READ FIRST: Basic Information.   Posted by The First And Last.Group: 0
The First And Last
 GM, 1 post
Fri 29 May 2015
at 15:00
Things You Should Know

Below is some information about Midland and its cultures--as well as the world at large--which may be different than most D&D games.

1) It is the technological equivalent of the 1800's. Blackpowder weapons are the predominant weapon of massed warfare, ships mount cannon batteries, etc.

2) Divinity is not an assured fact-- Clerics and Paladins learn magic, but that magic is not cosmological proof. In short, piety and belief are no more necessary for someone to learn Cleric/Paladin spells than a Wizard/Sorcerer's spells.

3) Midland is predominately monotheistic, worshiping the Mother Above in all her aspects. The pagan veneration of nature-spirits is still practiced in some places, but it is not popular or widespread. For more information on the Faith of the Mother Above, see below.

3) There are no non-Humans. There are different cultures on Midland, with associated mechanical representation, but I'm going to be very lenient in how players mechanically represent them. Want to use the Varlander stats to represent someone born to Ybarian parents but raised in the northern highlands? Go for it. For more information on the cultures of Midland, see below.

4) Play will be geared toward a long-form/historical scale. Short rests are 1 day, long rests are 1 week.

If this sounds interesting to you then you should absolutely send in an RTJ after reading the basics about Midland.

Request To Join
1) Statement of age, and that you're alright with a Mature rated game.
2) Character concept; don't be afraid to go a little bigger than "adventurer". Want to be a local lord, overseeing the renovation of a new town? Want to be a Lieutenant in the Royal Army, leading a troop of soldiers against bandits? Want to be a stakeholder in a privateering vessel off the Ybarian coast, hunting pirates and protecting merchants? Go for it. I'll reign you in if it is excessive, but do my level best to make it work.
3) Do you have any questions about the setting? There's a lot going on and I don't expect anyone to grok it immediately or completely-- this RTJ is more a statement of interest than some test to see if you're worthy of my game.

This message was last edited by the GM at 17:04, Fri 29 May 2015.

The First And Last
 GM, 2 posts
Fri 29 May 2015
at 15:33
The Cultures of Midland


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You are heir to the proud warrior traditions which started the Kingdom when, almost a thousand years ago, the Suebic Kings crossed over to Midland from the Old Country. They brought with them a monotheistic religion which venerated the Mother Above and an attendant kind of magic unheard of beforehand. The Suebic people are, at their best, every bit the knights in shining armor, the devout soldiers, the hardy and unbending folk whose will forged the Kingdom. At their worst, they are a zealous and intolerant kind-- the conqueror’s arrogance still threads through the Suebian culture. Still, it is a testament to the Suebic impact on the continent that the Kingdom’s capital has never moved from the Suebian Plain; nor indeed has there ever been a High King who did not take his seat there.

Male Names: Albrecht, Berthold, Eckhart, Gerulf, Gunther, Hendrick, Lorenz
Female Names Agathe, Brunhild, Edith, Lydia, Magda, Ruth, Sabine
Surnames: Achterberg, Armbruster, Baar, Dunst, Kastner, Lowe, Maarkwardt
Seubian Traits
Ability Score Increases: +2 Constitution. The stereotype of Seubian folk is tough-as-nails soldiers and settlers.
Suebian Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Suebic Combat Training: You have proficiency with the battleaxe, handeaxe, throwing hammer, and warhammer.
Languages: Seubian, the lingua franca of the Kingdom.
The Seubian Plain

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The original Suebic tribes which landed on the continent nearly a thousand years years ago were not ambassadors, and it shows. The people of the Suebian Plain are a hardy, military-minded folk. Young men and women learn how to don and doff armor almost as soon as they can walk; Old Seubian, a guttural and precise language, is still spoken in day-to-day conversation. It is a place of such cultural pride that it can often border on arrogance or xenophobia-- still, even detractors are loathe to gainsay the effectiveness their fighting men and women have shown throughout history.

Ability Score Increase: +1 Strength
Seubian Armor Training: You gain proficiency with light and medium armor.
Extra Languages: You know Old Seubian.
The Aldonne Region

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It is said that when the Mother Above looked down on the continent, her eyes first rested on Godsrock in the Aldonne Region. The Aldonnean Suebic certainly hold to that-- nowhere else is worship of the Mother Above so obvious and fervant, and nowhere else is the influence of Her church so preeminent. While the provincial Lord may answer to the High King, goes the common wisdom, the High Daughter of the Church answers only to the Mother Above.

Ability Score Increase: +1 Wisdom
Aldonnean Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
The Mother Protects: You have advantage on saving throws against being frightened.


