Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

3rd Party Showcase: Aerial Cavalier

Posted by: Jason Silverain / Category: , , ,


The still waters of the lake shimmered with the reflections white starlight and the waning crescent moon that escaped the wispy clouds, the sight before her seemed fey like almost as if taken from a story book even as the night breeze returned with a cold caress sending ripples and a shiver through both Tiasel and the lake.   
The sound of fluttering wings returning on the wind and a quiet rustle made twitch at the sudden realisation she wasn't alone, not ten paces from her in the shadow of an old willow the unassuming leader of this band she found her amongst was sat watching the lake. A Hawk rest upon his arm swallowing the remains of a unfortunate creature it had captured, Duncan acknowledged her with a faint smile and a nod before returning to his watch with a unwavering gaze.

Remaining composed even as a hot rush of embarrassment at been caught unaware chased away the evening chill Tiasel returned the gesture, her own eyes puzzled and curious in equal measure as she joined him. Settling upon a large root drawing her legs up to her chest to keep out the cold she continued to watch the pair, fascinated not only by the beautiful creature but also trying to examine this man of such quiet and unassuming disposition.
Fingers unfurling with a slight tremble, her hand began to reach out towards the Hawk gingerly, biting her lip in a moment of self doubt the young rogue started to retreat only to find the Duncan's hand upon her own holding her steady. "Remain calm and she'll allow it, if you twitch or fear then she too will be restless." 

Welcome to another edition of 3rd Party Show Case, this series of articles aims to highlight some of the more interesting 3rd party and homebrew creations available online. When able to we will credit the original creators and post links directly to the material.

Today is a little different as I am focusing upon a prestige class from Scarred Lands Campaign Setting: Ghelspad though much of the setting reliant requirements have been removed from the class to make available to other settings and games by the D&D community.
The Aerial Cavalier is an expert at fighting on an aerial mount increasing their mounts manoeuvrability and evasion, attacking their foes from afar or with devastating charges. In addition to their martial training, Aerial Cavaliers are frequently used as envoys and couriers, and thus they are versed in the skills of statecraft.


Becoming a Aerial Cavalier

Cavaliers due to its ability to gain a Riding Hawk or Riding Eagle as a basic mount will find themselves with the earliest accessibility to the class depending on their feat choices, whilst Paladins have the next easiest time with access to flying mounts such as Hippogriff's or Giant Owls becoming available from 6th onward (DMG3.5 page 204, there has not been an equivalent rule in Pathfinder yet).
Druids and Rangers may also enter but with no appropriate low level Animal companion and a onging general debate leaving it unclear on which animal companions increase in size categories they will normally have to wait until later levels, in addition the loss of spell casting levels usually makes this class unappealing to most Druids.

Fighters have several interesting methods of obtaining the mount required for entry into the class, the simplest method (bar simply loaning a party members mount.) is to purchase one with the Giant Owl been one of the cheapest at about 5000-6000gp (4000gp for a chick and 1000gp for the trainer + expenses). However they take 6 weeks to train which combined with the fact they are not the hardiest of creatures in Dungeons and Dragons or Pathfinder and lack the ability to improve like a Special Mount or Animal Companion as the Fighter increases in level he may find his mount been repeatedly cut down from under him as he faces stronger foes.
Alternative methods to fulfil this requirement could be the use of the Leadership Feat or Dragon Cohort Feat to obtain a intelligent magical beast cohort or dragon to use as a mount though both require the cooperation of the DM. Other prestige classes which provide mounts such as the Aglarondan Griffonrider or Dragon Rider though both these classes are setting specific and again require some alteration and permission from DM.

It should be noted that smaller races actually have an easier time fulfilling the entry requirements.

With full Base Attack Bonus and good Fortitude and Reflex Saves and reasonable selection of Class Skills the only thing that the Aerial Cavalier truly suffers from is their reliance upon their mount to make use of many of the class features and that the class features focus upon aiding a mounts survival.

Requirements:

Skills: Ride 8 ranks, Handle Animal 8 ranks.
Feats: Proficiency with all simple and martial weapons, Armour Proficiency (light, medium), Mounted Combat, Lightning Reflexes, Shield Proficiency.
Special: The character must own or have access to a flying mount.


