Tuesday, August 14, 2012

Olde Realm Revamp

1682

Gutty looked around. He was hiding from them! The Clankies were a following. Used to be only clankies were in Kingsland but now they was everywheres. They was steam and elementium they was and they had small cannons on them and a spinning blade. Worst of all they sees in the dark they do! He should have never stolen from the Nobles and now he was going to die if they caught him! He knew right away he would take to the thieves highway! The road above where the clankies could not follow. Upon the roofs buildings as far as the eye could see in every direction, he went into the domain of the roof dwellers and the clankies were only a sound in the distance below.

Ancient is Westfort and it's great three mountaintop canons! An ancient city of over 10,000 years! Ancient castles and rotting buildings with tanks and boilers all over with pipes connecting and intertwining amongst everything. A city of stone and steel. Sword and gun, magic and science, power and sex, the decadent versus the scum! All of these things are the streets of the Olde Realm. In between the cities are the wildernesses of pain and fear. Where the lost dwell. Only small and insane walled communities live beyond the cities.

The scum are the scum in places like The Stink. The world famous slum of Westfort. As deep as it is high some say the entire place is one big building. With it's buildings built between buildings, on top of buildings, pipes, elementium, and steam stolen from outside The Stink. Once lost inside you may never come back out. All manner of flesh is for sale in The Stink and anything you want is there. Life is cheap and for sale as they have plenty of victims to choose from. Only the most vile rise to the top in The Stink.




I am revamping the rules.

Stats
How they work

The olde realm is goverened by the eight elements. There are eight attibutes that correspond to the eight elements.

Action-Storm- Agility and Athletics as well as Light Weapons
Coordination-Flame-Percesicion and Accuracy as well as Missile Weapons
Might-Wood-Strength and Power as well as Heavy Weapons
Stamina-Stone-Health and Resistance
Perception-Spirit-Notice and Senses
Cunning-Shadow-Sneaking and Guile
Will-Ice-Mental Strength
Intelect-Luminance-Knowledge and Curiosity

To generate stats roll 5d10. Any matches add to the total and any 10s add to the total. If you keep getting matches or 10s you keep re-rolling and adding to the total.

These correspond to a number form 1-100. The average is 25%. Roll that number or below on D100 and you succeed. There are modifiers to the roll as given by the game master. Very Hard Actions -20, Hard Actions -10, Moderate has no modifier, Easy +10, Very Easy +20.


Every person has Hit Points equal to their Stamina.
So far initiative is Action plus Will. I may average it out but I don't know yet.

Equipment
Combat
Base hand to hand Damage is Might divided by 10 plus 1-5 damage.
Average Hand to Hand Damage is 1-5 +3.
Most Weapons do 1-10 damage.
You add 1.5 your damage modifier for two handed weapons.
Most Weapons do 1-10 +3 damage.

or


Fore every +5 you do an additional 1d10 damage instead of counting the +5.
For instance you would not do 1d10 +7 you would do 2d10+2 damage.
Not 1d10+6 but 2d10+1.
Not 1d10+5 but 2d10.
Every 10 you reroll and add to the total. Every match you reroll and add to the total.

Initiative is your Action and Will.

Action
Modifier
1st 0
2nd -10
3rd -20
4th -40
5th -80
6th -160
7th -320


There is minor damage and fatal damage. Minor you recover in minutes and fatal you recover in days.

01-15 Head x 3
16-30 Torso x 2
31-40 Abdomen
41-55 Right Arm
56-70 Left Arm
71-85 Right Leg
86-00 Left Leg

Armor starts at 1 point and goes up from there per location.

Skills and such are done by the background of the character. All this depends on the story and background you and your character comes up with. In most cases an attribute roll is made. There are many stories to be told in the Olde Realm.





Saturday, June 2, 2012

The City of Westfort 1658

1658
The
City of
Westfort

Giant flare stacks burn in the distance amidst the old rotting buildings and ancient castles. The roar of the elemintium refineries sounds constant in the background noise of the city. Oily black smoke pours from the chimney stacks. The foggy streets glow eerily with a mixture of elementium lights, torches, and lamps. The hiss of steam pipes and the clanking of strange machinery are entwined with this renaissance city. The city is old as all cities are in the Olde Realm. It is built on to of ruins on top of ruins. All the great cities of the world are this way. It just is. Also called the Gateway to the Wastelands Westfort houses over 1 million people. The city was called Kobstanbul in the old forgotten tongues but hardly anyone speaks the old name anymore. Westfort is nestled west of the mountain pass blocking refugees and invading hordes from the wastelands. The Great Fort armed with three huge cannons with torches and lights marks it as far as the eye can see.


The sound of despair, work and play echoes throughout the city. The poor trudge along in their bleak victimized lives. Tools of the aristocracy, the guilds, and the church they are. The city guard with their studded leather armor, rusted helms and shields walk the cold streets looking for the criminal or unlucky. Any challenge they meet with their sharp spear or trusty musket rifle.

Worse than any injustice done by the powers that be is the horrible mutating Bane! The ancient race of men known as the Skas released the bane from its entombment. The Bane is an ever-living evil served by alien blasphemous gods whose forgotten names are whispered by nameless secret cults hidden in secret places. They only have one desire, destruction of all creation in a slow torturous demise. The Bane can infest people and places corrupting, twisting, and mutating the body and soul. These horrible infested crafty ones plot and play amongst the city, rich and poor. Some are Bane born others are seduced by it. Surely this is a time for heroes. Surely this is a time of prophecies to be fulfilled.
NOTE: Any title with a (B) means the area has a Bane Infestation.


CAUTION: If you are a player do not read past this point. You will seriously ruin the enjoyment of the game by knowing the secrets of the city of Westfort. Listed here are only some of the highlights of each city section. You as the Game Master can add any features you wish to any section. Just make sure to note them so your players will feel they are playing in the real world. This section on Westfort is far from complete if you want to add more detail create a separate document and send it to me. This is not meant to be a complete document but a “taste” of the City of Westfort in the Olde Realm world.

DISCLAIMER: The Authors and Contributors of the OLDE REALM do not wish to neither condone nor condemn the practice of the occult. We do not condone ritual, sexual, or mutilation abuse of men, women and children. This role-playing game is mature subject matter and unapologetically pulls no punches. If you are under the age of 18 continue no further.

NPC Statistics are listed like this in this order. Once again if there is no number beside a Statistic then the default number is 25% with the exception of the elements which are always at a base of 0%.

Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm



HERE BELOW are a sampling of a few places of note. The places listed here are by no means a complete and final list of such places. Remember this is a city of over a million people so feel free to add places of note at any time.


Noble’s Quarters


Mayor’s Gate-
The Mayors Gate is a neighborhood of light and extravagance. All the highest-ranking aristocratic nobles live here in one giant castle with thousands of wings and sections. The décor of the great castle is that strange faces and designs carved walls of stone. Great timbered beams holding up the floors. Tapestries and carpets of intricate design. Beams and floors of ornate steel and iron. All this mixed into one true fantastic design all slightly different. The other homes of the other noble neighborhoods look the same but only smaller.

Mayor/King’s Castle - The Mayor/King’s Castle is left over from the old Skas. It spreads out over a mile square. The gardens and aquatic fountains are world renown. It has more elementium lights here than any other place in the city and it’s glow can be seen for miles. It goes up in some places seventy-five stories eighty at the mayor/kings tower.

NPC Former Mayor Veevee-The new king prince has no need for a mayor and the mayor would be already ousted if not for the favor of the king price towards his beautiful daughter Nadia. He is living on very limited time as he has many enemies. All his other children are quite safely hidden from harm in various fortress estates in the countryside. His wife is dead some 3 years now and he is always on the prowl at the age of 27 yon (50 years old).

Academic60, Accuracy40, Action40, Animals, Brawling50, Entertain, Healer, Looks40, Melee50, Might, Perception50, Smith, Social80, Stamina, Status80, Stealth, Streets40, Wilderness, Will50, Wealth80

Spirit 20 Stone Flame Ice Luminance Shadow Wood Storm

He usually is lightly armored and carries a sword and pistol.

NPC Former Mayor’s Daughter Nadia Veevee – Nadia is 9 yon old (17 years old) and very spiteful of the situation her father has put her in. She senses something of the heritage of the King Prince from her Spirit sense she gained from her father. She bides her time by playing hard to get to the King Prince. She knows that because of who she is and who her father is she is in great danger. She has been has been diligently looking for ways to sneak out of the grounds. The Grin always seem to be near watching her.


Academic 40, Accuracy 30, Action 40/20, Animals30, Brawling, Entertain 45, Healer 30, Looks 60, Melee 65, Might 30, Perception 40, Smith, Social 70, Stamina, Status 60, Stealth 50, Streets, Wilderness, Will 50, Wealth 80

Spirit 20 Stone Flame Ice Luminance 40 Shadow Wood Storm



NPC Former King Bourbors- Having been lobotomized by his enemies, the former evil king walks around a babbling idiot. His head is scarred and the wounds are still bleeding and oozing after some months. He cannot talk and makes gibberish noises. He is usually clad in a dirty white night shirt and his own filth. The new King Prince has forbid any to kill him and his punishment is to wander the Noble’s Quarters in torment. What people have forgotten is the king is a very evil and powerful man and despite his lobotomy he is slowly regaining his evil mind and his speech . He has already secretly befriended many of the Noble’s children in the guise of a Clown and has them turned against their parents and is planning a noble bloodbath. The first number is his current score and the second is what it will be when he regains his mind.
Academic 20/90 , Accuracy 10/70, Action 40/80, Animals, Brawling 20/60 , Entertain 40/80, Healer, Looks 10, Melee 20/80 , Might, Perception 20/60, Smith, Social 30/90, Stamina 40/60, Status 10, Stealth 50, Streets 40, Wilderness 40, Will 30/90, Wealth 0/100

Luminance 20/60 Shadow 20/60 Bane 20/50

NPC King Prince-The King Prince is the son of the Emperor. The Emperor gave his son New Altburg land after the old king insulted the Emperor



The new King Prince Reginald Aramar.

Academic 60, Accuracy 80, Action 80/60/40/20, Animals 30, Brawling 50, Entertain 50, Healer 40, Looks 40, Melee 80, Might 40, Perception 50, Smith 30, Social 60, Stamina 40, Status 100, Stealth 40, Streets 30, Wilderness 40, Will 60, Wealth 100

Spirit Stone Flame 40 Ice 40 Luminance 70 Shadow 30 Wood Storm


Higher Order of the Circle – This social club has a great collection of manors on a huge estates that join the Higher order of the Staff grounds. The Circle is the worldwide noble social game for the female. In most cities there is the lower order and the higher order. The Higher Order of the Circle is a game of social control by any means of the lower order and any others. Intrigues, criminal activity, marriages, recruitment into the order, and various other plots are the plans of the day. If you are not a part of their society stay out of their business! Their social club is a large ring shaped building that looks something like a great coliseum some fifty stories tall. In the center the order of the staff’s great tower sticks up going up one hundred and fifty stories.

