If you have visited the city, then you know that the pillars that rise up out of the Cambio Delve - those that the city of Werms is built upon - are constantly enshrouded in banks and banks of fluffy white clouds.
This, alchemists will tell us, has to do with the difference between the temperature and conditions of the airs that blow down out of the Destriel Mountains across the opening of the Delve, and the conditions of the rising airs that come up out of the abyssal depths of the Delve. An explanation that only matters to an alchemist, I know, but that is what it is.
Each pillar has its own name, of long tradition in the history of the ancient city, and some are known for certain structures that mark them as landscapes. Common features among many of the pillars are the irregular shape of their topmost tips - although the Westron builders have tamed that through building up stone structures in different layers, and at different heights, still the streets among those structures are very "hilly" in nature. On almost all of the pillars (the only exceptions being The Spire and Ancro Pillar) there is some natural water source. Some of these were natural, and others have been created through the centuries, by magical means. Much of the foodstuffs of the city, however, are grown in the pastoral lands in the rolling hills surrounding the Delve. Below are some brief descriptions of the different pillars.
A. Eindar Pillar - Eindar Pillar suffers somewhat in beauty and spendor because it is right next to the Mound of Etro. It is home to several notable sectors of town, including some noble villas, a number of highly skilled smiths (silver smiths, gold smiths, etc), and houses the main Aery of the City Guard Gryphons. Eindar Pillar has stone bridges connecting it to Learan Rock (B) and also the Mound of Etro (G). The abandoned lower city structure on Eindar Pillar is some of the oldest in the city, barring the Globe Keep on the Mound of Etro, and there are layers and layers of city buried underneath some. Much of the original layer consisted of villas owned by the leading equestrian families that served Baron Ap Etro. Among them was the famous Harmalan family. The ruined Harmalan villa is the location of the web-lair of Ostigaar.
B. Learan Rock - Learan Rock is home to many wealthy residences. Few businesses are here, other than personal service businesses (tailors, haberdashers, furriers, bath houses, and similar, but fewer than supposed because many households have their own skilled servants).
C. Pili Ronser - Pili Ronser is one of the few stone abutments that were originally settled by the Lass Indol people that traveled with Baron Ap Etro when they settled the city. They strong influence of these people is the reason for the Cathedral of Frigia Nor being here in Werms, and it is located on Pili Ronser. Pili, by the way, is a Lass Indol word meaning speartip. Pili Ronser is connected by stone bridges to Morning Glow (F) and Learan Rock (B). The Cathedral, is called Skyhome, and features a number of high soaring towers, with bronze exteriors, that shine brightly in the sun, when it fingers between the clouds.
D. Pili Timro - The two civic institutions that the Baron is most proud of are located here, along with much housing for artisans and craftsmen. The first institution is a school for the children of the "middle classes". In a Westron style city, that means the children of skilled labor, guild members, and merchants. It is simply called the Academy. Outside the Barony, it is referred to as the Werms Academy. It is one of a few such in the whole Valley, but a few hundred years back, Baron Hio Ap Yelton ("The Scribbling Baron") thought the Barony would benefit from widespread literacy.
The second such institution is the Baronial Preserve. This is a sort of public park, where all sorts of exotic animals and captured monsters and odd foreign people are kept on display.
E. Avin Rock - This is the location of many of the professional guilds (other than the Alchemists Guild, which in Werms is rather small, but is also isolated on Aster Height). One of the more notable guilds is the Fellowship of the Shield (a fighters and mercenaries guild). The horses, servants,and squires of the Baron's knights are also found here, and there is a rivalry between the royal men at arms and the sell-swords and bravos of the Fellowship. The Baronial knights maintain a very large stable compound across the stone bridges on the surrounding countryside. Only the horses of senior knights are permitted on the Rock. Needless to say, other than frequent (but rarely deadly) duels between the royal knights and the sell-swords, there are also ongoing rivalries with the city guard, and especially the gryphon riders. The knights consider them common soldiery.
