Showing posts with label Elves. Show all posts
Showing posts with label Elves. Show all posts
Wednesday, September 18, 2024
Thursday, January 29, 2015
Sunday, December 13, 2009
DMD: For your Campaign, the Dragons Rest
Date sent: Sat, 25 Apr 1998 -0400
Send reply to: The GREYtalk Discussion List
From: Noel Graham
Subject: [GREYTALK] DMD: For your Campaign, the Dragons Rest
Originally to: greyhawk@MPGN.COM
To: GREYTALK@MITVMA.MIT.EDU
Haile and Fair Greetings All,
My apologies, I ran short of room. As this is the meat of the story, so to speak, please make effort not to post questions or comments regarding this section within eyesight of players.
Watcher
Vision.at.Work@juno.com
The Dragons Rest (continued)
FOR YOUR CAMPAIGN
Unlike many Verboboncers, Senan harbors worries about the fate of good beyond the borders of the viscounty. He has heard news from places close and far; news that does not rest well on his ears. In turn, he sometimes passes this along to traveling fellowships in search of heroic adventure. He'll even keep messages and offer storage space to expedite such plans.
As such Senan can be used to lead into adventures nearly anywhere in the central and western Flanaess. Likewise, he can provide a logical game mechanism for introducing novice PCs into established groups, or to bring together surviving members from decimated companies.
Over the years, a considerable amount of effort and vandalism have gone into the search for Toblin's map. Some say this is in vain. Instead, they argue it's more likely Toblin kept a journal (bound in hide, of course) and it's this which has been secreted.
If it exists, the field of search for this lost treasure could be narrowed considerably, but the tome would be more valuable as a guide to the Gnarleys and upper Welkwood. No doubt much of what is practical concerning the nature of those woodlands and their denizens would be found between its covers, possibly with the names of some of Toblin's longer-lived contacts.
DM's needn't fear imparting instant wealth should PCs somehow locate the dragon's former lair. Its caves and modest horde were almost certainly looted long ago by Celenian elves who would have tracked the wyrm from its intrusion into the southern Welkwood.
The current inhabitants, say, a band of gnolls with flind leaders, a shaman of Gorellik, and a pack of hyena pets, are not expected to react well to interlopers. If the PCs are particularly strong or magic heavy, substitute a shaman of Yeenoghu commanding a force of humanoid zombies and ghouls/ghasts. If this yet proves insufficient, allow the PCs their hard-fought victory. There are others within the forests that will take notice when the gnolls are gone.
::SPOILER::
DMs only beyond this point. Remember players, it only ruins the adventure for you to know.
*
*
*
*
Additional Notes:
In the home campaign ::smile::, Toblin didn't slay the dragon. It really is a tall tale.
The elves of Celene had, indeed, tracked the wyrm from its depature from the Pomarj, launching harrying attacks once it was convinced to bypass the majority of the olvenrealm. It so happens the badly wounded drake had all but escaped the relentless elves with it fell upon Toblin's group, the Freeholders (originally from the Yeomanry).
Believing its salvation had been at hand, it turned its remaining rage upon them. They're lucky still to have *any * survivors. The elves recovered the trail and continued pursuing the wyrm only to arrive during its death throws. Toblin had a minor *altercation * with them over possession of the carcass, but once they revealed their strength, he acquiesced. In fairness, the elves took what they could carry and left Toblin with the remainder. Thus, the dragon's rest.
Toblin never found the lair nor treasure because the wyrm had neither. He *was * an accomplished yarn-spinner, however, so made good use of the encounter, sans the elves of course. Oddly enough, a new great (make that GREAT) green wyrm inhabits the Gnarleys (Kaivertaurosc the Wight Wyrm) that those in search of Toblin's treasure might just find!
Kai is most unusual for her kind. More on her will be forthcoming in a future issue of DRAGON, in my article “Wyrms of the Flanaess”. If forced to significantly abridge her entry (due to page-count limitations), I'll make an effort to post the important remainder to the List.
