Post by Jongluer on Apr 21, 2012 0:00:36 GMT -5
The Mysteries of Red Rock Vale
After several weeks of long travel, you have come north to the dangerous edges of the civilized lands, to the great expanse of the Red Rock Vale. A series of mountains, valleys, and plateaus in the northwestern corner of the frontier Kingdom of Brynlind. Dotted across the rough country are stable towns, settlements, forts, and countless ruins that bespeak a bygone age. Adventure has called you from the safety and politicking of the south, to a land untamed at the edge of the world.
The Nitty Gritty
The PCs are all 3rd level characters with 3,000gp at their disposal. We're using the old standby 4d6 drop the lowest, no stats below 11 rule unless there is a plurality to drop our standard house rule for character creation.
All non-core classes, prestige classes, feats, skill uses, equipment, etc, must be approved by me. As we all know from years of experience, lots of shit wasn't playtested in these books and it certainly wasn't playtested under the belief that these things would work in conjunction with each other. The only current non-core classes that are getting net approval are as follows: Psion, Psychic Warrior, Soulknife, Wilder, Favored Soul, Warmage, Samurai, Totem Barbarian, Cloistered Cleric, and Battle Sorcerer.
Gold may be spent as you desire, while there aren't “magic item shops,” in this setting there are potioneers, and people that scribe spells they are just far from widespread. Furthermore, the gold spent represents more of the abstract time investment and the like you've spent toward obtaining a magic item. Remember: At 3rd level a magic item generally represents at least 1/3 of your wealth.
Traditional house-rules are in effect (ie: Charge provokes an Attack of Opportunity because...well it just makes sense).
A Rough Sketch of the World
You are all natives of Inyan, a broad continent filled with vast plains, mountain ranges, and verdant forests and vales. Civilization on Inyan is centered in the southern nations. From the Great Indigo Bay, to the Roof of the World and the Gates of the West, the civilized races have created great works, and played for power over each other for several centuries.
Inyan's tense peaces are always threatened by the savage creatures that stand at its edges. From the Orcs that sweep through the west, to the goblinoids that work through the southern mountains, and the Sahuagin that plague the coast from The Cerulean Sea to the southern ice flows south of The Great Indigo Bay.
The only true successes found in pushing back savage races has been found in the northern edges of Inyan, where all of the civilized races have continuously pushed all the way to the Red Rock Vale and the Stone Hills. What lays further to the north seems to be long wastes and deserts, unseen by civilized people. From these edges come Kobolds, Gnolls, and other fierce races.
These northern ranges are claimed only by one Kingdom, the Kingdom of Brynlind. While Brynlind might claim a massive swath of the continent, the actual King's hold on these reaches are debatable. As a relatively new kingdom there are only so many noble houses (some displaced from other lands) that can actually rule over these places, and only so many people coming to work these lands. To the other nations of Inyan, the King of Brynlind can claim all he wants that he holds a bulwark that spans from Red Rock Vale to the Cerulean Sea but no one will believe it until they can finally taste a crop grown in the Stone Hills or cross with a blade made of Red Rock Steel.
The Kingdom of Brynlind
The Kingdom of Brynlind is an expansive kingdom that claims title to the entire northern ranges of Inyan. The land here is extremely varied, the summers are hot and long, and the population is diverse. Titles in Brynlind are won through valor, and kept by hard work. Many a disgraced house has come from even as far as the Roof of the World to seek a new legacy in the northern wastes.
The country itself was founded by an ousted prince of a Southern land. In an effort to curry the favor of foreign allies, Dorian Bryn rode forth in an attempt to tame the north in the name of all the civilized peoples of Inyan. He lead his house, he gathered trusted companions of skill, and his deeds are still sung of this day. Rather than use this greatness to take his ancestral home, Bryn started anew creating a land where all were welcome to prove themselves against the harsh north.
Soon banners flocked to the nation, men and women of all races found status in the new kingdom. Brynlind is now a thriving nation with populations clustered along rivers and the coasts, with its frontier thrusting northwesterly into the valleys and mountains of Red Rock. It is a place where all are encouraged to seek greatness, and hold it as best as they may.
