Sunday, November 23, 2014

Campaign Design - Prestige Class: Fleet Runner of Syfa

Fleet Runner of Syfa (adapted from Dragon 283)

In the wild, speed is sometimes essential. Often, an animal’s only hope of survival is to outrun another creature. Certain followers of Syfa, goddess of the woodlands, emulate this aspect of the natural world above all others, cultivating their natural speed until they become like the deer leaping between the trees - or, eventually, the wind that blows through them.

Most fleet runners of Syfa are clerics, favored souls, or druids who serve that deity, though a number of rangers also follow this path. Multiclass cleric/scouts, favored soul/scouts, or druid/scouts commonly become fleet runners, and sometimes barbarians multiclassed with a divine spellcasting class take up this path, but members of other classes are rarely interested. Many fleet runners are almost feral creatures of the woodland. They have been known the run with the centaurs and dance with satyrs, though many prefer the company of animals to that of more sophisticated creatures. They use their speed and travel-related abilities in defense of the woodlands - to carry messages, send for aid, or bring aid themselves.

Hit Die: d8.
Luck Die: (d4 + 1).

Requirements
To become a fleet runner, one must meet the following criteria:
  • Alignment: Neutral Good.
  • Base Will Save: +3.
  • Skills: Knowledge: Nature 11+ ranks, Knowledge: Religion 3+ ranks, Survival 5+ ranks.
  • Feats: Dodge, Mobility, Run.
  • Spell Casting: Must be able to cast divine spells.
  • Special: Must have Syfa as their patron deity.
Class Skills
  • The fleet runner’s class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Hide (Dex), Knowledge: Nature (Int), Knowledge: Religion (Int), Move Silently (Dex), and Survival (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the fleet runner of Syfa prestige class.
  • Base Attack Bonus: Average. A fleet runner of Syfa gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A fleet runner of Syfa gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A fleet runner of Syfa gains a +13 base Reflex save bonus per class level.
  • Base Will Save Bonus: Good. A fleet runner of Syfa gains a +½ base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Fleet runners of Syfa gain proficiency with all simple and martial weapons, with light armor, large shields, small shields, and bucklers. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a penalty on Swim checks.
  • Bonus Spells: Similar to bonus spells for high ability scores, for each level of fleet runner that a spell casting character attains, she gains bonus spells added to the number of divine spells per day he may cast. These bonus spells can be added to whatever levels of spells the caster can currently cast, but no more than one can be added to the caster’s highest current spell level. If a fleet runner has two divine spell casting classes already, he must choose which previous class of spells gains the bonus. Bonus spells cannot be added to an arcane spell casting class. Once a fleet runner has chosen how to apply his bonus spells, they cannot be shifted again.
  • Fast Movement (Ex): A fleet runner has a speed faster than that which is normal for their race. Their speed is increased by +10 feet when wearing no armor, light armor or medium armor and not carrying a heavy load. This increase stacks with similar speed increases such as those granted by the barbarian, scout, or monk classes.
  • Greater Mobility (Ex): A fleet runner has a +8 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area. This supersedes the bonus granted by the Mobility feat.
  • Additional Domain (Su): A fleet runner of Syfa may select another of Syfa’s domains as a third clerical domain. He may use the granted power of the domain (using his fleet runner level instead of his cleric level), and may select spells from the spell lists of any of his three domains when selecting his daily domain spell. He may still only cast one domain spell of each level per day (1st through 9th). Fleet runners who do not have a level of cleric gain no benefit from this granted ability.
  • Evasion (Ex): At 2nd level and above, a fleet runner can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A fleet runner can only use his evasion ability if he is wearing light armor or no armor.
  • Leap of the Hart (Ex): At 3rd level or higher, a fleet runner’s vertical and horizontal jumping distance is not limited by his height.
  • Shot on the Run (Ex): At 4th level, a fleet runner gains the Shot on the Run feat, even if he does not have the prerequisite Point Blank Shot feat.
  • Run of the Huntress (Su): At 5th level, a fleet runner gains supernatural stamina while running. He may run for a number of rounds equal to twice his Constitution score before making any checks, and he gains a +8 bonus to Constitution checks made to continue running after that point.
  • Improved Evasion (Ex): At 6th level, a fleet runner’s evasion ability improves. He still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, but also takes only half damage on a failed save. The fleet runner may only use the improved evasion ability if he is wearing light armor or no armor.
  • Run Like the Wind (Sp): At 7th level, a fleet runner may slip magically between spaces as if affected by the spell dimension door once per day. The fleet runner uses his fleet runner of Syfa class level as his caster level for purposes of this ability.
  • Leopard’s Pounce (Ex): At 8th level, a fleet runner may make a full attack at the end of a charge.
  • Swiftness of the Tigress (Ex): When she reaches 9th level, a fleet runner may act as if affected by a haste spell for a total of one round per class level per day. These rounds need not be consecutive.
  • Cheetah’s Sprint (Su): Once an hour, a 10th level fleet runner may take a charge action to move ten times his normal speed.
Fleet Runner of Syfa
LevelSpecialBonus Spells
1stFast movement, greater mobility, additional domain1
2nd Evasion2
3rdLeap of the hart1
4thShot on the Run2
5thRun like the huntress1
6thImproved evasion2
7thRun like the wind1
8thLeopard’s pounce2
9thSwiftness of the tigress1
10thCheetah’s sprint2

Home     Prestige Classes     Syfa

Tuesday, November 11, 2014

Summary of Dungeon Master's Guide Prestige Classes in the Three Worlds

Most of the prestige classes found in the Dungeon Master's Guide are generally available in the Three Worlds campaign setting. In many cases the training needed to obtain levels in these classes can be obtained via one of the many groups and organizations found in the setting. In most cases, these prestige classes are not exclusive to any one organization or mentor, but can potentially be learned from a variety of sources.

