Showing posts with label World building. Show all posts
Showing posts with label World building. Show all posts

3rd Party Showcase: Coins And Scrolls: Monster Menu

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



Some older readers may remember the first series of articles I wrote back in 2013, the Survival Out in the Wilds series focused upon a mixtures of D&D 3.5 / Pathfinder rules to expand players capabilities to use monster remains. The first article focused on skinning and the sales value of pelts, the second article was my groups own custom armour creation rule set, the third article continued with spell reagents and the final article was the cooking of creatures and some points to consider.

For quite some time since my group and I have often discussed how to cook various monsters and make logical guesses upon how they taste to the point in our campaigns we often attempt to cook at least one new monster each time.

Skerples of the Coins And Scrolls has taken this one step further, in support of GLOG (Goblin Laws of Gaming,) an old-school themed rules set published by Arnold K, Skerples has taken the 1977 AD&D Monster Manual and has listed beasts mundane and magical in alphabetical order with flavour, effects and occasional serving suggestion.

Below are a few highlights:

d30CreatureFlavour or Effect
1Barracuda or Gar, giant or MasherFish
2Beaver, giantOily, fatty pork
3
Boar
Dense but faintly spiced pork
4BuffaloFaintly spiced beef
5Bull or Cattle, wildBeef
6Camel, wildStringy beef
7
Crocodile
Cross between chicken and fish
8DolphinFishy. Next sailing voyage is cursed. 1-in-100 chance of being haunted by a vengeful dolphin ghost.
9 EelFishy
10
Frog, giant 
Buttery, faintly algal
11 Goat, giantMutton
12
Herd animal
Varies, but probably beef or mutton
13 Horse or MuleStringy mutton, lots of crunchy bits
14
Irishdeer or Stag
Venison
15 LampreyFish

A glance at the regular creatures one may encounter.

People
Eating most of the things on this list would be considered impolite or insufficiently rewarding. Adventurers will still try though. You could also roll to see what the trolls are roasting over the fire tonight. Intelligent creatures with significant magical effects are listed in the Special Creatures section. Eating fresh People might turn you into a wendigo. Eating rotten people might turn you into a ghoul.


Creature
Flavour or Effect
Brownie
or Halfling
Fatty pork
Bugbear
Really bad mutton
Centaur or Minotaur 
Fatty pork, blending into stringy mutton or beef
Dwarf
or Gnome
Fatty pork
Elf
Pork, cures acne and dandruff
Giant
Fatty, very dense pork, requires 12+hrs of boiling
Gnoll
Fatty, very acidic pork
Goblin or Hobgoblin
Fatty pork, acidic aftertaste
Halfling
Fatty pork, slightly tastier than usual
Harpy
Mix of pork and chicken, tastes absolutely foul,
provides no healing. Save vs Nausea.
Ixitxachitl
or Sea Hag
Fish, but crunchy and bitter
Jackalwere or Lycanthrope
Fatty pork or creature's flavour. S
ave vs intermittent partial lycanthropy
Kobold
Fatty pork, acidic aftertaste


Even the sentient races aren't safe, though I sense a theme in flavour.

Beholder
Flavour: flesh crackles like dry french fries. Invisible ichor drips upwards from your chin. In the distance, howling, or music.

Notes: must be eaten raw, and quickly.

d10
Result
1-2
Screaming Madness. Save or become permanently insane.
3-4
Outsider Flesh. Save vs Con. If you pass, gain 1 random mutation.
If you fail, gain 1d6+1 random mutations.
5-7
Twisting Cells. Permanently gain +2 to a random stat and -2 to a
different random stat.
8-9
Eye Rays. Gain a random spell. 1. Charm Person, 2-3. Eye Laser,
4. Fear, 5. Sleep 6. Telekinetic Shove. If you are not a spellcaster,
Save or immediately cast the spell on a random target using d4
magic dice. If you pass your Save, you can cast the spell once
per day using 1 MD, firing it from a random eye.
10
Natural Magic. You gain 1 Magic Dice and 1 spell slot. If you were
not one already, you become a spellcaster.

 Some Monsters have their own special rules and horrible risks.  

