Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Jan 11, 2011

The Order of Brother Rudiger

Brother Rudiger was an early priest who venerated the goddess of agriculture, Corrise.  He was chiefly concerned, however, with the early communities of farmers that were beginning to spread out from the Baronial castles and their immediate protection, as Westroners spread throughout the northern part of the Valley in the 4th century after they migrated in from the West.  Eventually, in year 487, Rudiger died, and a group of his followers constructed a small chapel in a nondescript sheep hamlet (with no name) west of the Barony of Botts (but east of the Shadow Woods).

As farming communities grew, and villagers needed advice on building stronger stone buildings (to withstand years of the elements, and also attacks of the more dangerous denizens of the Valley) they would frequently consult members of the order, who would share the knowledge that Brother Rudiger developed in that regard (building and community design).  Soon the demand caused the small order to begin spreading, and building its hallmark small stone chapels across the land, in many small hamlets and thorpes.  A sub-order of itinerant monastics began as the Traveling Brothers, and then these spun a group of  nuns as the Traveling Sisters.  The small chapels are run by Community Vicars, and they will sometimes take up a vow of traveling over several years both to spread information about their own community, and to learn about other communities.  There is a somewhat military arm of the Order known as the Hearthguard which consists of fighters who have taken vows of service (always only for a few years) as well as the priests of the order the Guardians of the Hearth (most player character members of the order would be of this group).

One of the main things outstanding about the Order of Brother Rudiger is the fact that it sponsors an order of knighthood, consisting of both commanders of the Hearthguard and also Paladins known as the Knights of the Hearth.  These are covered elsewhere in the writeup on Paladins, but some words are worth covering here.  The Knights of the Hearth do not wear a specific livery of the order (with the exception of sometimes the symbol of a knotted golden rope on their shield or breast), but instead adopt simple two colored dress, and adorn their weapons, mount, and armor with favors.  These favors are collected at villages they visit in their pursuit of justice and chivalry.

Community Vicars, Traveling Brothers and Traveling Sisters (as well as Guardians of the Hearth) will appear in public only when dressed in their priestly raiment.  That consists of simple brown robes (sometimes hooded, or not, according to the clime) tied with a golden knotted rope.  Guardians of the Hearth may wear any armor, but it must be worn either under their robes, or with their robes still evident underneath the armor (so no full plate mail).  If they employ shields while questing or defending a village, it should be a plain design, of a single color, with a golden knot as the only charge.

Spells available to priests of the order can come from the spheres of All, Creation and Healing.  There is also minor access to the spheres of Combat and Protection.

Guardians of the Hearth are also taught techniques to incite fighters into a berserker rage (A willing warrior may be incited at most 1 time per day. It takes 1 round for the priest to incite the warrior. Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him. Once he leaves, he chooses whether or not to emerge from the rage).

All priests can share a Soothing Word three times per day.  This can function either to remove the effects of a Fear spell or effect, or it can calm the reaction of animals or monsters, of hit dice up to twice the level of the Priest.

All priests also have the ability to turn undead creatures.

Priests of the order must have the NWP "Local History" of the community where they serve.

All sorts of armor and shields are available to Guardians of the Hearth.  Weapons include dagers, dirks, flails, and the morningstar. The last two are preferred.

Jan 4, 2011

Characters for a Convention Game

So, Marscon is coming up.  I am running a dungeon adventure, for pre-generated low level characters, 2nd Edition.

The players will have a list.  Those that are interested in playing can "pre-select" a character off the list (or in a few cases, actually request one).

What I have on the available list is this -

  1. Human Fighter (Male) - lvl 3; NG
  2. Human Fighter (Female) - lvl 3; CG
  3. Human Ranger (Male) - lvl 3; CG
  4. Human Paladin (Male) - lvl 3; LG
  5. Human Thief (Male) - lvl 3; NG
  6. Human Thief (Female) - lvl 3; N
  7. Human Druid (Male) - lvl 3; N
  8. Human Magic User (Male) - lvl 3; CG
  9. Human Magic User (Female) - lvl 3; NG
  10. Dwarven Fighter-Thief (Male) - lvl 2/2; CN
  11. Halfling Thief (Female) - lvl 3; CG
  12. Gnome Fighter-Illusionist (Male) - lvl 2/2; NG
  13. Elven Fighter-Magic User (Male) - lvl 2/2; CG
  14. Human Priest (Male) - lvl 3; NG
  15. 1/2 Elf Priest (Female) - lvl 3; CG
  16. 1/2 Orc Fighter (Male) - lvl 3; LN
I am going to restrict the sessions to 8 players each (although I would prefer 6 players).  The reason for 16 characters is so if I get a totally different group for the second session, and the new players want new characters . . .

