The New Edom Campaign

Aholibamah

First Post
Note: This is more of a campaign setting than a campaign world. I would appreciate advice or any ideas from anyone who is kind enough to take the time to read it.

New Edom is a small republic which is the main focus of my campaign. It is surrounded by other lands and nations in the western half of a large continent that apart from some surrounding islands appears to be the only known land in the world. The other half of the continent is shrouded in mystery and is divided by a huge almost impassable mountain range.

History of New Edom:
The Tale of the Republic

Edom was originally formed from various people including aristocrats and their families and followers who were settling a wild country, refusing to abide under a tyrannical magocracy. A number of the first arrivals had made a daring mountain crossing that took almost two years and made the term 'mountaineer' one of pride. The land they had settled was largely wooded hills and partly mountains, bordered by a great swamp and a river to the east and a rather rocky coast to the south. With difficulty they resisted goblin attacks and managed to settle, partly with the help of dwarvish and gnomish countries nearby.

The strongest of their leaders was elected king in what they were able to arrange for ceremony. However this King, Obed, proved to be a tyrant. He made use of a group of psionicists (who were called the King's Witches) to spy on and influence others. His cruelty grew great and almost legendary--largely out of his paranoia of overthrow. His taxation and misuse of power was monstrous, and encouraged among his followers. What the king feared came to pass. It was three humble figures--one a disgraced wizard and aristocrat, enslaved by means of a magic collar--one a gladiatrix, one a fool at the king's court--who brought him down. They formed a plan, seeking out malcontents and finding places to hide weapons, and on the day of a great feast struck.

The one who struck the blow that slew the king was that of the fool, Touchstone, who was in fact a clever and wise man and proved so much so that he was asked by the people who should become king. He replied that there should no more be kings nor slaves in Edom--but that a New Edom should be made in which all, man or woman, were free. This did not sit well with all, though his comrades supported his views and in a final fight the remaining aristocrats and their families were slain or forced to flee.

It took much figuring and wondering to make the Republic. First of all it was determined that all who had come of age as recognized by owning property or fulfilling the terms of their trade should be able to elect representatives to a Great Council. In turn this council would elect officers of state: a council of Lords who would be worthy citizens, acting as chief judges and executors of the will of the nation in diplomacy and war. A council of representatives of the towns and villages who would decide fairly matters of who should hold office and what taxes could be used. A council of guildmasters so that there would be fairness throughout the land in trades. A council of magistrates who elected by the rest of the council would determine interpretation of the criminal and civil laws. Finally, a war council to keep ready the land's defenses.

Elected to the first council of Lords were: Touchstone the Fool, Aholibamah the Mage, and Sif the gladiatrix. For a new banner the people of the Republic of New Edom made a flag of deep blue on which were embroidered three white stars, one for each of the founders and leaders of the freedom of the people.



- from The Glorious History of the Republic by Jon Crowl.

The main lands that the campaign mentions are as follows:
Drennan: A Celtic type confederacy of minor kingdoms and principalities under an overking named Cleothas I. The Duchy of Deva is a part of this overkingdom.

Yasg: the most ancient of human civilizations, claiming that its rulers are descended from dragons.

Svartaheim: a kingdom to the north of New Edom, ruled by Dwarves

Carnmag: a principality of Wood Elves

Nibelheim: a small kingdom ruled by Gnomes

Alfheim: a land of high elves largely surrounding the forest city of Raith Immel and the lake island city of Lioslinn.

Goblinland: once the kingdom of Belerion it is now overrun with humanoid tribes, giants and other monsters

At this point of my campaign there has been war for several months following an invasion of New Edom by forces under one of the King of Drennan's marshals, Duke Anderman of Deva. He also rallied many barbarians of outer lands and humanoids to follow him into war. Two thirds of New Edom have been conquered, including the main port of Harbourtown and the inland city of Glasstower. The capital, Touchstone, is under siege at present. Fineberg, the easternmost city, was under siege but the siege was broken thanks to the heroism of certain adventurers in the service of General Sarai Carmel, and also due to that worthy's excellent defense of the city.

