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09:17, 26th April 2024 (GMT+0)

World Information.

Posted by AranamarundaFor group 0
Aranamarunda
GM, 4 posts
Wondering why the
Enemy retreats
Fri 29 Sep 2006
at 14:09
  • msg #1

World Information

THE GODS
BALADEIN
God of the Dwarves
The Righteous One, Protector of All that is Good en Just

Alignment:                Lawful Good
Primary Domain:           Protection
Secondary Domains:        Law, Good,Knowledge, Earth
Alignment of Followers:   LG, LN, NG
Symbol:                   Sword on Triangle that Shines Blue Light.
Philosophy:
The greater good must be uphold at all times and the greater good can only be reached through living by strict rules.

Church:
The original temples of Baladein were underground. They resembled large domed halls with an altar at the centre and rows of pillars all around. These pillars stood around walkways, bordered on the outer side by either the outer wall or a raised walkway, and on the inner side either by the centre of the domed hall or a lower walkway. at eight points in every circular walkway, two steps of marble stairs led to the other walkways, the front door or the centre of the temple. There were no seats but most dwarves would just drop down or sit themselves on the edge of a walkway. In the outer wall, other, lesser doors were located, leading to the temple's secondary functions.
These days, the temples also dot the outside world, in smaller or larger versions of the underground temples. The domes have become great constructs, marvels of architecture and often made out of rich minerals and painted glass. Rows of benches have appeared to seat the lazy and the temple's mostly flat on the inside. The altar has been moved to the opposite side of the front door and other functions are housed in outlying buildings. paladin training quarters have been added and small shrines dot the outside of the temple grounds. Smaller temple might look relatively simple, but they always have a domed ceiling and marble stairs. Underground, crypts have been added for the most devout followers of Baladein.

--------------------------------------------------------------------------------
Anadina
Goddess of the Orcs
The Just, The Provider, The Strict

Alignment:                Lawful Neutral
Domains:                  Law, Knowledge, Magic, Strength, Water
Alignment of Followers:   LN, LG, NN, LE
Symbol:                   A hammer.
Philosophy:               Law is evil nor good, it is the words truly spoken
                          that brings balance to all

--------------------------------------------------------------------------------

Evadein
Goddess of the Goblins
The Twisted, The Contractor, The Dark One

Alignment:                Lawful Evil
Domains:                  Law, Evil, Trickery, Luck, Water
Alignment of Followers:   LE, LN, NE
Symbol:                   A Quill.
Philosophy:               Using the law for recruiting followers is the way to
                          gain control over all who can obey and losing all who
                          are not worthy.

--------------------------------------------------------------------------------

Casius
God of the Elves
The Keeper, The Preserver of Life

Alignment:                Neutral Good
Domains:                  Good, Animal, Plant, Protection, Earth
Alignment of Followers:   NG, CG, LG, NN
Symbol:                   Tiger Eye with a piece of fur.
Philosophy:               To uphold our state of civilization, we must respect
                          all of nature for within nature lies the source of our
                          survival. That is why we must protect all the animals
                          and plants so that we may grow together in unity.

--------------------------------------------------------------------------------

Inuia
Goddess of the Gnomes
The Force, The Sun Goddess, Elemental Queen

Alignment:                True Neutral
Domains:                  Air, Water, Earth, Fire, Sun
Alignment of Followers:   NN, CN, NG, LN, NE
Symbol:                   A featureless face crowned with leaves in all the
                          colors of the four elements and a necklace with a sun
                          symbol.
Philosophy:               Balance is only found in the perfect harmony created
                          by the earth that we walk on, the air that we breath,
                          the water that we drink and the fire that keeps us
                          warm. All these things we can see because the sun
                          gives us the power to discern light from dark.

--------------------------------------------------------------------------------

Fusia
Goddess of the Gnolls
The Temptress, The Conspirerer, Mistress of War

Alignment:                Neutral Evil
Domains:                  Evil, Animal, War, Strength, Fire
Alignment of Followers:   NE, LE,CE, NN
Symbol:                   A face in a circle, surrounded by blade sharp platinum
                          hair.
Philosophy:               To gain control over the world, we must corrupt all
                          living beings so that we can make them a weapon of
                          war. Then, with united strength, we shall overthrow
                          everyone who gets in our way.

--------------------------------------------------------------------------------

Hamador
God of the Humans
The Spirit King, The Free One, The Wanderer

Alignment:                Chaotic Good
Domains:                  Chaos, Good, Air, Death, Travel
Alignment of Followers:   CG, NG, CN
Symbol:                   Black Cap with Scythe.
Philosophy:               Death is not the end of existence. That is why
                          everyone who dies should be guided well in to their
                          next fase in their existence.

--------------------------------------------------------------------------------

Godala
God of the Kobolds
The Insane, The Cause of Chaos, The Finder

Alignment:                Chaotic Neutral
Domains:                  Chaos, Trickery, Plant, Magic, Air
Alignment of Followers:   CN, CG, CE, NN
Symbol:                   A die with a weight on a string, surrounded by a
                          bluish, magical glow.
Philosophy:               There is no real order in the world surrounding us, so
                          why should we abide the rules? Let us enjoy life by
                          doing everything that we want to do, even though this
                          might disturb the ideas that everyone is proclaiming
                          to be the real meanings of life.

