Brimleydower's 5e: Thornleaf Tales (Inactive)

Game Master Kagehiro

World Map (in progress)

Thornleaf Map Editor


51 to 100 of 130 << first < prev | 1 | 2 | 3 | next > last >>

I'd say that the 10th level ritual allowed the Mage-Sovereign to "touch the face of god" so to speak. Gahm was momentarily dazed by the backlash of magical currents. Kolg, the God of Battle/War/Strength seized the opportunity to subdue Gahm in this instant. Not because Kolg harbors any ill will, but because the dampening effect on magic would give the orcish horde the opening needed to spread war and bloodshed to every corner of the western world.

Gahm would inevitably break free. Mighty though Kolg may be, the God of Magic/Power/Knowledge is a force without equal. 1000 years absent might seem like a long time to mortals, but it was the briefest of struggles between two deities.


So, Gahm broke the seal and flooded back into the world seeking followers who were already seeking him in magic and knowledge.

Now, does Gahm have an agenda? Or is she just happy to be back in town?


I'd say a deity's agenda is utterly inscrutable by mortal means. More like they embody some concept or idea in totality. The churches that worship and draw power from them, on the other hand, would certainly have agendas and practices they attribute to their respective deities.


Kolg, for example, cares not a wit about people praying to him or exalting his name/likeness. He only revels in violence and conflict. It doesn't matter who is at odds, nor does he care which army carries his name on their lips the loudest.

Attempts to use divine magic to invoke Kolg's influence directly to turn the tide of a battle usually end in disaster for the petitioners. His "aid" involves sending an avatar of war into the conflict. If they who summoned this intercession can best the avatar in single combat, Kolg grants them his boon. If they fail, the avatar lays waste to the very force that sought his aid. Pretty straightforward lesson involved here: you earn what you kill, nothing more.


Brimleydower wrote:
Pretty straightforward lesson involved here: you earn what you kill, nothing more.

Kolg must the patron of adventurers earning XP.

I'm good with both the real and legend story of the availability of magic. I'm also good with how your gods are portrayed.

So, where do you want us to flesh out next? Do you have those set of questions for us?

cheers


Alright, I believe I've finished my first draft of Ruach's background.

Let me know what you guys think.

Background
Five years ago, a legend was born. Ruach “Rosetongue” arrived on Estfalk from parts unknown, and took the hamlets by storm. Known as a minstrel of the people, he refuses to perform for the nobility and travels from village to village, inn to inn, bringing music and magic to the people. His music brings with it an exotic tone not often heard on the rural island. His poems and stories praise the common man, telling tales of corrupt noblemen in the pockets of criminals and the normal people who have had enough uniting together to oppose them. He tells of slaves revolting against their masters, serfs throwing down their tyrannical lieges and thieves stealing from the rich to provide for the poor. He never stays in one place for long, always worried about the undue attention of those he regularly criticizes, and the housewives whose bellies he leaves swollen with child.

The past several seasons he has fallen in with a gregarious priest of Liber named Argyri. The man is excellent distiller of brandy, and the two rogues get along well with one another. The addition of fine spirits to Ruach’s music has turned the pair into somewhat of a traveling festival for the smaller dorfs on the island. Their arrival often causes an impromptu holiday, which leaves them fleeing the ire of the local lordlings the next day. The serial spread of sedition and sloth are not exactly popular with the gentry, after all.

There are whispered rumors that Rosetongue and the Brandy Bear are responsible for many of the instances of outlaws being found dead in the wilds in recent years, much of their ill gained proceeds left at the doors of local villeins and yoemen. No one has yet been able to prove the rumors though, and Ruach and Argyri laugh off any such accusations as absurd. A brewer and a lute strummer doing all that? Ha!

About three months ago the pair began to be seen with a young elven woman. People say that she is Ruach’s simple minded sister, taken into his care after other family could no longer look after her. Word on the roads is that their next stop will be Thornleaf.


I'll wait until gyr is settled before we start fleshing out some more region details.


How about scale? Is Estfalk about the size of Great Britain?

Has gunpowder crosses from Hinata to What’s the seafaring technology? Is the world map known? Round or flat world theory?

Hinata feels Japanese. Hrim feels Scandinavian. Are you thinking the cleftlands would europeanish? Titles, medieval culture, etc? Just so it’s not so alien?

Cheers


I think that's mostly up to us. If the world is actually medieval, we'd only know about the places we'd personally been unless we were learned scholars. Anything else we've heard is probably wildly exaggerated tales of monsters and savages and such. Even if we're post printing press this is probably still the case for the vast majority of people, and since there is still feudalism instead of nation-states I have a hard time believing there are printing presses and other Renaissance tech (unless they are extremely new).

So far the Cleftlands names are Germanic (except for Thornleaf). I'm thinking they are culturally similar to the Carolingians / the early Holy Roman Empire. Least that's what I was going for when I named Kaltfeld. This would probably also be the place for any Anglo culture, but personally I find Anglo inspired fantasy cultures to be a thoroughly beaten dead horse at this point.

Also the Carolingian/HRE timeframe makes sense if the Hrimlands are full of vikingar. If we moved much past that era, people would have developed proper fortifications and the viking age would already be over.

Since Brimleydower's OG identity is Kagehiro, I'd be shocked if he didn't have a mini-Nippon in mind for Hinata.

My character's name is celtic. I'm thinking elven culture is a celtic mashup + elven tropes. So for names, Breton, Irish, Welsh, Scottish Gaelic all work. Live in the forest, love horses, worship nature/have druids, etc.

As for scale, the only way it makes sense for there to be different climatic zones and skin colors on that map is to make it huge. Otherwise all the weather and people would be almost the same.