Politics: The Kingdom is ruled by the current King, Elwin the Fair, a Half-Elf born from a union between Dorian's great-grandson Willim and the daughter of an Elven lord. Regions across Brynlind are ruled by sworn vassals of Elwin the Fair who maintain their own castles and hold the King's Laws as best as they can. Some towns and hamlets are ruled by lesser vassals and knights in the employ of Elwin's lords, but there are just as many governed by councils of elders or important figures within the town. While it may be unheard of for villagers to be lordless, it isn't unknown for settlements to be so far flung that they receive little aid from their Lord and King.
Religion: The average citizen in the Kingdom is a hard working farmer or crafter who constantly curses the warmth of the great northern plains and mountains. They pray most commonly to Pelor. All Gods are respected and welcome in the temples that are around the world, but Pelor's place in the sky above them constantly reminds the common folk of Brynlind his importance. Amongst the noble houses where valor is encouraged and greatness dreamed, Heironeous is held in high regard. While it could be argued that some knights and nobles do not truly hold to the ideals of Heironeous the Invincible, they will always pay lip service to his power. Some Houses and villages depending on the histories of their peoples may also hold particular Gods in more reverence; the Dwarven settlements have temples to Moradin, some villages call to Cuthbert for guidance, and so on.
Magic: Brynlind was founded not only on the swords of brave knights, but also the holy symbols of Clerics, the books of Wizards, and explored by Druids and Rangers. Magic of the Divine is held in high esteem by the people of Brynlind. They find the magic that flows from the Gods or the world itself to be much more pleasing and understandable than the arcane. The sagely nature of Wizards gains them respect amongst the people of Brynlind but their tendency to delve into the unknown makes people unwary. There is a saying in Brynlind, “A Wizard makes a fine guest, but a terrible neighbor.” The magic of Bards is always welcome in the common houses of Brynlind and a lovely respite on the long roads that crisscross the kingdom. Sorcerers are begrudgingly respected for the power they have, though there is always an edge of mistrust between Brynlinders and a sorcerer. Finally, psionics is viewed with suspicion. The common people know it is not magic, and have great difficulty telling the difference between the more rigid psionicists and their uncontrolled brethren.
Race: Despite being a diverse Kingdom, the halls of power in Brynlind are still more likely to be filled with humans than other races. The majority of the population are human and halflings that had been making the occasional attempt at settlement in the north for generations, only to be pushed back by the savage races. Dwarves have flocked from the southern mountains to Red Rock Vale and have been quick to begin exploring the undersides of the mountains that other races have eschewed. Many a Dwarf has earned a reputation in service of the Lord Red Rock. Elves have found themselves into the lands of Brynlind, and some even hold noble titles. Gnomes can be found in the lowest numbers, sometimes working alongside dwarves or humans, often serving a variety of roles in Brynlind society. Finally, Brynlind has one of the largest populations of half-breeds in all of Inyan. Half-elves have long come to Brynlind to escape difficulties in other lands, but the intermingling of races has resulted in a large number of Half-Elves native to the Kingdom itself. After all, King Elwin himself is a half-elf. The other half-breeds are far less celebrated or accepted.
Half-orcs are a purely Brynlind problem. Until humans began moving north and running into areas that connected to the Western steppes on the other side of the Western Gate, they had rarely if ever encountered orcs. Suddenly orc bands and raiding parties were becoming a problem, taking away women, or just taking a woman's honor in the village they destroyed. Half-orc children were the result of such horrors, and it was found that their tainted blood ran true through generations. Half-orcs are generally disregarded and disliked, and orcs are hated with a burning passion in the western villages. Half-orcs are sadly a disease that even touches the halls of power, it is well known that Lord Red Rock's sole male heir, a grandson, is a half-orc the result of a horrid affair involving one of the Lord's daughters. There is talk in the Red Rock Vale of what might happen if no one in the Lord's family can birth a son before Lord Red Rock dies.
