The Easthampton Gaming Group Grim and Gritty Campaign - v 1.0
Character Creation
1st level characters
At the start of the campaign characters will begin with 0 experience points, having just achieved 1st level in their chosen class. Use the rules outlined below, which supersede those of the Players Handbook and other sources. Player characters will be created with the nonstandard point buy method (32 points) described on page 169 of the 3.5E DMG.
Later characters
There are special restrictions and rules regarding the introduction of characters above 1st level. The races available will be dictated by the geography and other situations in the campaign. Standard classes should be available (see below), but no character may start the game with levels in a prestige class.
Races
All standard races from the PHB will be available for character creation. Nonstandard races may be available upon DM approval.
Classes
With the exception of the bard and the monk, standard classes from the PHB will be available at campaign start. Base classes from other sources will not be used.
Barbarians may use the 'Totem Barbarian' variant from Unearthed Arcana. Geography and character history will determine what 'totems' are available for your barbarian. The bear totem, lion (tiger) totem and wolf totem variants will be available at campaign start.
Bards will be unavailable as a class. ('Tis a silly class, anyway.)
Clerics will have the core deities available to them, as described in the PHB, the Complete Divine book, and later in this document. Other demigods may be introduced to the campaign by players, pending DM approval.
The monk class will not be available to characters starting at the beginning of the campaign. Geography and character history will determine if it is available later on. Monks may use the variant fighting styles from Unearthed Arcana.
Sorcerers and wizards must have a familiar in order to memorize or regain spells and will start with one for free at 1st level. Their familiar is their link to the source of their supernatural powers. If their familiar is brought more than 1 mile away from them or is killed they must reclaim it or summon a new one before they can gain new slots or memorize spells again, though they can still use existing slots or cast spells they have already memorized.
In Addition to the standard classes from the PHB the aristocrat, commoner, expert and warrior NPC classes will also be available.
As stated above, new characters may not start with levels in a prestige class.
Skills
Characters start with and earn skill points according to their class and level, as per the PHB. Exceptions to the class skill lists and how skills work will be noted in the House Rules.
Skills do not leap unbidden into the mind, they must be learned. To that end a character must make regular use of a skill in game or must spend time training in it in order to advance the skill. Training for a new skill rank takes a number of days equal to the rank being gained (i.e. 4 days for the 4th rank, 5 more days for the 5th rank, etc.).
Feats
As with skills, characters begin with and earn feat slots by class and level, as per the PHB. NonPHB feats accepted in the game, as well as changes to existing feats, will be noted in the House Rules.
Also like skills, feats are not learned simply by gaining a level. A character must train to learn a new feat. The training requirements will vary depending on the feat being learned. Skill enhancing feats require practicing the enhanced skill. Item creation feats require that an item be created (including all costs). Combat feats require the appropriate space, time and number of opponents (who may be sparing partners) for practice. Etc, etc.
Training for a feat requires that the character make a series of ability score checks, with the total of the checks adding up to the 'cost' of the feat (see below). The ability to be used will be determined on a case by case basis and will depend on the ability score most closely associated with the feat. The 'cost' of the feat will vary depending on the complexity of what is being learned. Simple feats (such as Dodge and all of the skill enhancing feats) will 'cost' 25 points. Normal feats (any feat not described otherwise) will 'cost' 50 points. Complicated feats (such as the new Tactical feats) will 'cost' 100 points. A feat may be trained for before the character has a feat slot, but they will not gain the benef it of the feat until the slot is gained (and they have a sudden epiphany).
Money & Equipment
First level characters will start with 50 gold pieces plus 10 gold pieces times their total bonus to one skill (representing their previous source of income, normally a profession or craft skill). For example, a character with a +6 in Craft (Weapon smithing) would get 50 + (6 x 10) = 110 starting gold. A characters starting equipment often includes heirlooms, gifts, odd finds and other items picked up over years. To reflect this, all but 20% of a characters starting money must be spent on goods and equipment.
Should a player elect to start a character with a level of the commoner NPC class, subtract 50 gold pieces from the formula above. Alternately, if a player elects to start a character with a level of aristocrat, add 50 gold pieces to the formula above.
Characters starting at second level or above may use the formula above or may use the following formula, whichever is higher:
Starting Gold = character level x character level x 100
House Rules ^^
Changes to the Core Rules
From time to time we will determine that the core rules do not suit our needs. A list of 'house rules' containing the changes we make to the system will be kept and distributed as needed. Certain changes that are not in the purview of the players (such as changes to the monster stats, etc.) will not be included in this document, of course.
Some house rules, notably those that are added to the system (as opposed to changed), are noted below.
Grim & Gritty Combat System
A variant of Ken Hoods' GrimnGritty Combat rules are being used. Some of the features of this system are: characters and monsters will have a static number of hit points (25) regardless of their level or hit dice; attack rolls will be opposed by defense rolls; damage of an attack is increased by by the amount the attacker beats their targets defense roll; the defenders 'soak' attribute will modify the amount of damage they take.
These variant rules are expected to have the following effects on the game: there will be a greater potential for dying for all characters and monsters in combat; at low levels, against like sized opponents, fights are not always lethal but will be unpredictable; at high levels or against monsters combat will be very lethal; equally equipped opponents of equal ability will have a good chance of finishing one another off with one blow; area effect or other high damage attacks will be lethal to targets that are not under cover; size will matter big creatures will be much more powerful than little creatures; armor, cover and similar protections will greatly enhance survivability; sneaking, ambushing and clever planning will greatly enhance the success of attacks; overall, combat will become very unpredictable a lucky attack versus a poor defense may allow a lowly peasant to bring an ogre to his knees!