Also, Orcs should totally be the Russians + Golden Horde. Like the area we now call Russia during 13th-14th centuries under the "Tartar Yoke". It's a really cool blending of steppe and slavic culture that fits 'civilized' orcs well.


Yeah, that's a pretty decent ballpark, actually. Estfalk is somewhere around 250 miles at it's widest and 400 miles at it's longest. The Cleftlands in total, back in ancient times when it was a single landmass, was comparable to Australia in size. As it stands now, close to 2000 miles wide east/west and probably just under 1500 miles north/south. A lot of that space is occupied by vast channels that snake through the various island-states, so the actual landmass isn't quite so big as the distance would indicate.

  • Gunpowder only exists on Hinata. Getting onto or off of Hinata is basically impossible (apart from DM fiat).
  • Crossbows and steel armaments are the best weapons other locations can muster on a technological level.
  • Seafaring vessels are common, but not advanced. Cogs are probably the most common. Carracks might be appearing in limited numbers, but would be considered to be the forefront of maritime innovation. The Dominion of Resk is probably still using galleys for mass troop transport, but they only need to get around their continent—they don't really launch invasions on foreign soil these days. Hrimland raiders have the most impressive "navies" but that's by virtue of overwhelming numbers moreso than anything else. They're using some variation of longboats, but they're built on a much larger scale. Apparently they use some special wood in their construction that allows them to build ships bigger/longer without them breaking apart under the tension.
  • World map would be known, generally speaking, depending on where you're from.
  • Again, mostly depends on where you're from, but any worthwhile civilization would know the world is round.

    Cleftlands most closely resemble medieval central Europe. Pre-shattering, it was a hereditary empire, but the capital city (as well as all of royal family and verifiable claimaints) were wiped out in the same event that turned it into the Cleftlands. Virtually all of the island-states are a duchy, each serving as one among a loose (and I mean loose) federation of states. There is constantly some conflict between one or more Dukes/Duchesses, occasionally all out war between temporary alliances. In-fighting and political intrigue usually put a stop to hostilities before any one has a chance to emerge as victor. Tumult is usually not far behind when someone decides to self-style themselves as a Grand Duke and bid to reunite the empire of old.

    Apart from that, it's a pretty standard rulers/nobility/fiefdom game down here in the Cleftlands and Estfalk. Climate is decidedly mild and wet. It pisses the rain fairly often, and winters are usually vicious. Estfalk itself doesn't get the worst of the cold, but it does tend to get battered pretty sorely during hurricane season.


  • I've been playing some Shadow of the Demon Lord recently, so my instinct was to pull elves more into the Celtic direction rather than Middle-earth. In D&D terms, I think they already tried to introduce that distinction with elves vs. eladrin, but I don't think they succeeded much from a thematic point of view. Regardless, the elves of Mithromar are very much more a part of the fey world—otherworldly grace, kidnapping infants and replacing them with changelings, etc. I won't get too carried away on that vein though. I will only suggest that the depths of the forests on Mithromar connect to the original home of the elves.

    The Middle-earthy elves are just those generations that lived out in the mortal worlds for several millennia. Most of them were killed or scattered during the orcish uprising. There's still enough of them around to justify making one as a PC, but you won't find many Rivendells to visit. Probably more like disparate colonies akin to Barazi's backstory.

    I mean, Hinata is full on Japan. Except it's all dragonborn and dragons. And in the middle of a French Revolution. With only the peasants using guns. You know, standard stuff.

    Just a note on general world knowledge, ancient civilizations boasting superior magic laid bare a lot of secrets of the world and universe in ages past. Most of the standing common knowledge surrounding these things come from reliquaries of knowledge derived from those records, likely dispensed by lorekeepers of Gahm in an attempt to exalt his name (since magic was on life support).


    So, Estfalk is a duchy about 250 x 400 miles, so about the size of early France (Neustria & Aquitaine). So, presumably between a dozen and twenty counties. A handful of cities along major rivers or a coast. At least one town within each of the counties.

    Are all the PHB races represented in ratios that match age span? So, lots of humans farming the plains and non-human minorities who live underground or in forests. Or are dragonborn only on Hinata? Half-orcs, elves and half-elves are rare in Estfalk? Leaving dwarves, gnomes and halflings less common by numbers but not rare?


    Brimleydower wrote:
    I've been playing some Shadow of the Demon Lord recently, so my instinct was to pull elves more into the Celtic direction rather than Middle-earth. In D&D terms, I think they already tried to introduce that distinction with elves vs. eladrin, but I don't think they succeeded much from a thematic point of view. Regardless, the elves of Mithromar are very much more a part of the fey world—otherworldly grace, kidnapping infants and replacing them with changelings, etc. I won't get too carried away on that vein though. I will only suggest that the depths of the forests on Mithromar connect to the original home of the elves.

    Nice, I dig the fey thing.

    Quote:
    The Middle-earthy elves are just those generations that lived out in the mortal worlds for several millennia. Most of them were killed or scattered during the orcish uprising. There's still enough of them around to justify making one as a PC, but you won't find many Rivendells to visit. Probably more like disparate colonies akin to Barazi's backstory.

    Kewl. That jives with my instinct to make half-elves quite rare.

    Quote:

    I mean, Hinata is full on Japan. Except it's all dragonborn and dragons. And in the middle of a French Revolution. With only the peasants using guns. You know, standard stuff.

    Just a note on general world knowledge, ancient civilizations boasting superior magic laid bare a lot of secrets of the world and universe in ages past. Most of the standing common knowledge surrounding these things come from reliquaries of knowledge derived from those records, likely dispensed by lorekeepers of Gahm in an attempt to exalt his name (since magic was on life support).