F. Morning Glow - Location of many of the wealthiest villas and estates. The private residence of many professionals is located on Morning Glow. The name comes from the veins of exposed metal in the stone of the pillar (dwarves believe it is a form of "goblyn gold" that shines but is worthless) that shine so brightly in the sunrise.
G. Mound of Etro - This is the location of the Globe Keep - the capital building of the city, and also the seat of power for the Barony of Werms. Bridges exist between the Mound of Etro and Eindar Pillar (A), Pili Ontoom (H), the Pillar of E'Dlum (L) and The Spire (M).
H. Pili Ontoom - In addition to many artisans and craftsmen making their home on Pili Ontoom, it is also the location of a small Monastery. It is a mixed gender monastery dedicated to St. Gianna.
K. Toan Rock - The Hospital of Allumes is located on Toan Rock, as are a number of herb and spice merchants. Many of the herb merchants own walled villas here, and the smells of their herb gardens fill the air of the whole Rock. Allumes Hospital is run by an order of sisters of St. Lilliane, and Paladins of the Brotherhood of the Sword (Sword Brothers, as no other titles or rank is recognized in that order). The Sword Brothers are not permanently attached to the hospital, but in their questing across the North of the Darkearth Plains, they check in at the hospital at least annually when possible.
L. Pillar of E'Dlum - This is the location of the Cloudhome Cathedral (the main cathedral of the Order of St. Leiathar, of the Nadene branch of the Westron church), as well as a number of private villas, and some very high end specialist businesses (poetry tutors, specialist jewelers, etc). There are stone bridges connecting the Pillar of E'Dlum with the Mound of Etro (G), Toan Rock (K), and Tuvril Quarry (P). Some of the wealthier and more selectives of E'Dlum work very hard to keep the market on the Tuvril Quarry bridge shut down as much as possible, and they discourage visitors from that pillar, since they have a dim memory of when it was a working rock quarry.
M. The Spire - The Spire is named not so much for the pillar itself, but for the curious structure that arises from it's top surface. It is a very tall (180') very large (60' diameter) pillar of marble. Approximately every 30' or so, moving up the pillar, are large porticos wrapping around (always exactly) half of the pillar, and extending out 60' into space with no visible means of support, but apparently of the same marble as the pillar. There are no stairs or carved ladders between these layers, but there are stone railings around the outer edge of each porch. The top is topped with a massive platform, a full 180' across and surrounded by the same 4' high railing as the other layers. It existed when the city was formed, and space on the 'spire' quickly became a very prestigious premium. Today it serves as home to visiting dignitaries from other cities, churches, and magical schools.
N. Stomal Rock - Any visitor to Stomal is completely aware of two things immediately.
First are the artificial platforms surrounding the outskirts of the pillar. These house row after row of giant bee hives, tended by a number of stone golems. The walls of the pillar, reaching down as far as light can travel, are covered with a family of differing flowering vines called "The flowers of the Moons". The do blossom in three distinct types - white, red, and golden - correlating to the three moon Goddesses, daughters of Magenta. All three produce blossoms of a gargantuan size, and enough to satisfy the giant bees. The golems are controlled by a number of magic using merchants who sell the products of the bees (honey and wax).
The second noticeable item immediately apparent on visiting Stomal rock are the number of layers of city that have been covered over. And from exposed vents and shafts from the older parts, trails of smoke indicate that they are still occupied by hundreds of peasant families.
P. Tuvril Quarry - The quarry is so named because it is made of several types of very hard stone, including granite and marble, that were exposed on the top surface of the pillar when the city was settled, and for hundreds of years lay open as a baronial quarry. Eventually, the space was needed, and the mining and quarrying operations began to dig deep down shafts into the pillar, as layers of stone city structure was built overhead. In digging down, the miners uncovered veins of rich metals and also several cave systems, some inhabited.
Q. Den Kar Pillar - The second highest pillar, after the Mound of Etro, Den Kar is a home for wealthy residents on the surface, and progressively poorer laborers and peasants in the lower levels. A number of those residences belong to wizards and sorcerers, and feature tall towers rising up above the walled residences themselves.