Lady
Academic 50, Accuracy 60, Action 30, Animals, Brawling, Entertain 50, Healer, Looks 50, Melee, Might, Perception 50, Smith, Social 50, Stamina, Status 70, Stealth, Streets, Wilderness, Will , Wealth 70
Any 3 powers at 70 another 2 at 40 additional 3 at 20
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Mistress
Academic 60, Accuracy 80, Action 40/20, Animals, Brawling, Entertain 50, Healer, Looks 40, Melee, Might, Perception 70, Smith, Social 70, Stamina, Status 80, Stealth, Streets, Wilderness, Will, Wealth 80

Any 3 at 90 another 2 at 60 additional 3 at 40
Spirit Stone Flame Ice Luminance Shadow Wood Storm

The High Order of the Circle carry ornate steel circles that have a +20 bonus to any one element. Normally there will be a group of eight Sisters on a mission. The Steel circles can be thrown and controlled by the proper element.

Higher Order of the Staff – The Higher Order of the Staff is the male counterpart of the Circle. The Higher order of the Staff is in to much of the same plots and plans as the Circle is.

Lord
Academic 50, Accuracy, Action 40/20, Animals, Brawling 50, Entertain 50, Healer, Looks 50, Melee 60, Might, Perception 50, Smith, Social 50, Stamina, Status 70, Stealth, Streets, Wilderness, Will , Wealth 70
Any 3 powers at 70 another 2 at 40 additional 3 at 20
Spirit Stone Flame Ice Luminance Shadow Wood Storm


Master
Academic 60, Accuracy, Action 60/40/20, Animals, Brawling 50, Entertain 50, Healer, Looks 40, Melee 80, Might, Perception 70, Smith, Social 70, Stamina, Status 80, Stealth, Streets, Wilderness, Will, Wealth 80

Any 3 at 90 another 2 at 60 additional 3 at 40
Spirit Stone Flame Ice Luminance Shadow Wood Storm

All Lords and Masters carry ornate fighting staves that have a bonus of + 20 to one element. Normally there will be groups of eight on a mission. These Staves are handed down from generation to generation. The Order of the Staff members normally do not wear armor as it will mess up their fine robes and clothing.

Garden of Lights – This is the royal gardens surrounding the royal castle. They are lit up by elementium lights and at night it is one of the most beautiful places in the world. One must pass through the Garden of Lights before getting to the Mayor’s/King’s Castle. It is rumored that the new king has a few of his father’s imperial guard called the Grin. A group of mask wearing Luminance mages dressed all in white.

NPC Grins
Academic , Accuracy 90, Action 100/75/50/25, Animals, Brawling 100, Entertain 50, Healer 50, Looks 50, Melee 100, Might 50, Perception 90, Smith 60, Social 70, Stamina 50, Status 60, Stealth 90, Streets 70, Wilderness 40, Will 90, Wealth 80

Spirit 40 Stone Flame 30 Ice Luminance 120 Shadow 60 Wood Storm

Grin Spells of note: A Grin will use his Luminance to:
Step through Mirrors
See through Reflective Surface
Walk up walls
Searing Beam
Remove All Luminance
The Giggle of the Grin, the dance of confusion.


Garden of Delights – This is the royal concubine’s estate. It is a wing of the main castle with over a thousand rooms that contains thousands of concubines and prostitutes of the highest quality.

Average Royal Concubine.
Academic 40, Accuracy, Action 30, Animals, Brawling, Entertain 70, Healer 50, Looks 80, Melee, Might, Perception 40, Smith, Social 70, Stamina 30, Status 0, Stealth, Streets, Wilderness, Will 30, Wealth 0

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Guard Royal – Located throughout the entire Noble’s Quarters are the Guard Royal stations. These guards are a force to be reckoned with except that there has been a rift by the old guard loyal to the old king and the new guard. They have been slowly building up to a fight that would devastate the Noble’s Quarters.

NPC Guard Royal – The Guard Royal are the dashing gentlemen of the Imperial court. They can sing and dance, charm the pants off of most maidens, are always well dressed and are quite well liked. The unfortunately are not the best possible guard the King Prince could have. They absolutely hate the Old Guard as they have been insulted quite often by them and honor will soon be answered by blood.

Academic 60, Accuracy 50, Action 40/20, Animals 30, Brawling 30, Entertain 80, Healer 40, Looks 30, Melee 50, Might 40, Perception 30, Smith 30, Social 80, Stamina 40, Status 50, Stealth 50, Streets 30, Wilderness 30, Will 30, Wealth 50

Spirit Stone Flame Ice Luminance Shadow Wood Storm

NPC Old Guard – The Old Guard are grizzled sadistic bastards that were conveniently overlooked when the King Prince took over. They were the ones that did all the dirty work of the Old King and the Lord Mayor. They still have secret dungeons full of political prisoners and their innocent families. They are behaving and biding their time as they feel that the King Prince will not last long. They hate the well dressed, dashing and well liked Guard Royal and soon there will be blood spilled.

Academic 50, Accuracy 70, Action 60/40/20, Animals 30, Brawling 80, Entertain 30, Healer 40, Looks, Melee 80, Might 60, Perception 60, Smith 50, Social 30, Stamina 60, Status 50, Stealth 40, Streets 50, Wilderness 50, Will 50, Wealth 50

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Necromancer’s Tower – The former advisor to the old king is a quite embedded into his tower. He and his undead are a force to be reckoned with. The Necromancer is working on various plots to remake his image as he is hated and feared as he tortured and killed many people..

NPC The Grand Necromancer Julius Imperiaria the Master of Shadow – He is a pale skinned man with dark hair that is quite long. He wears many different kinds of perfume and oils to mask the scents of death. He always embalms his zombies if he has time to make the last longer and not have the death stench. He always makes them up in regal attire.

Academic 130, Accuracy 60, Action 60/40/20, Animals 60, Brawling 30, Entertain 50, Healer 90, Looks 50, Melee 30, Might 30, Perception 80, Smith 40, Social 60, Stamina 40, Status 80, Stealth 60, Streets 30, Wilderness 40, Will 90, Wealth 80

Spirit 100 Stone 80 Flame 40 Ice 40 Luminance 70 Shadow 200 Wood 30 Storm 60

Tome:Common Spells of the Shadow and Spirit

Common Spells of the Shadow that the Necromancer will use!
Animate Dead
See Night
Darkness
Vampire Touch
Fear
Disease
Wither

Common Spells of the Spirit that the necromancer will use!
Call Demon
Call Ghost

He has a Demon named Shastea working for him. She is a beautiful shapely blonde that appears horribly disfigured in one’s peripheral vision. She sometimes looks very young or very mature and slightly changes her appearance each day. She is a demon from the ancient world the last of her kind. She is desired by many mages and men from across the world as her lovemaking skills are unrivaled. She enjoys killing innocent youths as long as she does not get caught, toying with them for weeks, destroying them with each passing day. She uses their blood for a temporary one time boost to any attribute or power equal to the victims Stamina. In times of trouble she has killed thousands to fuel her power which she can also give back to the faithful as a gift.

Academic 190, Accuracy 70, Action 100, Animals 30, Brawling 70, Entertain 100, Healer 70, Looks 100, Melee 70, Might 130(+13), Perception 80, Smith 70, Social 80, Stamina 100, Status 30, Stealth 80, Streets 60, Wilderness 60, Will 60, Wealth 40

Spirit 40 Stone 40 Flame 80 Ice 20 Luminance 20 Shadow 70 Wood 50 Storm 60


High Town
The High town is a secret held by many of the nobles. It is a completely secluded society within the city completely cut off from the rest of the world. These nobles decided that their children and families shall not face the horrible world so the High Town was built to protect them. How is this done you ask? High walled bridges and tunnel connect between other buildings, manors and castles all hidden inside giant walled forest and parks right inside the city. Many are walled up by buildings with the inhabitants never knowing there is a secret town of nobility inside. Only through a complex lair of servants is this done. Lots of gold keeps peoples mouths shut. A few times some of the more curious High Towner people have somehow snuck out to find a hellish world outside indeed.

Green Yards
The next most prominent noble neighborhood. Giant walled manors and castles crowd the gardens and fountains. The streets are clean and well lit.
Lower Order of the Circle- The Lower Order of the Circle is the recruiting grounds for many a young noble (or want to be noble) female. The competition is fierce in this “school” for young ladies of future society. They are taught the art of speech and charm as well as some magic. Only the most fierce and deceptive “win” a chance to become a member of the Higher order. The classes are split up into houses depending on various entrance test. Many of these test are criminal acts against the Higher Order’s enemies. Those who do not pass (those not of noble blood and not with enough money) are not accepted and become an outcast of noble society forced to live in manors outside the great cities of the Old Realm. Those who choose to stay are harassed and hounded until they break It is rumored there is a group of failed students that have formed their own society called The Rejected. The Lower Order of the Circle’s building is a smaller version of the Higher order only being some ten stories tall.




Initiate
Academic 30, Accuracy 40, Action, Animals, Brawling, Entertain 30, Healer, Looks 60, Melee, Might, Perception 30, Smith, Social 30, Stamina, Status 50, Stealth, Streets, Wilderness, Will, Wealth 50
Any 3 powers at 40 another 2 at 20
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Sister
Academic 40, Accuracy 50, Action, Animals, Brawling, Entertain 40, Healer, Looks 50, Melee, Might, Perception 40, Smith, Social 40, Stamina, Status 60, Stealth, Streets, Wilderness, Will, Wealth 60
Any 3 powers at 50 another 2 at 30 and one at 10
Spirit Stone Flame Ice Luminance Shadow Wood Storm


Lower Order of the Staff- The Lower Order of the staff is much like its feminine circle counterpart as in it has houses and such things. The one difference is the Lower Order of the Staff does the dirty work for the Higher Order of the Staff such as mugging, killing, and other such criminalities. Of course most of this dirty work is done by the members that will never “pass” as a way to rid themselves of the riffraff. The Higher Order of the Circle does such things also. The Lower Order of the Staff’s tower stands some thirty stories tall with a view into the Lower Order of the Circle’s rooms. The Lower Order of the Circle are expected to give a show each night.

Intitate
Academic 30, Accuracy, Action, Animals, Brawling 30, Entertain 30, Healer, Looks 60, Melee 40, Might, Perception 30, Smith, Social, Stamina 30, Status 50, Stealth, Streets, Wilderness, Will, Wealth 50
Any 3 powers at 40 another 2 at 20
Spirit Stone Flame Ice Luminance Shadow Wood Storm


Brother
Academic 40, Accuracy, Action 30, Animals, Brawling 40, Entertain 40, Healer, Looks 50, Melee 50, Might, Perception 40, Smith, Social, Stamina 40, Status 60, Stealth, Streets, Wilderness, Will, Wealth 60
Any 3 powers at 50 another 2 at 30 and one at 10
Spirit Stone Flame Ice Luminance Shadow Wood Storm
Old Garden – The Old Garden is a gigantic forest within the confines of a great stone wall. The Old Garden is said to contain one of the Annahonn whom chooses to remain anonymous. Only the spirit of this ancient Annahonn can be felt inside these walls and this place is sacred to those whom worship the forgotten elf gods of ancient and old. This garden is a land unto itself as many have said it is larger on the inside than on the outside. Some have never returned from simple walks in the park lending sinister stories about the Old Garden. The place brings a true uneasiness to any who come bring violence and evil. It is a common rumor that when the Bane has reared it’s head in the past too near the garden great thorny tentacles killed any Bane infested creatures that crept too close to the walls.