    I like this a lot as well. It's familiar but still new and interesting. Also echoes all the troubles around the fall of the samurai class and such.


    I'll just do a quick breakdown of how I envision the races currently, and we can tweak or paint over from there.

  • Dwarves: When the orcs rolled over the surface nations, the dwarves retreated beneath them. In whatever this setting's Underdark is called, there are Dwarven Hives—massive empire sized stone cities that stretch from the floor of huge caverns to the roof (and sometimes out of mountain peaks above). And I do mean massive. A dwarven Hive has populations that can soar into the millions, with cities on such a massive scale that it would take someone a lifetime just to map the place. There are pockets of dwarves that choose to live on the surface, usually with an inclination toward adventure or mercantile endeavors. (In a nut-shell: Surface Dwarves are Hill Dwarves and Hive Dwarves are Mountain Dwarves.)
  • Elves: Mostly covered these. Only exception I'll note is that there are Winter Elves (Viking Elves) that live in the Hrimland taigas. Their culture is the model from which the Hrimland humans and goliaths planted the foundations of their own.
  • Gnomes: Usually a few communities of rock gnomes in dwarven hives (and occasionally deep gnomes). Forest gnomes mostly gravitate towards wilderness living, with a few integrating into (or nearby) small settlements. Like the firbolg, there's likely a number of forest gnomes under the heel of Mithromar elves.
  • Half-Elves: They would have been way more common in the distant past, but with the elves being splintered and most retreating within Mithromar's xenophobic realm, I can't help but imagine that half-elves are painfully uncommon, even compared to RAW.
  • Half-Orcs: Overwhelming majority in the Dominion of Resk. Exceptionally common elsewhere in general, as well. They're to this setting what Humans typically are to most settings, by my estimation. If this game were a bit more long ranging, I'd detail up a new half-orc subrace to emphasize that their savage origins are muted and have given way to a very canny, diplomatic disposition.
  • Halflings: Pretty much unchanged. They're represented in most places to a small degree, but that's about it. There are halfling communities, but nothing on the scale of a nation or empire.
  • Humans: Similar distribution to halflings at this point, with two exceptions: Hrimlands (where they're a large minority) and Cleftlands (where they're the majority and comprise the ruling class).

  • Aasimar: Practically unheard of. There's not a lot of interaction with the upper planes
  • Dragonborn: Probably the rarest thing to run into outside of Hinata, where they become the (likely) only thing you run into. There are always exceptions, of course, so some dragonborn have inevitably made it to foreign lands in the past. Even more rarely, an emperor might dispatch a contingent of retainers into the wide world to return with artifacts from the lesser races.
  • Firbolg: Mithromar primarily, virtually enslaved by the elves therein.
  • Goliaths: Though there are many human clans as well, Goliaths make up a significant chunk of the Hrimlands. This is partly why their boats are so massive.
  • Orcs: Pureblooded orcs are pretty rare. The savage ones mostly live on huge reservations on the western continent. Otherwise, you're rare to see a "High Orc" outside of ruling or noble bloodlines in the Dominion of Resk.
  • Tieflings: More common than aasimar, but not significantly. There was a brief window of history where a demonic invasion was a pressing concern, but it was dealt with so efficiently that demons have receded back into the realm of myth.


  • I always envision Orcish culture along similar pathways as the Mongols, at least in terms of warfare, so going with a Golden Horde vibe definitely fits.

    Pulling back the curtain a little bit more, I mentioned previously that metallic dragons are notorious for meddling in the politics of humanoids. With gold dragons, this inclination can be pathological, and in the case of the orcs, it is why their civilization and culture matured so rapidly over the centuries into what exists today. There's been a Gold pulling strings with the bloodline of Resk since the Dominion's inception (probably masquerading as a shaman or prophet of some sort more often than not). By now, this dragon is Ancient, and several generations of its offspring are similarly integrated into the Dominion's political/royal hierarchy. Granted, these efforts have softened the tusks of orckind over years, but it has allowed their empire to thrive and remain dominant for a thousand years and counting.


    Fun to read all the world building! I'll aim to join in more actively when I can...but the next few weeks are super busy.

    That said...

    Brimleydower wrote:
    I'll wait until gyr is settled before we start fleshing out some more region details.

    ...what in particular are you wanting fleshed out? I'll do my best to get it sooner than later.

    Cheers,


    I really like your vision of the world. One thing that's different than normal but will have a huge impact on world economics are the Hive Dwarves, which I think are cool, too. With massive cities around the world, they would consume a vast amount of resources. Foodstuffs, clothing material, exotic materials would flow down the dwarven drain or into the hill dwarf traders hands, in exchange for mined raw material, like coinage, metal objects, stone building materials, maybe coal, too. If coal is more prevalent, maybe the forests are harvested more to make more agriculture acreage and wooden material than for fuel. Glass might be more common, because coal burns hotter than wood making glass easier to make.

    Back to Estfalk, what was last external threat, i.e. in the last few human generations? Vikings, Grand Duke or both? Since then, how stable is it? Is it medievalish, where nobles do what they can get away with, e.g. attacking neighbors, kidnapping heiresses, launching raids on other Cleftland islands, because they have a bloodline ties, etc.

    With magic increasing in the past decade, maybe that internal strife has changed a bit. With increased access to healing magic, e.g. raise dead and resurrection, the excuse of attacks (unexpected death of a noble lord) may have reduced. On the other hand, increased magic has also increased the availability of spells of mass destruction, which may not have been used yet: Tsunami, Earthquake, Meteor Swarm, Gate, etc.

    cheers


    Argyri Katrakis wrote:

    Fun to read all the world building! I'll aim to join in more actively when I can...but the next few weeks are super busy.

    That said...