Send reply to: The GREYtalk Discussion List
From: Noel Graham
Subject: [GREYTALK] DMD: For your Campaign, the Dragons Rest
Originally to: greyhawk@MPGN.COM
To: GREYTALK@MITVMA.MIT.EDU
Haile and Fair Greetings All,
My apologies, I ran short of room. As this is the meat of the story, so to speak, please make effort not to post questions or comments regarding this section within eyesight of players.
Watcher
Vision.at.Work@juno.com
The Dragons Rest (continued)
FOR YOUR CAMPAIGN
Unlike many Verboboncers, Senan harbors worries about the fate of good beyond the borders of the viscounty. He has heard news from places close and far; news that does not rest well on his ears. In turn, he sometimes passes this along to traveling fellowships in search of heroic adventure. He'll even keep messages and offer storage space to expedite such plans.
As such Senan can be used to lead into adventures nearly anywhere in the central and western Flanaess. Likewise, he can provide a logical game mechanism for introducing novice PCs into established groups, or to bring together surviving members from decimated companies.
Over the years, a considerable amount of effort and vandalism have gone into the search for Toblin's map. Some say this is in vain. Instead, they argue it's more likely Toblin kept a journal (bound in hide, of course) and it's this which has been secreted.
If it exists, the field of search for this lost treasure could be narrowed considerably, but the tome would be more valuable as a guide to the Gnarleys and upper Welkwood. No doubt much of what is practical concerning the nature of those woodlands and their denizens would be found between its covers, possibly with the names of some of Toblin's longer-lived contacts.
DM's needn't fear imparting instant wealth should PCs somehow locate the dragon's former lair. Its caves and modest horde were almost certainly looted long ago by Celenian elves who would have tracked the wyrm from its intrusion into the southern Welkwood.
The current inhabitants, say, a band of gnolls with flind leaders, a shaman of Gorellik, and a pack of hyena pets, are not expected to react well to interlopers. If the PCs are particularly strong or magic heavy, substitute a shaman of Yeenoghu commanding a force of humanoid zombies and ghouls/ghasts. If this yet proves insufficient, allow the PCs their hard-fought victory. There are others within the forests that will take notice when the gnolls are gone.
::SPOILER::
DMs only beyond this point. Remember players, it only ruins the adventure for you to know.
*
*
*
*
Additional Notes:
In the home campaign ::smile::, Toblin didn't slay the dragon. It really is a tall tale.
The elves of Celene had, indeed, tracked the wyrm from its depature from the Pomarj, launching harrying attacks once it was convinced to bypass the majority of the olvenrealm. It so happens the badly wounded drake had all but escaped the relentless elves with it fell upon Toblin's group, the Freeholders (originally from the Yeomanry).
Believing its salvation had been at hand, it turned its remaining rage upon them. They're lucky still to have *any * survivors. The elves recovered the trail and continued pursuing the wyrm only to arrive during its death throws. Toblin had a minor *altercation * with them over possession of the carcass, but once they revealed their strength, he acquiesced. In fairness, the elves took what they could carry and left Toblin with the remainder. Thus, the dragon's rest.
Toblin never found the lair nor treasure because the wyrm had neither. He *was * an accomplished yarn-spinner, however, so made good use of the encounter, sans the elves of course. Oddly enough, a new great (make that GREAT) green wyrm inhabits the Gnarleys (Kaivertaurosc the Wight Wyrm) that those in search of Toblin's treasure might just find!
Kai is most unusual for her kind. More on her will be forthcoming in a future issue of DRAGON, in my article “Wyrms of the Flanaess”. If forced to significantly abridge her entry (due to page-count limitations), I'll make an effort to post the important remainder to the List.
Saturday, November 14, 2009
Re: Humanoids in Greyhawk
Priority: Normal
Date sent: Sun, 19 Oct 1997 21:16:22 -0400
Send reply to: Keith Horsfield
From: Keith Horsfield
Subject: Re: [GREYTALK] Humanoids in Greyhawk
Originally to: “GailnRoger@aol.com”
To: GREYTALK@MITVMA.MIT.EDU
Hi Roger,
I hope you don't mind me sharing this with the GreyTalk list.