Annahonn Deltrayy Degayyfregdgllyn Merishyyn
Academic 130, Accuracy 50, Action 150/125/100/75/50/25, Animals 50, Brawling 50, Entertain 50, Healer 50, Looks 80, Melee 50, Might 50, Perception 100, Smith 50, Social 50, Stamina 60, Status 80, Stealth 50, Streets 40, Wilderness 50, Will 50, Wealth 100 (10,000P-100,000P)

Spirit 80 Stone 60 Flame 60 Ice 40 Luminance 20 Shadow 20 Wood 100 Storm 40



The Great Fountain- This is a fountain of gigantic size. It stands over 500 foot tall. People come here from all over to throw coins over their shoulder to gain good luck. The fountain actually does this with a pound or more the person gains +10% for one day. It is said the Archangel of Ice appears here from time to time giving messages of doom.

Aqueduct- This is the source of the best drinking water from far below the ground. It is also rumored to be a source of some great Ice magic. The water from here flows all throughout the city and throughout all of New Altburg Land. It is rumored that the Aqueducts also house a system of secret tunnels that allow one safe and secret travel.

Ten Gates-
A noble neighborhood with a ten gates. Very pricey and fine.

Order of Scholars and Free Thinkers of Science – Here lies the grand college of the OSFTS. They also call themselves The Order of the Gold Cloth to mock the Sages. Here is where the freethinking scholars plot their way to make a better world. They view the world from a scientific view and see magic and religions as the source of the worlds problems. They believe if they can stop or destroy all these things the world would be at peace. They are violently opposed by the Sages and Wizards of Westfort. It is not common on University Square for Sages and Scholars to show up and begin a debate that ALWAYS ends up in fighting and bloodshed.

Average OSFTS member
Academic 80 (Alchemy as a Specialty 90), Accuracy, Action 40/20, Animals 40, Brawling, Entertain, Healer 60, Looks, Melee 40, Might 30, Perception 50, Smith 40, Social 60, Stamina 30, Status 40, Stealth 30, Streets 30, Wilderness 40, Will 60, Wealth 40

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Humfields Grand Hotel and Apartments – This is the most fantastic and largest building in Ten Gates. It has the most lavish parties. This hotel goes up eighty stories of stone wood and steel. It is completely well lit. It has over eight hundred rooms and twenty different grand ballroom. On it’s top floor is the greatest ballroom of all. Still all this decadence pales in comparison to the royal life in Mayor’s Gate.

The Grande Theater and Opera House – This is a truly incredible building as it can house over 150,000 people. It has magical and alchemical sound amplification unheard of in the world.

Le Museum – Of the thousands of museums in the city this is the largest. It appears to be a giant gothic stone and steel dome. It houses full sized collections from all over the world from art and history to complete villages and towns inside. It literally takes months to see the entire facility. It is completely possible to get lost in the museum and die of starvation in non maintained areas. There are also areas that have unprotected drops hundreds of feet to the ground. It is as if some insane genius built Le Museum. Some say the museum has openings to space and time and that the museum goes on forever. Her the Sentinels keep watch over the museum. They guide people to various attractions and try to keep people from wandering away alone.


Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm


White Stone, Guild homes
Fine homes not as fine as most of the nobles but still very nice. This is the neighborhood of Damon Erlich famous Sage of the Purple Cloth Savior of New Altburg land. Many a mystics selling their services and wares openly here.

Lumanarium of the Order of the Purple Cloth- The Lumanarium of the Purple Cloth is rumored to be a fortress of knowledge and truth. It is true that the great Damon Erlich is from this order house but it still falls into suspicion. The ancient and true rivals of the Sages are the Scholars and they spread rumors most foul about any and all Sages. The Lumanarium itself is a huge structure on a walled estate. A great central dome houses the great library of the Purple Cloth. There are over two hundred rooms of the Lumanarium all with a purpose of studying the universe and the world through the mystical and scientific view. All members are expected to study the Mysteries, Science, Combat, and Magic. Members typically are sent out on various missions to study strange events. Members are especially opposed to the spread of the Bane and will try to prevent it at all cost

Intitate
Academic 30, Accuracy, Action, Animals, Brawling 30, Entertain 30, Healer, Looks 60, Melee 40, Might, Perception 30, Smith, Social, Stamina 30, Status 50, Stealth, Streets, Wilderness, Will, Wealth 50
Any 3 powers at 40 another 2 at 20
Spirit Stone Flame Ice Luminance Shadow Wood Storm


Adept
Academic 40, Accuracy, Action 30, Animals, Brawling 40, Entertain 40, Healer, Looks 50, Melee 50, Might, Perception 40, Smith, Social, Stamina 40, Status 60, Stealth, Streets, Wilderness, Will, Wealth 60
Any 3 powers at 50 another 2 at 30 and one at 10
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Teacher
Academic 50, Accuracy, Action 40/20, Animals, Brawling 50, Entertain 50, Healer, Looks 50, Melee 60, Might, Perception 50, Smith, Social 50, Stamina, Status 70, Stealth, Streets, Wilderness, Will , Wealth 70
Any 3 powers at 70 another 2 at 40 additional 3 at 20
Spirit Stone Flame Ice Luminance Shadow Wood Storm


Master
Academic 60, Accuracy, Action 60/40/20, Animals, Brawling 50, Entertain 50, Healer, Looks 40, Melee 80, Might, Perception 70, Smith, Social 70, Stamina, Status 80, Stealth, Streets, Wilderness, Will, Wealth 80
Any 3 at 90 another 2 at 60 additional 3 at 40
Spirit Stone Flame Ice Luminance Shadow Wood Storm

There are many other orders in the city. Use the examples above as a guide.


Seer College- Here lies the college of Seers. This is a place of great import for they take and train those with the sight in the arts of Knowing. The Seers College is a very powerful worldwide group. They tend to be quite creepy as they flip the pages of your mind. Some collect knowledge to use against others. No one likes or trust the Seers but they stay to themselves. Seers are not just bookworms as they are everywhere watching events unfold if not causing them. Seers can be found in the streets, at lavish parties, and far in the wilderness searching out ancient ruins. Seers blatantly wear their silken black robes with a large eye on it wherever they go seemingly unafraid of danger. This makes people actually afraid of them because of this. Rumors are that those whom have crossed them simply disappeared a few days later as well as their family.

Average Seer
Academic 100, Accuracy, Action 40/20, Animals, Brawling, Entertain, Healer 70, Looks, Melee, Might, Perception 100, Smith 40, Social 40, Stamina, Status 60, Stealth 80, Streets 40, Wilderness 40, Will 70, Wealth 60

Spirit 80 Stone 20 Flame 20 Ice 20 Luminance 80 Shadow 80 Wood 40 Storm 40

Mystical Bazaar- This is a ten rows of nothing but magical items, potions, spells, and complete junk. People come from all over to buy things from here. Between all the magic using merchants there is basically a small army of wizards here so the Church stays away for now.
A few shops are
Elementium Alchemy Shop
Alchemical Arrows
Necrotic Prosthetics
Potions Galore
Magical Sword Emporium
Willie’s Wands and Staves
Magical Scrolls
Bert’s Blood Shop
Junk Shop
Moopie’s Moops
Animal Spirits
Tinker Technology and Arms
Blunderbuss R Us!
Elder Hunting Rifles
Clankie’s Clankies
The Odd Eye Magic Shop
Predure Imports
Love Potions
Alchemical and Necrotic Love Dolls
Sages Book Store
Scholar’s Way Book Store and Armory
Avatarian Way Books and Religious Gifts
Lawyer and Marriage Chapel
Father Raymond’s Indulgences for Sale.



Tudor the Sage’s Home- The famous Master of the Purple Cloth Tudor the Sage lived here. The home now sits empty and abandoned since the horrible murder of Tudor and his daughter Gertrude. There are many rumors and conspiracy theories on why Tudor was murdered. (they were murdered on just a mere whim from the former king, the Lost Lords had them killed, Damon Erlich killed him, and many others)

Damon Erlich’s Home- Here is the three story manor of Damon Erlich.


White Stone Guard House – Here is the grand white Stone Guard House, a grand old castle made of the white stone that most of the older homes are made of in this neighborhood. There are many small outpost or stations all throughout White Stone.

White Stone Guard
Academic 30, Accuracy 60, Action 60/40/30, Animals, Brawling 60, Entertain, Healer 40, Looks, Melee 60, Might 60, Perception 50, Smith 30, Social 40, Stamina 40, Status 30, Stealth 40, Streets 50, Wilderness, Will 40, Wealth 40

Most will have a Chain Shirt with Sword and Dagger plus Small Pistol with 10 shots.

Spirit Stone Flame Ice Luminance Shadow Wood Storm


Merchant’s Alley

This is the home of many merchants, inns, and bazaars. You can find nearly anything legal and illegal around here. Because of the proximity to the border the slave stage has some of the best slave sales around Magic shops still must sell items underground for fear of the Church but they sell only the best and highest qualities.

Slave Stage – Here human and other sentient beings are for sale. Half are foreigners the rest are victims sold for repayment of their debt to someone although some people do sell their kin in tough times as well. This is truly and inhuman place as under the stages are the slave pens. Most are thrown in with all the others and must fight each day to live. The smell of the place is something that you will never forget. Only the most beautiful slaves are spared this as undamaged good bear a fair price. The rest are sent to the arena to die.

Average Slave Prices – Double and triple (or more) these for unusual qualities, looks, and skills.

Infant 500P
Boy Toddler 200P
Girl Toddler 400P
Boy Adolescent 300P
Girl Adolescent 800P
Male Teen 400P
Female Teen 1000P
Male Young Adult 600P
Female Young Adult 1000P
Male Adult 500P
Female Adult 800P
Male Middle Aged 400P
Female Middle Aged 400P
Male Old 200P
Female Old 100P

Angels Alley – Here are extremely high quality slaves for sale. Usually of noble blood captured from the wastelands.

Aquinio’s Fine Food and Wine – The unusual Mr. Aquinio serves very fine food and wine. Far too expensive for most this restaurant caters to the merchant class.
Average Meal 30P-50P


Mr. Aquinio
Academic 90, Accuracy, Action, Animals, Brawling, Entertain 40, Healer 40, Looks, Melee, Might, Perception 50, Smith 30, Social 80, Stamina, Status 50, Stealth 40, Streets 40, Wilderness 30, Will 80, Wealth 60

Spirit 50 Stone Flame Ice Luminance Shadow 80 Wood Storm 50


Black Pullet Inn – The Black Pullet Inn is the place to get a good drink and just get rowdy. Here for the right price if there are any witches around you can buy a curse.

Buckland’s Books – Buckland is famous in the mystical books sales trade. He has many titles dealing with ancient paganism and should be considered a sage in that field of study.

Academic 70, Accuracy, Action, Animals, Brawling, Entertain 70, Healer 50, Looks, Melee, Might, Perception 50, Smith 30, Social 80, Stamina, Status 50, Stealth 40, Streets 40, Wilderness 30, Will 80, Wealth 60

Spirit 50 Stone Flame Ice Luminance Shadow Wood 80 Storm 50


Crowely Street – Crowley Street is a little back alley that sells all sorts of dark occult ingredients. Most of the little rotten shops are singed as herbs and vegetables form the foreign lands. Anyone with a bit of lore should quickly realize that this place is some sort of dark occult haven.

