Mabinogin [A homebrew setting]

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Here is todays "Mundane" the basic history and write up of Middea

The Kingdom of Middea
Ruler: His Majesty, King of Middea, Heir to the Triple Crown, Sorin IV, Royal Prince of House Ragnerik.
Size: Large (25)
Age: Old (15)
Type: Chivalric Kingdom/Pastoral Homeland
Government: Independent ‘Bastard’ Feudal monarchy with hereditary ruler. The Assembly, a parliament that is in nearly continuous secession, advises the king and sharply limits his power. Noble families are usually related to the royal family by various degrees.
Capital: Chandra
Major Towns: Chandra (65,000), Seacliff (12,000) Starkwall (8,500), Ridderkirk (6,800)
Provinces: Eight Duchies: six are hereditary, the remainers are appointed by the king as rewards. One March which is under the Marshall-general of Middea. One governor who oversees the semi-independent government of Erenn. Numerous small Earldoms populate the Duchies. The city of Chandra is considered a district and is self-governing.
Resources: Livestock, wild game, foodstuff, clothes, leather, timber, rare woods, iron, lead, tin
Advantages:
Abundant Resources: Food (5)
Abundant Resources: Wool (5)
Abundant Resources: Wood (5)
Abundant Resources: Leather (5)
Exceptional Product: Leather works (5)
Metal Rich: Iron, Lead, Tin (10)
Prosperous (10)
Wonder: The Fortress of Nordraak (10)
Disadvantages:
Frontier (5)
Internal Strife (10)
Coinage: Modified Valaryian
Population: 720,000 – 99% human (ENRG –see Races)
Near-humans: Rare
Humanoids: Many in the mountains
Languages: Ogham, Low Elde, Elde, Shadda, Vintrian*
Alignment: NG, LN, N*, NE, CE
Allies: Unstable alliances with Erenn, free city of Eragon
Enemies: Erenn, Vindell Uplands, Lorain Palatinate and Numeria
Overview:

The history of Middea is the history of the cape. Middea has been the dominant power since the coming of Sojen. Before Sojen the cape was a collection of small kingdoms owing fealty to the strongest petty king. Borders and kingdoms changed overnight, while raiders and wild beasts were unopposed.
Sojen is the legendary king with the Triple Crown. He brought peace and prosperity to the cape by way of the sword. The unusual manner of his death has prompted several legends. While holding court with his famed knights of Sheel, the entire group grew translucent and began to shimmer out of existence, his wife Lady Orianna rushed to his side but was left behind. It is widely believed that Sojen told his wife he would return when the Horn of Olivant was found, for the next day she summoned the knights that remained and charged them with finding the horn.

After Sojen’s disappearance in 578 the cape fell into the hands of his capable heir with a peaceful assumption of the throne. The Heirs of Sojen ruled the often-factitious cape for over a century until the coming of the Vintrian Empire in 721. The Middian King Andris soon realized that the mighty empire could not be defeated, but the Duke of Erenn, Marshall General Severn, refused to yield after the treaty of surrender. This led to a split in the royal line, Duke Severn continued to lead military resistance against the invaders, while his king was forced to take the field with the conquers. Although the Vintrian’s ruled Middea for less than a hundred years, the schism between the line of Duke Erenn and the Ragnerik line of Sojen would spill blood for centuries.

After the occupation, Middea attempted to bring the line of Severn back under the crown, but the Dukes heirs had taken to calling themselves kings and refused to submit. Repeated military engagements and rebellions caused King Tamarak IV to negotiate a perpetual state of self-governing vassalage for the independent Lords of Erenn.

During the 760’s and 770’s the cape came under increasing attacks by migrating Glacian tribes. The sheer number of the barbarians pressed the Vintrian garrisons nearly to breaking. Unable to destroy the more than 50,000 Glacians, the Imperial commander chose to confine them to the most inhospitable regions of the cape and let nature take its course. Unfortunately for the Governor, the Glacians found their new home much more forgiving than their previous one. Instead of being confined, the Glacians went to work on fortifying the highland passes and ravines, they had found a new home and they meant to protect it. For 400 years the Vindell Uplands have been thriving and growing – and raiding.

