absolving the guild of any responsibility for the use these spells are put to.

·        House calls to cast spells on site cost 50 Leva.

·        Offensive spells are never sold to anyone not belonging to the guild, not an officer of the military, or a well-known and well placed official of the city. And even in these cases, documents are always required stipulating that the guild is not responsible for the use the spells are put to. This process is always drawn out so that it takes at least one day for the paperwork to clear, the only waver to this being in times of crisis for the city.

·        Spells from a double cost group double the cost of the casting.


9.6 Landmarks

9.6.1 The Sea Wall

A great wall of stone shelters the harbor of Liston. The two fingers of stone reach out from the coast, allowing the city to have a much larger and deeper water harbor than is truly allowable. At the tip of each finger is a lighthouse as well as a unit of guards with at least two marajos on guard.


The Sea Wall was constructed several hundred years ago after King Missum first conquered Liston. It was built by the newly formed Guild of Magicians and is still maintained by that guild's wizards, on contract from the city.


9.6.2 The City Walls

A long, high stone wall surrounds the city. The wall was constructed before the Missum conquest and later repaired by the Archdukes of Liston. The outer walls are sixty feet in height and thirty feet thick at the top and forty feet at the base. Their foundations, laid by magic, extend dozens of feet into the ground. There are three gates in them at north, west, and south. Also, along the walls are several towers, spaced one hundred and fifty feet apart; these towers rise another sixty feet above the ground.


Also, dividing the city into sections are other smaller walls inside the city. Each of the quarters of the city is sectioned off with two or three gates for entering and leaving. These inner walls are only fifty feet in height and have shorter towers that rise twenty feet above the walls. These towers are spaced every one hundred feet.


9.6.3 The Ducal Castle

Reconstructed after King Missum razed the first, this huge castle forms a central bastion for the city. It is constructed in a gothic style and covers an area of several hundred yards. The castle took seventy years to construct and at its end was judged one the most impregnable fortresses in Geleia, having been built to protect from magical and mundane attacks. Its defenses are kept closely guarded by the Archdukes. It is located in the Castle Quarter.


9.6.4 The Quarters

The city is divided up into several quarters. They are the Castle Quarter, the Port Quarter, the High Quarter, the Merchant Quarter, and the Low Quarter. Each quarter has its own regiment stationed within except for the Port Quarter, which is the home of the Navy.


The Castle Quarter is the home of the 2nd Regiment and is taken up almost entirely by the Ducal Castle. The residences of the court nobles are also located in this quarter.


The Port Quarter is the home of the Navy and is dominated by dozens of warehouses as well as flop houses, whore houses, and hundreds of taverns. This area of the city is fairly unsafe after nightfall, as it is the home of many a-scoundrel, murderer, and transient sailor looking for his next ship out.


The High Quarter is the home of the richest merchants; it is also the smallest. It is the home of the 4th Regiment and also one of the safest. Its gates are always guarded, and only those who have residences within or legitimate business are allowed to pass. The quarter is also the home of the Guild of Wizardry.


The Merchant Quarter is the home of the more prosperous merchants and people of the city. While they are not the richest they are all fairly well-to-do. The quarter also houses the majority of the city's shops and its market, making it the largest quarter in the city. This quarter houses the 3rd Regiment, the Sepulcher, and the Crooked Tower of Zeal.


The final quarter is the Low Quarter. This is the home of the 1st Regiment and the poor of the city. Located at the southern end of the city, it is the second largest quarter. The quarter also houses many businesses that people do not wish to be around, such as the Butcher's Houses and Tanneries.


9.7 Adventurer's Quarters

Like all other cities, Liston is the home of hundreds of taverns, and dozens of Inns. Ranging from the highest quality to the rock bottom lowest. The best inns treat their guests to posh rooms de~orated in the latest styles and silks with maids to wait on their every need. The worst allow sleeping space on the !loor near the fire. There are far to many Inns and Taverns to list, but here is a selection of a few.


The Grand ol' Lady: Low Quality Inn and Tavern

-Torstan Ulzimmer: Male Dwarf Warrior

The Black Night: Medium Quality Inn and Tavern

-Opara Rendril: Female Elf Warrior

The Dragon's Breath: High Quality Inn and tavern

-Natchchan Belemmor: Male Elf Warrior

The Bloody Boar: Low Quality tavern

-Ghallas Khenistar: Male Elf Marine

The Windy Wench: High Quality Brothel

-Naneetha Danchul: Female Elf Marine

The Flying Bed: Medium Quality Tavern, Inn, and Brothel

-Delthrin Dreen: Male Human Marine

The Roaring Bolenjero: Low Quality Tavern

-Joko Griff: Male Dwarf Warrior

The Barrelhouse: Medium Quality Tavern and Inn

-Swentil Marks: Male Human Warrior

The Rat's Nest: Low Quality Tavern and Inn

-Diane Laris: Female Human Warrior


9.8 Local Lore

9.8.1 The Brothers of the Black

Local legend has it that located somewhere in the city, or outside of it, is a large conclave of Rudri worshipers. Rumor says that they are all upstanding citizens, but on certain nights will gather and perform sacrifices to their Dark Mistress. No one has ever confirmed these rumors, but from time to time, bodies drained completely of blood do turn up.


9.8.2 The Dragon

Up until ten years ago one of the few great Dragons resided near Liston. It made its home up an island to the east of the city. The dragon was known for its foul temper, hatred of the Missum family, and treasure horde. Some thirty years ago the dragon was defeated, but not killed, in combat by King Dutch MacDonald, who then plundered the Dragon's horde. Afterwards, the dragon returned briefly before departing once more. It has not been seen since. Rumor tells that one of the greater nobles of the Kingdom struck a deal with Dragon to assuage its hatred.


9.8.3 The People of the Dragon

The People of the Dragon comprise the largest population of lizards on the island of Geleia. Numbering several thousand, they live in the great swamp, Blackmire, to the north of Liston along the coast. These insular and paranoid people worship and serve Dessus, whom they style as "the Dragon God," and up until recently worshipped a great idol in their central village of S'knar. Legend says the avatar of Dessus brought this idol to them:  the once famed but now gone Dragon of Liston.


The People of the Dragon are organized along tribal lines with the strongest male dominating his village and at least one, but usually more, priests seeing to the spiritual guidance of the village. Young males must prove their worthiness for adulthood in some sort of test, the form of which is not known, and all adult males are warriors and hunters; this includes fishing. The females of the tribes are the crafts people and do what farming the swamps allow for.


Over the decades, several attempts to curb the raiding and piracy practices of the People have resulted in various forms of retaliation by Liston, but usually with little or no effect. Prior to the winter of 10,025, the last attempt was in 10,023, when a force ofwarriors was sent into the swamps to crush the lizards, but the majority of these warriors did not return. Reports indicate that they did grevious damage to the People but nothing lasting, and it only curbed their raids for a year.


In the winter of 10,025 the great statue of Dessus was stolen from S'knar and now rests atop the Crooked Tower in Liston. Wave traveler Saunders Torval and a band of mercenaries and thieves, who gave their names as Sandra, Mogradin, Jonnie, Caillet, and Rasp accomplished this daring raid. Needless to say, all have been marked for death by the People.


Chapter 10



Symbol: Twin Lances over a sunburst.

10.1 At a Glance

Situated at the end of the great northern grasslands, Devon is the northernmost city in Geleia. Devon is located near the coast beside the Devon River, and a great deal of its economy is supported by sea trade, especially with the nearby Lizard city of Kal’maklir. From Kal'maklir, Devon receives large shipments of phodite and amber that it then brokers around Geleia. The rich amber and phodite trade brings great wealth to Devon, but it is most famous for the horses its breeds.


Like Liston and the Kingdom, Devon's domain extends significantly farther a-field than the walls of the city. The sphere of influence that the Duke of Devon controls extends for fifty miles around the city out into the grasslands. The Devon's frontiers are well patrolled by the Duke's mounted forces who guard against the roving bands of bandits and brigands.


Devon is located on the banks of the Devon River, a mile or two from the sea shore. The city is primarily located on the eastern side of the river; however, its docks and defenses do spill over to the other side of the river.


Devon's harbor consists of a wide swath of docks running for the better part of half a mile on either side of the river. The dock facilities are easily large enough to support and maintain over a hundred vessels, and the river is deep enough for the largest ocean-going vessels. The Watch patrols the Dock area fairly regularly, but crime is still fairly common. The dock area is also the home to many attractions for visiting sailors.


The Devon River is a fairly wide and deep river, though slow-moving, and allows for sea ships to travel to Devon with ease. It is fed from an underground river that runs north out of the mountains. The Dukes of Devon over the years have build up defenses along the river, both to the north and to the south of the city. The river sweeps up deposits of precious gems from time to time, and many people in and around Devon make their living from collecting and selling these gems.


Two walls surround the city. The first, original wall separates the dock area from the rest of the city, and then an outer wall encircles the eastern side of the city. These walls are some fifty feet in height and dotted with towers at regular two hundred-foot intervals. Further to the north of the city are twin towers that rise one hundred feet above the land. These towers are each surrounded by walls and are linked by a very thick iron chain that can be raised and lowered in times of need. The towers are heavily armed with numerous long-range pieces of artillery and garrisoned at all times. A similar, though smaller, set of towers is located to the south of the city as well. Further, located at the river's outflow are two small and guarded watchtowers.