R. Ditro Pillar - Other than the many market stalls and open bazaars that line the stone bridges between pillars, the open market at Ditro is the largest area given over to trade and mercantilism in the city. Located because of the Western Gate, all other stone bridges leading from Ditro (to Den Kar) are heavily guarded and feature stout gate houses. Outsiders from the surrounding countryside are frequently seen in Ditro. The lower levels of this part of the city are full of all manner of criminals, even though they make practice their crimes throughout the city. In fact, the thieves and assassins guild pretty much make sure no crimes are committed in Ditro against citizens of Werms, as sort of an unspoken truce with the city guard.
S. Aster Height - This isolated pillar is the home of the small, but active guild of Alchemists. The Alchemists and their guests travel back and forth to the heights via means of potion and other magical devices. There is an uneasy peace between the Alchemists and the city guard, as the guild maintains a colony of pseudo dragons here on the pillar, and occasionally the gryphons belonging to the city guard will eat an unsuspecting young pseudo dragon just learning to fly. Repercussions are frequently out of proportion, but the guild members are fond of their little draconian pets.
T. Usal Rock - While this pillar is mostly uninhabited, and undeveloped, it is used as a training field for the city guard, especially the gryphon riders. There are some crude barracks and stables constructed here, but almost all consumable needs (water, food, etc) need to be brought by the troops when they come for periods of training.
U. Ancro Pillar - This pillar sat empty for the first 200 years of the city's history, but eventually Ancro the Summoner came and established the magical school of conjuration and summoning, called the "Demesne of Planar Knowledge and Magical Petitioning". This pillar, and the school, in contrast to the remainder of the city, are always surrounding by swirling black clouds. The remainder of the pillar, aside from the school of magic, is given over to feudal peasants that serve the school, tending little patches of gardens and penned animals. The small number of craftsmen that are required to support the activities of the school are also here.
Showing posts with label Corrise. Show all posts
Showing posts with label Corrise. Show all posts
Jul 7, 2012
Jul 6, 2012
Lass Indol - people of the four seasons
The Lass Indol were a people from out of the west that worshiped the
four seasons, and had a matriarchal culture based heavily on music, and
magic based on music. It is suspected that the Skalds of the Storm King
barbarians have a lot in common with the poet-sorcerers of the Lass
Indol. Over the centuries, these folks, although retaining a marked
preference for music, have slowly been assimilated into Westroner
culture. Even their own deities (actually personifications of the
seasons) were adopted into the Westron church, as demigods associated with Corrise (the Goddess of Agriculture).
The four demigods are Neuvirra Oss
(demigoddess of Spring and Planting), Elongar Suu (demigoddess of Summer and Growth), Olimo Vis (demigoddess of Autumn and the
Harvest), and Frigia Nor (demigoddess of Winter
and of Feasting).
The Corrisan branch of the Westron Church maintains cathedrals to the four demigods. The cathedral of Frigia Nor is located in Werms.
The Corrisan branch of the Westron Church maintains cathedrals to the four demigods. The cathedral of Frigia Nor is located in Werms.
Jul 3, 2012
Werms - Northern City in the Clouds
Okay, Khomaes is done (for now). There is (of course) Loads more stuff that can be done, not least of all would be relying on the excellent Midkemia Press product, "Cities" to flesh out lists of businesses etc that populate the city, and maybe do some custom encounter tables. But perhaps later.
The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
Werms is nicknamed the "Northern City in the Clouds". It is the northernmost Westroner city in the Valley. The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve. The main part of the city is built around a very old castle called the Globe Keep. The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.
Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains. But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible. Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve. It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges. These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another. It was decided that the Etro family would begin work at once on a castle on the central abutment. That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city. The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city. The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.
The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well. The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).
The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city. As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep. After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up. Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments). These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.
