THE WORLD of GAILE
Revision 3.5
by Chris PerkinsTABLE OF CONTENTS
Page 1 INTRODUCTION A BRIEF HISTORYFirst Historical Period
Page 2
Second Historical Period Third Historical Period
Page 3
CHARACTERS
Ability Score Modifiers, by Race
RACIAL DESCRIPTIONS Dwarves Elves Page 4 Elves Gnomes Half-Elves Page 5 Half-Orcs Humans
Page 6 VITAL STATISTICS
Age Chart
Random Starting Ages Height and Weight Birth Rank
Page 7
CHARACTER CLASSES
Core Class Availability, by Culture & Race
Core Class Ability Changes Variant Class Availability, by Culture & Race
Page 8 NEW FEATS METAMAGIC FEATS
Page 9 THE LANDS of ESTEGALLE
Regions of Estegalle
Page 9-10
The Four Kingdoms
Caerleon
Page 11
The Four Kingdoms
Kashgar
Page 12-13
The Four Kingdoms
Mauridia
Page 13-14
The Four Kingdoms
Suttegarde
Page 15-17
The Three Tribes of Vors
Carmascia, Sarathia and Voruskai
Page 17-18
The Savage Lands
Narahim
Page 19
The Savage Lands
Vinnisklad
Page 20
The Savage Lands
Yssgelund Page 21 LANGUAGES of GAILE ESTEGALLE’S CURRENCY GAILE’S CALENDAR Page 22 The Calendar
The Lunar Calendar
Page 23-25 WEAPONS Weapon Categories Weapon Qualities Page 26 COMBAT MODIFIERS Cover Concealment
VISION & LIGHT
Darkvision Low-Light Vision Page 27-28
RELIGIONS OF ESTEGALLE
The High Gathering
Page 28
The Enlightened The Order of Geshidra Pagan Faiths Page 29-30 PRESTIGE CLASSES of ESTEGALLE Ankallibec Commander Page 30-31 Arcane Investigator Page 31 Artificer Page 32-33 Chosen of Geshidra Page 33 Elite Footman Page 34 Hedge Wizard Page 35
Knight of the Crown
Page 36
Knight of the Eastern March
Page 37
Knight of the Path
Page 38
Knight of the Watch
Page 39
Master Scout
Page 40
Generic Prestige Classes
Page 41
CREATURES OF GAILE
Creatures from Sourcebooks
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INTRODUCTION
The World of Gaile is a Campaign Setting for Dungeons and Dragons that I have worked on for several years. This current incarnation is adapted for use with the Dungeons and Dragons 3.5 rules and incorporates supplementary materials I find suited to this setting.
In developing this world, I borrowed heavily from the myths and legends of Europe, and from the rich fantasy worlds created by authors such as J.R.R. Tolkien and Fritz Leiber, in order to create a setting that would be familiar, yet intriguing, to my players. Most of the cultures in this world, particularly on the continent of Estegalle, are based upon European, Slavic and nomadic Asian cultures. The technology level of this campaign ranges from that of late 11th century among the Tribes of Vors through that of late 15th century Europe in the lands of Caerleon, Kashgar and Mauridia. Reading the descriptions of the Lands of Estegalle, you will notice that humans are the dominant race of Gaile; that their struggles and triumphs now resound throughout the Lands of Estegalle. At this time, the 575th year of the Gaile Common Year, humans have driven their non-human neighbors into seclusion, to those lands that no man finds hospitable, or into lands shrouded from their eyes.
A BRIEF HISTORY
In the days following Gaile’s crafting of the world, the children of Jenia and Aluin were overwhelmed with its stark beauty. The great sphere of rock, named after the first daughter of Jenia and Aluin, was fashioned by the Ardillon according to their desires; just as their sires had fashioned the gods’ celestial dwelling in the days before they were thought into being.
This making of the world has not been completed; for its ending will come with the end of all things. The gods’ shaping of things in time and the passing of events, both glorious and fell, are the stuff of history. Here are some events that make up the known history of Gaile and their estimated dates (Pre-Common Year):
First Historical Period: The Days of First Awakenings (Pre-Common Year)
30,000 PCY: The gods fashion the elder fey, such as treants, dryads, nymphs and fossergrim, and giants from the fabric of the world to serve as its stewards. Aluin breathes life into these beings and Gaile helps to nourish them under the guidance of Jenia. Tension crops up almost immediately between the immortal fey and the mortal, tempestuous races of giantkind. Conflicts over territorial control lead to bloodshed that, in turn, feeds the growing animosity between the gods of the fey (Faendre, Gerian and Naeril) and the patrons of giantkind (Moloth and Theros). Over time the majority of giants come to worship Moloth and the lesser god Baloth, who they revere as lords of battle. Only good and neutral-aligned giants hold to the worship of Theros, the Stormlord, and of Gaile.
22,000 PCY: From the union of elder fey and godlings known as Silathae, or servitors, the mortal elven race is born. The first lines of elves awaken beneath the stars, on the shores of the Western Sea (Ulmar Avandai) and migrate northward to the great mountains of the west, Arn Illandir (Moongates), and eastward towards Arn Haldari (Sungates), settling in the forests and along the shore of Lake Naeril in central Gaile. Faeries and the mortal race of gnomes are created as guardian spirits and watchers of the forests by the gods of nature. Unlike the elder fey, elves, faeries and gnomes are not bound to a specific grove, spring, or forest and migrate throughout Gaile. Elves establish vast forest realms and settle along the coasts, laying the foundations for their great citadels at Asgiroth and Esgavule.
18,000 PCY: The eldari of Asgiroth (Whitecliff) are corrupted through the machinations of the Silath Falgur, fell servants of rebellious gods bent on the domination of Gaile’s mortals. Narveg, Moloth and Illichor craft Illariun, a magnificent white opal, and present it as a gift to the eldari queen Aenori. This magnificent gem, set upon a mithril crown, is said to grant her great insight into, and influence over, the minds of her subjects. The realm of Aenori and her consort, Prince Kharec, prospers under their rule and, gradually, the Kingdom of the Asgiroth encroaches upon the Arvecir realm of Celindale. Niriel, daughter of King Halengir of Celindale, warns her people of the dark influence that has gripped the elves of Asgiroth and foretells of a great war between the elven kingdoms.
The Sundering of the Elves results as the Eldari of Asgiroth begin annexing Arvecir lands and leads to a massive war between these two kingdoms of elves. The war is fought upon Ulmirdon (The Golden Sea), a vast field bordering the western expanse of Celindale. Aenori flees from her battle-ravaged kingdom and seeks the shelter of Narveg, Lord of Lies. As years of civil war threaten to destroy these two most powerful of elven houses, Narveg fathers the first of the race of dark elves with Aenori. The Silath Falgur use the magic of Illaruin and the first daughter of Aenori, Tiandra, to create the goblinoid races, breeding these mockeries of elves as warriors and slaves. Tiandra, raised to status of quasi-deity, is still revered as a mother-goddess by the goblinoid people.
