Escaped slavery Fire Giants by the Odin Dwarves.
Sailor / out.
Fire Giant voodoo doll axe wielding barbarian.
Blue swirling tattoo were slave tattoo with the heritage ones slow burning back in.
Go back and avenge self on fire giants sea mellowed it out.
.
Wednesday, August 23, 2017
Friday, May 19, 2017
Callie Teaforest Level 1 Lightfoot Halfling Wizard NG
S12 D16 C18 I18 W17 C16
AC 13, Spd 25, HP 10
Dagger +3 att, d4 Pierce
Lucky (can re-roll d20 if 1 rolled)
Stealth
Brave
Background: Sage
Personality Traits: Natural talent but lack of focus
Ideals: Self improvement
Bond: She carries an ancient text
Flaws: Most people flee. Sometimes lacks situational awareness
Has a failure in her past. She transcribed a spell from a spell book that destroyed the original. She believes it has power but they threw her from the academy.
Room:
Keeps spell book at foot of her mattress when sleeping.
In top drawer and puts equipment in the bottom.
She wears casual clothes and caries writing instruments, spell book and dagger.
Cantrips
Light
Mending
Ray of Frost
Spells
Identify
Burning Hands
Magic Missile
Comnprehend Languages
Shield
Grease
AC 13, Spd 25, HP 10
Dagger +3 att, d4 Pierce
Lucky (can re-roll d20 if 1 rolled)
Stealth
Brave
Background: Sage
Personality Traits: Natural talent but lack of focus
Ideals: Self improvement
Bond: She carries an ancient text
Flaws: Most people flee. Sometimes lacks situational awareness
Has a failure in her past. She transcribed a spell from a spell book that destroyed the original. She believes it has power but they threw her from the academy.
Room:
Keeps spell book at foot of her mattress when sleeping.
In top drawer and puts equipment in the bottom.
She wears casual clothes and caries writing instruments, spell book and dagger.
Cantrips
Light
Mending
Ray of Frost
Spells
Identify
Burning Hands
Magic Missile
Comnprehend Languages
Shield
Grease
Delg Borrson Level 1 Dwarven War Priest
Background: Soldier
Achieved Rank: Sergeant at Arms
Personality Traits: PTSD
Ideals: Responsibility
Bonds: Saved your life and band
Owes a debt to the Blacksmith Joseph
Flaws: Obedient to law even if it causes personal misery
Gaming set of cards
Riding Swine
War Deity: Borr, Odin's father with the Dwarves following the Norse dieties
Achieved Rank: Sergeant at Arms
Personality Traits: PTSD
Ideals: Responsibility
Bonds: Saved your life and band
Owes a debt to the Blacksmith Joseph
Flaws: Obedient to law even if it causes personal misery
Gaming set of cards
Riding Swine
War Deity: Borr, Odin's father with the Dwarves following the Norse dieties
Leia Daferon Level 1 Lightfoot Halfling Bard
Background Entertainer
Personality Traits:
Nobody stays angry long
Knows all songs
Ideals: Honesty reveals character
Bond-Instrument. Her teacher gave war tambourine as a gift.
Flaws: Scandal prevents her from going home.
She used to be the town gossip but spread a rumor that caused the local hero to suspect and kill his wife over the rumors. He is searching for her for revenge so she cannot stay too long at any given place.
Allies / Organization : The Calming Breeze
Has: By Popular Demand (gets room and board for entertainment)
Rivers Edge Inn
Small decorations and sleeps with her tambourine within arms reach.
She starts her day quickly, with no prayers and catches up on the gossip with the staff.
She has started conversations with the barmaid and innkeeper "women's circle"
Heard a rumor from the stables that two of the horses died.
Personality Traits:
Nobody stays angry long
Knows all songs
Ideals: Honesty reveals character
Bond-Instrument. Her teacher gave war tambourine as a gift.
Flaws: Scandal prevents her from going home.
