Showing posts with label Halflings. Show all posts
Showing posts with label Halflings. 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)

The Rhysonian Mysteries

Lands: Primarily the Imperial City and Heartlands
Races: Aasimar, Halfling (Lightfoot), Human, Tiefling


The masters of the Rhysonian mysteries are priests drawn from the nobility, and inducted into one of nine orders.  The orders are in a hierarchal caste structure, with the Violet order at the top, the Whites and the Blacks serving them, and the organized beneath them.  Virtually every part of the Imperial City’s society is dominated by the mysteries, and the noble families associated with each caste serve as priestly kings.  
  • The Violet serve as the masters of the Mysteries, and are the lone members of the First Caste, interacting only with other priests.  Their domain is Arcana (from the Sword Coast Adventurer’s Guide).
  • The Whites oversee the administration of sacraments to the layfolk, and are half of the Second Caste.  Their domain is Light.
  • The Blacks hold sway over all matters relating to property, worldly possessions, and death.  They are considered the lawgivers and are the other half of the Second Caste.  Their domain is Death.
  • The Blue are those sworn to minister to the poor and protect the faithful.  They are one of two warrior orders (the Reds being the other).  As members of the Third Caste, they serve the Whites.  Their domain is Protection.
  • The Gold are the artists and poets of the clergy, and charged with the creation of various works to exult the mysteries.  As members of the Third Caste, they serve the Blacks.  Their domain is Life.
  • The Gray are secret keepers.  As members of the Third Caste, they serve the Blacks.  Their domain is Trickery.
  • The Red are a warrior order, who serve as the Mysteries generals and warlords.  As members of the Third Caste, they serve the Blacks.  Their domain is War.
  • The Silver are the lore masters and scholars, who rigorously attempt to keep the secrets of the Empire alive.  As members of the Third Caste, they serve the Whites.  Their domain is Knowledge.
  • The Greens are the prophets of the Mysteries, a powerful group who practice spiritual magic.  As members of the Third Caste, they serve the Whites.  Their domain is Nature.


History
Prior to the Great Conflagration, the power of the priests of the Rhysonian Mysteries ruled across the lands.  However, since then, they have fallen into decadence, completely controlled by the ruling families of the Imperial City.  During the Reckoning over a century ago, the Malengarth family gained control over the Violet Order, but would be wiped out through treachery two generations after.  Since then, the White and Black orders have acknowledge no true Violet priests, declaring anyone who practices the mysteries of Arcana to be heretics.


Goals
  • Each order has a specific goal: for example, the Whites tend to the flock, while the Blues serve as guards and constables.  
  • Since the Great Conflagration, there has been no contact with the Exalted Ones, the angels of Rhys that taught the priesthood their mysteries.
  • The true purpose Rhysonian Mysteries is to maintain Imperial Society, and if possible, bring the light of Rhys back to the world as a whole.


Key Individuals
  • Master Miksel the Black: A scion of the powerful Durrington family, and the de facto master of the Imperial City.
  • Master Orphelia the White: Matron of the Corrinbyrd family, and Miksel’s chief rival.
  • Master Garielle the Red: The captain of what remains of the Imperial forces, and the favored daughter of the Winding family.
  • Master Ignoblis the Silver: The eldest member of the Ironcrown family, and one of the great lore masters of the city.
  • Master Jayce the Green: One of the Justimans, the largest family in the city, Jayce embraces their chaotic ways as he leads the city’s seers.


Rank and Associated Abilities
Associated Subclasses Cleric (see descriptions for available domains)

  • Acolyte (Rank 1): Clerical training available (required for 1st level of cleric).  Note, there are currently no Acolytes of the Violets.
  • Adept (Rank 2): Clerical training available (required for 2nd level of cleric)
  • Initiate (Rank 3): Clerical training available (required for 6th level of cleric)
  • Master (Rank4): Clerical training available (required for 8th level of cleric).  Currently, there are no Masters of the Blues, Golds, or Grays.
  • Templar (Rank 5): Clerical training available (required for 17th level of cleric).  Currently, there is no Templar within the mysteries.  

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.