>The comments in the 1980 gaz don't rule out humanoids in the Flanaess,
>however.
Well, when parsing 17 year old text meant for gaming purposes and not scholarly research (though some of us go that far) nothing is ever ruled out.
>It is logical that they were there, causing trouble for the Flannae
>and demihumans.
It may be logical in the 'normal' fantasy world, but given several factors I plan on viewing it differently.
1) The Flannae racial make-up just does not strike me as one that has had to deal with much physical strife prior to the migrations. They were easily subjugated (or pushed aside) by the influx of the oerdians and the suel not to mention the warring bands of humanoids.
2) The passages that I mentioned earlier just strike me almost superfluous if there were humanoids already present in the Flanaess east of the mountains (see below). The timeline though sparse makes a point that humanoids were used as mercenaries. Why? This can go without saying unless there was some other import. The passages then emphasize that the humanoids drive the oeridians forward into the Flanaess and then that the hordes fragmented. This implies that the hordes spread out and populated the Flanaess. The only word not used in conjunction with this movement of hordes of humanoids is 'migration'.
FWIW, I'm actually thinking of running a campaign on the following premise:
Timeframe: Prior to the Oeridian, Suel and humanoid migrations. Probably well before, like -5 FT.
Setting: It will be a rather idyllic setting with no humanoids. Faerie/sylvan folk oriented with a heavy accent on celtic myth and the sidhe. The Flannae will either be in their own bronze or iron age.
Conflict: Elf vs. Flannae (man)
Premise: The Flannae were not always such a peaceful nature loving folk and could have repulsed the migrations of the Oeridians, Suloise and humanoids if only they had not been totally subjugated by the elves in a long forgotten war which decimated the Flannae civilization and forced them into a culture of small tribes/clans.
Consequences: Why is there no remaining animosity between the elves and Flannae?
1) This was happened in the far distant past. The very fact it happened prior to the migrations puts it 1,000 years ago. If we were to use this war as the starting date for Flannae calendar we are now talking almost 3,000 years ago. Elves may remember the war and the consequences, but not mere mortal humans.
2) The positives that came out of the subjugation by the elves.
Initially, resistance would be high. But over time the culture of the [missing word?] relation on how to live with the world around the flannae (I.e. nature) take the sting out of losing. Over time as the Flannae adapt the the cultural morals of the elves to their own system of beliefs, history would be rewritten. Here is the beginnings of the 'Old Faith.' With such a [missing word] and the new ethics within the flan culture, harboring animosity towards their own saviors (though this part would probably be forgotten and rewritten so that someone of their own kind came up with the idea) would be counterproductive to their new way of life.
>There just happened to be a lot of them in the Yatils/Barrier
>peaks/Crystalmists chain, and they were suitable for mercenary work if
>you weren't picky. However, they were more trouble than they were
>worth in the long run.
Granted. I was overreaching in my arguments and now have revised them so that humanoid populations were no further east than the barrier mountains (I use this term to include the Yatils, Barrier Peaks, Crystalmists and Hellfurnaces). Why no further east? Those darn pesky demi-humans knew a good thing when they saw it and did their utmost to guard the barrier mountains from incursions.
>I think the Oeridians originally lived around Ull, but abandoned it
>due to pressure from humanoid armies of the Baklunish. The Oeridians
>probably didn't get along with the Baklunish, either.
Hmm, not satisfied here. I understand when looking at the migration pictures in the published material that the oeridians are shown as starting from an area around Ull. But, the closest country with any oeridian blood in it is Ket (see Ref Card #2 FtA) and Ket is along the migration route of the oeridians. I envisioned the Oeridians moving through the Dry Steppes from somewhere to the west. Reasoning. The Dry Stepps prior to the Invoked Devastation were populated by Baklunish and Horse Barbarians. Placing the oeridians in a geographical position surrounded by the baklunish would only make them a subculture of the Baklunish. Something I think we can both agree that they are not.