Arcane Archer: As there are no elves or half-elves in the Three Worlds campaign, the arcane archer prestige class is one of the few such classes found in the Dungeon Master's Guide that is not available.

Arcane Trickster: Arcane tricksters can be found almost anywhere there are thieves' guilds. Although members of any race can become arcane tricksters, the vast majority are gnomes or halflings, with many of the various merchant houses and pirate clans of halflings having a number of such individuals in their ranks. Among the Collegium, many arcane tricksters take the role of spies and special operatives.

Archmage: To become an archmage one must obtain training directly from an existing archmage. The most famous archmages in the Freeholds are Dallen and Mannan. Although this has never been confirmed, it is widely believed that Leannan of Dewintir is also an archmage. Members of the Collegium and the Leucadian Brotherhood would have access to at least one potential mentor through their organization.

Assassin: As an exclusively evil class, the assassin prestige class is not generally available to player characters in the Three Worlds. Groups of assassins may be found throughout the Three Worlds, often associated with the cults devoted to Gangyn, Kivutar, and Vassatar, although assassins may be found in the service of almost all of the Lords of Hell. The vast Gemelas criminal network based in Castille also relies upon a large cadre of assassins to enforce its will.

Blackguard: Like assassins, the blackguard is an exclusively evil class and is therefore not generally available to player characters in the Three Worlds. Blackguards are found among all of the devotees of the Lords of Hell, serving their priesthoods as lieutenants, champions, and war leaders. Blackguards are especially common among the cults of Belial, Darmas, Khil, and Tuni.

Dragon Disciple: As dragon disciples are associated with the Great Dragons, they are most often found among the Cult of the Dragon in the Dekkulde Islands, but there are a number located in the Gorovlic Isles or on Croesfan Island due to the close proximity of the dragon Hraegnscaga in the Pirsh'tas Islands.

Duelist: Duelists can be found almost anywhere, although for obvious reasons, many duelists are found in the Gorovlic Islands among the pirate clans and merchant houses found there. Many fighting schools in Enselm teach the elements of this class, but teachers may be found anywhere lightly armored warriors are in demand.

Dwarven Defender: Members of the dwarven defender class can be found anywhere there are dwarves, but they are most common in Steinigreich, which is where dwarven legend says that the teachings and methods of this class originated. Many members of the Order of the Shield are also members of this class, with dwarven members of the Order routinely alternating between this and the prestige paladin class.

Eldritch Knight: Eldritch knights can be found anywhere there are warriors and mages, and as one might expect, many members of this class are gnomes or avari. Eldritch knights are also often associated with Dewintir, as they form the backbone of that nation's armies. Eldritch knights do not, however, exclusively hail from Dewintir and most arcane organizations have at least a handful of members who dabble in martial matters. In the Freeholds, many eldritch knights hail from Dyfed, and there are many members of this class among the Wardens and Warknights of the Council. In addition, members of this class are often frequently found among the cults devoted to Woda, Ishii, Füllar, and Vali.

Hierophant: Hierophants may be found among nearly every faith or circle of druids in the Three Worlds.

Horizon Walker: I am currently unsure where the horizon walker class would fit in the Three Worlds campaign setting, and as a result, this prestige class is not available for player characters.

Loremaster: In the Three Worlds, loremasters are most often associated with the deities Woda and Füllar, although many devotees of Ishii also take up this calling and very rarely, devotees of Vassatar. Loremasters are also associated with the great libraries and centers of learning in the Three Worlds, with the most famous being Mannan and his followers who study at his fortress on Ynys Mon.

Mystic Theurge: As a class dedicated to the merger of divine and arcane magic, it is natural that many mystic theurges may be found among the adherents of the cults of Woda, Füllar, and Ishii, but they can be found among the ranks of almost every faith in the Three Worlds. Although rarer, there are those among some druidic circles who believe that the only way to understand and honor the power of y'Grym is to combine divine knowledge with arcane power. Notably, there are many mystic theurges found among the ranks of the Wardens of the Council, as the versatility has proved extremely useful in many situations.

Red Wizard: The Red Wizards are the ruling elite of Valentia. They were once one of the most powerful of the many factions vying for control of Yle, but since the mystical destruction of that land, they have been reduced to a remnant of their former numbers. The Red Wizards have made clear that they are not content to rule a single isolated island in the Sea of Fear, and their tendrils of influence extend throughout Midrun and beyond. For a player character to become a member of the Red Wizards in the Three Worlds campaign setting would be unusual, although not necessarily impossible.