Experience
As usual, when characters adventure and accomplish their goals they earn experience points. In this campaign, however, those experience points will not be automatically applied toward a characters next level. Rather, they will be banked, or pooled, and can thereafter be spent in a number of different ways as described below.
Character level advancement
Characters may train for additional character levels by spending 100 experience points per hour of training. Characters are normally able to train themselves, but they may wish to seek out some sort of guidance, as in a professional trainer, master or mentor. This is especially true in the case of prestige classes.
Characters may spend experience points normally when selftraining. However, when training themselves for a new level a character is limited to trial and error methods and cannot always clearly notice what mistakes they may be making. If a competent trainer is available (generally a higher level character of the same class), the character may benefit from the trainers observations and expertize to the tune of a 10% bonus to experience points spent on training.
For example, if Rodrick the 2nd level fighter (he's spent 1000 XP on character levels already) adventures and gains 1000 experience points, he may begin training for 3rd level by practicing and training for 10 hours and spending those 1000 banked XP toward his next level. (Now Roderick has 2000 XP spent on levels.) He can train one hour a day for 10 days or train for ten hours in one day, it makes no difference. Later, after adventuring some more and earning another 1000 XP, Rodrick may return to town to see his old mentor and train with him. After an additional 10 hours of training with his mentor (and spending 1000 XP, plus the 10% XP bonus for training with a competent trainer) Roderick will have reached 3rd level (with 3100 XP spent) and will be 100 XP on his way toward 4th level.
When training for a prestige class, self training is very difficult and not normally desirable. The special abilities granted by prestige classes are harder to learn than the abilities granted by the normal core classes. Training with a competent trainer (someone with levels in the prestige class) is always required for the first level of a prestige class. Training ones self for additional levels is possible, but a PC doing so takes a 20% penalty on XP spent this way. PC's may train for additional levels of a prestige class with a trainer with no penalty applied.
When gaining their first level in any PC or prestige class (but not an NPC class), characters must receive training from a competent instructor. Furthermore, training for a new class is much more time intensive than training for another level in a class you already have levels in. When training for a level in a class that is closely related to one you have levels in (eg. a fighter taking a level of ranger) the time required to train doubles. When the new class bears only some resemblance to one you have levels in (eg. a cleric taking a level of fighter) training time quadruples. If there is little or no resemblance between the existing classes and the new level (eg. a fighter taking a level of wizard) training time increases ten times. If a character intends to multiclass from the beginning, the additional training time for the characters second level may be waved if it makes sense to do so.
Buying additional skill ranks
Characters may purchase additional skill points by spending experience points on them. The cost of each additional point is equal to the characters level * 200 XP. Characters may not buy more than 150% of the number of skill points than they would normally have. As normal, characters may not exceed their maximum number of points for class and cross class skills.
Buying feat slots
Characters may purchase additional feats by spending experience points on them. The cost of each additional feat is equal to the characters level * 700 XP. Characters may not buy more than one additional feat per 3 character levels.
Casting powerful spells
Some powerful spells require that the caster spend experience points. These experience points cannot be pulled from those that have already been spent on some other gain, such as level advancement training, etc. They must come from the bank of unspent points that a character has accumulated.
Making magical items
Crafting magical items requires the expenditure of experience points. As with spells, these experience points cannot be pulled from those that have already been spent on some other gain. They must come from the bank of unspent points that a character has accumulated.
Prestige Classes
Prestige classes represent special elements and organizations in the campaign world. They are usually fostered by particular groups who teach the special skills of those classes for particular reasons. Normally they expect something in return for passing along the special knowledge required to practice those skills. Characters learning the skills of a prestige class may become special operators for the fostering organization, or may owe their trainers loyalty or favors in return for the knowledge they impart. The key to understanding prestige classes lies in their name 'prestige'. Ordinary people are not privileged to know their secrets.
Existing Organizations & Classes
Many organizations exist that teach their followers special skills. Some of the better known organizations and the classes associated with them are listed in Appendix A.
Submitting classes
Other, lesser known organizations and classes exist in the campaign. Players may submit prestige classes and suggestions for their associated organizations for DM approval.
Altering Classes
The abilities of and requirements for prestige classes are not necessarily cast in stone. Characters who wish to alter their training slightly (in case, for example, the class grants them a feat they already have) may suggest this to the DM. Furthermore, the DM may be flexible regarding what a character needs to know and do to enter a prestige class.
History of the World ^^
The Creation of the Cosmos
- from 'A synopsis of 'The Ancient History of the World', written by Vandalenquen of Ner víreil, 17,465 ApresHaut' (roughly 730 years prior to the fall of Non)
In the beginning, there was Chaos, void and without form. And in that Chaos dwelt the Elder Gods, who swam in nothingness, spinning and consuming light and matter in their endless insanity and evil. There were not days, nor years, nor eons, and Time before Time passed in an infinite unmarked crawl.
From whence the Creators came, or how, cannot be told, for it was unseen by mortal eyes and the Creators did not say. Yet it was they who first strove with the Elder Gods and brought Order to the Cosmos. In that epic battle, the ichors of the Elder Gods mingled with the stuff of Chaos and the magics of the Creators, becoming the World upon which mortal creatures dwell. The formation of the World twisted the cosmos, creating the homes of the elements and other realms. Then the Creators, Bahamut, Pelor, and Aluna, formed the Heavens for their dwelling, and Tharzidun, Nerull and Tiamat the Hells, and Boccob and Istus sealed the Elder Gods in the Far Pit with the Great Elder Sign, beyond the Hells.
