World of Gaile
World of Gaile
World of Gaile
Page 1
A BRIEF HISTORY
The First Darkness
The Awakening
Page 2
The Deep Gloom
The Age of Resurgence
Page 3
CHARACTER RACES
Dwarf
Elf
Elf: High Elves
Page 4
Elf: Wood Elves
Gnome
Page 5
Half-Elf
Half-Orc
Halfling
Page 6
Human
Human: Cultural Options
Page 7
Human: Cultural Options (continued)
Page 8
CHARACTER CLASSES
Class Availability for Humans by Region
Class Availability for other Human Cultural Groups
Class Availability for Demihumans
CHARACTER BACKGROUNDS
Page 9
Recommended Backgrounds for Humans by Region
Recommended Backgrounds for other Human Cultural Groups
Recommended Backgrounds for Demihumans
Page 10
THE LANDS of ESTEGALLE
Human Regions
Dwarven Clanholds
Elven Realms
Page 11-13
The Great Dominions: The Republic of Caerleon
Page 14-16
The Great Dominions: The Kashgari Federation
Page 17-19
The Great Dominions: The Eternal Empire of Mauridia
Page 20-22
The Great Dominions: The Kingdom of Suttegarde
Page 23-24
The Independent Lands: The Island Federation
Page 25-26
The Savage Lands: Narahim
Page 27-28
The Savage Lands: Vinnisklad
Page 29-30
The Savage Lands: Yssgelund
Page 31-34
The Three Tribes of Vors: Carmascia, Sarathia and Voruskai
Page 35
LANGUAGES of GAILE
ESTEGALLES CURRENCY
GAILES CALENDAR
Page 36
The Lunar Calendar
Page 37
RELIGIONS of ESTEGALLE
Animism
Monotheism
Nontheist Philosophy
Polytheism
Page 38
PANTHEONS of GODS
The Defiant
The Elemental Lords
Page 39
The Fallen Lords
The Fallen Lords: The Enlightened
Page 40
The Great Old Ones
A BRIEF HISTORY
Here are some events that make up the known history of Gaile
and their estimated dates PCY (Pre-Common Year) or CY
(Common Year):
THE AWAKENING
The Defiant Gods fashion treants, the elder fey, such as sylphs,
dryads, nymphs and fossergrim, and true giants (storm giants,
fire giants, frost giants and stone giants) from the fabric of the
world to serve as its stewards, much as the Elemental Lords
created elementals. These creatures venerate their creators.
Tensions crops up almost immediately between these creatures
and the elemental minions of The Elemental Lords. This, in turn,
leads to strife between the Elemental Lords and The Defiant.
After years of conflict, the loyalties of the fire and frost giants
shift to the Elemental Lords.
The conflict also leads some of the more powerful, and
malicious, servants of The Elemental Lords to create the races
of trolls and dragonkind. Chief among these Fallen Lords is
Moloth, a lord of fire, ash and soot, who sought to aid the
giants in their struggles against the creations of The Defiant
Gods and, in doing so, gain their worship and his own rise to
power.
20,000 - 15,000 PCY: Birth of the Elves: From the union of elder
fey and godlings, known as servitors, the elven race is born. The
first lines of elves awaken beneath the stars, on the shores of
the Western Ocean (Ulmar Avandai) and migrate northward to
the great mountains of the west, Arn Illandir (Moongates), and
eastward towards Arn Haldari (Sungates), settling in the forests
and along the shore of Lake Naeril in central Gaile. Unlike the
1
3,000 PCY: The Second Great War pits the priests of The Defiant
against The Assembly of Magi, kingdom against kingdom, and
the unholy creations of The Fallen Lords against the races of
mankind, elf, and dwarf. Years of unremitting warfare follow,
ending with a cataclysmic meteor strike that obliterates much
of central Gaile, splitting Gaile into the continents of Avandunil
(The Western Lands) and Estegalle (Eastern Gaile). The
epicenter of this catastrophe is The Eldritch Spire, which was
located in what was then central Gaile.
9,000 PCY: The First Great War: Over the next millennium, the
races of dwarves and elves guide the Child Race, teaching
them much in the ways of craft and lore. Many battles are
fought by the united forces of humans, dwarves and elves
against the corrupted races of The Fallen Lords.
Nearly 200 years of fighting follow, involving all of the races of
Gaile as well as the servitors of the gods and Fallen Lords.
Widespread death and destruction makes central Gaile into a
veritable wasteland. All races are driven to near extinction in
The First Great War. Survivors of the war fall to the famine and
pestilence that grips all of Gaile.
2,730-1 PCY: Once again, the races of Gaile fight their way
back from the brink of destruction. The Men of the West
(Avadain) gradually unite the people of Avandunil and rebuild
great kingdoms out of the ashes of The Second Great War.
In Estegalle, savagery and chaos reign over the lands, as
starved and desperate tribes wage war over fertile lands and
hunting grounds. Small clanholds are the only semblance of
civilization during this period of time.
As the kingdoms of Avandunil grow mighty, the people of
Estegalle start to form petty kingdoms that are locked in
constant war. In 1035 PCY, the Tribe of Maurid, followers of
Sharedan the Wise, establish the Kingdom of Mauridia in the
banks of the River Sahavim in the wilderlands beyond the
Sheltering Sea.
The first waves of Avadain conquerors begin arriving on the
shores of Estegalle in 12PCY.
See each lands description for the history of the Third Historical
Period. The year 1 marks the year of the first permanent
Avadain settlement on Estegalle, the fortress town of Caer Lyon
or Lions Fort. This campaign begins in the Gaile Common Year
of 575 (1610 by Mauridian Reckoning).
2
CHARACTER RACES
ELF
As a race, elves are taller and thinner than most humans. Elven
men have no facial hair and elves, on the whole, have less body
hair than humans. Their clothing tends to be of light, though well
made and durable, material and well tailored, with lovingly
detailed needlework being seen in all but the cheapest of elven
garb.
Elves are fairer and more graceful than Men, having finer
features and unmarred skin. At the same time elves are slight of
build and frailer than humans. Elves have discerning tastes in
foods, favoring light meals of freshly caught fish and game,
delicately seasoned and accompanied by well-aged wine or
subtly sweet mead. The elven people also enjoy baked goods
sweetened and preserved with honey.
DWARF
Dwarves are stocky and broad-shouldered. Their skin tends to be
ruddy and their eyes are usually black, grey or blue. They tend to
have large noses and feet for their size. Hair coloration is usually
shades of brown, with black or reddish blond being rare. Men
often wear braided beards. All dwarves tend to have wavy,
coarse hair that goes grey once adulthood is reached, though
northern clans tend to have lighter, straighter hair that turns
white with age.
They favor warm woolen garments in solid colors or tartan
patterns, with leather bracers and girdles being common. Deep
shades of blue or grey are common colors used, with black and
red also used at times. Kilts or hooded cloaks are often the garb
of choice. Their homes are usually beneath mountainous or hilly
lands, with access to the surface for farming and raising
livestock. Not as fertile as humans, they have few children. Less
than a third of their people are women, who are guarded
jealously within their cavernous halls.
Dwarves are a hearty people; lovers of salted or smoked meat
(goat and roast pig being popular), song and stout ale. They are
suspicious of outsiders and tend to be pugnacious, possessive,
stubborn and moody. Their blood is thick and their oaths are
honored until death. Once trusted and befriended, dwarves can
be the greatest of allies. Likewise they make fearsome, tenacious
enemies; their wars against goblinoids, orcs and giantkind are
legendary.
The dwarves are superior craftsmen who love to mine the earth
for precious gems and metals, which they forge into weapons of
strength and artifacts of beauty and power. Dwarf merchants
and artisans frequently enter human cities to trade, staying
briefly above ground before returning to their people. Dwarven
trade caravans are well guarded and take well-patrolled, major
trade routes whenever possible.
HIGH ELVES
High elves are sturdier,
paler of skin and darker
haired
than
wood
elves, with silky black or
dark brown hair, that
runs from straight to
wavy, and eyes of
grey, brown or hazel.
Fair hair is very rarely
seen among the high
elven people. High
elves tend to wear
deep blue garments,
along with silver, gold,
black and pale grey.
These elves are the
builders and craftsmen
of the elven folk, most
skilled in the crafting of
fine metalwork: armor,
weapons and beautiful
jewelry.
Many high elves are masters of lore and chroniclers of the ages,
contributing to the great libraries of the high elven citadels.
At one time elves were great teachers to the race of man and
an ally to the dwarves in the western lands of Estegalle. The
growing power of man and the waning of magic from the world
have caused them to become increasingly isolationist, dealing
with neighboring humans and dwarves mostly for the purpose of
trade while maintaining relations through perfunctory diplomatic
exchanges.