Shadowdancer: Until a few centuries ago, shadowdancers were fairly common in the Three Worlds, with many finding their home among the Sang-Nuit in Enselm. Then, for reasons unknown, the Collegium turned on the practitioners of this art and embarked upon a ruthless campaign of extermination apparently aimed at destroying anyone who had any knowledge of the shadowdancing way. Now shadowdancers are rare, and conceal their abilities from anyone who does not have their complete trust.

Thaumaturge: Thaumaturges are found among nearly every priesthood in the Three Worlds, but are most common among the devotees of Caire, Hler, Wünd, and Yng. Among the cults devoted to the various Lords of Hell, Thaumaturges are often found among the ranks of those serving Belial, Gangyn, Halpas, and Ishii.

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Campaign Design - Base Classes: Deathbound

Deathbound
(from the White Wolf Quarterly/Sword & Sorcery Insider: Vol. 3.2 (Spring 2005))

A deathbound character can take up to three levels in "Deathbound" at any time. Deathbound levels represent the individual focusing on developing his undead capabilities

Abilities: No particular ability is most important for the Deathbound class, although the class emphasizes improvements to Strength.
Race: Deathbound.
Alignment: Any.
Hit Die: d12.
Luck Die: None.

Class Skills
  • Skill List: The deathbound's class skills (and the key ability for each skill) are Bluff (Cha), Craft: Any (Int), Hide (Dex), Intimidate (Cha), and Jump (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the deathbound:
  • Weapon and Armor Proficiency: Deathbound are proficient with all simple weapons and light armor.
  • Base Attack Bonus: Average. A deathbound gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Poor. A deathbound gains +13 base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A deathbound gains +13 base Reflex Save bonus per class level.
  • Base Will Save Bonus: Good. A deathbound gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.
  • Deathbound Armor: Due to the unnatural hardiness of the undead, each level gained of the deathbound class grants the character an additional +1 natural armor bonus to their Armor Class.

  • Deathbound Strength: The deathbound gain preternatural strength, gaining a +1 bonus to their Strength score for each level of the deathbound class.
  • Slam (Ex): A deathbound gains a slam attack that deals 1d6 points of bludgeoning damage.

  • Increased Hit Die (Ex): The deathbound's body possesses the toughness and resilience of undeath. Whenever he gains a hit die, he uses the next largest one instead of the normal hit die for his chosen class. For example, a deathbound who gains a wizard level rolls 1d6 for hit point rather than 1d4. A deathbound who would roll 1d12 for hit points (for taking a barbarian class level, for example) would roll 1d12+2.
Deathbound

LevelSpecial
1st
+1 natural armor bonus to Armor Class, +1 Strength
2nd
+1 natural armor bonus to Armor Class, +1 Strength, slam
3rd
+1 natural armor bonus to Armor Class, +1 Strength, increased hit die

Home     Base Classes

Campaign Design - Race: Deathbound

Deathbound
(adapted from the White Wolf Quarterly/Sword & Sorcery Insider: Vol. 3.2 (Spring 2005))

The deathbound are a created race, made via powerful dark rituals performed by the priests and priestesses of Tuni and Tunar. Through the vile necromantic magics known only to the members of the White Hand, a living creature is killed and in the same moment cursed with unlife as a twisted mockery of the being it was. In regions controlled by the White Hand, whole villages and towns are subjected to the deathbound curse, resulting in an unliving populace serving the dark masters of the necromantic arts.

Personality: The deathbound are the creation of dark nectomantic magics, and as such, whatever personalities they had in life have been warped and twisted. Under the influence of Tuni and Tunar's power, most have turned to evil, but some attempt to reclaim their lost humanity by acting in kind and helpful ways. Most allow the hatred and rage in their hearts to fester into malice and cruelty.

Physical Description: The deathbound look like dead people. Their skin is gray and rotting, showing bone and muscle in places. Their pupil-less eyes glow with dim, white ghost light. Their muscles are withered, making them scrawny. Their movements are slow and jagged. Deathbound hardly ever smile unless their lips have rotted away, in which case they smile all the time. The necromantic magic of the deathbound curse keeps them somewhat preserved, but natural decay still proceed, just more slowly than normal.

Relations: The deathbound have tolerable relations with the other servants of the White Hand, although other living servants often view the honored position held by the deathbound with jealousy. Outside of the structure of the White Hand, most humanoids hate and fear the deathbound. Gnolls have an odd relationship with the deathbound, either regarding them as a potential ritual meal, or (more rarely) revering them as emissaries of their infernal master.

Alignment: Most deathbound are lawful evil, reflecting their nature as the creation of Tuni and Tunar. A small minority diverge from this alignment, mostly tending towards neutral or chaotic evil, especially those who find themselves aligned with Kivutar. A very tiny number of deathbound are able to reject their cruel masters and turn towards good.

Deathbound Lands: There are no deathbound lands, but they are common wherever the White Hand wields power, most notably Loring. They are also fairly common in evil lands such as Polthia and the Hallitsijainen Empire.

Religion: The deathbound are living undead, created to show the power of Tuni and Tunar over life and death. As such most are enslaved to the worship of the gods of the White Hand. Some very strong-willed and iconoclastic members turn to other faiths, most frequently becoming devotees of Kivutar, but the deathbound can be found among the ranks of the adherents of all of the Lords of Hell. Although there are no known deathbound adherents of the faiths of the Lords of Heaven, such individuals would not be an impossibility.