Inside of its walls, Devon is a fairly cramped city and not very attractive. The majority of the rich and well-to-do have long since moved outside the city walls and now live on estates around the city. The middle class and poorer people live inside the city walls permanently, but many of the rich do maintain apartments within the city.


The city has been ruled for centuries by a duke, originally appointed by the Missum kings, but they later rebelled. The duke makes his home in the Ducal Palace, which rests upon a hill overlooking the city.


10.2 General Information.

Who Rules: Duke Fedril Gillantur

Who Really Rules: Alexander Barrit II

Major Products: Horses, precious gems, leather, cattle, grain, and phodite.

Population: ~18,000 with in the city, rising to ~23,000 in the summer. Several thousand more reside in the country near the city.

50% Elven, 30% human, 15% Lizard, 4% Dwarven, and 1% Orcan

Military: 300 Devon Riders: Medium Cavalry, they patrol the borders of the domain.

600 Ducal Guards: Medium Infantry that serves as garrison troops and law enforcement.

A navy of six fully crewed combat marajos.

The College of Wizardry.


10.3 Religion

10.3.1 The High Sepulcher for the Ministry of Lord Anubis.

Located in one of the older parts of the city, this temple was formerly the fortress of the Dukes of Devon. It was replaced two hundred years ago when Duke Terrgil Gillantur constructed the present Ducal Palace.


The temple is in truth a fortress and its walls are surrounded by a wide court yard. The walls of the fortress are some forty feet high and well-patrolled. Inside the walls is a wide courtyard that is normally open to the public during the day and during holidays. Services are held within what was once the ducal hall.


The temple is led by Imperceptor Horance D'Ville, and at his command are twenty priests and another twenty Deathdealers,


10.3.2 The Temple of Traveler's Respite

This temple of Neptune is located north and east of the city, some fifteen miles away, along the coast. This seaside monastery has for many years been a place of refuge and peaceful contemplation for many.


The monastery is governed by Most Reverend Wave Watcher Jalmos Villan, an elderly human of some sixty years. Ten priests live in the monastery and another fifteen lay priests make their residence within as well.


The monastery provides refuge for all who seek it with the exception of known criminals. The monastery is almost completely self-sufficient, though their foods tend to be simpler ones.


Since the troubling times that have begun to befall the various Archives, the Temple has begun to collect any and all books of knowledge that it can should it happen that the Taurusians fall.


10.3.3 The Dolin's Glen

Located three hours south and east of the city is Dolin's, or the Keeper's, Glen. The glen is a community of practitioners of mysticism who have set up a small forest as their home. Named for Dolin Nurama, the glen was given to the Jangai Rondo five centuries ago, which was at the time led by Dolin.


Dolin then moved his Rondo to the glen and invited three others to join him there as well. Then over time they merged into the Jangi-Hal Rondo and now form a community of some four hundred practitioners of various backgrounds.


The Jangi-Hal are very peaceful people, and their neighbors are very friendly towards them. They raise their own crops and animals and are generally self sufficient and when not, trading with their neighbors for what they need. They only practice violence when they find evidence of body-thieves or second-lifers in the area. It is then that they will take deadly action.


They are currently lead by Sag-Marlin Jangi-Hal, a wise and intelligent Elf of one hundred and twenty years.


10.3.4 The Grand and Great Holy House of High Orus

Located across the river, to the west of the city, the Grand and Great Holy House of High Orus is in a word a monstrosity to the eye. Originally the home of a wealthy nobleman, the mansion was donated to the faith of Orus some seventy years ago. Since then the overly emotional priests of Orus have transformed the once beautiful mansion into a garishly-painted mishmash of buildings of every style imaginable. This is not the only home of the Orusian faith in Devon, however.


The Orusians still maintain their original hall inside of Devon. This is where they conduct their ceremonies for the city-bound faithful.


The Grand and Great Holy House of High Orus is dominated by Her Bright and Brilliant Beaconship Toril Horstin, a very pushy and rude woman who exemplifies all the virtues of an Orusian, i.e. she is outspoken and loud to the point of being obnoxious.


Living on the grounds are also another dozen and a half priests as well as fifteen or so lay priests. They split their time between the House and the Hall.


10.3.5 The Archives

Once located in a large warehouse in the northern part of the city, the Archives now reside within the College of Wizardry. The original Archives were burned a few years ago in the night, but through magic almost all of their books and scrolls were preserved.


The Archives' new home in the College of Wizardry gives it a great deal of personal protection and an even greater amount of political power as the current Head Librarian is also the Grand Master of the College, Jonas Barrit.


The priests will research subjects for those who petition them, but their fees run fifty silver leva a day. They have also been known to identify magical items for a fee of some 9,000 silver leva each, but they also let it be known that dangerous items will be confiscated.


10.3.6 The Solarium

Once a grand building with a transparent roof, the Solarium is now simply a rotting and decaying ruin. Located a few hundred yards to the south of the city, the Solarium was destroyed some thirty years ago in a raid by the Black Legion. Afterwards not enough priests of Ra were left alive to rebuild the temple, so they took all their most precious possessions and artifacts and abandoned the temple.


They still do maintain a small shrine in the southeastern part of the city for the faithful, but each year fewer and fewer come to worship. Currently there is only one priest in the city, Holy Vicar Wargun Mallick, though he does have a staff of some five lay priests. Wargun is an ex-adventurer and is quite powerful in his own right.


10.3.7 The Parishes of Osiris

Worship of Osiris is fairly widespread in Devon, with each minor hamlet having a small grove and at least a lay priest to Osiris. While worship of Osiris is not often the primary religion of the people in that area, they all revere her so that she will protect and give bountiful crops.


10.3.8 The Enclave

There was originally a fairly large enclave in Devon, the largest outside of the Kingdom. However, it was destroyed some hundred years ago after the Marsal was implicated by several people in committing several heinous murders and of being a Hirudo. These accusations caused a quick and harsh erosion in all faith in T'or in Devon, and the Enclave's priests were stoned from Devon. It was later found out that these accusations were false, but these findings were blocked by an unknown source.


Since then, there has been no Enclave in Devon, and the few efforts to reestablish one have meet with harsh resistance.


10.3.9 The other religions

The faiths of Scrogg and Rudri, as in other parts of Geleia, are regarded as evil, and all signs of it are met with open hostility. While there are very small underground sects of both of these religions in Devon, they keep very quiet and do not attract attention to themselves.


Isis and A'tena have no followings established within Devon.


10.4 Organizations

10.4.1 The Jackal's Hand

More of a rumor than a true organization, the Jackal's Hand is supposedly an organization of religious assassins living and training in or around Devon. Their home is not known, nor are their members or any symbols of their organization. The rumors say that those wishing to contact them should whisper in the sewer grates of the city and that a member of the Hand will meet them. They also say that the Hand will accept a contract on almost anyone not of the faith or a member of the hand. The head of this organization is rumored to be an ancient and terrifying Elf.


10.4.2 The Congress of Nobles

Formed as a bulwark against the power of the Duke and now a puppet of the Barrits, they have limited powers of taxation and law making, but their main power comes from being able to veto the efforts of the Duke if such efforts go against what the nobles feel is best for the domain. They meet once every two months in the Lords Hall in Devon.


Their membership consists of every landed noble within the domain, which has at times lead to the Duke handing out more titles of nobility and lands to his favorites so that he might pad the Congress. In recent years the Congress has become virtually overrun with supporters and toadies of the Barrits.


10.4.3 The College of Wizardry

Located in the southwestern part of the city, the College of Wizadry is an ancient school of magicians and scholars as well as the home of the Taurusian religion. The school is led by Grand Master Jonas Barrit, an Earth Magician, and is organized along the lines of the Liston and Kieron's Watch guilds. However, this guild is far less open and receptive than the other two.


Originally set up as a sister guild by the Missum Kings, the College sided with the Devon Dukes when they sought to assert their freedom and since then have become a virtual military force for the dukes, aiding in times of defense and emergency. To join the college, one must have been born within the domain of Devon and can prove such, as well as taking several oaths to uphold the laws and well-being of Devon. Potential members are rigorously tested for their mental prowess and loyalty to the city and the guild, so that few wild cards slip through. Further, only men are allowed to join the guild.


Membership in the guild is for life, but the guild takes care of its own. Wizards who are attacked or harmed have their brothers seek retribution upon the attacker. Members are also given stipends, as well as living quarters and whatever research materials they desire.


A few years ago when the Archives were destroyed, Grand Master Jonas Barrit leaped at the chance to have the archives reconstituted within the College, not only for the wealth of knowledge that it would bring, but for the power for the guild. Though it took over a year, the task was finished.


The college does not provide all the services that other guilds provide for just anyone. Instead, for the general public the College will research information for a fee of 50 silver leva each day or identify magical items for 9000 silver leva, though it does make the stipulation that dangerous magical items will be confiscated, and some sort of compensation is usually given as well.