She used to be the town gossip but spread a rumor that caused the local hero to suspect and kill his wife over the rumors. He is searching for her for revenge so she cannot stay too long at any given place.
Allies / Organization : The Calming Breeze
Has: By Popular Demand (gets room and board for entertainment)
Rivers Edge Inn
Small decorations and sleeps with her tambourine within arms reach.
She starts her day quickly, with no prayers and catches up on the gossip with the staff.
She has started conversations with the barmaid and innkeeper "women's circle"
Heard a rumor from the stables that two of the horses died.
Tuesday, April 25, 2017
Alandale
Alandale is a small mountain town in the north of Camberle that sits along the Azulan River just south of the Dead Gate where the Black Snake river forks from the Azulan and heads to the Ravaged Plateaus. Traveling north along the Azulan is the Azulan trade route that connects it with the Dwarves of the First Mountain and the road splits to the east towards Aspen Leaf Shire through the Zenfir Woods.
The town is populated mostly by humans but has a decent transient population of woodcutters and miners and supports notable locations of The River Front Inn, Osef's Blacksmith, Teven's Stables, a pier and warehousing for supplies going down river. There are quite a few stores including a general store, a recurring farmers market, and shops for supplies for farming, timber and mining are relatively plentiful, with some textile and clothing shops and a smattering of other businesses.
The mayor's house is on the north side of the Zenfir Woods road nestled close to the the town militia's barracks but far enough away to cast a fairly posh presence for a small town. It is nestled a little higher up on the hill to see the comings and goings of the town.
The Esaetic Church follows the way of Dawn's Light and provides solace for the town faithful with the enclosed graveyard stretching towards the east. It is fenced in, relatively old but well kept.
The majority of the townsfolk live further south of the main square in 4 dozen houses that help organize the farms that live mostly to the south and east of the town proper.
Generated from: http://www.lucidphoenix.com/dnd/demo/business.asp
SV is the population required to support 1 instance of a business.
SVD is the population divided by the SV.
Count will round fractional results up or down based on a random result as compared to the fraction. Refreshing/reloading this page will "re-round" these fractions.
For D&D Calculations, the color coded columns show the results of applying the racial demographics of the total population to the instances of every business type. The last column '?' shows the remainder of that business type.
Total population, size, classification, and business distributions are based on "Medieval Demographics Made Easy" by S. John Ross.
The optional D&D notations including wealth, power centers, and racial demographics are based on the Dungeon Master's Guide, version 3.0
The town is populated mostly by humans but has a decent transient population of woodcutters and miners and supports notable locations of The River Front Inn, Osef's Blacksmith, Teven's Stables, a pier and warehousing for supplies going down river. There are quite a few stores including a general store, a recurring farmers market, and shops for supplies for farming, timber and mining are relatively plentiful, with some textile and clothing shops and a smattering of other businesses.
The mayor's house is on the north side of the Zenfir Woods road nestled close to the the town militia's barracks but far enough away to cast a fairly posh presence for a small town. It is nestled a little higher up on the hill to see the comings and goings of the town.
The Esaetic Church follows the way of Dawn's Light and provides solace for the town faithful with the enclosed graveyard stretching towards the east. It is fenced in, relatively old but well kept.
The majority of the townsfolk live further south of the main square in 4 dozen houses that help organize the farms that live mostly to the south and east of the town proper.