In the early days of the World, Spirits of various powers and abilities were bore and created, and the air was thick with them, too many for mortals to name. These Spirits brought forth mortal life in their diverse images, including the races of Elves, Men and Dwarves, the beasts, and the Dark Folk. These were days of High Magic, when the Spirits communed with the races and taught them the secret language of the Cosmos. This is accounted the First Age of the World: the time between Creation and the ascension of the Greater Spirits.
When the Creators became aware of the World, all but one sought to nurture it and shape it in their image. The last, Tharzidun, the Unmaker, sought to devour the World and its creatures as sacrifices upon an altar. The Spirits and the Creators strove with Tharzidun for mastery, and cast Him down, binding Him forever within the Far Pit with the Elder Gods. In this battle, new lands were raised, and old lands cast down. Nations were washed away, and much that was once known was lost. A fifth of the spirits who struggled with Him perished, and beautiful Aluna with them. This was the Second Age, the Age of Chaos, when the Elder Signs were first weakened, and the servants of the Elder Gods again began to manifest from beyond the Far Pit.
Now two thirds of the Spirits sought to ascend to the Heavens as servants of the Creators, and those who were powerful among them were called the Younger Gods. One third of the Spirits loved the world, and became entwined with it, and became the Faeries. Some of these also called themselves Gods, and became Lords of Beasts, or minor Lords of Oak and Wold, or Gods of Places and Events. Yet already the tendrils of the Elder Gods wormed their way into the hearts of some among the Younger Gods and the Faerie Lords, and they turned to evil. There was War in Heaven, and half of the Host of the Heavens perished, and of those who remained half were banished to the deeps of the Hells. Those who surrendered to the Celestial Host were granted mercy and given dominion over the banished, and were charged to defend the Elder Signs until released, or until Time Itself should come to pass away. This was accounted the Third Age of the World, the Age of the elves and of the Spider Queen, and long did it endure. The Spirits turned from the mortal races in this age, who in turn ceased to look toward the Spirits, many instead worshiping the Faerie Lords.
Then the Middle World entered the Fourth Age, which is the current Age of the World. Now the Younger Gods have turned their eyes once more to mortal affairs, and seek to bring order and plenty to their mortal worshipers. The Empires of the Dwarves have risen and fallen, brought low by the schemes of the Dark races, and have been replaced by the Empires of Man. The Faerie Lords have grown strong, and not all wish order and growth for the mortal races. Though the Fallen Spirits are consigned to the Hells, still mortals may call them forth, and their powers may fuel agents in the World, who seek the undoing of the Celestials. Finally, the Elder Gods still reach out from the Far Pit, malevolent, evil, and older than Time. Their threat lies in the spread of madness, and the shortsighted greed of those that came after them mortals and Spirits alike. For if the Elder Gods prevail, all order shall turn to Chaos, and the Cosmos shall pass away.
The Fall of Humanity
- from 'Empires in History' by Thanos Pantheras II, 112 ApresNeuv
The last of the great racial empires was of course that of Human kind, and while we know it's current state many are unsure as to how it came this way. Thus I begin this chapter near the end of our subject, rather than the other way around.
387 years prior to his grand 'Spectacle', the ArchMage Vecna ascended to the throne of the capital city we now know only as Non, which by that time had already become a functioning magocrocy. His reign was apparently marked by several great accomplishments, among which were the reformation of social class and slave laws, the construction of the Grand Gates and the discovery and exploitation of whole new classes of summoned beings. He also shed his mortal form for that of an undead lich and continued his reign in that form, having laws that barred his unliving rule struck down by an obedient senate.
Vecna's creations were unrivaled and he gave them to his allies while his enemies, real and imagined, suffered his terrible wrath. Greatest among his allies was the warrior Kas who wielded the most magnificent and malevolent sword of Vecna's design. So close to him was Kas, and so potent a team did the sword and warrior make, that Kas would apparently be the only one to uncover Vecna's final aim, for the archlich had long desired even greater power and had labored long on a secret ritual to achieve it.
There are no accounts of the 'Spectacle' itself; those who entered the city to whiteness it were barred from leaving before it was done. It is written that those who attended, of whom there were hundreds of thousands, expected to be part of a celebration unlike any seen before. What festivity, if any there was, is unknown, but it is clear that Vecna had laid the weavings of a powerful spell that would be a catalyst for his ascendancy and that the 'Spectacle' was both a component for this and a cover.
To precisely what transpired, no witnesses remained to say. The next visitors to Non found it a crumbling mortuary where life had been sucked from everything, even the mortar and the stone. The destruction went so far that the names of the city all and those within it were burned from paper, expunged from stone, and wiped from mind throughout the world. For miles about the ruins the land lay blank and wasted, and only the strongest buildings stood whole. Among those edifices was the tower of the Grand Magi wherein a withered hand, a fossilized eye and a gold hilted sword were found amidst piles of ash. Kas, who's name survived only in the sword itself, tried to put an end to his masters plans but too late, or so it is believed.
With the capital now a desolate wasteland, the wizardkings in the provinces began to vie for power. (The arcane arts were now virtually a prerequisite for leadership of any level.) Whole armies were levied from grave yards or summoned from distant realms, cities were consumed with fire and chocked with poison fumes, new beasts of war were birthed and the land and it's people were twisted into more 'usable' forms for war. Simultaneously, many of the formerly summoned / enslaved beings broke free of their bonds and took revenge on their old masters and their kin. Goblinoids and other lowly races that had been repressed or enthralled struck where they could and even the dwarves and elves were vexed enough to draw steel and spell. The fall of the mighty empire was swift and sure.
