Showing posts with label St. Kelvin. Show all posts
Showing posts with label St. Kelvin. Show all posts

Apr 24, 2013

Barony of Ungams - And the City of Harp

In the Nightside Region, there is a barony, one of the younger, southern Baronies, settled only a short 600 years ago.  It is currently ruled by Baron Virondis Pulchky, also known as the Music Baron, from the City of Harp.

The capitol city of Ungams is an interesting place, as it contains some very fascinating locations, and also because of where it is located in the Valley.

It is near the Nell Nod forest, and all of the different threats that come out of there, and it is also located near the edge of influence of the Sun King Tribes.  In the plains around the Barony, the Khozaki people dwell, with their great herds of riding lizards, the Fethta.

Along the edge of the Nell Nod Forest, the Temple of Light was built by Padre Kelvin, in the year 603, about three hundred years before the establishment of the City.  At that time, there were only scant and dispersed settlers in the region, often living in fortified hillforts, or they were purely nomadic.  At this time, the Westroners in the area were in a state of constant strife with the Khozaki people, and it often turned into violent raids and small scale warfare between settlements and nomdic groups of the two cultures.  The only thing that brought them together was horrific Mass Frenzy of the Sun King barbarians in the 8th century.

Within the city is the great Cathedral to Saint Horace, called the Stone of Life.  The Cathedral is itself built as a series of tiered semi-circles, the front (outer edge of the circle) of all of them forming a smooth face to the front, forming the face of the Cathedral.  This face is decorated in the typical fashion of Westron Cathedrals - lots of fluted and decorative pillars; stained glass windows; gargoyles along the various levels of roofs and balconies.  The top of the Cathedral, along the front outer edge, has multiple towers and steeples, all topped with gargoyles.  Most of the gargoyles of the Stone of Life Cathedral have the faces of Animals, rather than devils or grotesques.  The back of the cathedral, is as mentioned, a set of tiered steps - 8 stories high - and each story having an open semi-circular balcony.  At the center of a circle that the semi-circle building would form, there is a flat green park, with radial walks covered in decorative white pea gravel.  At the center of the radial works - the center of the park - there is a rising white obelisk coming out of the ground.  All up and down the obelisk are carvings of the various different types of animals (non-magical) of the Valley.  Every point of the semi-circular building is equidistant from the Obelisk.  The Stone of Life, as it is called, is key to the worship services of the Order of St. Horace.

One of the domes at the top of the Palace of Seven Harmonies

The seat of power is the Palace of Seven Harmonies.  This is at the heart of the City, on the tallest of the five Harp Hills that make up the base for the city.  The center hill, called Oldoon, has the Palace built on top of it.  The Harp Hills are what give the name of "City of Harp" to the capitol.  Underneath the hill of Oldoon, however, exist the Dungeons of Suel Sonas.  Suel Sonas was a vizier, then an official title in the City of Harp, in the first century after the founding of the Barony.  It was thought that the growth of the Barony would be enhanced if there was a place to put convicted criminals, including those that practiced crime out among the nomads and settlers.  So, Suel commissioned a group of Dwarves to come and build the underground penal site.  The dungeons were named for him, and although he passed away several years before the dungeon was completed, still it was named for him.

The current ruler, Virondis Pulchky, is 8th regent of the city and the barony to hail from the Aeryfell family.  Within family tradition, each new generational member, and especially those who are considered for the Throne in Ungams, must exhibit some musical talent.   Baron Pulchky, when he came to the throne, was already an accomplished player of the large Hawm flute.  He had done a number of compositions, and his playing is most excellent.  He continues, as Baron, to play whenever possible.  He, more so than any of the early Aeryfell barons or baronesses, patronize the musical arts.


Apr 2, 2013

Croshan the Tyrant - Wicked leader of "The Society"

In the eastern reaches of the Nightside region, where the murky depths of the Nell Nod forest finally give way to the Khozak plains, there is a region that is controlled by an ogre warlord that terrorizes a wide swath of countryside.  The ogre is named Croshan the Tyrant, and is extraordinary for an ogre in several ways. First, he is intelligent - more so than most of his ilk.  Second, he is a planner and user of resources.  Third, he has a wicked, wicked partner.

In a patch known as the Cowslip Fields, on the northeastern edge of the Nell Nod, there is very large, treeless meadow.  At the center of the meadow, jutting up out of the ground, is a large rock formation, maybe 200 feet across, and approximately 80 feet high at its tallest.  It is all rock, although some small scrubby trees grow in and around it, probably of a similar type (only smaller and sickly looking) to those found in the Nell Nod.  In the base of this rocky formation there is an opening to a large (very large) cave that extends far below the surface.  This cave is the lair of Croshan the Tyrant, and it is referred to (by inhabitants of the region) as the Horrible Cave.