I highly recommend checking out the full article and its follow up: Monster Menu-All Part 2: Veins of the Earth

And remember once you've done with the body you can always use their souls


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Kickstarter Curiosities: Saga World Builder: Modular tiles for tabletop and D&D games

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


Greetings and Salutations , some of you may remember my previous post on Kickstarter Curiosities and other various Dungeon Master tools such as speciality dice and dice towers, today I'm going to focusing on project that has been done many times before ranging from the simple to the grandiose the dungeon tile.

The Saga World Builder: Modular tiles definitely settle on the simpler side of the equation but their sturdiness, versatility, low space requirements and ease of used definitely makes them worth a look.



Now on a personal note I think the tiles look great with definite classical dungeon map appearance, with significant enough variety and variation that a traditional dungeon crawl style adventures or even a hack and slash board game like Hero Quest could be played repeatedly without much design overlap.


Been able to simply drawn doors on saves time.

The focus on durability and been able to use board markers on the tiles is a testament to their quality and expands their use even further as I am no fan of the adhesive film items, having used such things in the past I found they had a tendency to be fiddly to use and keep clean.  

This might be a good inventory system for a few homebrew systems I've wanted to try.

The pricing is fair for a niche product though I do regret missing the early bird pack even the basic pledge offers 100 map tiles (6”x6" and 3"x3” erasable interlocking tiles), 160 objects (1”x1” till 3"x3” size printed on adhesion film) and 2 inventory boards (with 60 1”x1” slots).  

Having already met their €5,000 goal with a staggering €99,247 pledged there is no worry that it won't succeed and the fact ALL pledges from the basic set upwards will receive stretch goal bonuses is even better. I for one am very much hoping we can can get the larger village tiles.


So if this seems like a worthy addition to your gaming table I'd hurry as there are only 15 days left (at time of this posting) and the Kickstarter page can be reached by clicking the link below:

Saga World Builder: Modular tiles

 


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Concepts: Players as Pawns: Example Of Play

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



In my own personal experiences I have found that after the initial wariness my party constantly trust NPCs that have proven themselves to be useful and often begin to take everything they say at face value until proven otherwise. Providing an organisation can subtly influence a person in contact with the players this makes it easy to guide the players as pawns.

It is important however that opportunities to see through the deception should be present especially if the player characters will be disadvantaged by the manipulations, this doesn't have to rushed however especially if a large premise of the campaign revolves around the party becoming more and more aware of the situation as evidence slowly builds up.

This can be a difficult balance to achieve as too many clues will make it too obvious and too few will leave the players feeling rail-roaded into choices, but if done well can lead to amazing stories and feelings of great satisfaction (and often betrayal) once the players realise their predicament.   
  
Below is an example scenario of how a campaign with a 50's Noir theme would develop with players as pawns.

The characters have recently beaten down/arrested or otherwise removed a locally feared thug, shortly after they receive a small message from a local bar owner thanking them for their help and offering them drinks on the house that evening. The bar itself is in fact a safehouse and a cover for a small local brothel under the control of the criminal organisation that wishes to influence the party, they are also responsible for the invitation.
When the party arrives they are indeed treated to free drinks and are the heroes of the hour, a few of the waitresses or local girls flirt with them, the bartender chats happily with them thanking them for removing the thug and they have a great time with the promise of half price drinks whenever they are in and perhaps some favours. 
The party begins seeing this as their potential hangout and begin frequenting it more often though only the most astute characters should realise something is a little off about the place at this time I.E: The locals girls with different men each time, a general nervousness around some regulars, the girls vanishing into the backrooms on occasion.

At this point the bartender begins asking them questions along the lines of "If they had heard about those shady deals over in.." in a manner that he is under the assumption the party as local vigilantes already know and intend to do something.
Of course this is all a ploy to subtlety direct the characters towards a rival mob's shipments of drugs and weapons, for the criminal gang at this point everything is a win/win either their rivals suffer a set back or a possible future problem is killed off.

This drip feed of information continues with stories of "My brothers kid in the force says.." and "I've heard from one of the delivery lads.." each with just enough information or a name to have the party start investigating until the group trusts their bartender friend perhaps even coming to rely on him for information more so than other sources even in unrelated cases.

At this stage all these tips have been aimed at obviously illegal operation's that have had no connection to the Criminal Gang but the removal of which would help them stabilise their position in their territory and they can claim they had no hand in the attacks as they were done by a unaffiliated party thus preventing retribution attacks. However a minor complication/opportunity has arisen for the Criminal Gang, one of the corrupt police officers that they pay off so their businesses are ignored is demanding a larger cut. Not wanting to continue paying the corrupt officer nor obviously remove him the Criminal Gang begins a scheme to use the characters group as more direct pawns.