(I intend to post a few separate posts below which describe the general situation and the area of play)
 
Last edited:

log in or register to remove this ad

The Government of New Edom

The Government of New Edom

The Great Council

The Great Council consists of several councils that together agree on matters of law, taxation, defense, and other affairs of state. They are:

1. The Council of Lords (Consisting of High Lord Jetheh, Lord Magdiel, Lord Tybalt, Lord Aholibamah, Lord Dunsinaine) This is the main executive branch of government. It is an office elected for life (until sanity, health or criminal behavior demand resignation) and is elected by the general body of the rest of the Council from persons who are New Edomite citizens, known for honesty and just behavior, proven patriots (by serving at least five years in the Army of the Republic), literate and at least thirty years of age. The Lords have the power to protect orphans and the poor, to command the military, Council Police and to also command the militia in times of emergency. They may direct the other branches of government according to already agreed upon matters of law.
2. The Council of Guardians consists of seventeen Guardians of Justice, who are the supreme court of the land, and judge all cases that are High Court cases. This office is served for ten years. They must be at least 40 years of age and practiced in law. They are elected from among the city magistrates. Three Guardians of Justice are assigned to each major city (Touchstone, Harbourtown, Glasstower, Lookinghaven, Fineberg) and two are assigned to ride circuit through the rest of the country.
3. The Council of Ministers who are chosen by the Lords and Guardians from among a body elected by the Council of Representatives. These carry out direct offices such as Ministry of Culture, Controller of Mines, Collector General of Revenues, First Prefect of the Archives, Minister of Public Works, Minister of Outer Lands. This office is served for four years.
4. The Council of Representatives represent the major towns and cities of New Edom, and are each elected by the appropriate voting population. (which is usually the Commune of the city) In particular this group has the duty of revision of existing and proposed laws before proposing them to the general body of the Great Council for voting.
5. The Council of Guildmasters represents each Guild that exists in New Edom.
6. The War Council, consisting of 4 Generals each commanding an army of approximately 5,000 troops including militias in the regions to which they are assigned, a Quartermaster-General and an Inspector of Fortifications.
7. The Nocturnal Council. This is a council within the council and does not vote but does advise. It consists of: The 10 oldest Guardians of Justice, The Minister of Culture and any living predecessors, examiners (officials who check and audit those who are elected to office) certain citizens who have traveled abroad under official auspices and are invited to join, and also each of the above is entitled to appoint one person approved by another member to join, being required to be of an age between 30 and 40. The Nocturnal Council meets between dawn and sunrise, hence its name. It is largely an advisory body but may carry direct appointments and commissions from the Guardians or the Lords.

The Council Police

This is an organization headed by Abishai Kohath, a long faced rather solemn man who is rarely seen to smile and has a reputation for a ruthlessly efficient style of command. He is the protege of Lord Magdiel, one of the Council of Lords. (the Council of Lords is the highest rank within the Great Council, its members are elected for life only after proven service to the nation)

It consists of four main branches: administration, enforcement, investigation, training. The training branch operates from the remote grim fortress of Stonehaven, where the members, regardless of class, are trained to deal with interrogation, physical endurance, code writing and interpretation, languages and in loyalty to the state above all things. Following this they are apprenticed according to aptitude within the appropriate branch. Council Police are also chosen for a rare ability to resist magic or at the very least deal with it well.

Administrators are basically clerks, but they must be close mouthed, loyal, attentive to detail and methodical. They can be of any class but are most often recruited from the commoner class's ambitious types.

Enforcers are basically toughs but they must be more than thugs, though some appear so. They have to be loyal to a fault, determined and quick on their feet. It is often they who have to burst into the hidden chambers of a cult or accompany troops head first into a warren of possible assassins. Most of them are noncomissioned officers of junior rank.

Investigators are recruited mainly from rogue classes and magic using classes. They must be fiercely loyal, determined, ruthless and intelligent. Invesitgators may be put to work as spies, interrogators, and investigators who assist the Guardians and the Nocturnal Council in dealing with matters of state law.

Magical Laws

All Mages must be bonded, and must be tested by the three master magicians of New Edom (Lord Aholibamah, Lord Magdiel and Mistress Ravel). All practicing clerics must belong to a noted temple or faith recognized by the state. Both must be available to help protect the state, heal, or offer information gathering spells when the interests of the nation are at stake. (Note: this is not lightly abused because ultimately most magic users and other spellcasters are either patricians or in the direct service of the state in some fashion)
 

The City of Touchstone

The City of TouchstonePopulation: 15,000 (including approximately 3,500 refugees at the moment)
Government: the Great Council of New Edom
Main Temples: Ishtar,(goddess of brewing, war, marriage, childbirth) Moradin (god of dwarves and blacksmiths)
Other deities worshipped: Derketo (a love goddess) , Tammuz(consort to Ishtar and lord of the ploughshare) (goddess of the moon), Utu (god of the sun) Ereshkigal (goddess of death), Bahamut (god of Justice)
Army: 400 regular soldiers, 600 militia
Exports: Coal, iron, forged goods, carved stone, lumber
Imports: Spices, fruit, grain, livestock, hides, cloth, alcohol, dyes, salt, glassware

History: During the reign of the tyrant King Obed this was a mining town that acted as a penal colony. Those spared execution were sent to dig and to do work supporting the mines. At that time it was called Fist Keep. An uprising of the slaves was led by infiltrated rebels roughly at the time of the death of the king. Because the civil war was not quite over and a fortified location was believed to be needed in order for the rebel council to meet Fist Keep was chosen. Following the hero Touchstone’s ascension to High Lord and his subsequent death it was named after him. Thus the capital of New Edom is a former slave colony named after a Court Fool who assassinated a king became a Lord.

