Author Topic: Prologue and City/Campaign World Information  (Read 1451 times)

0 Members and 1 Guest are viewing this topic.

kevin_video

  • Moderator
  • Organ Grinder
  • *
  • Posts: 4833
    • Email
Prologue and City/Campaign World Information
« on: May 14, 2011, 04:19:28 PM »
This section will give you guys the basics on certain cities you visit, and NPCs and businesses that you come across. There are a few cities that might even have some history that you either learn about, or already know. It will also give you some background on the campaign world in general.

This will be the time table that we'll be using.

Days of the Week
Day - Task
Moonday - Work, religion (night)
Toilday - Work
Wealday - Work
Oathday - Work, pacts signed, oaths sworn
Fireday - Work, market day
Starday - Work
Sunday - Rest, religion

Months of the Year
Month - Days in Month - Season
Abadius (January) - 31 - Winter
Calistril (February) - 28 - Winter
Pharast (March) - 31 - Winter/Spring
Gozran (April) - 30 - Spring
Desnus (May) - 31 - Spring
Sarenith (June) - 30 - Summer
Erastus (July) - 31 - Summer
Arodus (August) - 31 - Summer
Rova (September) - 30 - Fall
Lamashan (October) - 31 - Fall
Neth (November) - 30 - Fall/Winter
Kuthona (December) - 31 - Winter


Holidays and Festivals (Throughout the country - Note that not every city celebrates these)
Abadius
20th. Calistril
2nd. Merrymead:Leap Day: Added every 8 years for calendar accuracy.

Gozran
7th. Currentseve: Solemn occasion on which families of sailors and rivermen pray for safe passage during the year.
15th. Taxfest:Wrights of Olokand: Annual celebration of Olokand's shipyards and the navy.

Desnus
Last Sunday. Goblin Flea Market: Market day of crafts, strange items, and games for costumed children.

Erastus
3rd. Archerfeast: Archery competitions, livestock trading, and courtship of eligible women.
17th. Burning Night:Arodus
16th. Armasse: Day to train commoners in combat, and learn from history.
Last Sunday. Silverglazer Sunday: Two-part fishing festival involving swimming contests and huge puppets.

Rova
First Sunday. Silverglazer Sunday: Second half of the festival.

Lamashan
Second Moonday. Harvest Feast: Celebrates the harvest and the end of field work for the year.
27th. Jestercap: Day of pranks and practical jokes. Particularly favored by gnomes.

Neth
8th. Abjurant Day: A day of working together to shore up mutual defenses and train children in magic.
18th. Evoking Day: A day of fireworks displays and magical duels (both mock and real).
23rd. Seven Veils: Celebration of brotherhood between all civilized races, marked by interracial masquerade balls.
28th. Transmutatum: Self-improvement.

Kuthona
Second Week (Sunday to Starday). Winter Week: Traditional feast; time for courting and spending time with friends.
31st. Night of the Pale:
« Last Edit: May 15, 2011, 10:30:36 PM by kevin_video »
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.

kevin_video

  • Moderator
  • Organ Grinder
  • *
  • Posts: 4833
    • Email
Re: Prologue and City/Campaign World Information
« Reply #1 on: May 15, 2011, 05:29:37 AM »
Ardis
It's unfortified, and by the ocean (has a small port). It's main source of food and revenue is fish. The manor owns the only fishing boat that's rented out by the fishermen on a regular basis. There's an inn, a clinical house/hut, a church (multiple shrines, but no specific deity), the manor house (run by the bailiff Bandor and owned by the young noblemen of Balor, Reginald Balor). There is a tent city built outside the city limits set up by travelers, but only from Spring to Fall. There's a dwarf blacksmith, Allric Brunnling of Clan Gorin. There's also a trapper/guide (ranger) that everyone knows by the name of Bela, who takes the noblemen out for wild boar hunts every year. Finally there's the chief of the city guard, Lt. Ashten.

Lt. Ashten, Bandor, and Reginald all hail from the capital city, Abriel, which most have never visited. A majority of the commoners who have gone was some 30 years ago during the king's coronation ceremony and wedding to his queen. It was also the day that there was an attempt on the new king's life by an assassin that was never captured.

The city averages between 200-250 people depending on the time of the year, but sometimes gets up as high as 400 people during the annual Spring festival. The record is 500 people at the festival, but that was 10 years ago when there were still people who were capable of jousting.

