Detailed campaign background for players of the upcoming Northern Province campaign, Akua's Gate.
Sunday, September 30, 2018
Currency in the Northern Province
Saturday, September 29, 2018
Do you even have a job?
Trade in places
There are many ways in which the Northern Province is able to sustain life and be a significant source of wealth in trade. Though Men and Kords are at war in the south, there is still trade amongst men and Clanned Kords in other areas, mainly the northern province. Gray Elvin caravans leave the Silver Gate and the White Tower almost weekly to trade in the lowlands of the east, in Phylukon, Brighton, Ashdale, and Tenwillows.
It is not uncommon for travelers to trade, or for those at inns to get to talking and find out each has what the other needs.
The most lucrative trade however, for those with commodities, is to find Adventurers on the heel, with wealth and looking for what they have. Food, shelter, potions, etc.
Geogrpahy.
The Kords are great hunters and there are always pelts and artifacts of animal and monster organima to be traded for or bought outright at their camps. The Yellow Wood also boasts several hunters adept at raising Griffins and Hippogriffs. They are good hunters of the wild dragons that seem to infest every region of the lands, and great trainers of beasts. But hunters abound n the northern province, and their handiwork is usually the number one source of food in the NP. Hunters can usually be hired to support a well organized party and provide for their food on journeys. They can be hired to track and guide as well.
The Wild Elves are the preminant craftsmen of potions and salves, as they do not hate all men outright and do trade with them at times. They make the Best Bows that exist and the best arrows. They also make beautiful leather clothing and armor. Amber is an oft visited destination for those who love bows. Kords have an different process for making bows, involving horn, and multiple types of wood. They only make short bows though. Wild Eleven Potions are alchemical in nature though there are some who craft magical potions.
The Gray Elves bring Wines with them, Sliver goods or ornate and beautiful craftmanship, magic, silks and rich brocades, and preserved delicacies and fine armors. Their caravans start either high in the mountains or low at the Silver gate and run consistently. They are usually escorted by Freebladesmen, and are lead by human merchants who do the actual Caravaning of the Grey Elven Goods.
The Humans trade mostly in Livestock and Foodstuffs and Lumber. A majority of the items available in markets and at fairs and the roadside, are available through human farmers, ranchers and Merchants. Some of these sellers do well enough to erect roadside stands, sometimes they have permanent stalls in daily/weekly markets. Sometimes these stall turn into actual buildings, shops or stores.
The Cerpas make cotton and linen and nourishing grains, flours and ales. The ales are usually always purchased in advance of their finishing, by local mead and ale halls. Breads are sold at the farms, on the roadside and contracted by families, and the like. Linens are usually bought up by craftsmen, and rarely lay around in bolt for as few make cloths.
The Sundered types in general are great craftspeople and make ceramic, wood and glass vessels, are weapon and armor makers, and grow nuts and fruits. The Sundered rarely take their goods elsewhere but rely upon traders to come to them to buy their goods. Bricking is such a city, possibly more wealthy than Brighton though one tenth the size. they make candy in Bricking and the glass and ceramic wares made there are found throughout the world.
The Arakokra trade precious gems, and some foodstuffs and feathers and ornamenture. They usually trade with the elves, and these items find their way to human markets through them, as not many humans speak their language and the Bird Language is not easily understood by men.
The Kehnku are also great hunters and are great leather workers and weavers. They mix readily with the Cerpa and human populations.
The Dwarves of course trade metals and gemstones and are great makers of armors and weapons, and unrivaled in engineering. They may be encountered and traded with in their cities, but few Dwarves travel abroad, except those criminals and outcasts flung from the safety of their ancient clans.
The High Elves have several mines their houses work, and are great weapon smyths and alchemists. Though they are the most common Elf seen in the lands, they are still distrusted and hated in general, despite the fact that the High elves have always been partners with man and have died alongside men to fight the Gray Elves and the Kords.
The Men of the south trade foodstuffs mainly and exotic goods from the pTolegies and Shiboa farther south. They bring grain and wood from the NP, back to the south where it is desperately needed. There are independent ships run privately or by consortiums, as well as Kingships, that do trade regularly in Brighton.
Much that can be desired is available for the right price or the right commodity. And much more is possible as time is spent and resources are gathered and people are befriended and worked with. For instance the Gemwright Igni, whos tower is very difficult to find, is the finest gem cutter in the land and buys almost all gems and stones people are willing to sell. He pays in any currency, and is honest to an unnerving degree. He is also the best appraiser in the lands and happily buys jewelry at a price that is almost impossible to get elsewhere. He also sells Ioun Stones, magic gems and jewels, as well as potions and some smaller magic items. He does not work a market stall though and you may only be introduced to Igni by someone who has worked with Igni before.
