Posts Tagged ‘rpg download’

Gibsview Abbey

Sunday, May 23rd, 2010

Half a day’s travel to the north of the citadel of Langhorn is Gibsview Abbey.  Located on an overhang looking out upon a valley called Gibs Vale, this is a small quaint Abbey of worshipers of Belemai, the god of knowledge and wisdom, who spend the majority of their time in reflection upon the words and teachings of Belemai .

When not in quiet contemplation and discussion they spend their time growing barley and making Ales in their brewery.  These Ales are highly sought after and are usually high alcohol, very flavoursome rich brews that utilise an open ferment system to obtain unique flavours.  Their most commonly requested beer is the Serpents Wing Ale, but produce a great range of ales from the small brewery that they have built.  Below are some of their creations…

Serpents Wing Ale: This top fermented brew is bottle conditioned and has a smooth frothy head, which is derived from the light carbonation of the beer and when poured into a glass it literally sparkles as if golden flecks floated throughout the liquid.  The brew is full of flavour and has a moderate alcohol content combined with a crisp bitter finish.

Tortlan’s Abyss: Tortlan was a former member of the Abbey whose learned study led him to believe that there were ancient texts of Belemai buried deep within a tunnel system in the Tarisan Ranges and set off to rediscover them so that the Abbey could benefit from the lost knowledge.  At the best of times Tortlan’s sanity was questionable by the members of the Abbey; however they humoured his theory and allowed him to pursue his agenda seeing little harm in it.  Unfortunately poor Tortlan has never been seen or heard of since he left the Abbey gates and is presumed to have perished upon his sojourn.

In his honour the Abbey brewed this beer which is a heavily roasted brew as black as the abyss that Tortlan set off to find.  In an attempt to mimic the juxtaposed nature of the man this brew is slightly sweet with a strong chocolate flavour and only a moderate level of alcohol.

Gibsview Cassis Ale: Made from the blackberries that are grown in the gardens of the Abbey, the Cassis Ale is one of the most expensive ales produced from the Abbey as it is aged four years prior to being released for consumption.  This ageing process helps to integrate the flavours so that the drinker is provided with a complex taste sensation upon their palate.

This fruit driven beer has a deep purple colouring and holds great balance between the blackcurrants flavours from the fruit, the sweetness of the alcohol and the bitterness of the hops.  To round out the drink its high alcohol content means that it will test even the heartiest of Dwarves.

The Doth-Erian Empire Brief Overview

Saturday, May 15th, 2010

The Doth-Erian Empire has been forged over the past four hundred and thirty years.  From humble beginnings as a single and only moderately sized nation to an empire that now encompasses fifteen provinces and stretches from the Great Synathian Ocean in the west to the Alasean Sea in the east.  Many of these province’s boarders are the original boarders of the nations that were conquered however several have been constructed by the empire to its own benefits.

In the past four hundred and thirty years the empire has seen very little time of peace, historians claim only as much as fifty years without bloodshed.  The Doth-Erian’s came to power due to their development of superior cavalry and the use of artillery on the battlefield.  Conquering two out of three of its neighbours in separate wars over a twenty-five year period they set a precedence for the years to come and with this in mind the empire continued to expand to its current size.

As is the case with all great empires, unity is seen as a key to ensuring the future of the empire thus the Doth-Erian’s routinely dominate the culture and society of the lands they conquer thus there are many dialects throughout the empire but many of these such as the Apathian or Gracian languages, practices and beliefs are banned from use in preference for the Doth-Erian culture.  This has however had benefits for those wishing to trade with and within the empire whether they be foreign or local merchants alike.

The Doth-Erians are routinely portrayed and depicted by other cultures and neighbouring countries as arrogant and in the minds of the Empires nobility why should this matter, they have won the right to be so through victory at arms.  To this date there has been nothing that has successfully challenged the Empire’s might and few on the continent of Synathia would rival its power.  Thus their demeanour is seen as justified and true amongst its aristocracy.

The Barrowlands

Saturday, May 8th, 2010

‘Bring into your mind a picture of grand landscapes, forested mountain ranges littering the countryside with streams and rivers running freely down the slopes, gradually carving valleys out of the rock.  Before the mountain ranges stretches rolling grass covered plains as far as the naked eye can see. Now soak that lush foliage and  rich soil with the blood of hundreds of thousands of men women and children so that when you walk those lands it is not moisture from the recent rains that wells in your footprint but the blood of those who have died in defence of it.  These are the southern lands of our great empire, riddled with the memories and pains of the dead.’

Carma Othius

Imperial Court Bard to Emperor Arias 3rd


The Barrowlands is a land of some diversity as its northern boundary run along the base of the Denaris Ranges holding lush, fertile plains suited to grazing sheep and dairy cattle, but as you travel further south the terrain changes to forested undulating hills, valleys and eventually mountains as they stretch further south into the lands of Gracia and the Grand Duchy of Koras.