Croshan lives there with a group of humanoids that are loyal to him, that he refers to as "The Society".  At the top of the hierarchy are a group of twelve highly trained bugbear warriors.  These are all recruits/expatriates from the bugbear tribes that dwell within the Nell Nod.  Croshan refers to these 12 bugbears as the "Brothers of the Society".

Croshan's partner (see below) has also gifted him with another group of loyal followers.  There is a flock of approximately two dozen harpies that nest in and around the cave.  These are loyal to Croshan and his partner, but often taunt and molest the bugbears when they can get away with it.  They are the spies and scouts of Croshan, and serve to provide early warning of any attempts to attack the Horrible Cave.  These flying terrors are referred to by Croshan as the "Sisters of the Society".

Finally, the loyal members of Croshan's Society includes a group that he refers to as the "Thousand Children of Croshan".  It is not sure how many there are, but the Children of Croshan are Gnolls.  These have been captured, in raids, as children both from the gnoll tribes in the Nell Nod, and also from the Furlingga tribes far to the west, near the Greywater River.  In the second case, there is actually a slave trade that moves along the Great River, with gnoll cubs being captured on the outskirts of the Furlingga territory, and travelled east and sold to the Society, in exchange for the amber mined out the a chamber deep underneath the Horrible Cave.  The chamber is referred to as the Whale's Rest, as it contains (confusingly) the petrified remains of numerous whales, as well as both amber and large deposits of non-petrified ambergris.  These are raised as loyal to Croshan, and organized into "battles" which spend time patrolling the fields in a very large perimeter around the Horrible Cave.

Croshan's enemies include two different subterranean nations that he has encountered deep in the bowels of the earth beneath his cave, and also two different groups of surface dwellers.  The subterraneans that he has great difficulties with include a Morlock colony, and a vast underground city of Duergar.  Occasional treaties exist with both, but warring back and forth is the norm.  Raids against both, by members of the Society, bring up interesting treasures and magic - most of which are claimed by the Brothers, Sisters, or Croshan himself.

The two surface dwelling peoples that Croshan has the most to worry about are the Fethta riding Khozaki nomads, and also the clerics and fighting men that are in service of the Temple of Light, some 100 miles southwest of the Horrible Cave.  The Temple of Light is the original temple built for the Order of St. Kelvin.  The Order of St. Kelvin has two types of clerics, the Light Bringers and the Light Holders.  The traveling, adventuring sort (the Light Bringers) ally themselves with human and elven rangers, and occasionally Paladins of various friendly orders.  In addition, companies of woodsmen (both archers and clubmen) that are loyal to the Order of St. Kelvin will join in on campaigns against the Horrible Cave.

The secret weapon of Croshan, and the thing that has made much of his empire building possible, is his partner (some say illicit lover), the hag-witch known as "The Ghasting Woman".  This creature was once a human spell caster that was transformed into a diabolical Night Hag.  In addition to her abilities as a Night Hag, The Ghasting Woman also has the spell casting abilities of a 6th level magic user, and she retains an intelligence of 17.  She employs a magic ring of Command Human, one of Regeneration and also has a Broom of Flying.  She uses here abilities to try and charm (or kill, if charm is not possible) human commanders.  She has collected quite an assortment, and has them serve Croshan, where their will is slowly broken down, and they are willing to do more and more in service of The Tyrant. Charmed slave warriors make up the front wave of almost any large military operation on the part of The Tyrant.  The Ghasting Woman takes her name from the fact that she actively seeks out and eats human children.



Croshan himself is a remarkable ogre.  He has attained an incredibly high intelligence (19), has seven hit dice, employs a two handed sword (although for him it is one handed), and has a number of interesting magic items.  First, a suit of magical armor that he got once in a bartered trade for a captured Duergar princess.  The armor will magically fit anyone who wears it, and it is treated as chainmail +2.  The next item that Croshan employs is a magical two handed sword, which he employs one handed.  It is a +2 two handed sword, that once belonged to a family of warriors from Ungams.  The sword was called ":Paragon" and in the hands of a lawful or neutral good wielder provides a 10' radius of Protection from Evil.  Finallly, the last item in the hands of Croshan is a very large shield of magic resistance.  It grants Croshan with a +2 to all saving throws vs. magic spells or spell like effects, and also grants him a 20% chance of magic resistance.  In the hands of Croshan (or another evil being), the sword wails and cries in horrible agony whenever he wields it.  This has the effect of rendering all foes within 20' of Croshan of having -2 to hit, and -2 to saving throws.


Jan 12, 2011

The Order of Saint Kelvin

 St. Kelvin was a priest of Magenta who, in the late 6th century, made the proclamation that knowledge and strength can come from the magic in the sun, as well as the magic that Magenta's daughters had in the three moons.