The College has a longstanding agreement with the Duke and the nobles that in times of emergency, war, or disaster, they will provide necessary aid. Generally, patrols will have at least one wizard with them, sometimes more.


10.5 Adventurer's Quarters

Like all other cities, Devon has a plethora of tavems and inns in and around it. Every small town in the domain has at least one inn and one or two taverns, and Devon itself has over a hundred. They include:


Lunsford's Inn: Inn

Proprietor: Nelson Lunsford: male human

The Horse's Hitch: Brothel

Proprietor: Meriel Severn: female human

The Sailor's Hole: Tavern

Proprietor: Zenas Cicero: male Elf

The Rogue: Tavern

Proprietor: Rufus Oriin: male Elf

The Skinned Cat: Tavern

Proprietor: Micajah Ithamar: male Dwarf

The Long Ride: Brothel

Proprietor: Marsena Jaspar: female Elf

The River Ruby: Inn

Proprietor: Kirby Leonidas: male Elf

The Spitted Hen: Tavern/Brothel

Proprietor: Pierpont Gilman: male human

The Black Mug: Tavern

Proprietor: Bartholomew Erastus: male human

Bailey's House: Inn

Proprietor: Millie Bailey: female human


10.6 Local Lore

10.6.1 The Barrits

The Barrit family of Devon has long eyed Devon, and in the past thirty years, they have begun to truly exert their influence. From influencing the Congress of Nobles and the Duke to running the College of Wizardry, the word of Alexander Barrit is law in Devon for all practical purposes. This is not something that is known by the commoners or even the uncommon man in Devon; they simply see Liston as their ally in times of war and trade, and only the most powerful know the true scope of the Barrit's influence.


10.6.2 The Sword of Justice

There has long been rumors of a band of Torites and Raites either in or near Devon who have been working on reestablishing their religion in Devon. Several times over the past few years, rumors of particularly heinous criminals being killed in an execution style have surfaced, and many people attribute these to the work of the hidden Torites.


10.6.3 The Races

The people of Devon love nothing if not horse racing. There are several open tracks outside of the city set aside for this specific purpose. During the summer months of each year, biweekly horse races are held at the Ducal Track. This is the largest of the tracks and is a roughly mile-long oval where the rich and poor alike come to watch the fastest horses in the domain race. The Winners receive great prizes for horse, rider, and owner.



Chapter 11



11.1 Introduction

Off in the distance, you notice a sort of haze appearing over the hills and correct your course towards it hoping to find a place to stay for the night. As you come closer, the smell of fires, forges, and tanneries hits your nostrils. The air seems to be a bit more humid and it is getting progressively hazier. You crest the last rise before the town just as the sun is setting, and you can't see a thing over that last hill except a white pall of fog completely covering the valley. You think to yourself that this is just some odd weather phenomenon and nothing is wrong with this town, so you descend the hill into the fog. After passing through what you guess to be the first 10 feet or so, the fog layer thins and you can actually see around 50 feet. You continue to descend the hillside and progress towards the city, hoping that you have enough money to afford a meal and a place to sleep for the evening. As you approach the city walls, a disinterested voice echoes out of the mist, "Who goes there?" You reply, "No one but a weary traveler." The voice replies, "Come on ahead." As you approach the walls, a gate and guard post become apparent. The two dirty, unshaven guards leaning on rusty halberds motion you through the gate. As you pass through the gate onto the nearly unlighted cobblestone streets, the smells you experience intensify a hundred fold.


You glance around at the buildings through the mist, and at first glance they seem all right, but your opinion quickly changes as you approach them. They are all rather run down and shabby, and some of them appear to have either been burned or near a large fire some time ago. The inhabitants of the town seem just as shabby and run down as the buildings. Most of them continue down the streets without looking up at you at all. The few who do you would rather had not done so at all. The looks they direct at you are either filled with malicious amusement or outright hatred, and as far as you can see, no one in this town is particularly attractive.


You decide not to ask any of them for directions and turn down a side street to search for an inn on your own. The street is surprisingly empty, but a couple of blocks away you can see a sign for an inn called the Plastered Rafter. Deciding that you can stand to pass the night with a few rowdy raft drivers, you start heading in that direction. About a half block later, you think you hear light footsteps behind you in the fog. You whip your head around and scan the surrounding area for any unwanted followers. Not seeing anyone, you quicken your pace towards the bar, partly from nervousness and partly from fear. A half a block later, you seem to hear footsteps again from behind you. You pass it off as a stray cat and continue towards the inn. Suddenly, a rock skitters across the cobblestones of the street. You whip around again, expecting to catch some street urchin reaching for your purse, but all you see is the rounded head of a large iron mace descending towards your head. You hear a loud crack and a blazing pain shoots through your body. As a cascade of warm dampness begins running down your face you fall to your knees and pitch forward. The last thing you hear before descending into blackness is a gravelly, deep voice saying, "Welcome to Kraelthon."


11.2 Location

The population of Kraelthon is comprised of rafters, thieves, and scoundrels. Since the city was razed nearly three decades ago, it has never quite recovered to its former splendor as a teeming marketplace. Currently, it is nothing but a stop along the river from the interior of the land. The marketplace is still relatively well-known throughout Geleia, however. Since the city was sacked thirty years ago, the sense of community it once had has complelely vanished. Everyone there has but one concern:  themselves. It is a haven for criminals trying to escape from the law due to the lack of a temple of T'or anywhere nearby. Due to this, there is also no law enforcement in Kraelthon. No one really cares what happens as long as it doesn't affect them; therefore, there is not much racial prejudice. Due to this lack of racism, there are quite a few more Orcs residing here than in most Geleian cities.


11.3 Government

The government here is a council of advisors that meet monthly under the direction of Archduke Turalyon, lord of the city. The council is only concerned with staying rich, staying in power, and protecting itself from outsiders. Most of them would just as soon kill each other as look at one another. They do, however, have some care for the city proper due to the fact it is the only thing keeping them in money and in power. All of them are corrupt and fairly susceptible to bribes.


11.4 Religion

There are only two temples in Kraelthon. One is a cathedral of Anubis, and the other is a temple of Orus. The Anubians here follow the Orthodox sect. The temples don't have much effect on the mindset of the city; the high priest of Anubis, however, does have a seat on the city council. The only reason a temple of Orus exists here is because they feel like it. There is also a shrine to Taurus in the city keep where Lord Turalyon resides


11.5 Economy

The city's major income is from tolls charged to barges and rafts traveling down the river that runs nearby. Kraelthon also owns the only bridge for quite a few miles on either side of the river and charges an outrageous toll to cross it. Other than tolls, the city receives income from wool, leather, and iron. Most of the smell and haze in the town come from either smithies or tanneries. Sheep and cattle thrive on the nearby foothills, and the nearby mountains are rich with iron deposits.


11.6 Local Businesses

There are quite a few small businesses in Kraelthon, but there are two or three that are the most visited and most well-known. The most famous is probably the Plastered Raftsman. Quile possibly the classiest joint in all of Kraelthon, it has the best beer in town and the least puke on the floor. Most adventurers or other people seeking employment visit this establishment in order to view the giant bulletin board of jobs. This board comprises one wall of the inn, and you can find almost any job there you are looking for. This is the main hangout for river men passing by Kraelthon.


The next well-known establishment on the list is the Burst Boil. Tending to be a bit rougher that the Raftsman, most people don't frequent it very often. It is reserved for the seedier inhabitants of the city or for the adventurer who is just looking to start a fight. The beer is decent, and the food tastes like it was cooked last week. The outstanding feature of this bar is the fact that they are about the least racially oppressive place in the city. Even the occasional Black Axe has been seen in the Burst Boil, as well as many other mutations.


The next stop on our little tour of Kraelthonian business establishments is the Black Marketplace. Aptly named because you can purchase almost anything that money can buy here. Located in the center of town, most of the wares are sold from either carts or booths. Slaves, weapons, drugs, and bread are just among the few things purchasable at this dark place. Nearly as many people come here looking for employment as the Plastered Raftsman. Due to the lawlessness of the city, this is the center of some of the major smuggling operations in Geleia. This place is not for the upper classes, however. Murders have been known to happen in broad daylight, as well as robberies.


11.7 Local Lore

What most don't know about Kraelthon is that Baron Turalyon is also the guild master of the local thieves' guild. There are five seats on the council other than the guild master, and all are taken by the heads of each of the crime rackets:  assassins, smugglers, burglars, and beggars. One seat is also held by a hirudo whose existence no one outside the council is aware of. The smuggling the thieves' guild carries on is another major source of income for the economy in Kraelthon. Some of the citizenry have discovered that income has to be coming from somewhere other than the normal sources, but anyone who has investigated this too far has mysteriously disappeared.


Also, unbeknownst to all but a few of the highest ranking priests of T'or, there is an underground Enclave operating in the city. The temple is making an attempt to clean up this town, but they know that doing so with pure force would be ineffective, as the same group of people would more than likely escape and set up shop somewhere else. Therefore, they are fighting fire with fire and attempting to remain undiscovered in their attempts to bring the corrupt heads of Kraelthon to Justice.