The Dungeon I am going to run is not written with these players in mind, nor have they been designed with the Dungeon in mind.  It is (in a very small, localized sense) a sandbox type adventure.

The idea is this - in true old school fashion, there is going to be a lot of action (tactical action, meaning loads of combat) to keep all of the players engaged all the time.  The few areas that are thinking areas, will be quick puzzle type encounters.

More details to come, but that is it for now.  I plan to make the characters available here on the blog, as they are finished (or perhaps after the convention).

Jan 3, 2011

Bardic Colleges

There are three widely recognized Bardic Colleges among the Westron Baronies, and also a distributed Bardic Circle amongst the tribes of the Storm King.

The three Bardic Colleges are located in the cities of Botts, Ockham and Gorrem.  These are responsible for training in the craft and science of being a Bard.  Within the Westron Baronies, and elsewhere, being a Bard can take on a number of different titles.  Almost every castle of any size has a Troubadour, Jester, Minstrel or other educated musician.  These sometimes appear to be Fools who only entertain their masters and the household, but they are finely trained in music, the ability to tell and remember a tale, as well as the ability to recall and pass on important information.  Some Bards progress in the science of Magic as well.  In addition to the castle Bards, there are many traveling Bards who bring news and information from place to place, as well as undertaking adventures and quests.

Each Baron with any sort of money also maintain a number of Heralds (more on that in a later post), many of which are also formally trained as Bards.  While the City of Narn professes to have a College of Heralds (which one time was responsible for all nobility patents and lists throughout the Westron Baronies, now that has largely localized), all those who participate are educated at one or more of the Bardic Colleges listed here.

  • In Gorrem, the Bardic College of Maelwyn (a master of the night harp from ancient times) is located.  It is housed within the Tower of Druaqua, and the Master of the Tower is Chief Harper Terr Ondway.
  • In Botts, the Bardic College of  Brandismore is located at Feyd Hall.  The Lute Master of the Hall is Mistress Leanarra Gwayne.
  • In Ockham, the Bardic School of Arts is housed in the ancient castle Larkstone Heights (once a building of the Old Ones, constructed of a mysterious green stone).  The headmaster of the school is Chanter Stuven Fivestar.

Almost all tribes or settlements amongst the Storm King tribes have a bard who is resident to that people.  They don't have a formal school for training, but do all by word of mouth from one generation to the next (in the old fashion that the Westroners used to observe, before the establishment of the three Colleges).

The concept of a Bard is unknown amongst the Sun King tribes.

Dec 6, 2010

Paladins!

Gentle Knight was pricking on the plaine,
    Y cladd in mightie armes and siluer shielde,
    Wherein old dints of deepe wounds did remaine,
    The cruell markes of many' a bloudy fielde;
    Yet armes till that time did he neuer wield:
    His angry steede did chide his foming bitt,
    As much disdayning to the curbe to yield:
    Full iolly knight he seemd, and faire did sitt,
As one for knightly giusts and fierce encounters fitt.

But on his brest a bloudie Crosse he bore,
    The deare remembrance of his dying Lord,
    For whose sweete sake that glorious badge he wore,
    And dead as liuing euer him ador'd:
    Vpon his shield the like was also scor'd,
    For soueraine hope, which in his helpe he had:
    Right faithfull true he was in deede and word,
    But of his cheere did seeme too solemne sad;

Yet nothing did he dread, but euer was ydrad.

Vpon a great aduenture he was bond,
    That greatest Gloriana to him gaue,
    That greatest Glorious Queene of Faerie lond,
    To winne him worship, and her grace to haue,
    Which of all earthly things he most did craue;
    And euer as he rode, his hart did earne
    To proue his puissance in battell braue
    Vpon his foe, and his new force to learne;
Vpon his foe, a Dragon horrible and stearne.
- Edmund Spenser, 1596 A.D.


