Tag: settings

Compendium of the Lands Surrounding Blackwater Lake

Compiled for Lord Beckett

by Talvion Tulossa

of Clan Cormallen

in the Year 614

by Frangian Reckoning


Preface

The enclosed notes are for the use of Lord Winchester and his kin. The author hopes that they may provide some aid in his quest to locate his family’s ancestral lands, to reestablish the Winchester family, and to restore it to prosperity.

Introduction

Blackwater Lake and its environs lie within a vast region that most people simply call Northumbria. This region, which stretches for hundreds of miles, is comprised mainly of forested hills and mountains, brimming with mineral resources, towering trees, and wildlife. The primary inhabitants of this rugged land seem to be either primitive human savages that dominate the lowlands, or wicked goblyn tribes that swarm over and under the hills and mountains. However, just over a century ago, explorers and adventurers arrived from the Kingdom of Frangia, perhaps the most powerful kingdom across the Great Sea. The Crown first established an agricultural colony called Southumbria, and, a few years later, it explored and claimed the vast tract of virgin wilderness to the north.

The Frangian Crown’s claim to ownership of Northumbria seemed ludicrous at first—and still does—given the sheer size of the region and the scarcity of royal settlers here. Settlement has been steady, but it will take decades before any semblance of control is established. Perhaps because of this uncertainty, daring Frangian settlers and freebooters have flocked northward, seeking opportunity and adventure. Read more

Terror in the Tower, part 2

The Beckett family ventures into the Temple of Pholtus described in part 1 of this adventure narrative.


Background

The session began with the PCs at a ruined temple of Pholtus, not far from the western shores of Blackwater Lake. They had already explored one outbuilding, where they found some hidden valuables in a buried stone vault. One such bauble was a silver decanter that slowly filled with fresh water. Daniel discovered this the hard way when it leaked through his backpack and breeches, giving the group a laugh.

Cast of Characters

Most party members are part of one large extended family—the noble Beckett family. A few are retainers. Characters in gray text were not present during this encounter.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Read more

Terror in the Tower, part 1

Another tale of the Beckett Family’s adventures in Northumbria.


Background

The session began with the PCs in the small village of Lakesend, where they have been helping the local Lord Balin in finding a missing provost.

Cast of Characters:

Most party members are part of one large extended family—the noble Beckett family. A few are retainers.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Narrative:

Day 22, Eighth Moon 

The night passed without incident.  The family was now residing in the two abandoned shepherds’ cottages and that of the missing provost.  Most were up and about, eating breakfast outside Jehan’s cottage.  Roger had started a small cooking fire, and the smell of roasted trout and charred wood filled morning the air.  The peaceful scene vanished when Elwood, disheveled and clutching his gnarled wooden staff, came running down from the hillside.  Excited and gasping for breath, he eventually yelled something about a dead man.  Several family members grabbed their weapons and followed him back to the hillside at a brisk pace.  Along the way, Elwood, flustered and still short of breath, provided the others with more information.

“I was gathering worms for my fishing chores later on,” the young druid gasped, “when I heard the sound of something big crashing through the brush, coming toward me.  The sheep started to scurry away, and I picked up my staff, unsure of what was coming.  Then I heard it stop.  I couldn’t see anything, for whatever it was still lay inside the treeline.  I crept up and saw a man lying in the weeds, groaning in pain.  He was wounded, though I could not see exactly how.  It became obvious that he was no threat so I tried to help him, but he only moaned two words and then stopped breathing.  He said, ‘Pholtus’ and ‘Kieran.'” Read more

Cultures of Northumbria: Elves

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


The Elves are undoubtedly the oldest known race in the world. Their culture is ancient and largely unchanged, despite the millennia that have passed.

Typical Appearance

Elves are generally slender and graceful people, with long straight blonde or dirty-blonde hair. Eye color tends to be amber and bluish-green though violet is not uncommon. They do not grow facial hair.