--------------------------------------------------------------------------------

Domdardak
God of the Halflings
The Destroyer, The Slayer, Master of Doom

Alignment:                Chaotic Evil
Domains:                  Chaos, Evil, Fire, Destruction, War
Alignment of Followers:   CE, NE, CN
Symbol:                   A black, four bladed axe, tipped on one sight with a
                          black metal point
Philosophy:               Conquer and conquer and then conquer even more.

--------------------------------------------------------------------------------
This message was last edited by the GM at 07:51, Tue 23 Feb 2010.
Aranamarunda
GM, 6 posts
Wondering why the
Enemy retreats
Thu 19 Oct 2006
at 21:50
  • msg #2

Calendar

The Calendar of Urtur is a starnge one. One month reappears all through the year. The month of Inuïa. Why this was once instituted, no one knows.
Calendar

Month          Name            Important Dates
--------------------------------------------------------------------------------
First Month:   Inuïa            1st: New Year's Day
Lasts:         5 Days

Second Month:  Hamador          1st: Welcome Death
Lasts:         40 Days

First Month:   Inuïa            6th: Start of Spring, New Wonder Day
Lasts:         5 Days

Third Month:   Casius           1st: Welcome Life
Lasts:         40 Days

First Month:   Inuïa
Lasts:         5 Days

Fourth Month:  Baladein         1st: Remember the Fallen
Lasts:         40 Days          6th: Remember the Just

First Month:   Inuïa           17th: Start of Summer, Feast of Heat
Lasts:         5 Days

Fifth Month:   Anadina          1st: Day of the Quill
Lasts:         40 Days

First Month:   Inuïa
Lasts:         5 Days

Sixth Month:   Evadein          1st: Eyesore, Day of the Blind
Lasts:         40 Days

First Month:   Inuïa           26th: Start of Autumn, Falling Leafs
Lasts:         5 Days

Seventh Month: Fusia            1st: Day of Welcome and Farewell
Lasts:         40 Days

First Month:   Inuïa
Lasts:         5 Days

Eighth Month:  Domdardak        1st: Darkest Despair
Lasts:         40 Days

First Month:   Inuïa           37th: Start of Winter, Promise of Cold
Lasts:         5 Days

Ninth Month:   Godala           1st: Day of Laughter
Lasts:         40 Days         40th: Old Boy Goodwill
This message was last edited by the GM at 10:22, Fri 20 Oct 2006.
Aranamarunda
GM, 7 posts
Wondering why the
Enemy retreats
Fri 20 Oct 2006
at 11:31
  • msg #3

Days of the Week

Moonday:
Named after the Moon. The moon is the only feature in the sky of Urtur, which is
always stable. One says that it is in the perfect centre of the skies. This
means, that it lies west from Tormentire. Well, this bears some consideration.
For what is the centre of the skies? Tormentire is a country on the continent of
Hamadin, named after Hamador, God of Death. This implicates that there could be
eight other continents, namely one for each other God. Do these continents then
surround the moon? Does the moon lie in the east compared to another continent,
for example? No one seems to be able to say for sure. The moon wanes over time,
until it is nothing more then a sickle. This period take thirty days to
complete, which means that the moon… Turns exactly twelve times a year.
The moon offers an interesting field of research. Like, what is the moon? Is it
a big piece of rock, or a transparent window? Is it made out of ether, do good
an evil battle for a certain surface, is that why white wanes as darkness takes
a hold?

Sunday
Named after the Sun. the sun is an interesting sphere. Wizards and priests alike
have studied the process of the sun across the skies for centuries. Since
knowledge doesn’t stay written down on the world of Urtur, studies keep being
revised and whole new ideas about the sun are born every day.
In the days of winter, the sun seems to be a colder orb then in the days of
summer. The light is fainter, some say. How can this be? Some say, that the
world drifts further from the sun now and then, others say that the Gods need to
recharge the sun after the long winter, so the sun can make the world warm
again. Some even say that it isn’t the same sun that rises everyday. The sun
appears in the morning in the west and sets in the east. Yet, it doesn’t
describe a straight line. It curves slightly towards the north as the day
progresses.

Lightday
Named after all Light, be it as light opposed to darkness or as good opposed to
evil. The day of light lifts the spirits of all, since, as believers say, the
light bolsters the intellect of every living being. Lightday is very much
associated with Darkday. That is why the description of why light should be
bolstering intellect is described below.

Darkday
Named after all Dark, be it as darkness opposed to light or as evil opposed to
good. The day of darkness bolsters the physical capabilities of every living
creature. The physical nature of living beings is considered lesser in most good
aligned religions. Many oppose this view, mainly those who serve the evil
deities. Yet, as the Good say, why then, is intellect a privilege associated
with the light and not with darkness? Most evildoers, as they are most often
described because they do not follow general morals uphold by the good society,
regard this as a tautology. To identify the light with reason is not a good
argument for saying that the light can be identified with intellect as such.
Nevertheless, if darkness does bolster the physical capabilities of all living
creatures, well, then it bolsters all living beings in a way that most living
beings can profit of. The stupid do not need intellectual bolstering, but the
smart might still profit from bolstered strengths.

Starday
Named after the Stars. While the moon can always be seen in the same place and
the sun describes approximately the same course every day, the stars are chaos.
At least three hundred stars have been counted, yet they are never seen on the
same day, or in the same location. The stars seem to travel across the skies
like mad! No one knows why this is the case. Stars are identified with chaos.
That is why the star is the main symbol of anarchist groups. Such a symbol is
often banned in cities of law.