The arrival of the Synod of Magnus during the 9th century was initially welcomed by commoner and noble alike. Within the century the Synod became less popular as it started to make financial demands on the nobles, who passed this onto the commoner by way of increased taxes. The increased affiliation between the Synod and the crumbling Vintrian Empire also made many nobles fear being placed under foreign vassalage again. The final insult occurred in what is now called the Archon’s Edict, the Synod made several non-negotiable demands on the crown of Middea: 1) acolytes and archons were to answer to a tribunal of their peers, except in cases involving treason. 2) Lands held by the Synod are considered its sovereign territory and governed by synod law. 3) Any items found having to do with the Scrolls of Ramuz are to be turned over to the Synod. 4) It is against decency and the natural order to study the mysteries of magic without a proper tutor; therefore all mages will be compelled to submit themselves to the synod. Initially King Darig refused, resulting in the closing of all schools, scribes refusing to work, and due to some severe weather that may or may not be attributed to the synod all ports were closed for several weeks. In the end, King Darig gave into most of the demands made by the synod, he did manage to secure some rights for the enchanted line of the Wynlok duchess. Many nobles and commoners considered the crowns capitulation as a sign of weakness. Tavern brawls still frequently erupt when the heated topic of the Archon’s Edict comes up.

Before the turn of the century, while not in conflict with a foreign power, Middea was plagued with internal strife. Constant squabbling between the peers (families designated as royal lines) over territory, trading rights, and in one case a sword, has occasionally exploded into armed conflict.

The new Millennia brought about other changes. A Middian prince was married to a Numerian princess from Lorain to secure a peace treaty. When the heir to the throne suddenly died elevating the prince to heir apparent, the Middian king recanted and absolved his son’s marriage. When Princess Amidess returned home she was with child, which the Numerian king demanded to be named heir. After a series of diplomatic fiascoes, Lorain declared war on the newly crowned King Taelyn V. Initially the war was more talking than fighting but forty years ago a large army landed near Laurelbay, quickly subduing the duchy and establishing a secure beachhead. To expel the Numerians, King Taelyn created the Eastern March, and appointed the Marshall-General as its Margrave. A series of sporadic engagements occur in the Ravenwood each year, most of these are small skirmishes but each year a few major battles are fought.

As the power of the great lords continues to grow from the consolidation of holdings, favored trade agreements, and increased privileges granted by the crown, given in the crowns ever desperate struggle to secure the Ravenwood so to does lawlessness and corruption. The Assembly is often used by the lords to bully the king, and it is not uncommon for a powerful magnate to engineer a vote to go his way.

The greatest threat Middea has ever faced occurred in 1059, one of the Celestine, called by men Cinderes, battled one of the great Ennwrathi lords at what is now called Blackford. Cinderes had the assistance of a host dedicated to the preservation of good, while Nydra the Ennwrathi, had summoned foul beasts and demons. The battles ripped the countryside apart, leveling villages and fortifications. In the end, the two armies destroyed each other and routed. The two elder powers are believed to have been destroyed.

Current Events

Ten years ago the forty-three year old King Sorin Ragnerik divorced his wife. In her place he married a former mistress and commoner, declaring her son Rafn to be the heir apparent. This greatly offended Rhys Mithrandal, lord of the Eastern March who quickly moved to secure his daughter and her children. Relations between the great eastern lord and the king have been soured since.

Eight years ago the king opened the School of Peers. All children of age with the young Prince Rafn were encouraged to attend. Due to a hefty endowment from Queen Risha each family that brought their child received a monthly stipend of 100 cp. while the child was in attendance for up to a year. The school teaches the basics in literacy, religion, mathematics, wilderness lore, riding, and swordplay. Prince Rafn attended the school for several years before it was converted to the royal academy. Many young commoners were educated well beyond their means right along side of the nobles. Sadly, the school gained a shadowy reputation before it closed because of the frequent accidents that occurred there. Many folks believe that is why the queen withdrew her endowment.

After the closing of the School of Peers several of the magnates came together and with the blessing of the king opened the Royal Academy. The Academy teaches young men of blood the finer arts of warfare and knighthood. Several bards are said to teach the old lore there.

During the past decade pirate activity has been on the rise in the Coral Sound and the Numerian Strait, most believe it to be the work of Numerian privateers.