King Obed's agents had always been somewhat wary of the dwarvish kingdom of Svartaheim to the north and so had been rivals for exploration of mining territory. This changed under the new government; Touchstone deliberately sought friendship with the dwarf king and this friendship has bloomed into a strong alliance. The dwarves sent miners and engineers to help make Touchstone a strongly fortified city, helped dig deep wells to pure springs and great storage halls beneath parts of the city. They made it possible to expand it to hold more people comfortably.

Lord Aholibamah, the country's most powerful wizard, led others of his kind in establishing magical defenses, including making a number of statues of heroes of the revolution that can animate when the city is in great danger. They also made such wards as made it impossible for the city gates to be opened by the hand of a traitor to the republic.

Recent History
Touchstone is a troubled city. New Edom has been invaded by an alliance of Celtic tribes and humanoid tribes. Two thirds of the country have been conquered; only a recent victory over besieging forces at Fineberg has prevented more than that being lost. Thousands of refugees are beginning to stream into the capital.

Elsewhere the republic's allies the dwarves of Svartaheim, the gnomes of Nibelheim, the wood elves of Carnmag are under attack as well. Slowly the enemy alliance is closing an iron fist around the region.

Unfortunately the nearest area that is still free is the north, which is largely mountainous and doesn't produce much food. Furthermore the soldiers there under General Abiathar are with difficulty holding the mountain passes against another group of invaders.

The only way for food to come through is from the east, which is now reduced to a scorched area of wasteland and a narrow corridor through which caravans and columns may pass. This is constantly being attacked by raiders, mostly orcs and horse mounted barbarians.

In addition to all this New Edom's forces are increasingly stretched thin. To prevent the encirclement of Touchstone Lord Dunsinaine, the commander of the armies, has fielded an army in the valley region south of the capital, and General Carmel holds the eastern corridor as well as the river country around Fineberg.

Food is very expensive in Touchstone at the moment, and much of it is being rationed sternly. Unfortunately with the confusion of the arrival of refugees, the need to form a draft lottery to fill the empty ranks of the militia companies and a general sense of fear and panic there exists a black market that hydra like cannot quite be put down.

Religion in Touchstone

Ishtar
At one time the Ishtar cult was an aristocratic one, and it reluctantly agreed to stand aside and let the rebels deal with the king's injustices. There are two factions in the temple structure today one that feels that the goddess clearly blessed or at least accepted the rebel efforts, the other feeling that they have been humbled by their failure to defend the king and to find a way of correcting his behavior on their own. The priesthood is largely hereditary though ability to prove the goddess's acceptance is proven through the gaining of spells. Thus there is in addition to a priestly hierarchy a whole support structure of stewards, factors and the like who are also largely hereditary. The Fabian family is very powerful within the temple hierarchy, having two representatives in the Great Council (Guildmasters and Representatives) and many business interests through the temple. Ishtar is patroness over brewing, marriage, and is also liason for the worship of other deities such as Ereshkigal one approaches rites concerning death through Ishtar so as to demonstrate respect for instance so that for instance marriages, deaths, taverns and also such areas as education often require fees to be paid to this temple. At the same time the clerics of Ishtar are also valiant in their public service, acting as healers, warriors and scholars.

Moradin

Moradin is claimed as the First Ancestor by the dwarves and as the patron of smiths in general. Generally his clerics are smiths and weaponmakers anyway, and therefore tend to be burly or at least well muscled, often with scars from sparks and hot metal, with a reputation for hard work and forthrightness. While there are many normal smiths most will have a little shrine to Moradin. It is difficult to follow the smith-god's service, for he requires one to be very much subject to the spirit of the metal not merely to gaining constant business. As a result few want to go all the way in their devotions to absolute commitment to the god. There is nevertheless great respect and reverence for the priests of Moradin among the metal-craftsmen and engineers of Fineberg.