One of the curious features of Werms is that it is home to the magical school of conjuration and summoning. Under the current grand master tutelage of "Yazeed the Traveler", this magical school is in the form of a tall, slender, black castle, with 14 high turreted towers, on its own abutment, some way to the south of the main parts of the city, and not connected to any other abutment or the main land by stone bridge. It is always surrounded by dark, black clouds, which seem to swirl around, and among, the tall towers. The school is properly named the "Demesne of Planar Knowledge and Magical Petitioning".
Another feature worth commenting on is that Werms is the location of Cloudhome Cathedral, the center of worship for St. Leiathar, the patron saint of weather and the clouds. This powerful saint, part of the branch of the Westroner Church dedicated to the goddess Nadene, would seem a natural to be venerated within a city known as the City of Clouds. Cloudhome is an interesting cathedral, it is built on its own abutment, and consists of tall slender towers, and chambers, all made of metal, and connected to each other with thin spanning flying bridges. It was once suggested that the structure be finished in gleaming brass, in honor of the legendary city of brass (itself said to be located among the clouds), however in honor of the brass roof of Globe Keep, the outside of Cloudhome was instead covered in electrum.
In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor. Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains. Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit. One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city. Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).
The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
| Globe Keep - at the center of Werms |
Werms is nicknamed the "Northern City in the Clouds". It is the northernmost Westroner city in the Valley. The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve. The main part of the city is built around a very old castle called the Globe Keep. The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.
Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains. But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible. Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve. It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges. These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another. It was decided that the Etro family would begin work at once on a castle on the central abutment. That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city. The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city. The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.
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| View of Werms, as approached from the surrounding Baronial lands. |
The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well. The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).
The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city. As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep. After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up. Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments). These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.
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| Stone Buildings of Werms - connected by Stone Bridges |
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| Demesne of Planer Knowledge and Magical Petitioning |
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| Cloudhome - Electrum towers of the Cathedral of St. Leithar |
In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor. Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains. Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit. One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city. Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).
Jan 22, 2011
Regions of the Valley (2) - Enchanted Forests
This is the second northern region, covering the area from the Durwash River to the Lost Mare. It stretches north to the Destriel Mountains, and on the south it is bounded by the Great River. The King's Highway traverses the region from west to east, and provides a strong barrier to north/south travel.
Within the region is the entrance to the legendary Groben Caves. The icy upper levels of the Groben are home to any number of terrifying hairy beasts, as well as small groups of human primitives named the Oordut people. Shaman-Chiefs of the Oordut are known to ride the giant cave bears that haunt the region, and the savage women of the tribes often hunt the elusive cave wumpus. These mysterious caverns are vast, and stretch for miles and miles. They have deep levels that go down to the warring domains of the Gray Dwarven Kingdom of Deep Delving and the vast Black Goblin Empire.
The region takes its name from the three large forests in the area, the Black Fern Forest, the Woodrose Forest, and the Garrant Woods. Both the Black Fern and the Woodrose are home to many elves and other faery, and are also the site of several portals to the Seely Realms. The Garrant Woods are home to Highbark Much, a grove containing an ancient Druidic stone circle, now the meeting grounds for a band of Green Druids. Constructed near the site is also a shrine to Corrise. There are several small towns of woodland Gnomes. All of these things combined would be enough to scare off the average human peasant or villager who might think of penetrating these enchanted woods for wood gathering or charcoal burning, however the inhabitant that really keeps them away is the elder Green Dragon named Itre Khuulor (so called by the Wood Elves; none know the Dragon's true name).
In addition to the Caves and the Forests, the other major feature of the region is the Barony of Ockham. Currently the barony is occupied by Annalandra Sternhite. The Sternhites have ruled Ockham for the past 8 generations, having taken over the post by right of conquest (Baron Routhar preceded Mandar Sternhite, but Mandar killed the crazed wizard-baron when he attempted to kill all of the women in the barony). Annalandra is the second consecutive woman to be Baroness of Ockham, her mother Annalark preceded her.
Ockham is known for some rather spectacular sites. First, of course, is the home of illusionist magic, the "School for Mastery of the Illusionary Arts", a shape changing castle that floats in mid air above the Eyning Pool. Second is the "Bardic School of the Arts" in mysterious Larkstone Castle.