Lifeday
Named after Life. Life is a strange thing on Urtur. No God can rant t5he power
of life, yet life there is. Casius is associated with life, yet he doesn’t even
grant his followers the spells that come from the domain. Some druids, paladins
and rangers can tap into the forces of life, gaining it from, what seems to be,
the earth itself. Some rumour that the Gods are cut of from the source. Some say
that this is blasphemy. Why should the Gods be cut of? It is more likely that
they keep the forces of life for themselves, since the Gods grant life to every
living being. But why then, does the power of death have a deity? For is it not
the Gods that allow their followers to die? Why should the power of death
allowed to be wielded by mere mortals? Many questions are still unanswered.

Godsday
Named after the Gods. This day is reserved for the Gods themselves. While some
deities grant their followers a day of, others consider this to be the day that
work must be done. Whatever the case may be, worshipping Gods is considered very
appropriate on this day.
Aranamarunda
GM, 8 posts
Wondering why the
Enemy retreats
Tue 24 Oct 2006
at 20:00
  • msg #4

Urtur and Tormentire

URTUR

This campaign is called Urtur. It is my homebrew campaign. It already has a vast history, many areas for adventuring and interesting sites and events to be explored. Though the name of the campaign is Urtur, it isn't the name of the world. The world is called 'World', nothing more. The world isn't referred to as a globe either, but neither has it been said that it is flat.
Inhabitants of the World do, in this age, not know how vast the World is. They know that they live on a continent and in a country. Countries next to a sea or ocean know what a sea or ocean is, others just know the rumours.
One thing is common to all inhabitants of the world, and this is memory loss. Books loose their contents, sages loose their historical knowledge, only vague impressions seem to remain when more then a hundred years have passed. Only bards seem to be able to remember somewhat. Keep this in mind, for it is one of the strangest things you’ll have to deal with on your travels.


TORMENTIRE

The adventure will take place in a land called Tormentire. This land lies at the centre of the continent called Hamadin, named after the god Hamador, who's the pattern deity of the humans. Therefore, most inhabitants of this continent are humans. Tormentire does not border any sea. Rather, it borders glaciers in the north, also referred to as 'Giant Country', though the Giants themselves prefer 'Arks'nsol', which is rumoured to mean 'Covered in Ice'. In the east the country of Adorne borders it. It is in constant war with this country. Nobody really knows why. In the south the country is bordered by the wastes, fields of pointed rocks jutting from the earth intervened by a jungle-like mass of trees and undergrowth. To the west the country of Hatrid proves a valuable trading partner.


DUCHIES AND COUNTIES

Tormentire has been divided into four duchies and another sixteen counties. Each duchy has a distinct function, though this might not seem so apparent when one lives in the country itself.


THE DUCHY OF MOHANK

The southeast duchy is the true wild region of Tormentire. Here, lush forests and dangerous marshes are interspersed with vast lakes and sharp mountain ranges. The capital city of the duchy is Excile, also the capital city of the county of Harmak. The other three counties are named Pristine, Belanion and Herdsmut.


THE COUNTY OF HARMAK

This county shouts ‘no’. Except for the road that leads to the King’s Path (detailed in the duchy of Wilfor), the county is completely isolated. A dense forest marks the border between the duchy of Tormentire and the duchy of Mohank. Right behind this wall of wood, a large mire and a dangerous lake keep people from moving further… Unless you know the way, that is. The only city easy accessible is the city of Valley’s End. This city was build near the border of the duchy of Wilfor, marking the spot where the mountains start to close in on each other and form the King’s Path. The city is rough on its visitors, asking for road money to be paid at both entrances. But people most often have to restock here, and the hostile mountains to the left and the dense forest to the east, named the forest of ghosts, do not invite a simple man to go hunting. And so, the city thrives. The city itself is largely constructed from rough-hewn stone. The pieces fit together perfectly, making it a safe haven against enemy forces.
A bit further south, just behind the Forest of Ghosts, lays the Secluded Swamp. In the middle of this swamp lies the city of Moas Steck. It has been build out of wood, stretches between large trees that are still standing, and drifts upon the surface of the swamp like a tightrope walker trying to maintain his balance. But the city must be doing well, for it is a city with nearly a hundred thousand inhabitants and such a city couldn’t possibly survive hanging over, and floating on, a swamp without good cause! Anyway, the people of Moas Steck, mostly humans and orcs and even the occasional kobold, are very reclusive. They don’t like to talk much. Try visiting it, you might die either of boredom or drowning… Keep your footing!
On the south side of the Eastern Teeth, the mountain range that makes up the east side of the King’s Path, another city can be found. A long stone ramp, forty feet wide, climbs up the mountain and ends in a vast hewn maw, belonging to a gruesomely carved out orc. Why the orc looks so gruesome, even the orcs do not know. This city, the city called Fisthalls, is the main orc city in the country. Though orcs live in all other cities, this city kind of belongs to them. If you ever want to be a part of this society and you are not an orc, you better get bloodied first, in one of three arenas.  About one percent consists of non-orcs. These are all bloodied man and women, except for the young. But when they come of age, they have to get bloodied too. Getting bloodied is a bloody affair, involving many fists in a stinking, red arena. The basic arena for doing this is named Cloven Clover, no luck can be found here. One can fight his way up to the Heart of Steel arena, and afterwards to the Carnal Feast Hall… But do you want to? The fist halls are built underground. But unlike the dwarven halls, this one is more like a deep fissure, with numerous exits leading to large households. The place is constantly damp and unfinished carvings give it a somewhat sinister look… Thank God for the orc Paladins who keep watch over the people here, otherwise one would surely feel like one is in a rat hole. Yet, the bridges leading from place to place seem sound enough!
Excile, the capital city of the duchy, lies at the centre of a lake, lake Landarion. Boats dot the lake like flies dot a piece of shit. Constantly busy, the people of Excile do not ask their visitors any questions. The city itself consists of high spires, intervened with twisting streets and jangling bridges. The spires feature a large number of windows, additional rooftops, balconies and tapestries. Streets and bridges are constantly overflowing with people, since the city is really one big market, where anything you want can be bought… If you have the gold, that is. The outside of the city is one big harbour. No big ships come to Excile. Instead, the piers are constantly under friendly siege by thousands of small boat merchants. Come here, and you might get lost in the busy crowd.