Stonehaven
Stonehaven is part training ground, part vault and part special prison for the Council Police, the enforcement arm of the Nocturnal Council. (Note: the Nocturnal Council is a 70 person non-voting part of the Great Council devoted to gathering information. It is called the Nocturnal Council because their sessions are done by night.) It is located partly within a tall mountain north of Touchstone and is very difficult to get to even by air. The only way it could be built was by magic and dwarvish help. The trail up to it is no wider than the body of a person lying sideways and has two forts built right onto it so that one has to go through them to get farther up the trail. Strong winds buffet the upper reaches of the mountain constantly. It is a lonely desolate place and it is said that some of the prisoners kept there for special interrogations or because they themselves require special places to be held or are quite mad.
 

Important NPCs: New Edomites

New Edomites

Lord Aholibamah Is a powerful wizard of some prominence magically and socially, being one of the oldest members of the Council of Lords. He is the founder of the Magician's Guild of New Edom and is also the founder of the concept of bonding all spellcasters. While he is generally a decent honest man he is also ruthless when it comes to the security of the country. Aholibamah was one of the original founders of the New Edomite Republic and has never forgotten the tyranny of King Obed. Austere and ascetic in his habits, his only affectations are a strangely twisted staff of pale wood that is said to give him a great many more spells than even he should be able to cast and the blue robes and black sash of his office. While he does not stand on ceremony his sense of authority is stern and uncompromising.

Lord Aholibamah is more likely in fact to be friendly and down to earth with ordinary folk like innkeepers, shopkeepers, huntsmen, farmers and the like rather than with officials and officers of state, among whom he has a reputation of being very particular and sharp. While this is the case, and while he is capable of intriguing with the best, he is certainly known to place his country even before his own life. Spellcasters who are not patriots get very short shrift from Lord Aholibamah.

He is usually accompanied by his assistant, Nestor Khalkimedes, who is a vain and proud magician who thinks highly of his own intelligence. Nestor being much younger than the venerable Aholibamah is often sent on errands and missions for him.

He is also accompanied by a brownie named Nox who is a sly mischeivous creature that some refer to as "Lord Aholibamah's spy".

In appearance he is a very old but hale and hearty man in his eighties with very little hair remaining on his head but a short aggressively jutting white beard. His hands sometimes tremble slightly but this may be an affectation as he has no difficulty mixing magical materials or casting spells. He wears azure robes with a black fringed sash and boots of black felt.

General Sarai Carmel is both a prominent warrior and one of the keenest strategists in the New Edomite Army. As a soldier she has a fine reputation among her soldiers for fairness, sterness and cleverness. She has gathered a staff to her that are very good at gathering supplies, making and breaking camp, organizing marches and planning.

Carmel has a good reputation among the elves, having fought alongside them in preserving their borders from hobgoblin and giant raids, and thus was a prominent figure in winning an alliance with them. Among the elvish settlers in Fineberg she is very welcome.

The General is married to a rather clever engineer and builder named Stephen, who is admired for a number of inventions including a bread oven that can be transported by wagon, reassembled and baking bread in under an hour; the linkable chains that can be drawn between the two towers that guard the harbour mouth in Fineberg; a form of crankable ram that can be manned by only four soldiers. However Stephen is an often distracted introvert and at times exasperates his more outgoing wife.

Carmel as a commander prefers to trick or evade her enemies, forcing them to use their own strengths against themselves. She despises unecessary casualties and will deeply resent senior members of the Great Council trying to force her into action for either political reasons or out of their own sense of panic. As a warrior she is known to be rather the same, confident, competent and decisive, avoiding flashiness and unecessary daring.

Among Goblinoids Carmel and her officers are loathed and despised, since she recently forced a humiliating treaty upon them following the destruction of several towns and fortifications. Those goblins and hobgoblins and orcs who joined Duke Anderman's army are very aware of being under sentence of death merely for setting foot on New Edomite soil. Anyone they capture in turn will doubtless if they have their way have a slow and agonizing death or at the very least a swift and violent one.

Carmel has a graceful and easy confidence about her that readily wins most over to her. While she is known to have a terrible temper it is usually kept in check and is more expressed with an icey blue eyed glared and frigid courtesy than with shouts and blows. Her personal tastes are usually fairly simple but her armor is of excellent dwawrvish craftmanship and her mounts are always of the highest breeding. She has a magical sword called Frostbite (in the New Edomite soldiers' parlance) and a black hippogriff called Slasher.