Gardener Lane – This strange little lane sells all sorts of herbal concoctions from died to boiled. Potions of all sorts can be found her also.

Levey’s Emporium – This strange shop is ran by Levey a former sheriffs man. He is an outspoken critic of the church and blatantly claims to be a devil worshiper. So far no one has been able to take him out as he has a very secret large following. He always has scantly clad females running about the place and in front of the store. The shop sells outlandish outfits of various festive deviltry. It is quite frequently visited by the nobility as they quite enjoy costume parties.

Levey
Academic 60, Accuracy 40, Action 40/20, Animals, Brawling 50, Entertain 40, Healer, Looks 50, Melee 30, Might 40, Perception 70, Smith, Social 80, Stamina 40, Status 40, Stealth 50, Streets 80, Wilderness 30, Will 80, Wealth 40

Spirit 50 Stone Flame Ice Luminance Shadow 80 Wood Storm 50

Regardie’s Pound Store – Regardie is a famous seller of powders of all sorts. Strangely enough there is no rhyme or reason to the products. From poisons to flour. Regardie does have an excellent selection of Elementium Powder of all elements.

Regardie
Academic 90, Accuracy, Action, Animals, Brawling, Entertain 40, Healer 40, Looks, Melee, Might, Perception 40, Smith, Social 60, Stamina, Status 60, Stealth, Streets, Wilderness , Will 90, Wealth 70

Spirit 80 Stone Flame Ice 80 Luminance 80 Shadow Wood Storm


Ravenwolf’s Brooms – Ravenwolf sells handmade brooms. She is a very knowledgeable pagan and has a large secret following in the neighborhood.

Academic 70, Accuracy, Action, Animals, Brawling, Entertain 50, Healer 60, Looks 40, Melee, Might, Perception 60, Smith, Social 60, Stamina, Status 50, Stealth, Streets 40, Wilderness 30, Will 80, Wealth 60

Spirit 50 Stone Flame Ice Luminance Shadow Wood 80 Storm 60




Cacye’s Books – Cacye is rumored to be a heretical Avatarian priest. He sells old and used books but his main business is giving spiritual advice. He is getting quite old and frail but his daughter looks after him.

Cacye
Academic 50, Accuracy, Action 20, Animals, Brawling 20, Entertain, Healer 80, Looks, Melee, Might 20, Perception, Smith 30, Social 90, Stamina, Status 40, Stealth, Streets 30, Wilderness 30, Will 100, Wealth 40

Spirit 90 Stone Flame Ice Luminance 130 Shadow 80 Wood Storm 50


Hard Wood, Guild Homes-
The Hard Wood is a fantastic example of a peaceful neighborhood. The Guard here is well paid and quite vicious to any outsiders. The money from the guilds are at work here. It seems that many of the guilds are cooperating in order to compete with the power and the money of the nobility thus creating another form of nobility the guild nobility or “the swells” as called by the true blooded nobility. Hard wood is a very safe and peaceful neighborhood. It is completely walled off from the rest of the world. Children run and play in the garden lined streets. All the employees are very well paid to insure loyalty and no outsider is allowed in save the areas called outer dens. The dens are very strictly guarded but serves as a place for the lower class to sell their wares. The guilds are built directly into the walls with the shops facing outwards. Here the commoners can get jobs and such while the families stay on balconies on the second floor with full reign inside the hardwoods. These are somewhat like the secret High Towns within most large cities.

Hard Wood Mercenary Company -The Hard Wood Mercenary Company is the guard here. They train constantly and are drawn from the military. They are the most dangerous fighting company around. They are all very disciplined and completely loyal to the company upon penalty of death.

Average Hard Wood Merc
Academic 40, Accuracy 90, Action 80/60/40/20, Animals 30, Brawling 90, Entertain 30, Healer 60, Looks 30, Melee 90, Might 80, Perception 80, Smith 70, Social 40, Stamina 80, Status 30, Stealth 70, Streets 50, Wilderness 50, Will 80, Wealth 50

Spirit Stone Flame Ice Luminance Shadow Wood Storm

They usually have plate armor and shield with very finely crafted swords +2 to damage.

The Great Bell –The great bell has been here since the beginning of the city. It stands on a stone tower some 200 foot on the air. The bell’s base diameter is 100ft. No one knows how it was made or built. It’s grounds are a lovely shaded secluded park that youths go to get away from everything. Something about the Bell Grounds causes people to want to have sex and orgies in it’s secluded gardens.

The Grand Old Hotel – This is a forty story tall hotel that has been around as long as anyone can remember. It is the guild’s place for lavish parties and getaways. It has over twenty ballrooms and five fine restaurants.

The Grand College of the Arts – The grand college of the arts collects students from all over the world. The campus is gigantic with at least three hundred buildings. Although secure it has an opening to the outside world that has not been noticed by the Hard Wood Mercenary Company.

Bazaar of the Merchants – This is the largest den that allows the buying and selling of various things from outside Hard Wood. It has over 2000 stalls for outsides to bring and sell their wares.


Commons

When a commoner gets out of the ghettos they come and live here. Just a neighborhood of hard working people with a draconic guard. Don’t get caught here after dark if you do not belong.

Common Street – A common street in the commons is just that, huge old world ancient buildings full of people all crammed together. Unlike the ghettos there is only one family to an apartment but still quite cramped. Here the guilds and nobility get their primary workforce.

Factories – There are many thousands of factories here. The pay is usually not much (Average 50P a day) but enough to get by on. The guilds strictly control the wages and will assassinate anyone trying to organize a union.

Haunted Factory(B) – Here is another walled off section of the city. It is actually three haunted factories that somehow became Bane infested.

Best Playhouse – Here is possibly the greatest playhouse in the city. There is always a show and the place is always packed. There are hundreds of playhouses in the city but this one has the best plays. 10P a show.

Pagan Park – This is a secret park except to the pagans. They hide from the church.

Common Cathedral- This is yet another cathedral in the city. The church’s guards are in force looking for pagans and sinners.

Blood Luna Park – This is an open pagan stronghold. It will come to a streetwar with the church soon.

Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm



The Stink
West Ghetto “The Stink”
Located in the northwest section of town “the Stink” houses miles and miles of rotting multi-storied great slum houses. Some over a hundred stories high! There is nothing good to write about this section. Pit fights, slavers, diseased whores, and dirty street thieves. The West Ghetto was built on top of an older set of forgotten, ancient, blasphemous ruins going miles far underground. Many old closed down estates have openings in courtyards and basements that go far down into the haunted ruins. Most wise were the long dead ancestors that decided to close off or remove paths to these beautiful and horrifying ruins. The “Stink” of course has many closed off haunted sections from which strange sounds and lights are heard. From where some have ventured and never returned. Right in the middle of this section is the Industrial Section with it’s titanic Tinker elementium refinery and a ore smelter and their brutal security forces wiping out any who trespass with extreme ferocity. There are whispered rumors of a Bane Cult of great power festering here.



Notable areas of the Stink:













Hood of the Rat-
The old King Rat a crime lord of great skill lives here. One of the many in the Stink. He has the entire neighborhood completely controlled. He and his sons’ rule by fear and mystery but most people are fed and clothed.

Rat King
Human, Grotesque dirty fat man dressed in fine gold and red clothing covered in food and filth. Obese, alcoholic, opium addict, has intestinal worms, and bad teeth. The Rat King is a master thief and swordsman despite his appearance. He has a large group of young thugs to master assassins at his disposal whom he has do all his dirty work. He is usually sitting in his walled fortress estate surrounded by a mass of young girls harvested from the Hood, none over the age of 15, which is his weakness. He will never leave himself to be ambushed or captured and has a system of tunnels below his estate connecting to the underworld. He will save himself sacrificing all others to save himself. He is actually a great cook. He has cooked for many of the shadier nobles at parties it is rumored. He was a wasteland nobleman displaced by treacherous kinfolk. With his kingdom stolen he made a new one in the “Stink”.

Rat King
Academic 80, Accuracy 70, Action 60/40/20, Animals 50, Brawling 100, Entertain 40, Healer 50, Looks 10, Melee 90, Might 40, Perception 70, Smith 40 (Specialty Lockpicking 90), Social 80, Stamina 40, Status 10, Stealth 90, Streets 130, Wilderness 40, Will 80, Wealth 100

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Equipment: Estate, 200 changes of clothing, 1235 G


Dark Silence
Unknown what he is. He is always cloaked in dark robes. A mysterious high priced assassin working for the Rat King who is quite dangerous. He lives somewhere in the Stink, An Assassin of supernatural skill. He is a practitioner of Shadow Magic. He can easily take on ten men and kill them all in seconds. Only the Rat king knows how to contact him.

Academic?, Accuracy 100, Action 100/75/50/25, Animals?, Brawling 100, Entertain?, Healer?, Looks?, Melee 100, Might 80, Perception 100, Smith?, Social?, Stamina 80, Status?, Stealth 130, Streets 100, Wilderness?, Will 100, Wealth?

Spirit Stone Flame Ice Luminance Shadow 80 Wood Storm
Equipment: Black robes, poison darts, ropes and grappling hooks, caltrops, and any other thing you think about

Gangs: Most gangs are based in the slums. Here is a list of a few of them.
Stinky Boyz
Slashers
Rats of the Slum
Lords of Gold
Not your Father



Editor’s Notes: There are literally thousands of these type gangs with their own story waiting to be told. Why don’t you tell another criminal organization’s or individual’s story.




Old Altburger Estates “the Mazes”
The Altburgern are a race descended from the Aramarian lands long ago. The church, guards, and the king’s men who have decided that the Altburgern are the new sport terrorize the poor Altburgern people. The new sport goes not without peril. Their neighborhoods are a secret fortress of mazes and traps. They have hidden within the “mazes” as they call their neighborhood the library of Lahaolim. This is a library of arcane magic that the world has never seen. The library has been passed down for over 3000 generations of mages. The Altburgern have a standing mage college with professors of great skill and power. It is said that the Altburgern are beginning a preparation for an exodus into the wilderness to escape their horrible persecution.

Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm



Altburgern Student Mage, Human of Altburgern Lineage, Age 8 to 15. Student of Magic, History, and Ancient Lore. Has a basic skill in at least two of the eight elements Depending on the kid. Most are kept from the violence of the hoods in their mazes Most have grown up in the “Mazes”. They are well aware that they are the sport of choice for the nobles. They are very suspicious but can be very kind and helpful if their trust is gained. Most are in good health a rarity in the hood. They amazingly have great pools of secret wealth that they have keep hidden from outsiders.

Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception 40, Smith, Social, Stamina, Status, Stealth 40, Streets 50, Wilderness, Will, Wealth 30

Any two elements at 15%
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Equipment: While in the “Mazes” they wear the black suits of the Altburgen. When in town they dress as the poor. They may have some weapons and light armor.






Schoolie

NPC Name, Race, and Physical Description: Graduate, Human of Altburgern Lineage, Age 16 Graduate of Magic, History, and Ancient Lore. Has a very good skill in two elements and two elements at a basic skill. Some are even more powerful. Any as most have taken trips outside the “Mazes”, the Graduate may have many world wise skills. The Graduate may now begin too look for marriage. He may go out on his own to go adventuring but most stay with their people.

Academic, Accuracy, Action 30, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception 50, Smith, Social, Stamina, Status, Stealth 50, Streets 50, Wilderness, Will 40, Wealth 40

Any two at 30%
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Equipment: As above.