Level
Base Attack Bonus
Saving Throws


Special


Fort
Ref
Will

1st
+1
+2
+2
+0
Aerial defence, Flyby Attack, mount
2nd
+2
+3
+3
+0
Aerial evasion
3rd
+3
+3
+3
+1
Aerial archery
4th
+4
+4
+4
+1
Enhanced manoeuvrability I
5th
+5
+4
+4
+1
Crash land
6th
+6
+4
+4
+2
Empathic link
7th
+7
+5
+5
+2
Spirited charge
8th
+8
+6
+6
+2
Enhanced manoeuvrability II
9th
+9
+6
+6
+3
Extended empathic link
10th
+10
+7
+7
+3
Improved aerial evasion

Hit Dice: D10

Class Skills:
The Aerial Cavalier class skills are: Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the Aerial Cavalier prestige class:

Weapon and Armour Proficiency: Aerial Cavaliers gain no additional proficiency with weapons or armour.
Aerial Defence (Ex): Beginning at 1st level, whenever an Aerial cavaliers flying mount is required to make a Reflex saving throw, the Aerial cavalier may substitute her own Reflex saving throw, if her bonus is greater than the mount's.
Flyby Attack (Ex): Beginning at 1st level, while flying upon her aerial mount, an Aerial Cavalier and her mount both benefit from the Flyby Attack feat. They may attack before, during, or after the mount's move.
Mount: A paladin or cavalier whose special mount is also an aerial mount may add her Aerial cavalier levels to her paladin/cavalier levels when determining the abilities of her special mount.
Aerial Evasion (Ex): At 2nd level, the mounted Aerial cavalier gains the ability to use her mount's three-dimensional movement capabilities to avoid magical and unusual attacks. If, while flying on her mount, the cavalier makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the cavalier instead takes no damage from the attack. While the cavalier is mounted on her flying mount, the mount also benefits from this ability—if the mount makes a successful Reflex saving throw against the same attack.
Aerial Archer (Ex): Beginning at 3rd level, while flying upon her aerial mount, the penalty that an Aerial cavalier suffers when using a ranged weapon is halved. Typically, this penalty drops from -4 to -2 if the mount is taking a double move, and -8 to -4 if the mount is attempting difficult manoeuvres (loops, barrel rolls).
Enhanced Manoeuvrability (Ex): At 4th level, the Aerial cavalier can increase her mount's flying manoeuvrability rating by one ranks, so that a manoeuvrability rating of clumsy becomes poor, poor becomes average, average becomes good, and both good and perfect become perfect. At 8th level, this ability improves so that the cavalier increases her mount's rating by 2 ranks (maximum is still perfect).
Crash Land (Ex): At 5th level the Aerial cavalier whose mount is blinded, blown away, dazed, deafened, disabled, dying, entangled, held, paralyzed, stunned, or unconscious may have her mount continue to move when it might not otherwise be able to do so. The mount may continue to take make single-move partial actions for one round per level of the Aerial cavalier. While moving in this manner, the mount's manoeuvrability rating is reduced one rank, so for example a rating of average becomes poor (a mount that is clumsy remains clumsy). If the mount is still aloft after the time limit has passed and it could not otherwise remain flying, if will fall.
Empathic Link (Ex): At 6th level, the Aerial cavalier may establish an Empathic Link with a single aerial mount. This is treated exactly like a paladin's Empathic Link with her special mount. If the aerial mount is killed, the cavalier must wait a year before establishing an Empathic Link with another mount.
Spirited Charge (Ex): At 7th level the Aerial cavalier gains the Spirited Charge feat for use from her flying mount. If she already has the Spirited Charge feat, she may increase their Spirited Charge to 3x damage with melee weapon, and 4x damage with a lance.
Extended Empathic Link (Su): At 9th level, the Aerial cavaliers Empathic Link with her mount improves. It now has an unlimited range, provided that both the cavalier and the mount are on the same plane of existence.
Improved Aerial Evasion (Ex): At 10th level, an Aerial cavaliers mounted Aerial Evasion ability improves. She and her mount still take no damage on a successful Reflex saving throw against attacks such as fireball, but now only take half damage if they fail their saving throw.