Most of Estegalles high elves live in one of three walled, coastal
citadels found along the western shore of Caerleon and
Suttegarde. These citadels are ruled by Lord Stewards who act in
the name, and according to the wishes, of the high elven
queen, Eran Miranduil, who reigns from the great, hidden island
of Mir Thanduil or Isle of Resting. This island, situated between the
DWARVEN SUBRACES
Dwarves have nine clanholds beneath the major mountain
ranges and hilly regions of Estegalle that are united as a
confederacy. The clans elect their king, who acts as High King
over all of the clans until his death, at which time a new king is
elected. Most of the nine clanholds of are considered to be hill
dwarves. Only the Ironshield clan of Suttegarde and Heimgard
clan of Yssgelund are mountain dwarf clans. The duergar of the
3
Location
Caerleon
Caerleon
Suttegarde
GNOME
Predominant Alignment
Neutral good
Lawful good
Lawful neutral
WOOD ELVES
Sylvan or wood elves are shorter and slighter of build than their
high elven kin. Their skin tends to be ruddier than that of the high
elves; their hair is usually blond or light brown and their eyes are
green or blue. They prefer clothes of forest green, grey or brown,
with emphasis being placed on functionality.
Music
and
dance
are
favored pastimes of the
sylvan elves, who are masters
of the wilds. Sylvan elves are
slow to trust outsiders, even
other, non-sylvan, elves and,
as such, are guarded around
strangers.
However,
this
mistrust is often hidden
beneath a facade of mirth.
Sylvan
elves
isolate
themselves
deep
within
forests, living amid the trees
or beneath the rolling hills in
beautiful natural caverns.
They reside within the ancient
forests of Caerleon and
Suttegarde, the dense, semitropical forests of Narahim
and the frozen pine forests of
Yssgelund. Though each of
these four realms has its own
King or Queen individual
villages are democratic, with
village meetings of adult
sylvan elves being called to
decide on matters of import.
Village elders preside over
these meetings and provide counsel and settle disputes among
their people.
In larger communities, and in dealings with the areas King or
Queen, representatives for groups are sent to these meetings in
lieu of all members. Sylvan elves most often worship Caledh, Lord
of The Hunt.
Wood Elf Realms
Celindale
Spiritwood
Silverbirch
Rimewood
Location
Caerleon
Narahim
Suttegarde
Yssgelund
Predominant Alignment
Neutral good
Neutral good
Chaotic good
Neutral
GNOMISH SUBRACES
Most gnomes in Estegalle are forest gnomes. Rock gnomes are
found in the forested mountain slopes of Suttegarde, Yssgelund,
and Kashgar.
all colors, though shades of brown and grey are favored. Bright
vests and caps are common.
Halflings do not hold claim to any realm in Estegalle; their
farming communities exist within the human realms of Caerleon
and Suttegarde. Within their communities, halflings' local politics
consists of town meetings presided over by an elected Mayor.
Women play an important part in halfling politics, as halflings are
patriarchal.
Prominent Caerleonic halfling families include: Appleton,
Gladwynne, Lillywhite, Merchant, Mirren, Peregrine, Primrose,
and Merriweather.
Prominent halfling families in Suttegarde include: Andrews,
Bidwell, Cullen, Smith, Burgess, and Burton.
HALFLING SUBRACES
Both lightfoot and stout halflings are found in Caerleon and
Suttegarde, with stout halflings living in the foothills of those lands
great mountain ranges. Lightheart halflings live along the rivers,
and in the vast prairies and moors of Caerleon and Suttegarde.
Game Rule Information
Halfling characters in the Gaile campaign use the standard
racial abilities and ability score modifiers listed in The Players
Handbook.
Halfling characters speak the local regional language of humans
rather than Halfling.
HALF-ELF
HALF-ORC
HALFLING
HUMAN
Humans are the most diverse of all the races, with skin and hair
varying in color from black to the lightest shades of yellow. Their
men may or may not wear beards and their eyes can be of
various hues, tending towards shades of blue or brown. See
each the regional descriptions in The Lands of Estegalle and The
Players Handbook for detailed descriptions of human
characters.
their own culture, or teaching their language to nonCallandae. They also have cultural standards that allow
them to treat non-Callandae differently from their own
people. They can lie, cheat, steal, and deceive outsiders
but are harshly punished if bilking their own people.
The clothing of the Callandae is well-made, with darkcolored wools being combined with brightly dyed silks,
velvet, and linen. Intricate patterns are often woven into the
jackets, vests, skirts and shirts of the Callandae. Shoes and
boots of soft leather are commonly worn, and these
typically have pointed toes and patches of bright color.
Jewelry, particularly earrings, is worn by both men and
women.
The Callandae share many names with the Carmascian
and Voruskaiad people due to their ancestral links to these
people.
their elders.
Ebothi tend to be tall, with sinewy muscle. Their skin ranges
from light brown to an almost ebon hue, and their black hair
is wavy to curly. Ebothi often have grey or black eyes, with
hazel or brown being rare. Clothes are usually of loose, light
materials, such as linen, that are dyed in bright colors or a
deep indigo. Clothing usually consists of a long tunic with
elaborate patterns sewn about the collar and cuffs or a
voluminous, patterned robe of wool or linen. Sandals are
commonly worn, though wealthier folk wear high boots
decorated with semi-precious stones and fabric patterns.
Jewelry and the use of perfumes are common to both men
and women, with even the poorest of farmers owning some
trinket to adorn themselves with. Headwear is also common,
with small, brightly colored, caps being worn by during
social occasions and large-brimmed straw hats being worn
by those working outdoors, beneath the blazing sun of the
Ebothi homelands.
A hard-working people, the Ebothi mistrust strangers, even
those of other tribal lands. Wars between tribes are
commonplace, as are violent raids into others lands in
search of plunder. The Ebothi are known to take slaves from
opposing tribes, and have taken to selling slaves to foreign
slavers in return for goods and gold.
Common Male Names: Acam, Aduni, Anan, Baako,
Barundi, Chinua, Churumbe, Dakar, Ekua, Enobe, Faru,
Iwambe, Kayin, Kofe, Kwame, Masanga, Masembe, Nkegi,
Omo, Rumbai, Sembo, Tufari, Ukenge
Common Female Names: Adae, Afi, Chiame, Daela, Ebele,
Ekua, Eni, Kaya, Lindiwe, Mbala, Nia, Olambe, Sola
Game Rule Information: The Ebothi gain Bothi as a bonus,
regional language and favor the following character
classes: Barbarians, druids, fighter, rangers, rogues, warlock
servants of fiends, and wizards (necromancers).
CHARACTER CLASSES
The following charts shows what classes are available, and which are preferred, in each region, and by which cultural or racial group in
Estegalle. Class prohibitions by only effect characters of those regions or groups during character creation and have no effect upon later
character advancement.
CLASS AVAILABILITY for HUMANS by REGION
Caerleon
Carmascia
x
-
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
Island
Federation
Kashgar
Mauridia
Narahim
Sarathia
Suttegarde
Vinnisklad
Voruskai
Yssgelund
x
x
-
x
-
x
-
Preferred class
- Permitted class
x Prohibited class
CLASS AVAILABILITY for other HUMAN CULTURAL GROUPS
Callandae: Callendae may be of any class except for barbarians and monks. They favor the following character classes: Bards, druids,
clerics, fighter, rangers, rogues, and wizards, particularly enchanters.
Ebothi: Ebothi characters may begin play as any class except monks. They favor barbarians, druids, fighter, rangers, warlock servants of
fiends, and wizards (necromancers).
Maelnach: Maelnach characters may begin play as any class but monks. The Maelnach favor the following character classes:
Barbarians, bards, druids, fighter, rangers, rogues, warlock servants of The Archfey, and wizards (illusionists). Paladins among the Maelach
are usually choose The Oath of the Ancients as their sacred oath.
CLASS AVAILABILITY for DEMIHUMANS
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
Dwarf
Elf, High
Elf, Wood
Gnome
Halfling
Preferred class
- Permitted class
x Prohibited class
Half-Elf: Half-elven characters raised in either human or elven communities tend to adopt the
character classes that are prevalent among those people.
Half-Orc: Half-orc characters raised in either human or orcish communities tend to adopt the character classes that are prevalent among
those people. Orcs are never monks and are rarely paladins or wizards. They prefer the following classes: barbarian, druid, fighter, and
rogue.
CHARACTER BACKGROUNDS
The following charts shows whch backgrounds are best-suited to characters from each region, cultural group, or racial group of Estegalle.
Prohibited backgrounds, with DM approval, may be taken during character creation for truly exceptional characters.
Caerleon
Carmascia
Island
Federation
Kashgar
Mauridia
Narahim
Sarathia
Suttegarde
Vinnisklad
Voruskai
Yssgelund
x
x
x
x
x
x
x
Preferred background
- Permitted background
x Prohibited background
Callandae
Ebothi
Maelnach
x
x
x
x
x
x
x
x
x
x
x
x
x
Preferred background
- Permitted background
x Prohibited background
Dwarf
Elf, High
Elf, Wood
Gnome
Halfling
x
x
x
x
Preferred class
- Permitted class
x Prohibited class
The continent of Estegalle is divided, principally, into ten regions ruled by humans. Of these, the lands of Caerleon, Suttegarde, Mauridia
and Kashgar are called the Great Dominions. The vast Plains of Algur are home to three semi-nomadic tribes, Carmascia, Sarathia and
Voruskai, collectively called The Tribes of Vors. To the extreme north and southeast are found Narahim, Yssgelund and Vinnisklad, which
are known to men of The Great Dominions as the Savage Lands.