Within the region is the entrance to the legendary Groben Caves. The icy upper levels of the Groben are home to any number of terrifying hairy beasts, as well as small groups of human primitives named the Oordut people. Shaman-Chiefs of the Oordut are known to ride the giant cave bears that haunt the region, and the savage women of the tribes often hunt the elusive cave wumpus. These mysterious caverns are vast, and stretch for miles and miles. They have deep levels that go down to the warring domains of the Gray Dwarven Kingdom of Deep Delving and the vast Black Goblin Empire.
The region takes its name from the three large forests in the area, the Black Fern Forest, the Woodrose Forest, and the Garrant Woods. Both the Black Fern and the Woodrose are home to many elves and other faery, and are also the site of several portals to the Seely Realms. The Garrant Woods are home to Highbark Much, a grove containing an ancient Druidic stone circle, now the meeting grounds for a band of Green Druids. Constructed near the site is also a shrine to Corrise. There are several small towns of woodland Gnomes. All of these things combined would be enough to scare off the average human peasant or villager who might think of penetrating these enchanted woods for wood gathering or charcoal burning, however the inhabitant that really keeps them away is the elder Green Dragon named Itre Khuulor (so called by the Wood Elves; none know the Dragon's true name).
In addition to the Caves and the Forests, the other major feature of the region is the Barony of Ockham. Currently the barony is occupied by Annalandra Sternhite. The Sternhites have ruled Ockham for the past 8 generations, having taken over the post by right of conquest (Baron Routhar preceded Mandar Sternhite, but Mandar killed the crazed wizard-baron when he attempted to kill all of the women in the barony). Annalandra is the second consecutive woman to be Baroness of Ockham, her mother Annalark preceded her.
Ockham is known for some rather spectacular sites. First, of course, is the home of illusionist magic, the "School for Mastery of the Illusionary Arts", a shape changing castle that floats in mid air above the Eyning Pool. Second is the "Bardic School of the Arts" in mysterious Larkstone Castle.
Dec 28, 2010
Specialty Priests of the Westron Church (part 3)
These are the priests affiliated with the Goddess of Agriculture, Corrise.
Corrise - Goddess of Agriculture
Corrise - Goddess of Agriculture
- Priest's Alignment: Neutral Good
- Minimum Abilities: Wisdom 11, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
- NWP and WPN Prof: Agriculture (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
- Restrictions: None.
- Major Spheres: All, Creation, Divination, Plant, and Summoning (can only use wall of thorns , weather summoning , and creeping doom from this sphere).
- Minor Spheres: Animal, Healing, Protection, Sun, and Weather.
- Powers: Identification A priest of Corrise can examine any normal (non-magical) plant and determine if it is healthy, if not what is wrong with it, where it naturally grows, etc; Create Food and Water (Priest can cast this once per day, for free); Immune to any food poisoning from vegetable source; Heroes' Feast - at 8th Level can cast this once per day.
- Symbol: Sheaf of Wheat
- Priest's Alignment: True Neutral, Neutral Good, or Lawful Neutral
- Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Herbalism (required). Sickle Weapon required; NWPs allowed: Priest, General, Warrior.
- Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
- Restrictions: May not wear Leather or Furs in their clothing.
- Major Spheres: All, Divination, Healing, Plant, Protection, Summoning, Weather.
- Minor Spheres: Combat, Creation, Guardian, Necromantic, Sun.
- Powers: Identify any plant (magical or non-magical) perfectly; Pass through Overgrowth (as per Druid, but at 1st level).
- Symbol: Oak Leaf and Acorn.
- Priest's Alignment: True Neutral.
- Minimum Abilities: Wisdom 12. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Required one of (Mining, Stonemasonry). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, dagger/dirk, knife, mace, maul, morning star, picks (all), scythe, sickle, sling, staff sling, stiletto, warhammer. Armor Permitted: All non-magical non-metal armor, all non-magical non-metal shields.
- Restrictions: None.
- Major Spheres: All, Creation, Elemental (the priest may only use spells dealing with dust, stone, rock, mud, and earth, plus transmute metal to wood ), Plant, Summoning.