The Paladin is a crucial element in the battle between good and evil in the Valley of the Old Ones.  As servants of a higher authority, they are subject to review of their adherence to the laws of chivalry.  A brief word or two seems in order, so that a player who chooses this class would know what sort of Holy order they are buying into, in the game world.


There are, in the main, three orders of Paladins among the Westroners in the Valley of the Old Ones.  All three are lawful good, and have Paladins who are played exactly as the rules prescribe (no variation in class, alignment, abilities, etc).  There are anti-paladins (and worse) in the game setting, but these will be discussed another time.


First, is the Order of Knights of the White Lady.  The White Lady is one of many names given to the eldest daughter of the goddess Magenta.  She is the incarnate as the largest of the three moons that travel across the sky above the Valley of the Old Ones.  Her role in the world is to battle evil and monsters wherever they may be found.  In this she stands in opposition to many of those who are not good, but who still look to Magenta (the goddess of Magic) for guidance and power.  One of the curious worldly aspects of the White Lady is that fact that in her appearance as the large white moon, known by her proper name Poritia Nove, she casts no reflection on the Two Moon river.  For that reason, many evil creatures and men have decided that they are more safe in that region than elsewhere in the valley, and it is a magnet for vile creatures and beings of all stripes.


There are, of course, priests and monks and nuns of the White Lady, but those will be detailed elsewhere.  The Paladins of this order are a typical chivalric order, as was common on Earth around the 13th or 14th century.  A long period of training and serving as a squire would precede the actually conference of Knighthood on the player.  The act of passing from level 0 to level 1 coincides with being Knighted into the order (something that occurs before the start of the campaign for most characters).  A patent of nobility is expected from the family (even if impoverished) for those who would join this order.

Paladins of the White Lady will dress all in white robes - silk if possible.  Their symbol is a black heater shield, with a white disc in the upper right corner. This symbol - the shield with the white disc - appears on the breast of their tunics, on military pennons and banners, and also as the device on their shield.  Individual knights in the order do not wear personalized heraldry.

In addition to the normal chivalric duties of protecting the honor of women, defending innocents, and meting out justice the knights of the Order are primarily interested in vanquishing evil wherever it may be found.  This is a very aggressive order.


Second are the Knights of the Hearth.  This is an order that started out as a group of Priests from the Order of Brother Rudiger.  They had taken up vows to protect those villagers and towns folk who lived far away from the castles of their baronial lords.  Such people are always in danger of being set upon by one sort of danger or another.


After a while, it turned out that bands of the Priests from the order were doing more fighting than anything else, and that gave order to the Paladin's order.


These knights are sometimes known as the Peasant Paladins for they will accept anyone, regardless of a noble patent or not.  They have just as stringent requirements as the other orders, but welcome those of ability, rather than just those of a high birth.

The knights of the order are not interested in military adventures against strongholds of evil, nor do they seek questing.  These are simple, quite utilitarian knights who seek to protect the people that they serve from evil and injustice.  Never ones to back down from a fight, they also do not seek it out.  One of the things that many knights of this order secretly desire is to be able to fight, and perhaps sacrifice themselves, in  a desperate battle defending innocents against overwhelming odds of evildoers.


The livery of the Knights of the Hearth is quite interesting.  They do not have any heraldic symbol, choosing instead individually a set of simple clean livery, consisting often of just one or two colors.  In their pursuit of justice and the defense of the helpless, it is quite common for Knights of the Hearth to collect favors and to adorn their armor and weapons with the same.


Finally, there are is the Brotherhood of the Sword.  These knights came out of the Order of St. Lilliane, that formed when the Cathedral of St. Lilliane was defiled and destroyed by trolls.  The surviving priests took up arms, implored the local secular Knight, Sir Vallimor of Botts to train them in the use of arms, and thus the fighting order was born.  These knights took an oath on an inverted sword, and that remains their symbol to this day.


Of all the three orders, the Brotherhood of the Sword is the most prone to solo wandering and adventuring.  Given strongly to the idea of a quest or mission errant, the brothers will often go on long quests lasting years - following the code of chivalry the entire time they are out questing, always upholding the Paladin code, as well as the reputation and honor of their order.


The livery of the order is simple.  It is a white tunic, and a white shield, with a red upended sword portrayed on the center of each.  This, in simplest form, appears as a red cross.