At the time this was very unpopular, because of the early attempts at city building south of the Great River, and the clashes that the migrating population had there when dealing with the Sun King tribes.  However, St. Kelvin (who at the time, was only Padre Kelvin of Kennidor) perfected a limited system of prophetic seeing based on the magic of the sun, and also researched a great deal of magic having to do with light.  Soon, this began to win over the opinion of peoples, who also understood the diabolical nature of Photoss and the relationship he had with the Sun King Tribes.

Before his death in 603, Padre Kelvin oversaw the building of the first Temple of Light, southwest of the Barony of Ungems, along the edge of the Nell Nod Forest.  This was a marvelous structure, and Kelvin and his followers were aided by the Wood Elves of the Nell Nod, who helped them with the earliest construction of crystalline architecture.  The Temple still stands, and an academic/religious town has grown up around it, as the center of what would later become the Order of St. Kelvin.  It is a lovely temple, built of white marble, but with the upper walls and portions of the domed ceiling made of crystals, so that the light shines in and splits into a hundred different dancing colors.

Priests in the order are split into two groups - the Light Holders (who stay at the many temples built in the wilderness by the order, across the valley), and the Light Bringers.  The Light Holder Temples are known as great spots of healing, peace, and prophecy.  The Light Bringer Stations are located throughout the valley on roads where there are no taverns or other resting areas.  They are left as open shelters, but often will have one or more traveling members of the clergy or lay members of the order.

The Order wears light blue colored tunics (over either skirts or pants, usually of white or tan, but not proscribed by the order), with a golden sun on the chest, and seven rays coming out in all directions.  Light Bringers wear a crystal on a necklace around their neck, and Light Holders wear a gold rimmed round glass around their neck.

Spells available to the order are from the spheres of All, Charm, Divination, Healing, Sun; they also have minor access to the spheres of Animal, Creation, Necromantic, Plant.

The order frequently welcomes Elves and Half Elves into its clergy.

The abilities taught to priests of the order include:
  • The ability to see as if with Infravision (out to 60').  Elves in the order have their Infravision improved to 120'.
  • The priests may Turn Undead.
  • Laying on hands, healing 2 points per level, per day.
  • Charm/Fascination - 1 time per day, works as the wizard spell Suggestion, but not usable in combat.
  • Prophecy - 1 time per day, requires a 10 minute trance of meditation/concentration, and then 1 question may be asked of the DM.
  • Light Holders may cast the "Light" spell 1x per day for free, in addition to other spells.
  • Light Bringers receive a +1 to hit with ranged weapons, if used outdoors during daylight.
Light Bringers may wear non-metal armor.  Light Holders wear no armor.  Neither branch uses shields.

Both types of priests may employ the Dagger, Dart and Spear.  In addition, Light Bringers may also employ the Javelin, Crossbows, Bows, Knife and Sling.

Dec 28, 2010

Specialty Priests of the Westron Church (part 2)

This second installment (of three) concerns itself with the goddess of magic, Magenta, and her affiliated demigods and saints.  The goddess has a lover, Kostamus (the demigod of Sunlight), with whom she has had three daughters - the three Moons (Poritia Nove, Veltin Crimsea, and Argina Lustar).  This is curious, as it is the only option for Evil priests in the church (Veltin Crimsea, the demigoddess of the Red Moon has a strain of wickedness running through her personality).

Also listed here are the two twins, Noxecatt and Dralizar - demigods both, but definitely not part of the Westron Church!  They are listed here because of their origin, it is said (by myth) that they were fathered by the prince of devils Baxilar in a treacherous affair he had with Magenta in her youth.