Language: The deathbound speak the languages they knew in life. As the devoted servants of the White Hand, all deathbound also speak Infernal.

Names: The deathbound keep the names they had when they were alive. As most deathbound were human, these tend to be human names. If a deathbound cannot remember their name, they may make up a suitable name or read one from a headstone or other inscription.
  • Type: Undead.

    • The deathbound do not have a Constitution score and gain no bonus hit points per hit die.
    • The deathbound are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
    • The deathbound are immune to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • The deathbound are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores, as well as to fatigue and exhaustion effects.
    • The deathbound are healed by negative energy effects, and damaged by positive energy effects.
    • The deathbound do not heal naturally.
    • The deathbound are immune to any effect that requires a Fortitude save, unless that effect also works on objects or is harmless.
    • The deathbound use their Charisma modifier for Concentration checks .
    • Not at risk of death from massive damage. Unlike other undead, the deathbound are not destroyed when reduced to 0 hit points or less. Instead, at 0 hit points, a deathbound is disabled and only able to perform one move action or standard action each round, but does not risk further damage from strenuous activity. Between -1 and -9 hit points, a deathbound is unconscious and cannot act, but does not risk further damage (unless his enemies attack him or some other unfortunate event befalls him). At -10 hit points, a deathbound is destroyed.
    • A deathbound is not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection spells and effects can affect the deathbound by returning a destroyed deathbound to their undead life. The deathbound curse makes it virtually impossible to bring a deathbound back to life as the creature it was before it died. Only a wish or miracle can accomplish that.
    • The deathbound do not breathe, eat, or sleep. Deathbound spell casters dtill need 8 hours of uninterrupted meditation and contemplation before preparing their spells.

  • Ability Scores: +2 Strength, -2 Dexterity. Undeath grants physical power but dulls reflexes.

  • Size: Medium size.

  • Movement: The deathbound have a base speed of 30 feet.
  • Deathless Sight: The deathbound can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. The deathbound can function perfectly well with no light at all.

  • Racial Levels: Unlike humans and some other races, the deathbound can take levels in the "Deathbound" class to develop their racial qualities more fully.

  • Automatic Languages: Infernal plus any one other language, depending on the the deathbound's origin.

  • Favored Class: Fighter.

  • Favored Class: Warrior.

  • Exclusive Class: Deathbound.

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Friday, February 21, 2014

Racial Feats - Ironborn

Ironborn Feats

The following feats may be taken by ironborn characters in the Three Worlds. These feats have mostly been taken from the Eberron Campaign Setting, Races of Eberron, or The Book of Iron Might. In many cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting. Ironborn feats may be taken as Fighter bonus feats by Ironborn fighters.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Adamantine Body
ECS
Ironborn, 1st level onlyYou gain an armor bonus and may gain damage resistance
Cold Iron Tracery
RoE
IronbornYour natural attacks are treated as cold iron and you may gain a Will save bonus
Construct Lock
RoE
Ironborn, BAB +2You gain a bonus to damage rolls against constructs and may be able to temporarily paralyze constructs
Cool Under Pressure
BoRL
Ironborn, Wisdom 13+You can take 10 on several skills even when threatened or distracted
Improved Damage Reduction
ECS
IronbornYou gain damage reduction or improve your existing damage reduction
Improved Fortification
ECS
Ironborn, BAB +6You gain immunity to critical hits and sneak attacks, but you lose the ability to be healed by healing magic
Improved Resiliency
RoE
IronbornYou become immune to nonlethal damage but cannot benefit from regeneration or fast healing
Intricate Joints
BoIM
Ironborn, Spring-Loaded Reflexes, Dexterity 15+You cannot be flanked
Iron Heart
BoIM
IronbornYou are immune to mind-affecting effects.
Ironborn Acrobat
BoIM
IronbornYou gain a bonus to certain acrobatic skills and may gain a speed increase.
Ironwood Body
RoE
Ironborn, 1st level onlyYou gain an armor bonus and may gain damage reduction.
Jaws of Death
RoE
IronbornYou gain a bite attack.
Memory Bank
BoIM
Ironborn, Intelligence 13+You gain a +2 bonus with a single class skill that can be changed daily.
Mithral Body
ECS
Ironborn, 1st level onlyYou gain an armor bonus.
Mithral Fluidity
ECS
Ironborn, Mithral Body or Ironwood BodyYour maximum Dexterity bonus to Armor Class is increased and armor check penalties are decreased.
Second Slam
RoE
Ironborn, BAB +6You can make a second slam attack when you make a full attack.
Shadow Friend
BoIM
Ironborn, 1st level onlyYou gain a bonus on Bluff and Hide checks and may gain Darkvision.
Silver Tracery
RoE
IronbornYour natural weapons are treated as silver weapons and you may gain a bonus to Fortitude saves.
Slayer
BoIM
IronbornYou gain a bonus to attack flanked or flat-footed opponents, and may have a built-in hidden dagger.
Spell Runes
BoIM
Ironborn, arcane caster level 1st+, ability to prepare spellsYou have three spells scribed on your body and gain a bonus when casting those spells.
Spellmaster
BoIM
IronbornYou gain a bonus to attack rolls made with spells and may allow you to retain spell's even if you fail a Concentration check.
Spiked Body
RoE
IronbornYou deal piercing damage with your grapple attacks, and your slam attack now does piercing damage.
Spring-Loaded Reflexes
BoIM
Ironborn, Dodge, Improved Initiative, Dexterity 13+You do not lose your Dexterity bonus to Armor Class when flat-footed or attacked by an invisible attacker.
Survivor
BoIM
IronbornYou gain cold and fire resistance.
Unarmored Body
RoE
IronbornYou lose your armor bonus and light fortification, but have no arcane spell failure chance and can wear armor and robes.
Weaponized Limb
BoIM
IronbornYou have replaced one of your limbs with a weapon.