After years of warfare hundreds of goblins rise from Borukhel and slaughter the few high elves remaining to garrison the gates of Asgiroth and raze most of the city. Ulmirdon serves as the grave for over 20,000 elves, including the Forest King, and is renamed Olmad Nolgr (The Sea of Corpses).
Moved by the suffering of the elven people the god Lucien frees the elves of Asgiroth from the fell influence of Narveg and Illariun. Driven mad with guilt and grief, Kharec refuses to call back his nearly decimated forces and continues his war against the Arvecir. In order to save the besieged city of Asgiroth and wrest control from his mad father, Osriel leads a revolt against him and is forced to slay him at Amryll’s Well. Osriel then petitions Niriel, Queen of the Arvecir, for peace. Osriel’s people are pardoned by Niriel and, finding their city nearly destroyed and overrun by goblins, begin their long march West to the shores of Ulmar Avandai.
Illariun shatters from the dark magics used in the creation of the goblins, its darkened shards hidden away deep beneath the earth in shrines dedicated to the Dark Servants.
17,000 PCY: The line of Osriel settles Esgavule (Whitegull). Goblins, in the meanwhile, gather in great numbers in the bowels of Borukhel and amid the ruins of Asgiroth.
16,500 PCY: As Gerian created the treants in the earliest days of the world Moloth now creates trolls as protectors for the race of goblins and as elite warriors for the Silath Falgur. Dumador wars with Moloth over this bastardized creation in The Great Rending; a horrific war responsible for earthquakes and volcanoes throughout the western lands of Gaile. During this clash comes Dumador’s creation of the dwarves from the very stone from which trolls were formed. With armies of these dwarves under his command, Dumador drives Moloth into hiding and drives the race of trolls to near extinction. Dwarves begin their migration from central Gaile to all corners of the vast continent.
16,000 PCY: The first meetings of elves and dwarves at Arn Ilandir and Arn Haldari leads to a series a small skirmishes, as the races argue their claims to these mountains. Outnumbered and disgusted, the dwarves embark upon their Trail of Sorrow, toward Asgiroth and Tol Gorog (Grim Peaks).
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15,750 PCY: Dwarves drive goblins from Asgiroth and most of Tol Gorog under the leadership of Daroc Morudson and Baldrim Greybeard. The dwarves divide into ten clans and search for more territories to claim as their birthright.
15,250 PCY: Illichor corrupts Duergrid Angreddin, head of clan Angreddin, with a shard of Illariun and its promise of power. Duergrid, paranoid and driven by greed, kills his clan of 200 with the aid of his 10 sons and an avatar of Illichor that has assumed dwarven form. Duergrid’s descendants are the progenitors of the dwarven subrace of duergar, while both Duergrid and his sons are doomed to become the first line of dragons, cursed to hoard wealth but never to enjoy its splendor and to always hunger without hope of succor.
13,500 PCY: Baloth, planning to conquer the divided races of Gaile, brings The Wasting, a terrible blight, to the forests of Gaile. Treants and the elder fey suffer unrelenting agony and die in great numbers. Other forest dwellers suffer as the blight kills most sources of sustenance and causes pestilence to spread throughout Gaile. In Gaile’s mountains dwarves wage ceaseless war against hosts of troll and goblin armies.
The gods, lamenting the fey, elven and dwarven races’ inexorable ties to the fate of the land and fearing their demise through unceasing, bloody battles against the foul creations of The Dark Servants, set out to create a new race. From the blood of slain godlings the “Child Race” of mankind is created. To this race is given the gifts of fertility, adaptability and ingenuity.
Over the next millennium, the races of dwarves and elves guide the “Child Race,” teaching them much in the ways of craft and lore. Many battles are fought by the united forces of humans, dwarves and elves against the corrupted races of the Dark Servants.
12,000 PCY: Borukhel erupts with thousands of goblins. Trolls, led by Moloth, and undead forces, under the command of Ulgren, assist in the bloody campaign. Nearly 100 years of fighting follow, involving all of the races of Gaile as well as the Silathae (Servitors). Widespread death and destruction makes central Gaile into a veritable wasteland. All races are driven to near extinction in The First Great War. Survivors of the war fall to the famine and pestilence that grips all of Gaile.
11,500-10,000 PCY: The races of Gaile recover from the devastation of the Great War. This era is marked by great cooperation among the races of Gaile, with great exchanges of knowledge, culture and goods taking place.
10,000-7,500 PCY: This period of time is called The Great Migration, a time when races of humans, elves and dwarves sought new frontiers and explored that far reaches of Gaile. Small wars erupt over disputed territorial claims, but these are minor compared to past wars. During the relative peace of this era, the pursuit of knowledge and the arts leads to great technological and social changes throughout the realms of Gaile. Cities grow mighty along the coasts, rivers and trade routes that link the realms of the three races.
7,500 PCY: Theological and scientific studies lead to the study of Arcanology in the major cities of Gaile. Once shrouded in mystery, the manipulation of magic becomes accessible to those academics who immerse themselves into this burgeoning discipline.
7,500-6,500 PCY: The use of magic leads to leaps of knowledge, productivity and creativity. Both construction and destruction are aided through its use, as magic is employed in all manner of craft and upon the field of battle. Over time, practitioners of magic, called Archons, are increasingly at odds with the priests of The High Gathering. Those whom the gods had granted powers consider wizards to be abominations, who seek to deify themselves through the use of magic. The Sect of Aethrude acts as intermediary between the Archons and priests of The High Gathering, trying desperately to quell the rising storm caused by this conflict.
Seizing this opportunity, Moloth, Narveg and Illichor emerge from long years of hiding and send their avatars into the world to gather those hostile to The High Gathering. Desperate in their struggle against the majority of the gods, the Silath Falgur with the aid of Avellior, “the Mad God”, reach beyond the gulf of time and space in order to contact primordial powers known as The Sleeping Gods. Disciples of the Silath Falgur are charged with the task of creating gates to the “elseworlds” that are home to these powers in order to channel their power.
To bring practitioners of magic into the dark gods’ service, The Tower of Sorcery is erected in the greatest city of Gaile, Tarn Hirrod. Its adherents, The Assembly of Sorcerers, spread their arcane knowledge, and their opposition to The High Gathering, throughout the lands. Over time, the influence of The Assembly of Sorcerers leads to religious upheaval and political turmoil, as the corruption of the Fell Gods turns the lands’ rulers against the Church and each other. Servants of The Tower of Sorcery establish gates to an alternate Prime Material Plane ruled by illithid servants of The Sleeping Gods. Meanwhile, the monstrous servants of the Silath Falgur renew their attacks upon the strongholds of their ancient enemies. The Great Wyrm, Chrysophyllax, terrorizes the Kingdom of Edanil and weakens its defenses against the waves of inhuman marauders that ceaselessly attack its northern borders.