    Brimleydower wrote:
    I'll wait until gyr is settled before we start fleshing out some more region details.

    ...what in particular are you wanting fleshed out? I'll do my best to get it sooner than later.

    Cheers,

    Just making sure you are squared away/signed off/have nothing to add to the forming group backstory.


    Jubal Breakbottle wrote:

    I really like your vision of the world. One thing that's different than normal but will have a huge impact on world economics are the Hive Dwarves, which I think are cool, too. With massive cities around the world, they would consume a vast amount of resources. Foodstuffs, clothing material, exotic materials would flow down the dwarven drain or into the hill dwarf traders hands, in exchange for mined raw material, like coinage, metal objects, stone building materials, maybe coal, too. If coal is more prevalent, maybe the forests are harvested more to make more agriculture acreage and wooden material than for fuel. Glass might be more common, because coal burns hotter than wood making glass easier to make.

    Back to Estfalk, what was last external threat, i.e. in the last few human generations? Vikings, Grand Duke or both? Since then, how stable is it? Is it medievalish, where nobles do what they can get away with, e.g. attacking neighbors, kidnapping heiresses, launching raids on other Cleftland islands, because they have a bloodline ties, etc.

    With magic increasing in the past decade, maybe that internal strife has changed a bit. With increased access to healing magic, e.g. raise dead and resurrection, the excuse of attacks (unexpected death of a noble lord) may have reduced. On the other hand, increased magic has also increased the availability of spells of mass destruction, which may not have been used yet: Tsunami, Earthquake, Meteor Swarm, Gate, etc.

    cheers

    I figure the hive dwarves would subsist primarily on an "undereconomy" throughout much of history. Subterranean flora and fauna are substantially more diverse than on Earth. But their impact on surface economy would still be profound for the reasons you've outlined above. I envision the hives being the bridge between the surface and the totally-not-the-Underdark.

    Estfalk is always embroiled in internal conflicts between this duke and that duchess. Hrimland raiders are on the other side of the world, and they mostly only ply their piracy on ships and coastal communities along the northern reaches of the Dominion of Resk. In general, estfalk is very medieval in presentation. Except that there's virtually no gender confines in place. A woman knight or general is commonplace.

    A note on magic: while it is back in business, people are still largely incapable of weaving magic on that scale. I would dearly like to avoid the Forgotten Realms plague of level 16+ NPCs that occupy every square inch of civilization. There will inevitably be a few incredibly powerful persons where it makes sense (the Archdruid of Mithromar being a good example) but running into folks over 9th level will be uncommon.


    I'm happy with what Jelani suggested for his and my joined backstory (including the nickname "Brandy Bear").

    In my head, I've been calling my deity Ghab (from God of Booze).

    I like the idea of having some proficiency in booze-making, and brandy seems like a practical (portable) choice.

    Acolytes typically get:

    Skill Proficiencies: Insight, Religion
    Languages: Two of your choice
    Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

    Should I trade a language + prayer book & the incense for a still + proficiency with it?


    Brimleydower wrote:
    In general, estfalk is very medieval in presentation. Except that there's virtually no gender confines in place. A woman knight or general is commonplace.

    So there is widely available and reliable birth control?

    Argyri wrote:
    In my head, I've been calling my deity Ghab (from God of Booze).

    He sounds almost exactly like Liber, which is why I used that name. But we can roll with Ghab, or whatever you want.


    Brimley wrote:
    Estfalk is always embroiled in internal conflicts between this duke and that duchess. Hrimland raiders are on the other side of the world, and they mostly only ply their piracy on ships and coastal communities along the northern reaches of the Dominion of Resk. In general, estfalk is very medieval in presentation.

    I was looking for a particular big war that threatened all of Estfalk, in order to anchor the beginning of my background. If you don't have anything in mind, I can create it. Probably an invasion of another Cleftlands duchy who had better claim to Estfalk than the local bloodline.


    Argyri Katrakis wrote:

    I'm happy with what Jelani suggested for his and my joined backstory (including the nickname "Brandy Bear").

    In my head, I've been calling my deity Ghab (from God of Booze).

    I like the idea of having some proficiency in booze-making, and brandy seems like a practical (portable) choice.

    Acolytes typically get:

    Skill Proficiencies: Insight, Religion
    Languages: Two of your choice
    Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

    Should I trade a language + prayer book & the incense for a still + proficiency with it?

    Yeah, I'm good with that tradeoff.


    Ruach "Rosetongue" Ceallaigh wrote:


    So there is widely available and reliable birth control?

    In the form of apothecary and various alchemists, yes, though the peasantry would just have to hope for a sympathetic hedgemagician likely. Abstinence is always an option too, especially in the case of those undertaking vows of chastity.


    Jubal Breakbottle wrote:
    Brimley wrote:
    Estfalk is always embroiled in internal conflicts between this duke and that duchess. Hrimland raiders are on the other side of the world, and they mostly only ply their piracy on ships and coastal communities along the northern reaches of the Dominion of Resk. In general, estfalk is very medieval in presentation.
    I was looking for a particular big war that threatened all of Estfalk, in order to anchor the beginning of my background. If you don't have anything in mind, I can create it. Probably an invasion of another Cleftlands duchy who had better claim to Estfalk than the local bloodline.

    It would likely be the most recent occasion that someone tried to self declare themselves Grand Duke and gather the support of other Dukes in an alliance. These situations usually plunge the entirety of the cleftlands into war.

    Or if you like an outside element to it, maybe one of the duchies hired a mercenary army of Hrimlanders in their bid for supremacy.


    Brimleydower wrote:

    It would likely be the most recent occasion that someone tried to self declare themselves Grand Duke and gather the support of other Dukes in an alliance. These situations usually plunge the entirety of the cleftlands into war.