Informing the corrupt officer to collect his pay off from the players frequented bar with the code word "This months insurance" the players observing the transaction. If the party tries to intervene they are rebuffed and threatened by the arrogant and aggressive officer and the bartender pleads with them to not intervene. Once the corrupt officer leaves the Bartender privately breaks down and confides in the players informing them that he caught several of his waitresses prostituting themselves to customers for extra money but rather than throwing them out onto the street where they would continue he allowed them to use the backrooms so they would be safe and not risk been murdered however the police officer found out and has been blackmailing him since keeping all the records in a personal ledger.

The story is a complete lie but the group now face a dilemma, they could report the officer for corruption but their friend would be jailed for allowing prostitution on the premises so now they are increasing forced into the morally grey.

At this point the party may start planning ways to remove the officer whether it would be having him killed, threaten or even framing him for another crime but the Bartender informs them that in order to prevent himself been arrested in the investigation they would have to retrieve or destroy the ledger also. To add weight to this the Criminal Gang after ensuring any illegal goods are relocated elsewhere give an anonymous tipoff which results in a brutal police raid on the Bar a few days later. The players either getting caught up in the raid or seeing its after effects are further enraged and more seeds of distrust regarding the police are sown. Especially as they now believe this raid was a result of the threat made by the corrupted police officer.       
                
Where the campaign goes from here (as in discovering they have been tricked or been drawn deeper into the criminal world) heavily depends on the party and how they use the ledger, so I'll end my example here for now but I hope it helped to see how this theory works in practice.


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Greentext: Tales of Chappa Fliks: Star Wars Warhammer 40k Crossover using Savage Worlds and Fantasy Grounds

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





For the last month or so my group have been running a bi weekly game of Savage Worlds in Star Wars/Warhammer 40k crossover called the The Enlightenment Heresy.

A long time from now in a galaxy of grimdark that is the 41st millennium, there has been only darkness and war for generations, but now as the galaxy stands on the precipice of oblivion, there is a new hope.
Emerging from the mists of a warp-storm that has raged for millennia into a universe where the average person is hard pressed to figure out how a toaster works or wire a plug without praying to it, comes a group of bold and brave worlds that can actually get their shit together, and dare to question the orthodoxy of the Imperial Creed.
There are now navigable channels opening up in the warp-storm. The Empire has taken a look at these dangerous heretics, and is preparing to invade.
The Republic is the underdog, but they have a few things going for them:
  • They still have their technology, and understand how it works
  • They have access to the webway, and have begun to explore it. So far, they have kept this fact secret from the Imperial (and the Eldar), although it will not stay secret for ever.
  • Other worlds are eager to join an alliance, to form a confederation of free systems and throw off the yoke of the Empire.
Meanwhile, the ancient enemies of the Empire lick their lips and prepare to strike as the Empire is distracted by a civil war…
And perhaps most urgently, the Astronomicon is guttering and fading, threatening to go out. The Emperor is dying.

Now some of you may still be wondering how this all fits together here is a bit more of an in-depth description of the setting as its grown so far courtesy of my GM:

There is a large section of space (containing dozens of worlds) that has been cut off from the rest of the galaxy for millennia by a raging warp-storm.
The people in this warp-bubble have been isolated from the rest of the galaxy since before the dark age of technology (except for a trickle of ships that have been sucked in through the warp storm over the centuries).
The societies enclosed in this way have retained their understanding of technology, and have formed a republic (with a strong Star Wars vibe). It isn’t necessarily all peace and love, but within the bubble they don’t automatically attempt to genocide each other.

Inside the bubble (in the eye of the warp storm) the immaterium is relatively stable, meaning that warp/hyperspace travel is safer, the forces of chaos are less overtly powerful, and psi powers can be used more safely (provided they the psyker is disciplined and calm of mind, such as the jedi). Following a more intuitive or reckless path can still lead people to be corrupted by the insidious effects of the dark side, but psykers are not automatically feared.
Outside the warp bubble, the world is much closer to the 40k universe; the Empire (a combination of that of Star Wars and 40K Imperium) holds sway over a huge territory, the warp is turbulent, psykers have great but volatile power (and those psykers who fail to follow disciplines imperial teachings and fall to the dark side are hunted viciously by the inquisition), and stability is threatened by monsters such as tyranids, orks, and necrons.