The Great Dominions
Caerleon
Kashgar
Mauridia
Suttegarde
Type of Government
Feudal Republic
Plutocratic Confederacy
Theocratic Empire
Constitutional Monarchy
Ruler
Lord Regent Gueran Dennigal
King Tyrtaeus of Triphos
Empress Correna the Resplendent, Star of the East
King Geraint Henegar
Predominant Alignments
Lawful good, lawful neutral
Lawful Neutral, neutral
Lawful evil, lawful neutral
Neutral good, lawful good
Independent Lands
The Island Federation
Type of Government
Colonial Empire
Ruler
Grand Admiral Jarvis Morgan, Overlord of Sanctuary
Predominant Alignment
Chaotic neutral, neutral
Type of Government
Confederacy
Clanholds
Monarchy
Ruler
Various chieftains
Various clan lords
High King Grauvulf Aethelhere
Predominant Alignment
Neutral, neutral good
Neutral
Chaotic neutral, neutral
Type of Government
Hegemony
Feudal Empire
Feudal Empire
Ruler
Warlord Agillor
Overlord Anthyrus
Overlord Chernye of Vors
Predominant Alignment
Chaotic evil, neutral
Neutral
Neutral, lawful neutral
Landless Groups
The Callandae
The Maelnach
Type of Government
Clanholds
Clanholds
Ruler
Various clan councils of elders
Druidic councils
Predominant Alignment
Neutral good, chaotic good
Chaotic good, neutral
Distant Lands
Avandunil
Ebothan Tribal Lands
Type of Government
Feudal Empire
Clanholds
Ruler
Emperor Noldir VII
Various tribal chieftains
Predominant Alignment
Lawful neutral
Chaotic neutral, neutral
DWARVEN CLANHOLDS
Clan Name
Location
Ruler
Angreddin*
Caerleon
Duergrid Angreddin X
Baradsrud
Kashgar
Denevor Baradsrud
Carroc
Caerleon
Dergal mab Carroc
Greybeard
Suttegarde
Maglor Greybeard
Heimgard
Yssgelund
Andvar Heimgard
Khadzul
Kashgar
Broghur Khadzul
Ironshield
Suttegarde
Dain Ironshield III
Morudson
Carmascia
Olaf Morudson
Redbeard
Suttegarde
Kalec Redbeard
Sturlisson
Yssgelund
Bragi Sturlisson XXI
*The Angreddin are not counted as a true, dwarven clanhold.
Predominant Alignment
Lawful evil
Lawful neutral
Lawful good
Lawful good
Neutral, lawful neutral
Lawful neutral
Lawful good
Lawful neutral
Neutral good
Lawful good
ELVEN REALMS
High Elven Citadels
Pol Asgiroth
Pol Esgavule
Pol Illandor
Location
Caerleon
Caerleon
Suttegarde
Steward
Lady Osriel XI
Lord Gildan
Lord Baloril
Predominant Alignment
Neutral good
Lawful good
Lawful neutral
Location
Caerleon
Yssgelund
Suttegarde
Narahim
Monarch
Queen Hanil Goldenbough
King Ossien Galidon
King Rilleth Silverleaf
Queen Laurelin Andriel
Predominant Alignment
Neutral good
Neutral
Chaotic good
Neutral, neutral good
Location
Caerleon
Monarch
Queen Aereth the Pale
Predominant Alignment
Neutral Evil
10
11
12
CAERLEON AT A GLANCE
Proper Name: The Republic of Caerleon
Government: Feudal Republic
Ruler(s): Lord Regent Gueran Dennigal, The Ducal
Assembly
Predominant Alignment: Lawful Neutral (Good)
Population: 1,250,000
Major Cities
Ardenbury, Baels Landing, Highcourt, Lagentium, Lionsbridge, Seven Wells, Tir Amarion, Tir Carlion
Political Bodies
The Ducal Assembly, The Regents Council, The Church of the High Gathering
Political & Religious Leaders
Duke Abelard of Birchwald, Duke Armitage of Lionsreach, Duke Berennor of Eastwatch, Duchess Domiere of Amrilvale, Duke Gilborne of
Norgales, Duke Gramille of Whitecliff, Duke Leonelle of Grandchester, Duchess Maginus of New Providence, Duchess Perrendel of
Ceredheath, Duke Saradoc of Westhope, Duke Sirannon, and Duke Thalleon of Fenslough
Lord Chancellor Hirrel Tannisant, Patriarch Marcus Borellan
Duchies
Amrilvale, Birchwald, Ceredheath, Eastmarch, Fenslough, Grandchester, Highcourt, Lionsreach, New Providence, Norgales, Westhope,
Whitecliff
State Religion
The Church of The Defiant
Resources
Ash, oak and yew wood. Veins of iron, copper, silver, mithril, gold, and tin. Produce, wine, cheese, wool, cotton, and livestock (horses,
sheep, cattle, pigs). Artisan handiwork: armor, arms, tapestries, manuscripts, jewelry, and textiles.
Crime
Arson
Assault (lethal)
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Raising or Commanding
the Undead
Theft or Fraud/
Destruction of Property
Treason or Regicide
Trespass
1st Offense
2nd Offense
Death by drowning
1 week imprisonment
1 month imprisonment
per hp of damage
per hp of damage dealt
dealt
1 day in the stocks per
1 week imprisonment
hp of damage dealt.
per hp of damage dealt
See Assault &/or Destruction of Property
Fines (value of debt), 1
Fines (double value of
week in stocks
debt), 1 month
imprisonment
1 week in stocks
1 week in stocks plus a
public flogging
Death by hanging
Fines (based on social
Fines (based on social
standing of victim) plus
standing of victim) plus
imprisonment based
castration (rape) or loss
upon the severity of the of ones tongue (mindcrime
control)
Death by fire
3rd Offense
Marking (minor
disfigurement) plus 2nd
offense punishments
1 month imprisonment
1 year imprisonment
Further Offenses
Marking (minor
disfigurement) plus 3rd
offense punishments
1 month imprisonment
plus a public flogging
Death by stoning
rd
13
14
Clerics: Priests are usually oracles or sages; who are sought for
wisdom and guidance. They are hard-pressed to find believers
in The Defiant Gods, especially in Kashgari cities, and are rarely
part of an organized church. Only the Order of Maredon
remains in Kashgar and has not abandoned their beliefs or
shrines.
15
KASHGAR AT A GLANCE
Proper Name: The Kashgari Federation
Government: Plutocratic Confederacy
Ruler(s): King Tyrtaeus of Triphos, Senate Councils
Predominant Alignment: Neutral (lawful)
Population: 2,750,000
Major City-States
Archeddes, Cassiopor, Colespes, Malliodunum, Scallabus, Triphos, Venorum
Political Bodies
Each City-State has its own senate
Guild & Merchant Councils
Political & Religious Leaders
King Tyrtaeus of Triphos, Protector of The Kashgari Federation
Senate Councils led by elected consuls
Overseer Barand, Lord Commander of The Order of Maredon
State Religion
None
Resources
Marble and granite. Eucalyptus, spruce, walnut, and cypress wood. Veins of iron, copper, silver, and tin. Semi-precious and precious
gemstones. Olives, grapes, dates, wine, nuts, cheese, spices, and livestock. Artisan handiwork: pottery, armor, arms, manuscripts, jewelry,
and statuary.
Crime
Arson
Assault (lethal)
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Permitting undead
servants in public areas
1st Offense
2nd Offense
Public execution
1 week imprisonment
1 month imprisonment
per hp of damage dealt
per hp of damage dealt
1 day in the stocks per
1 week imprisonment
hp of damage dealt
per hp of damage dealt
See Assault &/or Destruction of Property
Fines (value of debt), 1
Fines (double value of
week in of service to the
debt), 1 month of
state
service to the state
1 week of service to the
1 week of service to the
state
state, plus fines
Public execution
Fines (based on social
standing of victim) plus
imprisonment based
upon the severity of the
crime
1 week of service to the
state
Theft or Fraud/
Destruction of Property
3rd Offense
Further Offenses
State enslavement*
1 month imprisonment per
hp of damage dealt
State enslavement*
Marking (minor
disfigurement) plus 3rd
offense punishments
1 month of service to
the state plus fines
plus 1 month
imprisonment
Public execution
16
MAURIDIA AT A GLANCE
Proper Name: The Eternal Empire of Mauridia
Government: Theocratic Empire
Ruler(s): Empress Correna Mauridir and her three
chosen governors (legates)
Predominant Alignment: Lawful Neutral (Evil)
Population: 3,500,000
Major City-States
Antreres, Estelline, Castrelnovum, Dolorosem, Hethram, Osfrael, Port Umbral, Tir Perforium, Tir Phoenicis, Vigilsport.