Generated from: http://www.lucidphoenix.com/dnd/demo/business.asp
Town, Population 1,677
Size: 0.04 square miles or 27 acres| Business/Occupation | Count | SVD |
| Law Officers | 11 (6 to 13) | |
| Clergy | 42 | 41.93 |
| Shoemakers | 12 | 11.18 |
| Noble Household | 8 | 8.39 |
| Furriers | 7 | 6.71 |
| Maidservants | 6 | 6.71 |
| Tailors | 7 | 6.71 |
| Doctors | 5 | 4.79 |
| Barbers | 5 | 4.79 |
| Jewelers | 4 | 4.19 |
| Taverns/Restaurants | 4 | 4.19 |
| Old-Clothes | 4 | 4.19 |
| Masons | 3 | 3.35 |
| Pastrycooks | 4 | 3.35 |
| Carpenters | 3 | 3.05 |
| Weavers | 2 | 2.80 |
| Lawyer | 3 | 2.58 |
| Chandlers | 2 | 2.40 |
| Mercers | 2 | 2.40 |
| Coopers | 3 | 2.40 |
| Bakers | 2 | 2.10 |
| Watercarriers | 2 | 1.97 |
| Scabbardmakers | 2 | 1.97 |
| Wine-Sellers | 2 | 1.86 |
| Hatmakers | 2 | 1.77 |
| Saddlers | 2 | 1.68 |
| Chicken Butchers | 2 | 1.68 |
| Pursemakers | 1 | 1.52 |
| Priest | 2 | 1.52 |
| Fishmongers | 2 | 1.40 |
| Butchers | 1 | 1.40 |
| Buckle Makers | 1 | 1.20 |
| Plasterers | 1 | 1.20 |
| Spice Merchants | 1 | 1.20 |
| Beer-Sellers | 1 | 1.20 |
| Blacksmiths | 2 | 1.12 |
| Painters | 2 | 1.12 |
| Roofers | 1 | 0.93 |
| Ropemakers | 1 | 0.88 |
| Locksmiths | 0.88 | |
| Bathers | 1 | 0.88 |
| Harness-Makers | 1 | 0.84 |
| Rugmakers | 1 | 0.84 |
| Sculptors | 1 | 0.84 |
| Copyists | 0.84 | |
| Inns | 0.84 | |
| Tanners | 1 | 0.84 |
| Bleachers | 1 | 0.80 |
| Hay Merchants | 0.73 | |
| Cutlers | 1 | 0.73 |
| Woodsellers | 0.70 | |
| Glovemakers | 1 | 0.70 |
| Woodcarvers | 0.70 | |
| Magic-Shops | 0.60 | |
| Bookbinders | 1 | 0.56 |
| Illuminators | 0.43 | |
| Booksellers | 0.27 | |
SVD is the population divided by the SV.
Count will round fractional results up or down based on a random result as compared to the fraction. Refreshing/reloading this page will "re-round" these fractions.
For D&D Calculations, the color coded columns show the results of applying the racial demographics of the total population to the instances of every business type. The last column '?' shows the remainder of that business type.
Total population, size, classification, and business distributions are based on "Medieval Demographics Made Easy" by S. John Ross.
The optional D&D notations including wealth, power centers, and racial demographics are based on the Dungeon Master's Guide, version 3.0
Labels:
Azulan River,
Black Snake River,
Camberle,
Dead Gate,
Ravaged Plateaus
Monday, April 24, 2017
The Calming Breeze
The Calming Breeze is a bardic order that works to both entertain and reinforce the morale of the Camberle Army and citizens. The name originated during the Battle of Safe Haven 179 years ago when the army had to retreat into Safe Haven proper during the 1st Essaux Invasion.
At the time, the army was structured that the nobility were placed in higher ranks more as tokens of appreciation or social rank "gifts" rather than based on competence.
The Camberle Army was not horribly outnumbered but very poorly managed and their supplies were dwindling. General Ohmsthad, a blustery but not very competent noble leader (he was son-in-law of the king) had outlasted his tactical competence and after several stinging failures he lost hope and was openly talking surrender.
To the horror (and partial relief of the war council), Colonel Kelamke, a life time military woman, whom had just lost her family during the last raid, beheaded the sniveling Ohmsthad. The most shocking part was just how efficiently and coolly she sliced off his head wiped the blood off on his cloak and sheathed the blade before casually returning to the war maps.
In the confusion, the war council which was precariously balanced between the nobles (who thought they could ransom themselves out of the situation) vs. the career military was about to turn on Kelamke when the Elven Bard Feranroth began a mournful rendition of the Camberle national anthem that rose and ended with a strong steadfast note.