- Minor Spheres: Animal, Divination, Healing, Protection.
- Powers: Immune to all Snake venoms (+3 to saving throw); Detect grade or slope as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice); Determine approximate depth underground as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice).
- Symbol: Stone.
- Homehall Cathedral, in Gorrem
- Monastery - Harmonious Reflectory of Order in Octorix, Barony of Henn
- Priest's Alignment: Any non-evil alignment.
- Minimum Abilities: Wisdom 10, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Local History (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Dagger/Dirk, Knife, Flails (both), Morningstar. All armors and shields allowed.
- Restrictions: Priests of the order of Brother Rudiger must always wear vestments indicating their priestly status.
- Major Spheres: All, Creation, Healing.
- Minor Spheres: Combat, Protection.
- Powers: Incite 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); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB);
- Symbol: Knotted golden rope.
- Priest's Alignment: Neutral Good, Lawful Good, Lawful Neutral.
- Minimum Abilities: Wisdom 12, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
- NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All armor, all shields.
- Restrictions: May never turn away an individual looking for hospitality.
- Major Spheres: All, Charm, Healing.
- Minor Spheres: Combat, Creation, Divination, Protection.
- Powers: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Laying on Hands (as per Paladin in PHB)
- Symbol: Open Hands.
- Tolbe Cathedral - in Botts (also known as the Orphans' Cathedral)
- Priest's Alignment: Neutral Good, Chaotic Good.
- Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Brewing (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, scythe, sickle. Armor Permitted: All armor and shields.
- Restrictions: None.
- Major Spheres: All, Charm, Elemental, Plant, Protection.
- Minor Spheres: Divination, Healing, Sun, Weather.
- Powers: Immune to the effects of Alcohol; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Constitution raised to 18 at level 8.
- Symbol: Bunch of Grapes.
- Priest's Alignment: Neutral Good, Chaotic Good, True Neutral.
- Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: Firebuilding (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
- Weapons and Armor: Bill, dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All metal armor, all metal shields.
- Restrictions: None.
- Major Spheres: All, Elemental (the priest may only use the spells whose names include the words Fire, Flame, Heat, Pyrotechnics, and the spell chariot of Sustarre ), Sun.
- Minor Spheres: Charm, Divination, Healing, Necromantic, Protection, Weather.
- Powers: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Immune to fire and heat attacks (+2 to saving throw); Create Food and Water once per day.
- Symbol: Cooking Fire.
- Appuco Fast cathedral - Khomaes
- Priest's Alignment: Lawful Good, Chaotic Good, Neutral Good.
- Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
- Restrictions: None.
- Major Spheres: All, Divination, Healing, Necromantic, Plant, Summoning, Weather.
- Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
- Powers: Immunity (automatic successful save) vs. all priest spells of the Elemental Sphere, and wizard spells with coldness and/or heat in their name; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level).
- Symbol: Leaf.
- Priest's Alignment: Neutral Good, Chaotic Good.
- Minimum Abilities: Wisdom 10, Dexterity 10. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Bows (all), Club, quarterstaff, scythe, sickle. Armor Permitted: All armor; no shields.
- Restrictions: None.
- Major Spheres: All, Animal, Healing, Plant, Weather.
- Minor Spheres: Divination, Guardian, Protection, Summoning.
- Powers: Identification of the time of day, whenever outside; Turn Undead (as per Cleric in PHB);
- Symbol: Tree.
- Priest's Alignment: True Neutral, Neutral Good.
- Minimum Abilities: Wisdom 10, Strength 10. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
- Restrictions: None.
- Major Spheres: All, Charm, Combat, Plant.
- Minor Spheres: Divination, Healing, Weather.
- Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Turn Undead (as per Cleric in PHB).
- Symbol: Sapling.
- Priest's Alignment: Neutral Good, Lawful Good.
- Minimum Abilities: Wisdom 10, Constitution 10. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
- Restrictions: None.
- Major Spheres: All, Creation, Elemental, Protection, Weather.