What You Know of Red Rock Vale
Red Rock Vale is a series of mountains and interconnected valleys that run in the northwestern edges of the Kingdom of Brynlind. They are largely ruled over by Lord Red Rock and his vassals, all staunch supporters of King Elwin. Lord Red Rock, a human named Gregor Crowzen, is an ailing old man, the son of the second Lord Red Rock, Gregor's reign has been particularly long due to his lack of male heirs. He has two daughters, one of whom gave birth to a half-orc male who at the moment seems to be the only man suitable to take Gregor's sandstone throne. It is hoped by the people of Red Rock that Gregor's much younger second wife will be able to bear him a male heir.
The court's problems however, are merely the gossip that people use to distract themselves from their hard lifestyle. Life in valleys of hot stone is not known for its ease. All across the Vale, there are settlements that eke out an existence with elaborate farming and irrigation techniques, and others that focus on plumbing the depths of the Red Rock Vale's many mineral resources. Forts of both the King and Lord's men provide safe havens along the twisted paths and canyons that are filled with dangerous savages intent on eroding the civilization that has brought its light to their world.
In the Vale though it is not just mineral wealth that attracts people. Ruins dot the landscape, lost cities calling forth a bygone era that people are only just now beginning to study. Adventurers from all over Inyan seek to make a name for themselves, some even hiring bards for their company solely so that their deeds will be sung of. Of course, it is not just those who seek glory that ride into the unknown. Brigands, and Radicalists fester in unmapped gulches and ancient tombs, plotting their own threats against the world.
Your characters have been drawn to Red Rock Vale for any number of reasons, and it is up to you to determine exactly what it is that drives you. For now your travels are quickly taking you to the mining town of Kordrak's Bounty. A town not only home to thriving business, but people seeking strong sword arms to guard them on their travels, the possibility of ancient ruins being unearthed, men who have ranged across the unmapped valleys that Kordrak's Bounty sits near, and most importantly of all the safety of one of Lord Red Rock's forts.
After several weeks of long travel, you have come north to the dangerous edges of the civilized lands, to the great expanse of the Red Rock Vale. A series of mountains, valleys, and plateaus in the northwestern corner of the frontier Kingdom of Brynlind. Dotted across the rough country are stable towns, settlements, forts, and countless ruins that bespeak a bygone age. Adventure has called you from the safety and politicking of the south, to a land untamed at the edge of the world.
The Nitty Gritty
The PCs are all 3rd level characters with 3,000gp at their disposal. We're using the old standby 4d6 drop the lowest, no stats below 11 rule unless there is a plurality to drop our standard house rule for character creation.
All non-core classes, prestige classes, feats, skill uses, equipment, etc, must be approved by me. As we all know from years of experience, lots of shit wasn't playtested in these books and it certainly wasn't playtested under the belief that these things would work in conjunction with each other. The only current non-core classes that are getting net approval are as follows: Psion, Psychic Warrior, Soulknife, Wilder, Favored Soul, Warmage, Samurai, Totem Barbarian, Cloistered Cleric, and Battle Sorcerer.
Gold may be spent as you desire, while there aren't “magic item shops,” in this setting there are potioneers, and people that scribe spells they are just far from widespread. Furthermore, the gold spent represents more of the abstract time investment and the like you've spent toward obtaining a magic item. Remember: At 3rd level a magic item generally represents at least 1/3 of your wealth.
Traditional house-rules are in effect (ie: Charge provokes an Attack of Opportunity because...well it just makes sense).
A Rough Sketch of the World
You are all natives of Inyan, a broad continent filled with vast plains, mountain ranges, and verdant forests and vales. Civilization on Inyan is centered in the southern nations. From the Great Indigo Bay, to the Roof of the World and the Gates of the West, the civilized races have created great works, and played for power over each other for several centuries.