About 85% of the population is human. Another 13% is a mix of elf, half-elf, gnome, dwarf, and halfling, and 2% miscellaneous.

Nearly every house has a shed or small barn, regardless of stature. This is usually used as a store or place of work, or as an actual barn. Each home has a loft up in the attic where you'd sleep. The average tax on each home is around 33 copper a month. Everyone is responsible for utilities (lamp oil, etc) and food.


Key NPCs in Ardis:
Blacksmith - Allric Brunnling of Clan Gorin (Expert 3, Apprentice), dwarf, age 86
Manor House Baliff - Bandor (Magus 6, Courtier), human, age 41
Manor House Nobleman and City Mayor - Master Reginald Balor (Warlord 3/Aristocrat 1), human, age 20
Guide and Tracker - Belandria/Bela Swiftfoot (Ranger 4; Guide archetype, Hunter), half-elf, age 37
City Guard Chief - Lt. Henry Ashten (Fighter 4, Guardian), human, age 33
Head Priest - Father Harold Saxson (Cleric 3; Cloistered archetype, Acolyte), human, 30
Innkeeper/Bartender - Thomas Sky (Hurler Barbarian 2/Expert 2, Tavern Server), half-orc, age 49


Main Law: No person is allowed to carry a visible weapon, short of a dagger, while walking about the town. If you are caught, you will be asked to put it away somewhere, or leave it kept at the manor house. As long as you're within the city limits, you will be under the protection of the city guard.


Holidays:
Ardistrice Festival
First Week of Gozran (Oathday to Starday)
Commemorates the founding of Ardis.
« Last Edit: May 20, 2011, 02:27:12 PM by kevin_video »
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.

kevin_video

  • Moderator
  • Organ Grinder
  • *
  • Posts: 4833
    • Email
Re: Prologue and City/Campaign World Information
« Reply #2 on: May 15, 2011, 06:02:27 AM »
Abriel
The capital city of Nelafayn, but not the largest city.
Argumentatively the oldest city build on the continent, Abriel is home to where the king and his queen live, and rule the country from. It's also the city that most criminals end up going to for their final judgment as they have a supreme court, as well as a magical guillotine that is claimed to have been a gift given by the gods themselves to help deal swift justice to everyone.

The city has close to 150,000 people who live in it, and not all of them are considered savoury. There are slums in Abriel just as there are in most larger cities. It's rumoured that it doesn't matter what you need because you can apparently get it there. There's even tales of a creature known as a Mercane residing there, who can get you whatever you want, no matter the difficulty, you just need the cash.

Like in most cities, the town guards are supplied with a spear and shield, and a crossbow. They are also given a dagger for close combat. Most of the guards can't, but if you can throw punches, all the better. You never know when you might get disarmed. They are given weapons from the castle's armory. At the end of their shift, they return them. However, unlike other towns, there are actually people who can maintain these weapons on a regular basis, and even enchant them for a specific amount of time. But like all cities, because of the ruling, only those who are knighted can carry swords legally.

There are basic laws to be followed in this world. There are two main punishments if you commit something against the hierarchy. 1) You live out the rest of your days in the quarry, or 2) you're publicly executed by beheading in the city square.

Thirty years ago, King Randor II was crowned the new king of Nelafayn after his father, the previous king Randor I, fell ill from an unknown sickness that later took his life. That same day, Randor II married his queen, the Lady Celephaine. During the wedding ceremony, an assassin took a shot with a crossbow at the king, but the bolt instead knocked off his crown. The king's personal guard chased after the would-be assassin, but unfortunately no one was ever caught.

It was after that, that the king declared that all people of the land were not allowed to carry any weapons in the open, especially bows, swords, or anything that might cause fatal harm to his royal majesty. Swords, which were chivalric weapons, were only allowed to be carried by those who came from a church (only during a battle that called for it), or by those who were knighted or of nobility.

Try as they might, all of the country's guard couldn't keep up with maintaining that rule, but for the most part they were able to. Anyone caught with those kinds of weapons, and didn't meet the requirements were usually sent to the quarry if they were a mild to moderate threat. Others were given warnings, and those who were serious threats, or committed treason, were executed outright.

Main Law: No weapon, short of a dagger, may be visible while walking in the higher end part of the city.
I reject your reality, and substitute my own.

When God gives you lemons... it's time to find a new God.

Like D&D Freakouts? Check out this 4th Ed one.