Chapter 12



Symbol: None.

A Note about Aelran

The information contained below that refers to the Black Legion is NOT public knowledge. Only those who have lived their lives in Aelran and have a true and legitimate reason to know about Aelran in-depth would have any inkling of it. Even then they will not divulge what they know of the city. By default this information is not considered in character knowledge for any character for any reason.


12.1 At a Glance

A formerly wealthy city, Aelran has suffered greatly over the past century, so much so that many people think it is a dying city. Located along the causeway that leads through the Great Swamp from Kraelthon to Devon, it has little to offer residents except a private existence in the swamps.


The city is located on one of the few large islands amongst the bogs and fens of the swamp. Aelran has never been a large city but it is steadily declining in size. Its history has always been one of conquest and struggle with the ruler-ship of the city changing every few years as a new dictator from the more remote regions of the swamp or the odd Orcan warlord would seize power. The most recent reversals were at the hands of the Black Legion and later the armies of Geleia.


When Ormandi rose from power and began assaulting cities, Croker Raeburn, a dictator who had only sat upon the throne of Aelran for a few years, immediately capitulated and joined the forces of the Black Legion. This spared the city from an assault, but it did not spare it from many brutalities, nor did it spare Croker, who was beheaded soon afterwards. The religious zealots who came with the Legion were brutal to the populace, forcing conversions by torture or magic and committing atrocities by the score. The people of Aelran were never able to gather any sort of resistance, and so the vast majority of them simply went along with more and more zeal to avoid any sort of trouble.


After the death of Ormandi and when Kyle Barrit led the armies of Geleia against the city, the people of Aelran found what the price of their capitulation truly was. Kyle spared few in his campaign, and the city was sacked and huge parts of it burned. The Archive that was there was looted, and its storehouse of ancient books scattered to the winds by the various soldiers, though many did eventually make their way to the Royal Guild of Wizardry in Kieron's Watch.


The most unfortunate part of the tragic event was that many of the leaders of the Legion escaped and later returned in secret, and the power of the Legion was not broken in Aelran or the swamps; it was now just hidden.


Aelran of today is quiet, sleepy, and the only real commerce that the city sees is overland trade between Devon and the south, and even this is threatened as Devon's traders are instead heading towards Liston and taking that way south so to avoid the Orcs to the south.


Marat Gaurilulk, an Orc from the south who is a puppet for the city's true masters, rules the city and area around it.


Aelran is built in a large, mile-square island with the causeway leading to the north, east, and south. In between the lanes of the causeway and on the western side are deep bogs and fens that provide little farming area, and the only crops grown locally are pigs, chickens, and rice. The houses and buildings of the city are made from either woven reeds or from wood with no stone buildings. A wooden palisade often feet in height also surrounds it. The roads within the city are corduroy wood and mud.


There are several smaller villages in the swamps and a minor religious settlement to the west.


12.2 General Information

Who Rules: Warlord Marat Gaurilulk.

Who Really Rules: General Aelis Verron of the Black Legion.

Major Products: rice and exotic birds.

Population: ~2000

40% Human, 30% Orc, 20% Lizard, 7% Elves, 3% Dwarf


12.3 The Military

50 Marshals of the Warlord who enforce the law.

200 Black Legionaries hidden amongst the townsfolk and more in the surrounding swamps.


12.4 Religion

There are two temples located within Aelran. The first is dedicated to the worship of Ra and holds services at twilight and dusk each day. There are some seven lay priests of Ra in the Solarium and another fifteen faithful in the temple.


The other temple is one dedicated to Orus. It is the most visible and most verbal in its religious zeal. There are some ten priests who live in the temple. They hold ceremonies, both public and private, when the mood strikes them and will often be found around town preaching.


The true religious presence in Aelran is that of Rudri and Scrogg, though they are hidden. They control both of the other temples, thought this is not public knowledge.


12.5 Magicians in Aelran

There are no formal schools or magic in Aelran or nearby. The only magicians in the area are members of the Black Legion. All others meet tragic ends.


12.6 Adventurer's Quarters

There are several inns and taverns within Aelran, easily enough to provide comfortable living for several hundred travelers. These are also the primary source of revenue in the city. Most of the inns are of fair quality or better since poor quality inns do not attract the travelers that the city depends on. All inns have taprooms and serve meals to their guests, and almost all have a groom or two and a barn to tend for the mounts of the travelers. There are also two brothels within the city which are in truth run by the faithful of Scrogg. A partial list of inns and taverns follows.


The Hitched Cat: Brothel.

Proprietor: Celia Hitchener: female human

The House of Randy: Brothel.

Proprietor: Gibbs Hall: male human

The Ale House: Tavern

Proprietor: Pyne Burell: male human

The Tapped Keg: Tavern

Proprietor: Henderrk Kalb: male Orc

The Feathered Bed: Inn

Proprietor: Hadyn Fleury: male Elf

The Traveler’s Repose: Inn

Proprietor: Matthias Kalb: male human

The Adeberg Inn: Inn

Proprietor: Jiril Adeberg: male human

The House of Rest: Inn

Proprietor: Ansgar Graupler: male Orc

The Stone Mug: Inn

Proprietor: Creutzfeld Weidenhamrner: male Dwarf


12.7 Local Lore

The Black Legion

While many inhabitants suspect or even know about the presence of the Black Legion, they make every effort to keep it to themselves. They may not agree with the Legion's motives, goals, or methods, but they fear that if it became public knowledge that the Legion was still active, then Aelran would be invaded again. And so they keep silent and go about their lives.


The Black Legion stands for what can best be termed evil and the worst elements of chaos. It was founded several decades ago by Ormandi and served as her army. They were originally a collection of mercenaries, Orcs, and other people of vile temperament who were bent on conquest and inflicting suffering on others. They started out quite small, but their numbers swelled as many of the most brutal and warlike Orcs joined the cause. They were further swelled in numbers as the black priests of Rudri and Scrogg magically forced conversions on those they captured.


Given time the Black Legion would inevitably have succeeded in its goal of the conquest of Geleia by simple attrition. They would take an area and crush any resistance, and then begin the selection of those they thought should join them and bend the minds of their selected victims to the Legion's cause. They would then move on to the next conquest.


It was only the fall of Ormandi at the hands of Saint Chambrai that enabled the still free cities of Geleia to rally their banners and strike back against the Legion. This crushing blow led to defeat after defeat for the Legion ’til they were finally crushed at Kraelthon and pushed back to Aelran with the armies of Geleia in pursuit. They managed to hold out for a time, and during this time smuggled many of their people and arms out of besieged Aelran. They did, however, finally fall as the armies of Geleia finally broke the siege and invaded the city and in an attempt to destroy the Legion to its core, butchered many innocents.


This was not the end of the Legion, however. They had dispursed themselves in the swamps and there fled to other cities for hiding. It was not until ten years later that they began to recollect in Aelran and to rebuild their strength.


The Black Legion of today knows it is but a shadow of its former self, and that it does not have the might of Ormandi at its back. This has led to the death of several less than savvy leaders of the Legion who would strike openly. The current head of the Legion is General Aelis Verron, but few know his face or the identity he uses.


General Verron is a cunning and wise leader of deep and indelible evil and cruelty. He is ruthless and sees the Legion as his instrument to invoke chaos and suffering on the peoples of Geleia. He is a powerful Hirudo who has bent the other Hirudo of the Legion to his will and keeps them plotting against each other and well-cowed towards him. While he is not a follower of the ways of Scrogg, he does see their abilities as useful to his plans and so keeps them happy when he can and encourages their excesses when able.


Chapter 13



13.1 History of Tradition

Many of the traditions within the Clan Mckintish are touch off base as far as Jaern goes, so there is a significant reason to look at the history behind them. Nearly all the traditions in the clan stem from its creation. The clan war was caused by a number of mistakes which, thanks to Ian Mckintish (the first incarnation of Grism Mckintish), the clan does not intend to repeat.


13.1.1 Grism Mckintish

Grism Mckintish is the Lord of the Clan. Grism Mckintish has always been Lord of the Clan. When becoming Lord the new clan leader adopts the name of the first clan lord, Grism Mckintish. Paradoxically the first clan leader's name was actually Ian Mckintish; however, he took the name of Grism Mckintish when he united the Clans to preserve the name of the Grism Clan. The passing of the Lord's name serves as a remembrance of Clan Grism.


13.1.2 The Clan War

This is the largest turning point in the clans' history. This historical catalyst merged the clans under one leader and staged over a thousand years of history and tradition. Before the war there were two clans:  the Clan Grism (humans) and the Mckintish folk (the Elves). The two peoples grudgingly coexisted for many centuries, harboring great distrust towards each other. The fire's spark occured in 8,698. Madeline Grism and Dale Mckintish were classic star-crossed lovers. Their relationship came to sudden stop when their bodies were discovered in an open field mauled and rended. Naturally each side blamed the other for the slaughter, and situation quickly escalated.


13.1.3 The Threat

Around 8,789, a new threat was recognized on by both sides:  a tribe of Orcs who had established themselves on the southern end of Grunslop. The two sides (headed by Ian Mckintish and Caurin Grism) meet under a cease-fire at the eternal tree. Both agreed that a truce needed to be reached; however, neither side was willing to surrender.