This was a very subtle charm cast by Feranroth that gave enough time for Colonel Kelamke to wrest control with her statement, "I did only what Camberle needed. In your hearts, you know this. I will fall on my own sword IF the nobles so command AFTER we save this town."
She quickly took leadership, leveraged the remaining troops.
With the help of any bards, entertainers and artists she could find and quickly stripped down and painted as many troops and people that they could with gaudy mawkish makeup colors of what ever she could find in the cosmetic shops or paints. The shapes were as disturbing as possible (combination of highly sexual, violent or demonic themes) and while they were being painted the entertainers sung an insane combination of gibberish, comedy and patriotism that began to whip them into a patriotic fervor. She had them slip into the filthy cold river and swim under the piers to flank the opposing army.
Then to complete her desperate gambit, she put the remains of General Ohmsthad into a catapult and flung them at the overconfident Essaux generals while having Feranroth use his talents to scream out, "We took a vote on whether or not we will allow prisoners... This was the ONLY one who wanted to keep ANY of you alive. We disagreed." just as Ohmsthads head and body landed. The Essaux were horrified and flabbergasted because they knew Ohmsthad's and were counting on his incompetence as their leverage to to win.
During the confusion, the painted troops slipped out of the water and began fighting. The entertainers who weren't good at fighting began screaming and laughing, doing the most insane and vile things with anything or anyone that fell. Performing slight of hand with the body parts, pretending they were loosing arms and picking them back up or gnawing on flesh or attacking the walls releasing horrific insanely dark children's rhymes and gibberish. Coupled with the painting and costumery, (and augmented with some bardic talent), the confusion gave enough time for the troops to make significant damage to the Essaux lines now that they were focused.
The sheer insanity of the defense destroyed Essaux's morale and they fled.
Colonel Kelamke had won the day.
But Kalamke didn't live long afterwards. She had struck down a noble and, even with her win, there was no escape. With her family dead, she resigned herself to her fate. Feranroth played at her funeral at Kalamke's request. Traditionally the hands are bound behind their backs to prevent the victim from jerking during the beheading causing an unclean cut and much agony. But Kalamke motioned the executioner's assistant away with a tired smile and a pat on the executioner's shoulder and she addressed him through his hood, "I trust that your aim will be true Klavan".
She hugged Feranroth and smiled weakly, "Such a beautify day to go back to my family." She then knelt down and rested her head on the ax post her smile getting more relaxed looking at Feranroth, "I am glad you are here. You are like a calming breeze". Feranroth's voice tapered off and the executioner completed his task with a loud thud. Klavan's aim was perfect.
The Calming Breeze name stuck for the entertainers of the army as a dual reminder of what you can accomplish when you need to as well as what you have to do no matter what the personal cost.
Although she could not be offered a hero's funeral, she was still provided a simple, honorable ceremony attended by her closest friends in her unit but the common folk were kept from attending by the nobles. They had balanced sullying her name a bit (lowering her part of the victory) and boosting the efforts of Ohmsthad by covering up the cowardice and catapulting but it was subtle enough that it wasn't obvious they were salvaging their own skins. Those in her unit that couldn't keep quiet died in subsequent battles under less than ideal circumstances.
The nobles had deflected most of the accolade and story of the victory to Feranroth for calming the war party, stirring up patriotism in the army and scarring the enemy generals. Feranroth, for his part, was under duress to accept the "official" story as his family was discretely threatened.
This betrayal broke his spirit. His last song was at the execution and he just couldn't bring himself to sing anymore. He just sat in silence, barely faking a smile as the nobles paraded him around at events trying to milk off of his fame. He was locked in the tragedy of keeping the secret. He passed soon after. Those in the know believe that he either couldn't bear the burden or that enough time for the nobles had passed and his usefulness no longer outweighed the secret so he was probably poisoned by the Deathbringers to make it look like it was the stress eventually succumbing to old wounds from the battle.