- Minor Spheres: Animal, Divination, Healing, Plant.
- Powers: Create Food and Water (once per day); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level);
- Symbol: Bare tree.
- Sky Cathedral in Werms.
Dec 26, 2010
Druids in the Valley of the Old Ones
The class of Druids in the Valley of the Old Ones, as one would expect, are very similar to the concept as presented in the first and second editions of AD&D. They are mystics who venerate nature, and draw their power from nature and affiliated deities.Amongst the Druids to be found in the Westron Baronies, there are three orders of druids. The first, the Brown Order is affiliated with Kyclos - the demigod of the cycle of life. He is affiliated with the Church by being observed by followers of the goddess Nadene as being her consort. The Brown Order of Druids is so named because of the brown mantles and belts that they wear on their all white robes. There's is an order that is dedicated to the circle of life - things all have a place in nature, and Man would do best to fit in with that heirarchy. The order has its learning and heirarchy centered at the Druid Hall at Kavaman, in the eastern end of the Nell Nod Forest. Druids of the Brown Order are often traveling companions of Priests of Kyclos, and occasionally with Priests from the Order of St. Horace (patron saint of animals). Druids of the Brown Order are often found in agricultural communities, or not far away. Equally, however, they will be found in places of learning.
The Green Order of druids is also affiliated with the Church. It is very much involved in the communing with plants and trees, and as such is affiliated with the worship of the Green Man (the demigod of plants and the wild who is the seasonal husband of the goddess Corrise). While Druids of the Green Order are every bit as much interested in scholarly learning about nature, and knowledge of the world around them, they do not have a great center of their worship, but rather tend to congregate their hierarchy around a series of groves, the oldest and largest of which is Mamblir in the Deeper Forest. Druids of the Green Order rarely settle, and often spend years traveling abroad away from their home grove. The Green Order often go abroad wearing some sort of green - robes, cloak, or mantle.Finally, the third order is the mysterious group of Druids known as the Silver Order of druids. These are not affiliated with the Church in any way, and are chiefly interested in the grander universe - how things work, how they work together, the effect on the stars by the endless world, how fire works, and why it doesn't - these are the sorts of questions often asked by Silver Order Druids. The master of the order is a mysterious individual who lives high atop his Star Tower, in the Aghanz Hills. Members of the order often travel abroad, seeking places of deep mystery and meaning in which to make their homes of contemplation of nature. They are very fond of the various sites of the Old Ones, and seek to understand their peculiar relationship with nature.
Dec 13, 2010
The Westron Church
The main sites of human civilization in the Valley are populated by people who migrated into the valley from the west, over a thousand years ago. Their culture is, collectively, known as the Westroners. Details of their history or origin before they migrated into the Valley are hazy, at best.
One of the defining things about the Westroners, is the fact that most of the aspects of their religion come from a single church structure. That is not to say that it is simple, or monotheistic, but it is all one church.
The main objects of worship of the Westron Church (as it is known) are three goddesses. These are Nadene, Magenta, and Corrise. In addition, there are a few other demigods and demigoddesses, and a large body of saints and scions.
In tone, it is the equivalent of the Roman Catholic church at the height of its medieval power (say, 13th century, prior to the period of the Avignon Papacy). It is reigned over by a body of five very high level clerics. There are three Theurges (which are the high priest or priestess in the service of each of the three goddesses), as well as the Patriarch and the Matriarch. This body of five, known as the High Office, rule over a complicated bureaucracy that is split into two halves. There is a Patriarchy, which has a hierarchy of male clerics overseeing the external affairs of the church (military orders, missions, proselytizing orders, etc), and there is a Matriarchy which is composed of female clerics that oversee largely internal affairs (education, ministration orders, charity, finance, etc). The lead members of each of these two halves of the bureaucracy are the two that sit in the High Office with the three Theurges.
For Player Characters, the key aspect of the church are the many different orders that they can have Priests or Paladins from. These are listed here, but will be detailed more later. The organization is related to which of the three goddesses each order is most closely related. The Paladin orders were detailed in an earlier post, but are recalled again here where appropriate.