Using the Aerial Cavalier


While prestige classes such as the Aglarondan Griffonrider could be considered superior it should be noted that the Aerial Cavaliers abilities can be used on any flying mount (with the exception of the Empathic Link) they are riding regardless of its race giving the Aerial Cavalier a degree of flexibility not available to other similar themed prestige classes.
The Aerial Cavaliers strength comes from the Enhanced Manoeuvrability it grants the mount, allowing mount and rider to attack larger more cumbersome foes and deliver devastating charges further empowered by Spirited Charge and Flyby Attack or harass them with ranged attacks while keeping out of reach. Specific tactics for an Aerial Cavalier are difficult to recommend due to the reliance upon the mount to plan them and this also highlights the classes greatest weakness. Every class feature is focused upon improving the Aerial Cavaliers abilities upon their mount so if the campaign forces the Aerial Cavalier into a confrontation on the ground they can find themselves with much few options available than a regular Fighter or Paladin. 
 
Outside of combat the Aerial Cavalier's Diplomacy and Knowledge skills can certainly help in military planning, noble gatherings and general travel though most Aerial Cavalier's will prioritise the Balance, Ride and Spot skills above all else.
With the background of been envoys and couriers an Aerial Cavalier NPC is a great way to have a lord or noble family contact the Players and showing the great prestige or wealth of the lord in question. While not expected evil Aerial Cavaliers make surprising good antagonists ranging from the spoilt nobles son who abuses his position to intimate and insult, to a group of enforcers imposing their lords will upon a series of isolate villages. 
 
With my review of the class I've noted some growing interest amongst some of my group in updating the class to make it more comparable in strength alongside Pathfinder class and more viable choice for Pathfinder players.
For further information on making the most of mounts and mounted characters the Mounts Handbook is a good place to start.

Her fingertips toying with the long feather in her grasp marvelling at its softness, a soft giggle left the young woman's lips before she tucked her prize into one of her leather tunics many deep pockets for safe keeping. The Hawk now roosting in the tree above her attention now turned to its 'owner' though he had denied as such claim as he guide her fingers across the bird even when she teased him for information, "Tonight feels like a story book, you and that Hawk remind me of tales my mother used to tell me in the evenings about the Griffonriders of Evermore.."

"It must of been difficult growing up in the Elven tenements in the capital with all the bitterness from the old wars." His voice hardly above a whisper regardless the words were louder than a scream to her ears "How.. how did you.. do the others know?" the half elfs voice almost broke breath catching in her throat, eye wide with a very sudden awareness that she was alone and unarmed as the panic set in. 
"When you were on the altar your hair was swept back enough to reveal your ears.. Sandell may of noticed but you needn't worry neither of us will say anything unless you speak of it yourself." Duncanss eyes leaving the lake for the first time now focus entirely upon her as he offered her his outstretched hand, his voice steady and calm with no hint of duplicity or malice as he continued. "In my village we had a half orc smith, regardless of the insults and slurs thrown his way he never once rose to them and was one of the kindest and bravest men I had ever met.. To judge another by their birth is foolish and forces others down paths they may have otherwise avoided."

Her mind a blizzard of conflicting thoughts and fears the normally self assured rogue hands clenched as she fought within herself, the words seeming almost too good to be true even within the guild and her few friends there her bloodline had been something to note, to mock or abuse. With one final deep breath and a low huff her hand darted out, the calloused palm of the ranger turning white where her fingers bit into his skin as she gripped with all her strength fuelled by the anxiety and doubt that ebbed from her. "Damn it you really are trying to make it a fairy tale.. Okay I'm going to trust my ears on this one and trust you, don't make me regret it."   


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Celjorcyl: A Realm Asundered

Posted by: Jason Silverain / Category: , , , , ,


About three years ago now I had the pleasure of playing a Pathfinder game with an old friend of mine and while the campaign unfortunately couldn't be completed we had a lot of great adventures in the setting he had created. Rather than condemning it to the growing collection of old worlds and maps in our files I now release it to you and would love to hear your own in the realm of Celjorcyl.