Political Bodies
The Sarnhedin
Guild Councils
Political & Religious Leaders
Empress Correna Mauridir the Resplendent, Star of the East
Legate Talos Cordellion of Cerenius
Legate Lliandra Gravis of Palanthus
Legate Albus Illaria of Mauridia Anteriensus
Provinces Anteriensis Cerenius Palanthus
State Religion
Church of The Enlightened
Resources
Marble. Mahogany, yew, cedar, and cypress wood. Veins of iron, gold, copper, silver, and tin. Semi-precious and precious gemstones.
Olives, grapes, dates, wine, nuts, cheese, wheat, spices, and livestock. Artisan handiwork: pottery, armor, arms, manuscripts, jewelry and
statuary.
Crime
Arson
Assault (lethal)
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Permitting undead
servants in public areas
1st Offense
2nd Offense
Public execution
1 week imprisonment
1 month imprisonment
per hp of damage dealt
per hp of damage dealt
1 day imprisonment per
1 week imprisonment
hp of damage dealt
per hp of damage dealt
See Assault &/or Destruction of Property
Fines (value of debt), 1
Fines (double value of
week in of service to the
debt), 1 month of
state
service to the state
1 week of service to the
1 week of service to the
state
state, plus fines
Public execution
Fines plus imprisonment
Fines plus castration
based upon the severity
(rape) or loss of ones
of the crime and social
tongue (mind-control)
status of the victim.
1 week of service to the
1 week of service to the
state
state, plus fines
Theft or Fraud/
Destruction of Property
3rd Offense
Further Offenses
Indentured servitude
for 1 year plus 3rd
offense punishments
State enslavement*
Public execution
19
outfitting levy troops during times of war. Reeves are local lords,
responsible for the gathering of taxes and maintaining order
within the lands of their shires. Levy forces, or hundreds, fall
under the command of these reeves, also known as shirereeves, and are mustered in times of war or when defending
their homelands from other calamities. Each earldom can
muster four to six hundreds, depending upon the number of
shires that comprise them. Knights are charged with the task of
preserving order; by patrolling the roads and outlying areas,
repelling invaders, performing garrison duty, and enforcing the
Kings justice.
Suttegardes trade and wealth are strongly linked to its rich
deposits of iron, tin and gold. Suttegarde also produces some
of the finest mead and ale in Estegalle. Weaponsmiths make
use of Suttegardes wealth of iron ore and ash wood in the
creation of well-crafted weapons.
In spite of the shared lineage of their kings, the people of
Suttegarde and Yssgelund are fiercely opposed to each other.
Faced with bitter-cold winters, regular incursions from
Yssgelundian raiders in spring and fall, and occasional raids by
Carmascian warhosts, the Suttegardian people tend to be
pragmatic, temperate, reserved, and strong-willed by nature.
Many have turned to the Church of The Defiant for guidance in
these dark days and, as a result, the church, under the rule of
Patriarch Rinhelg, has grown in wealth and in military might as
young warriors join military orders within the church.
THE PEOPLE OF SUTTEGARDE
Suttegardians: Suttegardians are slightly taller than most
humans, having Yssgelundian blood within them. They have fair
complexions, with straight hair that ranges from dark brown to
red or blond, and blue, hazel, green or brown eyes. They wear
cloaks, broached upon the right shoulder, over woolen tunics
and leggings. Leg bindings are often worn to protect them from
wear and to provide the wearer protection from mud and cold
weather. While they were once a brutal and warlike folk, who
constantly thirsted for battle and glory, their glorious days are
behind them and grim days lie ahead. Consequently
Suttegardians are guarded and not given to excesses. Their
word, once given, is kept; for honor and trust are highly
regarded.
Common Male Names: Adalbert, Aelfwald, Aelric, Aethan,
Aethelred, Aethelwulf, Albert, Alfred, Arthur, Bard, Bede,
Bedwin, Bertram, Brand, Caedmon, Carl, Cnute, Coel, Conrad,
Dunstan, Edgar, Edwin, Egbert, Frederick, Geoffred, Gunther,
Halbard, Harold, Hereward, Jon, Jude, Lothair, Luke, Luther,
Mark, Morkere, Osric, Oswald, Oswine, Oswulf, Rolf, Sigmund,
Terence, Theodric, Uther, Walter, William
Common Female Names: Ada, Adelinde, Agnes, Anne, Berta,
Brunhilde, Charlene, Eadda, Eaddith, Elspeth, Emma, Erin,
Freida, Gerta, Gertrude, Gwenn, Helga, Hildegard, Ida, Idaine,
Idelle, Judith, Lorelei, Loren, Margaret, Olga, Una, Ursula, Velda,
Winnefred.
Sorcerers: Sorcerers are rarely seen in these lands, for those with
natural magical talent are often secretive about their gift due
to the mistrust in engenders.
Warlocks: Practitioners of pact magic are rare, and stand in
great peril, throughout these lands. Those who would consort
with demons or The Old Gods, if discovered, are usually
imprisoned or executed for practicing this most-feared form of
magic.
21
SUTTEGARDE AT A GLANCE
Proper Name: The Kingdom of Suttegarde
Government: Constitutional Monarchy
Ruler(s): King Geraint Henegar
Predominant Alignment: Neutral Good
Population: 1,200,000
Major Cities
Ellesdun, Highgarden, Kirkstead, Kregwalles, Meresbury, Stanburg, Waldensbrough
Political Bodies
Parliament, Shiremotes, The Church of The High Gathering
Political & Religious Leaders King Geraint Henegar Patriarch Rinhelg Genrickson
Thegn Aegrim of Wichtby, Thegn Berkeham of Deepford, Thegn Brandt of Askjival, Thegn Dennings of Hallowsfost, Thegn Dorset of Kirby,
Thegn Godwin of Folcsdun, Thegn Halliard of Gunnesthwaite, Thegn Henegar of Bournemouth, Thegn Hereford of Wormesbarrow, Thegn
Hildegarde of Braelund, Thegn Kentwick of Caldbergh, Thegn Maglor of Goathland, Thegn Mercer of Stonefield, Thegn Rittenwald of
Thrymsgill, Thegn Teudric of Deepford, and Thegn Walden of Westdale
Thegndoms
Askjival, Braelund, Bournemouth, Caldbergh, Deepford, Folcsdun, Greystone, Goathland, Gunnesthwaite, Hallowsfost, Kirby, Stonefield,
Thrymsgill, Westdale, Wichtby, Wormesbarrow
State Religion
The Defiant Gods (nominally)
Resources
Spruce, oak, ash, alder, yew, and elm. Deposits of iron, tin, copper, mithril, platinum, and gold. Animal pelts and furs, mead, cheese,
livestock (cattle, pigs, sheep, horses), wool, cotton, and ale. Artisan handiwork: armor, arms, tapestries, manuscripts, and textiles.
Crime
Arson
Assault (lethal)
3rd Offense
Treason or Regicide
1st Offense
2nd Offense
Death by hanging
1 week imprisonment
1 month imprisonment
per hp of damage
per hp of damage dealt
dealt
1 day in the stocks per
1 week imprisonment
hp of damage dealt.
per hp of damage dealt
See Assault &/or Destruction of Property
Fines (value of debt), 1
Fines (double value of
week in stocks
debt), 1 month
imprisonment
1 week in stocks
1 week in stocks plus a
public flogging
Death by public
execution (beheading)
Fines (based on social
Fines (based on social
standing of victim) plus
standing of victim) plus
imprisonment based
castration (rape) or loss
upon the severity of the of ones tongue (mindcrime
control)
Death by public
execution (beheading)
Fines (double value of
Fines (quadruple value
goods), 1 week in
of goods), 1 month
stocks
imprisonment
Death by quartering
Trespass
1 year imprisonment
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Raising or Commanding
the Undead
Theft or Fraud/
Destruction of Property
1 month imprisonment
Further Offenses
Marking (minor
disfigurement) plus 3rd
offense punishments
1 month imprisonment
plus a public flogging
Death by public
execution (beheading)
Marking (minor
disfigurement) plus 2nd
offense punishments
rd
22
What made Sanctuary work in the early days was its simple
pirate code. Do whatever you want on the high seas, but dont
go against your brothers and sisters in port. That meant no
stealing, no killing, and no kidnapping while there. Duels did
occur on occasion, but they were formal affairs done outside
the walls. Most of the crew confined their fighting to drunken
brawls, of which there were plenty. By and large, though, the
peace in Sanctuary was kept, allowing the city to flourish while
sending explorers to the outlying islands in search of habitable
lands to colonize.
The Island Federation now encompasses the subtropical forests west
of The Greatwalls, to the extent that those wild lands have been
explored, and an archipelago that extends into Sanctuary Bay.