Also, the relative newness of the oeridian calendar, i.e. 260 OR when the Baklunish-Suloise wars begins, implies that some major event happened relatively recently (when compared to the other human cultures). One theory could be the beginning of the actual oeridian migration from points farther west due to their own catastrophe.
Oeridians of that time period, the Baklunish-Suloise wars and migrations, were also said to have very powerful magics. Yet when we talk about the areas just west of the barrier mountains and look at the published material invariably we are only dealing with either ancient Suloise or Baklunish cultures. This says to me that the oeridians came from farther west.
Lastly, I would like to thank you for your response to this and feedback I've been sending. I know my feedback has been quite blunt at times, but I will strive to offer solutions to any criticisms I may have least well thought out reasoning why my opinion differs.
Keith Horsfield
Member Team OS/2
“To a person with a hammer, everything looks like a nail”
E-mail: afn09454@afn.org
Home page: http://www.afn.org/~afn09454
Brought to you by OS/2
Date sent: Sun, 19 Oct 1997 21:16:22 -0400
Send reply to: Keith Horsfield
From: Keith Horsfield
Subject: Re: [GREYTALK] Humanoids in Greyhawk
Originally to: “GailnRoger@aol.com”
To: GREYTALK@MITVMA.MIT.EDU
Hi Roger,
I hope you don't mind me sharing this with the GreyTalk list.
>The comments in the 1980 gaz don't rule out humanoids in the Flanaess,
>however.
Well, when parsing 17 year old text meant for gaming purposes and not scholarly research (though some of us go that far) nothing is ever ruled out.
>It is logical that they were there, causing trouble for the Flannae
>and demihumans.
It may be logical in the 'normal' fantasy world, but given several factors I plan on viewing it differently.
1) The Flannae racial make-up just does not strike me as one that has had to deal with much physical strife prior to the migrations. They were easily subjugated (or pushed aside) by the influx of the oerdians and the suel not to mention the warring bands of humanoids.
2) The passages that I mentioned earlier just strike me almost superfluous if there were humanoids already present in the Flanaess east of the mountains (see below). The timeline though sparse makes a point that humanoids were used as mercenaries. Why? This can go without saying unless there was some other import. The passages then emphasize that the humanoids drive the oeridians forward into the Flanaess and then that the hordes fragmented. This implies that the hordes spread out and populated the Flanaess. The only word not used in conjunction with this movement of hordes of humanoids is 'migration'.
FWIW, I'm actually thinking of running a campaign on the following premise:
Timeframe: Prior to the Oeridian, Suel and humanoid migrations. Probably well before, like -5 FT.
Setting: It will be a rather idyllic setting with no humanoids. Faerie/sylvan folk oriented with a heavy accent on celtic myth and the sidhe. The Flannae will either be in their own bronze or iron age.
Conflict: Elf vs. Flannae (man)
Premise: The Flannae were not always such a peaceful nature loving folk and could have repulsed the migrations of the Oeridians, Suloise and humanoids if only they had not been totally subjugated by the elves in a long forgotten war which decimated the Flannae civilization and forced them into a culture of small tribes/clans.
Consequences: Why is there no remaining animosity between the elves and Flannae?
1) This was happened in the far distant past. The very fact it happened prior to the migrations puts it 1,000 years ago. If we were to use this war as the starting date for Flannae calendar we are now talking almost 3,000 years ago. Elves may remember the war and the consequences, but not mere mortal humans.
2) The positives that came out of the subjugation by the elves.
Initially, resistance would be high. But over time the culture of the [missing word?] relation on how to live with the world around the flannae (I.e. nature) take the sting out of losing. Over time as the Flannae adapt the the cultural morals of the elves to their own system of beliefs, history would be rewritten. Here is the beginnings of the 'Old Faith.' With such a [missing word] and the new ethics within the flan culture, harboring animosity towards their own saviors (though this part would probably be forgotten and rewritten so that someone of their own kind came up with the idea) would be counterproductive to their new way of life.
