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Karaswanton
2008-10-25, 08:15 PM
This campaign is now being hosted at http://vauthghaern.wordpress.com/

Karaswanton
2008-10-25, 08:17 PM
Table of Contents:
I.Races of Vaulthfaer
Major Races

PHB Races
Dragonborn
Dwarves
Eladrin
Elves
Halflings
Half-Elves
Humans
Tieflings

Monster Manual Races
Bugbears
Drow
Goblins
Wardens ("Warforged)

Homebrew
Necropolitans

Minor Races
Monster Manual
Kobolds

Homebrew
Half-Dwarves
Hell-Bred
Illumians



II. Languages of Vaulthfaer
II. Nations of Vaulthfaer
Syarlek Confederacy of Emirate States
Thar
Dakash
Aarkashan
Darbydyn
Telvrash
Kelmtor
Mehrdhad
Ekhnath
Ashakh
Kelmtor
Deinmmaar
Tamarekh
Dha'Khraal
Markesh
Keyr-Meyk
Ashen Republics
Sundered Dwarven Nations
Empire of Ailbraeth
Ashen Republics

III. Religions of Vaulthfaer

Dwarven Shamanism
Human Polytheism
Goblin Ancestor Worship
Dragonborn Ancestor Worship
The Church of Moradin
The Cult of the Crimson Mausoleum
Drow Animism
Eladrin/Elven Skepticism


III. Organizations of Vaulthfaer

Karaswanton
2008-10-25, 08:33 PM
Reserved for later

Karaswanton
2008-10-25, 08:34 PM
Reserved for later.

Karaswanton
2008-10-25, 08:36 PM
Human Nations:


The Confederation of Syarlek Emirates:


Thar

70% human
20% Tiefling
10% Other
Patron: Avandra
Chief Virtue: Freedom of thought/speech
Sigil: A ship on a fair sea, with wind in her sails

Thar is well known for being a free port, and being a free nation. Its citizens value their freedom--which they do not see as compromised by the hereditary rule of the Emirs. This value of freedom is so much a part of the national character that the current "Bastard" Emir, Denisc, Second of that Name, of House Sarngyn has voiced his support for the development of a democracy within his state.

Denisc is known as the "Bastard Emir" by many, for some it is a derision, for others it is an affection, not only because of his low birth (he was his father's only son, but he was illegitimate, the ruling nobility decided to put an illegitimate son on the throne rather than a woman), but because of his haughty manner when dealing with other heads of state.


Dakash

95% human
5% other
Patron: Erathis
Chief Virtue: Justice/Honesty
Sigil: A roaring lion quartered with a scale upheld by a mailed fist

The military of Dakash is second only to that of Darbydn within the Sarlymet Confederacy. It is a proud, and old institution. Generally, the first son of the Emir is made his heir, and his second son serves as his general.

Dakash is currently ruled by Emir Kaedar, Thirty-Eighth of That Name, of the House Jilesh. His eldest son, Jabril, is not his heir because the Dakash refuse to follow a Tiefling. Instead, his second eldest son, Barakat is his heir.


Aakarshan

65% human
10% Illumian
5% elves
5% goblin
20% other
Patron: Ioun
Prime virtue: Knowledge/Wisdom
Sigil: An open book quartered with an inkwell

Aakarshan is a strange place. It is the most metropolitan nation within the Confederacy, and the youngest. However, it has the most libraries, universities, and other places of learning.

Helthoi is ruled by Emir Lokesh, Fourth of that Name, of the House Zahin.


Darbydn

75% human
15% goblin
10% dragonborn
4% other
1% Tiefling
Patron: Kord
Chief Virtue: Stoicism/Endurance
Sigil: A growling tiger quartered with a man braving a thunderstorm

Darbydyn is not a harsh land, but there are those who would call it's people harsh. They are a stoic, somewhat stern people and their values reflect that. They are known for not wasting words when action will do. They value strength of character.

Darybydyn is also the premier military state within the Confederacy. Before the Treaty of Friendship was signed, it was a long time rival of Dakash.

Darybydyn is ruled by Emir Osric, Twelfth of That Name, of the House Devesh.