    Or if you like an outside element to it, maybe one of the duchies hired a mercenary army of Hrimlanders in their bid for supremacy.

    I'll probably take both.

    So, what now, Brim?


    So far I have only detailed a few locations: Thornleaf, the quintessential small fantasy town; Grunburg, a small city to the southeast and seat of the countess in charge of this region; the Grunweald, a dense and hilly sprawl of ancient forest and secluded glades that is home to no shortage of gnolls.

    I'd like everyone to contribute another area or site of interest. Can be a settlement, ruin, dungeon, geographic feature, ancient battle site, haunted Manor, etc.

    There is no guarantee we'll visit any given spot, but they'll help paint in the backdrop. Don't get super specific with details to the extent that the location won't have any unknowns if or when our characters go there. So, a haunted castle that was the seat of a long dead count and is rumored to have vast subterranean levels and be teeming with undead, shrouded in fog... I can work with that. "A five story castle with 56 rooms, nine wraiths, two ghasts, a vampire wizard, and a CR appropriate horde, with Guards and Wards cast permanently"... that leaves little to the imagination.


    Kadgaarin's Fist

    On a clear days the children of Thornleaf run to the beach to skip stones into Sea Lion Bay. They point in awe at the massive butte rising from the highest escarpment across the water, just barely visible in the hazy distance.

    The karstic limestone and granite formation towers almost a mile into the sky, riddled with countless holes and tunnels wrought by erosion's steady hand. The tales say that Kadgaarin's Fist has been there as long as there have been people on Estfalk to remember it. They say the butte is named after an exiled dwarven king who came to these lands long ago, before they were kleft. He and his clan had no hive of their own. They were forced to the surface after losing a civil war. Shattered and desperate they turned to nature's work for shelter, moving into the warren of natural caves in the Fist. Soon enough dwarven graft and diligence transformed the Fist into the seed of a new hive.

    Kadgaarin's clan expanded downward, and discovered veins of mithril deep beneath the fist. The valuable metal secured the clan's position in their new home. During the age of orcish agression, the Clan of Kadgaarin (Khadgaar-Khuz in dwarven) continued to expand their hive, growing in strength and regional power. Generations passed, and none were able to dislodge or threaten them.

    Then, something happened. One day, ore shipments stopped flowing from the great gates at the base of the Fist. Messengers could gain no entry. The Khadgaar-Khuz effectively disappeared overnight. Groups who entered the caves in search of answers or treasure never returned. With the missing and presumed dead piling up, the Fist quickly earned a black reputation as a cursed and dangerous place, best left to the dead. That was centuries ago.

    The shepherds who graze their flocks near the base of the fist report that sometimes, on the darkest nights, they can still hear the grief maddened howling of the dwarves on the wind. Others say it's just the wind whistling in the caves. In either case, everyone on Estfalk knows that only a fool with a death wish enters the Fist.


    The Bloodfield

    Twenty-seven years ago, there was an attempt to unite the Cleftlands under a single banner, as has happened many times before. However, few have had battles as bloody as the Battle of Esterland.

    Esterland wasn’t really a point of strategic value. It was a small town surrounded by a few large farming families. But this war had waged longer than most in the region, and forces from both sides began making moves on the area for food supplies. Things escalated quickly as each side called in reinforcements when scouts would report new troops for the enemy had arrived, and before long, both factions had gathered the bulk of their armies at Esterland.

    The battle was short, but furious. Casualties were so heavy that the armies of both sides were completely shattered and broken, resulting in an end to the war a week later. But longer lasting has been the damage to the fields on which the battles were held. The ground was soaked so thick with blood that the crops died entirely.

    For twenty years, nothing would grow back in their place, and Esterland has since become a ghost town. But in the past seven, a strange new grass has begun growing and spreading out from the sites. Grass as red as one could imagine. It grows to only about a foot high, and its edges are sharp enough that if you move quickly through them, the can cut skin. Since then, they have earned their new moniker as The Bloodfields.


    the lonely tower of the Grunweald

    Trappers and woodsmen some time gossip of the lonely tower of the Grunweald. Near one of the edges of the ancient forest, a tower sits on a small hill surrounded by impenetrable thickets of thorn bushes. Stories usually involve strange lights and sounds during the evening or unusual beasts sighted during the day. Sometimes, these beasts chase people away. Sometimes, hunters find that their quarry disappears into the thorny thickets. All stories of anyone actually touching or entering the tower are met with laughter.

    Historians debate the origin of the tower and who was the last noble resident, that is which noble family, seneschal, or ducal prisoner. However, they all agree that the last lord ran afoul of a druid who besieged the tower and caused the Grunweald to envelop the tower. While magic has diminished over the years, the momentum of nature has sustained the druid’s apparent intent, which was to isolate the tower forever.


    Thornleaf

    Shamelessly lifted google image to approximate Thornleaf.

    Go ahead and help fill out the settlement—everyone come up with a location/structure/site or two in Thornleaf. Detail some important figures, preferably connected to location/structure/site, but I won't turn up my nose if any one colors outside the lines.

    As a group, come up with what's important about Thornleaf. What's it named after? Who founded it? When? Who rules here? Is the town protected by a formal guard/militia force? How punishing (or lenient) are the laws/constabulary? Is there a dominant religious entity/temple? How about criminal organizations? If there's a thieves' guild, what's their disposition?


    Red shack, Riverside (Murder Manor):

    Gaddock and his wife, Aolena, were a happy young couple who led good lives in Thornleaf. She sold fresh bread in the market, he was a respected carpenter. They were well liked in the village, and Gaddock had had a hand in the construction of many of the homes in Thornleaf.