6,000 PCY: The Second Great War pits the priests of The High Gathering against The Sorcerers, kingdom against kingdom, and the unholy creations of Baloth, Moloth, and Narveg against the races of mankind, elf, and dwarf. Years of unremitting warfare follow, ending with a cataclysmic meteor strike that obliterated much of central Gaile, splitting Gaile into the continents of Avandunil (The Western Lands) and Estegalle (Eastern Gaile). The epicenter of this catastrophe is the city of Tarn Hirrod, which is located on the southeastern shore of Lake Naeril in what was central Gaile. The worst devastation fell upon the people of Eastern Gaile, while those of the westernmost lands were spared from the worst of the gods’ wrath.
Second Historical Period: The Age of Darkness (Pre-Common Year)
6,000 PCY-2,000 PCY: Once again, the races of Gaile fight their way back from the brink of destruction. The Men of the West (Avadain) unite the peoples of Avandunil and rebuild great kingdoms out of the ashes of The Second Great War. In Estegalle, savagery and chaos reign over the lands, as starved and desperate tribes wage war over fertile lands and hunting grounds. Small clanholds are the only semblance of civilization during this period of time.
2,000-1 PCY: As the kingdoms of Avandunil grow mighty, the people of Estegalle start to form petty kingdoms that are locked in constant war. In 1035 PCY, the Tribe of Maurid, followers of Shardan the Wise, establish the Kingdom of Mauridia in the banks of the River Sahavim, beyond the Sheltering Sea. The first waves of Avadain conquerors begin arriving in 12PCY.
Third Historical Period: The Age of Resurgence (Gaile Common Year 1-575 GCY)
See each land’s description for the history of the Third Historical Period. The year 1 marks the year of the first permanent Avadain settlement on Estegalle, the fortress town of Caer Lyon or Lion’s Fort.
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CHARACTER RACES
Player characters may choose to be of the following races: dwarf, elf, gnome, half-elf, half-orc, or human. The descriptions for each race are given below, as are campaign specific variations. Human characters should choose a culture that they belong to and region that they hail from in order to add depth to their character background. Regional descriptions, and the characteristics of the humans of these regions, are in found in The Lands of Estegalle section of this campaign setting.
Ability Score Modifiers, by Race
Race Modifiers
Dwarves +2 CON, -2 DEX
Elves, High +2 INT, -2 CON
Elves, Sylvan +2 DEX, -2 CON
Gnomes +2 DEX, -2 STR Half-Elf - Half-Orc - Human -
RACIAL DESCRIPTIONS
Dwarves
Dwarves are stocky and broad-shouldered. Their skin tends to be ruddy and their eyes are usually black, grey or blue. They tend to have large noses and feet for their size. Hair coloration is usually shades of brown, with black or reddish blond being rare. Men often wear braided beards. All dwarves tend to have wavy, coarse hair though northern clans tend to have lighter, straighter hair. They favor warm woolen garments in solid colors or tartan patterns, with leather bracers and girdles being common. Deep shades of blue or grey are common colors used, with black and red also used at times. Kilts or hooded cloaks are often the garb of choice. Their homes are usually beneath mountainous or hilly lands, with access to the surface for farming and raising livestock. Not as fertile as humans, they have few children; and less than a third of their people are women, who are guarded jealously within their cavernous halls.
Dwarves are a hearty people; lovers of salted or smoked meat (goat being popular), song and stout ale. They are suspicious of outsiders and tend to be pugnacious, possessive, stubborn and moody. Their blood is thick and their oaths are honored until death. Once trusted and befriended, dwarves can be the greatest of allies. Likewise they make fearsome, tenacious enemies whose wars against goblinoids and giantkind are legendary. The dwarves are superior craftsmen who love to mine the earth for precious gems and metals, which they forge into weapons of strength and artifacts of beauty and power. Dwarf merchants and artisans frequently enter human cities to trade, staying briefly above ground before returning to their people. Dwarven trade caravans are well guarded and take well-patrolled, major trade routes whenever possible.
Dwarves have nine clanholds beneath the major mountain ranges and hilly regions of Estegalle that are united as a confederacy. The clans elect their king, who acts as High King over all of the clans until his death, at which time a new king is elected. The duergar of the Angreddin clan are not recognized as a legitimate clanhold and are considered vile enemies of the “true” dwarven people. Dwarves worship the gods of The High Gathering but have a special reverence for Dumador, Lord of the Forge and of Oaths.
Clan Name Clan Leader Location Predominant Alignment
Baradsrud Denevor Baradsrud Kashgar Lawful Neutral
Carroc Dergal mab Carroc Caerleon Lawful Good
Greybeard Maglor Greybeard Suttegarde Lawful Good
Heimgard Andvar Heimgard Yssgelund Neutral Good
Khadzul Broghur Khadzul Kashgar Lawful Good
Ironshield Dain Ironshield Suttegarde Lawful Good
Morudson Olaf Morudson Yssgelund Lawful Neutral
Redbeard Kalec Redbeard Suttegarde Neutral Good
Sturlisson Bragi Sturlisson Yssgelund Lawful Good
Game Rule Information
Dwarves in Estegalle are much like those described in The Player’s Handbook with the following exceptions. No racial weapons appear in this campaign, so Gaian dwarves do not gain weapon familiarity. Due to their short and stocky builds, dwarves are less nimble but heartier than other races, as reflected above under Ability Score Modifiers, By Race.
• Automatic Languages: Common and Dwarven. Bonus Languages: Elven, Giant, Gnome, Goblin, Orudan, Terran and regional languages.
Elves
As a race, elves are taller and thinner than most humans. Elven men have no facial hair and elves, on the whole, have less body hair than humans. Their clothing tends to be of light, though well made and durable, material and well tailored, with lovingly detailed needlework being seen in all but the cheapest of elven garb. Elves are fairer and more graceful than Men, having finer features and unmarred skin. At the same time elves are slight of build and frailer than humans. Elves have discerning tastes in foods, favoring light meals of freshly caught fish and game, delicately seasoned and accompanied by well-aged wine or subtly sweet mead. The elven people also enjoy baked goods sweetened and preserved with honey.
High Elves
High elves (Eldari) are sturdier, paler of skin and darker haired than wood elves, with silky black or dark brown hair, that runs from straight to wavy, and eyes of grey, brown or hazel. Fair hair is very rarely seen among the high elven people. High elves tend to wear deep blue garments, along with silver, gold, black and pale grey. These elves are the builders and craftsmen of the elven folk, most skilled in the crafting of fine metalwork: armor, weapons and beautiful jewelry. Many Eldari are masters of lore and chroniclers of the ages, contributing to the great libraries of the Eldari citadels. At one time elves were great teachers to the race of man and an ally to the dwarves in the western lands of Estegalle. The growing power of man and the waning of magic from the world have caused them to become increasingly isolationist, dealing with neighboring humans and dwarves mostly for the purpose of trade while maintaining relations through perfunctory diplomatic exchanges.
Most of Estegalle’s high elves live in one of three walled, coastal citadels found along the western shore of Caerleon and Suttegarde. These citadels are ruled by Lord Stewards who act in the name, and according to the wishes, of the Eldari queen, Eran Miranduil, who reigns from the great, hidden island of Mir Thanduil or Isle of Resting. This island, situated between the continents of Avandunil and Estegalle, is said to be the final destination of all of Gaile’s elves and exists on both the Prime Material and Faerie Planes. Smaller communities of Eldari exist upon islands in
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Estegalle’s larger lakes or far out in the Western Sea or lie hidden within verdant river valleys and depths of ancient forests. High Elves worship the gods of The High Gathering, particularly Aethrude, god of magic, Cerullien, Lord of Heavens, and Tendellius, god of time and knowledge.