Nadene - goddess of Fertility
Although the two twin demigods of Noxecatt and Dralizar are listed under Magenta, their worship is distinctly not part of the Church structure. They are listed here, simply because of their relationship to Magenta (who, according to myth, mothered the two twins after her adulterous affair with the prince of devils, Baxilar).
The two Druidical orders (the Brown and the Green) are listed here with their affiliation with the church. That affiliation is at times extremely tenuous, however there is a third order of Druids that has absolutely no ties with the church - the Silver Order.
One of the defining things about the Westroners, is the fact that most of the aspects of their religion come from a single church structure. That is not to say that it is simple, or monotheistic, but it is all one church.
The main objects of worship of the Westron Church (as it is known) are three goddesses. These are Nadene, Magenta, and Corrise. In addition, there are a few other demigods and demigoddesses, and a large body of saints and scions.
In tone, it is the equivalent of the Roman Catholic church at the height of its medieval power (say, 13th century, prior to the period of the Avignon Papacy). It is reigned over by a body of five very high level clerics. There are three Theurges (which are the high priest or priestess in the service of each of the three goddesses), as well as the Patriarch and the Matriarch. This body of five, known as the High Office, rule over a complicated bureaucracy that is split into two halves. There is a Patriarchy, which has a hierarchy of male clerics overseeing the external affairs of the church (military orders, missions, proselytizing orders, etc), and there is a Matriarchy which is composed of female clerics that oversee largely internal affairs (education, ministration orders, charity, finance, etc). The lead members of each of these two halves of the bureaucracy are the two that sit in the High Office with the three Theurges.
For Player Characters, the key aspect of the church are the many different orders that they can have Priests or Paladins from. These are listed here, but will be detailed more later. The organization is related to which of the three goddesses each order is most closely related. The Paladin orders were detailed in an earlier post, but are recalled again here where appropriate.
Nadene - goddess of Fertility
- Kyclos - demigod of the cycle of life, consort of Nadene; Brown Order of Druids
- St. Horace - patron saint of animals
- Mother Kimber - patron saint of birth and children
- St. Leiathar - patron saint of weather
- St. Jasper - patron saint of strength and rocks
- Brother Ian - patron saint of knowledge and fire
- St. Ellain - patron saint of art and water
- Sister Silpha - patron saint of travel and air
- Kostamus - demigod of the sun, lover of Magenta
- St. Brigid - patron saint of healing and the sick
- St. Kelvin - patron saint of light
- St. Gianna - patron saint of oracles
- Poritia Nove - demigoddess of the White Moon; Paladins of the White Lady
- Veltin Crimsea - demigoddess of the Red Moon
- Argina Lustar - demigoddess of the Golden Moon
- Noxecatt - demigoddess of the underworld and darkness - NOT officially part of the church
- Dralizar - demigod of thieves and the night - NOT officially part of the church
- Green Man - demigod of vegetation and plants, husband of Corrise; Green Order of Druids
- St. Ermo - patron saint of the earth and building
- Brother Rudiger - patron saint of home and community; Paladins of the Hearth
- St. Lilliane - patron saint of orphans and the dispossessed; affiliated with the Brotherhood of the Sword paladins
- St. Varina - patron saint of vineyards and wine
- St. Norena - patron saint of fire and comfort
- Olimo Vis - demigoddess of Autumn and the harvest
- Elongar Suu - demigod of Summer and growth
- Neuvirra Oss - demigoddess of Spring and the planting
- Frigia Nor - demigod of Winter and feasting
Although the two twin demigods of Noxecatt and Dralizar are listed under Magenta, their worship is distinctly not part of the Church structure. They are listed here, simply because of their relationship to Magenta (who, according to myth, mothered the two twins after her adulterous affair with the prince of devils, Baxilar).
The two Druidical orders (the Brown and the Green) are listed here with their affiliation with the church. That affiliation is at times extremely tenuous, however there is a third order of Druids that has absolutely no ties with the church - the Silver Order.
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