A century after the chaos began, things have settled to a point where rebuilding can begin. In those lands where the churches have not got hold the reigns of power, secular nobility has grown and new kingdoms have formed. The people and the churches put the blame of one hundred years of conflict and loss squarely on the shoulders of wizards and their ilk, and persecution of arcane practitioners has became the norm; to the point where faint suspicion is cause for stoning. Relations with the other nations are strained, especially with those of the elvish and gnomish people who do not shun the use of magic. And untamed wilderness has expanded where cities once stood, separating peoples and offering shelter for goblins and other dreadful beasts.
Recent History (716 AN 816 AN)
- 716 - Exceptionally heavy runoff and spring rains lead to the Great Flood of the Goy River. Ardur, Sanur, Delfa, Alur, Danur and Goy are completely submerged. Other towns are badly damaged.
- 717 - A copy of 'Arcanum Planis Relatum' (The Arcane Planes Revealed) is discovered in the tomb of the wizardking Zéz Nicolau near Wik Eleta and is publicly burned. It is later rumored that several copies survived destruction.
- 719 - Grand Duke Marcelino Amando of Namur briefly attempts to disband the Knights of the Order Radiant, but repeals his decree one month later. His motives remain unclear.
- 722 - Grand Duke Marcelino Amando dies and Torger Amando is crowned the new Grand Duke of Namur.
- 723 - Peace is declared between Cordoba and Namur and the Grand Duke's divine adviser is allowed to climb the Weibbart to commune with the spirits there. (It is generally believed that the spirits refused to speak with him.)
- 725 - The Dragon Elisheva awakens in Valsence. It ravages Valsence, Namur and the surrounding countryside for 12 years before returning to its slumber.
- 726 - A plague of unknown origin strikes Namur and the Dwarven cities, claiming thousands.
- 727 - The hill giants of Steading Bhatar attack Westwall, Ghowr and Northwall, but are repelled by cavalry from Liegeur and a company of elven archers.
- 728 - An unknown dragon north of Ludmil, possibly the progeny of Elisheva, is killed by a mercenary band lead by the then young dwarf, Dorika.
- 729 - The King of Valsence is dethroned in a quick but bloody revolution. Rumors abound that a cabal of sorcerers has seized the country.
- 732 - The church of St. Cuthbert declares a ban on keeping certain animals (cats, rabbits, ferrets, owls, ravens, etc.) and orders domesticated animals of these types be burned. The declaration is rendered null by the Grand Duke when hawks and dogs are added to the list.
- 733 - Strange, red skinned goblinoids begin appearing in the northeastern Alendel. They are very aggressive, even towards other goblins, and their wounds heal with supernatural speed. A story of how these were once normal goblins who were changed by magical potions is spread by the Deep Water goblin tribe, and the name 'decanter goblins' is born.
- 734 - The Hungry Wolf, Black Arrow and Deep Water goblin tribes sue for peace with Namur and the elves of the Alendel. Trades are negotiated and what becomes known as the 'goblin peace' is kept for one year.
- 735 - The Hungry Wolf goblin tribe begins aggressively raiding the elven and human woodsmen in the western Alendel and farmsteads in western Namur, retreating to the Wishur Fens when pursued. The goblin peace is thus ended.
- 736 - A blue frost dragon was slain by Dorika the Vexed, west of Wik Yseult. From its lair, the tomb of an ancient frost giant king, massive treasure was hauled away, including the sword Keturah Giant Killer.
- 737 - Grand Duke Torger Amando declares that a special tax shall be levied on all towns and cities visited by Dorika: 1cp per citizen per week of Dorika's stay. The tax is lifted after a year.
- 738 - The Hungry Wolf goblin tribe is soundly defeated by a force of elves and humans when it is found encamped north of the Wishur Fens, three days west of Westwall.
- 740 - Construction is begun on the Temple of the Hallowed Veneration in Namur. It is scheduled to be finished in 821 AN.
- 742 - A great fire is seen over the Nurrir Sea. Rumors suggest that it was a gnomish alchemists ship that caught fire there, or that it was a duel between dragons.
- 746 - A force of orcs, gnolls and kobolds besieges Lorand and the other dwarven cities. The siege lasts a year before infighting amongst the attackers, reinforcements from Namur and secret dwarven tunnels force the besiegers back.
- 749 - A sea dragon sinks 17 ships in the port of Cordoba and demands tribute. When a ship with 100 criminals and 100 gold bricks is launched, it too is sunk, but shortly thereafter the dragons carcass is seen floating in the harbor.
- 752 - The cabal in Valsence reveals themselves to the world and declares that any nation or group who interferes with them will suffer dire consequences.
- 754 - Dorika the Vext assembles a force to attack the hill giants at Bhatar Steading in the northern Alendel. The following year a few of his men return home with tales of terrible luck and defeat.
- 755 - A ring of sorcerers, suspected of being tied to the cabal in Valsence, was discovered spying in the Court of Namur. It is rumored that they had magical sigils which circled their brows. After being thoroughly questioned by the Grand Dukes inquisitors, they were relieved of their heads.
- 756 - The ban on domesticated animal 'familiars' is reinstated by the Church of St Cuthbert (notably excluding dogs and hawks).
- 759 - In the spring, orcs and gnolls overrun Northwall and Ardur, and take Liegeur in a vicious, three day fight. They hold the fortress until winter, but their forces are weakened by a plague of the shrieks and the fortress is retaken on the first day of the new year
- 761 - Fire consumes much of the city of Gnakur. Rumors arise that a summoned salamander or demon is to blame.
- 762 - The traveling show and circus of Fionnghuala Sonja Janneke atLoren atRenae is accused of using magics during its performances, but it is never formally charged by an authority due to its popularity among the nobles.
- 763 - A star was seen to fall from the sky towards the north. It was determined that it landed in the vicinity of terrer feu. No attempt to retrieve it was successful.