The Empire has the history, ecclesiarchy, tech priests, space marines, and inquisition of 40k, but has an imperial bureaucracy and navy that matches that of the Star Wars Galactic Empire (complete with grand moffs, storm troopers, and star destroyers). It is oppressive to alien races, but doesn’t usually attempt to outright exterminate them (closer to Star Wars than 40K)
The center of imperial space (Core Segmentum) is tightly controlled (imperial creed, human-only worlds etc), but as you move outwards its attitudes and control are more relaxed (it is stretched too thinly to totally control everybody). The periphery of imperial space is full of Outer-Rim worlds (including wretched hives of scum and villainy), where aliens are tolerated as long as they do as they are told and pay their taxes (or bribe the Imperial governors to look the other way). Rogue Traders ply these space lanes, making a killing (if they are lucky) or being killed (when they are unlucky).

So you might be wondering why I'm telling you all this, well I thought I would try my hand at writing a Greentext Story of our first adventure as a writing experiment as I've a tendency to be Verbose.

If your unfamiliar with Greentext stores then basically they are anecdotes written in short, concise sentences most often seen on image boards using the site’s “green-text” code but have gain popularity across various different message boards.

Here is Chappa in all his early glory for you people curious about his stats, there have been some minor changes to the skills since but its still rather accurate. 

With all that covered I hope you enjoy our escapades.

Part 1: The campaign and Chappa are brought to life.


> Group decides to try running game over steam using Fantasy Grounds
> Spend one night in pub arguing theme over curry.
> Decide on Star Wars/ Warhammer 40k Crossover using savage worlds.
> Group created massive 40 page + document of ideas, pictures and notes for campaign.
> A bit creatively burnt out since I just finished one for another game that's still going so just skim it.
> Leave it a week then ask housemates what they are playing.
> Mostly 40k races.
> This is after they spent ages arguing that they want something different from usual Dark Heresy.
> AreYouSerious.png

> Drop idea for Blood Axe Ork or Tau characters decide to bolster up Star Wars elements.
> Realise I have no clue about the expanded universe past hearsay.
> To hell with it I'm a Ewok...
> A Ewok who is going to have piloting skills in battle suits and awesome in gunnery/engineering.
> Play Evil_Laugh.exe

> Start stating character and buying equipment.
> Find a Star Wars Savage world home brew.
> Discover Ewoks have the chance of breaking everything technological they use since they have 'All Thumbs'.
> Hell with it, sticking with concept.
> Throw a D4 into Pilot: (freighter class ship) just in case we need a backup pilot.
> Don't realise the item costs are much much cheaper than the Scifi Companion.
> Decently armed and armoured try to sink the remaining money on bionic spine and lungs.
> Still richer than Bill Gates.
> Buy and customise a B1 Battle Droid with as many reasonable upgrades as possible, to use as backup pilot and gunner with D6 in both.
> Play RogerRoger.wav

>Oh crap need backstory, everyone needs to be arrested by the Empire/Imperium for a crime.
> Read Wookieepedia on Ewoks.
> Oh damn there's Ewok fur clothes and Ewok Jerky?!
> Lightbulb.png

> Chappa Fliks is Born in my mind
> Ewok smuggled himself offworld to see the universe, found and forced to work on freighter for trip.
> Eventually let off on Imperium border world.
> Discovers Ewok Jerky and that there several Ewok farms in system.
> Tries to complain, no one speaks Ewok, treated like animal taken to nearest farm.
> Chicken Run with Ewoks and lasers.
> Joins up with local rebels/animal rights activist who help escaped Ewoks return to wild.
> Remains with rebels liberating other farms.
> Local Empire patrols gives no shits about 'animal theft', ignores complaints.
> Begins merc work to pay back rebels and gets enough favours for bionics when one raid goes bad and he nearly dies.
> Hides out in old Junk Yard full of droid parts and builds his own like Swat Cats.