    They had been married five years, and rumors were beginning to spread that he was unable to father children. It caused a strain on their marriage, and he fell into becoming a regular at the local watering hole. Then, one happy day, she learned she was with child, and all was well again!

    Until she vanished one night. No warning, no note, nothing. The local constable thought that Gaddock has went on a bender and probably murdered her, but he had no proof. But his investigation ruined the man’s reputation. He couldn’t find work, people began distancing themselves from him, and he became an outcast. He began living beneath the bridge, collecting driftwood until he had enough to put his skill to use once more and built himself a shanty upstream.

    That was thirty years ago. No sign or clue of Aolena’s disappearance has been found yet, and it has fallen out of the locals minds save for rumors and children’s tales. Kids still creep up on “Murder Manor” on dares or to show off their bravery.
    __________
    House just above bridge gatehouse, (The Cragworks):

    About ten years ago, an elf (strangely enough) showed up to town with a sack full of coin and a desire to purchase an abandoned smithy on the edge of town. Seeing as the town was in desperate need of a smith since previous owner went bankrupt and moved elsewhere, no one objected. The elf set up shop and began plying his trade.

    He came up with a long-winded Elven name for the business, but the community lovingly refers to it as “The Cragworks,” due to its proximity to the cliff edge by the river. The elf, whom the kids call Cragger, is a bit of a loner and doesn’t socialize much, but his wares make up for that in their quality, earning him a reputation far and wide. His Elven nature lends to him taking his time with his work, however, and any custom ordered piece can expect to take half as long again to complete. But so far, no one has complained on the wait once they get their finished product.


    My votes on the questions: (keep in mind, these are just my own personal suggestions for group consideration)

    What's it named after? Named after a unique, sharp-leafed herb that grows readily here and is renowned for its...smoke-ability and the relaxing effects it causes.
    Who founded it? When? A band of adventurer’s founded it about 175 years ago.
    Who rules here? Local mayor, elected every 10 years. It’s 3 years away from an election.
    Is the town protected by a formal guard/militia force? Local Militia
    How punishing (or lenient) are the laws/constabulary? Constable is a bit of a stickler, but otherwise, a bit of an Andy Griffith naïveté to the town, lol!
    Is there a dominant religious entity/temple? God of Nature/Farming


    After the village of Thornleaf was founded, it began to develop around the marketplace that is still the center of the village. At first, traveling merchants and tradesmen would seasonally visit the village to trade for some thornleaf or adventurer's coinage. Eventually, the merchants and tradesmen decided to settle down in the village, so the marketplace became permanent.

    Thornleaf sits in the county of Norfalk. While the mayor runs the town, and the constable keeps the peace. The Count appoints judges to dispense justice both low and high. Over the years, the relationship has been tested. However currently, the count mostly leaves the village alone making a steady income on reasonable taxes. Actually, the current count has never even visited the village.


    The square stone tower in front of the marketplace and middle of the village is the Count's Tower, or just the Count's, or the Tower. It is the first and center of the village's defenses and has been there for over 150 years. 1) The bottom floor contains stables and storage. 2) The floor above holds a kitchen, servant's quarters, and more storage. 3) The floor above the kitchen was designed to be a barracks. 4) The floor above that is a grand hall. 5) And above that are a suite of rooms that are designed for the count.

    Currently, some of the barracks floor has been converted to house the office of the mayor and city officials. There are few rooms maintained with beds and bunks for guests and their men-at-arms. The grand hall is still used today for village meetings and events. The suite of rooms at the top were last used by a visiting county official who was dispensing high justice. The bottom two floors are used at a fifth of their capacity but continue to operate as intended.

    The white building next to the Count's Tower is the village's best inn and restaurant, the Crown. It takes advantage of its location facing the marketplace. In addition, the three window's of the Count's Tower have been converted into doorways, so the Crown can serve the overflow, as well as provide more luxury to visitors needing to meet village officials or in the Grand Hall.

    On the other side of the Count's Tower, is the village's first church. It has altars to all of the socially acceptable deities (which have changed over the past century) in the pantheon. It faces away from the marketplace, because it was built during a time when the consensus of churchgoers did not want to pass through the marketplace, in order to pray. Unlike the Crown, there is a small alley between the church and the Tower, separating church and state.


    Sorry to participate less--insane period at work right now, and much of that work is writing, so when I *can* write that's most of what I'm doing. That said:

    In these times, war is always present, even if only peeking over the horizon. The Duke of Estfalk depends heavily on his navy...but the navy is only as good as its ships, and the best ships are made of hartholz. Hartholz is significantly stronger and lighter than other woods. It's majestic orange wood is beautiful to see, and gives Estfalk's navy their trademark redorange ships. It's thorny leaves (which, as established, are relaxing to smoke) gave Thornleaf it's name. It also one of the few trees that lives longer than the elves themselves, and is sacred to the elvish druids of the Grunweald (who refer to it as "crann croí naofa" or "sacred heart tree"). The druids smoke its leaves in sacred ceremony and tap its sap for use in sacred rites and healing extracts, but endeavor to protect this precious, holy resource.

    The royal navy has an official agreement with the druid-guardians of the hartholz, and every piece of paperwork suggests the agreement is scrupulously honored. That said, Garraíodóir (the elven druid in charge of the sacred grove) swears that trees are disappearing at an alarming pace.

    Arden Goldenhill is a halfling merchant, likely the most prosperous merchant in Thornleaf. He has multiple businesses but they include logging and shipping, and holds the contract to supply the royal navy with hartholz. There's no evidence to speak of that suggests he is logging too much (heavens forbid!)...but Garraíodóir is quite certain Goldenhill and his halfling loggers are the culprits.