THE COUNTY OF PRISTINE

Nothing much happens in the county of Pristine. Dense forests, sharp rocks, and high mountains cover the county. Two cities can be found here. These cities keep to themselves, letting politics and war pass them by. When you are looking for a place to come to rest, these two cities allow for some incognito time.
The first big city is also the capital city of the county. Copper Cabal lies in the centre of a jagged plain, called the Remains. Here, a large, circular whole, nearly a mile across, holds a sweet water lake. Around this lake, within the walls of the hole, broad streets and sturdy stone building have been carved out of the red rocks. People pass each other on the streets quietly, not wanting to be disturbed. No temple or church of any sort can be found here. Religion has been banned, since it leads to hostile arguments. How the city has come to be this way, no one knows. No one cares either. If the people of Copper Cabal would have wanted their city to be a busy place, then that could have easily been accomplished, as the walls resound all noise tenfold. Above the imperial house, the seat of power, a single balcony has been carved out of the wall in such a way, that when a person speaks there, his or her voice can be heard all over the city.
The Pilgrim’s Hideout is quite another story because only religious people seem to live here. No temple can be found here either, but the inns and taverns are constantly filled with the religiously inclined. Theological arguments are nearly the only kind of conversation that can be heard, and that has its reasons. Most clerics who can’t speak their doubts concerning their believes aren’t tolerated in the duchy of Relics. Therefore, they come here, where such a thing IS allowed. Though none of the religious people walking the streets might ever be able to turn back to their old ways, they don’t want to either. Philosophical arguments have cleared their minds of dogmatisms so old, that the found freedom isn’t anything anyone wants to loose again. Some of the religious people even loose their faith because of this; others just feel strengthened in their personal way of worshipping their deity.


THE COUNTY OF HERDSMUT

Dominated by the Malconian Swamp, this county nonetheless produces most of the food for the country of Tormentire. Small towns and large farms dot the rim around this swamp. All resources are brought to the city of Backwater Bugbear’s Bane. A strange name for a strange city.
Backwater Bugbear’s Bane supposedly was only a minor town once. The exact details have been blurred by the passing of time. But what is known is, that once, bugbear caverns lined the higher ridges of the mountain where the city now lies. There was a friendly understanding between them and the inhabitants of the human city below, but on a certain day, the bugbears came down on them. The humans were outnumbered ten to one, but by some miracle (no one is sure what kind of miracle), only half of the humans died and nearly all of the bugbears. The bugbears fled back to their caverns, but were driven out son after,
Now, the city of Backwater Bugbear’s Bane watches over the meandering river below, It has become a vast, sheltering fort and the biggest trading city in the east. Neither bugbears nor the Andorian army has ever since taken it. Twelve towers now rise from the bottom of the mountain to the top of the mountain. Numerous arrow slits, as well as catapult and ballista platforms, line these towers and make sure that the city is safe for all time…


THE COUNTY OF BELANION

The Morsa Mountains split this county in two. To the west, the capital city lies, named Kalaman Kala. To the east, the hilly county borders the breadbasket of the country, the Wastes and the county of Harmak. The only major city is Kelia’s Farewell, a gnomish city near the Waste, though other, smaller towns can be found here.
Kalaman Kala borders Kala Lake and is a city of elves. They live in the forest north of the lake, aptly named Kala Forest. One of two major elven cities, this city is the city most people would expect when looking for an elven city. Large trees hold houses in their canopies, bridges hang between these trees and elves sing their songs to honour times long gone. Next to singing, they fight to preserve their traditions as well. The duchy of Tormentire wants to clear the forests all the way to the Morsa Mountain, to make place for more grain fields and livestock. The duchy of Tormentire wants square fields and straight rivers to make up most of the place and wants Kala Lake to become the irrigation centre for this. But the elves of Kalaman Kala refuse to give up their beautiful wild terrain for such unnatural ideas. They have already killed for preservation and tensions are running high between the high officials of the crown and the major of the elven city.
Kelia’s Farewell is a peaceful city. They don’t get much visitors for none come from the Wastes. The city is orderly for a gnomish town and houses even follow normal roads. Compared to the rest of the wild duchy, Kelia’s Farewell is the epitome of order.


THE DUCHY OF RELICS

The north west duchy is dedicated to the Gods. This duchy is aptly named the duchy of Relics for that reason. The duchy is run from the city of Artat’s Bridge, detailed below in the county of Sacra. The other three counties are named Mark, Fargo, and Mourn.