>Time Passes finally meet up on teamspeak.
> Discover rest of Parties characters:
> Tau Earth Caste Engineer, only survivor from a space hulk survey that turned 'Alien' has trouble working with others after been stuck alone for so long.
> Mr T'Ork aka Mr Torgue from Borderlands 2 as an Ork, actually turns out to be an amazing combination.
> Dark Eldar Flesh Crafter who is one of the most wanted men in the universe and is creepy/crazy as hell. He is also shaping up to be the parties only medic.
> A Cyborg detective/bounty hunter who looks like he is from Ghost in Shell, brought in the Dark Eldar for the bounty and got arrest for a number of minor charges by the Imperials so they would not have to pay him.
> Some strange man sized mantis creature which is apparently a Jedi. Played by the groups most knowledgeable Star Wars fan.
> Party thinks I'm making a Ewok Rocket Raccoon.
> Facepalm so hard mike gets feedback.



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Lego Ideas Considers Dungeon Masters Set

Posted by: Jason Silverain / Category: , ,



Greetings and salutations all today I want to highlight a rather interesting development which may excite some of you master builders out there.
Now over the years many groups (including my own) have often used Lego minifigures as characters and monsters on their game boards and battle maps, some ambitious Dungeon Masters have even created whole dungeon from Lego and even developed games such as BrickQuest by Peter F. Guenther.

Brickquest at Gencon 2003

The Lego company themselves have taken tentative steps in a similar direction with their release of the Heroica, a game very similar to Games Workshops 1989 game Heroquest and it has proven popular enough to have numerous different adventures such as the Caverns of Nathuz, Ilrion, Draida Bay, Waldurk Forest and Castle Fortaan. Each of these sets can be connected and while costly like many Lego products are far cheaper and easier than trying to obtain a copy of Heroquest which at a minimum is over £100. Also much like the original Heroquest it seeks to emulate Heroica has attracted the attention of the gaming community especially /tg/ and has had additional rules created for it to further expand its gameplay.

So with this in mind with the introduction of Lego Ideas in 2008 it was really only a matter of time until a Dungeon Master Set was suggested, for those of you unfamiliar with Lego Ideas it is a website run by Chaordix and The Lego Group, which allows users to submit ideas for Lego products to be turned into potential sets available commercially, with the original designer receiving 1% of the royalties.



Submitted on the 22nd of January 2017 by a user named Ymarilego, the Dungeon Master Set reached the 10,000 supporter requirement at such a record pace even the Lego Staff commented on its popularity:
Dear Ymarilego,
What just happened?! We're pinching ourselves to make sure it wasn't a dream, as your project spread like wild fire over the weekend seemingly backed up by all of the internet. In fact, the countless  "Well, that escalated quickly" internet memes spring to mind for some reason. Your very well presented project forms the basis of an interesting role-playing based game through which players can express their creativity in different ways. From your comments we can see the neat touch of having yourself and your sons as the heroes of this journey. Well, you're already heroes to 10,000 supporters that's for sure!   
You can a foot off the gas pedal and relax as we're glad to now officially advance this project to the Review phase.

What happens now?
This project moves from the Idea stage to the Review stage. A "LEGO Review Board" composed of designers, product managers, and other key team members will examine the idea. We'll build concept models and determine if the concept meets our high standards for what it takes to be a LEGO product. This includes factors such as playability, safety, and fit with the LEGO brand. Every potential LEGO product goes through a process like this and must meet the same standards.

The LEGO Review Begins in May
This project qualifies for the First 2017 Review, which includes projects that reach 10,000 supporters between early January and early May. For more information about the LEGO review process, please see the Project Guidelines and House Rules.
The review is a thorough process and from its start it can take several months. When finished, we make a "go/no go" decision to develop and sell a product based on the Dungeon Master.
When the review is complete, we will inform you of our decision. If green-lit, this project goes into the longest phase of the project; the Development phase. During this time, LEGO model designers refine the product and develop it for release, we create the product materials (box, instructions, marketing), and get everything ready for a production run. This also takes several months.
We will post follow-up information and our decision here.


As you can see from the screen shots its modular design means that a large variation of dungeons can be designed and clipped together sturdily, not to mention the rooms themselves can be easily customised. So when May rolls round I will be greatly surprised if Lego fail to acknowledge the support and demand this has as a produce, not to mention wit their previous designs of Medieval, Lord Of The Rings and Hobbit sets many of the required blocks are readily available.


If you like this idea and want to support it further then check out Ymarilego's next project, a smaller expansion for the Dungeon Master Set called The Mine.  


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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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