>There just happened to be a lot of them in the Yatils/Barrier
>peaks/Crystalmists chain, and they were suitable for mercenary work if
>you weren't picky. However, they were more trouble than they were
>worth in the long run.
Granted. I was overreaching in my arguments and now have revised them so that humanoid populations were no further east than the barrier mountains (I use this term to include the Yatils, Barrier Peaks, Crystalmists and Hellfurnaces). Why no further east? Those darn pesky demi-humans knew a good thing when they saw it and did their utmost to guard the barrier mountains from incursions.
>I think the Oeridians originally lived around Ull, but abandoned it
>due to pressure from humanoid armies of the Baklunish. The Oeridians
>probably didn't get along with the Baklunish, either.
Hmm, not satisfied here. I understand when looking at the migration pictures in the published material that the oeridians are shown as starting from an area around Ull. But, the closest country with any oeridian blood in it is Ket (see Ref Card #2 FtA) and Ket is along the migration route of the oeridians. I envisioned the Oeridians moving through the Dry Steppes from somewhere to the west. Reasoning. The Dry Stepps prior to the Invoked Devastation were populated by Baklunish and Horse Barbarians. Placing the oeridians in a geographical position surrounded by the baklunish would only make them a subculture of the Baklunish. Something I think we can both agree that they are not.
Also, the relative newness of the oeridian calendar, i.e. 260 OR when the Baklunish-Suloise wars begins, implies that some major event happened relatively recently (when compared to the other human cultures). One theory could be the beginning of the actual oeridian migration from points farther west due to their own catastrophe.
Oeridians of that time period, the Baklunish-Suloise wars and migrations, were also said to have very powerful magics. Yet when we talk about the areas just west of the barrier mountains and look at the published material invariably we are only dealing with either ancient Suloise or Baklunish cultures. This says to me that the oeridians came from farther west.
Lastly, I would like to thank you for your response to this and feedback I've been sending. I know my feedback has been quite blunt at times, but I will strive to offer solutions to any criticisms I may have least well thought out reasoning why my opinion differs.
Keith Horsfield
Member Team OS/2
“To a person with a hammer, everything looks like a nail”
E-mail: afn09454@afn.org
Home page: http://www.afn.org/~afn09454
Brought to you by OS/2
Labels:
ancient history,
Baklunish,
calendars,
Elves,
far west,
Flannae,
migrations,
Suloise
Monday, March 9, 2009
Re: The Haughtiness of Elves
Date: Sun, 05 Dec 99 10:31AM PST
From: Scott Casper Add To Address Book Add To Junk Mail
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] The Haughtiness of Elves
Hi again!
Gary Welsh wrote:
>It is interesting to hear people's different takes on the elves. Here is my take on the haughtiness of
>elves, particularly in regards to the grey elves of Celene. First, put yourself in their shoes:
I'd rather not. I've been biting my tongue, trying to avoid the urge to rip on elves again. Can't...resist...
>You are an elf.
NOOOO!!!!
>You have lived in Celene your entire life, which is several centuries. You are a grey elf. By your
>race's standards, you are in your early middle years.
>You can expect to live another thousand years.
Not likely. Sure, their bodies can theoretically hold out for centuries, but the woosies are more likely to die from the pain if they stub their toe.
>Many of the dwellings in Celene have been carefully >crafted, built, and even grown for many milleniums.
Lawful dwarves have carefully constructed dwellings, millenia in the making. Chaotic elves have slap-dash houses, thrown together in as much time as they can concentrate on one thing, which isn't long. After a while they tire of that dwelling and move on to another.
>[snip]Now really you have nothing *against* these humans -- most of them are ignorant, not evil -- but
>you do not want them in your backyard.
Not that there's anything elves can do about it. At least it's a step up from getting pushed around by kobolds.