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Monday, November 25, 2013

Campaign Design - Nobility and Offices in the Freeholds

Nobility in the Freeholds

The Freeholds, like the Rhadynnic kingdoms of the Heulwen Sea, are ruled by aristocratic Houses consisting of extended families that trace their ancestry to a common origin. Each these Houses form an extended network that surround the rulers and vassals within the various Freeholds. In general, where a position within a Freehold is held by a member of one of these Houses and the holder dies (or needs to be replaced for other reasons), a successor is chosen from the members of the House. Traditionally, any member of the House was eligible to succeed to a title held by that House, with the new holder chosen by acclamation by electors from within the House, or by allied Houses, or, for subordinate Houses, selected by he head of their ruling House. Since the fall of the High Kings, many of these positions have become markedly hereditary, with sons, and sometimes daughters, succeeding their fathers, although for the most part the ancient forms are followed and the electors go through the process of casting votes, even though the conclusions are preordained.

King or Queen: At the top of the political order of each Freeholds is a king, or in some cases a ruling queen, elevated to the position and chosen by the earls of their realm serving as electors. By tradition, every king in the Freeholds is also an earl - a fact that allows them to participate in their own elections - and holds lands and power by virtue of that title as well as by virtue of holding royal power. Kings in the Freeholds do not have anything remotely close to absolute power, although they are technically the final arbiter and authority within their domains. The kings in the Freeholds, even those who have conquered their domains in the years since the fall of the High Kings of the Rhadynnic Sky Empire, are constrained by a body of inherited law and tradition that limits their powers and grants those living under their rule certain rights. These laws and traditions are, in practice, enforced by the earls of each Freehold, and to a lesser extent by the thanes and ceorls. A king who loses the confidence of his Earls can find himself replaced by another member of his House, or in extreme cases, by one of his own earls.

Earl: The earls of the Freeholds are collectively the most politically powerful men in the region. The earls in a Freehold together form a ruling council, creating a potential counterbalance to the power of the king. A king who is supported by his Earls is a powerful monarch. A monarch who finds themself at odds with their earls is a weak ruler, and may find him or herself out of a job. The title of earl is the one title that has been traditionally determined by heredity, with the powers of the position being handed down from father to son, or sometimes daughter. The question of who is next in the line of succession to an earldom is a matter that is accounted for by the Earl Marshal of each realm, a royal office that is obviously of utmost importance and is almost always occupied by one of the most powerful figures in a kingdom. Earls are generally powerful landowners, ruling over an earldom, sometimes called a march, aided by the members of his House and his chosen thanes and ceorls, and possessing the power to raise armies, make war, levy taxes, and mete low, middle, and high justice.

Thane: Landholding nobles and vassals of the earls who appoint them, thanes are responsible for most local administration, handling matters such as tax collection, enforcement of duties and customs, levying troops, and the right to administer low, and sometimes middle justice. Thanes are charged with hunting outlaws, carrying out the edicts of their king and their earl, and otherwise managing their domains in the name of their liege lord. A thane usually has a military obligation to his liege, typically a requirement to provide a certain number and specified type of troops or ships, often including a requirement to maintain a set number of ceorls as well. The title of thane is not hereditary, although it is traditionally held by particular Houses, with the ruling earl holding the right to determine which member of the House the title passes to, and the right to remove a thane under certain circumstances. In practice, the title is usually hereditary, and some thanes have argued that this common practice has made this form of succession a legal right.

Ceorl: The title of ceorl is decidedly not hereditary, being bestowed upon individuals by Kings or Earls, a bestowal of power and rank in exchange for military service. There are generally two types of cerols, the husceorl, a group that generally makes up the household and personal retinue of a noble lord, and the more common free ceorl. Both types of title are bestowed in much the same way: The prospective ceorl pays homage to his liege who then empowers the applicant with the privileges and authorities of a ceorl in exchange for certain duties, almost always spelled out in a covenant taking the form of a warrant or commission that is valid for the duration of the life of the liege or the life of the vassal (whichever ends first), or such time as the liege revokes the grant.

The husceorls are created by kings and earls to serve as their personal retainers, and form the core of their personal armies. Most husceorls are drawn from the House of the ruling noble, and many serve in important positions within his household. In many kingdoms and earldoms, the critical or particularly personal offices of state are held by husceorls. They form the personal guard of their liege, serve as trusted emissaries, agents, and messengers, and in times of war, take up arms as officers in their liege's armies.

Most free ceorls are "country" ceorls, having a grant of land to establish a manor upon and rule over as a petty lord, subject to being summoned to perform duties to their liege as commanded. A ceorl has some autonomy, usually being empowered to mete out low justice among other sundry powers and derives his income from his granted demense, typically in the form of income from their farms and the farms of those living on their lands, or for those granted suzerainty over a village, income from the customary fees paid by the villagers. This income allows a ceorl to maintain himself and some number of armed warriors ready for service to his liege, and allows the kings and earls of the Freeholds to call upon substantial military force should the need arise.