In this southern area wide open valleys are home to small self sustaining villages nestled next to lakes and rivers.  The deeper you travel into the land the more untouched it seems to be with the landscape covered with forests, abundant wildlife, foliage that clings to the rocks of the cliff faces as they try to reach the ridges peaks, and water that cascades down the valley walls in a myriad of thin waterfalls.

Yet do not let this serine picture fool you as the lands are both wild and dangerous, particularly if you are from Doth-Eria.  The primary threat is from one of the Gracian tribes as they consider the lands still to be theirs and anyone not of their people to be trespassers.  The most common encounter with these people is from tribal scouts who have come to investigate an incursion, hunters, night time raiders or warbands.  The further south and closer to the border between The Barrowlands and Gracia one travels the higher the risk, within the midlands and north of the province the risk is not so much of open battle or capture rather it is of insult and distrust by the villages and townsfolk who descend from the Gracian tribes.

The west and north-western parts of the province broaden into a more open landscape until you reach the coastline where rugged cliffs and lashing salty waves whip against the rocks.  The western area is the most civilized with the largest settlement, the Citadel of Langhorn, solidly standing as a beacon and testament to the power of the Doth-Erian Empire.

This is a harsh land, and one that is torn between two distinct cultures.  The original lands were held by a collective of tribes who loosely aligned to form a nation they called Gracia.  This is a vibrant warrior culture who is one with the lands around them, worshiping the spirits of the forest such as the wolf and the bear above all.  The current rulers of this province are the Doth-Erian Empire.  A highly technologically and magically advanced civilization that have continuously expanded their borders over the last four hundred and thirty years.  War between these two factions has lasted for over a century and has seen the gradual retreat of the Gracian’s.  Although the Empire has never been able to completely defeat these people they have pushed them deep into the southern mountain range Known as the Tarisan and conquered much of what they once owned.

Peace has now lasted for twenty years after a ceasefire was brokered by the Iribane tribe, however those descendents that were left in the occupied territory have known nothing but repression and subjugation, with the Doth-Erian’s enforcing laws which outlaw their language, religion, beliefs, dress, names, historical teachings and folk law.  Although the Gracian’s should not have expected any special treatment as this is standard policy for Doth-Eria as a means to take control of the captured lands and bring it completely under its control.

House of the Icain

Saturday, May 1st, 2010

Battle Mage Houses

There are five great Houses of Battle Mages within the Empire, which were set up several centuries ago by the Doth-Erian Council of Magi as a way of controlling the spread of magical teachings alongside the Doth-Erian Empire’s rapid expansion.  The Emperor of the time accepted a proposal from the council to establish the Houses as a means to enhance and standardise the teaching of magic throughout his realm and saw the development of the Houses as a logical solution, and like the Knightly Orders that had arisen across the Empire, the Houses of Magi would help to expand the power of his realm in a controlled fashion.  As such he gave them the same rights and privileges as their Knightly counterparts but also expected they adhere to the same expectations and conditions.

With this ruling the descendant Emperor’s have continuously called upon the Houses to join their various military campaigns and as such the Houses regularly see combat in the front lines as they aid the continuous expansion of the Empire.

Each of the five Houses was started by one of the heads of the Council of Magi and emphasised a different form of magic or implementation.  In the current day the Houses still remain strong and influential with most of the seats on the Council of Magi being filled by a mage from one of the Houses; however the Houses are not the only avenue open to people to learn magic.  To the majority of the population they act as institutions who train magic uses to specialise in given types of magic and reach their full potential and power; however there are those who see these Battle Mages as nothing more than lap dogs of the Emperor.

House of the Icain

The first of the great houses of Battle Mages is the House of the Icain.  Although not the largest in the empire they are the most prestigious of the Houses and are the only House that operates within the province of The Barrowlands.  The Icain are masters of transmuting and summoning magic and as such hold a strong relationship with the Emperor.

Often they are called upon by the emperor to aid in rapid construction of fortifications, castles, keeps and will occasionally be used on the front line of the battlefield to quickly and magically build defences for troops or to disrupt the enemy forces assault or open breaches in enemy fortification.

This house was formed by Grand Master Azadan Icain of the House Icain who at the time was head of the Council of Magi in Doth-Eria.

Like many orders and institutions throughout the empire the Houses of Battle Mages have developed their own uniforms with coloured robes denoting which House they belong to and what rank they hold.  The Icain wear white robes with gold trimming.

Although their Grand Tower is located in the Doth-Erian capital of Chartae, they have many House Towers both major and minor throughout the Empire.  In addition to this the House also holds Towers abroad in a variety of cities and kingdoms such as Arondeer, Tesar and Terror’s Shadow.

The Towers vary in sophistication and magical nature depending on the size of the members associated with it, however all are built through the use of the Houses’ magical talents and are wonders to behold resembling as much a piece of art as a fortification.