Concerning fashion, elves favor elegant displays of great workmanship. Colors are usually rich, while patterns tend to be both intricate and subtle. Nature motifs are very common.

Elves favor tight-fitting hosen or breeches, along with tight-fitting tunics. They also prefer loose-fitting, ornate robes, made of very light material. Narrow shoes and boots are typical. Their cloaks, though lightweight, are usually long and flowing.

Language

It is common in many cultures for people to call themselves ‘the people’ or ‘the speakers’, but elves recognize that humans, elves, dwarves, and gnomes are all sentient beings that fit such a bill. Therefore, they call all these races ‘the singers’ (laulajia). Their specific words for elf/elves are keijukainen/keijut.

The elven base word for any language is the same as for ‘song’ (laulu/laulut). As the elves are the eldest race, they call their own language the ‘ancient song’ (vanha laulu).

The elves use a sound-based system of runes, which later became the inspiration for other runic systems, such as that of the dwarves and that of the Varangians (a northern group of humans). They actually have two sets of runes, one used for common writing (sanat, meaning ‘words’) and another (voimat, meaning ‘powers’) used for important concepts like magic and law.  All elves know the former, and all elders know the latter as well. Read more

Cultures of Northumbria: Varangians

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


Varangian legends, recorded in the skaldic eddas, tell that a dozen Varangian adventurer-kings of old, in response to a challenge, crossed the Great Sea and settled in Northumbria about five centuries ago, as early as 128 FR. The eddas recount how these kings successfully fought the natives and even fought one another for dominance, until a new savage people emerged from the northern forests—the Picts. Then the Varangians banded together, even allying with Northumbrian natives, to resist the fury of the demon-worshipping Picts.

The primary Varangian history, the Royal Edda, tells that in 206 FR, the great King Jorn Ironhand united the eleven other petty kings and formed a great Northern Kingdom in Northumbria, centered on the fertile valley of the Blackrun River. The kingdom enjoyed a century of prosperity and reached its zenith under King Hakkon the Just, but his queen’s infidelity led to the downfall of his house. Subsequent kings were weak, and the emergence of goblyn hordes from the mountains caught the royal army unprepared. King Ragnar tried to rally the kingdom, and his calls were answered by the Dwarven King of the Mountains, Kroin son of Kror. Together they made their stand and won many battles, but their defeat at the Battle of Bloodeagle Pass in 499 FR spelled doom for the Northern Kingdom. Goblyn hordes overran the northern valleys, massacring tens of thousands of innocents, razing hundreds of hamlets and villages, and burning the royal capital to the ground.

Waves of Varangians migrated south into central Northumbria. In many places, they mingled peacefully with native Kenienka and Wendat tribes, though there were occasional battles. The Varangians later mixed even more easily with the newly arrived Frangians and Zeelanders.

Many Varangians yearn for the return of their great Northern Kingdom, but none see any hope of its return, and it has become more of an ideal. Read more

House of Keen (Air)

By far the largest house, Keen are gifted with any talents useful in the gaseous environment. Dealing with the classical element of air, they are often involved with gas mining or with the persistent monitoring of gas swells and other storms. A great number of Keen Houses are found with the Eminar living below the vapor line. Possibly the most utilitarian of the Houses, they tend to be work oriented with much to keep them busy on a normal day. Above the vapor line, the houses do have the responsibility of monitoring gas swells in most cities and maintain the alarm system.

Granted Power: Keen can sense gas swells and storms of all fashions one minute before hand per point of WISDOM. In addition, all penalties due to storms are halved.

  1. Obscuring Mist: Fog surrounds you.
  2. Wind Wall: Deflects arrows, smaller creatures, and gases.
  3. Lightning Bolt: Electricity deals 1d6/level damage.
  4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  5. Control Winds: Change wind direction and speed.
  6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Cultures of Northumbria: The Frangians

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


The Frangii are relative newcomers to Northumbria, hailing from lands to the northeast, across the great sea. Centuries ago, the Frangii were a divided people, with their petty kings fighting fratricidal wars for hegemony. In recent centuries, they united and expanded, absorbing a few neighboring cultures and forming the mighty Kingdom of Frangia, one of the most powerful kingdoms ever seen across the sea.  Fierce competition between Frangia and its neighboring kingdoms led to a wave of exploration and the discovery of the new world.