Offices in the Kingdoms of the Freeholds

Even though ultimate power is vested in the various nobles of the Freeholds, they do not administer their domains by themselves. No single person could handle the vast responsibilities of administering an entire kingdom or earldom, and few can handle running a thanate on their own. So the kings of the Freeholds have taken to delegating authority and power to office-holders as a means of political patronage, and many earls and thanes have followed suit. The kings and queens of the Freeholds will typically appoint officers in all of the positions given here, if for no other reason than it gives them a benefice that they could hand out to a loyal supporter or political ally. Earls typically follow suit, appointing officers to similar positions within their own retinues, although in the case of offices in earldoms the prefaces ""great", and "high" are not used. Some thanes appoint officers as well, but they usually use a significantly truncated roster.

Chancellor of the Exchequer: For most kings and earls, one of the most important officers among his servants is his chancellor of the exchequer, an officer responsible for collecting taxes and handling the treasury of the realm. The exchequer is also responsible for overseeing the minting of coins and licensing mints throughout his liege's realm. Almost every noble has an official designated as their exchequer to manage their finances, and as one might expect, it is a position that is only handed to the most loyal and trusted vassals. In many cases, the chancellor of the exchequer is the second most powerful man in a kingdom, as he controls the purse strings and all of the other officials are dependent upon him for their funds.

Chancellor of Justice: The chancellor of justice is the senior judicial official in a realm, responsible for the administration of justice throughout a ruler's holdings. Although a king or an earl possesses the power to dispense justice personally, most delegate the handling of most legal matters to their chancellor of justice. The chancellor of justice is also responsible for the supervision of any subordinate justices who might be appointed to handle lesser matters.

Earl-Marshal: The earl-marshal is a uniquely royal appointment, as this official's responsibility is to maintain the proper records of the members of the aristocratic Houses within the kingdom. This position is usually held by the most powerful earl in a realm that the king believes he can depend upon, because it is this person's responsibility to make sure that those who hold the titles they hold are actually entitled to hold them. As this involves certifying who the electors for a royal succession are as well as determining the order of succession for earldoms, this job is of great importance. Because the earl-marshal is so intimately involved in matters of succession, this official is also responsible for managing a deceased monarch's funeral. The earl-marshal is also responsible for sorting out disputes between earls in the event that the sovereign is unable to or declines to do so personally. Finally, the earl-marshal is generally regarded as the second or third most senior military official in a realm, falling behind on the high constable and the high admiral in authority.

Earl-Regent: The earl-regent is an office usually only granted in fairly limited circumstances when a king of one of the Freeholds assigns the responsibility of running and administering his earldom to another person, usually his heir apparent. This office is almost never appointed in other situations except in the rare case in which an earl has died or been removed and there is no valid adult successor to take his place.

Great Chamberlain: The chamberlain is a position that was originally responsible for managing the household staff of his liege and the provisioning of his residence, but like most of the offices of state, his responsibilities and authorities have expanded. The great chamberlain of a realm is generally now responsible for managing the officials of the entire realm and ensuring that they have the required equipment to fulfill their duties - often effectively serving as the leading quartermaster for the entire royal apparatus, including the king's armies. In some places, the chamberlain's status has risen even higher, and the position's responsibilities include coordinating other officers of state, becoming the single fulcrum around which administration of the realm revolves.

High Admiral: The high admiral is, as one would expect, the commander of the royal fleets. This title is sometimes rendered as "lord high admiral". Among the warring great houses of the Rhadynnic Sky Empire this title is usually bestowed upon the senior military commander in a ruler's forces, but in those Freeholds where it is used, this is usually the second ranking military commander in a realm, ranking behind the high constable and above the earl-marshal.

High Constable: The high constable is the senior military commander in a realm, charged with leading the royal armies in battle. This title is usually held by an individual who is closely related to the ruling sovereign - frequently his heir or brother, but sometimes a trusted uncle or cousin.

High Steward: The high steward is charged with the administration of a ruler's domains. The responsibilities of this position vary wildly, ranging from merely managing his liege's residence in some cases, to managing and maintaining all of the royal fortresses, to managing all of the royal holdings. Consequently, the importance of this office varies wildly as well. In some places, the office of high steward is regarded as being equal in prestige and responsibility to the chancellor of the exchequer or the earl-marshal, while in others it is seen as little more than a sinecure of little importance.

Keeper of the Seal: The keeper of the seal is an office with great responsibility and prestige, but little actual power. Every land ruling king or noble uses a seal to mark official documents, and the keeper of the seal is charged with holding and carrying this seal on behalf of their liege. Because many documents are not "official" unless they bear the imprint of the seal, safeguarding this object is of critically vital importance. The keeper of the seal has also become the oath-hearer, the officer that hears the taking of oaths on behalf of their liege, and who assigns penalties to oath-breakers.