Intern, Human of Altburgern Lineage, Age 17-25
Intern of Magic, History, and Ancient Lore. Is Very Skilled in two elements, very good skill in two more elements, and two elements at a basic skill. Any as most have taken trips outside the “Mazes”, the Intern may have many world wise skills as well as wilderness skills.

Academic, Accuracy, Action 40/20, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception 60, Smith, Social, Stamina, Status, Stealth 50, Streets 60, Wilderness, Will 60, Wealth 50

Two at 50% and two at 15%
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Equipment: As above.



Teacher, Human of Altburgern Lineage, Age 26-35
Teacher of Magic, History, and Ancient Lore. Any as most have taken trips outside the “Mazes”, the Teacher may have many world wise skills as well as wilderness skills.

Academic, Accuracy, Action 60/40/20, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth 50, Streets 70, Wilderness, Will 80, Wealth 70

Two at 70%, two at 50% two at 30% and two at 15%
Spirit Stone Flame Ice Luminance Shadow Wood Storm




Headmaster (Surpurnal), Human of Altburgern Lineage, Age 35+

Headmaster (Surpurnal) of Magic, History, and Ancient Lore. Any as most have taken trips outside the “Mazes”, the Graduate may have many world wise skills as well as wilderness skills.

Academic 100, Accuracy 40, Action 60/40/20, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth 50, Streets 70, Wilderness, Will 100, Wealth 100


Two at 100%, two at 70%, two at 50%, and two at 30%
Spirit Stone Flame Ice Luminance Shadow Wood Storm


West Gate
The west gate houses more taverns, whorehouses, and inns than any other section. Located east of the West Fort this section of town has more soldiers on leave than any other. It is said any one wanting to fight one “wester” has to fight the whole damn army. Most fights involve twenty or more soldiers to one victim. One must be very careful when wandering the west gate section.








Old Crim Gates (B)
Ol' Crim come dance with the devil
Ol' Crim come dance here and revel.
Ol' Crim I leave you a drinky drink
Ol' Crim witch king of the stink.
Ol' Crim coming gnawing and wild.
Ol' Crim takes mine enemies' child.
unattributed witch's curse
If there is an undefended section or gate of Westfort this is it. Many a would be attacker has charged this gate thinking it a foolishly undefended open gate. Horrible screams come from with in with a huge laugh and thanks. The enemy attackers are never seen from again. It is bane cursed from the ground up.



Old Cathedral Grounds (B)
This is a cursed bane infested Avatarian Cathedral. About fifty years ago the Avatarian Priesthood began experiments with bane infested people and creatures. They began to explore the Bane Void from the tortured and twisted information gained from the bane-infested people and creatures stored there. They believed their god omnipotent and foolishly braved the opening to the Bane Void that they had stupidly created right in the city itself! Not much is know about the horrible disaster some fifty years ago as more than half of the city itself died out during that time and the survivors that were there never speak of any of it save horrible tales overheard from nightmares of that terrible time. The Cathedral grounds are sealed off and locked up not to keep people out but to keep the things that lurk there in!



Old Castle (B)
“Old Lord Draford coming around.
He is taking over the town.
Blood be flowing on the ground.
Heads roll round and round.
Now the child’s soul is evil and bound.
They are after you do you hear the sound?"
Old Altburgen Nursery Rhyme.

Old Lord Draford was a horrible man the old tales have said so many years ago. He became the first foreigner not of royal blood to be king of the Alburgen by treachery and deceit. It is said he began exploring ruins found deep below his castle. It is said he found a library of blasphemous and horrible knowledge deep in the earth and learned all that he could know. It is said that he feasted upon his own subjects while they were alive making their children watch. It is said he took these children and slowly tortured and molded them into an army of half undead killers. It was Rabbi Erik Sauloman that organized an army of peasants and wiped out Lord Draford and his army of evil children. Still what Lord Draford had found and what he had created still lurked the castle grounds and the surrounding grand and ancient manors. The Old Castel and its entire grounds are another section walled off from the world.



The Sewers
The Sewers of the Stink connect with the ancient ruins and graveyards. There is a society of people that live there called the filth of filth. They thought by going into the sewers that they could escape the evil above. The evil below that they have met if far worse but they now call the sewers their home and fight to defend it. With out one of them guiding you are surely lost and dying or worse stumbling into the ancient bane infested ruins or crypts deep underground going down hundreds of levels.


Warehouse District-
The warehouse district is full of giant warehouses, wagon stations, flat barge docks, and many guards. There are rumors that the merchants are using mechanical servants of some sort as guards. The place is lit up fairly well at night but there are still enough dark places to hide.

The Pits-
The Pits is where they fight to the death for money or so it is said. Actually there are a few who live to fight another day. Most combatants are slaves or prisoners sentenced to die. Some few are just going out dying to make their family one last bit of coin. It is rumored that deep under the pits is a breeding farm that grows fighters but this is not known for sure. The newest craze in the pits is princess fights. Young noble foreign females are forced to fight each other in full gowns and regalia.
Slaver Grounds-
Here is where all the slaves that were not sold at the slave market go. Half die within the first few hours. The rest are sold at a cheaper price or go to the Pits.

Black Gardens-
This is another giant slum neighborhood of little note. The plague was here a few years ago.

The Woodwrights-
A slum that is ran by it’s people in a small army against the criminal. They are currently being blockaded so to starve them out.

The Stink Bazaar-
The most blatantly wrong things and people are sold here. Imagine a giant half old world outdoor market with all the drugs, sex, and booze you could buy. All in the open. This place truly does deserve to be called the Stink.

High and Low-
Yet another unexplored worthless slum. Most people stay away from this slum just like all the other slums unless you live there.

The Very Dirty Brothel-
The Very Dirty Brothel is just that a brothel fortress the size of a neighborhood. Any sexual act or perversion can be found here. The real purpose of the brothel is information brokering. The Madams a group of enchantresses run the whores with an iron grip. At their word any offending whore is killed on the spot. The dark secret things the Madams know about the nobles and church make them invincible.


Average Madame

They all have the various skills of lovemaking, as they are all prostitutes. They are proficient in using the Luminance element to control men’s minds as well as being proficient in any of the other elements. There are almost a thousand madams to run the flesh trade in the Very Dirty Brothel. There are Grande Madams every 50-100 Madams of great power. Most are quite attractive as they have found magical ways to stay young looking from dark rituals involving sacrificing young virgin children of prostitutes. They call the ritual adoption of all things.

Grande Madame
Academic 50, Accuracy 30, Action 40/20, Animals, Brawling 50, Entertain 100, Healer 80, Looks 70, Melee 60, Might, Perception 90, Smith, Social 100, Stamina, Status 50, Stealth 40, Streets 100, Wilderness, Will 50, Wealth

Spirit 70 Stone Flame Ice Luminance 100 Shadow Wood 70 Storm

Equipment: Fine dress, money from a few pounds to thousands of guilders, depending on how classy.





Madame
Academic, Accuracy 30, Action 40/20, Animals, Brawling, Entertain 100, Healer 80, Looks 80, Melee 40, Might, Perception 80, Smith, Social 100, Stamina, Status 50, Stealth 40, Streets 100, Wilderness, Will 50, Wealth

Spirit 50 Stone Flame Ice Luminance 80 Shadow Wood 50 Storm

Equipment: Fine dress, money from a few pounds to thousands of guilders, depending on how classy.



Young Peach is a young girl prostitute.
They are bought as slaves or born and raised as prostitutes never to leave the brothel their whole lives. They know nothing of the outside world. They are taught how to be a prostitute, charm, grace, musical talents, singing, dancing, and nothing else. Usually bruised and beaten in the poorer areas to perfect dolls. Any prostitute with an incurable disease is killed. The suicide rate of these girls is very high. Males are called Fagboys.

Academic 10, Accuracy, Action, Animals, Brawling, Entertain 50, Healer, Looks 60, Melee 20, Might 20, Perception, Smith, Social 40, Stamina 20, Status, Stealth, Streets 10, Wilderness 10, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Equipment: Very revealing dress






Young Strumpet is a teen prostitute
If they survive being a young peach then they become a strumpet. Very few if any are let in from the streets. If so then their streets would be 60. The madams keep these girls in a fierce competition for a space to become a Madame trainee. These young ladies are taught various languages, stealth, and thieving skills. Usually bruised and beaten in the poorer areas to perfect dolls. Any prostitute with an incurable disease is killed. Males are called Fairies. If not a Lovely Dear is the next step.

Academic 30, Accuracy, Action 40/20, Animals, Brawling, Entertain, Healer, Looks 60, Melee, Might, Perception 40, Smith (Locks) 40, Social 50, Stamina, Status, Stealth 40, Streets 40, Wilderness, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm
Equipment: Very revealing dress



Lovely Dear is a fully mature prostitute.
If they survive being a young strumpet but are not chosen to be a Madame Trainee they become a Lovely Dear Most are not very lovely at this stage though some are. Many as they loose their looks become baby factories and servants. Most die around this age as the hard life catches up to them. Usually bruised and beaten in the poorer areas to perfect dolls. Any prostitute with an incurable disease is killed. Males of this class are called Trolls. Any looking older or ugly are called Hags either sex.

Academic 30, Accuracy, Action 30, Animals, Brawling 30, Entertain, Healer, Looks 5-50, Melee, Might, Perception 50, Smith (Locks) 40, Social 60, Stamina, Status, Stealth 40, Streets 50, Wilderness, Will 30, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Equipment: Very revealing dress

West Wall-
A common meeting place for adventurers and other free thinking sorts. It is actually a walled up area right next to the west wall. It is a safe have for those who want to get away from it all. It is like a large very nice row of hostels. So far the Stink has not moved into this sanctuary. It is rumored to be ran by a Half Human Half-Annahonn. The owner seems to only be seen by a few.




Industrial

Power Station-
The elementium power station is a mixture of a castle and a huge factory. One can see the power station and its miles and miles of piping, steam lines, and flares intertwining with the ancient buildings through the entire city.

Refinery
The Tinker monopoly on old Skas technology makes them powerful allies and dangerous enemies. The Tinker mine pure elementium deep underground and refine it in human cities. The pure elementium in liquid, solid or gas is used to light the cities elementium light network and power the various elementium machines. The Tinker security forces are the most brutal in the city. Throughout the city travels the slag works, which are huge bucketed conveyer chains of slag elementium waste. Many people travel on the dangerous slag works to get to different parts of the city.


Smelterhood
Where the much of the Tinkers have delicate clockwork and elementium technology this group of Tinkers have huge finely crafted rune covered cog workings powering their ore smelters. Ore mined from the ground is brought here to be made into steel beams and plates for the newest dwarven steel buildings, ships, war machines, and wagons.

For Details on Tinkers see the Monsters and Races Section.

The Docks
The Docks are the underground city. The Westfort River runs in a deep chasm and pools in a great cavern below the city. On the walls of the chasm before entering the city are the chasmhoods which are neighborhoods built in the walls themselves. Upon entering the Docks one sees a huge lake under the industrial area with thousands of ships and huge wooden and metal docks. Building also line the walls and roof of this immense cavern making an upside down city hanging from the roof and walls.