    The Duke's Admiral himself is scheduled to visit Thornhill shortly, to express his gratitude to Goldenhill for his heroic support for the war effort.


    The elvish druids of the Grunweald think of many trees in the forest as their children (and indeed those elves live longer than those trees). The crann croí naofa (or hartholz) they refer to as "grandfather".


    I don’t have access to my PC yet, but I’m back in ’Murrica. I’ll try to contribute something in a couple/few days. Maybe earlier, we’ll see how it goes.


    Welcome back to the States, Jelani. We, um, made it extra special while you were gone so you'd have something interesting to come back to.


    Made a map with labels, you guys can edit.

    The Fletterfluss River

    The Fletterfluss river flows from the upland hills south east past Thornleaf and into Sea Lion Bay. Thornleaf is a mere half a mile from the river's estuary. The river frequently carries furs and timber to the town and to Goldenhill's facilities at the Bay. The barges are poled up and down the Fletterfluss by several families of flatboat dwelling orcish gypsies.

    The river is home to various fish, crawfish and mussels which supplement the town's diet. It is also the town's main source of water (aside from a few wells) and the destination of the majority of the town's waste.

    Rotstein Bridge

    This red brick and wood bridge over the Fletterfluss serves as Thornleaf's northern gate. The bridge commands the water below, and features a small guard tower. There is a heavy hartholz portcullis which can be lowered from a mechanism in the tower to block the river below the bridge. The tower is manned by four guards with crossbows and halberds at all times during daylight hours, and two at night when the gate is closed after curfew. Any barge which wishes to pass the bridge is required to dock and pay a fare, and any merchant entering the town over the bridge must pay a toll. The taxes are used to help maintain the town militia and to keep the bridge itself in good repair.


    Barazi wrote:
    What's it named after? Named after a unique, sharp-leafed herb that grows readily here and is renowned for its...smoke-ability and the relaxing effects it causes.

    Agreed.

    Barazi wrote:
    Who founded it? When? A band of adventurer’s founded it about 175 years ago.

    Eh...How about a band of criminals founded it 100 years ago when the last successful Grand Duke enacted prohibition on the recreational use of thornleaf, claiming all hartholz trees for his own naval use ("national security"). This resulted in a criminal market developing for the herb, especially to cater to the then more numerous Grunweald elves for use in their religious rites. The orcish gangs who smuggled crann croí naofa during prohibition later became the river gypsy clans once the Grand Duke fell, and with him the profits in the once prohibited leaves and sap.

    Quote:
    Who rules here? Local mayor, elected every 10 years. It’s 3 years away from an election.

    Feels a bit modern for a medieval town, but I don't really have a better idea. However, if Count Thorweald von Norfalk lives in the tower, he would probably also be in charge of the town. Unless the mayor is just his underling while he focuses on the wider county?

    Quote:
    Is the town protected by a formal guard/militia force? Local Militia

    Fine

    Quote:

    How punishing (or lenient) are the laws/constabulary?

    Constable is a bit of a stickler, but otherwise, a bit of an Andy Griffith naïveté to the town, lol!

    Slander gets you the stocks, fighting the same. Murder, rape, and thieving earn you a hanging. There is a curfew after dark. No one is allowed on the streets without clear and pressing business, and must carry a torch at all times after having made themselves known to the guards on patrol. Failure to comply with the terms of curfew is considered thievery.

    Quote:
    Is there a dominant religious entity/temple? God of Nature/Farming

    Most people follow parts the elven druidic religion (a remnant from ancient times) blended with the worship of a god of life-death-rebirth, agriculture, vegetation, and the seasons called Nachttrinker.

    Nachttrinker is depicted wearing a flayed human skin, usually with the flayed skin of the hands falling loose from the wrists. He has a yellow shield in his raised right hand and carries a container filled with seeds in front of him in his left. The flayed skin represents the cycle of life-death-rebirth, the yellow shield the sun, and the container of seeds nature's bounty.

    Worshipers of Nachttrinker understand that the price of life is death, and mark the passing of nature's cycles with outdoor ceremonies on holy days. Worship frequently involves the sacrifice of a valuable animal in order to provide food in the form of blood for the soil and meat for the faithful. It is said that those who fail to show proper respect for the cycle of life through regular sacrifices will be reminded of their place by poor crop yields, natural disasters and diseases.


    I linked the structure of the village government of late medieval time.

    The count doesn't live in the tower. I suggested that the current count hasn't even visited Thornleaf in his life time. He just collects taxes and appoints justices to dispense high justice (death and stuff) on his behalf.

    I'd actually prefer the village being older than 175 years rather than younger. It's a nice spot by the river where an old empire built a bridge to pass the cliffs of the river in these parts.


    Yeah, the countess lives to the Southeast in Grünburg, which would be the official seat for Norfalk's ruler.

    Leaning in on the Germanic theme, the "mayor" would likely be called a bürgermeister. The count(ess) would probably be content with the people picking from among their own so long as they kept the people in check and prospering. Too much trouble from one settlement, I imagine, would result in a representative of the state showing up to either get things back on track or take over the place completely. Even then, I don't think every peasant would be getting their hand counted in the process. Land-holders, artisans, merchants, and members of the gentry seem like they'd have more of a controlling stake in who speaks for them. Then again, I'm no expert, but we don't have to do a 1:1 100% recreation of historic medieval conventions.


    I've got a couple of other locations for the pot. Also, would you all prefer I keep everything compiled exclusively to the Campaign Info Tab, or would you prefer that I throw together a simple google sites page to make it a little more easily navigable?

    ______

    The Flickering Crags:
    Once known by another name when the continent was intact, The Flickering Crags was coined in the tumultuous time that followed the empire's sundering. As various houses vied for dominance in the wake of disaster, Norfalk in particular proved to be a staging ground for many great battles between duchal armies.