Telvrash

Population:
80% human
10% Elves
5% Goblinoid
4% other
1% Tiefling
Patron: Pelor
Chief national virtue: Kindness/Compassion
Sigil: A brightly shining sunburst quarted with a scythe and haybales

Telvrash, is the breadbasket of the Sarlymet Confederacy. Situated in the delta of the river basin, it is blessed with the most fertile lands in the currently known world. It is also a land of piety and charity. The Telvrashi are well known for valuing kindness and compassion, and the High Temple of Pelor makes this obvious. It is not decorated with ornate tapestries or the like. It serves mostly as a humble place to worship, to give thanks, and to receive charity. The priests of Pelor are well known for their healing abilities, and a large section of the Temple is used as a hospital.

The Telvrashi sell most of their goods--the rest of the world is not as fertile, and they do need to make way economically after all--but the markup is not extreme, and they have been known to donate in times of crisis.

Telvrash is currently ruled by Emir Kavi, Fourth of that name, of House Shyam.
His eldest son, Usmaan, was born a Tiefling. This has not proven problematic, and his status as heir has remained. There are some among the Telvrashi who whisper their disapproval, but by and large the circumstances of the Mirza's birth are a non-issue.
(Mirza="son of the Emir")




Kelmtor
Kelmtor, known simply as the Holy Land to the faithful, is ruled by the Foreman of the Church of Moradin.
Kelmtor is a land of wonder and awe even to those outside the fold. It is a land of trade and the most skilled artisans reside in Kelmtor. The dwarves are wary of Kelmtor, wary of the way they may repeat their ancestors mistakes. Other nations are also wary of Kelmtor, they worry about a holy war. To date these concerns have been unfounded, since the displacement of the monarchy in a bloodless coup fifty years ago, no military activity has been undertaken.

Kelmtor is a sworn enemy of both the Undead and Goblin Nations, and their client states. It has an uneasy peace with the Dragonborn of Marshek, tensions arising in part because of the reluctance of the Dragonborn to share their secrets of the dwarvenforges. Kelmtor is a strong ally of Ashok, and have treaties in some form or other with all the members of the Confederation. Kelmtor is coolly hostile to the Eladrin.


Ashakh
The Sultanate of Ashakh is allied with Kelmtor.

Ekhnath
The Sultanate of Eknhath is allied with the Ashen Republic.

Tamarekh
The sultanate of Tamarekh is allied with Dha'Khraal.

Mehrdhad
The Sultanate of Mehrdhad is allied with the Ashen Republic.

Deinmmaar
The Sultanate of Deinmmaar is allied with Dha'khraal.

Karaswanton
2008-10-25, 08:37 PM
The Dominion of Dha'Khraal:

50% orcs
35% goblins
10% hobgoblins
5% kobolds
Chief Virtue: Obedience

The most noticeable thing about Dha'Khraal is probably the caste system.

Kobolds have been domesticated as pets. Wild kobolds do live in rogue bands in the dwarven lands as well, but these are rare.

Orcs, also known as heloi serve as government owned slaves, they are rented by private citizens. Most of them are farmers or factory workers.

The bugbears, also called legionairres, are all raised to serve as the nation's army. The men serve as soldiers from the age of twelve to the age of fifty, at which point they are eligible to retire. Most do not live to retire. The women manage their husbands lands and affairs while they are away.

The goblins serve as the eyes and ears of Dha'Khraal. At home they are advisers, information gatherers, spies, and merchants. On the battlefield they serve as scouts, spies, and "special ops." They also serve as light cavalry.

Hobgoblins, the most privileged caste are the priests, the wizards, the business owners, and the ruling class.

The Dha'Khraal Empire proper has only been around for a hundred years or so. They worship the glory of their ancestors and seek to re-make their achievements.

The Dha'Khraal are lead by Caesar Augustus Maurius.



Markesh:

95% Dragonborn
5% other
Chief Virtue: Honor

The Dragonborn live on the Southern Peninsula of Markesh. They live in small warbands, of about 60-80 individuals, although the largest may number in the hundreds. The dragonborn determine leadership by martial prowess.