>[more snips]That is my take on the attitude of a typical Celenese elf. There is nothing the slightest
>bit evil in there, just a bit of snobbery and isolationism.
The fact that a race so obnoxious could be so snobbish makes me hate them with a passion. That's why I take such an extreme approach. Elves don't get to be snobs because they're nothing but worthless slave stock, to be killed and eaten when any race wants a light snack.
>Also, Celene isn't racist -- its populace is made up of grey elves, wood elves, gnomes, halflings, half-
>elves and humans. There are humans and half-elves in the Celenese military forces. People seem to forget that Celene is *not* an isolationist country of grey
>elves -- it *is* an isolationist country of several races, whose monarch is an elf.
That's an excellent point, and may make Celene easier for me to swallow. The gnomes, halflings, and humans probably are the true rulers of Celene, with the elves being their slaves. The queen is probably a figure-head only, appointed by the other races just to mock the elves.
>[more snips]Those who try get into Celene uninvited are targeted with Sleep, Charm and Forget spells, and then are harmlessly deposited in the forest outside
>the kingdom's borders. Those that persist disappear...
But only if they are low level. Mid-level PCs resist the Sleep spells, make their saves against the other spells, and target the elves by the sound of their spell-casting.
Scott "Volstagg" Casper
Yak-Men serve elf buffet-style...
From: Scott Casper
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] The Haughtiness of Elves
Hi again!
Gary Welsh wrote:
>It is interesting to hear people's different takes on the elves. Here is my take on the haughtiness of
>elves, particularly in regards to the grey elves of Celene. First, put yourself in their shoes:
I'd rather not. I've been biting my tongue, trying to avoid the urge to rip on elves again. Can't...resist...
>You are an elf.
NOOOO!!!!
>You have lived in Celene your entire life, which is several centuries. You are a grey elf. By your
>race's standards, you are in your early middle years.
>You can expect to live another thousand years.
Not likely. Sure, their bodies can theoretically hold out for centuries, but the woosies are more likely to die from the pain if they stub their toe.
>Many of the dwellings in Celene have been carefully >crafted, built, and even grown for many milleniums.
Lawful dwarves have carefully constructed dwellings, millenia in the making. Chaotic elves have slap-dash houses, thrown together in as much time as they can concentrate on one thing, which isn't long. After a while they tire of that dwelling and move on to another.
>[snip]Now really you have nothing *against* these humans -- most of them are ignorant, not evil -- but
>you do not want them in your backyard.
Not that there's anything elves can do about it. At least it's a step up from getting pushed around by kobolds.
>[more snips]That is my take on the attitude of a typical Celenese elf. There is nothing the slightest
>bit evil in there, just a bit of snobbery and isolationism.
The fact that a race so obnoxious could be so snobbish makes me hate them with a passion. That's why I take such an extreme approach. Elves don't get to be snobs because they're nothing but worthless slave stock, to be killed and eaten when any race wants a light snack.
>Also, Celene isn't racist -- its populace is made up of grey elves, wood elves, gnomes, halflings, half-
>elves and humans. There are humans and half-elves in the Celenese military forces. People seem to forget that Celene is *not* an isolationist country of grey
>elves -- it *is* an isolationist country of several races, whose monarch is an elf.
That's an excellent point, and may make Celene easier for me to swallow. The gnomes, halflings, and humans probably are the true rulers of Celene, with the elves being their slaves. The queen is probably a figure-head only, appointed by the other races just to mock the elves.
>[more snips]Those who try get into Celene uninvited are targeted with Sleep, Charm and Forget spells, and then are harmlessly deposited in the forest outside
>the kingdom's borders. Those that persist disappear...
But only if they are low level. Mid-level PCs resist the Sleep spells, make their saves against the other spells, and target the elves by the sound of their spell-casting.
Scott "Volstagg" Casper
Yak-Men serve elf buffet-style...