Eldari Citadels Steward Location Predominant Alignment
Pol Asgiroth (City of Whitecliff) Lady Osriel XI Caerleon Neutral Good
Pol Esgavule (City of Whitegull) Lord Gildan Caerleon Lawful Good
Pol Illandor (City of the Oracle) Lord Baloril Suttegarde Lawful Neutral
Sylvan Elves
Sylvan or wood elves (Arvecir) are shorter and slighter of build than their Eldari kin. Their skin tends to be ruddier than that of the Eldari; their hair is usually blond or light brown and their eyes are green or blue. They prefer clothes of forest green, grey or brown, with emphasis being placed on functionality. Music and dance are favored pastimes by the Arvecir, who are masters of the woods. Sylvan elves are slow to trust outsiders, even other, non-Sylvan, elves and, as such, are guarded around strangers. However, this distrust is often hidden beneath a facade of mirth.
Sylvan Elves isolate themselves deep within forests, living amid the trees or beneath the rolling hills in beautiful natural caverns. They reside within the ancient forests of Caerleon and Suttegarde, the dense, semi-tropical forests of Narahim and the frozen pine forests of Yssgelund. Though each of these four realms has its own King or Queen individual villages are democratic, with village meetings of adult Arvecir being called to decide on matters of import. Village elders preside over these meetings and provide counsel and settle disputes among their people. In larger communities, and in dealings with the area’s King or Queen, representatives for groups are sent to these meetings in lieu of all members. Sylvan elves most often worship Danevar, Lord of The Hunt, and Gerian, goddess of nature’s bounty.
Arvecir Realms (local name*) Monarch Location Predominant Alignment
Celindale (Greatoak) Queen Hanil Goldenbough Caerleon Neutral Good
Spiritwood (Camishiri) Queen Laurelin Andriel Narahim Neutral Good
Silverbirch Forest (Birkewald) King Rilleth Silverleaf Suttegarde Chaotic Good
Rimewood (Raurifholt) King Ossien Galidon Yssgelund Neutral
*The local names for each forest are in the regional, human tongue Game Rule Information
Both high elves and sylvan elves gain the racial abilities listed in The Player’s Handbook but have different ability score modifiers than standard elves (see Ability Score Modifiers, By Race above). The following racial abilities are used in place of those listed in The Player’s Handbook.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for longsword, short sword, longbow and shortbow as bonus feats. • Automatic Languages: Elven and Common. Bonus languages: Draconic, Dwarven, Giant, Gnome, Goblin, Sylvan and regional languages. • Favored Class: High elves have wizard as a favored class. Sylvan elves have ranger as a favored class.
Gnomes
Gnomes, in Gaile, are small humanoids who reside in idyllic forests away from the noise and bustle of human settlements. Their small size and innately magical nature allows them to hide from larger folk and their mastery of illusions keeps their settlements safe from discovery. Gnomes tend to be round bellied and ruddy cheeked. Their bright eyes are of light brown, hazel, blue, green or violet. Like dwarves, gnomes tend to have large noses and feet for their size. Their straight to slightly wavy hair is usually shades of pale gold and red, with white hair being common among adult gnomes. Men often wear well-groomed beards and women wear their hair in braids. They favor warm woolen garments in solid colors. Pale shades of blue or green are common colors used, with yellow and red also used at times. Vests and conical hats of bright colors often compliment these outfits. They make their homes in warm, dry cave complexes, well appointed and masterfully camouflaged. Gnomish crops are grown among the wildflowers of their forest domains. Fish farms are maintained in the streams and ponds near their homes, with apiaries and foraging supplementing their crops.
Gnomish clans have holdings in the lands beneath the forested hills of Caerleon and Suttegarde. An elder or, at times, a council of elders guides these communities. There are over 50 separate clans throughout Estegalle, though none owe fealty to a common sovereign. Despite this, gnomish clans are strongly allied with each other: gnomes view others of their kind as brethren or, at least, distant cousins. Community meetings, like those of the Sylvan Elves, are typical in gnomish clanholds. Occasionally, a particularly ambitious gnome politician "presides" over the community as mayor. Some major gnomish clans include those of: Cyrwith, Grumbel, Vinniskillen, Binkeldorry, Gimbel and Boggleston. Gnomes’ alignments tend towards neutral good. Gnomes worship the gods of The High Gathering, with shrines to Gerian, goddess of the harvest, and Jenia, Lady of the Hearth and mother-goddess, being most commonly found in gnomish communities.
Game Rule Information
The gnomes of Gaile gain the racial abilities listed in The Player’s Handbook but have different ability score modifiers than standard gnomes (see Ability Score Modifiers, By Race above) and have no familiarity with racial weapons, which do not exist in Gaile. Gnomish settlements are found in the forests and vales of Caerleon, Suttegarde and Yssgelund. The following racial abilities are used in place of those listed in The Player’s Handbook.
• Automatic Languages: Gnome and Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Sylvan and regional languages.
Half-Elves
Half-elves are typically the offspring of humans and elves, with few half-elves being born to two half-elven parents. Half-elves tend to exhibit both human and elven traits and physical characteristics, with considerably longer lifespans than humans. The features of half-elves tend to be finer than those of humans and they possess some of the graceful beauty of the elves.
Half-elves of high elven blood hail from Caerleon and Suttegarde, while those of sylvan elven blood come from Caerleon, Narahim, Suttegarde and Yssgelund. Most half-elves are raised in human communities and, quite often, are estranged from their elven roots. It is rare for elves to accept humans into their communities, though half-elves are met with more tolerance and, often, with a small degree of sympathy on account of what elves view as half-elves’ relatively short life spans. Half-elves raised in elven communities tend to revere the deities that elves view as their patrons (see above). Those raised among humans typically worship the gods of The High Gathering, just as the elves, but tend to worship the god most valued by the local people.
Game Rule Information
Half-elves are played as per The Player’s Handbook with one exception. Rather than receiving racial bonuses to diplomacy and gather information skill checks half-elves gain a bonus feat at first level, due to their human ancestry.
• Automatic Languages: Common and one regional language or Elven. Bonus Languages: Dwarven, Elven, Giant, Gnome, Goblin, Sylvan and regional languages.
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Half-Orcs
Orcs, in Gaile, are synonymous with hobgoblins and hobgoblins are used in place of orcs in all instances. Half-orcs are almost always born out of violence and subjugation, the offspring of hobgoblin masters and human slaves or the end result of rape following an orcish raid upon a human settlement. In any event, the commingling of orcish and human blood is a subject of extreme distaste among most ordinary humans, who view the resulting children of such a union with abhorrence and loathing. Most half-orcs are raised in orcish communities where they are raised under the whip to a life of servitude or, in those instances where their aptitude is noticed, are trained as scouts and spies to infiltrate human lands. Some rare individuals even rise to positions of authority, hardened by their years of adversity. Those raised in human communities are often isolated, viewed with suspicion and disdain by the humans of their community.