Any adult dragonborn (that is, any of at least age 12) may challenge for the right to rule. Each competitor is limited to one challenge per year. The leadership is decided by non-lethal martial combat, and is observed by a panel of five judges. Generally the winner assumes the mantle of leadership, but that have been some in which the loser was given leadership by proving their mettle and honor in the face of an opponent. Likewise, those who cheat have found themselves divested of their title.

All warlords, no matter how strong must submit to the will of the Arbitors. The Arbitors are a panel of seven judges. The Judgements of the Arbitors are effectively supreme law on Markesh. A Dragonborn who disobeys them forfeits his honor, his possessions, and his life. There has been more than one foolhardy, power-hungry warlord who thought himself above the will of the Arbitors. Typically, his own guards serve to remind him that he is mistaken... However, when needed "the Judge," a lone dragonborn, who alone is allowed to wear white armor serves to remind them. The Judge acts with the will of the Arbitors.

The Dragonborn have no concept of gender, and nothing analgous to kin-ties. Warbands unite into larger groups during the mating season. Eggs are laid back at the warcamp, generally in a rocky cave. The sharp, jagged rocks serve a twin purpose. The rocks guard the eggs, and when the eggs hatch the hatchlings must climb past them to their warband. The rocks thus cull the weak. The Dragonborn guard the eggs with their lives, but do not aid the hatchlings. Upon their death, the "failed" hatchlings are given a warrior's funeral--after all, they fought valiantly to live. There is no dishonor in failure, only in cowardice.

The "warrior burial" of the Dragonborn involves ritual cannibalism as a sign of respect, and as a way to keep the memory of their fallen warriors.


Keyr-Meyk:

99% Wardens
1% other

Keyr-Meyk, also known as the "Island Fortress" or the "Iron Prison" is a strange place to non-Wardens. It is equal parts monastery, prison, and military base. Keyr-Meyk was once a starship of massive size, which crash-landed on an unihabited continent. Or at least, that was the popular opinion, the strange altars and other accroutments of civilization found in the catacombs beneath the fortress seem to indicate otherwise.

Keyr-Meyk is the home of the Wardens. The Wardens are ruled by a Grand Warden with the help of an administrative body. Within Keyr-Meyk, the Wardens guard their charges, train in combat, and meditate. The closest the Wardens come to a religion is fulfillment of their Purpose, which..no one but them seems to know.

The Wardens are an isolationist bunch. They have no treaties with other nations, and most of them stay within Keyr-Meyk. The ones who do venture out are usually "bent" Wardens, sent to capture "bent" Wardens, sent on a mission against the Aberrations, or are sent on some other kind of mission.


Ashen Republics

Demographics:
70% Living humans
20% Necropolitan
5% Vampires
4% Other undead
1% Other
Chief Virtue:

The Ashen Republics are a strange nation. The Ashen Republics were once splintered groups of petty kingdoms. These petty kingdoms were forged in dwarven ruins by the afflicted undead and their families. Vampires, ghouls, and more--wanting nothing more than to be left alone carved their own nations out of the barren rock. Their families came with, often they had been expelled from their own lands because their unliving relatives satiated their hunger.

These petty kingdoms went largely un-noticed for centuries. About two hundred years ago, the Migrations began. Zombies and skeletons began moving towards the area, mindlessly following the path like migrating geese. Liches, presumably wanting to continue their researches unmolested by adventurer's began moving in. Mummies with ruined tombs followed, perhaps hoping to guard something worth their time. Ghosts came. All manner of undead came.

But a distinction was noticed. The humans were not the equals of the undead, and not even all the undead were equal. The Vampires, the ghouls, the Flesh-eaters were the upper class and the living were oppressed. In time this was resented, most especially by an emerging class of undead. For about a century resentment simmered, with assassinations attempted and failed, and then seventy-five years ago the Revolution collapsed the entire structure and established a new one out of the ashes. The Ashen Republics were born, and enjoyed a brief golden age. After about thirty years the freedoms newly born began to degenerate into despotism. The government is saddled with corruption, and organized crime has risen it's head like no other. Will the Ashen Republics rise again, like the phoenix on their national emblem, or will they be reduced to vulture devouring the corpse of their once great land? Only time will tell.