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It is said that old magic runs in the blood of the Caelish, a stereotype not helped by it being one of the few cultures in the Kingdom that does not universally worship the Mother Above. Here, ancient traditions run deep and the rolling hills and deep glades of Cael hide many a forgotten ruin or druidic circle. The Caelish culture is generally split between the wooded rural lands of the Vinwarde Hills and the cosmopolitan cities of the Tela Heath; there is longstanding enmity between the two regions that centuries have not dimmed nor dulled. The last three years have seen a large scale border war flare up between noble families of Vinwarde and Tela-- ended only after the Caelish Prince himself oversaw a formal peace agreement between the involved families. Generally, those of the Hills think of themselves as grounded and traditional, and those of the Heath as frivolous and pompous. Those of the Heath think of themselves as cultured and progressive, and those of the Hills as backward bumpkins. Still, outsiders cannot but comment on the similarities common to all Caelish-- Hills or Heath, most Caelish youth still learn how to wield the traditional blade and bow of Caelish history.

Male Names: Arthur, Bran, Owyn, Beynon, Broderick, Carwyn, Gaerret
Female Names: Awena, Catryn, Carys, Brynn, Avalon, Tegan, Wynn
Surnames: Bowen, Crewe, Blevins, Llewellyn, Rhydderch, Rice, Vaughn
Caelish Traits
Ability Score Increase: Dexterity +2, the Caelish stereotype is that of grace and quickness
Keen Senses: You have proficiency with the Perception skill.
Ancient Blood: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Only To A Cael: You can always identify--by dialect, accent, or mannerism--whether another Cael is from the Vinwarde Hills or Tela Heath. No mundane means can obscure that.
Languages: Seubian, Caelish
Tela Heath

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The cities of the rolling Tela Heath are beautiful and storied, many of its fortresses harkening back to the Ffoltling tribes which predate the Caelish themselves. Stories about the Cudd Lygrall-- the Hidden Library--still abound, and a dozen different Manceries vie for patronage from Caelish nobility. It is traditional for young Caelish to attend a university or Mancery before they come of age and many end up with some small magical talent to show for it. Others still continue on the path of magical learning, and the Tela Heath boasts a good deal of Wizards and Eldritch Knights among its population.

Ability Score Increase: Intelligence +1
Caelish Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Mancery Tutelage: You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra language of your choice. (Varlander, Ybarian, Old Seubian, or even something exotic from the Old Country)
The Vinwarde Hills

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While the people of the Vinwarde Hills are not always the most welcoming sort, they hold true to the oldest traditions of the Caelish. The Old Way is still practiced here, and while the Heath may boast impressive druidic ruins the Vinwarde Hills are home to many well-maintained and frequently used druidic circles--the Earthfold Brotherhood notably. Many rangers and woodfolk connect with the land spiritually, and some even boast hidden arcane talents that bring them closer in tune with the wooded vales and hills that are their home.
Ability Score Increase: Wisdom +1, the Vinwarde Hills is home to traditional people who hold to a down-to-earth, grounded sensibility.

Caelish Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: Your base speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


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You hail from the rocky, unforgiving lands of the Varland Province. It is said that if you put two Varlanders in a room together you’ll get five opinions-- none of them in agreement. Your people and culture have a history of rebellion and anti-authoritarian attitudes, perhaps owing to the decentralized political climate. Varland is governed by Estates--large tracts of land owned by a single person or family, to whom rent is paid--which rarely come to a consensus. Each Laird makes up their own mind and that is that. Varland is renown for its mercenary companies, which often supplement the income of whatever Estate raises or sponsors them; the vaunted Rising Moon Greatswords are one historically famous troupe.

Male Names: Alan, Alistair, Angus, Balgair, Bhraidan, Bruce, Colm, Padraig
Female Names: Alison, Annabell, Coira, Leana, Moibeal, Rhona, Wynda
Northern Estate Surnames: MacGregor, MacSwain, MacDougall, MacHourn, MacMillin
Southern Estate Surnames: Abernathy, Graham, Campbell, Hume, Badenoch
Varlander Traits
Ability Score Increase: +2 Strength
Languages: Seubian, Varlander
Northern Highlands

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You hail from one of the Northern Estates--MacGregor, MacGloin, or the like--in the icy, thin peaks of Varland. Your people are a stoic sort, given to hardship and struggle-- the uncompromising landscape has shaped an uncompromising people. North Varlanders make up most of the renowned Iron Guard, a volunteer company with distinctive blue-and-grey greatcoats, that patrols the infamous Isle of the Dead (a prison colony known for its violence and inhospitality). If there can be said to be a capital of Varland it is in the Northern Highlands-- the opinion of the Laird Nac MacGregor has often swayed the majority of its peers.