In the Palatinate of Lorain, King Nerhuun Ragnerik recently (1073) overcame the Bloodcough. Although, he survived the illness many say it has unhinged his mind. He has redoubled his efforts to take East March, and has outmaneuvered Margrave Mithrandal in three successive battles.

The Royal Family
King Sorin Ragnerik (Edessian male)
His Wife the Queen, Risha (Vintrian female)
His uncle the Provost of Middea, Taelyn Ragnerik (Edessian male)
His brother the Earl of Pembrooke, Gareth Ragnerik (Edessian male)
His brother the Earl of Oldcastle, Orin Ragnerik (Edessian male)
His sister the Duchess of Wingate, Tylin Mithrandal (Edessian female)
Prince Rafn Ragnerik heir to the Triple Crown (Vintrian male)
Princess Marina Ragnerik (Vintrian female)
Young Prince Taeylin Ragnerik VI (Vintrian male)
 
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Piratecat said:
How'd you make the map? It's great!

Pretty complicated process actually. This is a section of USGS data imported into Wilbur [freeware] and then brought into Campaign Cartogropher. From there I do some morphing of terrain to obscure the origin and then import it into corel for the final stuff. I still don't have the technique perfected especially in the final export which tends to produce some granulation.

A higher res map is located here.... Medium Map

I do most of the work on a higher res master and then rachet it down for webstuff. This map started off with Greece geographical data, I am also doing one where I have turned England and Ireland into a single land mass.

It works good for me cause the data is real, I just changed the low spots.
 

Next up....something mystical.

Garm the Reaver (picture of Shadow Mastiff)
Huge Magical Beast - Entuku
Hit Dice: 36d10+360 (546 hp)
Initiative: +8 (+4 dex, +4 improved initiative)
Speed: 60 ft
AC: 32 (-2 size, +4 dex, +20 natural armor)
Attacks: Bite +51 melee
Damage: Bite 4d10 + 15
Face/Reach: 5ft x 5ft/ 10 ft
Saves: Fort +28, Ref +23, Will +14
Abilities: Str 40 (+15) Dex 18 (+4), Con 31 (+10), Int 10, Wis 14, Cha 14
Skills: Hide +12, Intuit Direction +6, Jump +25, Listen +22, Move Silently +12, Spot +22
Feats: Blind Fight, Improved Initiative, Combat Reflexes, Power Attack, Cleave, Improved Bull Rush, Great Cleave, and Endurance,
Climate/Terrain: Any Land
Organization: Solitary (unique monster)
Challenge Rating: 20+
Treasure: None
Alignment: Chaotic Evil
Advancement: None

Garm is one of the five Entuku, beasts of legend that even the celestine fear. These beasts, the Entuku, have not been seen for thousands of years, but the terror they inspire is still palpable. All of the Entuku have been imprisoned or lie dormant awaiting some stimulus. Garm was captured by one of the Celestine long ago.

[DM Note: Brón has kept Garm captive in some undisclosed location and uses the threat of the beasts release to collect a blood tithe from several lands. Brón is one of the Celestine but he has lost his immortality somehow and must use massive scale blood magic in order to keep himself alive. Each year close to a thousand humans are given over to him for use in his grisly rituals.]

Combat:
Garm is a fearless hunter and loves to terrorize his opponents before moving in for the kill. He uses his special abilities to paralyze foes and then rushes at them. Sending most into a blind panic. Garm loves to scatter opponents so he can take time with each kill; with his exceptional abilities he is not worried about loosing any prey.

Augmented Critical (Ex): Garm threatens a critical on 18-20, dealing triple damage on a successful critical hit.

Aura of Fear (Su): Garm can inspire fear by baying or attacking. Affected creatures must succeed at a Will save (DC 22) or become shaken, remaining shaken until the leave the area of effect.

Chill Aura (Su): Garm radiates a 90-foot-radius aura of utter cold. While this aura does not injure living things it spoils any food and drink. In addition, it ruins holy water, potions, oils, and ointments unless the items succeed at a Fort save (DC 25).

This bone chilling cold is so distinctive that anyone exposed to it once instantly recognizes it in the future.