Gaile’s half-orcs differ significantly from typical half-orcs. They tend to be slightly taller than humans, longer of limb and with broader shoulders. Their facial features have a slightly goblinoid caste to them, with thin-slit eyes and nostrils, broad, jutting jaw lines and slightly pointed ears being common. Their canine teeth are somewhat larger than those of humans and their coloration tends to be ruddier than usual for men of their lands. Half-orcs can sometimes pass for human, though there is something disquieting about their appearance that reveals the cruel nature of their goblinoid heritage.
Half-orcs are usually encountered in the northern lands of Estegalle, particularly near mountainous or coastal areas. Typical homelands for such characters include Carmascia, Suttegarde, Vinnisklad, Voruskai, and Yssgelund. Depending upon their homeland and upbringing, half-orcs may worship the gods of their human communities or the dark gods of the goblins, particularly Ulgren, god of death and punishment, Baloth, god of slaughter, or Kharec the Vengeful.
Game Rule Information
Half-orcs have the following abilities:
• As Medium creatures, half-orcs have no special bonuses or penalties due to their size and have a base land speed of 30 feet. • Half-orcs have a +4 racial bonus to move silently checks.
• Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Goblin Blood: For all effects related to race, half-orcs are considered as goblinoid.
• Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his or her highest-level class does not count.
• Automatic Languages: Common and one regional language or Goblin. Bonus Languages: Dwarven, Elven, Giant, Gnoll, Goblin, Orudan and regional languages.
Humans
Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest shades. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown. See each the regional descriptions in The Lands of Estegalle and The Player’s Handbook for more details about human characters.
Game Rule Information
All humans are played as described in The Player’s Handbook and gain the racial abilities listed therein. In addition, all humans gain cultural bonuses to skills and/or saves that are based upon their cultural background. Any skill that receives a cultural bonus may be used unskilled by a character of that culture.
There are 8 cultural backgrounds for human characters in Estegalle to choose from, though many humans in Caerleon and Suttegarde are of mixed bloodlines and cultural backgrounds. In Caerleon and Suttegarde many humans are of mixed Avadain and Maelnach blood and gain a +1 racial bonus to FORT saves versus natural diseases and a +1 competence bonus to survival rolls. In Suttegarde men of mixed Avadain and Yssgelundian heritage are quite common. Such individuals receive a +1 racial bonus to Will saves versus fear effects and a +1competence bonus to survival checks.
For detailed descriptions of each of the regions of Estegalle, and to learn more about each of the cultures listed below, read The Lands of Estegalle section below. There you will find information on the names, physical characteristics, character class notes and preferred weapons for the human inhabitants of each of the 10 regions of Estegalle.
Cultural
Background Regions
Regional
Languages Cultural Abilities
Predominant Alignment
Avadain Caerleon, Suttegarde and Mauridia Adanae +1 racial bonus to FORT saves versus natural diseases and to WILL saves versus fear effects. Lawful Neutral (good)
Cirhedin Mauridia Adanae +1 racial bonus to FORT saves versus natural diseases and +2 competence bonus to knowledge: religion or history checks. Lawful Neutral (evil)
Kashgari Kashgar Khalmiri +2 competence bonus to appraise checks. +20% to starting wealth. Neutral
Maelnach Suttegarde Elven +1 competence bonus to survival, listen and spot checks. Chaotic Neutral
Narahim Narahim Daegaru +1 competence bonuschecks. to knowledge: nature, listen and spot Neutral (good)
Tribesmen of
Vors Sarathia and Voruskai or Carmascia Terrilec +2 competence bonus to ride checks and +1 competence bonus to survival checks. Chaotic Neutral (evil)* Neutral or
Vinniskur Vinnisklad Terrilec
+2 competence bonus to survival checks. They only suffer a –2 penalty to balance checks and may move a ¾ speed on icy surfaces.
Neutral
Yssgelundian Yssgelund and Suttegarde Teug
+1 competence bonus to climb or swim checks □ and +1 competence bonus to survival checks. +1 racial bonus to Will
saves versus fear effects. Neutral (chaotic)
*Sarathians and Voruskaiad tribesmen tend towards neutrality while Carmascians lean towards chaotic neutral, with evil tendencies. □ Yssgelundian mountain clansmen have a +1 competence bonus to climb checks while coastal clansmen gain this bonus to swim checks. • Automatic Languages: Common and the regional language shown on the table above. Bonus Languages: Dwarven, Elven, Giant, Gnoll,
6
VITAL STATISTICS
Age Chart
Race Middle-Age Old Age Venerable Maximum Age
Dwarves 150 years 250 years 350 years +5d20 years
Elves 500 years 750 years 1000 years +10d20 years
Gnomes 200 years 325 years 450 years +5d20 years
Half-Elves 75 years 100 years 125 years +4d20 years
Half-Orcs 60 years 80 years 100 years +3d20 years
Humans 40 years 60 years 80 years +2d20 years
Random Starting Ages
Race Adulthood Barbarian, Fighter,
Rogue, or Sorcerer
Bard, Paladin, Ranger, or Swashbuckler
Cleric, Druid, Monk, or Wizard Dwarves 25 years +3d6 +3d6 +7d6 Elves 50 years +4d6 +6d6 +10d6 Gnomes 30 years +4d6 +5d6 +8d6 Half-Elves 18 years +1d6 +2d6 +3d6 Half-Orcs 16 years +1d6 +2d6 +3d6 Humans 15 years +1d4 +1d6 +2d6
Birth Rank
D20 Roll Birth Rank D20 Roll Birth Rank
1 Only Child 13-14 5th Child
2-4 1st Child 15-16 6th Child
5-7 2nd Child 17-18 7th Child
8-10 3rd Child 19 8th Child
11-12 4th Child 20 Twins (roll again)*
* Twins are possible for all races (despite negative modifiers) on a natural roll of 20.
Racial Modifiers to Birth Rank
Race D20 Modifier Race D20 Modifier
Dwarves -4 Half-Elves -4
Elves -8 Half-Orcs -4
Gnomes -8 Humans -
Number and Gender of Siblings
To determine the total number of children, roll Birth Rank a second time and adjust for race. Results less than or equal to the first Birth Rank roll indicate that your character is the last-born. Otherwise, the second number determines the total number of children. For all races, except dwarves, siblings have a 50/50 chance of being either male or female. For dwarves, only 1 in 6 children are females. It is for this reason that non-dwarves seldom see dwarven women.
Example:
Bragi the Dwarf rolls a d20 and rolls a 12. Then he subtracts 4 from the roll (because he is a dwarf) and winds up with an 8. This indicates that he is the 3rd child. If Bragi’s second roll (with the negative modifier) yields this result (8) or less he is the 3rd of 3 children. Otherwise, the second result gives the total number of children in Bragi’s immediate family.