THE COUNTY OF SACRA

As said, the duchy of Relics is run from the city of Artat’s Bridge, which is also the capital city of the county of Sacra. It is a city renowned for its many temples, the Citadel and, of course, Artat’s Bridge itself. This bridge is a natural phenomenon, spanning the Artat River underneath at a height of three hundred feet. The city has been build against the twin mountains which hold the bridge, and in the fertile valley below it. The Citadel is the seat of the Divinist, a special branch of wizards who also worship the gods. The county of Sacra is the most travelled county of the duchy of Relics. A river, the river Artat, connects the county with the counties of Mourn, in the duchy of Relics, and Eldaron, in the duchy of Tormentire, as well as with the country of Hatrin. Oberman Andarin is one of the other major cities. It lies amidst fertile fields and meandering brooks. The river Artat passes Oberman Andarin on its way to Lake Odys. The city features many round buildings, making it a place of wide alleys and large plazas. A temple to Baladein dominates the central plaza. Though Hamador is the pattern deity of the humans and Tormentire alike, his temple is small compared to the one of Baladein. The main force of paladins who fight in the name of Baladein are trained in Oberman Andarin. The last major city is Colta’s Warming Heart, a furnace in the cold peaks of the Border Mountains and one of the three major dwarven strongholds. The dwarves who come from Colta’s Warming Heart like to travel and trade frequently with the cities of Artat’s Bridge, Obeman Andarin and Obmut Low, in the duchy of Tormentire. They also have a trade route running from the mountains into Hatrin.


THE COUNTY OF MOURN

The county of Mourn is a county of soaring mountains and vast lakes. Lake Odys is the biggest lake of them all and features the capital city of the county, named Lake Odys. This has led to some misgivings in the past, so lake Odys, the city, is now referred to as Lake Odys City. Lake Odys City features a large dock area. Many smaller villages send their fishing boats to Lake Odys City to dock there and sell their wares. This is why the city is always filled with shouts in the day, and brawling in the night. Yet, it is also a very religious city, for a large temple dedicated to Hamador stands on its shores. A statue of the wandering god looks out over Lake Odys, and seems to mourn for something lost in its deep waters. Yet, it was build by man, so this is not why the county of Mourn got its name.
Though Lake Odys City is the capital city of the county of Mourn, it isn’t the most distinct feature of the county. On the south, Lake Odys is bordered by a rock formation called ‘the Wall’. This wall stands over a thousand feet high, and drops to a thousand feet below the surface of Lake Odys. On the south east side, the Wall slopes gently towards the county of Eldaron, bordering both the county of Sacra and Golodon. The slope is covered in basalt, with glittering black slates of rock intervening in long stretches, mirroring the stars by night. At the top, still in the county of Mourn, lies the city of Obmut High. At the bottom, in the county of Eldaron lies the city of Obmut Low. No one knows what ‘Obmut’ means, but they are betting it has something to do with the ethereal quality of the place. Many clerics and monks travel to Obmut High on a pilgrimage, since it is said that having done so, leaves the soul in balance for three years.
In the north east of Mourn, where the Dividing Mountains start, lies the second of three dwarven halls, Paliot’s Golden Hammer. The entrance is visible to all, for it is a gate standing nearly a hundred feet tall, with a tower on top that stretches into the sky. Dwarven armies march across the levelled mountain in front of the gate, showing their prowess. They are a sight worth seeing.


THE COUNTY OF MARK

Originally, the county of Mark was a mark, a piece of land given to a knight of renown. No one knows now who this knight was, and what he did to gain this honour. Yet, a small piece of legend has remained, which is very uncommon in the country of Tormentire. It is said that the man had near godlike powers, that he fought the giants single-handedly.
But now the county is nearly desolate. From the county of Sacra, one can enter the county of Mark through the Windridden Passage. A small city named Windridden passage is the sole inhabited place on the way there. Ghost winds ravage the buildings and give the inhabitants a haunted look. Yet, they cope and in a brisk way, are still quite friendly to visitors. Once, nine immense statues of the gods surrounded the city. But the winds have corroded the features and now they stick up from the ground like amorphous monstrosities.
The north side of the county is one big glacier, which stretches all the way to the duchy of Wilfor and the country of Adore in the east and to the country of Hatrid in the west. On the border of Hatrid lies the capital city of the county of Mark, named Melchior’s Wisdom. It is quite a large city, but it is also very poor. The castle of the erstwhile knight still dominates a large hill and the walls stretch from it to keep the city around its safe. But no trade flows from the country of Hatrid and no pilgrims come from the counties to the south.


THE COUNTY OF FARGO

If the county of Mark is known for its desolation, then the county of Fargo is known for its sheer emptiness. No one travels to the north of the Dividing Mountains. The capital city is Pike’s Pinnacle, a city balancing on the south side of the Dividing Mountains. It overlooks Lake Odys far below. Paliot’s Golden Hammer can be seen in the far distance. Since Pike's Pinnacle lies on the souts side of the Dividing Mountains, it is still quite reachable for merchant caravans and such. Pike’s Pinnacle is known for the only real monastery in the whole of Tormentire. Monks literally flow from this monastery, though no one really knows what their function is.
There is one other city n the county of Fargo, and maybe this is the strangest city of them all. Only rumours say that the city even exists. Some tax collectors come there, but tend to return as quickly as possible. It is the city of Kaperkaille, a city of halflings… But… Friendly halflings. No one trusts them, however. No one understands why they are friendly and no one is trying to find out. “Leave them! We are save here!” Nonetheless, it is a pleasant place, full of fluffy green hills and nice round doors, where the children smile and steal apples from farmer Krup.