The Port of Safe Haven celebrates the victory every spring with a week long party of drinking and debauchery where people sing frenetic songs and carnival masked and scantily clad. Bards enjoy this time because they get high priority billings as Nobles try to outdo each other in their extravagant parties but often "slum" it up to mix with the commoners. Everyone coats themselves in makeup and paint (commoners use lesser supplies and gaudiness) and everyone works themselves into a frenzy.
It is a strange simmering boil where fights break out that settle the previous year's disputes with fist fights (no weapons are permitted) and there are rarely any fatalities. Nobles typically hide from any reporting of their scuffles but if serious injuries to nobles occur from commoners, there is usually hell to pay.
The original truth of the battle is hinted in the Bardic instruction of the order but it is woven in so quietly and sworn to never be shared to the uninitiated.
The bards and more mundane entertainers in this order have a basic morality code enforced that frowns on theft and questionable charming involving romantic or political targets.
Exceptionally gifted students or bards of high distinction are sometimes requested to attend the Conservatory of the Mystic Arts for more advanced training but most refine their craft by local bookings and venues as well as adventuring.
At the time, the army was structured that the nobility were placed in higher ranks more as tokens of appreciation or social rank "gifts" rather than based on competence.
The Camberle Army was not horribly outnumbered but very poorly managed and their supplies were dwindling. General Ohmsthad, a blustery but not very competent noble leader (he was son-in-law of the king) had outlasted his tactical competence and after several stinging failures he lost hope and was openly talking surrender.
To the horror (and partial relief of the war council), Colonel Kelamke, a life time military woman, whom had just lost her family during the last raid, beheaded the sniveling Ohmsthad. The most shocking part was just how efficiently and coolly she sliced off his head wiped the blood off on his cloak and sheathed the blade before casually returning to the war maps.
In the confusion, the war council which was precariously balanced between the nobles (who thought they could ransom themselves out of the situation) vs. the career military was about to turn on Kelamke when the Elven Bard Feranroth began a mournful rendition of the Camberle national anthem that rose and ended with a strong steadfast note.
This was a very subtle charm cast by Feranroth that gave enough time for Colonel Kelamke to wrest control with her statement, "I did only what Camberle needed. In your hearts, you know this. I will fall on my own sword IF the nobles so command AFTER we save this town."
She quickly took leadership, leveraged the remaining troops.
With the help of any bards, entertainers and artists she could find and quickly stripped down and painted as many troops and people that they could with gaudy mawkish makeup colors of what ever she could find in the cosmetic shops or paints. The shapes were as disturbing as possible (combination of highly sexual, violent or demonic themes) and while they were being painted the entertainers sung an insane combination of gibberish, comedy and patriotism that began to whip them into a patriotic fervor. She had them slip into the filthy cold river and swim under the piers to flank the opposing army.
Then to complete her desperate gambit, she put the remains of General Ohmsthad into a catapult and flung them at the overconfident Essaux generals while having Feranroth use his talents to scream out, "We took a vote on whether or not we will allow prisoners... This was the ONLY one who wanted to keep ANY of you alive. We disagreed." just as Ohmsthads head and body landed. The Essaux were horrified and flabbergasted because they knew Ohmsthad's and were counting on his incompetence as their leverage to to win.
During the confusion, the painted troops slipped out of the water and began fighting. The entertainers who weren't good at fighting began screaming and laughing, doing the most insane and vile things with anything or anyone that fell. Performing slight of hand with the body parts, pretending they were loosing arms and picking them back up or gnawing on flesh or attacking the walls releasing horrific insanely dark children's rhymes and gibberish. Coupled with the painting and costumery, (and augmented with some bardic talent), the confusion gave enough time for the troops to make significant damage to the Essaux lines now that they were focused.
The sheer insanity of the defense destroyed Essaux's morale and they fled.
Colonel Kelamke had won the day.