Currently Premier Vladimir Ivanovich Baroslav rules the nation.


The Sundered Tribes of the Dwarven Nation

90% Dwarves
3% kobolds
7% other
Long ago, in centuries past even the memory of history, the dwarves lived as a united people under a great Emperor. The Empire spanned the northern reaches of the continent. The dwarves were renowned miners, forgers and artisans. The ruins of their civilization are still in service in parts of the Ashen Republics and throughout the northern human nations.

These structures, when kept in working order, still have the most advanced amenities--indoor plumbing, centralized heating and cooling, and even refrigeration units. To date, the mysteries of these apparatuses have not been unveiled, leaving many worried should the magics of the forge-masters one day run out. The dwarves also left a wealth of armor and weapons designs and sciences, but they shared this information only with the dragonborn.

Then came the Fall. A dragon, a plague, demons, a worker's rebellion, divine judgment, the disasters of nature, some sort of arcane accident...all of these and more have been blamed for the Fall in the legends of the Dwarves and other races. To this day, it is uncertain what caused the Fall.

The legends say the dwarves after the Fall took a solemn Oath never to repeat the mistakes of the past.Never again. Never again will the Dwarves be a united people. Never again will the dwarves toil at the mines and at the forge. Never again will they damage their Earth Mother in the name of gold, in the name of greed.

Today the dwarves live in tribal states organized by clans. They are semi-nomadic hunter-gatherers and pastorialists. Wars between tribes are rare, but minor border skirmishes and raids are common. Most of these raids are non-lethal, or not exceptionally lethal. Only a few tribes make active war on their opponents, and these tribes are shunned.

Dwarves are a matrilineal, matriarchal people. Patriarchy failed them in the past, and today they value their women highly. Dwarven women rarely adventure, many assume this is because they stay at home cooking and cleaning in the home. This is decidedly not the case. Dwarven women run the home.

They are the leaders, the deciders, the organizers. They stay at home because they have important things to do! Wise women lead the tribes, and priestesses lead the church. The men mostly do the hunting, and occasionally the raiding.

The war mount of choice is the "thunderhoof," a fierce, semi-feral mountain goat which can achieve the size of a small warhorse. Dogs are used as beasts of burden, never a thunderhoof.

The Dwarves worship the Earth as a mother goddess, a life-giver and instructor. They heed the lessons of nature, and believe in mystical signs. The bristleboar is a sacred animal, as it is their primary food-source. As a rite of passage, a dwarf male must kill one of these rhinocerous-sized boar with only a hunting knife. The bear is also sacred to them, as grizzlies are good mothers. The dwarves worship a number of other gods, great and small, but clerics of these gods are very rare--perhaps they do not have enough followers.



The Empire of Ailbraeth

50% Elves
30% Drow
20% Eladrin
The Empire consists of the Eladrin, the Drow, and the Elves. The Eladrin are the high nobility and the royalty, the Elves are the minor nobility, gentry, and commoners, and the Drow are gentry and commoners.

Both the Drow and the Eladrin came from the Elves. The Elves were once one race. The Elves ruled on Ailbraeth, and in the center portion of what is now Dha'Khraal. A rift formed between the elves of Ailbraeth, and the elves of the continent--a succession crisis as a result of the birth of twins. After decades of tension, the two twins came of age and decided to split the empire--one twin for Ailbreath and one Eladros, the continental lands. The continental elves researched ancient feyborn magics and created a rift to the FeyWild. They slowly changed, becoming the Eladrin. The relations between Ailbraeth and the Eladros festered, and the Eladrin conquered the Ailbraeth and became their rulers. This line continues today, although Eladros was long ago swallowed up by the goblins.

Ailbraeth consisted of two islands. Five hundred years ago, the rounder of the islands disapeared. It returned again, thirty years ago, with the descendants of the elves on it. It returned a wild place, apparently it had gone into the Shadowfell. The elves of the island, now calling themselves the Drow were changed as well.