13.1.4 The Duel

Ian Mckintish came upon the solution and challenged Caurin Grism to a duel for the leadership of both clans. They met at the eternal tree. Caurin wielded his grandfather's axe while Ian brought forth a great claymore that shined with the blackness of night. The battle began and ended in a split second as Ian slew Caurin with one stroke of his blade. The duel was over and Ian Mckintish claimed leadership of both the clans.


13.1.5 The Battle of Tregara

The first of the two major battles in the clan/tribe war was a terrible defeat for the Mckintish Clan. The clan had established a small outpost (Tregara) in what is now called the wastelands. In 8911, an Orc horde attacked the fort. Ian (now known as Grism Mckintish) was now old even by Elven standards. He commanded his clan to retreat, as defeat by the overwhelming horde was inevitable. Grism stayed behind in the fort to cover his clan's retreat, facing down over 800 battle raged Orcs. Grism Mckintish summoned up a great storm and rained lighting upon the Orcish army. Even so the Orcs invaded the fort within an hour. Grism fought against the invading forces but was soon cut down by a slew of arrows. The retreating clan witnessed a huge explosion which wiped out the fort, the Orcs, and created the wastelands. When they returned to their home they found that the sword of Grism had appeared in the eternal tree.


13.1.6 The Return of Telfin

After the death of Grism Mckintish the archmage Telfin appeared in the then village of Car Point. He summoned up the spirit of Grism Mckintish and performed the ritual of inheritance. Daek Mckinitish was chosen as the successor by Grism Mckintish and became Lord of the Clan. Telfin then disappeared.


13.1.7 The Battle ofTregara

In 8921, Lord Grism prepared his army and ambushed an Orc entrenchment in the wastelands. During the battle Grism Mckintish took the form of Ian Mckintish and slew the Tribal Elder of Wog. The battle was a rout and sent the tribe into the swamplands.


13.2 General Information

Location: The northern forests and mountains of Grunslop.

Who Rules: Lord Grism Mckintish

Who Really Rules: Lord Grism McKintish

Religion: Nomadic

Population: ~1200


13.3 Traditions:

13.3.1 Leadership:

The clan is always led by the Lord Grism Mckintish. When the old lord dies and a new lord is chosen, he takes the name of Grism Mckintish. When the old lord dies his spirit is drawn into his sword, which then transports itself to the eternal tree (See the Blade of Truth). A1l who wish can then participate in the rite of truth. The applicants gather in a circle around the eternal tree and imbibe a spirit trance potion. Whoever bonds with the sword becomes the next Lord of Mckintish.


13.3.2 Marriage:

Marriage is no longer an accepted practice in the clan as it is seen as one of the main causes of the clan wars. Each man and woman stands for themselves and the clan. Loyalties beyond this (such as marriage, the devotion of another person over the clan) are disdained, and those who do form such bonds are shunned and ostracized. Some travelers are disturbed by this hive-like behavior.


13.3.3 Breeding Season:

Pregnancies are only conceived during the late summer. This allows women to fight the next war season (summer). Women usually have three to four children in their life. Members of the clan are encouraged to only have one child with any partner. This promotes clan loyalty over personal relationships and keeps deep personal relationships from developing among two people. Women often perform minor future scrys in order to determine if they will be pregnant in the next year. Due to nomadic cures, venereal disease does not run rampant among the populace, and any occurrence is isolated and treated.


13.3.4 Child Rearing:

In order to seed the values of individuality and community, children are raised in a very specific manor. All people within the clan caring for a child younger than seven are required to attend the annual rite of passing. All who attend this all night ritual bring their child, but at the end must not leave with it. It is here that the parents essentially swap their children. Each parent may only leave with one child although it is not necessary for them to leave with any (males of the age of twenty are required to attend as they never give birth). At seven a child is sent to apprentice a particular craft within the clan. Each year they move their apprenticeship to another craft. This continues until the person reaches fourteen, at which point they take on duties wherever they desire (although clan need may push them a certain direction).


13.3.5 Oral Tradition:

None of the Mckintish can write, thus all their history is through oral tradition. There are a few in the clan known as tellers who spend their whole life learning, remembering, and passing on the clan's history.


13.3.6 War:

The clan has an ongoing war with the Orcs (the tribe of Wog) inhabiting the southern end of the island. The battles are only fought during the war season (summer) as winter proves too difficult to travel and keeps game scarce. The clan has proven proficient in both the open battle field and guerilla situations. Warriors in the clan generally have a preference for large destructive weapons such as battle-axes and claymores. Some pike groups have been used in open field battles as well.


13.3.7 The Apothecary:

This position in the clan (usually of the preserver background) provides most of the mind-altering substances within the clan. A favorite is known as woo. It appears a deep blue paste which is applied to the skin. Used alone it will send the user into a psychedelic rage during which they, ignoring all pain and danger. launch an all-out offensive against his enemy. However, it is often combined with the bracer of courage incant, in which case the user also becomes immune to fear and unaffected by any emotion-changing magic for an hour


13.3.8 Cities:

The Clan only has one city:  Car Point. A walled city, it contains barracks to hold around 2000 people. The iron refineries, blacksmiths, and warehouses are all located here.


13.3.9 Economics:

The Mckintish work off a barter system. Whatever you make is yours and you can pretty much trade it for anything else.


13.4 Known Creatures of Grunslop


13.4.1 Forest




Giant Spiders



Birds of Prey


13.4.2 Mountain

Snow Leapords


Birds of Prey

Mountain Goats


A Drako (Aerodrako "The High One")

13.4.3 Wastelands

Carrion Feeders

13.4.4 Swamps


Quezel Fish


Electric Eel

Bloat Herb

Blood Leach

13.4.5 Plains







Prarie Dogs

13.4.6 Caverns






Chapter 14

The Southern Pirates



Chapter 15

The Orc Tribes of Geleia


15.1 Introduction


History of the High Orcs, as written by Telkar Ernin, Priest of Taurus. This manuscript was discovered in the ruins of a Temple of Taurus after a group of unknown people had demolished it.


A Study on the High Orcs of Geleia

Telkar Ernin

Priest of Taurus

10,009 S.F.


Nearly 500 years ago, a great Water Mage whose name has been lost to the annals of time performed an experiment. He had a position of some power in Kieron's Watch, and was interested in creating a race of bodyguards to protect him and his estate. After 'acquiring' a group of Orcs that he deemed worthy of becoming his soldiers, he began his testing. After one or two years and a lot of expended life force, he had created a new race of Orcs that he dubbed 'High Orcs.' The new breed served their master and creator faithfully for nearly three years until the city of Kieron's Watch was rocked by a war. In the midst of one of the more heated battles, the mage was destroyed. No longer under the influence of the mage's will, most of the Orcs rampaged through the streets, slaying anyone that got in their path until they reached the city limits. From there, the band of 30 or so that had survived escaped into the mountains. This was during the dead of winter, so the few guards who saw the Orcs escape thought nothing of it and figured they would perish in the harsh weather.


Seeking shelter and food, the Orcs happened upon a small wagon train that was stranded in the snow, and slew its entire complement. In their typical heartless brutality, they took horses and supplies and left the rest for the wolves.


After this act of savagery, nothing is known of what happened to this band of High Orcs. Common sense dictates that they probably escaped from the weather into the vast network of caves beneath the mountains, but that is only speculation. Nothing was heard from them ever again.


In the year 9,989, a group of pilgrims was traveling from Southham to Kieron's Watch. All of them were humans, and they were all worshippers of the deity T'or. After spending nearly two and a half weeks in the Great Forest, they broke out onto the open plain and headed for a small town off in the distance. Stopping there to obtain more supplies and equipment for survival in the mountains, they told the townsfolk of their pilgrimage and even managed to convince one or two of them to come along. The townsfolk, however, warned them of the disappearances that had been occurring among their population in the past few months. The trappers and hunters that ventured further out onto the plains after their quarry had been mysteriously vanishing and not leaving any clues as to where they went.

The leader of this group was one Thomas MacArthur, a priest ofT'or who had been bidden by his superiors to guide this group of pilgrims and protect them on their journey. The warnings of the townsfolk worried him, but feeling duty bound by T'or and his superiors he pressed on in his mission. He led them out of the town with their new charges, who raised the number of their party to approximately 20. Their voyage across the plains was uneventful, and they made good time entering the foothills of the Warg's Teeth Mountains on their eighth day out of the town.


Making camp a day into the foothills, the pilgrims prepared to bed down for the evening. Watches had been set, and MacArthur was a capable enough T'orite to be able to remain awake throughout the night to watch his charges. It was a partly cloudy evening, with a full moon that cast odd shadows across the ground. As Thomas was taking watch with two of his fellow pilgrims, a host of dark figures broke from a ridgeline north of the camp and began sprinting towards the sleeping figures. Attempting to identify who was attacking the party, Thomas squinted in vain at the charging monsters. Now and then, one would enter a patch of moonlight, and from what he could glean, they looked like Orcs…but not normal Orcs. Huge Orcs, taller and with bigger builds than any he had ever seen before. Some even appeared to be riding huge wolves. Wielding stone weapons and wooden shields, they crashed down among their sleeping victims, killing most where they slept. Thomas managed to slay a few of them, but their overall numbers were too great. Seeing all of his charges slain before him and being completely outnumbered, Thomas fled back towards the plains. The Orcs followed at his heels as he ran all through the night and into the next day. As he neared the plains, the huge beasts redoubled their efforts to catch the fleeing priest. Just as it seemed they were about to catch him, he broke out onto the plains, and the pursuit disappeared.