Inyan's tense peaces are always threatened by the savage creatures that stand at its edges. From the Orcs that sweep through the west, to the goblinoids that work through the southern mountains, and the Sahuagin that plague the coast from The Cerulean Sea to the southern ice flows south of The Great Indigo Bay.
The only true successes found in pushing back savage races has been found in the northern edges of Inyan, where all of the civilized races have continuously pushed all the way to the Red Rock Vale and the Stone Hills. What lays further to the north seems to be long wastes and deserts, unseen by civilized people. From these edges come Kobolds, Gnolls, and other fierce races.
These northern ranges are claimed only by one Kingdom, the Kingdom of Brynlind. While Brynlind might claim a massive swath of the continent, the actual King's hold on these reaches are debatable. As a relatively new kingdom there are only so many noble houses (some displaced from other lands) that can actually rule over these places, and only so many people coming to work these lands. To the other nations of Inyan, the King of Brynlind can claim all he wants that he holds a bulwark that spans from Red Rock Vale to the Cerulean Sea but no one will believe it until they can finally taste a crop grown in the Stone Hills or cross with a blade made of Red Rock Steel.
The Kingdom of Brynlind
The Kingdom of Brynlind is an expansive kingdom that claims title to the entire northern ranges of Inyan. The land here is extremely varied, the summers are hot and long, and the population is diverse. Titles in Brynlind are won through valor, and kept by hard work. Many a disgraced house has come from even as far as the Roof of the World to seek a new legacy in the northern wastes.
The country itself was founded by an ousted prince of a Southern land. In an effort to curry the favor of foreign allies, Dorian Bryn rode forth in an attempt to tame the north in the name of all the civilized peoples of Inyan. He lead his house, he gathered trusted companions of skill, and his deeds are still sung of this day. Rather than use this greatness to take his ancestral home, Bryn started anew creating a land where all were welcome to prove themselves against the harsh north.
Soon banners flocked to the nation, men and women of all races found status in the new kingdom. Brynlind is now a thriving nation with populations clustered along rivers and the coasts, with its frontier thrusting northwesterly into the valleys and mountains of Red Rock. It is a place where all are encouraged to seek greatness, and hold it as best as they may.
Politics: The Kingdom is ruled by the current King, Elwin the Fair, a Half-Elf born from a union between Dorian's great-grandson Willim and the daughter of an Elven lord. Regions across Brynlind are ruled by sworn vassals of Elwin the Fair who maintain their own castles and hold the King's Laws as best as they can. Some towns and hamlets are ruled by lesser vassals and knights in the employ of Elwin's lords, but there are just as many governed by councils of elders or important figures within the town. While it may be unheard of for villagers to be lordless, it isn't unknown for settlements to be so far flung that they receive little aid from their Lord and King.
Religion: The average citizen in the Kingdom is a hard working farmer or crafter who constantly curses the warmth of the great northern plains and mountains. They pray most commonly to Pelor. All Gods are respected and welcome in the temples that are around the world, but Pelor's place in the sky above them constantly reminds the common folk of Brynlind his importance. Amongst the noble houses where valor is encouraged and greatness dreamed, Heironeous is held in high regard. While it could be argued that some knights and nobles do not truly hold to the ideals of Heironeous the Invincible, they will always pay lip service to his power. Some Houses and villages depending on the histories of their peoples may also hold particular Gods in more reverence; the Dwarven settlements have temples to Moradin, some villages call to Cuthbert for guidance, and so on.
Magic: Brynlind was founded not only on the swords of brave knights, but also the holy symbols of Clerics, the books of Wizards, and explored by Druids and Rangers. Magic of the Divine is held in high esteem by the people of Brynlind. They find the magic that flows from the Gods or the world itself to be much more pleasing and understandable than the arcane. The sagely nature of Wizards gains them respect amongst the people of Brynlind but their tendency to delve into the unknown makes people unwary. There is a saying in Brynlind, “A Wizard makes a fine guest, but a terrible neighbor.” The magic of Bards is always welcome in the common houses of Brynlind and a lovely respite on the long roads that crisscross the kingdom. Sorcerers are begrudgingly respected for the power they have, though there is always an edge of mistrust between Brynlinders and a sorcerer. Finally, psionics is viewed with suspicion. The common people know it is not magic, and have great difficulty telling the difference between the more rigid psionicists and their uncontrolled brethren.