Height and Weight
Race Men’s Height Men’s Base Weight
Weight
Modifier Women’s Height
Women’s Base Weight Weight Modifier Dwarves 4’+3d4” 100 lb. x(2d4) lb. 3’10”+3d4” 85 lb. x(2d4) lb. High Elves 5’4”+4d4” 120 lb. x(1d8) lb. 5’2”+4d4” 90 lb. x(1d8) lb. Sylvan Elves 5’2”+4d4” 100 lb. x(1d8) lb. 5’+4d4” 80 lb. x(1d8) lb. Gnomes 2’4”+1d4” 24 lb. x(1) lb. 2’3”+1d4” 20 lb. x(1) lb. Half-Elves 5’+4d4” 90 lb. x(1d8) lb. 4’10”+4d4” 80 lb. x(1d8) lb. Half-Orcs 5’+4d4” 120 lb. X(2d4) lb. 4’10”+4d4” 100 lb. X(2d4) lb. Humans* 4’8”+4d6” 90 lb. x(2d4) lb. 4’5”+4d6” 80 lb. x(2d4) lb.
* Humans of some cultures tend to be of smaller or larger than typical humans. For Maelnach characters, subtract 5% from the character’s height and weight. For Yssgelundian characters add 5% to the character’s height and weight. Humans from Kashgar add 5% to their height but do not adjust their weight, as they tend to be tall and willowy.
7
CHARACTER CLASSES
The following chart shows what core classes are available, and which are preferred, in each region of Estegalle. Class prohibitions by region or race only effect characters of those regions or races during their 1st character level and have no effect upon later character advancement. Swashbucklers, from Complete Warrior, are the only non-Player’s Handbook core class allowed in the Estegalle campaign setting.
Core Class Availability for Humans, Half-Elves and Half-Orcs, by Region
RegionCore Class
Caerleon Carmascia Kashgar Mauridia Narahim Sarathia Suttegarde Vinnisklad Voruskai Yssgelund
Barbarian x ○ x x - x - ○ - ○ Bard ○ - ○ - - - ○ x - ○ Cleric ○ - - ○ - - ○ x - ○ Druid - ○ - - ○ ○ - ○ ○ - Fighter ○ ○ ○ ○ ○ ○ ○ - ○ ○ Monk x x x x ○ x x x x x Paladin ○ x - - - - ○ x - - Ranger - - - - ○ - ○ - - - Rogue ○ - ○ ○ - - - x - - Sorcerer - - - ○ - ○ - - - - Swashbuckler ○ x ○ ○ - x - x x x Wizard ○ x ○ ○ - - ○ x x -
○ Preferred class - Permitted class x Prohibited class
Core Class Availability for Dwarves, Elves and Gnomes
Race Race Core Class
Dwarf Elf, High Elf, Sylvan Gnome Core Class Dwarf Elf, High Elf, Sylvan Gnome
Barbarian - x x x Paladin ○ - - - Bard - ○ ○ ○ Ranger - - ○ - Cleric ○ ○ - - Rogue - - - ○ Druid - - ○ - Sorcerer - - - - Fighter ○ ○ - - Swashbuckler x - - - Monk x x x x Wizard - ○ - ○
○ Preferred class - Permitted class x Prohibited class
Core Class Ability Changes
Fighters
Bonus Feats: Fighters now have access to Supreme Weapon Focus at 14th level and Supreme Weapon Specialization (see New Feats on page 8) at 16th level as bonus feats, so long as they meet each feat’s prerequisites.
Rogue
Special Abilities: Rogues of 13th level or higher may choose Hide in Plain Sight (DMG, p195) as a Special Ability.
Swashbuckler
Hit Die d8
Saving Throws Good Fortitude and Reflex saves and a poor Will save.
Skill Points 6+INT / level
Class Features Swashbucklers gain the Shield Proficiency feat so that they may use bucklers. Swashbuckler abilities that are subject to armor or encumbrance restrictions are lost if the swashbuckler employs any shield other than a buckler. In addition, all swashbucklers lose the Grace class feature in exchange for a good Reflex save.
Sorcerer
Class Skills Replace the class skill of bluff with use magic device.
Class Features All sorcerers gain Eschew Material Component as a bonus feat at level 5. Due to the use of Spontaneous Metamagic (see page 8) sorcerers may cast spells enhanced by metamagic as a standard action, rather than as a full-round action.
Variant Class Availability, by Region
The following chart shows what variant classes from Unearthed Arcana are available, and which are preferred, in each region of Estegalle. Class prohibitions by region only effect characters native to those regions at 1st level. These prohibitions have no effect on later character advancement.
Region
Variant Class Caerleon Carmascia Kashgar Mauridia Narahim Sarathia Suttegarde Vinnisklad Voruskai Yssgelund
Bardic Sage ○ x ○ - - - ○ x x ○ Battle Sorcerer - - - ○ - ○ - - - - Cloistered Cleric ○ x ○ ○ - x ○ x x x Divine Bard - x - - - x ○ x x ○ Savage Bard x - x x x x - x - ○ Wilderness Rogue - - - - ○ - ○ - - -
○ Preferred class - Permitted class x Prohibited class
Variant Class Availability, by Race
The only racial restrictions on variant classes are that dwarves may not be wilderness rogues and that neither high elves nor gnomes may be savage bards.
8
NEW FEATS
EDUCATION [GENERAL]
Some lands hold the pen in higher regard than the sword. In your youth you received the benefit of several years of formal schooling. Prerequisite: 1st level only.
Benefit: All knowledge skills are class skills for you. You get a +1 bonus with any two knowledge skills of your choice.
LINGUIST [GENERAL]
You have a natural talent for learning the tongues of others. This aptitude aids in both the learning of new tongues and in drawing meaning from the written characters of unknown tongues.
Prerequisite: Int 13, literacy, 1st level only.
Benefit: Speak language is a class skill for you. You get a +2 competence bonus on decipher script skill checks, provided you have at least 1 rank in that skill.
SUPREME WEAPON FOCUS [GENERAL]
Choose one type of weapon for which you have already selected Greater Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus and Greater Weapon Focus with selected weapon, fighter level 14th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus and Greater Weapon Focus.
Special: You can gain Supreme Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter must have Supreme Weapon Focus with a given weapon to gain the Supreme Weapon Specialization feat for that weapon.
A fighter may select Supreme Weapon Focus as one of his fighter bonus feats.
SUPREME WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected Weapon Specialization and Greater Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus, Greater Weapon Focus and Supreme Weapon Focus with selected weapon, Weapon Specialization and Greater Weapon Specialization with selected weapon, fighter level 16th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including those from Weapon Specialization and Greater Weapon Specialization.
Special: You can gain Supreme Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Supreme Weapon Specialization as one of his fighter bonus feats.
TRAPFINDING [GENERAL]
Through the study of mechanical traps and magical incantations, you can more effectively search for the presence of traps and wards. Prerequisites: Int 13. Investigator, Skill Focus (Craft: trapmaking), Skill Focus (Knowledge: arcana).