Only stopping to eat, drink, and rest for an hour or so at a time, he arrived back in the town almost six days later. Exhausted, he fell at the gate guard's feet and blacked out. The guards, recognizing the priest, put him to bed under the care of the local lay priest of Isis. He remained there for the better part of a week, rehabilitating. Afterwards, he reported his failure to his temple and vowed to revenge the deaths of his followers. He has be—


-Past this point, the manuscript was burned beyond recognition.


The following is what we, the followers of Taurus, could glean from the Rest of the book.


15.2 Government and Society

From what we can determine, the High Orcs have a very basic system of government, and most of their societal motivations stem from their system of politics. They highly respect power and strength, as well as combat prowess. Therefore, those who are highly skilled in melee combat hold all positions of power. Magic is a foreign concept to most Orcs, due to their lack of intelligence and superstitious nature. The only Orcs allowed to use magic are typically shamans. Some exceptions may be made, however.


The governmental system consists of a King of the Tribes and five different tribes that exist underneath him. Currently, not much is known about the king or the tribal chiefs due to the difficulty of infiltrating the tribal system. The names of the tribes are known, however. They are:  Bloody Hammer, Mauler, Brokenstub, Gutripper, and Black Axe. A tribal chief and a tribal shaman govern the individual tribes. The position of chief is won by combat, but how a shaman becomes appointed is still a mystery. There is typically some tension between the tribes, as they all vie for the King's favor. The loyalty Orcs have for their tribe and their king is fanatical. They will do anything in order to protect or aid their king and their tribe, even if it ends in their death.


Most of the tribes are very warlike in nature and prefer a straight face to face fight instead of sneaking around or using cowardly spells. Tribe Black Axe, however, is the exception. The bulk of the King's scouts come from this tribe, and they have learned the ways of the mountains well. They put more stock in being able to sneak up on an enemy and take them by surprise than roaring down on them in main force. Most of the High Orcs found outside the mountains are Black Axe, because they are the ones sent out to scout for probable targets for raids.


High Orcs don't have much of an economical system due to the fact that they're main precept that possession is 9/10 of ownership. They do use money, but most of their purchasing is done with the barter system. They make typically everything they need, and what they can't make, they steal or pillage from caravans or small communities.


15.3 Orcan Physiology

High Orcs are the same as normal Orcs in that they have exceptional willpower and mental stubbornness. The resemblance stops there. Due to the time they spend under the mountains and in the cold, their sense of smell has become muted. They have, however, become much more capable of seeing in the dark (night vision). Also, they are exceptionally strong. This was a gift from their creator. When a High Orc is very young, his parents begin teaching him the basics of Orcan weapons. Because the training begins at such a young age, all High Orcs are at +4 to hit when using their tribal weapons. Another gift from their creator is their tremendous size. The new build chart is as follows:


[is there supposed to be a chart here?]


Also, instead of adding only 2 for each grandparent, 5 is added to the total score for height and weight determination.


15.4 Wargs

During their time in the mountains, Orcs found and tamed a new breed of wolf-like creatures to use as mounts. They dubbed the new beasts Wargs. Wargs are similar to wolves in that they are quadrupeds and look approximately like their smaller cousins. The resemblance stops there. Wargs are about the size of a large pony, which is around four feet at the shoulder. Not as fast as horses, they only move at a speed of about 80' a round with a rider. They are not capable of carrying much extra weight other than a rider and his basic equipment. They are, however, much more agile and a lot less paranoid than horses. Wargs are also a little quirky in that they will not accept anyone but a High Orc rider, and that rider must possess a fair amount of skill.


Their statistic sheet follows.


STR 14                                Mod/DV

INT 5i              Combat            8/19

PER 14            Missile 0/14

CSE 10            Grapple            4/16

HEA 16

AGI16*                       Skills

PWR 8                         Fur  5

COM 4                        Damage/attack

WIL 16*                      1d10 claw (2)

                                    1d12 bite (1)

Race Warg                   Jumping  5

Hgt 4'-5'

Wgt 300-400

Move 80'

DP 35



Chapter 16



16.1 The Orthodox Faith of Anubis, Lord of the Dead, the Soulcatcher.

16.1.1 Domain

Anubis is the collector and lord of all souls. He guides them, through his priests, through life and into the true existence of death.


16.1.2 History

Founded by Kyle Barrit some hundred years ago, the Orthodox Faith is a splinter group of Anubians, though in Geleia they are the more common faith. Their teachings, like the standard Anubian faith, known regionally as the Reformed Anubian Faith, differ on several key points. These points generally revolve around the issues of duties of the faithful, the role of the priesthood, and the determination of when one's time is up.


The faith is led by High Imperceptor Kyle Barrit from Liston, and from there he and the fathers of the faith make rulings on the teachings of the Morto Vojo and issue new volumes of it. High Imperceptor Barrit has also begun work on a revised edition of the Morto Vojo.


16.1.3 Motivation

"Go with Anubis, child."

Real existence begins with death, and life is merely the training ground for this. It is the duty of the Clerics, Faithful, and Deathdealers to guard, teach, and deliver the souls of those whose time has come to Lord Anubis.


16.1.3 Structure of the PriesthoodfTemple

The Clerics, as the orthodox priests are known, perform all of the holy, administrative, and defensive tasks required in the temple. Few slaves are used, except as sacrifices. Undead perform menial and simple tasks or on occasion a priest under penance will as well. Lay priests serve alongside normal priests, though they may not rise as high in rank within the faith. Deathdealers are the military side of the Orthodoxy and serve as guardsman, executioners, and crusaders.


Generally priests do not specialize in a single area of expertise in a matter; this allows the priesthood to be stronger as a whole and less weakened by the loss of a valued member. This does not, however, prevent those who show exceptional aptitude for an area of study or skill to be encouraged to learn more and to perform tasks related to such. Each cleric, Lay Priest, and Deathdealer helps with the administrative duties of the Sepulcher. Organization

The Orthodox Temples are organized by merit first and seniority second. If a person proves to be more capable of fulfilling a role than the person currently in the position, then they will be replaced.


A body of six people governs the placement and advancement of the preists within the temple. This body, called the "Recenzisto," is appointed for six year terms with no limits on how many they may serve by the Imperceptor of the Sepulcher (the high priest). One of the functions of the Recenzisto is in nominating a new Imperceptor. When this duty becomes necessary, the Recenzisto prepares a list of the candidates and writes an evaluation on each candidate. This is then submitted to the High Imperceptor for him to select.


The Imperceptor serves until death or until relieved of duty by the High Imperceptor. He is the master of the temple and his word is law if he chooses to exercise the right. However, in the advent of an Imperceptor becoming incompetent, the Recenzisto has the duty of relieving him of command. This is done by a two-thirds majority vote and then a submitted petition to the High Imperceptor. Then the High Imperceptor will either send a squadron of Deathdealers or visit himself to execute the ex-Imperceptor. Requirements

Orthodox priests must be fairly intelligent (11+), have a good memory, and be physically fit (Health and Strength of 10+). They may be of either sex and of any station in life. However, upon joining the priesthood, initiates forgo their former lives and devote themselves to the worship of Anubis and of guiding his faithful. Apprenticeship

Only the devoted of Anubis may enter the priesthood. To prepare them for entry into this, they are given numerous exams, tutored in Tusparol, and conditioned physically. Mental tests, given by the Recenzisto, examine the applicant's memory and reasoning skills. Along with these, the Deathdealers administer physical ones to prepare the candidate both physically and emotionally. If the tests are passed, then the applicant is accepted as an acolyte.


Acolytes are given in-depth studies into Tusparol, the Morto-Vojo, and self-defense. It is at this point where students are separated into different classes for Clerics and Deathdealers. Apprenticeships will last from 1-5 years. To figure out how long it will take, subtract the acolyte's intelligence from 16. This is the number of years necessary, with a minimum of one year.


Those who fail the apprenticeship are sent to Anubis. Initiation

Once an Acolyte has completed his studies, he is left to fast and meditate for one week in the bowels of the Sepulcher. He is given a meager amount of food and water which he must ration well to survive. If Anubis deems the initiate unworthy of being a priest, then the undead that reside there will claim him. Fighting one’s way out is an acceptable means of proving one's worth.


If the acolyte survives, he is taken to the Altar room and there recites the "Litany of Passing" as he beheads a living sacrifice. After this he is now viewed and regarded as a full member of the temple and presented with the trappings of his new position. Duties

Orthodox priests perform many religious ceremonies, blessing births, performing weddings, leading the faithful in prayers, and delivering the ready to Anubis. They also serve duties within the temple on administrative levels.