The current ruler of Ailbreath (and the Commonwealth) is the Lady Regent, Lily Chamberlain. She serves in the stead of her nephew (she was the king's brother), Prince Rupert, who is thirty and will have the crown in five years. Lady Chamberlain has ruled for the past twenty years since her brother died. She is the first female ruler the Empire has ever had. Some disparage her as the "Witch Queen" since she is a very powerful sorceress in addition to being the acting ruler. However, all of the Ailbraeth high nobility are powerful sorcerors and this is hardly unusual. She usually responds to this insult by correcting the person's ill use of magical semantics as she is a sorceress, not a witch, and also by reminding them that she is a regent, not a queen. She then cheerfully has them thrown in a dungeon for a few months.

Ailbraeth is the proud owner of the Vaulthfaer's premier navy, at least of the surface races. They also have a strong alliance with the Sahuagin, also known as the "shark men," or "sea devils," which strengthens the power of both nations.

Karaswanton
2008-10-25, 08:39 PM
Religions:

Dwarven Shamanism

The dwarves worship four primary gods. There are other gods aside from these, but these are the head gods. In addition to these gods, they also worship nature as an abstract concept. The dwarven religion may serve as a power source for Primal and Divine characters, and of course nothing stops a believer from using another class.

Firden
LG Dwarven god of strong stone and fatherhood. Brigdah's husband, Veorthen's father, and Jaer's twin brother. Firden created the stones which make up the world, and he gave bones to the dwarves. He gave them stone to make tools and weapons, and gave them bones to protect their flesh. He gave them these things after Jaer corrupted much of the world his wife had made.
He is often called the "Stone Father," or "the Harsh One."

Brigdah
G Dwarven goddess of fertile earth, motherhood, and children.
Brigdah is Firden's wife, and Veorthen's mother. She is caring and forgiving to her children, but ferocious to those who threaten them. Her totem is the bear. She gave dwarves fertile lands to feed themselves, and created their flesh from her love. She is often called "Earth Mother," or "the Gentle One."

Veorthen
Veorthen is the Unaligned dwarven goddess of fire, the youth, and of trickery. She is not evil, but is good-naturedly self-interested and benevolently amoral. Fire is a fickle substance, and so is she. She loves children (especially naughty ones!) and loves to trick Jaer. Veorthen does not have a totem, but her symbol is usually a flameburst or a lightning bolt.
Veorthen gave the dwarves blood, that they might warm themselves, but she also gave them rage and lust. She is often called "the Joker," "the Wench," or "The Firestarter."

Jaer
Jaer is the dwarven Evil god of ice and strength. He saw the world which Brigdah had made for the dwarves and decided that she coddled them, that she made them weak. So he made ice, and wolves and other bad things to make them stronger. His totem is the wolf.




Human Pantheon

Worshipped throughout the Human Lands.
"Major deities"
Avandra(G) As PHB, plus patron of Thar, one of the Emirates, and unofficial patron of the New Republic.
Erathis (U) As PHB, plus patron of Dakash, one of the Emirates
Ioun (U) As PHB, plus patron Aarkashanof one of the Emirates
Kord (U) As PHB, plus patron of Darbydn of one of the Emirates
Pelor (G) As PHB, plus patron of Telvrash, one of the Emirates.

"Minor deities"

Melora (U), as PHB.
Raven Queen (U) as PHB, plus "unofficial" patron of the Ashen Republic.

These deities are Minor in the sense that they are not the patron of any states.
Also includes evil deities, which are "mostly" not worshiped, although sacrifices are offered to appease them.





Goblin Ancestor Worship
Unaligned.
Tenants:
-Remember the face of your fathers
-Respect the virtue of your ancestors, and your elders. Follow their example.
-Respect authority
-Respect the harmony of your kin group

The Faith is organized along lines of military rank. The laity are addressed as "private" and it is lead by a "General." The clergy are mostly clerics, mostly with the warlord multi-class feat.

The Faith also maintains the graveyards, which are central to the religion. The higher up individuals are generally mummified, while the mid-ranking ones may have their bones interred inside the mausoleum, with the lower-ranking being buried in graves, and the lowest having their ashes scattered amidst the fields.