- 766 - The half-elf cleric, Howell Islyn, is named as the Great Light of the church of Pelor. His wildly popular leadership and many miracles are brought to an abrupt end by the bolt of an assassin eleven months later. A suspect is captured but is killed by an angry mob before he can be tried.
- 767 - Northern traveling rangers report that Steading Bhatar has grown in power and has fortified its holdings.
- 768 - Several rings of sorcerers are discovered in Namur. A message is delivered to Valsence, along with the heads of the accused, that further spying may be cause for war. Several influential people and their portable belongings go missing over the ensuing year.
- 769 - The Knight Commander of Northwall forswears his oath to the Grand Duke of Namur and declares the settlements independence. The keep is besieged by forces from Liegeur and, after he prematurely breaks off parlay from the walls, an assassins bolt ends the Knight Commanders protests.
- 772 - A sacrificial cult is discovered in Imisil. Over 100 skulls and a dozen bodies are removed from the cults hidden temple.
- 774 - The hill giants of Steading Bhatar and orcs of the Blind Eye tribe attack northern Namur in the autumn, capturing towns as far south as Gankur and attacking the outskirts of others. Liegeur holds out under siege.
- 775 - Fionnghuala Sonja Janneke atLoren atRenae was killed in her sleep by poison through a vent in her wagon as her circus passed through Du'goy. There were no witnesses to the event and those executed for the crime are widely though to have been innocent.
- 776 - Eanraig Castle was attacked from within and set alight. Sir Thorvald, a wealthy but landless knight who apparently wished to purchase the deed after the demise of the residents there, and who hired the attackers, was charged with the crime. The resident family survived the attack and Sir Thorvald was killed in an ensuing duel.
- 777 - The Namur army finally routs the giants from Gankur and pins them against a dwarven force from Lorand to finish them off. Very few giants escape alive. The orcs of the Blind Eye tribe flee northwest before the trap is sprung.
- 778 - Aydin Khaliq, a hin, leads a mutiny at sea and obtains his first ship. He eventually leads his crew to comet acts of piracy and is a well known menace on the high seas for years to come.
- 779 - Another sacrificial cult was discovered in Dunar. Thirty odd victims were discovered, all of whom had been animated as zombie guardians by the cults leader.
- 780 - Sir Halavard of Northwall was captured in a battle with the remaining orcs of the Blind Eye tribe. A ransom for his release was delivered (after a rare offer from the orcs) but the knight was never returned. Three months later Sir Halavard lead an orcish assault on Northwall that was nearly successful. He was killed in the fighting and no reason was ever established for his actions, but it was determined that he was not magically compelled.
- 781 - A comet is seen in the southern sky, traveling from west to east. Astrologers reveal that there is turmoil in the southern lands, and that the north of the World will not be effected.
- 782 - The pirate Aydin Khaliq attempts to overrun the port of Cordoba with his fleet, but is repelled by reinforcements from land after nearly succeeding in the attack.
- 787 - There is word of a second revolution in Valsence and a 'cleansing', wherein enemies of the cabal disappear and are sometimes seen later in the ranks of an unliving army.
- 789 - The Lord Mayor of Cordoba, Ualan Kresten Kemen atPau, dies and Gulbrand Kemen atFife atPer is appointed to the office.
- 790 - Terrer feu, long dormant, begins to emit smoke and the ground around it shakes frequently for three months.
- 791 - Grand Duke Torger Amando dies and Monde Arcuri is crowned the new Grand Duke of Namur.
- 796 - Filth fever sweeps through Cordoba and Azerba, and those venturing near the Wishur Fens are infected as well. Nearly half of those who contract the disease perish from it.
- 797 - A would be gnomish hero, Thelon Duc akYash Hopcyn, disturbed a tomb near the Wiebbart, unleashing a trio of angry spirits who plagued the Eidolon Valley for a decade. They may or may not be at rest yet.
- 798 - The pirate, Aydin Khaliq, is killed in a battle at sea with three Cordoban ships. The navies of Namur and Cordoba continue to battle with his captains for years to come, but no other captain emerges to unify the pirates again.
- 802 - The last vestiges of the Blind Eye orc tribe are pushed from their homes in the hills of the Alendel by an alliance between the goblin tribes there. Their subsequent raids in the Goy river valley meet retaliation by the knights of Namur. Most of those who do not die by the sword fall to hunger the following winter.
- 805 - Word of famine in Valsence reaches Namur. Clergymen who journey to assist are either turned away or are declared spies and are imprisoned.
- 809 - A ring of arcane practitioners makes itself publicly known in the city of Namur and throws itself to the mercy of the Nobles. All are imprisoned but after three months, with vocal protests from the church of St. Cuthbert, they are released. The senior member of the ring is made Court Wizard to the Grand Duke.
- 810 - The Law Arcane is passed: practitioners of the arcane arts must publicly display their craft by wearing sigles and signs denoting them as Arcanists. They may practice magic, but with numerous restrictions imposed.
- 811 - A sizable portion of the works at the Temple of the Hallowed Veneration are sabotaged by cultists, some of whom who die during the collapse of the stonework. The schedule for the temples completion is pushed back nearly two years.
- 812 - Duchess Sabina, daughter of the Grand Duke of Namur, is thrown from her horse and killed and her escort is badly injured when fleeing from unknown attackers west of the city of Namur.
- 813 - Angels appear near Lorand and Northwall, dispensing healing and other aid, and warning of 'twin terrors' and difficult times to come.
- 814 - The comet of year 781 is seen returning, but this time in Northern skies. Public declarations concerning its meaning are prohibited by the Court Wizard of Namur.
- 815 - The coldest winter in living (human) memory. Frost giants and other cold loving creatures are seen as far south as Imisil and Westwall, attacking stray settlements and travelers. The harbor of Namur freezes over completely and snow lay under the north facing walls of Liegeur until late Peonu.