Magenta - goddess of Magic
  • Priest's Alignment: Neutral Good, Chaotic Good, True Neutral.
  • Minimum Abilities: Wisdom 12, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Spellcraft (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Belaying pin, dagger/dirk, dart, knife, quarterstaff, sling. Armor Permitted: None; no shields.
  • Restrictions: Priests of Magenta receive d4 hit dice, rather than d8 hit dice.
  • Major Spheres: All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning.
  • Minor Spheres: Animal, Guardian, Necromantic, Plant, Sun, Weather.
  • Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level); Languages (Learn one new language per level, up to 8th level. This may be of a sentient species or of a plant or animal.); Turn Undead (as per Cleric in PHB); Infravision at 3rd level (60', or 120' if the priest already has infravision); Shapechanging at 8th level (as per the Druid in PHB).
  • Symbol: Bowl with a flame above it.
Kostamus - demigod of sunlight, Lover of Magenta
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, spear. Armor Permitted: All metal armor and all shields.
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Sun.
  • Minor Spheres: Charm, Elemental (the priest can only use spells with the words fire, flame, heat, and pyrotechnics in the names), Plant, Protection.
  • Powers: Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Infravision as per Elf (if priest already has Infravision, it becomes 120'); Turn Undead (as per Cleric in PHB); Laying on Hands at 5th level (as per Paladin in PHB); Prophecy at 8th level (as per Saint Gianna, below); Chariot of Sustarre Cast the spell once per day, for free.
  • Symbol: Chariot wheel.
Saint Brigid - patron saint of Healing and the Sick
  • Priest's Alignment: Lawful Good, Neutral Good, Chaotic 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: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Lasso, mancatcher, net, quarterstaff. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: Priests of St. Brigid must never appear in public unless wearing the symbol of Saint Brigid. May never attack, only fight in defense.
  • Major Spheres: All, Creation, Divination, Healing, Necromantic, Protection, Summoning.
  • Minor Spheres: Animal, Charm, Guardian, Plant, Sun, Weather.
  • Powers: Immune +2 to all saves versus poisons and disease; Laying on Hands (as per Paladin in PHB); 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); Identify any disease or poison (at 3rd Level) with an Intelligence check.
  • Symbol: White crook with three red healing berries. Common symbol on clothing livery is the cluster of three red berries.
  • An order of Nuns operate the Hospital of the Pierced Pelican at Haaksen.
Saint Kelvin - patron saint of Light- detailed information can be found Here.
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Direction Sense (Required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Healing, Sun.
  • Minor Spheres: Animal, Creation, Necromantic, Plant.
  • Powers: Infravision as per Elf 60' (if Priest already has Infravision, it doubles to 120'); Turn Undead (as per Cleric in PHB);Laying on Hands at 3rd Level (as per Paladin in PHB); Charm/Fascination at 5th level (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.);
  • Symbol: Sun with rays of light
Saint Gianna - patron saint of Oracles
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 9, Charisma 11. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger, Knife, Dart. No Armor or Shields permitted.
  • Restrictions: None.
  • Major Spheres: All, Divination, Elemental, Healing, Summoning.
  • Minor Spheres: Charm, Creation, Necromantic, Sun.
  • Powers: Languages (Learn one new language per level, up to 8th level. This may be of any sentient species.); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.).
  • Symbol: Bowl with 1 strand of smoke coming up out of it.
  • Hol Kram, the Cathedral of Starry Wisdom, is located in the city of Na Kram.
Poritia Nove - demigoddess of the White Moon
  • Priest's Alignment: Lawful Good, Neutral Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Religion (required). No Weapons required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Bows (all), dagger/dirk, hand/throwing axe, javelin, knife, lasso, polearm, spear, staff sling, stiletto, swords (all). Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Healing, Protection.
  • Minor Spheres: Charm, Divination.
  • Powers: Detect Evil (as per spell, 3x per day in addition to other spells); Turn Undead (as per Cleric in PHB); Permanent +1 to hit and damage vs. all Evil foes.
  • Symbol: White Moon on a Black Field.
Veltin Crimsea - demigoddess of the Red Moon
  • Priest's Alignment: Neutral Evil, True Neutral.
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); True Neutral priests can Turn Undead and Neutral Evil priest can Control Undead (as per Cleric in PHB); Shapechanging once per day, can turn into a Bat.
  • Symbol: Red Moon on a Black Field.
Argina Lustar - demigoddess of the Golden Moon
  • Priest's Alignment: Neutral Good, True Neutral
  • Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Navigation (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; any shield that is circular or crescent-shaped.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Healing, Necromantic.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Inspire Fear at 5th level (2x per day, as per Wizard spell of 4th level); Chariot of Sustarre at level 10 Cast the spell once per day, for free
  • Symbol: Golden Moon on a Black Field.
Noxecatt - demigoddess of Underworld and Darkness - NOT actually part of the church
  • Priest's Alignment: Neutral Evil, Lawful Evil
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Weapons Permitted: Bows (all), crossbow, dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normall has infravision would have 120'); Control Undead (as per the cleric in PHB)
  • Symbol: White mound with a black portal on it.
Dralizar - demigod of thieves and the night - NOT actually part of the Church
  • Priest's Alignment: Chaotic Neutral, Chaotic Evil.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Disguise (required). No Weapons required; NWPs allowed: Priest, General, Rogue.
  • Weapons and Armor: Blowgun, bows (all), crossbow, dagger/dirk, javelin, knife, lasso, net, quarterstaff, spear, stiletto, sword/bastard, sword/long, sword/rapier, sword/sabre, sword/short. Armor Permitted: All non-magical non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: Charm, Divination, Protection, Summoning.
  • Minor Spheres: Animal, Elemental, Guardian, Plant.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Shapechanging at 8th level (as per Druid in PHB, but must choose nocturnal animal forms).
  • Symbol: White fox silhouette on a black field.