THE DUCHY OF WILFOR

The northeast duchy is strongly aligned with the elements. Why this is so, no one knows. Yet, the wizards who call themselves the Elementalists have their main seat of power in the capital city of Plugfest, which, as they say, holds a nimbus of pure, taw elemental energy. The city of Plugfest lies in the county of Plugfest. The other three counties are named Dervers, Furio and Glannon.


THE COUNTY OF PLUGFEST

As the duchy of Wilfor goes, it is the least inhabited duchy of the country. The county of Plugfest is the best testament to this fact. In the east it borders the Watcher’s Mountains, named after the Adorian Watchtowers on top the Five Pinnacles. In the north it borders the Glaciers. But where Melchior’s Wisdom in the duchy of Relics has no trouble form monsters coming from the north; the county of Plugfest is constantly at war with the Giants who hail from that place. Because they are also at war with the country of Adore, the place is riddled with small forts and little else. In the west, the county borders the Cairn Plains, which runs all the way to Kaperkaille, and no one wants to go there! In the south it borders the King’s Path, the valley that leads all the way through the Dividing Mountains, the Eastern Teeth and the Furio Mountains to the northwestern county of the duchy of Mohank, named Harmak.
But enough about that! The only city in the county of Plugfest is Plugfest itself. It is a sight to behold. First of, it has been build up against a unnatural looking rock formation, which seems to have a cave exit, a kilometre wide, looking like a mouth that wants to swallow the lands north of Plugfest like it was a whale. This mouth is Plugfest’s main weapon against the Glaciers, since the Elementalists themselves control it and have named it the Furnace. No and then, they let it spew forth enormous gouts of flame, scorching the lands and the glaciers to the north, covering them in ashes but making them fertile at the same time. Though there is never enough time between these gouts of flame to grow crops and stuff, vegetation grows like mad, and within half a year, trees reach an amazing height of sixty feet, even though they are very frail. The field north of Plugfest are called the Chimney Plains.
Overlooking the Furnace is the Shelter, the school of the Elementalists. Here, within the sheltered walls of Plugfest, they learn to use the magic of the elements and power the furnace to do its job. The city of Plugfest has been under attack for many years. This is why just behind the walls; the city is filled up with barrack and large war contraptions. No citizen in its right mind lives in this place. Instead, they have dug the rift. This hole in the ground started as a natural phenomenon, but the people started excavating more of it, and started to build their homes into the sidewalls. Now, about two hundred thousand people live there, spiralling into the depths of the earth. Though half of this population is mostly active in the barracks’ training grounds, the place is positively crowded and dark.


THE COUNTY OF DERVERS

Long ago, this county was the place where a wealthy, ruling family ruled over the duchy of Dervers, now the duchy of Wilfor. This legend somehow remains. Now, only the dividing Mountains to the south hold any signs of life. Here, the third dwarven city is located, the Drugdorian Stronghold. It is a place of vast halls, underground rivers and unimaginable riches. Yet, they haven’t delved to deep, so these riches remain in the hands of the dwarves instead of in the hands of orcs and balrogs. The dwarves living here are very reclusive. They do not trade easily, but are loyal to the king. They will fight for him, but in the main time, they stay where they are. The Drugdorian Stronghold is also the capital city of the county.


THE COUNTY OF FURIO

Easily the most populated county of Wilfor, the county of Furio shapes itself around the King’s Path. Since this path is the most direct way for a person to travel to the capital city of Tormentire, the king himself used to travel this road whenever he’s visit the city of Plugfest, hence, its name. To the south, the path starts between the Furio Mountains to the west, after which the County is named, and the Eastern Teeth in the… East. It runs all the way up to the county of Plugfest and makes a slight detour through the county of Glannon, which holds the northern most city of the King’s Path.
Capital city of the county of Furio is Furio’s Flux, a typical strange gnomish name, which isn’t that strange because the main inhabitants are gnomes. They rule over the county with a laughing fist, they must have painted a mouth on it to make that work! The city is dotted with temples dedicated to Inuïa, making it one big field filled with stones standing in circles. The houses are mostly underground, but some of them can be found above ground. The city slopes, because it is build against the side of the Furio Mountains. Sometimes, a stone topples over and slits down the side of the mountain, to scare unwary travellers below.
A couple of days travel to the north from the capital city lies the city of Churchhome. This city is named after the big church in the centre square, dedicated to Hamador. Pilgrimages are often made to visit the many altars dedicated to the pattern deity of the humans and death. It is a religious city, but wild at the same time. Houses are stacked on top of each other against the back of the Eastern Teeth. Sharp angled, narrow streets curve under high but unstable gatehouses all the way up to where the magnificent church is located. Hawkers dot the streets like doves and patrols of guards keep running down thugs. Clerics and prophets tell of times of woe, but are very indistinct when these times will come to pass. Wind sweeps through the narrow passages and a cold, windswept rain batters the city nearly every day. But it is also a city of warm hearths and comfy chairs, of tales told by the best bards and of heroic feats performed every day. The innkeepers are mostly friendly and guides promise to tell you something of every tourist feature in the city.
Further north lays the city of King’s Palace, the hunting retreat of the last king. A magnificent palace dwarves the surrounding mansions, its many turrets reach towards the skies like hands reaching to the stars. Lackeys and soldiers run up and down to keep the place running and safe. The place is always ready to receive the king, though the king who now rules Tormentire has never been here. Emissaries and messengers, dukes and other high nobles often reside here and hunt the dense woods of the King’s Path.