The Free Blades Guild
All Warriors and fighters know of the Freeblades Guild, as many are members. There is representation in even the smallest hamlet, and the larger towns like Brighton and Bricking have legitimate lodgehalls.
Membership is a flat 300gp to join for life. there are many other goods and services available all at a price except for use of the Bullitan Boards, where all manner of things are sold, bought and traded. Once a +3 sword was offered for teleportation back to Kias. Some look for work and offer services, some seek to sell treasure unusable to them.
The only thing that can get you kicked out is killing another Free Bladesman. They have a contract with the Sages guild to judge all claims against members.
All treasure and magic that moves through the Freeblades Guild gets a modest tax. If the Guild is doing well, there is no tax. If it needs revenue for a new lodge, or an undertaking, it Taxs.
All members can buy a chest where their items will be stored and protected indefinitely. These may not be willed or gifted, and when you die, all items in the box revert to ownership of the Guild.
Healing is available here, but no drinking is allowed on the premises. There is usually a well staffed and equipped stable and horse available to buy. their symbol is simply two crossed swords over a shield.
Mining
The Northern Province in mineral rich, and so are the Cold and the Blue mountains, though only cobolt and Iron have been found in the Hard mountains to the south.
The blue Mountain Mines are mostly Silver and platinum mines. there are gem mines there but most of the gem mines are in the Cold Mountains.
Some of these mines are worked by individuals or groups, others by the King in the South or the gray Elves or larger well armed organizations. And some mines sleep and others are dead. The dwarves started extracting the wonders of the earth at the dawn of time and before the coming of the light. Great storehouses of wealth are said to exist in dwarven tombs below the earth behind their famous Locks. I tis said the Great underoad connects all underground spaces below the earth. and it is rare that a cave or hole does not have dwarven markings at its entrance. In general it is said that a cave or a hole Breaks the Lock or that it doesn't meaning of course the it either connects to the Underoad, or does not. It is also said that the Underoad connects all the great old cities of the dwarves, and the Dwarven sea forts though many large and narrow passages underground. as no human sor adventurers have ever been able to open the doors and attacking them usually summons powerful elemental creatures, the exploration of the dark usually ends quickly, one way or the other.
There is a huge coal mine located but 6 days from the northern edge of Brighton and 8 days from Ashdale. It is the main source of coal for the entire province.
There are Gold mines, Silver mines, Copper mines, Tin mines, Lead mines, Platinum Mines, Coal mines, Salt mines. Clay mines and Limestone mines. Some mere collection points on the surface, others deep delving's that take weeks of travel underground to reach.
Not far from the Mines from which stalwart souls pull riches from the earth, are the refining and smelting operations, often owned and operated by the miners themselves though not always. The forges of gray Lake in the west are an example of this. Easy loads make their way down the ridges of the Brake to Broken Lake. From there by barge they travel to Gray Lake and the falls of Imlin and the dwarven ruins there. Many refineries and smelting camps are there and some even use the old machines of the dwarves to turn stone to steel, copper and iron.
Forestry
From Lumber for construction, to fire wood, charcoal fodder, to specialty woods, all are available in abundance in the northern Province.
Skilled craftsmen abound and paper, furniture, instruments, boats, barrels, chests, coffins, sleds, carts, wagons, boats and bridges are all constructed in the northern province.
Some of these woods are harder to get than others but for the most part, hard and soft woods abound.
Weavers also thrive in the Northern Province, with the Sundered types and the bird peoples making some of the best textiles available.
Weavers
Clothing, baskets, fabrics, tapestries, rope and blankets can all be found readily in the Northern Province, whether made from grasses, wools or cottons. Only the gray Elves produce Silk however, or the Shiboans in the far south.
Food Stuffs
All manner of food stuffs is grown or farmed in the Northern Province, with the Fields of Brighton and of Ashdale having some of the largest crops that are now possible given the situation in the south with open war.
Dairy's produce cheeses that are available throughout the province, with some of the most expensive coming from Bricking, though almost every farm has dairy cows and makes one type of cheese or another.
Seeds and Nuts are wild harvested or cultivated throughout the lands as well and are readily available as a staple.
Several grains and grasses are grown, barley, oats, rice, spelt, corn and wheat. these are large operations and much of the harvest is already spoken for, but can be bought in markets in smaller quantities. Mills set up near the growing fields, either wind or water, run day and night during the harvests, making flours.
Cured and dried meats, though largely provided by hunting, sometimes come from ranches, farms and fisheries. It is not uncommon to find dried meats made of Aligator, frog, bear, rabbit, etc. Cured meats are less common, but also available for a price, salted of course.
Roots vegetables and fruits are also common food stuffs available at almost any market or fair.
Though living animals are sometimes sold, it is not common. It takes a lot to raise up and keep livestock and they are not easily or often parted with.
There are ice houses and wells almost everywhere. Water is not scarce and people tend to share this resource as it is overly abundant.