Bards: Bards often wind up in the port towns and cities of The
Island Federation. Some have wealthy patrons and longstanding engagements, but most are traveling performers.
Clerics: Priests serve the many gods worshipped throughout The
Island Federation. The cries of multitudinous preachers can
sometimes be heard above the din of bustling bazaars.
Druids: Priests of nature are rarely found in these lands, though
are not unheard of. Native druids sometimes make their way in
23
Major Cities
The City-State of Sanctuary, Great Harbor, Morgans Reach, Port Liberty
Political Bodies
Council of Governors
Political & Religious Leaders Grand Admiral Jarvis Morgan, Overlord of Sanctuary
Thegndoms
None. The people of Sanctuary tend to worship The Elemental Lords, as well as Medral and Uldrem of The Defiant Gods.
State Religion
None. The people of Sanctuary tend to worship The Elemental Lords, as well as Medral and Uldrem of The Defiant Gods.
Resources
Coconut, pineapple, bananas, oranges, sugar, and rum. Deposits of copper, silver, and gold. Privateers. Artisan handiwork: Ship building.
Crime
Arson
Assault (lethal)
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Raising or Commanding
the Undead
Theft or Fraud/
Destruction of Property
Treason or Regicide
Trespass
1st Offense
Public execution
Fines plus 1 day in the
stocks
Fines
2nd Offense
3rd Offense
Further Offenses
Indentured servitude
for 1 year plus 3rd
offense punishments
As 3rd offense plus
flogging
Marking (minor
disfigurement) plus 2nd
offense punishments
Public execution
Fines
Public execution
Monks: Narahim is the only land that has orders of martial artist
monks. They may commonly multiclass as clerics or druids.
Major Cities
Lantern Harbor (a port city that handles all sea-based foreign trade) is the only city accessible to foreigners in Narahim.
Political Bodies
Councils of elders and their advisory councils
Political & Religious Leaders
Local elders and warlords (Masters of the Hunt)
Clanholds
27 clanholds
State Religion
Nara philosophy
Resources
Mahogany, rosewood, narra, camphor, kiri, and tulipwood. Spices, silk, exotic paper, inks, and fruit. Deposits of iron, gold, sand silver, as
well as precious gemstones. Artisan handiwork: Arms, tapestries, manuscripts, clothing, jewelry, and textiles.
Crime & Punishment*
Crime
Arson
Assault (lethal)
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Raising or Commanding
the Undead
Theft or Fraud/
Destruction of Property
1st Offense
Death by beheading
1 week imprisonment
per hp of damage
dealt
Public shaming
2nd Offense
3rd Offense
1 month imprisonment
per hp of damage dealt
Exile**
1 week imprisonment
per hp of damage dealt
See Assault &/or Destruction of Property
Fines (value of debt),
Fines (double value of
public shaming
debt), public shaming
Fines (quadruple value of
debt), public shaming
Public shaming
Public flogging
Death by beheading
Fines (based on
victims social
standing) plus
imprisonment based
upon the crimes
severity
Death by fire
Fines (double value of
goods), public shaming
Further Offenses
Exile**
Exile**
1 month imprisonment
plus a public flogging
Exile**
Death by beheading
Exile**
1 year imprisonment
Exile**
Treason or Regicide
Death by quartering
Trespass
Public shaming
1 month imprisonment
* These vary from tribe to tribe and from settlement to settlement.
**Those returning from exile are sentenced to death.
26
27
VINNISKLAD AT A GLANCE
Proper Name: None
Government: Clanholds
Ruler(s): Clan chiefs
Predominant Alignment: Neutral
Population: 250,000
Major Cities
None
Political Bodies
Clan councils made up of shamans and elite warriors
Political & Religious Leaders
Clan chieftains and priests
Clanholds
27 clanholds
State Religion
Animism
Resources
Spruce wood. Seal and walrus meat, animal pelts and furs, wool, livestock (yak and reindeer), whale oil, and both walrus and whale ivory.
Artisan handiwork: Boat builders, tapestries
Crime & Punishment*
Crime
Arson
Assault (lethal)
1st Offense
Public flogging plus fines
Public flogging plus fines
based upon the crimes
severity
Fines based upon the
crimes severity
2nd Offense
Exile**
As 1st offense plus
indentured servitude for 1
month
Assault (subdual)
Public flogging plus fines
based upon the crimes
severity
Casting Baleful Magic
See Assault &/or Destruction of Property
Dishonoring a Debt
Fines (double value of
Fines (double value of
debt)
debt), indentured
servitude for 1 month
Disorderly Conduct
Fines based upon the
Public flogging plus fines
crimes severity
based upon the crimes
severity
Murder
Fines (based on victims
Exile**
social standing) plus
flogging
Rape or controlling
Fines (based on victims
Exile**
others through magic
social standing) plus
flogging
Raising or Commanding Death by drowning or
the Undead
exposure
Theft or Fraud/
Fines (double value of
Fines (quadruple value of
Destruction of Property
loss), indentured
loss), indentured
servitude for 1 month
servitude for 1 year
Treason or Regicide
Death by flogging
Trespass
Flogging
Fines plus a public
flogging
*These vary from tribe to tribe and from settlement to settlement.
**Those returning from exile are sentenced to death.
28
3rd Offense
As 2nd offense plus
indentured servitude for 1
year
As 2nd offense plus
indentured servitude for 1
month
Further Offenses
Exile**
Exile**
Exile**
Exile**
1 month imprisonment
plus a public flogging
29
axes,
spears,
YSSGELUND AT A GLANCE
Proper Name: The Kingdom of Yssgelund
Government: Feudal Monarchy
Ruler(s): High King Grauvulf Aethelhere
Predominant Alignment: Neutral (chaotic)
Population: 1,200,000
Major Cities
Sigestad, Grimstad, Hammerhall, Holmestrand, Torvik, and Sunneheim
Political Bodies
The Jarls Assembly
Political & Religious Leaders
High King Grauvulf Rafnsson, Frost-Beard, of Aethelhere
Jarls Bjorri Ericsson of Beornwald, Jarl Sif Froedersdottir of Froeda, Jarl Ingeld Foehammer of Gergrim, Jarl Skirnir the Seawolf of Helmstad,
Jarl Bynhilde Leifsdottir of Heordred, Jarl Coel Caedwulfsson of Ingdan, Jarl Frekki Ivarsson of Lagwulf, Jarl Donar the Shipwright of Oswulf,
Jarl Ottar Ottarsson of Ohtere, Jarl Eomer Swanhildsson of Saeglaf, Jarl Hareth the Thrice-Slain of Hrym, Jarl Aethelred Logarsdottir of
Unferth, and Jarl Torfinn Magnisson of Waeldred
Local godsmen
Jarldoms
Aethelhere, Beornwald, Froeda, Fjorden, Gergrim, Grimhelm, Helmstad, Heordred, Ingdan, Lagwulf, Oswulf, Ohthere, Saeglaf, Thrym,
Unferth, Waeldread
State Religion
None, though the bloodlines of Yssgelunds jarls and High King are traced back to the regions great heroes. Religion is a, largely, informal
affair in which godsmen are accorded respect but not given positions of true power.
Resources
Spruce, oak, ash, alder, yew, and elm. Deposits of iron, mithril, platinum, and gold. Mead, cheese, livestock, and ale. Animal pelts and
furs, wool, livestock (cattle, sheep, and lamb), whale oil, and both walrus and whale ivory. Artisan handiwork: ship builders, tapestries,
manuscripts, and textiles.
Crime & Punishment*
Crime
Arson
Assault (lethal)
Assault (subdual)
Casting Baleful Magic
Dishonoring a Debt
Disorderly Conduct
Murder
Rape or controlling
others through magic
Raising or Commanding
the Undead
Theft or Fraud/
Destruction of Property
Treason or Regicide
Trespass
1st Offense
Fines (quadruple value of
damage), indentured
servitude
Fines based on the
severity of the assault
2nd Offense
Death by fire, or
enslavement**
3rd Offense
-
Further Offenses
-
Death by fire, or
enslavement**
Marking (minor
disfigurement) plus
enslavement**
As 2nd offense plus
Imprisonment for 1
month
Death by drowning
Death by starvation
31
arrows upon those who oppose them. Sarathian forts line their
northern frontier, guarding against the hostile riders of Voruskai
and Carmascia. As with most garrisons, troops are assigned to
this northern watch on a rotating basis.
The Overlord Chernye rules the Voruskai and its vast horde of
riders. The once completely nomadic people of the Plains of
Algur have, over many years, settled in towns that started as
outposts along the rivers and arable lands of the plains.
Voruskaiad warriors are now semi-nomadic defenders of their
lands and serve as household warriors to the governors that
Chernye appoints to rule the outlying communities of Voruskai.
While the Overlord still acts as a warrior- king and is the highest
authority in these lands, lesser nobles such as princes or barons
hold vast expanses of ancestral lands and command personal
retainers. There is often tension between the governors
appointed by Chernye, who are often base-born warriors, and
the nobly born princes of Voruskai as each vie for the right to
rule the lands of Vors.