THE COUNTY OF GLANNON

Rocky hills, pointed mountains and swamp like forests. That is how the county is most often described. Adore prefers to either attack the Tormentire to the south or to the north of this count, for it is riddles with bogs and crevices.
Yet, the capital city of Chimes is as reinforced as they come. Tall, grey towers and high ramparts, interspersed with dark grey square buildings make up most of the place. The city is named after the many bells that hang from the tower tops. Most of the times, these are held into place, but when war does come to the city, they ring all through day, resounding across the whole county. The city itself remains silent through use of magic, but attacking armies will be unable to sleep at all. It is a safe haven for wary travellers.
Brandhill’s Proud tells you when you are leaving the King’s Path to the north. It’s a peaceful place surrounded by green hills and tall pine forests. Wooden houses and fences line the cobbled streets neatly. It is the epitome of tranquillity.



TORMENTIRE   
RELICS WILFOR 
MARKFARGODERVERSPLUGFEST
Melchior's Wisdom, WindriddenKaperkaille, Pike's PinnacleDrugdorian StrongholdPlugfest
SACRAMOURNFURIOGLANNON
Artat's, Bridge, Oberman Anarin, Colta's Warming HeartPaliot's Golden Hammer, Lake Odys City, Obmut HighKing's Palace, Churchhome, Furio GlaxBrandhill's Proud, Chimes
TORMENTIRE MOHANK 
ELDARONGOLODONHARMAKPRISTINE
Obmut Low, Balinś Home, EldaronSteel and Vane, SilverwallValleyś End, Fisthalls, Moas Steck, ExcileCopper Cabal, Pilgrimś Hideout
TORMENTIREKORENTBELANIONHERDSMUT
Tormentire, Stormhand's WillKorrent Mahador, HakaeshKalaman Kala, Kelia's FarewellBagwater Bugbear's Bane

This message was last edited by the GM at 13:06, Tue 06 Feb 2018.
Aranamarunda
GM, 15 posts
Wondering why the
Enemy retreats
Thu 2 Nov 2006
at 10:33
  • msg #5

Classes in Tormentire

Additional information concerning the role of classes within Tormentire:

- Barbarians
   No exceptions. Barbarians are mostly found in the duchy of Wilfor. Plugfest
   is the capital city of this duchy. So, you might be from the area! Barbarians
   are considered lesser fighters in most of Tormentire, but in Wilfor they are
   the heroes of every campaign. Children in Wilfor do not have the time to
   study precise arts of war but have to rely mainly on great strength and hard
   punches. The duchy of Mohank has its own kind of barbarians. Mostly, these
   barbarians are Orcs with an identity problem. Orcs are the epitome of law,
   yet they have the strange urge to rush into battle relying only on sheer
   muscle.

- Bards
   The only class that knows something about earlier times. Bardic Knowledge
   reveals knowledge owned by former family members. The bard class is mostly
   inherited. It need not be, but most of the time is. Bards travel all over the
   place and thus can be found in every duchy. Wild stories are better excepted
   in the duchies of Wilfor and Mohank, while stories of lords and ladies, and
   of virtues, are better accepted in the duchies of Relics and Tormentire.

- Clerics
   Always believe in a deity, never a source. This restricts them from ever
   casting healing spells, as described in the house rule thread. There are,
   however, mending spells, which function almost the same. Clerics are very
   well respected, except in the Duchy of Wilfor. The duchy is in constant war,
   and praying doesn't seem to stop that. The duchy of Relics holds many, many
   temples to all nine Gods, though you might have to search hard for the
   seedier ones. The duchy of Tormentire features clerics in high political
   positions. The duchy of Mohank most often is considered to wild for the
   clerics. Druids rule there, as do rangers.

- Druids
   Druids most often serve a source, the source of nature. This, somehow, allows
   them to use healing spells. However, some druids have a pattern deity, the
   deity Inuïa, Goddess of Elements and the sun. Some even worship Casius, but
   these are very, very few. Druids are most often found in the duchies of
   Wilfor and Mohank, but some more religious ones can also be found in the
   duchy of Relics. Druids are looked upon by most clerics. They lack structure,
   is their saying. Druid's Groves are a thing solely found in the duchy of
   Mohank. Why this is the case, isn't clear. Mohank features the wildest
   terrains of Tormentire, therefore, a Druid's Grove is never a secluded beacon
   of nature, rather it is a place that brings a little structure to the
   surrounding wilderness.

- Fighters
   The armies of Tormentire are a considerable force. They are well trained,
   uniform masses of strong and disciplined soldiers. Fighters make up most of
   these forces. There training takes place solely in the duchy of Tormentire.
   At least, in military form. There is always the stray teacher in every duchy.
   There is a big distinction between low born fighters and high born fighters.
   High born fighters are trained to become higher ranked soldiers as soon as
   they leave the academy. Low born fighters are there to swell the ranks. Yet,
   they may prove themselves worth in battle and gain a title, or progress
   through the ranks by extraordinary prowess.

- Monks
   In the duchy of Relics, there is a place called Pike's Pinnacle. It is a city
   high up in the mountains, quite secluded, but not otherworldly. Politics do
   not touch this city, yet they pay taxes like everyone else. About twenty
   miles from this city lies the only monastery dedicated to the training of
   monks. The order of the Spear is what they are called, yet they do not bear
   weapons. No one really knows why the monastery exists, no one knows its
   purpose. Yet, it sends its emissaries to all parts of Tormentire. To watch
   over battles and give advice to leaders, to infiltrate enemy bases and to
   fight along side the best of fighters.