Priests devote four days of each month to discussions of the Morto-Vojo. Generally this is done once each week, though sometimes grand discussions lasting days will be held or arise spontaneously. If a significant reasoning is made, then they are sent to the High Imperceptor for consideration and possible addition to the Morto-Vojo.


Priests are also required to preach to the masses so that they may learn of the true faith of Anubis and to defend it from the heretical words of others. Such defense has at times led to bloody conflict with the Reformed Church of Anubis. Advancement

The Recenzisto and the Imperceptor review all priests and appoint and advance the worthy when such is needed, either by the candidate proving to be of greater merit or from needing to fill a vacancy. They are also responsible for adjudicating cases of improper and unholy activities. Such adjudications are done in seclusion with the Recenzisto and the Imperceptor and all involved being part of the hearings. Dogma

"There is but one path to Paradise...

Let me guide you to it…."

The Orthodox priests require great familiarity with the Morto-Vojo but not the complete and full memorization that the Reformed church does, though some do anyways. The Morto-Vojo is a guide to life and the preparation for Paradise but not a shackle. The Orthodoxy views life as fluid, and the devout must flow with the challenges and mysteries of life by reason, intelligence, wit, and skill—things that a book cannot completely cover.


16.1.4 Traditions Clothing

The ceremonial robes of the Orthodoxy are quite voluminous and are cowled. They are of the three colors:  Red for the Strength of Blood, White for the Purity of the Soul, and Black for the Journey to the afterlife.


Outside of the temples, Priests dress as they wish but generally keep to the same color scheme. Inside the temple, the robes are always worn. Appearance

Priests are free to wear what jewelry they will, and the same for make-up. They, however, do not make such use required, nor is it common. Speech and Gestures

Priests consider their words carefully before speaking, as control is considered a virtue to them. While normally straight and to the point, deception is used as needed.


Tusparol is the only language used between priests and consists of hand gestures alone. However, all ceremonies are conducted in Geleik so that the faithful might understand. If two priests wish to hide themselves for some reason, they will use whatever language is necessary.


16.1.5 Worship

The Orthodox worshippers of Anubis are quire adherent to the tenants of the Morto-Vojo. Many who own copies and are able to read center their lives on these volumes and give sermons to the faithful who cannot. Sacrifices

Orthodox followers must make one sacrifice every month. Such sacrifices are overseen by a local priest and are generally animals. However, at the coming of age celebration of boys and girls, a humanoid is sacrificed. These humanoid sacrifices are usuany local criminals or the elderly who wish to pass on to Anubis. This is performed on the 15th birthday of the young person and often results in feasts and many presents being given. Donations

As specified in the Morto-Vojo, a worshipper donates from 15 to 30% of his income. This is calculated by the person's income and what he can afford to donate, and if need be the priests will lend assistance. Obligations

Obligations are outlined in the Morto-Vojo in detail. The appropriate volumes give the detailed conditions for each obligation to be met. These include service to the temple, financial support, military duty, etc. Penance

Penance, like all else, is well-defined in the Morto-Vojo by a range of punishments. The Morto-Vojo proscribes a range of punishments for each sin. These can be financial, extra spiritual guidance, public humiliation, temporary incarceration, or slavery but never death. Advice

The Orthodox Anubians view one of their primary duties is to provide advice and guidance to the faithful. They try to always make themselves available for confession and counseling when it is needed for whatever subject. Saints

The Orthodoxy makes it a habit of revering and attaching special importance to those followers of Anubis who do miraculous and marvelous deeds. There are currently some dozen saints revered by the Orthodoxy. They include Saint Chambrai the Deliverer of Ormandi, Mors the Godson, Walker the Hand of Anubis, and others.


16.1.6 Holidays & Festivals The Festival of Death

The festival is held each year at the first of Pim. This holiday is dedicated to all those who have passed on in the previous year. It is an incredibly beautiful and enrapturing ceremony, with thousands of candles being lit, choirs singing about the afterlife, and a great feast of rare and delicious foods.


During the day, competitions and games are held to prove the physical and mental strength and worthiness of the competing worshippers. Groups and individual events are held until all but a final Champion of the Festival is left. The Festival then culminates when the champion is sent to meet Anubis. The Day of Awakening

This festival is held on the first day of Kild to commemorate the founding of the Orthodox Church. It is quiet and somber during the day with much fasting and meditation. Then in the evening great feasts and celebrations are held.


16.1.7 Relationships with Other Deities

The Orthodoxy is fairly unconcerned with the practices of other deities, as they deal with the living. The only two religions which bother the church are those of Scrogg, whose religion is seen as disgusting, foul, and wretched, and that of Rudri, for the chaos she stands for is counterproductive to the order that Anubis stands for.



Chapter 17

Monsters of Geleia .


17.1 Wargs

During their time in the mountains, Orcs found and tamed a new breed of wolf-like creatures to use as mounts. They dubbed the new beasts Wargs. Wargs are similar to wolves in that they are quadrupeds and look approximately like their smaller cousins. The resemblance stops there. Wargs are about the size of a large pony, which is around four feet at the shoulder. Not as fast as horses, they only move at a speed of about 80' a round with a rider. They are not capable of carrying much extra weight other than a rider and his basic equipment. They are, however, much more agile and a lot less paranoid than horses. Wargs are also a little quirky in that they will not accept anyone but a High Orc rider, and that rider must possess a fair amount of skill.


Their statistic sheet follows.


STR 14                                Mod/DV

INT 5i              Combat            8/19

PER 14            Missile 0/14

CSE 10            Grapple            4/16

HEA 16

AGI16*                       Skills

PWR 8                         Fur  5

COM 4                        Damage/attack

WIL 16*                      1d10 claw (2)

                                    1d12 bite (1)

Race Warg                   Jumping  5

Hgt 4'-5'

Wgt 300-400

Move 80'

DP 35



Chapter 18

Horses of Geleia


18.1 Notes:

A horse may carry 25 lbs per point of strength; exceptional points of strength count as 4 points of strength without incurring movement penalties. A horse may move up to ¾ movement while carrying 35 lbs per point of strength. Lastly, the horse may carry up to 50 lbs per point of strength while moving at ½ of its movement rate. This includes the rider, his equipment, his armor, the horse’s armor, and the horse's equipment.


18.2 General and Pack Horses

18.2.1 Standard Horse(Domesticated)

Hgt 14 hands   Wgt 1000 lb   Move 150/15/0   Cost: 220   Avail: 2

DP 15

                  C            M           G

MOD        0             -              -           C: (3a+2A+2S+1eS +2(hide)

DV            10           9             9          M: (3a+2A+2P+0eP +2(hide))

DMG        6b                                      G: (3a+2A+2W+0eW +2(hide))

STR 10^1   INT 08^-1   PER 14   CSE 11

PWR 08   HEA 14   AGI 10   COM 12   WIL 14


1          Jumping

6          Enhanced Hearing

4          Enhanced Sense of Smell


This animal is the standard bred horse on Geleia. It is used for a variety of tasks from simple riding, to farm work.


18.2.1 Kieron Mountain Pony:

Hgt 12 hands   Wgt 700lb   Move 70/15/0   Cost: 140   Avail: 3

DP 10

                  C            M           G

MOD        0             -              -           C: (3a+2A+2S+1eS +2(hide)

DV            10           9             9          M: (3a+2A+2P+0eP +2(hide))

DMG        2b                                      G: (3a+2A+2W+0eW +2(hide))

STR 11^1   INT 08^-1   PER 14   CSE 13

PWR 10   HEA 15   AGI 10   COM 10   WIL 14


*          Foraging (can eat about anything)

3          Enhanced Hearing

5          Enhanced Sense of Smell


A pack animal or riding beast, short-legged, heavy boned, tough hooves, double layered hide (thick inner fur with a longer outer coat to conserve heat), long, thick manes and tails. Comfortable in the cold and higher altitudes of the mountains but not as much so as the shag.

Ponies are good for hours on any terrain at a walk or easy trot, and sure-footed as a goat in the mountains. They can't outrun a longer limbed beast for any distance, and at higher speeds their almost boundless store of energy is rapidly depleted. They can forage on almost anything:  weeds, tree bark, even moldy hay/grain with the barest chance of colic (basically, a lethal bellyache).

Without proper rearing and training, these highly intelligent animals are stubborn to a fault. In the hands of the inexperienced rider, ponies will simply go their own way; should it be a warm stable they smell, a source of water, or turning tail and running from danger.

The Kieron Mountain Pony, despite its name, can be found in most areas of Geleia. It is most commonly used in the central mountains of Geleia by the Elves and Dwarves who live there, as well as by the Orcs of the foothills around that area.


18.2.3 Shag

Hgt 10 hands   Wgt 500lb   Move 50/5/0   Cost: 120   Avail: 2

DP 8

                  C            M           G

MOD        0             -              -           C: (3a+2A+2S+1eS +2(hide)

DV            10           9             10        M: (3a+2A+2P+0eP +2(hide))

DMG        2b                                      G: (3a+2A+3W+0eW +2(hide))

STR 10^1   INT 06^-1   PER 14   CSE 14

PWR 12   HEA 14   AGI 10   COM 06   WIL 16


*          Foraging

12        Enhanced Hearing

4          Enhanced Sense of Smell

*          Aversion to Orcs


Smaller than the pony, and never taller than 10 hands, these little guys were only ever intended as a pack animal. Strong, straight-backed, long, rough coat in a mottled mix of grey and brown, large bunny-like ears, and a straight tail with a tuft on the end.