Race: Despite being a diverse Kingdom, the halls of power in Brynlind are still more likely to be filled with humans than other races. The majority of the population are human and halflings that had been making the occasional attempt at settlement in the north for generations, only to be pushed back by the savage races. Dwarves have flocked from the southern mountains to Red Rock Vale and have been quick to begin exploring the undersides of the mountains that other races have eschewed. Many a Dwarf has earned a reputation in service of the Lord Red Rock. Elves have found themselves into the lands of Brynlind, and some even hold noble titles. Gnomes can be found in the lowest numbers, sometimes working alongside dwarves or humans, often serving a variety of roles in Brynlind society. Finally, Brynlind has one of the largest populations of half-breeds in all of Inyan. Half-elves have long come to Brynlind to escape difficulties in other lands, but the intermingling of races has resulted in a large number of Half-Elves native to the Kingdom itself. After all, King Elwin himself is a half-elf. The other half-breeds are far less celebrated or accepted.
Half-orcs are a purely Brynlind problem. Until humans began moving north and running into areas that connected to the Western steppes on the other side of the Western Gate, they had rarely if ever encountered orcs. Suddenly orc bands and raiding parties were becoming a problem, taking away women, or just taking a woman's honor in the village they destroyed. Half-orc children were the result of such horrors, and it was found that their tainted blood ran true through generations. Half-orcs are generally disregarded and disliked, and orcs are hated with a burning passion in the western villages. Half-orcs are sadly a disease that even touches the halls of power, it is well known that Lord Red Rock's sole male heir, a grandson, is a half-orc the result of a horrid affair involving one of the Lord's daughters. There is talk in the Red Rock Vale of what might happen if no one in the Lord's family can birth a son before Lord Red Rock dies.
What You Know of Red Rock Vale
Red Rock Vale is a series of mountains and interconnected valleys that run in the northwestern edges of the Kingdom of Brynlind. They are largely ruled over by Lord Red Rock and his vassals, all staunch supporters of King Elwin. Lord Red Rock, a human named Gregor Crowzen, is an ailing old man, the son of the second Lord Red Rock, Gregor's reign has been particularly long due to his lack of male heirs. He has two daughters, one of whom gave birth to a half-orc male who at the moment seems to be the only man suitable to take Gregor's sandstone throne. It is hoped by the people of Red Rock that Gregor's much younger second wife will be able to bear him a male heir.
The court's problems however, are merely the gossip that people use to distract themselves from their hard lifestyle. Life in valleys of hot stone is not known for its ease. All across the Vale, there are settlements that eke out an existence with elaborate farming and irrigation techniques, and others that focus on plumbing the depths of the Red Rock Vale's many mineral resources. Forts of both the King and Lord's men provide safe havens along the twisted paths and canyons that are filled with dangerous savages intent on eroding the civilization that has brought its light to their world.
In the Vale though it is not just mineral wealth that attracts people. Ruins dot the landscape, lost cities calling forth a bygone era that people are only just now beginning to study. Adventurers from all over Inyan seek to make a name for themselves, some even hiring bards for their company solely so that their deeds will be sung of. Of course, it is not just those who seek glory that ride into the unknown. Brigands, and Radicalists fester in unmapped gulches and ancient tombs, plotting their own threats against the world.
Your characters have been drawn to Red Rock Vale for any number of reasons, and it is up to you to determine exactly what it is that drives you. For now your travels are quickly taking you to the mining town of Kordrak's Bounty. A town not only home to thriving business, but people seeking strong sword arms to guard them on their travels, the possibility of ancient ruins being unearthed, men who have ranged across the unmapped valleys that Kordrak's Bounty sits near, and most importantly of all the safety of one of Lord Red Rock's forts.