- Paladins
   There are two kinds of Paladins in Tormentire. Those who worship Baladein,
   God of Paladins, and those who uphold the law in name of the king. The ones
   that worship Baladein have their headquarters in the duchy of Relics, while
   those who uphold the law in the name of the king in the duchy of Tormentire.
   Both have their own advantages and disadvantages. Baladein is always good,
   always lawful. So, to follow his doctrines is the path of good and law
   itself. Yet, the conflicts that result from one god’s point of view might not
   always be apparent to a follower, like a paladin. To follow the king seems
   even more hazardous. But, when the king is just, the path is more immediate
   then when you should follow the path of a god. Likewise, when a king is
   unjust, a paladin may see this for himself and decide that to follow the king
   would be an evil act. Therefore, he can more easily choose to leave his
   object of law and good, for to leave the god of law and good is surely an
   evil act.

- Psions
   This will remain a mistery for now. Just be sure you want to play one ;D
   There will be some DM interference

- Rangers
   In Tormentire, rangers are called the ‘Paladins of the Forests’. They roam
   the wide forests of Tormentire. The wildest ones exist is the duchy of
   Mohank, followed closely by the duchy of Wilfor. The duchy of Tormentire is
   largely stripped from its forests, but where there is a forest, at least one
   ranger can be found. Like Druids, Rangers can either worship a deity or the
   source of nature. And also like druids, this effects their ability to cast
   healing spells or not. Rangers are considered to be protectors of wild
   terrains. This is why they are called Paladins of the Forest. They have been
   given the right to punish those who threaten the balance of nature. Yet, this
   doesn’t give them the right to murder. The same right binds them to the law
   of the kingdom. They can be tried. Druids seem to lack this responsibility.
   This is why Rangers are often contracted to act as negotiators.

- Rogues
   From ruffians to scouts, that is about the area the rogues of Tormentire
   cover. The king employs them; the evil sorcerer (in general) does too. That
   is why they can be found in all places. Yet, what they do in all those places
   differs wildly. In the duchy of Tormentire, their field isn’t very distinct.
   Here, they make up the people wandering the streets at night. But they are
   also the messengers between cities, or even counties and duchies. In the
   duchy of Relics they most often function as diplomats, but being diplomatic
   is a thing as much done with a tongue as with a dagger. In the duchy of
   Wilfor seedier types are looked upon and cast out. Therefore, most rogues
   here unction as scouts, warning the cities that yet another army is arriving.
   In the duchy of Mohank they run rampant. While there are thieves’ guilds in
   most major city, here they run in the open. People know where to find them
   and what they will do for money.

- Sorcerer
   They claim to be the heirs of dragons. This is utter nonsense. Sorcerer are
   those individuals who can claim the magic surrounding them through some
   innate affinity with… Whatever.  They are often looked upon, but since the
   king himself is a sorcerer, no action is taken against them. Rumours say,
   that when a sorcerer gains enough power, they go mad. This has yet to be
   confirmed, for they are fairly rare. The strangest sorcerers are the
   sorcerers living among halflings. They can subvert the minds of these violent
   creatures and make them live normal lives… But what happens if the sorcerer
   dies, or leaves their vicinity?

- Wizards
   In Tormentire, there are four kinds of wizards. Elementalists, Divinists,
   Naturalists and Idealists. Each of these has its own main wizard school,
   located all over Tormentire.
   Elementalists have their seat of power in the city of Plugfest, capital city
   of Wilfor. Here they control the big furnace, which keeps the glaciers at
   bay. Their main building, school, if you want, is called the ‘Shelter’. It
   provides the Elementalists with basic training in a chosen field of
   expertise. The fields are air, earth, fire and water.
   Divinists have their seat of power in the city of Artat’s Bridge, the capital
   city of the duchy of Relics. Artat’s Bridge is known for its tolerance for
   all gods, since, as they say: “Why should we allow only a couple of gods when
   there are nine?” This doesn’t mean that any halfling can just go
   cannibalistic in broad daylight or start picking people up to sacrifice in
   their temples, just that they can have a foothold there to talk with priests
   from the other deities. Divinists promise loyalty to a god and, as long as
   they remain loyal, gain some of the benefits that priests get for their
   loyalty. Yet, they do not learn this power at a specific temple. They learn
   it in the ‘Citadel’, a palace of many turrets and balconies, overseeing
   bridge for which Artat’s Bridge is so famous.
   Naturalists roam across the duchy of Mohank, where they study for some time
   with the druids. After that, they come together in a place called the
   ‘Syphalent’. There, through some sort of ritual, they choose between the
   power of animal or plant, adding the powers to their already potential number
   of spells.
   The Idealists have by far the biggest academy in Tormentire. Their Wizard’s
   Tower rises a fifty stories into the air and can be seen from a large part of
   the county of Tormentire. The city of Tormentire is a city of politics.
   Wizards studying at the Wizard’s Tower learn either the power of good, evil,
   law or chaos, though this doesn’t mean they have to follow said guidelines.
   Well, when I said that there were four kinds of wizards, I was lying. There
   is also you basic wizard. They are a bit weaker then most other wizards in
   Tormentire, but do not suffer for any politics concerning a specific type of
   wizards. They study in small groups all over the country.
This message was last edited by the GM at 20:55, Sat 16 Dec 2006.
Aranamarunda
GM, 1920 posts
Wondering why the
Enemy retreats
Wed 31 Mar 2010
at 08:05
  • msg #6

Re: Classes in Tormentire

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This message was last edited by the GM at 08:19, Wed 31 Mar 2010.
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