Showing posts with label Gnomes. Show all posts
Showing posts with label Gnomes. Show all posts

Tuesday, August 29, 2017

Tulonian Circles

Lands: Tulone Woods
Races: Elf (Wood), Gnome (Forest), Halfling (Stout), Half-Elf, Human

The woods of Tulone have long stood as a land apart, separating the old Imperial lands from the forces of Darkane.  Loosely organized into small villages and tribes, they eschew any central authority, and are instead lead by their tradition of the Bond… a war leader and a druid who lead groups, never larger than 200 people.  

History
Historically, the Circles of Tulone were powerful, and able to resist the advances of the Rhysonian Empire.  However, during the events leading up to the Great Conflagration, the Circles were broken, never to return to their state of former greatness.  For the past centuries, they’ve existed in smaller, weaker tribes, that survive mostly by hiding from invaders.

Goals
  • Each circle is concerned only with the welfare and survival of its tribe, and led by two individuals, a Kael (war leader) and a Gunth (a spiritual leader).  One refers to an individual by their title, then their rank (so a war leader, rank 2, would be a “Kael of Modest Repute.”)
  • By tradition, the tribe is never so large that the Kael and the Gunth cannot know everyone by name.

Key Individuals
  • None.

Rank and Associated Abilities
Associated Subclasses Barbarian (Totem Warrior), Druid (Circle of the Moon), Ranger (Beast, Hunter, Stalker)

  • Of Little Repute (Rank 1): Barbarian, druid or ranger training available (required for 2nd level of druid or 3rd level of barbarian or ranger).
  • Of Modest Repute (Rank 2): Druidic or ranger training available (required for 5th level of ranger or 6th level of druid).
  • Of Notable Repute (Rank 3): Barbarian or ranger training available (required for 6th level of barbarian or 7th level of ranger)
  • Of Great Repute (Rank4): Barbarian, druid or ranger training available (required for 10th level of barbarian or druid or 11th level of ranger).  Currently, there are no Kaels or Gunths of Great Repute.
  • Of Highest Repute (Rank 5): Barbarian or druidic or ranger, training available (required for 14th level of barbarian or druid or 15th level of ranger)

Speakers of the All Father

Lands: The Dwardok Mountains
Races: Dwarf (Hill, Mountain), Gnome (Rock)


While the Ap’Dwardok (Hill Dwarves) of the Border Kingdoms were largely wiped out in an ancient war with the forces of the Pact Primeval, the Dur’Dwardok (Mountain Dwarves) still maintain their holds in the high peaks and far corners of the world.  Their Speakers are the keepers of this history and faith.


There are three pillars of the faith of the Dwardok People.  The first is that of the All-Father, and administered to by priests who obtain miracles directly from him.  The second is the blood of the All-Father, which manifests in the ability to command might tempests with sorcery (and is, in these days, exceedingly rare).  Finally, there are the Storm Heralds, mighty warriors who have been bless through their faith in the All-Father to defend their people.


History
For thousands of years, the Speakers of the All-Father have served the clans of the Dwardok people faithful.  However, the constant battles against the Pact Primeval, as the Ap’Dwardok sought to expand their empire (and eventually failed) signaled the decline of the dwarves to the state they are in today.  The Ap’Dwardok are dying, and the Dur’Dwardok have disappeared into their mountain holds.


Goals
  • The Faith of the All-Father revolves around the sky:  the open sky is sacred to Dwarves, and most dwarves tend to avoid it outside of religious ceremonies.  
  • As the advisors, defenders, and arcanists of the dwarven people, the Speakers of the All-Father serve the chieftains, but never lead.  
  • While the Dwardok people observe a strict caste system, there is little structure or order within the Speakers… they exist outside of the Clan dynamic, and often travel between clans to make sure their people are well served.


Key Individuals
  • Barra Zendarek: The last of the Ap’Dwardok storm heralds, Barra spends his time drunk on the edge of human and elven lands, dividing his time between marauding and self-pity.
  • Irma of the High Hold: The high priestess of the Dur’Dwardok fortress known as High Hold, Irma is regarded as the First Speaker of the All-Father.
  • Indal Blackrock: Irma’s brother and one of the most powerful arcanists on the planet, India also dwells in High Hold.
  • Yurek of Wyvern Pass: The high priest of the hold at Wyvern Pass, and Irma’s main rival for influence amongst the six holds.  
  • Manx of Ubantoe: Perhaps the most famous dwarf outside of the Dwardok Mountains, and one of the few “adventurers” known to be active in this age.
  • Note that each of the 6 Dur’Dwardok holds have a cleric of the rank of Cordel or higher.  No remaining Ap’Dwardok clan has a cleric or storm sorcerer of greater than Thrundel rank


Rank and Associated Abilities
Associated Subclasses Barbarian (Storm Herald), Cleric (Forge & Tempest domain), Sorcerer (Storm Sorcerer)

  • Dundel (Rank 1): Barbarian, cleric, or sorcerer training available (required for 1st level of cleric or sorcerer or 3rd level of barbarian).
  • Drankel (Rank 2): Cleric training available (required for 2nd level of cleric).
  • Thrundel (Rank 3): Barbarian, cleric, or sorcerer training available (required for 6th level of barbarian, cleric, or sorcerer).
  • Cordel (Rank4): Barbarian, cleric, or sorcerer training available (required for 8th level of cleric, 10th level of barbarian, or 14th level of sorcerer).
  • Grandel (Rank 5): Barbarian, cleric, or sorcerer training available (required for 14th level of barbarian, 17th level of cleric or 18th level of  sorcerer).