About Celjorcyl

The Plane of Celjorcyl is a pangea type world beset by smaller landmasses. The year is 1211 and the majority of Celjorcyl is on the cusp of a technological revolution as steampower and electricity become more widespread. This revolution is largely because of a race of Mites to the north, small blue goblin-like creatures who, while surrounded by the glowing rock of their mountains can produce technological, self-repairing marvels. Many Mites work as contractors and engineers bringing technological marvels to towns and cities across Kingsfall, Lockwyren, Orum and Aranyk.

There are many that remember the war of the screw (1127-1139) where Harken invaded Prynml in an effort to acquire technology that could allow them to expand their borders into Kingsfall and Lockwyren. With the Mite artificers enslaved and producing innumerable war machines, the forces of Lockwyren were beaten back and it’s territory resembles that of today.
Harken was forced to split its front in order to fight Kingsfall whilst holding off Lockwyren, with their supply lines stretched and no way of moving production into their new territories Harken was unable push into Kingsfall who at the time sent legions of soldier into Prynml via warboats to liberate the Mites. Sensing defeat, Harken’s forces withdrew from the front lines to protect from an invasion from the north leaving Kingsfall to claim the territory Harken left behind which previously belonged to Lockwyren. An uneasy peace between Harken, Kingsfall and Lockwyren has held ever since, but recently certain events have locked a wedge between Kingsfall and Lockwyren.

Recently expeditions into the continent of Roshansha have met with catastrophic failure and none dare venture from the reasonably safe colonies on it’s eastern coast, many investors are pulling out as the continent continues to yield less and less in both resources and discoveries.


 Full sized image avaliable to view and download here.

Citystate of Orum (Suggested Starting Location)

Notable Locations: The City of Orum, the shrine of Ynnalolrik, the tower of the 3 principles, The Adventurers Guild. 

Laws: No slavery, necromancy, practising of magic/psionic spells/abilities without a license, this includes production of magical/psionic items. Procuring a license is simple enough but requires a person of certain standard to vouch for the individual or from visible acts of public service. True orcs, umbrans or harken refugees are not permitted entry into Orum’s capital. 

Main Races: Human (35%), Dwarves (20%) Gnomes (10%), Halflings (15%), Elves (10%), Mites (7%), misc (3%), no orcs or umbrans. 

Culture: The people of Orum are not afraid of innovation nor magic, here the arts thrive and many countries consider Orum to be the seat of democracy. Established at the end of the war of the screw almost 75 years ago Orum would serve to be a mediator of politics between the nations in peace time where heads of state could congregate from Kingsfall, Lockwyren and Aranyk.
Orum prospers mostly through acting as a trade intermediary for the 3 kingdoms that surround it and as a result, poverty is the minority within the great city walls. A handful of small farming villages also dot the green and rolling land. The people of Orum are mostly concerned with the lives of themselves, their families and those within their village, most Orumites experience a sense of safety as they are surrounded by 3 strong allies. They are somewhat mistrusting of the people of Harken as most all people rightly are but also possess a sense of fresh tenacity and patriotism towards their new country as it has only been founded since the end of the war, this results in a melting pot of different customs and practices. 

Terrain: Green rolling hills beset by frequent water mills, farms, and small but welcoming hamlets. Most of Orum’s land is farmland with the occasional vineyard. 

Forces: The city state of Orum has a considerable army for its size, of which about 80% of it is made up of exemplary forces from the three states that surround Orum, this force is known as the Orum Guard and are responsible for the defense and policing of Orum. Patrols on the main trading routes are frequent but the bulk of the forces are assigned to city guard to keep the peace. 

Notable NPCs: Reginald Knightscourse (mayor of Orum) 

Prized Exports: The art, poetry and wine of Orum are considered the best in Celjorcyl and bards petition from every land to get residency within Orum so they can attend its academies.

The Country of Kingsfall

Notable Locations: Thronereach (capital), Beckenpond, Lenwym’s Peak, Valorwatch, Mercanport, Envoy’s End, Claughport, Nirtenside, Hydra’s Cleft, the council palace (in the capital). 