- 816 - This is the starting year of the campaign.
Magic ^^
The Forbidden Art
After the fall of Non and the ascendancy of Vecna, arcane magic became associated with wickedness and decay by many people. Humans in particular condemned the practice, often putting people to death who were suspected of practicing the art, or branding and ostracizing them. Dwarves also shunned the craft to the point of ostracizing its practitioners, causing a schism between them and the gnomes and driving the followers of Wee Jas into a secret cult. The reactions of other races were mixed, but some less moral races took to the newly risen demigod and his art, further poisoning the reputation of arcanists.
Centuries later the perceived taint lingers. Humans look suspiciously at elves and gnomes, and the church of St. Cuthbert riles against the 'black art'. It's practitioners, where they are allowed at all, must wear the mark of their craft (sigles and runes on their cloths) so that they can be identified. In the halls of the dwarves the worship of Wee Jas has returned, but no mention of magic is heard in their sermons, only reverence for the dead. Some of Her priests quietly put away those who insist on learning arcane magic on their own, watching and policing them closely.
Familiars
It is commonly known that in order to wield arcane magic one must first make a pact with some powerful being. The pact is made via a simple (albeit, somewhat expensive) ritual wherein the character makes an offering and, usually, pledges his soul. Sometimes this ritual is taught or found in a manual (as is normal for wizards). Other times it is stumbled upon intuitively or heard in a dream (which may happen to sorcerers). Regardless of it's source or particular details, the being receiving the offering never arrives in person. (One often does not know whom they are making this offering to, even if they think they do.) Instead it sends a spirit which then inhabits the body of a nearby animal (that the caster can capture and prepare before hand if he wishes). This animal, the familiar, is thereafter the characters link to the arcane power used by his spells, a source of inspiration and knowledge of new powers, and possibly a spy for its real master.
Familiars act as an identifying mark for wizards and sorcerers, and people strongly associate the two. If someone wants to attack a suspected arcanist they often target animals around him in hopes of killing his familiar and crippling his power.
The Law Arcane of Namur
In the year 810 AN the Duchy of Namur enacted the Law Arcane which allowed wizards and their ilk to practice their craft legally for the first time in the Duchy's history. Prior to this, the 'black arts' were forbidden and practitioners were subject to the justice of whatever local lord presided over the region or to that of the church of St. Cuthbert. Common punishments for arcanists involved the severing of the hands, ostracizing or, in some cases, stoning to death. Additionally, those suspected of practicing arcane magic often had pets or farm animals killed by suspicious neighbors, who presumed that they were familiars.
While the new law allows arcane magic to be practiced there are numerous restrictions, and their interpretation is left largely up to the local counts and barons, and though it bars the unwarranted killing of a familiar suspicious townsfolk still take frequent aim at 'strange' animals none the less. Some of the basic restrictions on arcanists are as follows:
- The arcanist must identify himself by marking his outer garments with the signs of his craft.
- The arcanist must present himself and his familiar to his lord annually, before the summer solstice, so that his presence may be known, to prove that his familiar is not an unnatural creature, and to answer for any transgressions against the law.
- Any arcane apprenticeships must be made known to and be approved by the arcanists lord before the apprenticeship commences.
- No arcanist may cast a spell, malignant or benign, upon a person or their property without that persons express permission or the order of the arcanists lord or his agent.
- No arcanist may cast a spell in order to deceive, confuse, frighten, spy upon, or otherwise unduly influence any person or their property, nor to evade a lord or agents thereof, nor any which creates, summons or otherwise brings into being any unnatural creature, substance or object, nor one which threatens to damage property or acts as a trap.
- No arcanist may create an effigy for any purpose, nor may they animate dead bodies, spirits or portions thereof, nor may they animate any object, body, statue or structure that is autonomous or not fully under their command at all times.
Geography ^^
Duchy of Namur & Environs
The Duchy of Namur
A primarily human state who's population is concentrated along the Goy river. They focus their worship on St. Cuthbert, Pelor and a smattering of warrior gods and are highly suspicious of the arcane arts. The Order Radiant is headquartered here (in the city of Namur), and the Grand Duke supports and supplies organizations of rangers and other armed bands of freemen in the border regions. A brisk trade is conducted from the southern port city, while the northern border is closely guarded by knights and freemen alike.
The Principality of Lorand
Located along the extreme western edge of the Hesekiel Mountains this dwarven state has seen steady growth over the generations. The are strong worshipers of Moradin and Bralm, while paying respect to Wee Jaz and Llerg as well. Their suspicion of the arcane arts runs very deep, to the point that they have outlawed its practice within their lands. (Worshipers of Wee Jaz focus on venerating the dead, and make little mention of sorcery in their rites.) The Loranders defend their lands fiercely but rarely venture beyond except to trade with their neighbors.
The Three Witches
Three tall mountains that stand vigil over the smoking cauldron of Terrer Feu, the 'witches' are often occupied by goblins, giants or worse creatures who gather on this difficult ground and venture forth to prey upon the more civilized lands to the south.
The Great Alendel Forest
This vast wilderness is a stronghold for the vastly superior elves, who have built towns in the western reaches of the forest, but tribes of goblins and humans dwell here as well. The fey are also said to visit here frequently and many strange and dangerous beasts emerge from the depths of the wood as well.
The Wishur Fens
A wide swath of low land saturated with stagnant or brackish water, the fens are inhabited by flies, lizards, biting flies, snakes, stinging flies, the occasional goblin clan and swarms of flies. Some of the open water holds large fish and brave trappers can make a good living here as well, but strange beasts often emerge from the depths of the fens and travel across here is nigh impossible save for when it's frozen over in the winter months.