Growl (Su): When Garm growls most beings find themselves rooted and unable to move. This sonic, mind-affecting compulsion affects all creatures within a 100-foot cone. Creatures must succeed at a Will save (DC 22) or remain motionless as long as Garm growls, even if they are attacked. However, if attacked or violently shaken (a full round), a victim is allowed another saving throw. Once a creature has resisted or broken the effect it cannot be affected again for one day.

Immunities (Ex): Garm does not suffer from cold, poison, or disease.

Naming (Su): Speaking Garms name out loud is dangerous. If Garm is free he automatically gets the speakers scent. Hence, Garm is often referred to by nicknames such as the Reaver, the Hound of Ill Omen, or Hell Hound.

Regeneration (Ex): No form of attack deals normal damage to Garm. He regenerates even if disintegrated or slain with death magic: these attacks forms merely reduce him to –10 hit points. He is immune to effects that produce bleeding wounds such as a sword of wounding. There is a method that can permanently slay Garm but that is lost to legend.

Rend (Ex): If Garm hits an opponent who has been tripped he can attempt to Rend. He must make a second attack roll against that creature; if he fails he has delivered no damage that round. If his second attack roll hit Garm has attacked a vital location and can continue to rend that creature for 8d10+30.

Spell Resistance (Su): Garm has an innate spell resistance of 30.

Skills: Garm receives a +8 racial bonus to hide and move silently. He receives a +4 to intuit direction.

Tracking (Ex): If Garm gets a scent he can follow his prey nearly anywhere. He may track as if guided by a discern location spell.

Trip (Ex): When Garm hits with a bite attack he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip Garm.
 




I had to post this early by mistake :) Now formated a little. Some of my posts probably don't make sense without some cosmologoical background. So here is a down and dirty sketch of my cosmology.

Cosmology
A: Overview of the Religions and Magic
The Worldsmith and The Great Fellowship

Four centuries ago as the Republic was falling under the weight of the Glacian immigrations, a hermit began teaching of a great fellowship with the father of the universe [similar to Tao], his adherents have formed a faith called The Great Fellowship based off of his teachings. They hold that all life stems from the Worldsmith and in his hands is the only hope of salvation from the maleïço [Malagant]. The faith has spread rapidly throughout the heartlands, incorporating the veneration of the indigenous Celestine faiths as saints and servants of the Creator. The faith of the Worldsmith is centered on opposing evil and accepting the fate you are given in exchange for a better life in Aion but few claim to have direct knowledge of the Worldsmith's will. Most believe that the Worldsmith waits at the end of all time in a place called Aion.

The Primal
Very few, even of the most scholarly and wise, have even heard of The Primal. These are the forces commanded by the Worldsmith that give the world shape and form. These are unknown and unknowable beings of near infinite power and have little recognizably in common with most life. It is from these forces that the vital energy of the universe flows, without this substance which men call Elan neither magic nor life would be possible. Most often the Primal are signified by a trio of things, such as the Maiden (Time), The Mother (Creation) and the Crone (Death).

The Celestials [demi-gods/angels/race of near divine beings] have tapped into the raw power of the Primal Beings and may draw on that power unaided. They built the Foundation Stone [source of wizardry] for the mortals with pure Elan, the essence of the Primal Beings.

Foundation Stone Wizardry "Weaving" – The mage must be exposed to a fragment of the foundation stone. Power over raw Elan but dangerous and corrupting if not kept in balance.

[This is the most fundamental and fatalistic religious practices and is closest to a form of shamanism. It is almost extinct from the world. This step has very little interaction with the game world.]

The Primal - [Symbol - Circle with three sections]
Elan..All Magic.forces but anthropomised
1. Destruction, Chaos, Death
2. Creation, Order, Prophesy
3. Time, Destiny, Fate

The First Ones
The First Ones are said to be the creations of the Worldsmith and the only beings that have seen his glory. Many religious scholars speculate that they are distant and aloof because of this contact with the Creator. Some men and women who walk the old ways still follow the First Ones and have unlocked rituals and practices that give them great powers but these are often considered base and unrefined when compared to the Wizards of the Foundation Stone. Many foundationilists go out of their way to suppress this older faith and the power that it carries.

[There is a small number of adherents to the druidic paths in Middea. This area probably has one of the highest concentrations of druids and elementilists but this is still a small number in comparison to Foundation Wizards.]