Comfortable in the lowest temperatures and highest altitudes, yet is incapable of the speeds of the mountain pony, although more sure-footed. They can forage on anything, even plants, moss, or lichen that would kill a normal horse. They have keen senses, especially their hearing. They're more stubborn than a pony and frighten easily.

The Shag can be found in about any locale in Geleia, and is used very extensively.


18.3 Warhorses

18.3.1. Vallari

Hgt 18 hands   Wgt 2500 lb   Move 110/20/0   Cost: 3000   Avail: 5

DP 25

                  C            M           G

MOD        7             -              -           C: (3a+2A+3S+1eS +2(hide)

DV            11           10           9          M: (3a+2A+3P+0eP +2(hide))

DMG        2x10b                                G: (3a+2A+2W+0eW +2(hide))

STR 17^1   INT 12^-1   PER 15   CSE 11

PWR 07   HEA 15   AGI 10   COM 10   WIL 10


1          Jumping

3          Enhanced Hearing

4          Enhanced Sense of Smell

3          Enhanced Vision

6          Charge

-*         Selective Diet


The Vallari Battle Steed has a thick coat in any variety of colors, long, but heavy boned legs with fetlocks (longer fur around the ankles), wide, deeply muscled chest, large hind quarters, thick neck, and small ears.

Comfortable in a wide range of climates from snowy to desert, but not capable of handling extremes, the Vallari is a strong and dedicated fighter. Loyal as a soldier to a commander, these mounts will only carry their rider willingly and others on command. They're capable of killing as many, if not more, men in battle as their rider and will fight to the death, using hooves and teeth to protect themselves.

Their endurance is remarkable for their size but not a trait to depend upon for a long, hard ride. A relaxed journey at an easy pace can be accomplished in a remarkable time frame, but the faster gaits are too hard on this heavy beast in a long run. They have to be kept on a higher-energy diet than lesser horses or ponies in order to support their bulk and athleticism. Poor feed with mold or too much dust can cause colic, but they are not as prone as the palfrey or light cavalry steeds. They need frequent care and their hooves must be kept in good shape, as they are the steed's weapon of choice, and will crack or become overgrown quickly, like fingernails.

A thoroughly trained, intelligent Vallari in the hands of an expert horseman is a killing machine. Four iron-shod hooves and strong teeth make these animals a whirlwind of death, and the experienced rider will be able to control the battle rage.

The less-intelligent beasts are suitable for less-experienced riders, but may or may not assist on the battlefield, depending upon the extent of the animal's training.

The Vallari is bred and trained exclusively in Devon, which is generally the only place such beasts are found (Avail. 6 outside of Devon). There are very few families who can breed and train a Vallari, but those that are capable know their worth and let few out of their stables, selling them only to those they know and hold in esteem. The only other city with a significant number of Vallari is Liston.


18.3.2 Lassiter

Hgt 15 hands   Wgt 1500lb   Move 130/30/0   Cost: 1000   Avail: 4

DP 18

                  C            M           G

MOD        3             -              -           C: (3a+3A+2S+1eS +2(hide)

DV            11           11           10        M: (3a+3A+3P+0eP +2(hide))

DMG        8b                                      G: (3a+3A+2W+0eW +2(hide))

STR 12^1   INT 16^-1   PER 15   CSE 08

PWR 09   HEA 14   AGI 15   COM 14   WIL 10


1          Jumping

6          Enhanced Hearing

4          Enhanced Sense of Smell


Always a dark brown with a black mane and tail, long back, heavily-muscled chest, hindquarters, and neck, shorter legs, short head, highly athletic.

The Lassiter is the jack-of-all-trades, heavy enough to carry a warrior in anything short of plate, willing to please, easy care, even temperament, and moderate intelligence make these horses ideal for the less-experienced rider.

In the hands of a professional, the animals are capable of anything. Their long, well-muscled bodies and compact legs make them natural acrobats and a sturdy mount on a difficult journey. They can be taught tricks and even battle movements by a decent trainer but don't have the battle-lust of the Vallari. Their lighter build allows them to endure long-distance travel at a faster pace without any worries of joint or bone damage.

These energetic tricksters are capable of opening stalls if they decide to go outside, will pull any number of tricks to avoid doing something they don't wish to, they are also very curious and easily distracted. As with the other breeds, their hooves must be kept in good condition, and any basic feed is good; they are less prone to colic than the Vallari.

Raised and bred in most of the cities of Geleia, the Lassiter is the standard war mount. While it is possible to find a Lassiter in almost any city, they are still quite difficult to find as they do take a great deal of work to train.


18.4 Hunter/Palfrey:

18.4.1 Anirouhn

Hgt 17 hands   Wgt 800lb   Move 210/15/0   Cost: 1600   Avail: 5

DP 8

                  C            M           G

MOD        0             -              -           C: (3a+3A+1S+1eS +2(hide)

DV            10           11           10        M: (3a+3A+3P+0eP +2(hide))

DMG        4b                                      G: (3a+3A+2W+0eW +2(hide))

STR 06^1   INT 06^-1   PER 16   CSE 12

PWR 06   HEA 08   AGI 18   COM 16   WIL 14


1          Jumping

6          Enhanced Hearing

2          Enhanced Vision

-*         Skittish (treat as Fear)

*          Quickness (as per Lizard)

6          Sprinting

-*         Selective Diet (as per Vallari)


Any color but white, long, slender legs, long back, long neck, well-muscled hindquarters, wide hooves, large ears, and always appear alert.

Nearly as tall as the Vallari, these high-strung animals are the fastest of the horse breeds. Accomplished jumpers and racers, these animals are bred for nothing more than speed. They are capable of speeds of up to 40 mph and they can keep it up for approximately (two miles) before they begin to drop back.

Anirouhn are terribly skittish and constantly alert. They will sense danger faster then any horse (other than the Vallari), but their idea of danger is usually not the same as their rider's.

Stallions tend to be too difficult for the average rider, and a gelding would be recommended over a mare and a mare over a filly. Their bones are very delicate and the slightest injury could be debilitating, if not fatal, for this breed. They're very high-maintenance and must be kept in the tiptop of physical condition. This means not only daily exercise but also the best possible feed and hay. Poor feed will guarantee colic.

Like the Vallari, the Anirouhns are raised only in Devon. There they are raced; one of the main sports of Devon is horse racing. Because of this these horses are very rare in other parts of the island and are not bred in great numbers in Devon either. Again, like the Vallari, the only other place where they are present in any number is Liston.


18.4.2 Kerdesky

Hgt 14 hands   Wgt 700 lb   Move 180/15/0   pR

DP 12

                  C            M           G

MOD        0             -              -           C: (3a+3A+1S+1eS +2(hide)

DV            10           10           10        M: (3a+3A+2P+0eP +2(hide))

DMG        6b                                      G: (3a+3A+2W+0eW +2(hide))

STR 06^1   INT 06^-1   PER 14   CSE 08

PWR 10   HEA 10   AGI 15   COM 17   WIL 10


1          Jumping

6          Enhanced Hearing

4          Enhanced Sense of Smell

6          Marathon Running


Smaller in build than the Anirouhn, appear in all colors and mixes thereof, small, hard hooves, ears that curve inwards a bit at the tip, dish face, S-shaped neck, hold their tails high when they run. These animals are made for nothing short of endurance. Their elegant appearance belies their tough nature. Used to begin the lines of the Anirouhn, the Kerdesky is capable of attaining speed to match, but not defeat, the Anirouhn. Their hard hooves are good over rough terrain, but their slender bones make this somewhat hazardous. This breed is capable of going for longer periods without water and can hold up a steady, loping pace far longer than any other breed, making it the best for hard, fast trips over smooth terrain. Their greatest flaw is their sensitivity. Prone to sunburn, small sicknesses, and sweat rashes these animals require thorough care. And their chance of colic is just as great as the Anirouhn's.

Like the Anirouhns and Vallari, the Kerdesky is raised only in Devon in great numbers, but it is seen throughout the island. It is popular for horse races and for messengers, where it sees most of its service.



Barding is armor for horses. It comes in several different types, which are listed below, along with their protection values and their effects upon the horse’s movement.


Type           CDV   MDV   GDV        Weight         Diff           Avail          Cost

Chain              4          3          2             70 lbs            4                4              500

Full Plate         8          8          2             90 lbs            6                6            15,000

Leather            2          2          2             60 lbs            3                4              200

Cloth               1          1          1             60 lbs            2                3              100

Scale               5          4          2             75 lbs            5                4              900


Note:  Materials for metal bardings listed above are for iron. Barding of steel, adamantite, or other metals are more difficult to make and to fmd. Multiply the cost by the appropriate material and increase the difficulty and availability by 1 for steel, and 2 for adamantite.