The Eidolon
This broad valley, bordered by Weibbart Mountain to the north, is said to be haunted by a variety of strange spirits. That doesn't stop the local inhabitants, mostly gnomes and some hin, from mining, farming, fishing and otherwise making their homes here. The gnomes especially are strong worshipers of Garl, and regular offerings are made to Istus, Jormay and Geshtai as well. The folk are rather well educated (i.e., better than half of them can read) and more than a few practice the oft forbidden arcane arts, much to the ire of their neighbors.
Valsence
This former monarchy suffered a coup in 729 and is now ruled by a secrative cabal of arcanists who's aims are unknown, but are presumed to be ill.
Beta-moor
This predominantly gnomish principlaity lies to the south of the Eidolon valley.
Annajh
This orcish "kingdom" is reportedly in perpetual turmoil, but has managed to hold it's ground despite frequent conflicts with it's neighbors.
Thyra
A kingdom of humans, South-west of Beta-moor, famed for its cavalry and rich, open farmland.
Distant Lands
Non - Once a great city ruled by the mighty archmage Vecna, it is now so ruined that even its name has been forgotten. Not but restless souls dwell here. The Great Wastes - Lands to the north and south of Non, leached of life by the evil there. The Vilhjálmur Mts. A massive range of granit peaks bordering the icy wastes of the north, home to the frost giants and other fell beasts. Hesekiel Mts. A tall range of mountains south of the Vilhájlmur containing the ruins of an ancient dwarven kingdom as well as many goblins, giants and other creatures.
The Calendar ^^
The human calendar year, commonly used by other races, divides the year into 12 months of 30 days each.
The Months
- Ilvin - 1st Winter Solstis, Ebon (Elf, new moon)
- Navek - Day of Kings (elf 1/4 moon), Lovers Day (elf, human, full moon)
- Morgat - Spring feast (hin, gnome, human, elf, full moon), St. Cuthberts Day (human, Morgat 15th)
- Nuzyael - 1st Spring Equinox, Pranks Day (gnome, 1), Forge Blessing (dwarf, 10)
- Peonu - Honor Day (dwarf, human, 20th), Day of the Dead (dwarf, 30th)
- Kelen - Wandering (hin, 1st to 15th)
- Nolus - 1st Summer Solstis
- Larane
- Agrazhar - Workers Day (hin, gnome, human, 1st)
- Azura - 1st Autumnal Equinox, Veneration (dwarf, 30th), Eve of Spirits (human, gnome, hin, 0th)
- Halane - Warriors Day (dwarf, human, goblinoid, 11th), Yondalla's Harvest (hin, 30th)
- Savor - Final Guard (dwarf, 6th)
The Holidays
- Ebon - The darkest day of the year, when the elves pray for light.
- Day of Kings - When the first elvish kings are paid homage to.
- Lovers Day - A traditional day for lovers to exchange gifts. A lucky day to start relationships.
- Spring Feast - A celebration of the end of winter hunger.
- St. Cuthberts Day - A day to venerate the Human Saint.
- Pranks Day - Garl's holiest day, and a good day for pranks and cleverness.
- Forge Blessing - A day to venerate Moradin and to bless the forges for the years work.
- Honor Day - A day to show respect to ones parents and teachers.
- Day of the Dead - Off icial day of funerals and offerings to the dead.
- Wandering - A traditional time to visit distant relatives and friends, or to just stretch the old legs a bit.
- Ivon - The brightest day of the year, when elves feast and give thanks for natures bounty.
- Workers Day - A day that laborers celebrate work by not working.
- Veneration - When the Land of the Dead is closest to the world, appropriate for worshiping the ancestors.
- Eve of Spirits - When the Land of the Dead is closest to the world, when ghosts and evil spirits are likely to appear.
- Warriors Day - The day of Spears, 11, 11, when those who've fought, living and dead, are celebrated.
- Yondalla's Harvest - A feast in celebration of the Provider
- Final Guard - The day the Royal Defenders of an ancient kingdom held the rear while their clans fled to safety.
Days of the Week
In the human calender, the month is broken into six weeks of five days each. Other than the third day, they are not named and are simply referred to as the first, second, fourth and fifth. The third day of the week, commonly called Worship or Gods Day, is generally set aside for prayer and rest.
The date can either be referenced by the day and the week (as in the first day of the first week of Nuzyael, 816), or simply by the day of the month (as in the first of Nuzayel, 816). The former is more formal and the latter is more common and informal.
The Gods ^^
The major deities of the world are those described in the Players Handbook and the Complete Divine, with alterations and exceptions as noted below.
The Creators
- Bahamut - The Platinum Dragon is a symbol of benevolent authority, goodness and righteousness.
- Boccob - The Uncaring One represents omnipotent wisdom, knowledge and the arcane.
- Nerull - The Reaper ends the cycle of life for all but his favored, the undead.
- Pelor - The Shining One bathes the world in light, promotes goodness and charity, and is a staunch adversary to evil.
- Tiamat - The Chromatic Dragon pushes her followers to conquest and tyranny.
- Istus - The Lady of Fate spins the web of the future into the present, seeing all that is to come.
- Tharzidun - The Unmaker and his demon followers are prophesied to unmake the universe at the end of time.
Lesser Deities
Many dieties have an affinity for one race or another as shown below. The names of the deities are listed in descending order of general importance. Those with asterisks following their names offer spells exclusively to that race only.