More Personalities: The Temple of Ishtar

Nala Livian

The High Priest of Ishtar is one of the handsomest men in Fineberg. He is athletic, devoted to hunting several times a year, and practiced in arms, particularly the arms of Ishtar which are the spear, axe and mace. Dark haired with almost black eyes and a calm but authoritative manner, he is also highly charismatic and shrewd. The Livian family have long provided candidates to the priesthood and those accepted by the goddess are trained in the arts of rule, war, healing, prophecy, administration and erotic love. This last is required so that they may be candidates for the Sacred Marriage to the High Priestess, who among worshippers is still the Queen of Fineberg, the Princess under the Heavens.

In the present case Nala is older by nearly fifteen years than the current High Priestess, being thirty six. The case for his rule of the temple is a curious one. The former High Priest, Talamand, was on a quest for relics lost during the people's legendary trek across the mountains to the land that would become New Edom. He and the party he was travelling with were set upon by Hobgoblins and Bugbears. Though they fought them off, Talamand was wounded by a battle axe wielded by a Bugbear chieftain that bore a curse upon it against those whom it struck. This wounded him deeply in his manhood. There was little time in which to save his life from the rot entering the wound and so his male parts were amputated. Subsequently the goddess rejected him as her High Priest and the sacrifices (which are of animals or of carefully crafted items) were clearly refused, the armor and arms upon the altar rusting immediately and the prize goats and sheep revealed to be rotting and diseased within. Talamand, though still a capable cleric in many ways, was forced to abdicate. He remains an advisor to Nala but often prefers to be away from the city, travelling and offering his services to people on journeys or to the state for various purposes.

The former High Priestess, Shakatis, was a grand and imposing woman of great beauty at the prime of her life, but was found to be involved in a plot to reinstate royalty in New Edom and was also forced to abdicate. She was informed that the Great Council preferred her to join a communit of anchorites in the north, and rather than this she took her own life.

Nala's first act as High Priest was to urge the appointment of a new High Priestess. The appointment of a senior cleric requires the performance of miracles before an assembly of known worshippers of rank, and the most capable was a beautiful young Hierodule called Hereka. It was not unheard of for a Hierodule to be so appointed--their office normally was something between a communicant of dreams and a sacred concubine, whose charms were only enjoyed by heroes and kings as well as the High Priest--but her youth was also considered a great surprise. Nevertheless she was clearly capable of the most important rites and therefore was wedded to Nala in the proper steps of descent and worship on the ziggurat temple, the marriage consummated before a small audience of select worshippers.

Because of all this Nala's rise to High Priest is considered to be somewhat suspect by cynics outside of the temple and even whispered on occasion within the temple. Since assistance by elvish and gnomish magic and dwarvish ingenuity more than worship of the old gods has brought about a richness of agriculture and mineral wealth in New Edom it is hard for sceptics to say whether the worship of Ishtar, Osprem and other old gods is worth it. However tradition dies hard, and while some clerics seem to be more ceremonial than others there is no denying that healing, dream interpretation, blessing of crafts, goods and crops and livestock take place successfully in the Fineberg temple at the very least. And certainly the goddess herself was known to be cunning and ruthless when she had to be.

Nala controls a lot of wealth as well as the authority over the temple directly. All taverns in Fineberg owe the temple a tithe, and along with tithes of worshippers and the temple's own rented lands roughly fifty wagonloads of food can be expected every harvest for the temple alone into Fineberg.

Nala posesses as high priest certain regalia: the periapt of Ostara, which detects good and evil and protects against outside evils; the Lapis armor, which worn in battle is capable of absorbing a death blow once per day; the Table of Destiny, which is actually a series of ivory tablets that are used to reveal the future.

As a man he is known to be warm in manner, winning over most people with an outstretched hand and a keen eye. He is a good orator with an authoritative voice. It is also said that he can be coldly vengeful if every crossed. It is said of Nala that he is the one man in Fineberg who can do a miracle no one else can: go down the street two ways at the same time. This is not said to his face or to those known to be his adherents, since while he is not the law he certainly can influence it and is one of the most powerful business interests in the city. What it refers to is the fact that he has clerics everywhere, including as advisors to the city council, serving on the watch and the town militia, volunteering service as Wine Criers and assistants to Market Wardens, as truth tellers to magistrates. All this is helpful. It cannot be denied that clerics are useful in all these capacities. It also gives him eyes and ears everywhere. He has a personal network to rival the Council Police. This has also been noted by higher ranking officers in that organization.

Nala's closest henchman is the chief administrator of the temple, Olor, a quiet, neat man who is dry in manner and slavishly devoted to the High Priest--and genuinely is as well. Olor has no inherent charisma, bright manner or art of seduction in him. Nala is genuinely admired by him. For Olor, to serve the High Priest is to serve all that he cannot be in life.