Laws: Slavery is not permitted within Kingsfall, nor is prostitution, gambling or bloodsports, necromancy is frowned upon but legal. Teleportation magic is heavily policed in Kingsfall, as a result anyone without a translocation permit on them automatically finds themselves subject to dimensional anchoring when entering any of the main cities, DC 24 will save resists, DC 28 in Thronereach. Kingsfall is a pious country and as of such any offensive spells cast by non-officials on the weekly day of worship inflict non-lethal damage instead (concentration DC17 + 2x spell lvl to surpass the effect, surpassing the effect is considered illegal). Duels are commonly used to resolve disputes between 2 parties, death blows inflicted during a duel are considered just and are not normally subject to punishment in the eyes of the law. 

Main races: Mostly humans (85%), Halflings (10%), Half-orcs, Orcs, Elves and Mites make up the last 5%. 

Culture: Kingsfall portrays itself as a nation of chivalry and honor, the majority of the population are poorer folk working menial jobs to make ends meet whilst the nobles of the houses concern themselves with matters of state, politics and ruling their settlement. Kingsfall is not ruled by a single ruler but instead is ruled by the noble houses of its main towns who in turn report to the council of the 5 which hold court in the capital city.
Since the war took its toll 75 years ago the main populous has been severely mistrustful of anyone from Harken, this includes refugees, traitors and exiles alike. There is also much disdain towards orcs as they make up almost half the population of Harken, half-orcs are given a reprieve as they are seen as burdened with living with the blood of a tyrannical race within them and as a result are usually better rewarded when they are seen to do good acts.
Kingsfall is slowly embracing new ideas and technology from the Mites of Prynml, but slowly towns and cities are starting to make use of the technological gifts from the north. 

Terrain: Green and fertile, but most of Kingsfall is wild and untamed with vast forests and sweeping valleys, towards the north east near Hydra’s Cleft the ground is more arid. 

Forces: Each main settlement has it’s own policing guard but lack of single rule means that a wanted criminal could go unnoticed in another town. To counteract this most houses employ a strict rule of their laws and even minor crimes are often handled a bit too heavily. The council of the 5, who collectively rule over Kingsfall, have their own private army called the Knights of the Kingless who maintain a presence along the eastern borders near Harken and Lockwyren also patrol the roads around the capital and police the capital city itself. 

Notable NPCs: Council of the 5 - Harrack Cartwright of Beckenpond, Felicity Ironsight of Lenwym’s Peak, Yurnic Arcanitus of Hydra’s Cleft, Borran Spickenspan of Mercanport and Carla Roseswan of Nirtenside. 

Prized Exports: Mercenaries that have served with the Knights of the Kingless are sought after in all 3 main countries as they are disciplined and dependable. Venison from the Kingsdeer, a breed of magically bred deer by the last King over 200 years ago, continues to be a delicacy in all nations, even Kingsfall.

The Country of Lockwyren

Notable Locations: Temmelhaft (capital), Buntergrail, Wroughtly 

Laws: Slavery and defiling the remains of the deceased are illegal in Lockwyren as are hosting gladiatorial events without a licence. A curfew exists in the more populated towns as funding cannot stretch to better policing. Tight legislation on constructs (both magical and technological) exists due to Lockwyren’s natural distrust of technology. Due to their reduced borders Lockwyren maintains a close eye on whomever they let into their lands usually under magical scrutiny. Also anyone who practices the Psionic disciplines is met with substantial disdain when trying to gain passage into Lockwyren due to the war that Harken waged on Lockwyren. 

Main Races: Mostly humans (85%), elves (10%), gnomes, Halflings, Dwarves and Mites make up the last 5%. 

Culture: Lockwyren is a nation still recovering from war, this can be clearly seen as many villages close to the northern border still stand as empty ghost towns. Though built on a past of strength, prosperity and freedom, since the war ended Lockwyren has become a nation of mistrust; folk spy on their neighbours, guards enforce the law ruthlessly and strangers are given a wide berth.
The learned amongst the population have a natural distrust of psionics as it is the umbrans of Harken who first started practising psionics on Celjorcyl around 300 years ago and it is largely believed that those who practise the Psionic art are related or associated with the abominations of Harken.
As umbrans can pass for human there are numerous accusations of citizens being Harken spies, usually to no avail as no Harken spies have ever been reportedly captured, but naturally they wouldn’t be.
Lockwyrnites also view those from Kingsfall with mild contempt as they feel they have profited a bit too much from Lockwyren’s fall, the common name for someone from Kingsfall is a landt stiehlt (a land snatcher). 