- Elves - Corellon*, Ehlonna, Lolth* (drow), ObadHai, Rao, Trithereon, Sashelas (sea elves)
- Dwarves - Moradin*, Wee Jas, Hextor, Bralm, Beltar, Diirinka (derro), Laduguer (duergar)
- Humans - St. Cuthbert*, Pholtus, Heironeous, Erythnul, Fharlanghn, Vecna, Celestian, Wastri*
- Gnomes - Garl*, Cyndor, Delleb, Lirr, Joramy, Callarduran (svirfneblin)
- Hin (halflings) - Yondalla*, Olidammara, Osprem, Procan, Mouqol, Geshtai, Xan Yae
- Orcs - Gruumsh*, Llerg
- Goblins - Maglubiyet*, Hruggek*, Incabulos, Iuz, Pyremius
- Giants - Annam*, Hiatea* (giantesses), Kord, Iallanis (cloud giants), Memnor (cloud giants), Skoraeus (stone giants), Stronmaus (cloud & storm giants), Surtr (fire giants), Thyrm (frost giants), Vaprak* (ogres), Grolantor (hill giants, ettins, ogres), Telchur
- Reptilians - Kurtulmak* (kobolds), Laogzed (troglodytes), Semuanya (Lizard Folk)
Multiracial Worship
While most deities tend to have a stronger presence among one race they frequently have followers among others as well. Except when a deity is devoted exclusively to one race (denoted by an asterisk), there is nothing preventing a PC from worshiping any god.
Other Divine Beings
In addition to the deities described above there is a plethora of demigods with small followings. Other beings such as demon lords, powerful celestials and elemental princes also grant powers to a smattering of worshipers.
Appendix A ^^
Orders, Organizations and Prestige Classes
| Order or Organization | Class | Goals of the Order / Notes | Source |
| Northern Barbarians | Animal Lord | Their bond formed in druidic rites, they are the elite strong arm of the druid circles | CAd |
| Northern Barbarians | Bear Warrior | A small brotherhood of ursine warriors of the Bear Totem clan | CW |
| Northen Barbarians | Menacing Brute | A semi organized brotherhood among northen half-orcs | RoD |
| Church of Boccob | Loremaster | Record keepers and lore seekers of the Church of Boccob | SRD |
| Church of Boccob | Mystic Theurge | Elite wizard priests of the Church of Boccob | SRD |
| Dwarves of Lorand | Battlesmith | A guild of elite warrior smiths who accept master craft-warriors from other guilds | RoS |
| Dwarves of Lorand | Dwarven Defender | The elite, royal guard of Lorand and earlier dwarven kingdoms | SRD |
| Dwarves of Lorand | Gnome (Dwarven) Giant Slayer | Elite cadre of dwarves whoe defend their halls against trolls, ogres and giants | CW |
| Dwarves of Lorand | Ollam | Divinely inspired educators of the dwarven churches | CAd |
| Elves of Alendel | Arcane Archer | Elite elven wizard-archers who take the fight to the enemies of the elves | SRD |
| Elves of Alendel | Bladesinger | Elite elven arcane-knights sworn to the guard elven race | CW |
| Elves of Alendel | Champions of Corellon Larethian | Holy Knights of the Church of Corellon | RoW |
| Elves of Alendel | Order of the Bow Initiate | Elven borderland defenders | CW |
| fighting school | Blade Bravo | Students of a fighting school in Cordoba for small folk | RoS |
| fighting school | Duelist | Students of an elven fighting school for nobles | SRD |
| fighting school | Invisible Blade | Students of an underground fighting school in Edilon focusing on the use of concealed weapons | CW |
| fighting school | Reaping Mauler | Students of a dwarven school of weaponless fighting | CW |
| fighting school | Tempest | Students of a dual blade fighting school in Namur | CAd |
| Gnomes of the Eidolon | Divine Prankster | Sect of the church of Garl that uses humor as a weapon | RoS |
| Gnomes of the Eidolon | Hunter of the Dead | Warriors of a small Peloran sect focused on hunting undead in the Edilon Valley | CW |
| Gnomes of the Eidolon | Maester | Cabal of gnomish arcane crafters | CAd |
| Gnomes of the Eidolon | Shadowcraft Mage | A secretive cabal of Gnomish illusionists | RoS |
| Halflings | Halfling Outrider | Order of hin 'cabalry', protecting rural lands and caravans | CW |
| Halflings | Master Thrower | Company of hin warrior athelete entertainers | CW |
| Istus | Divine Oracle | Prophets of the Church of Istus | CD |
| Grand Duchy of Namur | Knight Protector | An order of knights loyal to the Grand Duke of Namur | CW |
| Grand Duchy of Namur | Wild Plains Outrider | An order of rangers and woodsmen in the services of the Grand duke and the people of Namur | CAd |
| The Church of Nerull | Assassin | The living scythe of the Great Reaper, Nerull | SRD |
| Orcs | Eye of Gruumsh | Fanatical minions of Old One-Eye | CW |
| Church of Pelor | Radiant Servant of Pelor | A circle of healers and hunters of evil spirits | CD |
| Church of St. Cuthbert | Evangelist | Energetic proselytizers leading the flock to the Saint and away from sin | CD |
| Church of St. Cuthbert | Shadowbane Stalker | Zealous warriors of the Saint who thwart evil without mercy | CAd |
| Church of St. Cuthbert | The Church Inquisitor | Guardians of the Saints flock who seek to expunge the evil lying within it | CD |
| The Ghost Faced | Ghost Faced Killers | An infamous cult of killers for hire | CAd |
| Kingdom of Thyra | Cavalier | The knights of the country of Thyra | CW |
| Cult of Trithereon | Thaumaturgist | Senior clerics of Trithereon 'the Summoner' | SRD |
| Cult of Xan Yae | Shadowdancer | Spies and agents, unparalleled masters of the unseen | SRD |