The only other man Nala trusts implicitly is Aramon, the Captain of the Temple Guard. This is a difficult office to have. There is constant talk about disbanding it forcibly by city councillors. The Council Police find infuriating the idea that what they refer to as a private organization can require them to state their purpose at the gates. It has been severely reduced regardless to a mere fifty. However Aramon in spite of this manages to keep temple property secure, to be loyally devoted to the High Priest no matter what. He was a former officer in the Army of the Republic but when badly wounded in the first Goblin War his life was saved by a young priest called Nala. Since then he has been his devoted friend. Aramon is often the pragmatist with Nala and is one of the few people who speaks to him bluntly in private.

Hereka the High Priestess, the Princess under the Heavens, is a dark haired woman recently twenty one, with an excitingly curved but trim figure hinted at but never vulgarly reveled by the flowing layers of cloth she wears, embroidered beautifully but in certain light briefly transluscent. Her voice was described by a bard as being a caress of velvet.

Hereka was seen to be gifted in ways that led her to be trained as a Hierodule. She had no desire for adventure in the wilds but rather preferred to devote herself to learning temple secrets. In older times Hierodule priestesses would dance on flowers in diaphanous gowns greeting the arrival of kings and heroes. For the most part in the last generation or so they have often been merely symbolic, and have often been the bored concubines of the High Priest, meddling in petty temple intrigues. Hereka was different: she sought to know the power of the goddess. This was not without risk: it involved her undertaking vision quests and stealing into parts of the temple which required her to overcome dangerous puzzles and spells. A precocious girl, she began her intent quest for power at the age of fifteen and by the time she was twenty she had learned a great deal in secret, including a promise from Ishtar that should she agree to restore the temple to former greatness she would become the next High Priestess.

Hereka is also a profoundly sensual person. She enjoys life but much the way a cat does, not demonstratively but with a quiet absoluteness, from lingering in a bath to lovemaking. She and Nala see eye to eye in many ways. He found that far from gaining a puppet High Priestess he gained a true partner, who in some ways had a startling amount of insight into the ways of the other worlds. Unlike himself however Hereka is rather unworldly and thus they balance one another as well as a coin.

Hereka has few female friends, the only solid one being her long time personal attendant, Minyanda, a handsome woman in her late forties who practically raised her. Minyanda is not a priestess, but is from a minor landed family and is thus a good observer of political matters and an able household administrator, which is largely her current function.

Hereka posesses two particular artifacts as High Priestess: the Sacred Diadem, her crown of office, which enables her when wearing it to perform clerical magics at higher levels of ability than she would normally be able to; the Stone Lion, which is a winged lion that will at a command word animate once per day for a limited time but long enough to transport her or defend her.

To the public, Hereka is gracious, regal, beautiful and magical, mostly seen during processions and public rituals only. Hereka in fact makes sure that she never if possible has to do any dirty work in public to maintain this reputation, using other clerics to gather information about supplicants or complaints in order to make sure that she always appears just, kind, generous and merciful.
 

Personalities II

Prince Mane Andoe is the leader of the elvish military force in Fineberg currently. He is a fully mature elf but young by the standards of many. As nephew of the High Prince of Lioslinn (Prince Findi Lamat) he has a great deal of status but even more of it was earned as Commander of the Southern Border where he was in charge of the Tower Rannach, the main elvish fortress facing the Goblin Confederacy.

Mane Andoe is the eldest of four brothers and has along with that a strong sense of responsibility. While he is capable of enjoying beauty, repose and celebrations with other elves something grim entered his spirit during his border duties, and he is always aware of the presence of evil in the world. As such he sometimes is rather imposingly dour company. Raven hair would fall well past his shoulder and his faintly golden skin colour makes him look exotic, especially as that hair is often elaborately braided in the elvish martial fashion. A beautiful figure, he is sometimes referred to by humans as "The Statue". Mane Andoe always wears silver, blue and black, his armor superbly linked elvish chain, his demeanor courteous but grave. Other elves find him puzzling save for his few closest friends. Among his closest friends are a few humans, including General Carmel and Nestor Khalkimedes.

The Prince would prefer to be in his homeland if he were honest, breeding hippogriffs and talking to those elves who are able to lighten his heart with their music and tales. Possibly it is this side of him, the young poet-warrior who went so gladly to help defend his lands, that he is protecting by his brooding silence.