Grande Cathedral
Grand Cathedral-
The grand cathedral is the seat of power for the Surpurnal church in New Alburg Land. It covers about a square mile of ground as well as huge underground complex complete with a crypt. Full on monasteries, convents, and orphanages. Many of the inhabitants have never and will never see the outside world as they have chose or been forced to a life within the cathedral grounds.

Priest
Academic 80, Accuracy, Action 40/20, Animals, Brawling 60, Entertain 50, Healer 60, Looks, Melee, Might, Perception 70, Smith 40, Social 80, Stamina, Status 80, Stealth, Streets 30, Wilderness 30, Will 70, Wealth 80

Spirit 80 Stone Flame Ice Luminance 80 Shadow Wood 60 Storm 50

Staff of Luminance +20
Headdress of Spirit +20
Adornment of Healing (Wood) +20


The Brew
East Ghetto “Bad Taverns”
Not as bad as the “Stink” the East ghetto is famous for its many breweries. Some of the brewers should have been shut down years ago but the locals will drink anything so the taverns keep on selling.

Brewery Lanes – Here are the rows and rows of breweries that give this neighborhood it’s name.
Ghetto – There are many ghettos here just not as bad as the Stink. Now even being better than the Stink is still pretty bad.
St. Thomas Church – A church for the poor that has many a sermon damning everyone to Haadonn each and every day.
Wood Park (B) – Here is a walled off park some 20 square acres all rumored to be filled with the Bane.
East Gate-
This is the most unused gate due to it being next to the prison.

Quiet Street – A street where sound does not travel. None can find a reason for it and the people are very strange in the way the communicate. When not in their neighborhood they tend to scream while talking.
Mage School – Here is a mage school for the poor. Very private and hard to get in. Still lovely young ladies are always admitted by the staff of five wizards and used for their special talents.

University – Here is an actual poor mans university with actual learning going on. They are currently teaching all the academic standards from ten years ago which is better than nothing.

East Gate – This entire gate only has two guards at a time as the sheriffs men are always near and it is known that many people go at a whim of the sheriff and his men.





North Gate-
A punishment for most “westers” guarding the ghetto gate. The north gate also has been the most attacked side of the city.

Sheriff's Prison-
The absolutely worst place to be in West Fort. The Sheriff Beaoh Dum’Basse is a ruthless cutthroat. His men are corrupt as he is, all fanatically loyal to the sheriff. His prison is know well for the torture chambers. He is also well known for arresting fair maidens he takes a fancy to never to be seen again. Never make fun of his name and call him dumb ass if you want to live.


Beaoh Dum’Basse

Academic 60, Accuracy 90, Action 95/71/48/24, Animals 40, Brawling 100, Entertain 40, Healer 80, Looks 70, Melee 90, Might 80, Perception 70, Smith 50, Social 70, Stamina 60, Status 60 , Stealth 80, Streets 100, Wilderness 80, Will 70, Wealth 70

Spirit 40 Stone Flame Ice Luminance Shadow Wood Storm

Average Deputy
Academic, Accuracy 60, Action 60/40/30, Animals, Brawling 60, Entertain, Healer 40, Looks, Melee 60, Might 60, Perception 50, Smith 40, Social 40, Stamina 60, Status 40, Stealth 40, Streets 60, Wilderness 40, Will 40, Wealth 50

Spirit Stone Flame Ice Luminance Shadow Wood Storm


Main Grounds – The main grounds have at least two guards. Each taking a turn all day and night making a round. They have alarms that they can pull alerting the whole prison guard.
Torture Fields – The torture field is a torture arena. All cells have their bars facing the events. There are many tools of torture that can be implemented. All regardless of what they have done are forced to watch and wonder if they are next.
Incinerator – The incinerator is where the sheriff gets rid of the bodies.
Men’s Prison – The men’s prison is below the women’s prison. It has three levels
Women’s Prison – The women’s prison has only one level. Some of the more attractive prisoners are forced into sex with the deputy and whoever else comes in with them.
Sheriff’s House – The sheriff has a ten story house that he lives in. He always has at least twenty of his deputies with him.
South Gate-
The south gate is the most commonly used entrance. The sights to see at the gate are the people who get ripped off by the merchants selling their wares five to ten times the price to unwary travelers. Many a scout and spy lurk at the gates gathering information for various factions. The Inn that you frequent is a faction of a sort so watch where you frequent. Here are the different sections and a few of the select places to visit.

Main Street

The Black Sword – The Black Sword is a vile place for dark meetings. It caters to the professional mercenary and the dark arts. The Black Sword stands four stories and has 40 rooms for rent at 75P a night.

Inn of the Emerald Dragon – The Inn of the Emerald Dragon is an fine establishment serving various brews from around the world as well as great homebrews. The Inn of the Emerald Dragon stands three stories and has 30 rooms for rent at 50P a night.

Salt and Sea – Here is the inn that caters to the seafarer. It has amazing brews from all ports of the world as well as excellent seafood. It is 45P a night and has 20 rooms.

Old Rat Inn – The Old Rat Inn is a trashy rotting stone, wood, and steel building. It has mostly stews and other poor food as well as the cheapest most foul beer. The place is rowdy and quite dangerous to those who can’t take care of themselves. It has 30 rooms at 30P a night or a huge common room (known as the stinky orgy room) for 5P a night that can fit up to 200 people.



Main Gate
The Main gate is full of guards. It has a elementium powered steel door that can shut in two seconds. The guards check the coming and going of the people charging anyone who looks too foreign or rich a tax of 10P a head. They have at least ten squads inside the city wall ready to face any trouble.


Wizard’s Way – This is a secret wizards neighborhood right past the main gate right through a flower shop called the Snapdragon.


Westfort
West Fort-
A giant mountain fortress to the west of the city. It houses over 5,000 troops at any given time. It has three great cannons that can be fired every ten minutes. The entire complex is a honeycombed mountain. The torches and lights can be seen towering over the city. The soldiers that are stationed in the West Fort are called Westers. The West Fort is ran by Gen. Spartucus Rexamillion a decorated war hero.


Gen. Spartucus Rexamillion
Academic 90, Accuracy 100, Action 80/60/40/20, Animals 50, Brawling 100, Entertain 80, Healer 70, Looks 70, Melee 100, Might 100, Perception 90, Smith 80, Social 100, Stamina 100, Status 80, Stealth 50, Streets 40, Wilderness 100, Will 90, Wealth 100

Spirit 60 Stone 70 Flame 100 Ice 80 Luminance 70 Shadow 30 Wood 60 Storm 50
HP 50 Damage +10 Dual Magical Swords 1-10+1-10 each +10 for Strength.

Wester
Academic 30, Accuracy 70, Action 60/40/20/(10), Animals 30 , Brawling 70, Entertain 30, Healer 50, Looks 30, Melee 70, Might 70, Perception 50, Smith 40, Social 40, Stamina 70, Status 40, Stealth 30, Streets 40, Wilderness 50, Will 40, Wealth 40

Spirit Stone Flame Ice Luminance Shadow Wood Storm

Westers carry dual swords (that’s the extra attack). They also wear banded armor from head to toe. They also carry musket rifles.


Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth

Spirit Stone Flame Ice Luminance Shadow Wood Storm


01-20 Low 1-10 P
21-35 Average 10-100P
36-50 Skilled 100-1000P
51-75 Expert 1000-10,000P
76-00 Master 10,000-100,000P

Low 01-20 x1
Average 21-35 x1
Skilled 36-50 x2
Expert 51-75 x3
Master 76-00 x4 (+1 every additional 25)

01-20 Low Poor, slaves, foreigners, and scum
21-35 Average Commoners and serfs
36-50 Skilled Craftsmen and merchants
51-75 Expert Guildmasters and noblemen
76-00 Master Royalty


Common NPCs of the Westfort

QUICK NON PLAYING CHARACTERS

You now have the POWER to make up NPCs on the fly. Fell free to just ignore these rules and make them up on the fly. Try to base your non playing characters on real world people you and your players know, like or hate. A non playing character based on an actual enemy gives a lot of strong motivation to defeat that enemy. Everyone else need not know the non playing character is based on any actual character. Give them appropriate equipment.


Kid
Your a young early teen to pre-teen kid (10-15) who has no reason to be adventuring. You only start out with 25 points to spend.
Looks 30 (+5), Melee 20 (-5), Might 20 (-5), Stamina 20 (-5), Status 10 (-15), Will 15 (-10), Wealth 10 (-15) (-50 Total)

Kid 25pts. To spend 10/5/5/5 One skill at 45 and three skills at 30 plus or minus modifiers.

Street Urchin - Action 30, Looks 30, Melee 20, Might 20, Perception 30, Stamina 20 Status 10, Stealth 45, Streets 30, Will 15, Wealth 10
HP 5 Damage +2



Youth
Your in your late teens to middle 20’s (15-25) your just now beginning to figure out the world. You start out with 50 points to spend. Your abilities are all 25%.

Youth 50pts. to spend. 20/10/10/5/5 One Skill at 45, two skills at 35, two skills at 30.

Young Thug - Action 35, Brawling 45, Melee 35, Stealth 30, Streets 30
HP 13 Damage +3

Adult
Your in your late middle 20’s to middle 40’s. (25-45) You have some skills and abilities but some of your physical body is going down hill. You have 75 points to spend.
Action 20 (-5), Brawling 20 (-5), Looks 20 (-5), Perception 20 (-5), Stealth 20 (-5), (-25 Total)

Adult 75pts. to spend 25/20/10/10/5/5 One skill at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.

Average Watch/Guard – Action 40/20, Melee 50, Might 35, Perception 25, Stamina 35, Streets 30
HP 18 Damage +4

Average Noble – Academic 35, Accuracy 30, Brawling 20, Entertain 30, Looks 20, Perception 20, Social 45, Status 50, Stealth 20, Wealth 35
HP 13 Damage +3

Mature
You are in your late middle 40’s to your early middle 60’s. (45-65) You have 100 points to spend.
Accuracy 20 (-5), Action 15 (-10), Brawling 20 (-5), Looks 15 (-10), Melee 20 (-5), Might 20 (-5), Perception 15 (-10) (-50 Total)

Mature 100pts.tTo spend 25/25/20/10/10/5/5 Two skills at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.


Old
You are in your late 60’s to middle 90’s. (65-95) You have 150 points to spend.
Accuracy 15 (-10), Action 15 (-10), Brawling 15 (-10), Looks 15 (-10), Melee 15 (-10), Might 15 (-10), Perception 15 (-10), Stamina 15 (-10), Stealth 20 (-5), (-85 Total)

Old 150 pts. to spend 50/25/25/20/10/10/5/5 One skills at 75, two skills at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.


Ancient
You are in you late 90’s or older. (95-up)You have 200 points to spend. 10% chance of being very ancient adds another 50 skill points and another 10-30 years to your age. Keep rolling until you fail.
Accuracy 10 (-15), Action 10 (-15), Brawling 10 (-15), Looks 10 (-15), Melee 10 (-15), Might 10 (-15), Perception 10 (-15), Stamina 10 (-15), Stealth 10 (-15), (-135)

Old 200 pts. to spend 50/50/25/25/20/10/10/5/5 Two skills at 75, two skills at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.



More Experienced/Powerful PCs/NPCs will have +25 points for a somewhat experienced, +50 for a veteran of many adventures. A master will have +75 points.