Benefit: Your character can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the disable device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a disable device check you can study that trap, figure out how it works, and bypass it without disarming it.
Normal: Rogues (and only rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20 or use disable device to disarm magical traps.
METAMAGIC FEATS
SPONTANEOUS METAMAGIC
With this rule variant, a character who selects a metamagic feat gains three daily uses of that feat that he can opt to use "on the fly" without previous preparation, increased spell level, or extended casting time. The character must decide when casting the spell if he wishes to apply the effect of one of his metamagic feats to the spell.
The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level he is capable of casting (based on his level and ability scores), minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, the character can't apply the metamagic feat to any of his spells.
For instance, a 5th-level wizard is normally capable of casting spells of up to 3rd level. If he chooses to apply his Silent Spell metamagic feat (which uses a spell slot one level higher than normal) to a spell, the maximum level of spell that he can apply it to is equal to 3 minus 1, or 2nd. Thus, he may make any other 0-, 1st-, or 2nd-level spells silent. If he had the Maximize Spell feat, he could apply it only to 0-level spells (since a maximized spell is normally cast as a spell three levels higher, and 3 minus 3 is 0). Quicken Spell would be of no use to this wizard, since he couldn't even apply it to 0-level spells.
A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together all the spell level adjustments given for the various feats. A 9th-level wizard could enlarge and empower any spell of 2nd level or lower (since his maximum spell level is 5th, and the total spell level adjustment for Empower Spell and Enlarge Spell is 3). If a feat may be applied more than once to the same spell (such as Empower Spell), each application counts as one of the caster's three daily uses.
Each time a character selects a metamagic feat, he gains three daily uses of that feat. Multiple selections of the same feat are cumulative. For instance, if a caster selects Empower Spell twice, he may use the feat six times per day rather than three.
In this variant system, the Heighten Spell feat functions slightly differently from other metamagic feats. You may use the Heighten Spell feat to increase a spell's effective level (for purposes of such factors as save DCs and so on) up to the maximum spell level you are capable of casting. For instance, a 3rd-level cleric could heighten a 0- or 1st-level spell to 2nd level, while a 17th-level druid could heighten a 0- through 8th-level spell to 9th level. The spell is treated as a spell of that level for purpose of save DC and similar effects, but doesn't require a higher-level spell slot.
9
THE LANDS OF ESTEGALLE
Regions of Estegalle
The continent of Estegalle is divided, principally, into ten regions ruled by humans. Of these, the lands of Caerleon, Suttegarde, Mauridia and Kashgar are called the Four Kingdoms. The vast Plains of Algur are home to three semi-nomadic tribes, Carmascia, Sarathia and Voruskai, collectively called The Tribes of Vors. To the extreme north and southeast are found Narahim, Yssgelund and Vinnisklad, which are known to men of The Four Kingdoms as the “Savage Lands.”
The Four Kingdoms
Realm Type of Government Ruler Predominant Alignment
Caerleon Feudal Republic Lord Regent Gueran Dennigal Lawful Neutral (good)
Kashgar Plutocratic City-States King Tyrtaeus of Triphos Neutral
Mauridia Theocratic Empire Empress Correna Osriel Lawful Neutral (evil)
Suttegarde Constitutional Monarchy King Geraint Henegar Neutral Good
The Tribes of Vors
Realm Type of Government Ruler Predominant Alignment
Carmascia Autocracy Warlord Agillor Chaotic Neutral (evil)
Sarathia Hegemony Overlord Anthyrus Neutral
Voruskai Hegemony Overlord Chernye of Vors Neutral
Savage Lands
Realm Type of Government Ruler Predominant Alignment
Narahim Confederacy Various chieftains Neutral (good)
Vinnisklad Clanholds Various clan lords Neutral
Yssgelund Monarchy High King Grauvulf Aethelhere Neutral (chaotic)
The Four Kingdoms
Caerleon
Before the coming of the Avadain (Men of the West) this land was held by the Maelnach peoples, their elven allies and, in northern Caerleon, by Yssgelundian clansmen. After several centuries of war and expansion the Avadain had claimed all of the Maelnach lands, from the western shores of Estegalle to the arid Plains of Algur. To the north the tall, fair men of Yssgelund repeatedly sacked Caerleon’s fortress-cities and all-but-crushed the legions of Avadain forces sent against them. To the south lay the domains of the proud and cruel Mauridians; men with ancestral ties to Avadain but who were set against their distant kin through the preaching of Shardan the Wise. Shardan cursed the Avadain as pariahs and devotees of the dark gods who brought devastation to Gaile. Having been warned against the arrival of the Men of the West by their Emperor, the arrival of Avadain forces upon Estegalle brought immediate and ceaseless warring with the Cirhedin of Mauridia.
Faced by opposition from all sides the Avadain could not hope to conquer the whole of western Estegalle. Regardless of this the Avadain, as the self-proclaimed lords of Gaile, brought order and prosperity to the lands they did conquer. The Maelnach were driven to the northeast, forced to settle in the foothills and forests south and west of the Ostenberg Mountains or assimilated into Avadain society.
Great cities grew along seacoasts and in fertile river valleys. Dwarves of the Carroc clan, who opposed the Avadain, saw several of their strongholds stormed, their treasures brought into the sunlit world to be used by the conquerors of Caerleon. The elves, who had aided the Maelnach in their earliest days and who taught these men much lore and craft, hid themselves from the Avadain and fortified their mighty citadels in order to hold their ancestral lands against the “Lions of the West.” Soon stonework fortresses lined the border territories of Caerleon and great roads spread out like a vast web, linking the growing cities of the Avadain people.
With the passage of time Yssgelundians had managed to reclaim much of the lands of northern Caerleon while bands of Yssgelundian raiders and southern nomads gradually took to the plains east of Caerleon, becoming, over time, the Tribes of Vors. Treaties made with the dwarves of the Carroc clan saw the return of dwarven strongholds to the dwarven people as the elves, faced with the growing might of men, increasingly sought shelter in the wild lands of Estegalle rather than dwell in citadel “islands” surrounded by Caerleonic lands. Eventually Mauridia completely drove the Avadain forces out of their lands and crushed any chance for a united Estegalle under Avadain rule.
So it came to be that King Bael the Fair ruled a kingdom and people that were estranged from their former greatness. Most in Caerleon came to bear little resemblance to the mighty Avadain who once landed on Estegalle’s shores so many years before. In order to ensure their survival, the lords of Caerleon were forced to make truces with the northmen who harried their northern provinces. All Avadain claims to the lands of Suttegarde were rescinded some 250 years ago and diplomatic relations with Mauridia were initiated soon afterward.
Thirty years ago, after repeated and devastating raids upon the eastern marches of Caerleon and Suttegarde, a united force of Caerleonic and Suttegardian troops took to the plains of the Voruskai in order exact vengeance upon the Overlord of the Voruskai, Morikai. To mollify the pride of the Avadain King Bael the Elder was given command of these forces and the rampant lion of Caerleon flew highest upon the lances of the standard bearers. When, 4 months later, the Overlord’s daughter returned the King’s head to Caerleon, it was ordered that Caerleon would have no king or queen save Morikai of Vors. Furthermore, an annual tribute was exacted as reparations for the attack on Voruskaid lands and lands were ceded to the Carmascians of the western plain.