As a magician he is specially skilled in such arts as lend themselves to war. He firmly believes that goblins and evil men and other such creatures plan to make foul bargains with demonic creatures from Outside and conquer all that is good using them. The unavoidable evidence of this, which he has shared with those he trusts, fills his dreams and he realizes that only if some human nations will join with the elves in defending the good will good survive.

Unfortunately there are elves and there are elves. Many elves do not share his concern, having ages ago decided to slowly fade from the world regardless. Others hate and loathe humans. Both share a common sense of the reason for this. Elves believe that the world is alive, that the world sings, and that there are creatures that dull or even still this singing. For instance to elves goblins and orcs hate themselves and all life, and want it made dour and dark and hateful. Humans are in a way worse: for all their gifts they appear deaf to it. By turning all nature increasingly to the fires of industry and commerce they are drowning the singing of life.

Mane Andoe desperately does NOT want to believe this, but he believes as well that he must hope for the best. It is for this reason principally that he is aloof with humans, because he does not dare let their sometimes considerable charm woo him from discovering the truth.

In the meantime, due to his sworn friendship with Carmel, he has come to defend not just the elvish community in Fineberg but his personal allies as well. Those who followed him are in many cases admirers from the border service but also those who are following his reputation.

Prince Mane Andoe has elvish chain that for all its lightness is remarkably strong, able to withstand the blow of a battle axe (though probably if directly hit he would be knocked unconscious) and a magical spear that can fly unerringly to twelve targets in a day and return to his hand each time.

Duke Anderman
Duke Anderman

Of all King Cleothas' greater vassals, Duke Anderman is among the most ambitious. He is in a curious position. As ruler of the great city of Deva and its surrounding lands he is one of the richest and most powerful men in the Kingdom of the Northern Celts. He is also in a precarious position...where he could fall fast or rise high.

Anderman's grandfather was essentially a pirate, albeit one with a title. The small chain of islands (called the Falcon Islands) that he ruled were essentially rocks, with little more than kelp and seabirds and a few shaggy goats to make a living from. It is possible that initially his people became pirates by plundering wrecks, since the area is notorious for them...though it is also possible that they caused the wrecks, since the area is also notorious for a dark druidic cult that worships the more violent forms of the elements.

At the same time the Yasg city of Deva was increasingly under attack by humanoids and barbarian tribes--perhaps not directly but its trade routes were increasingly becoming risky. Yasg was in the stage of a dynastic war and Deva and other outlying areas were essentially cut off from Imperial support. The only possible protectors were the house of Nuath--a celtic tribe to the north along the Sinan river, and the MacLannad family whose pirates had hit upon the shrewd idea of charging protection of Devan trade ships. Soon the plaids and seal furs of highlander and pirate were swaggering openly in the streets of Deva. A marriage between the two families produced Anderman's father, Conderan.

Conderan's first great act was to prepare regular escorts for trade, and to enact harsh penalties for those who attacked caravan or flotilla. He gathered together warriors, the dark druids of the Falcon Islands and other advisors to enable him to rule the area. Deva was officially independant of this, but in fact was totally dependant upon Conderan (whose style was "the Warlord") with one exception: the Arcanum.

The Arcanum was an organization of Psionicists of various types who were the official protectors and advisors of the city, but whose ranks had grown thin and whose ways were isolationist by tradition. They often acted as healers, truthtellers, and warriors but had grown involved with internal politics.

The city of Deva itself had long been internally ruled by princely merchant families whose great wealth and ties to old aristocratic families in Yasg was their chief concern. The Yasgs regard themselves at any rate as a wholly superior people in culture to nearly everyone except possibly ancient races such as elves and their Yuan-ti forbears.

The Arcanum saw their danger too late--they attempted to play the intimidation and political game with Conderan and in fact had largely succeeded when he unexpectedly was drowned when visiting the Falcon Islands. Ironically, the rocks he came from claimed him. Anderman rose to power and for a time simply ruled as his father did. He managed to tame a number of humanoid tribes and gave them resources (carefully controlled) in exchange for their services. In addition he made an alliance with the King of the Northern Celts, Cleothas, and in fact was his strongest ally on the borderlands. However he was coming under threat from the Yasgs who by now had ended their war, with a princely Yuan-Ti descended clan claiming protection over a new puppet monarch, a child of three. To prevent war he agreed to become the vassal of the land greedy King Cleothas, and in exchange was able to marry one of his daughters to the recently bereaved king and became Admiral of the Royal Fleet to boot. Some longer standing vassals grumbled at this, a man little more than a warlord and pirate becoming part of the king's council and of such high rank as well...