Yaklar's Elves; Ghaldom
Subject: [GREYTALK] Yaklar's Elves; Ghaldom
Date: Wed, 2 Jun 1999 19:20:14 -0500
From: webmaster@GILDED-UNICORN.COM
Reply-To: The GREYtalk Discussion List
Ghaldom Fae {Elvish Tribes}
Role: The Great Weaver created the Ghaldom to guard the wild areas of the forest and glade. Just as the Droltain (Dwarves, Gnomes and 1/2lings) have thrived in their environment, so too have the Ghaldoman people flourished in the wild lands. This race has divided into six different sub cultures or tribes referred to as Fae.
The Tallor Fae are only a scattered remnant of the most magickal Fae of the Ghaldom. The only True Elves, with pointed ears, red hair and golden eyes, traits which dominate any racial mix. A true blood Tallor Fae stands about 6'5" to 7' tall as well. The Tallor Fae were believed to be lost after the City of Nimril was destroyed by some cataclysm. Now only the occasional half-breed will show some of the great power once wielded by this noble Fae.
Skills associated with the Tallor Fae are as follows:
General: Gem Crafting, Metal Working, Weapon Crafting.
Combat: Long Blades (Swords), Long Spears.
Majikal: Prime Element: Spirit Base Element: Fire
The Talath Fae are the most common members of the Fae who control the Blood Wood. Often referred to as Halflings, Gnomes, Brownies, Dryads, Nymphs or simply the Folk. Typically, not standing over 4' tall with dark hair and eyes of deep green or brown the Tallath Fae are the most social of all the Ghaldoman sub cultures.
Skills associated with the Talath Fae are as follows:
General: Cooking, Dancing, Seduction, Camouflage, Wood Lore, Mining
Combat: Blades, Pole Arms, Bows, Small Projectiles (Stones, Darts, etc )
Majikal: Prime Element: Spirit Base Element: Earth
The Maenal Fae are winged Ghaldom who inhabit the Feather Spur Mountains near
the Blood Wood. Usually the Maenal stand between 4' and 6' tall. White hair is
common as are feathers. Feathered wings vary, usually they extend at least equal
to the height of the individual who uses them.
Skills associated with the Maenal Fae are as follows:
General: Aerial Maneuvering, Acrobatics, Musical Instrument, Scouting, Hunting.
Combat: Aerial Combat, Blades, Bows, Pole Arms, Unarmed Combat.
Majikal: Prime Element: Spirit Base Element: Air
The Gaer Fae are aquatic residents of the Tumorn Inlet. This Aquatic variation of the Ghaldom often appears as Nerids or Merfolk. Sporting hair colors as varied as their home waters typically the skin coloration is similar shades.
Skills associated with the Gaer Fae are as follows:
General: Swimming, Aquatic Maneuvering, Boating, Boat Wright, Signaling
Combat: Aquatic Combat, Pole Arms, Blades.
Majikal: Prime Element: Spirit Base Element: Water
The Tar Fae are the elders of the Ghaldom. Living in Maelaar, capitol of the
Blood Wood, all of the various Fae have representatives among the Tar Fae. The Tar Fae act as Lore Masters for their respective tribe. Typically each member of the Tar Fae have a specific field of expertise in which they excel. If ever anyone requires lore the most valuable source besides the Mirlatus are the Tar Fae.
Being a subset of all the existing tribes of Ghaldom the skills possessed by
the Tar Fae are for the most part typical to their individual tribe with the
exception of their specific field in which they have spent their life studying.
Skills associated with the Tar Fae are as follows:
General: Any Lore at +1 level, Other as per tribal suggestion.
Combat: Typically none. On occasion Small Blades, Bows or as per Tribal list.
Majikal: As per tribe.
The Khemir Fae or The Fallen or Lost Ones is made up of any member of the
Ghaldom that renounce the Ghaldoman Traditions. The most recent of the various
tribes to appear, these free souls range from criminals to adventurers out to
see the world for the first time. Many of the other Ghaldom blame the influence
of the Human races o their young for this groups recent departure from the Traditions.