But Kalamke didn't live long afterwards. She had struck down a noble and, even with her win, there was no escape. With her family dead, she resigned herself to her fate. Feranroth played at her funeral at Kalamke's request. Traditionally the hands are bound behind their backs to prevent the victim from jerking during the beheading causing an unclean cut and much agony. But Kalamke motioned the executioner's assistant away with a tired smile and a pat on the executioner's shoulder and she addressed him through his hood, "I trust that your aim will be true Klavan".
She hugged Feranroth and smiled weakly, "Such a beautify day to go back to my family." She then knelt down and rested her head on the ax post her smile getting more relaxed looking at Feranroth, "I am glad you are here. You are like a calming breeze". Feranroth's voice tapered off and the executioner completed his task with a loud thud. Klavan's aim was perfect.
The Calming Breeze name stuck for the entertainers of the army as a dual reminder of what you can accomplish when you need to as well as what you have to do no matter what the personal cost.
Although she could not be offered a hero's funeral, she was still provided a simple, honorable ceremony attended by her closest friends in her unit but the common folk were kept from attending by the nobles. They had balanced sullying her name a bit (lowering her part of the victory) and boosting the efforts of Ohmsthad by covering up the cowardice and catapulting but it was subtle enough that it wasn't obvious they were salvaging their own skins. Those in her unit that couldn't keep quiet died in subsequent battles under less than ideal circumstances.
The nobles had deflected most of the accolade and story of the victory to Feranroth for calming the war party, stirring up patriotism in the army and scarring the enemy generals. Feranroth, for his part, was under duress to accept the "official" story as his family was discretely threatened.
This betrayal broke his spirit. His last song was at the execution and he just couldn't bring himself to sing anymore. He just sat in silence, barely faking a smile as the nobles paraded him around at events trying to milk off of his fame. He was locked in the tragedy of keeping the secret. He passed soon after. Those in the know believe that he either couldn't bear the burden or that enough time for the nobles had passed and his usefulness no longer outweighed the secret so he was probably poisoned by the Deathbringers to make it look like it was the stress eventually succumbing to old wounds from the battle.
The Port of Safe Haven celebrates the victory every spring with a week long party of drinking and debauchery where people sing frenetic songs and carnival masked and scantily clad. Bards enjoy this time because they get high priority billings as Nobles try to outdo each other in their extravagant parties but often "slum" it up to mix with the commoners. Everyone coats themselves in makeup and paint (commoners use lesser supplies and gaudiness) and everyone works themselves into a frenzy.
It is a strange simmering boil where fights break out that settle the previous year's disputes with fist fights (no weapons are permitted) and there are rarely any fatalities. Nobles typically hide from any reporting of their scuffles but if serious injuries to nobles occur from commoners, there is usually hell to pay.
The original truth of the battle is hinted in the Bardic instruction of the order but it is woven in so quietly and sworn to never be shared to the uninitiated.
The bards and more mundane entertainers in this order have a basic morality code enforced that frowns on theft and questionable charming involving romantic or political targets.
Exceptionally gifted students or bards of high distinction are sometimes requested to attend the Conservatory of the Mystic Arts for more advanced training but most refine their craft by local bookings and venues as well as adventuring.
Conservatory of the Mystic Arts (Night House)
The Conservatory of the Mystic Arts is one of the most prestigious colleges of magic in the area that is fed from students from Camberle, Aspen Leaf Shire, Dautry Sharn as well as lands beyond.
The official title is actually The New Conservatory of the Mystic Arts because the previous college was... obliterated in a very unusual and unpredictable occurrence that was WELL controlled and well handled by the Magic Conservatory.
We all remember the tear in the reality of the material plane but the masters to not want to go into details, only to say that their new wards are significantly better than the previous versions. These wards suppress and channel magic tightly so each part of the school focuses ONLY on one specific discipline and that causes the borders of the castle proper to be constantly dim (thus the moniker "Night House").
There will NEVER be a repeat occurrence of what happened to the previous university 27 years ago. They will remind everyone that the previous wards suppressed the implosion and allowed many of the students and materials to be removed before the final rift opened. And of those that survived, much knowledge about plane walking was obtained.