Terrain: Green and fertile, with sparse mountains and desert to the far east, towards the north east the land is wilder and more boggy with dense forests. 

Forces: The Landswrath are the official army of Lockwyren and reside in the capital, Temmelhaft and along the north-western borders. The Lockguard are Lockwyren’s policing force, efficient, swift and detailed in their documentation of crimes. Nowadays the Lockguard are spread a little too thin and banditry, kidnapping and ransom are all too frequent along vulnerable trading routes but despite this their magically reinforced infrastructure means that they can pass on the likeness of anyone to every major town and city in the land. 

Notable NPCs: High-Chancellor Johan Kechlesher, Viceroy Ellis Trentberg, Chief Inquisitor Kiloq Bainfer. 

Prized Exports: Gin, brandy, luxury chocolates and spices. Lockwyren also has a reputation for ornate platemail, this masterwork armour is engraved and made up of different alloys folded between its iron layers providing a more elegant lightweight suit without sacrificing protection. This armour is sort after the most amongst the nobles of Celjorcyl.

The Country of Aranyk

Notable Locations: Dunnahuume, Krak’Heft, Durymirim, Ru, Frollif. 

Laws: Slavery, true orcs and Harken refugees are not premitted in Aranyk, technology that can be seen as lazy is usually frowned upon. 

Main Races: Mostly Dwarves (65%), Elves (20%), Humans (10%), Gnomes, Halflings and Mites make up the last 5%. 

Culture: To the east Aranyk is a green, lush country thick with a singular great forest, but upon approaching the mountains of the mid-west the land turns to a frozen mix of rock and ice. Paths are quickly snowed, hidden and the unwary become prey to both the elements and the indigenous creatures. On the whole the people of Aranyk are stalwart and traditional favouring the tried and tested methods of living over new-fangled technology, any device that makes everyday life easier is usually shunned by the dwarven population as they fear it will make them ‘go soft.’ They do however embrace anything that allows them to overcome limitations. The country in itself has no ruling body nor a capital city, this is the way its always been with the dwarves to the west managing their own affairs in their mountains and the elves to the east in the great forest managing theirs. Theirs is a model of democracy ruling not exclusively by law but by what is morally right. 

Terrain: Cold, rocky and mountainous from the middle of the country to the western coast, temperate and green to the east carpeted by a single great forest with giant trees. 

Forces: No main army, each settlement is responsible for policing its own surrounding lands. In time of need a settlement can petition for additional forces from nearby towns or all of Aranyk is the need is dire. 

Notable NPCs: Graniter Steelstrike forge-master of Dunnahuume, Lady Copperseam of the Ru merchants guild, Far-Watcher Vyllendella of the Watch-oak of Blades. 

Prized Exports: A great number of luxury items come out of the great forest such as honey, silks and exotic fruits. The elves of the east are also known for their craftsmanship with bows and jewelery. The dwarves of the mid-west make the best melee weapons in all the kingdom, their method of tempering the metal is a closely guarded secret.

The Country of Harken

Notable locations: Vricken (Capital), Ortle, Lonnyrtro, Gorohkrok. 

Laws: Slavery is legal in Harken and requires no legislation other than rule of force. In fact the rule of force is used to settle almost every dispute.  

Main Races: Mostly Orcs (55%), Umbrans (30%), Humans (10%), Dwarf, Halfling and Mite slaves make up the last 5%. 