Markets
Every gathering of peoples has a market. It may be informal, like two spread blankets with wares each party are willing to trade laid out. It may be between two people passing on a road, in fact, it is a common thing for strangers passing to ask, "would you like to trade?".
Hamlets and larger gatherings and camps, may have permanent market spaces set up. blankets, tents, stalls, booths, even building that open and allow trades a place away from the elements.
Some of the most famous markets being Fishtown at the Docks in Brighton, The Red Stairs in Bricking, The Pavilion of Freeblades, The Oak Market of Tenwillows, The Great Plaza of Ashdale, and the East Gate outside the dragons veil.
Shops and Stores
Only the larger hamlets have these conventions, they range from rooms within dwellings set aside for the trade of stored goods. These are practical, but highly informal areas. They can be as truly cosmopolitain as Teawinkles in Bricking, a Glass blowers shop.
Security and the Law.
Law and Order in the Northern Province is a complicated idea. Since the truce between King John and Inbaranen, neither side has brought the rule of Laws or the enforcement of power back to the Northern Province. It is why the Soldiers of King John who do arrive in the Northern Province by boat, usually sleep on it, even if they debark during the day and do trade. It is why all the Forts of King John are not Occupied by Soldiers or Guard anymore, with the exception of the Fort at the sea at the mouth of the River Running.
And while Gray Elves can be seen in the area, they are always wanderers, and have no homes, or camps and are always on foot, and sleep in the wild.
There are many armed groups however.
Sunday, September 23, 2018
A Place to Live
That Road is long and starts at the Free City of Hardwall in the south, rises to Highwall, a Fort of King John, and from their the road pierces the mountain tops on it way to SkyGrave, the Kings name for the ruined dwarven city in the mountains. From there farther north to the Tower of Light, and then west into the Gray Elvin lands.
Phylukon is a Leahdic Temple half high in the White Mountains. Still a pilgrimage for many of the north of all kinds. There is almost always an encampment of travelers and traders there.
Nearspire is a relic of the days of Pholtus, as is Dawn, and lies in a northerly direction on the road from Phylukon to the Tower of Light. A shrine is there at the crossroads, to Aday, the first servant of Pholtus who lives still and haunts these lands. Nearspire is now the city of the Aracokra, and is called Rest. there other cliff cities of Willin and Ora are nearby to the north and south.
Dawn was the first seat of power for Pholtus, and it is here that he absolved the Ascendants who would later become, Leah'Dah, Malfator, Peytah and Varmelius. It is from Dawn that he made a place for man, and when man came, he went into the lands below and lived with them there in Azizarn, now where the City of Brighton stands.
With that said, Moella is where most gray Elves can be found, the Silver Gate in particular.
Kcerpa
The Cerpa's are the common and familiar race of intelligent Squirrel looking people everywhere. While Cerpas are seen mainly as farmers and indeed make up most of the farmers in the Northern Province, they are a more diverse race of being than just crop tenders.
It is said the Gray Elves awoke them, it is also said that Pholtus awoke them, some say they are a byproduct of Oovardiis broken mind. If you ask them they come from the days of the Dark before men, and have always been here, like Dragons and Fairy's.
They speak decent common albeit a bit chittery and of a higher pitch. They have quite a large town in almost the dead center of the province in the plains that is called Orkan.
tTere are many hamlets that are predominantly Cerpa inhabited like Stirp, and Cope.
High Elves
There are three houses of High Elves in the Northern Province and combined they make up what is considered the High Elven City of Ilithin, in the Woods east of the Nehi. There is also a large amount of High Elves at The River Running, further east and closer tot eh Coast and Tenwillows.
The Great Houses are that of Ilwin, Ilithin and Lithilin, though it is a refuge for the disposesed of the High elves, who's Great Houses fell along with the entirety of the Kingdom of Kesh when the Armies of Mok Turosh, climbed the White Stairs of Varmelius, threw down the Gates of Horn, and entered the Vasting to end all life there.
In general, elves with the livery and colors of the Great Houses are left somewhat alone, though other elves, high, wild or gray are seen as the enemy, trash, and often caught and sold as slaves, or just killed outright.
The Northern Province; Geography
The Horror
Combat Sucks
Initiative begins with Pre-Initiative, it is when everyone declares their intentions in the coming combat round. then all Pre-Initiative actions occur. Sometimes that is a nocked arrow getting loosed, or and attempt to flee the mele is made, etc.
If a character has the ability to attack more than once per round, an initiative roll is made for each attack.
The Campaign Lawyer has Combat round sheets, and records the order of the attacks, and calls the flow of the combat round.
At the end of initiative, post round actions are taken, then the round is closed and pre initiative begins with intentions for the combat round again, and a new Combat sheet is used.
All ties are rolled off or the DM breaks the tie as he sees fit.