Ability Score Increase: +1 Con
Natural Athlete: You gain proficiency in the Athletics skill.
Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in Chapter 5 of the Dungeon Master’s Guide.
Southern Estates

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Of all the Estates of Varland, it is the Southern Estates that have most shaped the reputation of the land. It is said that there has never been a time in the history of the continent that there hasn’t been a Southern Estate in open rebellion; though an exaggeration, it is traditionally the Southern Estates which have been the first to arms and the last to surrender. They are proud, quarrelsome, and notoriously prolific mercenaries-- the Rising Moon Greatswords has existed for nearly a hundred years, and been at the heart of several pivotal battles throughout history.

Ability Score Increase: +1 Dex
Menacing: You gain proficiency in the Intimidation skill
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


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The Ybarian peoples are a relatively recent transplant to the continent, and their castles and cities dot the hot southern coastline. Its culture is--compared to neighboring lands--a strange and permissive place. Patron-magic and what academics call the “unbound” sorceries are practiced to a greater degree in Ybaria than anywhere else; it is no surprise the Ybarian stock-character of many morality plays is a dangerous and charming rogue, often flirting with powers beyond his ken. And it is perhaps no surprise that the Ybarian people neither shrink from nor seem to take offense at the stereotype-- a number embrace it. The Ybarian courts are passionate places which at their best showcase a people determined to live life to its fullest, and at worst evidence why the ascetic message of the Mother Above is necessary to curb decadence and hedonism.

Male Names: Andoni, Dario, Ferran, Gurutz, Mikel
Female Names: Jana, Nahia, Narcisa, Perpetua
Surnames: Bidarte, Ynigo, Ziortza, Zubiri, Elizondo
Ybarian Traits
Ability Score Increase: Charisma +2
Skill Versatility: You gain proficiency in one skill of your choice.
Languages: Seubian, Ybarian, and one extra language of your choice.
Ybarian Port-City

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There are few sights like the bustling, often chaotic, ports of the southern Ybarian coast. Filled with sights and sounds from all over the continent and even beyond--Marcadian merchants rubbing shoulders with lantern-jawed Merovago privateers and glass-eyed mystics from the Eastling Isles--there really is no competition for the cosmopolitan Ybarian ports. From these ports comes the infamous swashbuckling combat style The Steel Tempest, as well as the swaggering bravoes who practice it. Natives are often mariners, sometimes privateers and never pirates-- though it is an unwise man who takes a sweet-talking Ybarian at his word.

Ability Score Increase: +1 Dexterity, the Port-Cities of Ybaria are filled with swashbuckling sailors and smooth-tongued mariners
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
The Ybarian Border-Castles

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The border region of Ybaria is called ‘La Caztalans’ by natives--literally ‘The Castles’--and it is mostly home to various impressive fortresses and castles nestled within temperate dunes. The lack of arable land means the Caztalan region is sparsely populated; this more than anything else likely contributes to its mysterious reputation. Patron-magic is strong here, as are the “unbound” sorceries, and it is rare to find a Caztalani Prince who does not have a warlock or two in his retainer. Culturally, the region prides itself on erudite learning-- nobles compete to have the latest lectures and treatises in their library. In fact it is rare to find someone native to the area who has not had some kind of formal education.

Ability Score Increase: +1 Intelligence, the Ybarian Castles host a good deal of schools and universities, and its people value education.
Educated: You gain proficiency in Nature, History, Arcana, or Investigation

This message was last edited by the GM at 16:30, Fri 29 May 2015.

The First And Last
 GM, 4 posts
Fri 29 May 2015
at 16:29
The Faith of the Mother Above

Introduced to the continent when the Seubic tribes first settled it, a thousand years ago, the Faith of the Mother Above has three essential pillars of dogma which survive to this day in the Aldonnean Seat, which governs the Faith.

1) The Mother Above and the Father Below created the world and all life within it.

2) The Mother Above is all-knowing and all-loving. The Father Below is the great challenger of mortal life-- his works require trust and faith in the Mother Above to weather.

3) The High Daughter of the Faith is anointed with with the infallibility of the Mother Above, and speaks with uncorrupt authority as to Her will.

There have been several sects and splits with Aldonnean Seat-- most of them disagree with the third dogmatic pillar. The Northern Orthodoxy attempted to replace the High Daughter with the King himself, while the Bloodwood Heresy rejected that anyone could speak for the Mother Above.

Notably, the Vingian Empire follows a faith which is remarkably similar-- but rather than venerating the Mother Above who protects against the Father Below, it venerates the strength of the Father Below as a means to circumvent the machinations of the Mother Above. This is historically unsurprising, since the Seubian and Vingian people came from the same culture thousands of years ago-- it is however an unpopular fact to bring up these days.