Master of the Gates: The master of the gates is one of the oldest offices in existence. In the past, those holding this position would serve as champion, and fight on behalf of his liege when it came to matters of law or honor. Legends speak of entire wars being decided by a contest between masters of the gate serving opposed rulers. In a world in which legal or political disputes are only very rarely decided by the trial of arms, the position has evolved a sword bearer, a figure responsible for maintaining and safeguarding the king's sword and armor, carrying them when the king goes on campaign, and outfitting the king and fighting by his side when the sovereign goes into battle. This position is almost always held by a husceorl of the king's household, usually one of his most trusted men. This position is also appointed by most earls and even thanes, and in some cases, the master of the gate has substantial administrative responsibilities and authority as well.

Master of the Horse: The master of the horse was originally an officer charged with managing their liege's stables and horses. But, like the master of the gate, the responsibilities of the master of the horse have grown over time, and this official is usually charged with overseeing the rolls of the ceorls created by and beholden to his master. The master of the horse holds their commissions and is responsible for ensuring that they satisfy their duties and obligations as required. In times of war, it is the responsibility of the master of the horse to ensure that the ceorls are called out and organized for service.

Master of the Hunt: The master of the hunt is, quite naturally, responsible for managing his liege's hunting animals, such as dogs or falcons. But the master of the hunt also has a greater responsibility to manage the royal forests and hunting lands, employing a number of foresters to maintain these areas and the wildlife upon them. The master of the hunt has also become associated with the responsibility of providing scouts during war, and in some cases, spies as well.

President of the Council: The president of the council is the one office in a realm not usually determined by the king, but rather by the common choice of the earls within the kingdom. Every king in the Freeholds is elected and supported by a council of earls, and the holder of this title is the head of that council. The president of the council is selected, not by the king, but rather by the council of earls, who choose one of their number to lead their meetings.

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Saturday, November 16, 2013

Campaign Design - The Start of the Campaign

Campaign Start

The campaign will start in the village of Lonn's Ford at the confluence of the Pererin and Meander Rivers in the Brigantia March of the Kingdom of Ceniþ in the Freeholds in Midrun. Lonn's Ford is also the location of the recently constructed fortress of Cær Ånwar. The campaign will start in the year 472 by the High King's Reckoning (HKR).

The Brigantia March is the northern frontier of the kingdom of Ceniþ in the Freeholds and is currently ruled over by Earl Rhuddlum Cwensonne of House Ånwar. Located in a highland valley nestled in the Nimlau Mountains, the Brigantia March is crossed by important trade routes connecting Ceniþ to Steinigreich as well as the large cities in Elizon. Unfortunately, the passes through which these trade routes run make the March vulnerable to attack by the more barbaric chieftains in Elizon and the denizens in the Achelos Forest, the Stonetalon Mountains, and the untamed wilderness between the Stonetalons and the Steinig Mountains. These passes are each guarded by large fortresses, the more imposing being Cær Wydyr, located in the Wydyr Pass near the headwaters of the Meander River and which is maintained by the Order of the Shield, and the other being Cær Vyriddin, located in the Vyriddin Pass near the headwaters of the Pererin River and which is owned and maintained by the Earl of Brigantia.

The Pererin River feeds into the Meander River at the strategic confluence at Lonn’s Ford, now guarded by the freshly constructed Cær Ånwar. From there the Meander leads to the largest geographic feature in the March, the broad and deep Sosemere. On the shores of the Sosemere are a handful of villages and two notable towns, Garo’s Wharf, the home of one of the most important of House Ånwar’s Thanes, and Laketon, the large trading town located where the Sosemere feeds into the Glein River. The Glein River then flows through Carn Modahn, past the imposing, ancient, and mostly neglected fortress of Cær Mhon.

Starting in 458 HKR the humanoids and giants beyond the Brigantia March’s northern boundary started to become more organized and aggressive, rallying under the banner of an evil temple located in the Achelos Forest north of the Vyriddin Pass. This temple joined the combined forces of those who honored Halpas, Iku-Tyrma, Khil, and Surtan, forging them into a potent army under the command of a figure that styled himself the Prince of Elemental Darkness. Raids through the northern march became progressively more frequent and more destructive over the next couple of years, and raiders were even seen under the Temple’s banner in the Hills of Brann-Galedd and Eidling. In the spring of 461 HKR, after years of border raids and counter raids, the Prince of Elemental Darkness rallied his host and invaded the Brigantia March, overwhelming Cær Vyriddin and overrunning the northern march. By fall the Prince’s forces had ventured as far south as Cær Mhon and placed Laketon under siege.

The Dark Temple's forces dispatched to Cær Mhon proved unable to overcome the skeleton garrison that defended the stronghold under the command of the then teen-aged Rhuddlum Cwensonne. Similarly, Cær Wydyr held out against repeated attacks through the summer, autumn, and winter of 461-462, with the paladins of the Order of the Shield doggedly holding on to their isolated fortress despite deep privation caused by lack of food. Eorl Cwen commanded the forces defending Laketon until he died in the early days of 462, when he was cut down by trolls while repelling an assault. His son Beagan succeeded him, ascending to become Eorl of an almost entirely occupied country. Emboldened by their success, the Dark Temple sent expeditionary forces across the Nimlau Mountains into Eidling and deeper into Ceniþ, as well as raids through the Hills of Brann-Galedd into Cadfor.