The blight to has been reduced to only a 2 mile radius and although the druids cannot seem to get it to shrink any more, at least it isn't growing as fast as it once was.
The remnants of the eternal burning ice is contained to a a relatively all area and MOST of the major beings that entered though the planar rift have been dealt with and are mostly contained. The minor beings appear to be reduced in numbers and do not constantly attack like they used to.
The official title is actually The New Conservatory of the Mystic Arts because the previous college was... obliterated in a very unusual and unpredictable occurrence that was WELL controlled and well handled by the Magic Conservatory.
We all remember the tear in the reality of the material plane but the masters to not want to go into details, only to say that their new wards are significantly better than the previous versions. These wards suppress and channel magic tightly so each part of the school focuses ONLY on one specific discipline and that causes the borders of the castle proper to be constantly dim (thus the moniker "Night House").
There will NEVER be a repeat occurrence of what happened to the previous university 27 years ago. They will remind everyone that the previous wards suppressed the implosion and allowed many of the students and materials to be removed before the final rift opened. And of those that survived, much knowledge about plane walking was obtained.
The blight to has been reduced to only a 2 mile radius and although the druids cannot seem to get it to shrink any more, at least it isn't growing as fast as it once was.
The remnants of the eternal burning ice is contained to a a relatively all area and MOST of the major beings that entered though the planar rift have been dealt with and are mostly contained. The minor beings appear to be reduced in numbers and do not constantly attack like they used to.
The Camberle Frontier
The frontier is a line of outposts and keeps along the western border of Camberle where it meets with the Ravaged Plateaus. This chain combines standing army and communication towers to warn the villages along the Lifeblood Delta up unto the foothills and mountain passes.
With the last of the major fighting ending a year ago with no significant skirmishes, people are hopeful that the threat has been contained but are still wary of invasion.
With the last of the major fighting ending a year ago with no significant skirmishes, people are hopeful that the threat has been contained but are still wary of invasion.
Aspen Leaf Shire
One of the primary hobbit settlements on the border of Camberle. Aspen Leaf Shire likes to use copper colored tunics with a white bordered aspen leaf pattern.
The shire is named for the prevalence of aspen and apple groves that the shire uses to make intricate woodcraft, raise ponies for light tasks and war pigs for battle and defense. The pig riders share a little camaraderie with the Dwarves of the First Mountain who also raise war hogs but are often chided for the smaller size compared with the dwarves' larger sized and more more surly mounts to match their heavier and more grizzled riders. The tables often get turned when the halfling pig riders use the faster and more dexterous mounts to get better positioning on the field of battle.
The Dwarves of the Asyr Mountain almost exclusively use War Rams because they are much more suitable for the rougher craigs and colder temperatures.
The hog production does create a surplus of supple hog leather and pork products supplied from the litters that do not pass training muster.
Aspen Leaf Shire does produce a small to reasonable mages and bards. It has two local rival mage colleges but they are limited in their libraries so when students show a spectacular innate talent, they are recommended to train at the Conservatory of the Mystic Arts (locally referred to as the "Night House" for various reasons).
Although successful students rarely return to the rougher life of pig farming and woodcarving, their families still push them to go because it brings great prestige to the shire when they can one-up the humans and especially the elves.
The shire is named for the prevalence of aspen and apple groves that the shire uses to make intricate woodcraft, raise ponies for light tasks and war pigs for battle and defense. The pig riders share a little camaraderie with the Dwarves of the First Mountain who also raise war hogs but are often chided for the smaller size compared with the dwarves' larger sized and more more surly mounts to match their heavier and more grizzled riders. The tables often get turned when the halfling pig riders use the faster and more dexterous mounts to get better positioning on the field of battle.
The Dwarves of the Asyr Mountain almost exclusively use War Rams because they are much more suitable for the rougher craigs and colder temperatures.
The hog production does create a surplus of supple hog leather and pork products supplied from the litters that do not pass training muster.