The Pact Primeval

Lands: Primarily the Hinterlands
Races: Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc


Outside of civilized area, a loosely organized group of bards, druids, and elves remember the old ways that predated even the Empire.  Followers of the ancient ones, the Archfey they believe built the world, they remain on the outskirts of the world, vigilant for threats from the South.


History
Never numerous (at least in the times of men) and often at odds with all civilized people (who they view as worshipers of base forces), the force of the Pact Primeval are spread quite thin, and have for generations been fighting a losing battle against the Old Ways.  Nearly wiped out a thousand years ago by the forces of the Empire and its Mysteries, they waged a series of conflicts against the dwarves of the Ap’Dwardok in order to survive.  The conflict made them both unable to resist the Darkane Incursion


Goals
  • Maintain the tales of the old ways, so that they do not perish.
  • Push back against the forces of Darkane.
  • Atone for the crimes against the Dwarvish people and stand fast against the orcs.


Key Individuals
  • Ephria the Beloved: The hierophant of the Pact Primeval and the one true authority in the Hinterlands.
  • Skarverran Berg: A half-elf (an extreme rarity in Haylene) who has defended the hinterlands for over a century.
  • Flewlynn of Tulone: A well-traveled bard who is the only link between the forces of the pact and “civilized lands.
  • Rawls the Green: This adventurer, known for his copper-green hair, was responsible for some of the great wars prior to the Great Conflagration
  • Quentin the Dreamer: The primary messenger that the pact uses to communicate across the Hinterlands.


Rank and Associated Abilities
Associated Subclasses Bard (College of Glamour), Druid (Circle of Dreams), Paladin (Oath of the Ancients), Ranger (Primeval Guardian), Warlock (Archfey)
  • First Order (Rank 1): Bardic, druidic, paladin, ranger, and warlock training available (required for 1st level of warlock, 2nd level of druid, and 3rd level of bard, paladin, or ranger).
  • Second Order (Rank 2): Druidic, paladin, ranger, and warlock training available (required for 5th level of ranger, 6th level of druid or warlock, and 7th level of paladin).
  • Third Order (Rank 3): Bardic or ranger training available (required for 6th level of bard or 7th level of ranger)
  • Fourth Order (Rank4): Druid, paladin, ranger, and warlock training available (required for 10th level of druid or warlock, 11th level of ranger, or 15th level of paladin).  Currently, there are no Fourth Order paladins or warlocks.
  • Fifth Order (Rank 5): Bardic, druidic, paladin, ranger, and warlock training available (required for 14th level of bard, druid or warlock, 15th level of ranger, and 20th level of paladin).  Currently, there are no Fifth Order druids, or warlocks

The Guild

Lands: Throughout the known world
Races: Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human

An ancient organization that won great influence after the Great Conflagration, when the Queen of Prydain agreed to allow her “speakers” beyond the borders.  In the centuries that followed, the speakers worked with the various bardic colleges and guilds to establish an understanding… today, these five Guilds essential control the roads and any diplomatic relations between settlements.  The five guilds are:
  • The Ancients Guild: These guildsmen seek out ancient works and collect them, making sure old knowledge remains in the guild.  They also maintain the college of Lore.
  • The Bondsman Guild: Justice is difficult with the lack of strong nobles, and so the bondsman’s guild is essentially a collection of bounty hunters.  They maintain the college of Swords.
  • The Jester’s Guild: Jesters are extremely rare in this day and age, but their guild is the oldest, dating back to the days of the Empire.  
  • The Keepers Guild: Unable to maintain an army or lands, many nobles hire the Keepers or take them as vassals to defend their lands beyond their borders.  As such, most settlements are administered by a Keeper.  They maintain the college of valor.
  • The Speakers Guild: Growing out of the Prydaini tradition, the Speakers are the independent heralds and diplomats of the world.  They also maintain the College of Whispers.

History
The Guilds existed independently as a group of respected professions that also traveled before the Great Conflagration, and in the centuries since have seized most of the power outside of city walls.  They no longer answer to the Queen of the Elves or to the Imperial City, but maintain their own hierarchy.

Goals
  • The Guilds seek to control civilization within the remnants of the Imperial Shore.  A largely amoral organization, they concern themselves primarily with power.
  • They obtain that power by serving their purposes well.  While they have a strict hierarchy, they are small in number, and expected to act largely autonomously.

Key Individuals
  • The Master of Roses: The leader of the guilds, a mysterious figure whose true face is unknown, but believed to possibly be the founder.
  • Garret Myrdol: The guildmaster of the Jester’s Guild, and generally considered a rival to the Master of Roses
  • Marta Soltiz: The guild master of the Keepers, and one of the more famous heroes amongst the humans of the Imperial Shore.
  • Wycliffe Myrdol: Garret’s nephew and one regarded as one of the finest swordsmen in the world.  He is the guild master of the Bondsmen
  • Zifnab of the Imperial City: Guild master of the ancients, Zifnab (who has many names) is a fixture in the Imperial City, one of the few gnomes who are allowed to dwell in there.  
  • Elyra: The recently ascended guild master of the Speakers, Elyra is the daughter of a previous guild master, Faela.

Rank and Associated Abilities
Associated Subclasses Bard (College of Lore, College of Swords, College of Valor, College of Whispers), Rogue (Assassin)
  • Apprentice (Rank 1): Bardic or rogue training available (required for 3rd level of bard or rogue).
  • Journeyman (Rank 2): Bardic training available (required for 6th level of bard).
  • Guildsman (Rank 3): Rogue training available (required for 9th level of rogue)
  • Guild Master (Rank4): Rogue training available (required for 13th level of rogue).  There is only ever one Guild Master for each guild.
  • Master of Roses (Rank 5): Bardic or rogue training available (required for 14th level bard or 17th level of rogue).  There is only ever one Master of Roses.