In the spring of 462, King Smoit of Ceniþ summoned his armies and called upon his ally King Eatun of Eidling who sent a force under the command of his most powerful Eorl to aid in the war. King Girion of Cadfor sent a column of troops through the Hills of Brann-Galedd to relieve Cær Wydyr and put a halt the raids into his own lands. With three kings demanding action, the High Council could not refuse, and a company of the Warknights of the Realm were attached to Smoit’s army, while platoons of Wardens were sent through the Hills of Brann-Galedd into the Achelos Forest to attack the villages and settlements supporting the Dark Temple. Mannan, Dallen, and Ådon all joined the cause, disturbed by the eldritch powers displayed by the Prince of Elemental Darkness, as did three members of the Collegium. Under this combined force, the Dark Temple’s fortunes began to turn. Cær Mhon was relieved in the spring of 462, and the forces besieging of Laketon were driven off early in the summer of 462. The combined allied army under the command of Prince Trystan of Ceniþ drove north to meet the Dark Temple’s main body in the middle of summer at the Battle of Red Fields, where they broke the power of the armies of the Prince of Elemental Darkness. This victory was marred by the death of Eorl Beagan, the second Eorl of House Ånwar to die in 462. He was succeeded by his brother Einion, who, along with Trystan rallied the forces of Ceniþ to continue northwards and laid siege to the Dark Temple itself, breaking down its walls and rooting out its last defenders. Dallen, Mannan, and Ådon banished the Prince of Elemental Darkness and sealed the Dark Temple with arcane runes of power.

With the Dark Temple overthrown and the Prince of Elemental Darkness rendered impotent, the war was over. The allied forces dispersed, leaving a shattered march in the hands of Eorl Einion. With its farms and villages burned, its fortresses damaged or destroyed, its armies spent, and its countryside depopulated, the Brigantia March was in dire need of reconstruction. King Smoit offered some aid, although his own treasury was greatly depleted by the war. Unfortunately, despite Smoit’s help, and Eorl Einion’s best efforts, the March received another setback when Einion was crippled fighting an incursion by giants in the autumn of 463, and then died when an epidemic of fever swept through the beleaguered March that winter. At age twenty, having lost his father, uncle, and two older brothers within the previous two years, Rhuddlum became Eorl of the Brigantia March.

Eorl Rhuddlum set about rebuilding his devastated dominion, and has proved to be an able ruler, although he has faced some criticism for his chosen policies. To defend his lands, he borrowed heavily from the Crefft to rebuild the fortifications at Cær Vyriddin and Laketon, and build a new fortress dubbed Cær Ånwar in the northern March controlling the crossing of the Meander and Pererin Rivers. As an incentive to the Crefft to extend these loans, Earl Rhuddlum offered several concessions to the Merchant’s Guild, waiving tolls, fees, and duties for members, and allowing them to build Guild Houses in many new locations. Rhuddlum gave stronger voice to the Order of the Shield, allowing them to choose the priests assigned to many of the Eorldom’s churches in exchange for their support in the form of money and men. To encourage those displaced by war to return to their farms and villages, Rhuddlum waived taxes for five years for anyone who returned to their former lands, and to repopulate areas where the inhabitants were unwilling to return or had been killed by war, famine, or disease, he issued an edict proclaiming that anyone who occupied abandoned lands could claim ownership of them so long as they were willing use the land to take up farming or another of several other occupations described as “useful trades”. In response, many farmers and craftsmen seeking to lay claim to property have moved into the region, helping restore the population.

While, these policies have helped to rebuild the March and to restore the population, they have not been without controversy. Some of Rhuddlum’s Thanes expressed dissatisfaction with the lack of ability to tax those in their lands despite still being required to meet their own financial and military obligations to House Ånwar. Many Thanes as well as others have also complained about the substantial economic concessions made to the Crefft, which they feel have taken even more money out of their own pockets. Rhuddlum has also appointed several new Ceorls and one new Thane to take the place of those who had fallen in war, creating new nobility out of adventurers who had proved themselves both loyal and skilled in battle. This has offended some of the existing Thanes, who resent the newcomers in their ranks. Some of the older Thanes had argued vociferously that the lands that ended up being bequeathed upon these upstart gentry should have been distributed to their Houses instead.

No decision has caused as much unrest as Rhuddlum’s concessions to the Order of the Shield. The Order had long been an ally of House Ånwar, maintaining the critical stronghold at Cær Wydyr at the gateway to Elizon, but the Order had also always tread lightly in matters of local politics. But since the war, the Order has become increasingly outspoken, insisting on being given the right to build and choose the staff of local village and town temples, and pressuring Rhuddlum into accepting some of their members as officers in his household, much to the chagrin of his Thanes, who regarded such positions as rightly theirs. Currently Eorl Rhuddlum's Steward, Lord Privy Seal, and Lord Marshall are all members of the Order of the Shield. But the infusion of members of the Order of the Shield into the local politics of the Brigantia March has had another, more pernicious effect: Always suspicious of the followers of the druidic Old Faith, some members of the crusader order have suggested that the druids aided, or at least were insufficiently vigorous in their opposition to, the Dark Temple’s forces. This suggestion, in an environment in which many already harbored the belief that many of their countrymen had collaborated with the invaders, has sparked considerable prejudice against the adherents to the Old Faith, splitting the populace, and in many cases pitting older, established residents against the new settlers.

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