Aspen Leaf Shire does produce a small to reasonable mages and bards. It has two local rival mage colleges but they are limited in their libraries so when students show a spectacular innate talent, they are recommended to train at the Conservatory of the Mystic Arts (locally referred to as the "Night House" for various reasons).
Although successful students rarely return to the rougher life of pig farming and woodcarving, their families still push them to go because it brings great prestige to the shire when they can one-up the humans and especially the elves.
Camberle
The Royal Kingdom of Camberle enjoys connection in the foothills to the Confederacy of the Iron Mountains to the North, Aspen Leaf Shire to the north, northeast and Daltrey Sharn to the East. The land slopes down and pulls the Azulan River carrying water splitting at the Grand Fork into the Lifegiver Arm that feeds the Lifeblood Delta and the the remaining part of the Azulan nicknamed "Old Snake" that winds into the massive Port of Safe Haven.
Somewhat smaller, to the west of Grand Fork, sits the actual capital is Graunvold. There is some conflict between the two cities because Safe Haven believes itself more important than the capital but roughly every generation, massive storms manage to breech the costal islands and floodravage the coastal city.
Somewhat smaller, to the west of Grand Fork, sits the actual capital is Graunvold. There is some conflict between the two cities because Safe Haven believes itself more important than the capital but roughly every generation, massive storms manage to breech the costal islands and floodravage the coastal city.
Deep Stock Syndrome
Dwarves like to mine and craft. Each clan mountain will usually have one or more mushroom caves that can provide sustenance for potentially decades.
The problem though is that the nutrients come with a price. Combining with the various mineral contaminants, and various hazardous gasses, staying on a pure shroom diet starts feeding into paranoia or lethargy and can cause the social structure to degenerate. This has caused some mountains to seal themselves up from the outside world.
The problem though is that the nutrients come with a price. Combining with the various mineral contaminants, and various hazardous gasses, staying on a pure shroom diet starts feeding into paranoia or lethargy and can cause the social structure to degenerate. This has caused some mountains to seal themselves up from the outside world.
Dwarven Roundabout
Dwarves are an insular group. At times they focus too much on crafting and mining that their clan can behing to have too much inbreeding, not enough fresh air and fresh foods that they can suffer from a condition known as Deep Stock Syndrome.
To combat this trend, many clans use Roundabout. It is either a formal or informal process of selecting which youth are sent out of the mountains. For some groups, it is to grow future leaders and give them experience with the ways of the world, form alliances and trade routes as well as bring back mates to diversify the bloodlines.
For others it is a tactical move to expell the weak (or strong if potential political rivals.) Possibly to send out spies and saboteurs to retain dominance. For very insular groups, those that return are often treated with suspicion and may find themselves victims of a purge if they are too good at their work.
To combat this trend, many clans use Roundabout. It is either a formal or informal process of selecting which youth are sent out of the mountains. For some groups, it is to grow future leaders and give them experience with the ways of the world, form alliances and trade routes as well as bring back mates to diversify the bloodlines.
For others it is a tactical move to expell the weak (or strong if potential political rivals.) Possibly to send out spies and saboteurs to retain dominance. For very insular groups, those that return are often treated with suspicion and may find themselves victims of a purge if they are too good at their work.
Ruham's Regulars
Ruham's Regulars are an expeditionary force that is a partnership with the country of Camberle and the Three Mountain Confederacy of the Grey Spine Mountains.
Humans serving in the Camberle army, Elves from Daltrey Sharn or those on Dwarven Roundabout help secure the Frontier that protects the farmlands that the Dwarven Kingdoms need to balance out their diet to prevent the problem of Deep Stock Syndrome.
They were originally set up as an honorable defense force but have increasingly been used in questionable deployments.
Humans serving in the Camberle army, Elves from Daltrey Sharn or those on Dwarven Roundabout help secure the Frontier that protects the farmlands that the Dwarven Kingdoms need to balance out their diet to prevent the problem of Deep Stock Syndrome.
They were originally set up as an honorable defense force but have increasingly been used in questionable deployments.
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