Today Bael’s grandson, Gueran Dennigal, acts as the elected Regent over the lands. With the weakened ties of the Voruskai tribes and the resulting reduction in their military might, Caerleon has begun, over the past decade, to prosper. This prosperity is aided by the Caerleon’s wealth of resources, including its rich soil, deposits of silver, tin and copper, and abundance of yew wood. The moderate climate allows Caerleon’s farms to be the most productive in Estegalle; its vineyards unsurpassed. Duchies to the East are gradually reclaiming lost lands and trade routes are being reclaimed from Carmascian bandits and raiders.
In order to meet the challenge of reviving Caerleon, Gueran has adopted measures that earlier Avadain rulers would have railed against. First, Gueran is assisted in this urgent undertaking, the rebuilding of a kingdom, by a Mage, Hirrel Tanissant. The Avadain mistrust of Mages and reliance on Patriarchal advisement made such a measure highly unorthodox. Secondly, breaking from the autocratic monarchies of his forefathers, Gueran’s post as Lord Regent makes him accountable to a body of representatives, called the Ducal Assembly. These men, representatives of each Duchy and their respective earldoms, are entrusted to advise the Lord Regent on behalf of the landholders they represent and elect a new Lord Regent every 7 years. Knights are the enforcers of the Assembly’s laws and are authorized to dispense justice in the name of the Regent. The majority of Caerleon’s military might rests in its vast army of professional soldiers, the ranks of Caerleon’s Legions. In border and coastal cities, mercenary orders of warriors have profited from the turmoil that has gripped these lands.
10
The Men of Caerleon
Caerleonic humans are of average height and build. They have medium complexions, with wavy to straight hair that ranges from light brown to black and blue, hazel, green or grey eyes. Clothing usually consists of cloaks, breeches and tunics. Cloaks are commonly dyed blue, brown or black. Leather boots are commonly worn, with gloves or jewelry being worn by wealthier individuals. Hair is worn short by most men, as are beards, when they are worn at all. In rural areas longer hair is more common and the influences of the Maelnach are more readily seen. These folk are more festive and less reserved; bearing superstitions and folklore with ancient, Maelnach roots. Urban dwellers have adopted the Avadain standards of courtesy and self-restraint.
Caerleon, as the first conquered kingdom of the Avadain, still has many great families of Avadain lineage. Descendents of these, often royal, bloodlines tend to be slightly taller and broader of shoulder than other men of Caerleon. They are darker haired and fairer of skin than typical Caerleonic men, neatly groomed and often haughty in their bearing. Garb usually consists of fine tunics of deep blue or white, decorated with fine tracery about the collar and wrists. Capes and cloaks are commonly worn over tunics and leggings. Black boots and gloves are also worn frequently. At court, the Avadain wear brooches that display their family crests. Avadain warriors display the heraldry of their lord and of their lineage upon their shields and surcoats.
Overall, the people of Caerleon are known for their civility and pride. Of course, the lower classes do not abide by the same social mores as their more nobly born countrymen.
Common Names
Male Accolon, Achard, Adalard, Adane, Aeron, Alberon, Alec, Alisander, Amante, Ambrose, Agrellan, Aradan, Arion, Baedon, Berengar, Bernard, Bors, Brunam, Cameron, Calaven, Cale, Caraden, Caradoc, Celedan, Celephan, Clairemonde, Claudius, Corneus, Danain, Eagillen, Earendor, Eladrim, Eliand, Eremere, Ethan, Eustance, Falgrim, Falstaff, Gabriel, Gaheris, Gaidon, Galadhil, Galatine, Galerus, Gareth, Gauffier, Geoffrey, Gerard, Geriant, Gervase, Isengal, Isendor, Jared, Jordan, Julian, Junius, Kaherdine, Lothien, Lucan, Lucas, Luther, Mallor, Marcus, Maurian, Meleas, Miles, Morgan, Morien, Nidian, Owain, Paladine, Peredor, Reynard, Stephen, Tancred, Tarcil, Taron, Terence, Thomas, Tristam, Valien, Valerin, Xavier
Female Aelise, Agnes, Alicia, Anna, Annael, Armide, Catherine, Carellia, Cecille, Claire, Clarise, Elanor, Elenna, Elessandra, Elianor, Elisa, Elisabeth, Genevieve, Jacqueline, Joan, Julia, Juliette, Lenore, Liliane, Marie, Margot, Morgana, Mirabel, Rianna, Rowenna, Sara, Sibille, Stephanie, Teresa, Valerie, Viviane
Royal Households
Ducal Lines Abelard, Armitage, Berennor, Domiere, Gilborne, Gramille, Leonelle, Maginus, Perrendel, Saradoc, Sirannon, Thalleon Regent’s Lines Dennigal, Aethelhere (of Suttegarde)
Permitted Character Classes
Bards Bards function as poets and storytellers, recounting past glories and assuring nobles and commoners alike that the darkest days of their people are behind them.
Clerics Priests serve in communities throughout the realm, in a multitude of capacities. In these dark times, as many people look to the church for solace, the ranks of Caerleon’s priesthood are swelling. More militant orders serve as knights or crusaders for the realm, particularly as Knights of the Scepter: This religious order serves the Regent and acts as protectors of the High Gathering. As a religious order, they serve the Patriarch above all others.
Druids Priests of this ancient order are not common in Caerleon. Those who practice druidic rites are usually of Maelnach descent and/or from isolated areas.
Fighters The most common character class in Caerleon is the fighter. Many serve as hirelings, militia members, knights in the service of the Lord Regent and professional soldiers, such as infantrymen and archers. The Knights of the Crown are the main knightly order of Caerleon; established by Bael the Fair nearly 500 years ago. The knights of this order are strong proponents of Caerleon’s monarchy, calling for the coronation of Gueran as King. Regent Gueran has yet to accede to their wishes.
Paladins Paladins are typically knightly warriors in the service of The Church of the High Gathering.
Rangers Rangers sometimes act as military scouts or knights in frontier areas. Many act as wardens of the woods and protectors of shrines dedicated to nature gods such as Danevar.
Rogues Members of this class are usually found in cities or are encountered as highwaymen. Rogues often act as spies, scouts and assassins.
Sorcerers These rare individuals are rumored to be the descendents of the Great Sorcerers of the past and are often shunned by those who know of their power.
Swashbucklers Swashbucklers are found in the southern, coastal cities of Caerleon. Some serve on as mercenaries or guardsmen, but many come from wealthy families and while away the days drinking, whoring and fighting duels of honor.
Wizards Mages are typically eccentric and solitary individuals immersed in the study of arcane lore. In a land where magic is feared by most, wizards often are discreet in their use of magic.
Arms and Armor The only “Exotic Weapons” available in Caerleon are the bastard sword, net and whip.
The favored weapons of Caerleon are the dagger, halberd, lance, longbow, mace (heavy), longsword and rapier.