The Frangii quickly established many settlements in that new world, focusing on a fertile coastal region that they dubbed Southumbria. Despite frequent frontier wars with natives and other colonizing powers, Frangian power continued to grow there. The Frangian Crown then turned its attention to the vast region to the north of Southumbria, a region that they logically dubbed Northumbria. Read more

House of Beyan (Earth)

The House of Beyan, along with the other three houses that deal with the classical elements, are numerous compared to other houses and have more mundane purposes. The House of Beyan, while associated strongly with earth, more accurate deals with all physical materials. Another way to look at it is that they have affinity and understanding of things in the solid state. They are farmers, gardeners and arborists but also stone masons, machinists and architects. Eapon is a hard planet to live on, and people seek out Beyans to build their homes, establish their orchards and quarry precious metals. Their temples and churches are found in every setting and of every manner. More often than not, they are a form of regulatory authority and labor agency, particularly if an area lacks other forms of government. On a spiritual level they tend towards family-like atmospheres, supplementing and supporting existing communities rather than forming a core. They number second only to the House of Keen.

Granted Power: Beyan’s ignore terrain penalties to movement while on foot and once per game session can double the damage dealt to anything they sunder.

  1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
  2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  3. Stone Shape: Sculpts stone into any shape.
  4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
  5. Wall of Stone: Creates a stone wall that can be shaped.
  6. Stoneskin: Ignore 10 points of damage per attack.
  7. Earthquake: Intense tremor shakes 80-ft.-radius.
  8. Repel Metal or Stone: Pushes away metal and stone.
  9. Iron Body: Your body becomes living iron.

Cultures of Northumbria: Zeelanders

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


The Zeelanders hail from lands to the northeast, across the great sea. Centuries ago, Zeelanders (called Frislanders in older texts) established several coastal city-states. A few centuries ago, one city crowned a king and conquered the rest. However, the cities soon revolted against the king’s designs on power. After a few years of war, they agreed to retain a king, whose power was limited.

The king at the time realized that his only chance of maintaining his throne was to channel his people’s energies outward. He therefore initiated a wave of seaborne exploration and expansion. This brought the Zeelanders into fierce competition with their distant kinsmen and neighbors in the powerful Kingdom of Frangia. The Zeelanders maintained the upper hand at sea and grew rich through trade, keeping pace with their Frangian rivals. However, the discovery of the new world changed the balance of power. The Frangii quickly established many settlements in a fertile coastal region that they dubbed Southumbria. Despite frequent frontier wars, Frangian power continued to grow there. When the Frangian Crown turned its attention to the vast region that lies north of Southumbria, a region called Northumbria, the Zeelanders resolved to deny it to them. Read more

House of Arocon (Knowledge)

The House of Arocon is concerned with the preservation of knowledge from the past age and cataloguing the present age. Unsurprising their temples and building often serve as a type of library, while many who are part of the House run actual libraries or deal in information. While some may view them as purely academic,there are a significant numbers who scour all the globe in search of lost knowledge or to discover new knowledge. As would be expected a large number of Wardens belong to the House of Arocon.

Granted Power: Autodidact: Once per game session the player may substitute their levels in the House for a bonus to ANY skill roll, even if they do not have ranks in a trained skill.

  1. Detect Secret Doors: Reveals hidden doors within 60 ft.
  2. Detect Thoughts: Allows “listening” to surface thoughts.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  4. Divination : Provides useful advice for specific proposed actions.
  5. True Seeing : Lets you see all things as they really are.
  6. Find the Path: Shows most direct way to a location.
  7. Legend Lore : Lets you learn tales about a person, place, or thing.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: “Sixth sense” warns of impending danger.