Dragonborn Ancestor Worship

Unaligned:
Tenants:
-Follow the good example set forth by your forbears
-Do not be proud, for even your greatest ancestors have been foolish at some point.
-Learn from the mistakes of the past
-Remember the past, remember who you are.

Some of the more savage bands of Dragonborn have been known to practice sacrifice of sentient beings to strengthen their ancestor's spirits.



The Church of Moradin

Moradin was once worshipped by the Dwarves as the king of their pantheon. After the fall of their Empire, his name was abandoned and forgotten. In the past two hundred years, artifacts associated with him have been dug up, and analyzed. A foundling church began, based on the tenants found in those documents. The Church of Moradin worships only Moradin, it is a monotheistic faith, although as a general rule it does not threaten non-believers with conversion by the sword...or the hammer.

The clergy of the Church of Moradin speak an old dialect of Dwarven in their sermons. It is close enough to modern Dwarf that communication is possible, if sometimes a bit awkward.
The clergy are clerics or artificers (usually clerics with the multi-class feat for the artificer, or vice versa). The priesthood is organized in tiers: Apprentice, Journeyman, Craftsman, Master Craftsman, Grandmaster, Foreman (the head of the church).

Other than this difference, and the fact that it is the state church of Kelmtor, instead of the church of the dwarves, it is very similar to the followings of Moradin in the PHB. They follow the same doctrines.

Most refer to the Church of Moradin as the "Faithful of the Forge-father" or some similar epithet. Moradin's name is holy, and it is usually reserved for special occasions. The dwarves on the other hand, call Moradin "The Forgotten God," or "The Discarded One," as they have fled from his worship. The Church of Moradin is mostly human members, although there are a few half-dwarves amongst them.



The Cult of the Crimson Mausoleum

The Cult of the Crimson Mausoleam (yes, the name is inspired by the X-Files episode "Church of the Red Museum" but only that far) is a secret, shadow cult of Tieflings which preaches that the Tieflings are the "Chosen Ones" of some dark deity. The teachings of this cult are very similar to those of Vecna, in addition to the deeply held convictions of the Tiefling superiority.

They take their name from a horrible prophecy, in which a priest spoke of a mausoleam, stained with gore, in which the remains of their enemies would be stored.



Drow Animism

The drow worship nature, and in particular the moon and the stars which they believe are the souls of gods and of dead drow heroes.


Eladrin/Elven Skepticism

The Eladrin and the Elves are, by and large, skeptical atheists, or agnostic deists as best. They are a people oriented more towards the scientific application of arcane lore than any sort of spirituality. Recently, some elves have begun moving more towards the drow faith than the detached agnosticism of the Eladrin.

Half-Elves of the Old World tend to share one of their parent's views

Karaswanton
2008-10-25, 08:40 PM
Organizations

The Knights of the Mace



Heeding The Call, one and for all
never surrender, with honor we fall
Brothers unite, we stand up and fight
fulfilling our fate, we are
Heeding The Call---modified lyrics of Hammerfall's Heeding the Call

The Knights of the Mace are an international, interfaith fraternal paladin organization. The Knights accept only to paladins of LG, G, or good-tending Unaligned Paladins, or retired paladins who primarily operate as officials.

The Knights adhere to a code of honor, called simply "the Code." Knights of the Mace are expected to follow these rules, in addition to the rules of their faith. The Knights of the Mace base their doctrines on the teachings of St.Cuthbert, a folk hero. The legends say that St.Cuthbert was a great warrior, who fought for the cause of justice and the common man. It is said that one day, when he is needed, he will return. Potential Knights of the Mace must swear an oath when joining, to follow St.Cuthbert if he returns.

The Knights help organize paladins into a mostly-united force, and they also train junior paladins in the ways of the sword and in ethics. Their membership is based on a test of judgment, and a test of martial talent. Failing the test of judgment fails the apprentice for life, but the martial test can be re-attempted.

The Knights are fobidden to take part in sectarian or political conflicts.
In addition to uniting paladins of different faiths, the Knights are also able to investiture potential Paladins without a strong religious faith with the powers of a paladin (organization section of PHB, Paladin entry). This is done after they become members. The Knights also scout out potential paladins amongst the youth: children who stand up to bullies, teach their peers right from wrong, or similar actions may find themselves interviewed by a "talent scout" of the Knights of the Mace. However, men and women of any age may hear the Call, and there have been old men who joined Knights as well.