All warriors from these lands, whether they are Carmascian,
Sarathian or Voruskai, are organized into mounted squads of
10, troops of 100, companies of one thousand, and divisions of
10,000. Each squad is highly disciplined; trained to obey silent
command signals given by flag bearers and faced with the
death of the entire squad if a man is left behind for capture.
Though the plains riders overall discipline is as great as that of
western knights, their formations are looser in appearance,
making it difficult for opposing armies to accurately gauge their
numbers.
Commanders might be anywhere in his formation, directing
troops as he sees fit; quite unlike the leaders of Caerleonic or
Suttegardian knights who fight alongside their men and are
easily identified. While the Western standard of leadership by
example makes a certain amount of sense in battles where the
object of the contest is honor as well as victory, it does not
serve the plainsmen, for whom victory is all that matters.
Consequently, their approach is to kill or defeat the enemy as
efficiently as possible - that is, with the least cost to themselves.
This logical approach was first developed by the Vors tribe, who
campaigned thousands of miles from home against opponents
who outnumbered them; where they could not afford to lose
either men or battles. These tactics resemble those of a hunter,
who uses speed, finesse and deception to herd his prey where
he will, then kill it with as little risk to himself as possible. A
common tactic, utilized by all of the tribes, is one of attacking,
affecting a false flight from battle and then ambushing those
who follow. This tactic draws mounted units away from their
infantry and breaks up formations of knights. Other tricks
include the use of smoke; drifted across the battlefield
between the infantry and the knights who charge ahead, so
that the foot soldiers and horsemen cannot see each other as
plainsmen lancers and archers fall upon the knights.
Tribal armies are made up entirely of cavalry, but the mounted
warriors of The Plains of Algur, in contrast to knights, depend
primarily on the bow, avoiding close-quarters combat on
horseback. Protection lies in speed and maneuverability, not in
heavy armor, with warriors of the plain often wearing leather
armor or scale mail and an open metal helmet. Beneath their
armor, warriors wear a silk shirt that follows an arrowhead into a
wound and allows it to be withdrawn without tearing the flesh
(granting advantage to healing checks).
The preferred bow of tribal riders is a recurved shortbow, a
lamination of wood, horn and sinew that can cast an arrow
more than 300 yards. All warriors are expected to shoot with
great accuracy while riding at a fast pace and can even shoot
accurately backward at pursuers. Each warrior carries 60
arrows and often carries more than one bow. Whenever riders
find that opponents armor affords effective protection against
their arrows, they simply shoot their horses. The dismounted
knights are then easy prey for the Voruskai cavalrymen, who
run them down with lance or saber (scimitar) with little danger
to themselves.
Tribal warriors ride ponies that are considerably smaller than the
Druids: Shamans are found among all Three Tribes; often being
called upon for their wisdom and their powers of divination.
33
Racial Demographics:
Humans of mixed Kashgari, Narahim, Vinnisklad, and Yssgelundian blood (90%),
half-orcs (7%), dwarves (3%)
Allies:
None
Enemies:
The Sarathian horde stands in opposition to both the Carmascian and Voruskai
hordes. The Carmascians are enemies of both Caerleon and Suttegarde.
Academic & Arcane Orders:
The Sarnhedin have made in-roads with the Sarathian people and have started to
instruct some scions of prominent lords.
Armed Forces/Military Orders:
The Carmascian horde, The Sarathian horde, The Voruskaid horde, The Free
Companies (mercenaries), The Silent Brotherhood (assassins), The Grim Guard
(Carmascian mercenaries), and local conscripts
Major Cities
Aram Beidr, Thyre, and Ulantar (Sarathia)
Caresc, Garodmir, Malovia, and Navestiri (Voruskai)
Political Bodies
Regional governors, princes or barons
Merchant and craft guilds
Local tribal leaders
Political & Religious Leaders
Warlord Agillor of Carmascia Overlord Anthyrus of Sarathia Overlord Chernye of Vors
Tribes
The Carmascian Tribe, the Sarathian Horde, and the Tribe of Vors
State Religion
None
Resources
Wheat, tobacco, hemp, livestock, wool, and rope. Deposits of copper and gold. Slave trade. Artisan handiwork: Tapestries, manuscripts,
arms, and textiles. In addition, all of the tribes deal in slave-trading and the Voruskai act as intermediaries for Vinnisklad trade.
Crime & Punishment
Crime
Arson
Assault (lethal)
Assault (subdual)
1st Offense
Death by stoning
Fines based on the
severity of the assault
2nd Offense
3rd Offense
Enslavement**
Death by stoning
Treason or Regicide
Trespass
Flogging
Further Offenses
Enslavement**
Marking (minor
disfigurement) plus
enslavement
1 month imprisonment
plus a public flogging
Death by stoning
34
LANGUAGES OF ESTEGALLE
Aside from the non-human languages, there are five regional dialects and one trade language in Estegalle. Each dialect counts as a
separate language.
Regional Languages
Native Regions
Adanae
Bothi
Callend
Cant
Common
Daegaru
Khalmiri
Terillec
Teug
Nonhuman Languages
Races
Dwarven
Elven
Giant
Gnoll
Orudan (The Dark Tongue)
Sylvan
Dwarves
Elves, goblinoids, and the Maelnach clans of Suttegarde
Giants, ogres and trolls
Gnolls
Trolls, goblinoids, and ogres
The tongue of gnomes, this language is still the primary tongue of fey creatures
Ancient Languages
Aquan
Auran
Canti
Celestial
Draconic
Etanir
Ignan
Rlyehian
Sylvan
Terran
Water-based creatures
Air-based creatures
The Callandae people. This language is an archaic form of Common.
The gods of The Defiant and their servants
Dragons and wizards
The ancient tongue of the Avadain, before the cataclysm of 6,000 PCY
Fire-based creatures
Language of aberrations
The tongue of gnomes, this language is still the primary tongue of fey creatures
Earth-based creatures
ESTEGALLES CURRENCY
Each of the Great Dominions of Estegalle mints its own coins of the following metals: Copper, Silver, Gold and Platinum. Each Kingdom
determines the value of its neighbors coins by weight, with a 10% exchange fee.
Type of Coin
Copper
Silver
Electrum
Gold
Platinum
Copper
Silver
Electrum
Gold
Platinum
1
10
50
100
1000
1/10
1
5
10
100
1/50
1/5
1
1/2
20
1/100
1/10
1/2
1
10
1/1000
1/100
1/20
1/10
1
ESTEGALLES CALENDAR
There are 13 months of 28 days, totaling 364 days in a year. This campaign begins in the Gaile Common Year of 575. The calendar of
Mauridia rejects the Avadain use of the Gaile Common Year and bases their year, 1610, upon the foundation of Estelline in 1035 PreCommon Year.
Seasons
There are four seasons in each year. Each season lasts 91 days. The year begins in Midsummer with a new moon.
Months
Each month begins with a new moon and consists of 4, 7-day weeks. Elves and dwarves use the month-names of The Great Dominions
while most evil humanoids and giants use the month-names of Carmascia. The months and their corresponding seasons are:
1
2
3
4
5
6
7
8
9
10
11
12
13
Month
Mid-Summer
Late Summer / Early Fall
Fall
Fall
Late Fall / Early Winter
Winter
Mid-Winter
Late Winter
Spring
Mid-Spring
Spring
Late Spring / Early Summer
Summer
Days
The seven days in each week are: Moonday, Earthday, Waterday, Skyday, Godsday, Starday, and Sunday.
35
The following calendar uses the month-names predominantly used by player characters. Gailes year begins at midnight of Midsummer,
on the 1st of Highmarket, beneath the darkness of the new moon. Each 28-day month, in turn, begins with a new moon (which marks the
beginning of the 1st lunar phase). The following chart shows the lunar calendar and a running total of the days of the year. Fall begins on
Fruitfall the 15th, with the full moon. Winter falls on Deepnight the 22nd, on the night of the waning half moon. Spring begins on the 1st of
Furrowfield and summer begins with the waxing half moon, on Longday the 8th.