Wednesday, May 23, 2012

1658 New Altburg Land


The Kingdom of New Altburg was formed from the remainder of a mixture of conquered royalty and royal Skas lineage.
Geography:
The land is primarily flat towards the south with a few hill and mountains to the north. Ancient giant forest cover the landscape. The kingdom has a paved road with a fourteen day ride to the chasm city of Kebtz as well as hundred of other paved roads cutting in a web from West Fort. As in all the Old Realm all the villages, towns, and cities are walled and locked at night. Very few if any cities, villages, and towns are more than seven days away from West Fort. Any lands beyond in the wilderness that are isolated paranoid settlements with old ancient ways ruled by some eccentric noble or insane cult leader. Chances of survival without protection from Westfort are slim to none. The Bluea River cuts a zigzagged line from the northwest to the southeast providing a highway to the northern lands and the southern regions. The Skas dug thousands of forgotten stone lined way canals all across the continent many going into lost cities in the darkest wilderness while some provide a secret way of travel by smugglers, spies, and outlaws. To the west is the Torment Mountains that cut the Old Realm in half and holding the Bane at bay.
Politics: The mayor of Westfort and the king are best of friends. They enjoy playing huge cruel, fatal, and sadistic games with the nobility, churches, and the common people especially the Altburgers. The first cousin of the king is Sheriff Dum’Basse of Westfort he as well is used in the various plots and plans. The King is one of the few people who realize that the Empire is fragmented and weak and will do anything in his power to keep any other group in New Altburg Land from gaining to much power. The King knows the Empire could not spare any additional forces to defend his kingdom if a large-scale civil war occurred.
UPDATE:! The King has been lobotomized and allowed to live after it was found out that he was a traitor. He now walks along a pantless gibbering idiot free to be tormented but never to be killed.
The People: The noble people are a mixture of conquered royalty and royal Skas lineage. The common men are the left over Skas and Altburger. The Altburgers were a tan skinned people with black to blonde hair and black to red eyes. As times have passed the Altburgers have been mixed with the lighter skinned peoples from the rest of the Empire though there are still pure Old Altburgers. The Skas are a race of people with blonde to brown hair. The eye colors of the Skas are green and blue but any color may show up.
The Gypsies a nomadic people that are by all others considered thieves and vagabonds wander this area in large numbers. Most gypsies have olive to pale white skin and black to red eyes. The superstitious and mysterious Goths with their pale white skin black eyes and hair. The devoutly religious Kurkish people come from the west from beyond the Torment Mountains with their arabian features of dark tan skin black hair eyes from black to brown. Many Tinker frequently come from the mountains in secret dying kingdoms far below the ground to work in the city of Westfort. The Tinker have a monopoly on the ore smelting of the area with their giant ore smelter. They are the masters of the rediscoveries of the ancient skas elementium technology. The ancient mysterious Elves or the Children of the Annahon live far in the ancient forbidden forest wilderness.


Language: Most of the land speaks Skas Common. The Old Altburgers speak Altspiel a now outlawed language. The King has decided for fun to annihilate and assimilate the old culture to the new imperial culture. The King as well uses the Old Altburger people as various scapegoats for various plots.
Civilized lands of New Altburg Land:
All cities towns and villages are walled. Any that are not are recent additions. Every wall has faced some sort of attack or invasion. Just about every town has supplies ready for a long siege. All are surrounded by patches of fields that grow the precious crops that are needed for food.
Cities:
Westfort SEE WESTFORT SECTION

Small City
Corinth 7000
Corinth is the closest city to Westfort. It enjoys a simple life and benefits of being near a big city without all the trouble.

Large Towns
Zanner 5000 – Another old fine town with not much going on.
Berlich 4000 – A fine little town with as much above ground as below. It has a huge steel gate blocking access to the underworld.
Famin 3000 – A town that is built on a stone tower and plateau. It is a grand town full of beautiful columns and architecture that is commonly seen farther to the southwest. Famin is as old as Westfort.

\
Small Towns
Rosenburg 2000
Here everywhere you look there are roses. Here there everywhere they talks of the Green Lord. That Old God of the Woods. We hides from the priest. We hides from the king. Here be the place of the Green Lord. Old carving in a dark corner of the Rosenburg Church.
Four Winds 1200
A horrible little village. All their buildings are rotting. “People are dying and leaving: says the mayor gleefuly. “The ones that stay their wombs are barren” the mayor says. There is no food nor drink save stagnant water. Now I am sick. All the roads lead back to this place. It seems that I cannot leave. The people seem content in their misery. There is something evil in the woods here. I am going to find out tommorow. I will find a way out of this village through the woods. A fragment of a journal found by a traveler crossing through Four Winds.
Hobs 1000
Hobs is a small stone walled, very old, very creepy town. It is famous for its old clock tower called the Moonblood. The clock can do something that no other time piece can, by its ornate timepieces predict the coming and going of the dark evil bane moon Neckruun. Not one attempt ever in the last few hundred years has been able to even scratch the ancient clock tower that started this grim little town.

Village
Vertz 500 – Vertz is a village that is at war with Tusid.
Vobey 1000 – This is a famous village that raises champion horses and other beast of burden of all kinds.
Tusid 500 – Tusid is a village that is at war with Vertz.
Meleck 700 – Meleck is a lovely village that is the gateway to a necropolis. In fact it is where most of Westfort now bury their dead.
Tomfey 800 – Tomfey is a huge high walled set of fields that raises cattle and other livestock. Huge walled field as in miles and miles of stone walls and fields completely protecting the cattle. Tomfey has been mistaken for a city in the distance by many. The actual village is on the west side of the fields.

Hamlets
Zog 300 – Zog is a small lowland village full of horrid rude people. Mostly inbred and deformed. Some say devil worshippers or bane infested.
Hossel 300 –Hossell is a very safe village that houses the Hossell School of Sword Combat.


Historae

History as told by the Ancient ones? [a script found in the University from an ancient dig from a supposed “Annohonne” or one of the Ancient races some saying still exist. Proctor Sirus has claimed to have met one. Scribe Lotus Apollo]

I will not translate the entire text for now but just the outline of the text. Here are the various ages as told by some ancient race. Much of this “history” is not the same as the accepted history of the scholars and sages.


Old Void Gods- War of the Void Gods, Supurnal Child's Escape, Birth of Beliar, Time of the Old Gods upon Aeon, and Supurnal Father's War.

Here is the jist of the apparently older text written in at least thirty different translations all bundled up. [This is a very exciting find as it will allow us to translate almost all ancient languages SLO]

(Primordia) The Age of Stone and the Wild Hunt- Time of the Prophet Mozen [Here is a very strange mention of the Aramarian Prophet in another religious text. VERY Strange]

Skas- The Age of Empires, Old Machines, Roads and Steam? [Steam like in Tinker Devices???]


Here are the less ages text...

Banebirth- Endall time of Neckruun???[This would explain the strange 'void' in archaeological artifacts and only signs of a great and horrible time at this era. Let us say there has been at least a few 'dark ages' in mankind's time.]

Time of War-Age of Blood lasting 1000 Years.

Avatar's Death- New Clear World??? [ here another religion speaking of the avatar religion?]


Newer recent text...

New Order-Age of Peace

Bane Reigns -Age of Fear

1st Bane Crusade -

Zanich Rule-Age of Pain 175 years

2nd Bane Crusade-







Here is a complety new written text. Strange how the handwriting in the old is same as the new. Exactly the same...

Second Order of the Races-

1658 Plot of the Lost Lords foiled by DE of the OOPC? [Damon Erlich??] Plot of the machine God, Kinglish Teroist, Riots, Necrotic Lords Setback, Guild Wars, Wasteland Invaders, Nobles Club of Cruelty,

1660 Noble Wars, Giants, and Dragons???, New Avatar is Foretold, Bane Births. There will be a series of Children of the Bane that must be stopped. There will be Avatars of the Bane Gods going around impregnating that must be stopped.

An Excerpt from The Life and Teachings of Damon Erlich, Mount Borealis Historical Archives, Section C, Codex 257



The following piece is taken from the archives of the Westfort Central Library (Secton AF, Scroll 112). I have included it in this work because it, I believe, shows a side of the Sage’s philosophy which previous works have only alluded to. I have refrained from extensive commentary on this work at this point, preferring to let the scribe and the members of this discussion speak for themselves. However, this discussion is cross referenced with commentary a great deal later in this work, as it seems to elucidate the reasoning behind many actions and opinions of The Sage that would otherwise have appeared contradictory. In spite of considerable effort, I have been unable to determine the identity of the scribe, and therefore cannot rule out bias. However, I have compared this record with the only other known documentation on the debate which it details, namely a correspondence sent to The Sage himself by a Saffaradegglyn1 who was apparently in attendance for the debate (Purple Cloth New Altberg Archives, section XX, codex 23, Document 71), and there is enough of a correlation between the two to suggest a reasonable level of accuracy. I have not reproduced that other document here, but it is available for public viewing at the Westfort Public Chapterhouse.

Date: 14th Day of Luna’s Harvest Phase in the 1327th Year of The Tree.
Event: Special Advisory Council Convened by the Mayor of West Fort
Subject: Discourse on morality, originally intended as a discussion of the altered role of various social institutions in the aftermatch of the Cataclysm of 1326.
Participants: Damon Erlich, Sage of the Purple Cloth, Hero of Westfort, Destroyer of “Old Lords”
Ariann Helfarch, Preist of Angeladfwyndus (known to humans as Gaianna), Official Diplomatic Emissary of Fae City Caerchrydda, founder of Arlaigorwellyncaerfa temple.
Alexis Unfreiden, Patrician of Westfort Reform Church
Father Dorius Bollero, Emissary of Holy Orthodox Church, Twice Honored Prelate of the Order of the Poor Servants of the Avatar, Abbot of Devon Monastery
Ulrich Dorn, Mayor of Westfort
Notes: This conversation was well underway at the point at which this record commences. Only comments made by a speaker who properly possessed the floor at the time of his remarks have been granted the dignity of being recorded

Ulrich: You confuse me, Damon. It was by and large because of you that The Church suffered its loss of face in the city of Westfort. Now it sounds as if you defend them.

Damon: Not exactly. It is not my place to either condemn or to defend them. I simply relay the truth as I see it. I disagree with the Church’s claim of inherent infallibility. Organizations are neither inherently correct or incorrect nor good or evil. Such ethical claims are based purely on individual characteristics. My previous actions were not against the church, they were against individuals. I do not act against organizations. It would be futile. You, sir mayor, are, I am afraid, forced to deal in such futilities by nature of your position. Therefore, I offer this advice. The worth of an organization depends not on the worth of it’s members but on the worth of the services it provides. In the case of The Church, while some services are, in my opinion, quite questionable, such as the wholesale slaughter of innocents by the office of the inquisition… (Dorius begins shouting at this point, and must be quieted before Damon is allowed to continue), others, such as their valiant work in keeping the bane pockets beneath the city from infecting the citizenry, are certainly commendable. It is the duty of the of the city officials to aid the church in services which it deems commendable and to hamper or perhaps forbid services which are counter to the common good or to the ethics of those officials. The institution must be dealt with separate from its members, and the members separate from the organization. If the members of the organization engage in immoral acts, the organization as a whole should not be held accountable for those actions. Nor should the organization, for good or ill, be considered when justice is applied to its members.