The Knights are mostly an Old World power, although they do send men to the New World from time to time.

The Knight's bastion of power is within the Human Lands, and within the Confederacy in particular. They are not loved by the Dha'Khraal or the Ashen Republics, and generally stay out of their way when possible. The forces of the Knights are stretched enough that going where they are not welcome is more often than not a waste of resources. Sometimes this is not possible of course.

The Knights were founded eight hundred years ago, and enjoyed a golden age for about two hundred years. Since that time, they have been in decline. The legends for the reasons vary: some cite simple economics, others think the world's evils have grown too quickly, others think the world is less dangerous making donations rarer, others whisper of a knight in black who ruined their reputation. None can say but the Knights, and they do not speak of it.

The Knights are organized into Chapterhouses. The commander of a Chapterhouse is called a Knight Commander, and the commander of the entire organization is called the Lord Commander. Because of the decentralized nature of the Knights, rank is primarily local. Thankfully, when confusion exists on larger missions it is quickly sorted out--the Knights have better things to do than piddle over mere rank after all!
A Knight's Oath:

A Knight of the Mace must:
-Respond to a plea for aid, as long as that aid is not used for evil purposes.
It is up to the Paladin's discretion whether this would be the case, but it is generally to err on the side of helping.
-Help advise individuals on ethics when requested.
-Try to remain neutral as long as possible in an uninformed confrontation, and actively try to be informed as soon as possible. (When in doubt, use nonlethal damage and ask forgiveness later.)
-Accept a heartfelt plea of mercy and/or surrender. Exceptionally evil individuals such as necromancers, demon worshippers, or clerics of foul gods may be exempt from this condition.

A Knight of the Mace must not:
-Participate in the petty machinations of lordlings or other such men. A Paladin's duty is to the people, and to the Realm. A Paladin serves authority only because they in turn govern the people.
-Engage in needless rebellion
-Engage in, authorize, or approve of torture. (Note: I do allow a certain degree of "bad cop" paladins on a case by case basis. Again, I know it when I see it. Smacking a perp is fine. Using thumb screws is not.)
-Attempt to directly act in the ruling of the realm. A Paladin who becomes heir to any estate must choose one or the other.
-Serve as the knight, vassal, or any other authority save those of the Knights of the Mace.


A Knight of the Mace is strongly advised to:
-Not raise a family, take a spouse, or have children. A man with fewer ties is a man who is more likely to be impartial. Those who already have families should seriously reconsider the implications of becoming a Knight on his family. To be a Paladin is to care for all, but to love none for love sets some individuals to a higher priority than others.



The Circle of Medicine Women

The Circle of Medicine Women area group of dwarven priestesses who ally themselves together. The women of The Circle are highly respected, and seen as being the one hope of re-uniting the dwarves. They hold the high feast days and ensure peace during these times. The Circle has nine layers, known as "spheres." Members of the Ninth Sphere are the most junior members, and members of the First Sphere are the most senior.



The Arcane Conference of Eldritch Lore

The The Arcane Conference of Eldritch Lore is a scholarly organization. It is based in the Empire, but has members throughout the world's universities and mage schools.
Aarkashaan, while not hosting the home base, is the premier member of the Conference. Dha'Khraal is also a premier member, although their representatives are not well-liked because of his "secretive nature" (although the Premier would likely have them beheaded if he knew of the things they were telling). The Ashen Republic is well known for their necromancy, and like the Dha'Khraal, their representives hide too much for the Conference, and not enough for their government. The Dha'Khraal, and the Ashen Republics are well known for their preference for the seedier side of magic.


These organizations are available for player characters. Generally, a PC's importance within these organization depends on their level.

Karaswanton
2008-10-25, 08:41 PM
Reserved for later.....................

Karaswanton
2008-10-29, 07:44 PM
Update.
Currently I've moved all the info into one thread, with contigenous posts, and I will continue to edit it as time goes on.
Yay!