Goldensun
Longday
Stormsend
Petalsbloom
Furrowfield
Windswrath
Hearthward
Barrenearth
Deepnight
Turnfield
Lateharvest
Fruitfall
Highmarket
Date
First Lunar Quarter
Second Lunar Quarter
1st
2nd
30
58
86
114
142
170
198
226
254
282
310
338
3rd
31
59
87
115
143
171
199
227
255
283
311
339
4th
32
60
88
116
144
172
200
228
256
284
312
340
5th
33
61
89
117
145
173
201
229
257
285
313
341
6th
34
62
90
118
146
174
202
230
258
286
314
342
7th
35
63
91
119
147
175
203
231
259
287
315
343
8th
9th
37
65
93
121
149
177
205
233
261
289
317
345
10th
10
38
66
94
122
150
178
206
234
262
290
318
346
11th
11
39
67
95
123
151
179
207
235
263
291
319
347
12th
12
40
68
96
124
152
180
208
236
264
292
320
348
13th
13
41
69
97
125
153
181
209
237
265
293
321
349
14th
14
42
70
98
126
154
182
210
238
266
294
322
350
15th
16th
16
44
72
100
128
156
184
212
240
268
296
324
352
17th
17
45
73
101
129
157
185
213
241
269
297
325
353
18th
18
46
74
102
130
158
186
214
242
270
298
326
354
19th
19
47
75
103
131
159
187
215
243
271
299
327
355
20th
20
48
76
104
132
160
188
216
244
272
300
328
356
21st
21
49
77
105
133
161
189
217
245
273
301
329
357
22nd
23rd
23
51
79
107
135
163
191
219
247
275
303
331
359
24th
24
52
80
108
136
164
192
220
248
276
304
332
360
25th
25
53
81
109
137
165
193
221
249
277
305
333
361
26th
26
54
82
110
138
166
194
222
250
278
306
334
362
27th
27
55
83
111
139
167
195
223
251
279
307
335
363
28th
28
56
84
112
140
168
196
224
252
280
308
336
364
36
RELIGIONS OF ESTEGALLE
The major, organized religions of Estegalle are The Church of The Defiant and The Children of The Enlightened. Other than these organized
religions there are various animistic or totemic religions throughout Estegalle. The chart below shows where each religion of Estegalle is
prevalent.
The Great Dominions
Religion
Symbol
Ruling Body
Patron Deity
Caerleon, Kashgar, Suttegarde
Polytheism: The Defiant
Seven pointed star
The Patriarchs
Aeldris
Mauridia
Monotheism: Fallen Lords
Phoenix
The Sarnhedin
Malbon
Independent Lands
The Free People
Religion
Various
Symbol
Various
Ruling Body
None
Patron Deity
Various
Religion
Nontheist philosophy
Animism: The Elemental Gods
Animism: The Elemental Gods
Symbol
Flower of Life symbol
Ivory totems
Totem animals
Ruling Body
Elders
Shamans
Godsmen
Patron Deity
Elemental Lords
Elemental Lords
Elemental Lords
Religion
Animism: The Elemental Gods
Symbol
Totems
Ruling Body
Shamans (druids)
Patron Deity
Elemental Lords
Religion
Polytheism: The Great Old Ones
Polytheism: The Defiant
Polytheism: The Defiant
Polytheism: Fallen Lords
Polytheism: Fallen Lords
Polytheism: Fallen Lords
Polytheism: The Defiant
Animism: The Elemental Gods
Polytheism: Fallen Lords
Polytheism: The Defiant
Animism: Fallen Lords
Polytheism: Fallen Lords
Polytheism: The Defiant
Animism: Fallen Lords
Animism: The Defiant
Polytheism: Fallen Lords
Polytheism: The Defiant
Polytheism: Fallen Lords
Symbol
Kraken
Seven pointed star
Three crowns
Crown
Wyrm
Salamander
Seven pointed star
Totem animals
Salamander or wolf
Anvil or cresting wave
Snarling dog
Bat
Moon
Salamander
12-branched oak tree
Snarling dog
Stag
Burning tree
Ruling Body
High priests
Local prelates
Local diviners
High priests
High priests
High priests
High priests
Shamans
High priests
High priests
Shamans
High priests
High priests
Shamans
Druidic councils
High priests
High priests
High priests
Patron Deity
Great Old Ones
Maedra
The Three Queens
Moloth
Belgorix
Moloth
Ord
Various
Moloth or Yssghul
Ord or Uldrem
Vureal
Moloth & Bes
Illandea
Belgorix
Caledh
Vureal
Caledh
Moloth
ANIMISM
Animism is practiced by the Ebothi, Maelnach, and Callandae people, as well as the people of Yssgelund, Carmascia, Voruskai, Sarathia,
and Vinnisklad. Druids and clerics of animistic faiths are often called shamans and call upon the spirits of nature and their ancestors for
assistance and guidance. In addition, each clan reveres its legendary ancestors as godlings tied to the land and lifeblood of their people.
In most lands, animism is linked to the worship of the Elemental Lords who are the masters of air, earth, water, and fire. Among the
Maelnach, animism is tied to the worship of Caledh, who is believed to be the divine progenitor of their people. Gnolls and lizardmen also
practice animism but worship the demonic beings known as The Fallen Lords. Yssghul of The Fallen Lords is worshipped in Yssgelund, which
derives its name from her.
MONOTHEISM
The worship of a single deity is practiced in The Mauridian Empire. Here the demon Malbon is worshipped in the guise of Sharedan,
Eternal Emperor of the Tribe of Maurid. Most supplicants of this faith have no notion as to the true nature of their patron deity, for such dark
wisdom only comes to those who devote themselves utterly to this foul god.
NONTHEIST PHILOSOPHY
The Narahim believe that all creation stems from a force they call Nara (the fountain). To the Narahim, Nara is
the font of order, tranquility, creativity, and creation. Birth, life, decay, and death are all part of a natural order
that perpetuates further growth and creation. Chaos, manifested through uncontrolled emotion, destruction,
and violence, goes against this order and forestalls it but cannot hope to destroy order and halt creation.
Priests of this philosophy draw power from The Elemental Lords, as they are the architects of this world and the
progenitors of The Defiant Gods.
POLYTHEISM
Most of the civilized people of Gaile worship the gods of a pantheon. Among the dwarves, elves, the Avadain exiles of Mauridia, the
Callandae, and the people of The Great Dominions the pantheon of Defiant Gods is worshipped. Most monstrous races of Gaile tend
worship demonic beings known as The Fallen, while the alien creatures collectively called aberrations worship the Lords of Chaos that
they call The Great Old Ones.
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PANTHEONS OF GODS
THE DEFIANT
The Defiant Gods are worshipped by the Avadain and of people of Caerleon, Suttegarde and Kashgar. The Cirhedin of Mauridia revile
The Defiant Gods. Aeldris is the chief deity of this pantheon, and Churches in Estegalle are typically erected in his honor. They are circular
in shape, with the dominant, central cathedral being the main place of worship. Around this are situated smaller chapels dedicated to
locally revered gods. In some communities this arrangement varies, depending on what gods are petitioned most by the community. In
larger communities two or more churches are often needed to accommodate parishioners needs.
Bes, daughter of Illandea and Aeldris, was, originally one of The Defiant Gods. Through her actions, she was cast out and now resides
among The Fallen Lords.
Ranks of Priesthood
Acolyte
1st through 2nd level clerics. They are called brother, sister or attendant and are responsible for clerical duties and menial labor throughout
the church. They also assist servitors working in the community. 60 percent of a parishs clerics are acolytes.
Initiate
3rd through 5th level clerics. They are called servitors. Their duties include serving the community through guidance and labor. Servitors assist
in many capacities; as farmers, carpenters, physicians, teachers, counselors and protectors. In smaller communities servitors perform
masses and administer the blessings of Maedra to newborns and the newly married, and call upon Thryd to bless the dead. 30 percent of
a parishs priests are initiates.
Adept
6th through 8th level clerics. They are called father, mother, or minister and have authority over lower clergy members. They perform all
religious services in most parishes and have the power to ordain new acolytes into the clergy. Additionally, adepts provide religious
counseling and act as the political body of the church. The often act as emissaries with government officials and other church branches.
Only 8 percent of the church body consists of adepts.
Prelate
9th through 12th level clerics. They are called highfather or mother, or overseer and have authority over a group of parishes in a kingdom.
Each duchy or county has 1 or 2 prelates assigned to it. Their role is that of regional organizer and overseer to the areas adepts. They
ordain adepts and elect the Kingdoms patriarch or matriarch. Two percent of the clergy are prelates.
Patriarch
13th level clerics and higher. The high priests of Caerleon and Suttegarde hold the post of patriarch, with the title of matriarch used for
female heads of the church. In Suttegarde and Caerleon, one patriarch rules the priesthood throughout each realm and has the final say
in all religious matters. Furthermore, the patriarch of each Kingdom has the duty of blessing the new king or queen upon their ascension to
the throne. These leaders, to effectively rule, must meet with the approval of the patriarch. Those priests of 17th level and higher who are
not elected patriarch remain prelates.