    North of where Thornleaf now rests is a labyrinthine maze of narrow canyons, gorges, ridges, and tunnel networks that sprawl for several miles along the north and northeastern horizon. These days, the treacherous terrain sees more traffic from brigands, slavers, smugglers, and other bands of ill repute. It earned it's name, however, from the large duchal armies that used the crags as a staging ground, their camps and torches dotting the crests of the rocky hills that comprise it for as far as they eye could see.

    The Estertors:

    Three small mountain peaks barely visible along the northern horizon (from Thornleaf) form a natural barrier around a mountain lake (from which flows the primary source of water feeding the Fletterfluss). There are several cave systems along the banks of the lake where the mountains and hills meet the water. In long forgotten times, the place was a vast warren for a (mostly) peaceful tribe of werebears, but they have not been seen in that place for many centuries.

    These days, it's a favored fishing spot for those brave enough to risk the climb. Most stick to the flow beneath, however. Although uncommon, there are still worse things than a treacherous climb to threaten folks who wander too far off the beaten path.


    You guys have better names than me. Please feel free to rename Norfalk.

    If you wouldn't mind, I'd prefer the descriptions in the Campaign Tab.

    thanks


    I'm neutral on age of the town. It can be older than 100 and I'm fine with that.

    As for the Countess, also fine with that. I just came up with a name for a count because I didn't know about the countess (or missed her above somewhere).

    Bürgermeister is definitely better than mayor. Duke should probably also be changed to Herzog.

    Like the ranks should be...Erzherzog (Grand Duke) -> Herzog (Duke) -> Graf (Count) -> Herr (Lord/Baron) -> Ritter (Knight)/ Bürgermeister (Mayor)/ Edler (Generic noble of lowest rank). Some locales might be administered by a Ritter while others have a Bürgermeister or Edler. A Ritter would have a higher liege lord, but still rule the seat hereditarily. A Bürgermeister would be voted in and serve at the pleasure of the liege for the wider territory (probably a Herr or Graf). While an Edler would be the liege lord of the local area, but not necessarily have any Ritters or other vassals under their control. The Edler's own liege would be the local Herzog. At least that's a simplified version of how the polities worked in the H.R.E.

    Norfalk could easily become Nordfalke if you like that better. Norfalk means northern falcon, and so does Nordfalke.

    I'm fine with using the campaign tab to collate lore.


    I'm mostly going to focus on compiling for the next couple of days, and rounding out the deities.

    Bearing in mind that I'll be filling in blanks as needed, formal writeups on Gahm or Ghab would be welcome. Feel free to use the template in the campaign info tab. If I've filled in info on a deity already, feel free to override it.

    I'll probably end up folding Nachttrinker into an aspect or expression of a God. I mentioned that deities mostly embody a concept, and any given one will be known by myriad titles depending on which culture is worshiping. Conceptually, it would be akin to Hel or Hades being representations of the same divine power, along with other underworld deities.

    I'll probably focus on establishing some nearby counties or provinces soon, and some of the other island-state duchies.


    Kauth
    Titles: Ashbringer, Sacred Flame
    Symbol: A burning stone
    Alignment: Chaotic Neutral
    Portfolio: Fire, Volcanoes, Sun, Healing
    Worshipers: Healers, Innkeepers, Small Island Dwellers in Tropics
    Cleric Alignments: Any Chaotic
    Domains: Fire, Healing
    Favored Weapon: Glaive
    Worshiper Titles: Fireborn (Cleric), Flame Lord (Paladin)

    Picturing a deity of fire that embodies more the rebirth flame can bring than the destructive aspect. A forest fire can often be regarded both as Kauth’s wrath as well as their preparation for a new beginning.


    I should clarify: feel free to override anything I have listed for Gahm or Ghab, haha. The other named entries have deific profiles already, I just haven't migrated them over to the campaign info selection just yet. Regardless, go ahead and pick a name other than Kauth and I'll slot it in elsewhere. I also have a tentative Sun-based Goddess all ready to go (two of them, actually).

    Guess I can springboard off of that to cover a couple of other setting (scenery) details: The solar system features a binary star system—a larger, orange sun and a smaller blue sun. Seasons behave differently depending on which sun the planets are circuiting. For simplicity's sake, and admitting it is likely not a terribly accurate model, there's basically one year spent nearer to each respective sun, alternating each year.

    In the years where the larger orange sun dominates the sky, weather and seasons behave like we're used to on Earth. In the years where the smaller blue sun eclipses the Orange (creating a cool visual effect that looks like the orange sun is trying to contain the blue one) the weather is milder (frigid winters, winter-like fall, fall-like spring, and spring-like summer) but there are intermittent and brief bouts of scorching heat owing to the blue sun's volatility.

    Not surprisingly, there are deities that represent the orange and blue suns. The orange is seen as a more benevolent entity, representing summer, beauty, and passion, while the blue is seen more as a ruthless and bitter harbinger of hard times, representing winter, cold, spite, hatred, etc.

    And while I'm talking about suns... moons. There is one moon orbiting this game world, which is pale blue and featureless to behold from the planet's surface (presumed to be shrouded in mist). There was another moon at one point in ancient history, but it was destroyed by something. This destroyed moon's remains form a silvery band of rings around the planet now, again adding to the neat-o scenery to take in.

    Also, Fire isn't a cleric domain in 5e. There are: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Protection, Tempest, Trickery, and War.

    51 to 100 of 130 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / [Closed Recruitment] Brimleydower's 5e: Thornleaf Tales All Messageboards

    Want to post a reply? Sign in.