The First Ones - Natural Magic [Symbol of a square made of four squares and a central square]
Earth - Erda
Air - Eorma
Fire - Fyr
Water - Lyff
Spirit - Drus


The Celestine
[Supernatural characters akin to early panthionistic faiths like Hercules, Thor, Gilgimamesh, etc.]

Walking among men since their coming over two thousand years ago, the Celestine reshaped the world to serve their needs but when they freed the Enemy in their hubris, they abandoned this world to the darkness they had unleashed. Few of the Celestine remain and those who do remain work behind the scenes and seek to aid men in their struggles with the darkness.

The Celestine raised great cities and empires, taught men to wield Elan [magic], gave them language, and society but all of these things were based off of the Celestine enforcing their rule. When they abandoned men (and their other servants) society was struck a mortal blow; civilizations fell, methods of construction and learning’s in mathematics and astronomy were forgotten, a world teetering on the edge of industrialization was thrown into a dark age from which it has only recently emerged.

The Celestine are themselves divided into 4 prominent groups, the Aesar, Fenar, Janir, and the Finsellar. There is another group of Celestine that has fallen to the Enemy, they are his sword in this world and are called the Maleïço [Malagant]

The Celestine - The Elder Races
Aesar - The Aesar..Primary. (The Celestines)
Bryn
Tamalin
Aislin - Ashlin
Brón - Sorrow
Chevonne - Sho von
Cinaed - born in fire

Fenar - The Fenn... Gods of the Northmen (The Brotherhood of the White Temples)
Bor - Oden
Bori - Loki
Bragi - Heimidal
Baldor - Baldur
Terak - Thor
Wyff - Sif
Trey - Frey
Voland - Wayland
Jayla - Freya
Idanya - Idun

Janir - The Jann.. Gods of the Desert men (Emissaries of the Jann)
Vorhieleon

Finsellar - Those who come.
Szandor -
Tzojin -

These Celestines claim to have been sent from the Worldsmith. They have their own agenda and are aloof from the other Celestine. Many do not abide the Finsellar for the mighty lords of the Celestine are unused to receiving orders.


The Celestine have "Avatars" who are granted additional powers by the Elder Beings but the number of these personal champions is very small (Paladins and Clerics).

The Ennwrathi Reven, Enwrathi, Cyllan, Aegien, Maleïço [Malagant]
Most call them the Ennwrathi and they are creatures spawned of the darkest dreams. They are malevolent spirits that have taken host in the bodies of others. Few know where these creatures originate; some say they are the embodiment of humanity's collective nightmares, others claim that they are the product of man's evil, many blame the Celestine for leading the Enemy to man. Those who place their faith in the Great Fellowship believe that the Ennwrathi are the antithesis of the Nameless Creator while others claim they are the Doom of the Celestials.

Greater Ennwrathi.
These are the True and Greater Ennwrathi. Next to each name is a translation and/or a title. These were not their given names at birth but rather they are the names they have earned since being corrupted.

True Ennwrathi
¨ Vanya (Vl. The Sleeping King)
¨ Dheymos (Vl. Lord of the Night)
¨ Cerana (Vl. The Widow)

Greater Ennwrati
¨ Arak (Vl. The Formless)
¨ Avashal (Vl. Mistress of Betrayal, Lies)
¨ Daysha (Vl. The Dark Mistress)
¨ Mabius (Vl. Lich, The Carrion King)
¨ Morgimer (Vl. Sorrowful Warrior)
¨ Nergel (Vl. Damned)
¨ Nydra (Vl. Night Hunter)
¨ Severash (Vl. The Black Hand, the Bonelord)
¨ Urrik (Vl. The Black Sword)

Entuku
No mythology would be any good without a few foul beasts capable of leveling cities, the Entuku are those. Each is singular creature, like Cerberus, the Midgard Serpent, or Fenris Wolf. It is widely believed that most, if not all, of these creatures have been destroyed by the Ancients.

Tarasque, the great dragon
Rancor the screamer
Garm the reaver
Mo'varal the demon spider
Inari the destroyer
 
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I have to say this is a top notch home brew! Wish I could do half as good when I get around to doing one of my own. Love the MAP by the way! Two thumbs up.
 

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