Culture: Harken is a place where the weak, the poor and the complacent are punished and sold into slavery. The people see no finer goal than forcing the lesser into labour so that they can pursue their leisure. The bulk of the people of Harken occupy noble roles such as merchants, artisans and foremen leaving slaves to toil with menial tasks. Slaves occupy about 30% of the population in Harken and upon ascension every Umbran is given a dedicated slave who’s will has been broken and follows their master’s word tirelessly.
Since the war many of Harken see their country as occupied by the backstabbing nation of Kingsfall as it is effectively besieged. Some of the populous have taken to active protest at the nations borders in an effort to peacefully make Kingsfall give up the land that Harken sees as theirs by law as treaties officially dictate that ‘in time of peace forces will return to their homelands and keep no presence in a once opposed country.’ Getting into Harken is almost impossible not only due to the great wall but all attempts to scry or teleport into Harken automatically fail. Harken sees new technology as a path to the future and seeks all means to advance in every way it can.
Needless to say, the people of Harken are severely distrustful of outsiders, more so than they are to their fellow populous. Those with authority are either hated for their iron tight rule or the target of usurpers who desire their role. This has produced a society which is never complacent, every citizen is encouraged and downright rewarded to advance through society by removing those above them or remove those below them who pose a threat. This process allows the most cunning, ruthless and powerful individuals to occupy positions of power. 

Forces: Harken has the imperial reserve, an army of considerable size, they punish incompetence and weakness in their enemies as well as their own ranks. The Knights of the Hand are rumoured to be an elite unit that answers only to the emperor with almost limitless resources, but all attempts to confirm that such a group exists has failed. Harken is also policed by the houses of each settlement, though the law stays the same it is the men and women of these houses who decide how exactly it is enacted. 

Notable NPCs: Emperor Gaiten Tyve, General Yorot Akembcore of the Imperial Reserve, Ambassador of State Felicity Rueborn. 

Prized Exports: The only thing that Harken is famed for exporting is spies, whether this is true or not no-one is saying, possibly due to how tense diplomatic relations are currently.

The Country of Prynml

Notable locations: Thunke (capital), Shurgrod, Blacksands. 

Laws: Unregulated acquisition, distribution or sale of Laszulite is prosecutable by law usually requiring a steep fine, or if a repeat offender, exile. Slavery is illegal in Prynml as is necromancy and also the production of automatons is tightly regulated. The creation or production of free thinking and/or self-aware constructs is illegal in Prynml. 

Main Races: Mostly Mites (80%), Gnomes (10%), Dwarves (5%) Humans, Elves and Halflings make up the other 5%. 

Culture: The mites of Prynml are hard working, laborious and the worst example when it comes to health and safety. Many of their artisans work 28 hour shifts out of passion rather than greed, a popular mite saying is ‘a device of excellent design and sound construction is its own reward when it comes to producing it,’ which sounds shorter in their native tongue. After years of living in their bluestone caverns Mites have become attuned to the influence of Laszulite, a blue crystal seam running through most of Pryml. When in the presence of an abundance of Laszulite an audible hum can be heard, though this never registers on any instrument, for a Mite this allows better mental faculties and allows them to work faster for extended periods without feeling fatigued by the process. Those unlucky enough not to be Mites can still notice a difference Laszulite has on their faculties and Prynml holds tours of its great caverns to tourists from Lockwyren and Kignsfall as a way of further bolstering the economy since the war.
The labours of Prynml has produced a society of free thinkers, a self autonomous government that runs off good ideas rather than legislation which, of course, costs time and money. The people of Prynml seem to always be in a rush and sometimes absent minded, but mostly good natured, even those who hold down mundane jobs often express an interest in tinkering. 

Forces: Mechanical automatons police and patrol Prynml’s towns and cities with unyielding efficiency. Though not entirely self-aware they are able to assess, apprehend and, where necessary, defuse situations. Automatons are also used as Prynml’s bulk army, but these are of a different grade to what they use to police and come in different varieties to fill different roles. 

Notable NPCs: High Tinkerer Trykklegind Master of the Mites and also long titles, Ambassador Diplomacizer 9000, Grulliprunt Kivbyrken of Interspecies relations, Cirrilean Jamklackett of Prynml Intelligence Authority. 

Prized Exports: Any mechanical or arcane device that was constructed in Prynml in the presence of Laszulite. From clocks to constructs, every nation of Celjorcyl looks to Prynml to research, produce and advance technology to an extent that most nations have done away with technological research altogether, usually due to discovering that their discovery was already discovered in Prynml.


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