Not all combat ends in death. Will you run at someone pointing a drawn bow at you? have you always fought until you were unconscious?
Many combats end in a stand off and begin that way. It is difficult to initiate combat in most instances and it is somewhat easy to refuse combat in most cases, merely by moving away.
Combatants surrender, run, or are driven crazy with pain of fear.
Critical Hits and Critical Failures.
It is not uncommon to be killed with a single slash of a strait razor. What is the damage on that, 1-1 / 0-1 ???
Also, when you get run through with a spear, you get run through. there are just not that many times your gonna stand and fight with a spear through you unless you are a warrior of legend.
Also, shit happens in combat. This is a breakdown of things that can happen.
Saturday, September 22, 2018
Non-Weapon Proficiencies
Languages
The Common Tongue of Men.
Having its origin in the
arrival from across the Barrier Sea, the true and High form of the Language is
Common/Kingdom 3/3. Knowing this
languages spoken and written forms to the third degree, allows you to
understand all the other variants to a certain degree.
Each dialect of Common has
a Low Version 1/0 that can be taken. Low
common variants are mostly slang and aphorisms.
It is the daily tongue of the masses.
Further NWP slots may be
spent to master each dialect of common.
·
Common/Kingdom 3/3
o
Kingdom/Low 1/0
o
Common/Keshite 1/0
§ Keshite/Low
1/0
o
Common/Ptolegian 1/0
§ Ptolegian/Low
1/0
o
Common/Lydian 1/0
§ Lydian/Low
1/0
In the Swamps to the West
of the Northern Provence, a hybridization of Lydian and High Elvish is
spoken. It is called Slowat by the
humans of the NP. IT incorporates some
whistles and noises. Slowats written
form is nothing more than a collection of symbols.
·
Slowat 2/1
Along the coasts of the
Northern Province another Local Dialect is spoken amongst the fisherman and mixed
races. It takes from the Wild form of
Elvish, Dwarven and Lydian. It is called
Serbean. Serbean is written form is
fairly complex, and in appearance is similar to elvish but more angular and
less flowing.
·
Serbean 2/2
·
Barter 1/1
Sign Language is a
completely nonverbal language that is the favorite of the mage class. It is a highly complex language of gestures
that has no written form.
·
Sign Language 3/0
Khenku are a race of
humanoid avians that live all over the northern province. Their language cannot be fully penetrated by
the tongues of men, but much can be learned and more can be understood. It is composed primarily of Chirps, Whistles,
Clicks and Calls. It is also the Hunters
Language.
·
Khenku 2/0
On old language exists in the
northern province though its use has diminished with the arrival of Men and
Elves and Dwarves. Cerpa had its origins
in non-humanoid types. Little is left of its written for but poems and
landmarkers carved in stone.
·
Cerpa 1/1
Among wild and dark
creatures that are not kin to the humaoinds a “Dark” language is spoke. Dragons and Dopplegangers, and wild and
magical creatures of all kinds speak this language. It has no written form.
·
Enkish 2/0
Dwarven is also spoken
here, an old language with a fully developed written form. Though there are seven kingdoms of dwarves,
the variances are merely accent, though a few slang words exist in each accent
that are unique to each kingdom.
·
Dwarven 3/3
Kordic is spoken by the many kords of the northern province. There are two main types of Kordic. That spoken by the various tribes and clans, and the dialect from the south spoken in the armies of Mok Turosh. Though the written forms are identical and overly simple, the languages are different enough that they can be told apart by a non speaker.
·
Kordic/Clanned 2/1
·
Kordic/Mok 2/1
There are Three varients of Elvish spoken in the world. Great Elvish spoken in Westfolden. High Elvish, spoken by the great houses of elves that used to fill the Vasting. And Shiboan, the elvish spoken amongst the dark Shiboan elves in the many islands of the south. While some consider Wild Elvin to be the precursor or original elvish tongue, it is actually a degradation of High and Great Elvish spoken by elven slaves and now the developed language of those slaves that have lived now many centuries outside the grasp of the kingdoms.
·
Elvin/Great 3/3
o
Wild 1/1
·
Elvin/High 3/3
o
Wild 1/1
·
Elvin/Shiboan 3/3
Many years in the past, the
original men of the world arrived in what all refer to as The West. They are collectively called the Western
Men. This was before Elves were great, but
after the Dwarves Broke the world. The
western men caught magic as it was released by the dwarves as they were great
tamers of existence. They forced it into
two forms, a verbal form and a written one, and to this day, none use magic without
knowing each form.
·
Sorisaris 3/0
·
Nulidean 0/3
Howerver, the Western Men
also spoke and wrote their own tongue, the spoken version long ago disappeared with
them, but the written form remains and it is become a sages language refered to
as WC.
·
WC 0/3