(Both Alexis and Dorius begin shouting at this point, first at Damon, then at one another. When Ulrich manages to restore order to the conclave, he gives the floor to Alexis)

Alexis: Those are pretty words, but they are spoken by a man who lives in an ivory tower, a man that knows nothing of the pain of the common man. You cannot oppose the tyranny that the denizens of the Heirophant have subjected the people of the Realm to without opposing his church. Your cynical words preach of the pragmatism of supporting an organization which is responsible for torturing and burning thousands of innocents every year, for turning a blind eye on the injustices of nobility in an attempt to fill its own coffers, for repressing and degrading the common man in every way possible. They are the core of the sickness which has infected this land, one and the same with the corrupt nobility which has crushed the ancient cultures on this land for no reason other than to spread its own power. Man’s nature is a peaceful nature, but that nature cannot hope to be realized until our corrupt culture with its corrupt institutions and corrupt religion has been utterly toppled. It pains me that it must be that way, but I have witnessed the suffering of my fellow man, and I cannot ignore my anger. If we do not take action against our oppressors now, we may not have another chance.

Damon (After a tense pause - the speaker appears to be near to losing his temper from some comment of Alexis’): In truth, Unfreiden, I know a great deal about the pain and suffering of which you speak. Still, I do not feel you, any more than any other revolutionary I have met, offer a real alternative. The problem with revolutionary jargon is that its roots are sustained by the same lies as sustain that which it opposes. All of the injustices of which you speak exist because of the lines which have been drawn between people - Noble and Common, Avatarian and Pagan, Clergy and Congregation, Orthodox and Heretical, the list goes on and on. It is the sickness of a weak and lazy mind which thinks everything in the world must be thought of in such simple either-or terms. By naming as concrete enemies those that appear to be benefiting from the current situation, you draw the very same lines. It matters not that you draw them in different places. You reinforce the same delusions which give rise to the horrors which you think you oppose. Nor have you any choice in the matter, for the kind of upheaval you wish to cause demands that you instill hatred in your followers, and this cannot be done without the use of the lines of which I speak.

You do not see it yet, but you have doomed yourself. Perhaps your revolution will succeed, perhaps it will fail. If it fails, of course, you will be put to death by the church, but at least you will be allowed to die with the illusion of righteousness. If, however, you succeed, then one of two things will happen. When your organization replaces the displaced as the tool of tyranny, you will either trade your soul for the potential power offered you, or else you will retain the sense of fairness which perhaps led you on the fools errand at the outset and recoil in horror at the work of your hands. And if you dare act on that horror in any way shape or form, it will destroy you without a second’s hesitation.

I do not, however, regard you as an enemy any more than I do the Orthodox Church. A true sage has no enemies. By Sage, I do not refer to men of the purple cloth, for to do so would be to repeat the same error which I am trying to repudiate. Certainly, the training that the purple cloth offers is an aid to the attainment of the wisdom of which I speak, but no group has ever held a monopoly on it, nor has any group ever attained it in full amongst all of their members. Many, in fact, find it on their own. It is the birthright of all men, and can be claimed by simply learning from the world with a fully open mind, and yet accept nothing without questioning. And yet there can be said to be a brotherhood, of sorts, of such like minded men. They are not held together by social ties or dogma. Their ties are invisible, free from the constraints of space and time. Their progress proceeds in a direction which the ordinary mind cannot perceive.

To explain our relationship to such upheaval as we are currently seeing is not a simple thing. We do not attempt to aid it, nor do we stand against it. It often appears that we oppose revolution, but this is an illusion. In all phases of history, we associate mostly with those who seem to be of a conservative temperament. This is not because we are ourselves conservative in nature. Our ideas are often very progressive. However, we recognize that the impulse for revolutionary movements is completely instinctual. It is an organizational response to man’s desire, born of natural law, to attempt ever to displace the powerful and grasp that power for themselves. Those who have surrendered themselves so fully to their instincts, and have strengthened it with the lies necessary to fulfill its desires, lie in the bonds of very heavy chains. They are, to us, infertile ground. In addition, in spite of the fact that it is a natural recurring product of man’s nature, the human suffering created by such upheaval weighs so heavily on the soul of the wise man.

But do not think that we do not strive for change. The revolutionary strives for change of form. We strive for change of substance. This change of substance cannot be achieved through a collective movement such as the type used by revolutionaries who strive for social change. Rather, it can only be achieved through social efforts. If we succeed in affecting social change, it is because we have touched upon enough individual lives that our efforts have become visible; but, however beneficial this social change may be, if we allow it to become our primary objective, we court failure.

When I say that the revolutionary is not our enemy, I mean only that we view him as a force of nature. When man acts from his will, which transcends nature and is the weapon of the wise, he is fully human. When, however, he acts from instinct alone, he is a force of nature. Nothing more, nothing less. And while, when it is in its infancy, the will feels it must struggle against nature to survive, when it reaches maturity, it has learned that nature is its ally. It has tamed and learned to ride the beast, so to speak. In the case of revolution, the wise learn to feel the rumblings of change, to anticipate movement, and to use the chaotic gap between tyrannies to plant the seeds of the sort of real change we wish to create.

How this bears on the question of governance is very nearly as complicated as the issue itself. If one of the wise aspires to be a leader, or if a leader aspires towards wisdom, his responsibility will be a difficult one, and he will be faced with numerous moral dilemmas. It is the goal of the wise to spread wisdom, but this cannot be done through the function of governance. Governance, by it’s nature, relies on natural will, not on human will. He has risen to the top of the herd, not to the top of himself, and while the two are not mutually exclusive, using the benefits of one to the ends of the other is a difficult thing. If one tried to use his temporal power to force the awakening of his subjects, he would be like a gaffer who tried to force a sapling to grow into a tree by pulling on it, accidentally uprooting it. Enlightenment must come from within, not from without. However, a wise leader has two options open to him. He may, because of his visibility, encourage people in the correct direction through his words and actions. And he may directly wield his powers to try and create an environment which is less restrictive to the growth of wisdom he wishes to engender, to create, so to speak, a more fertile soil for the sapling.

Ariann: You make some interesting points, sage. Would it be possible to try and distill your argument into this: That you believe it incorrect to lump people into simple groups and to label them as good and evil based on that grouping?

Damon: Well, I supposed that forms a critical portion of my argument if not the whole of it, yes.

Ariann: Interesting viewpoint, and it would seem to contain at least a portion of truth in it. Yet would not the Bane serve as a potent counterexample?

Dorius: You echo my sentiments exactly, fae. Our friend Damon is great in worldly wisdom, but we must never forget that worldly wisdom pales in the face of the wisdom of the world which is to come. Surely, in th face of the Bane threat, we must all see how vital is the role of the one true church. We have a mandate from the Avatar, from Supernus himself, to do all in our power to halt the advancement of this sickness of the soul. It is only because of the guidance and protection of the Mother Church that this plague of horrors has not fully taken mankind, has not dragged him down into this abyss which yawns at his feet. Surely you can see that, even now, the Realm threatens its own existence by refusing to fully accept the church. The advancement of the bane is halted, not reversed. Were mankind to fully and unquestioningly accept the teachings of the avatar as revealed by the Holy Heirophant, his servant and representative on this mortal plane, why then mankind would be impervious to this evil. He could roll back the tides of darkness and live in a world free of corruption and evil.

Alexis: How dare you speak of evil, dog! Your church is the personification of evil! For every inch you knock back the bane, the evil spread by your tyrannous grip and your treacherous lies allows it to creep forward two. You are the bane’s ally!

(Discussion is once again interrupted by a shouting match between Alexis and Dorius)

Ariann: I believe some of Mr. Unfreidden’s accusations of injustice are probably not without merit. In Father Bollero’s defense, however, I feel that the dedication and valor with which his church has fought the Bane is beyond doubt. In spite of the fact that they often seem to not limit their weening to the truly bane infested…

Dolorius: It is preferable, fae, to remove that which may grow to become bane infested before it has a chance to do so. If we error, and I remind you that our hands are guided by the Avatar himself, then we error on the side of caution. It is better, when in doubt, to lay the soul to rest and let Supernus judge it. Should the party be in fact innocent, he will be taken home. He is in a better world than us.

Ariann: Yes… in spite of this fact, I feel that the bravery of those men who stand up to one who is genuinely bane infested cannot be ignored. But, to return to my original point, I think that Mr. Erlich’s argument only holds true to a point. Certainly, when considering the bane, one must be forced to deal with them as a group, to oppose them as a group.

Damon: Sometimes people are forced into that situation. It is called warfare. As my earlier remarks would suggest, the wise do not participate in warfare. Sometimes life or duty places them in a war, no doubt, but even then they are not its advocates. They are ever the advocates of peace. However, the bane presents us with a somewhat unique situation. It still holds true that all must be judged as individuals and not as a group, but somehow we find ourselves in a situation where it seems that every member of a particular group is subject to the same negative judgment. This is never the case in struggles of a religious or political nature.

And, in fact, we are in danger of oversimplifying even in the case of the Bane. There is reasonable evidence to suggest that the bane itself is nothing more than a type of spiritual energy - similar in nature to primium, but alien to our plane. It appears to originate from beyond the veil. I believe it is the same as what is referred to in your tongue, sir Helfarch, as Dduadanio.

Nothing can be truly considered evil unless it has the property of sentience. Evil is a choice, not a condition. It would seem that the reason the bane acts as an agent of evil in this world, or to be more precise, the reason that the Dduadanio has manifested itself in this world as the Bane, is that it only enters into this world through the action, directly or indirectly, of those known as the Bane Gods. They wield it as if it were a weapons, and they do the same with those who become corrupted by that force. In fact, it could be said that when we act against the bane, we are not acting unfairly against a group of individuals simply because they have been stripped of their individuality and made into mindless extensions of the Bane Gods. And those we can judge individually as entities which must be battled at all costs.

I can perhaps add, as testament that there is some truth in this, that some in my former organization have attempted to find other means of bringing the Dduadanio into this world, free of the will of the Bane Gods. They met with some success, as well, and I can say without hesitation that it did not corrupt them or make them into evil people. However, it none yet have been able to channel the Dduadanio long enough to learn how to use it without going mad. Those that have recovered are in many ways improved as people, both in power and morally, but they have all steadfastly refused to attempt the use of this strange energy again.

Ulrich: This research, Damon… has it uncovered any evidence to support the accusations that the reported use, by some, of Banium in place of Elementium as an energy source is a dangerous practice?

Damon: Nothing conclusive, Sir. There are two schools of thought on this. One says that the practice exerts a corrupting influence on those in the area of the reaction, and even on the device itself which the banium is used to power. The other school however, says that this practice is, in fact helpful in the war against the bane. They believe that the reaction destroys the bane, transferring it into useful energy, thereby taking power from our enemies and giving it to us. We have not yet compiled sufficient energy to rule out either of these theories.

Ariann: Damon’s intellectual rigor is, I suppose, admirable in a way. However, my heart tells me that this is a bad practice and should be stopped, whether or not your sages have determined for certain that it is destructive.

Damon: I must admit that I share a certain sense of foreboding.

Dorian (Gesturing somewhat flamboyantly towards Alexis): I agree. In fact, I believe this is something that even the little heretic would agree with me on.

Alexis: (Scowls but nods)

Transcript Ends