Greater Deities
Name
Aeldris
Caledh
Illandea
Maedra
Thrym
Tyros
Uldrem
Gender
Male
Male
Female
Female
Female
Male
Male
Alignment
Lawful neutral
Chaotic good
Neutral
Lawful good
Lawful neutral
Neutral good
Chaotic neutral
Symbol
Eagle
Stag
Moon
Chalice
Loom
Acorn
Cresting Wave
Suggested Domains
Knowledge
Nature
Nature, Trickery
Life
Knowledge, Death
Life, Nature
Tempest
Spheres
Fatherhood, sovereignty, enlightenment
Hunting, the wilderness, beasts
Nighttime, dreams, the arts
Motherhood, protection, the hearth
Death, rest, fate
Plant life, farming, brewing
The ocean, storms
Lesser Deities
Name
Aedhr
Hespa
Iddyn
Maredon
Medral
Ord
Bes (fallen)
Gender
Male
Female
Female
Male
Male
Male
Female
Alignment
Lawful neutral
Neutral
Neutral good
Lawful neutral
Neutral
Lawful neutral
Neutral evil
Symbol
Rising Sun
Dice
Crow
Hawk
Scales
Anvil
Crescent Moon
Suggested Domains
Knowledge
Trickery
Knowledge
War
Trickery
Knowledge
Knowledge, Trickery
Spheres
Knowledge, the sciences
Luck, chance
Journeys, paths, hospitality
War, mercenaries, contracts
Merchants, wealth, opulence
Stone & metalwork, oaths
Shadows, deception, betrayal
The following table lists some of The Elemental Lords worshipped by the people of Vinnisklad and Yssgelund. All of the aspects listed are
those attributed to these lords by Vinniskur and Yssgelundians:
Name
Gender
Alignment
Symbol
Suggested Domains
Spheres
Bori
Male
Lawful neutral
Ram
Knowledge, Nature
Law, wisdom, mountains, steel, the north
Eidon
Female
Neutral
Eagle
Knowledge, Light
Skies, hunting, vigilance, sunlight
Finnar
Male
Neutral good
Otter
Life, Trickery
Guile, flirting, games, friendship, laughter
Hrimir
Male
Chaotic neutral
Bear
Life, War
Forests, strength, battle fury, mead
Trunde
Male
Neutral
Boar
Death, Nature
Solitude, prosperity, tenacity, dark moods
Vigrid
Male
Chaotic neutral
Sea Serpent
Tempest, War
Sailing, storms, luck, wealth, reaving
Yss*
Female
Neutral evil
Winter Wolf
Death, Trickery
Frost, cruelty, death, night
* Yss is Ysghul of the Fallen Lords, who was cast out by The Elemental Lords long ago. Yssgelund derives its name from her.
The Ebothi worship the Elemental Lords of fire, earth, and water by names and, often, with dual aspects (the gods of the Ebothi tend to be
neutral, vacillating between good and evil). The following are some of the more commonly worshipped beings, as seen by the Ebothi:
Name
Gender
Alignment
Symbol
Suggested Domains
Spheres
Assem
Male
Neutral
Jaguar
Knowledge, War
Fire, destruction, war, inspiration
Burumbe
Male
Neutral
Ram
Life, Tempest
Thunder, storms, drums, dance, renewal
Dengal
Female
Chaotic neutral
Frog
Death, Life
Earth, death, fertility, wealth, lotus flowers
Ise
Female
Neutral good
Egret
Life, Nature
Moon, water, life, birth, floods, agriculture
Madenga Male
Chaotic evil
Salamander
Knowledge, Trickery
Hunger, greed, ambition, lust
Sembir
Male
Lawful neutral
Lion
Life, War
Plains, virility, war, rulership
Ungwe
Female
Neutral evil
Panther
Nature
Jungles, darkness, hunting, stealth
Zimbu
Male
Chaotic good
Monkey
Trickery
Humor, pranks, thievery, luck, drunkenness
THE FALLEN LORDS
The earliest members this pantheon are former Elemental Lords who, like The Defiant Gods, rebelled against their masters and sought their
own path to power. Unlike The Elemental Lords, who created Gaile as a refuge from The Old Ones, and The Defiant Gods, who brought
life to this world, The Fallen Lords are agents of destruction and corruption, who seek dominance over the creatures of Gaile
It is their corrupting influence that perverted the races of elves, giant eagles, and treants to create the races of goblins, dragons, and
trolls. It is also their foul machinations that brought about the Sundering of The Elves and The Wasting. Chief among this pantheon are
Moloth and Vureal.
Name
Belgorix
Bes
Braeghane
Kharec
Malbon
Moloth
Pelcior
Vurael
Yssghul
Gender
Male
Female
Female
Male
Male
Male
Male
Male
Female
Alignment
Chaotic evil
Neutral evil
Chaotic evil
Neutral evil
Lawful evil
Neutral evil
Neutral evil
Chaotic evil
Neutral evil
Symbol
Wyrm
Crescent Moon
Calla Lilies
Fist
Phoenix
Salamander
Goat
Snarling Dog
Winter Wolf
Suggested Domains
Knowledge
Knowledge, Trickery
Life, Trickery
Life, War
Knowledge, Trickery
Knowledge, Trickery
Death
Tempest, War
Death, Trickery
Spheres
Volcanoes, dragons, greed, gluttony
Shadows, deception, betrayal
Obsession, lust, debauchery, fertility
Vengeance, wrath
Deception, domination, tyranny
Fire, ambition, envy, domination
Sludge, ichors, sloth, degeneracy
Storms, battle frenzy, destruction
Frost, cruelty, death, night
The Enlightened
Worshippers of The Enlightened worship their Eternal Emperor as their savior. The worship of Sharedan (Malbon)
and the acceptance of his teachings led the Mauridian people to revile The Defiant Gods as the Enemies of
Man and as Bringers of the Apocalypse. Despite their revulsion to The Defiant Gods, the hierarchy of The
Enlightened mirrors that of The Defiant exactly, except that the familial titles, such as brother, father and
patriarch, are never used.
Within the lands of Mauridia, each district has 2 prelates assigned to it, while the lord stewards assigned to each
of the three provinces of Mauridia are actually equivalent to patriarchs. Members of the Sarnhedin are usually
adepts, though major cities often have a prelate within the council.
Due to deceptive nature of Malbon, lawful good clerics and members of the paladin class may worship him.
These characters will be closely watched by their superiors and will, eventually, be brought to the Wisdom of
Sharedan, led toward damnation or death. Paladins who worship Malbon find that they are unable to detect
evil at will. Instead, their ability manifests when enemies of Sharedan, usually of good alignment, are nearby.
Because Malbon grants this power, it is his to manipulate. Likewise, paladins smite evil abilities are corrupted to
work only against good-aligned creatures.
Ranks of Priesthood
Acolyte
1st through 2nd level clerics. They are called attendants and are responsible for clerical duties and menial labor throughout the church.
They also assist servitors working in the community. 60 percent of a parishs clerics are acolytes.
Initiate
3rd through 5th level clerics. They are called servitors. Their duties include serving the community through guidance and labor. Servitors assist
in many capacities; physicians, teachers, counselors and protectors. In smaller communities servitors perform masses and administer the
blessings of the empress to newborns and the newly married, and call upon her to bless the dead. 30 percent of a parishs priests are
initiates.
Adept
6th through 8th level clerics. They are called ministers and have authority over lower clergy members. They perform all religious services in
most parishes and have the power to ordain new acolytes into the clergy. Additionally, adepts provide religious counseling and act as the
39
political body of the church. Only 8 percent of the church body consists of adepts.
Prelate
9th through 12th level clerics. They are called overseers and have authority over a group of parishes in a kingdom. Each district 2 prelates
assigned to it. Their role is that of regional organizer and overseer to the areas adepts. They ordain adepts. Two percent of the clergy are
prelates.
Legate
13th level clerics and higher. The high priests of Mauridia hold the post of legate. Each of Mauridias three provinces Is ruled by a legate
who acts in the name of the empress and answer directly to her. Those priests of 17th level and higher who are not promoted to the rank of
legate by their empress remain prelates.
THE GREAT OLD ONES
Greater Deities
The Great Old Ones are the oldest living beings in the cosmos, ancient creatures of immense power and
colossal size. Born amid swirling vortices of destruction The Great Old Ones are terrible creatures; monstrosities
that have battled among the stars for eons, destroying planets in their wake.
When the Elemental Lords came into being, their first thought was to shelter themselves from the wanton
destruction of The Great Old Ones. As such, they created their worlds in the far reaches of the cosmos as they
sought to avoid the notice of their forebears. The world of Gaile is one of many hidden worlds, a place kept
shielded from The Great Old Ones notice through the constant efforts of The Elemental Lords. Still, gates to
other worlds have been opened in the past and it is speculated that some still exist, though their exact
locations are unknown.
On Gaile, The Great Old Ones are worshipped by the aberrant descendants of those who came through these elseworld gates in the
days before the cataclysm. In addition deranged cultists and those who are touched by madness worship these Lords of Chaos.
Name
Gender
Alignment*
Symbol
Suggested Domains
Spheres
A'bhurai
Male
Chaotic evil*
Toad
Life, War
Slaughter, fertility, prosperity
Illanthir'u
Female
Lawful evil*
Kraken
Knowledge
Domination, knowledge, tyranny
* The alignment of these beings is unfathomable, as their minds are totally alien to human comprehension. It is held by scholars that these
being are Chaos embodied, but it does not necessarily hold that they are of chaotic alignment.
40