Two events marked his life following this. The first was his purge of the Arcanum. Haunted by dreams and fearful of mental powers being used to influence him, he was persuaded by his dark druids to order a fearful sending to the Arcanum, whose might they could not withstand. It is certain that some fled but others were captured while still unconscious following the attack by dark elementals upon their estate in the city. These were placed in captivity using carefully magicked collars that inhibited their abilities. In addition Anderman demanded that the city leaders acknowledge him as the ruler of Deva as a demonstration of loyalty. This they did with alacrity, with only a few made brutal examples of. With their heads decorating pikes outside the commons Anderman received their fealty. In congratulations of this King Cleothas ackowledged him as Duke of Deva.

The other significant event was the war. Anderman was pressured into leading the main coastal attacks himself by rivals at court, and could hardly refuse. His only favour was that any lands he captured he would be able to hold in fief of the king. Anderman is thus in a position while besieging Fineberg of trying to be patient while he constantly worries about what is happening on his borders, whether the Yasgs will try to pay off barbarian tribes to attack him whether his rivals are stabbing him in the back and so on. His main hope is his daughter's influence with the king. He knows the king is using him, playing his more traditional courtiers off against him and keeping them all from genuinely having power and influence. He also knows that if he controls the New Edomite coast he will truly be the most powerful noble in the kingdom. He fears that the king invited the giantish help precisely to curb this...

Anderman the person is now middle aged, with a somewhat thickened but still powerful body. His father bade him never to forget the ways of his two peoples and so he has remained a good rider and a good sailor, known among his followers for being willing to stand at a tiller or lead an attack if need be. He has dark hair salted with grey and a face somewhat dark for a celt's, due to his father's marriage to a merchant prince's daughter of Deva. Anderman is wary and sometimes savage towards magic using folk he does not trust. He is always accompanied by at least one magical advisor, and every one of them is in debt to him in some way. He can be good humored and magnanimous, as befits a ring giver and prince, but also brutally ruthless towards his enemies as demonstrated earlier. He has a magical bag that is sealed by a spell known only to a wizard who is now dead, which contains the various amulets and other devices that control his personal advisors, druid or wizard. He also posesses a rare horse that is of Sidhe descent and can ride over water or even climb the air, though it can only do this as fast as a normal horse can move. However it is very tough and can run twice as long as a normal horse can.

Dragons of the New Edom Campaign

The following dragons are actually featured in the game and are known to exist:
1. The Shadow Dragon of Carnmag. (this being was summoned by the lich at Duke Anderman's request, and now lurks in a region of this elvish principality. It has an entourage of shadows and generally terrorizes the region)

2. Marlee the Blue. This is a small very young blue dragon that is companion to one of the pcs, just big enough to ride but not for great distances. She hungers for vengeance against the mysterious elves who slew her father, imprisoned her mother and stole the family horde.

3. Ingenaf the Wise. This is secretly the name of Hrothgar II, King of the Dwarves. The greedy dwarf while still a prince sought to steal a dragon's horde and was eaten for his pains. Realizing that the missing prince had caused a near civil war among the dwarves the gold dragon decided to take his place. He rather enjoys the joke. However he relishes it so much that he can only be a dragon on the sly--he is very much the focus of attention as ruler and is loathing the idea of having to marry and stay on the throne too much longer. He is trying to prepare an heir of the dwarf's family so that he can fake his own death and leave. He is also wondering how much he deserves his title--really derived from a set of riddle games with a Yasg sage.

4. Samathrax the Great: this is an old Green Dragon that the King's mother bequeathed the friendship of. Arrogant but cunning he sees himself more as a powerful ally than Cleothas' servant. Samathrax has rarely been seen during the war; he is at a stage when dragons are somewhat contemplative and sleepy and will only be roused by a direct request from the King.

5. Talavar the Kinabandoner: Talavar is the only survivor of an earlier brood of Marlee's parents. As a rare only child dragon he grew very full of himself and always hated the later brood. Furthermore he chaffed at having to bow to the will of his parents. Approached secretly by dark elves he agreed to betray his parents. Talavar is very cruel and evil and secretive. This last is noted by the fact that he prefers to surprise opponents and then unleash a devastating attack upon them. He is closely tied to the cult of Tiamat and is growing in power to become one of her champions. If he knew Marlee was still alive he would certainly kill her. At present he has been searching for a mate of his own--dragons are increasingly rare and a dragon may search for years before finding a mate of a suitable lineage.

Elmaneshee: The dark elves and the lich Kalikazan turned Marlee's mother into a dracolich. The process is nearly complete and they plan to unleash her as part of a large force that is intended to destroy the city of Fineberg once and for all.
 

Remove ads

Top