Player Opportunities

Rising in power within the House of the Icain is not only a matter of skill with magic but also a skill in negotiation and political friendships.  Do you have what it takes to rise within its ranks and to even vie for a seat on the Council of Magi itself?

For a commoner the opportunity to become a nobleman or woman is seldom seen, yet for those with magical talents the road is far easier if you can become accepted into one of the great Houses of Battle Mages.  However caution should always rest side by side with ambition because nobility is not all about riding in your carriage to the next dinner party.

There is great rivalry amongst mages particularly between those who are tutored outside of the Houses and those who are associated with them, will you find a sponsor who will push for you to be admitted into the House of the Icain or will you grow your power outside of their tutelage and flaunt your success and power at them in defiance of their arrogance?

Justiciars of the Sovereign Hand

Saturday, April 24th, 2010

Justice through Varhn’s law, guidance driven by his word and strength through belief.

These are the foundations of our grand Order.  This is what makes us strong.

Overview

This is an order of Knights who are comprised mainly of war clerics and warriors who adhere strictly to the codes and religion of Varhn, the god of justice.  As such these Knights consider themselves holy warriors in the service of their god.

This order solely operates in the Doth-Erian southern provinces of The Barrowlands, Morash and Berrendale and have their headquarters based in the Citadel of Langhorn.

The order has only been operating for 35 years and as such is quite a young order when compared to many of the others throughout the empire, thus they are still establishing themselves as a power within the area.  They are however fortunate as their founder and current Knight Captain Lucus Gilote is cousin to Duke Louis Da-Vi, Knight Captain and Southern Warden of the Imperial Court.  This has provided them with station and authority within the area albeit limited beyond the borders of the Southern provinces at this stage.

The age of the order has also led to its small size, and as such there are great demands placed upon its members as they are often called upon to visit more of the remote towns and villages to help administer justice and the rule of law, perform investigations or to lead a force to quell local dissidents.

The order was established due to a need for impartial justice within the burgeoning and impoverished region of The Barrowlands.  Lacking such a system of justice the Cannon of Tormay took it upon himself to create the order.  Drawing in some nobles from the Icean court whose families were benefactors of his minster in Tormay he took them under his belt and borrowing funds from the church of Varhn he travelled south to aid his cousin and built the orders headquarters within the walls of the rapidly growing southern citadel.

Although the aristocracy sees the methods of administering justice to the region as a positive and crucial step in bringing civilisation to these lands it is generally held by the populace that their justice is quite strict and heavy-handed in their sentencing with many judgements incurring the maximum penalty applicable for the crime.  Having said that not all crimes are dealt with by the order as the Justiciars are only involved in a crime if it is of significance, such as murder, rape, or rioting while lesser more common crimes remain the jurisdiction of the local military officers.

The second role of the order is to spread the word of Varhn throughout the province and convert those of the heathen Gracian gods to the ways of Varhn.  This is a task relished by the order as many of them border on fanatical worship and belief for their god.

The third role of the order is military service and service to the emperor.  Consistently this order is called upon to join in military action and without question the order marshals its members and marches with the army.  These are proud knights who stand firm upon the battlefield, clad in armour and riding huge war steeds they display the red kite shield and scales of justice, which is the symbol of their order upon their surcoats, tabards and barding.  A full unit of these knights makes an impressive display amongst the regular soldiers of the imperial army who, apart from the noble and elite units, tend to wear a mix-match array of colours, armours and weaponry.

This headstrong and militant nature of the order has helped to embed their role within the region and their mere presence in an area or town will often be enough to bring either calm or escalate the local issues to a resolution.

Becoming a Justiciar is a path that only the truly worthy achieve for one must be guided by Varhn’s hand through the hardships and trials as a squire to the order and then be open to judgement by its ruling members before given the rank of Knight.  This order draws its members from both the nobility and commoners who show particular talent and aspirations to join.  Unlike other orders throughout the empire that will only draw from the noble classes this order has been forced to accept commoners, if they are found worthy by trial and test, as the pool of nobility within the region is limited.  The Duke, Louis Da-Vi, is also supportive of this policy as each new knighthood creates a new member of the nobility for him to grant lands to and then taxes from.

Symbol

The balanced scales of justice within a red kite shield

Player Opportunities

This order provides a great source of adventure; although its members are comparatively few it also means that its members are more likely to be called upon to perform duty in the service to the order, the empire and the emperor.

Common duties are patrols with local military, the investigation of major criminal activity such as murder, drug trafficking and burglary, common crimes such as pick pocketing are usually beneath the judgement of the order, reserving themselves and Varhn’s judgement to the more serious crimes.

They are also often sent to rural towns and act as mayors and judges for small regions.  In this manner they tend to hold a great deal of power.  As a squire to the order you may be posted to help a higher ranked knight to administer a town or perform an investigation, alternatively as a fully fledged knight with rank and title within the order you may be sent to act as a lord for the region.