This tribe is actually another subset of the entire Ghaldom race. Just as the
Tar Fae represent the best of the Ghaldoman Traditions, the Khemir Fae represent the less desirable traits in Ghaldoman Society. These individuals will still be the typical Ghaldom of the appropriate tribe but will have some trait which kept them from fitting into the fabric of Ghaldom life.
Unbridled curiosity, use of Necrose {the 'Dark Side'}, refusal to follow the
Traditions or even some true criminal behavior have caused the expulsion of the
individual from their tribe.
Skills associated with the Khemir Fae are as follows:
General: As per Tribe, Disguise, Burglary, Lock Picking, Stealth, Guile
Combat: As per Tribe, Assassination Skills, Ambush
Majikal: Prime Element: Any Base Element: As per tribe.
I have more but have to find it first. All this should be easily translated for
AD&D use. Feel free to modify, comment or, yes, even rant. I was about 19 when i
began to develop this race and the system in which to run them.
As for the R.Jordan stuff. Well it's probably in the same place with the Ghaldom
history and stuff. I'll let everyone know when i find it.
Hey, Mr. Casper, I'm working on that Yakman DMD for you >};^)
Later all,
Yaklar, High Priest and Wanna be World Maker...
--
Questions? Comments? Complaints? Conspiracy Theories?
Date: Wed, 2 Jun 1999 19:20:14 -0500
From: webmaster@GILDED-UNICORN.COM
Reply-To: The GREYtalk Discussion List
Ghaldom Fae {Elvish Tribes}
Role: The Great Weaver created the Ghaldom to guard the wild areas of the forest and glade. Just as the Droltain (Dwarves, Gnomes and 1/2lings) have thrived in their environment, so too have the Ghaldoman people flourished in the wild lands. This race has divided into six different sub cultures or tribes referred to as Fae.
The Tallor Fae are only a scattered remnant of the most magickal Fae of the Ghaldom. The only True Elves, with pointed ears, red hair and golden eyes, traits which dominate any racial mix. A true blood Tallor Fae stands about 6'5" to 7' tall as well. The Tallor Fae were believed to be lost after the City of Nimril was destroyed by some cataclysm. Now only the occasional half-breed will show some of the great power once wielded by this noble Fae.
Skills associated with the Tallor Fae are as follows:
General: Gem Crafting, Metal Working, Weapon Crafting.
Combat: Long Blades (Swords), Long Spears.
Majikal: Prime Element: Spirit Base Element: Fire
The Talath Fae are the most common members of the Fae who control the Blood Wood. Often referred to as Halflings, Gnomes, Brownies, Dryads, Nymphs or simply the Folk. Typically, not standing over 4' tall with dark hair and eyes of deep green or brown the Tallath Fae are the most social of all the Ghaldoman sub cultures.
Skills associated with the Talath Fae are as follows:
General: Cooking, Dancing, Seduction, Camouflage, Wood Lore, Mining
Combat: Blades, Pole Arms, Bows, Small Projectiles (Stones, Darts, etc )
Majikal: Prime Element: Spirit Base Element: Earth
The Maenal Fae are winged Ghaldom who inhabit the Feather Spur Mountains near
the Blood Wood. Usually the Maenal stand between 4' and 6' tall. White hair is
common as are feathers. Feathered wings vary, usually they extend at least equal
to the height of the individual who uses them.
Skills associated with the Maenal Fae are as follows:
General: Aerial Maneuvering, Acrobatics, Musical Instrument, Scouting, Hunting.
Combat: Aerial Combat, Blades, Bows, Pole Arms, Unarmed Combat.
Majikal: Prime Element: Spirit Base Element: Air
The Gaer Fae are aquatic residents of the Tumorn Inlet. This Aquatic variation of the Ghaldom often appears as Nerids or Merfolk. Sporting hair colors as varied as their home waters typically the skin coloration is similar shades.
Skills associated with the Gaer Fae are as follows:
General: Swimming, Aquatic Maneuvering, Boating, Boat Wright, Signaling
Combat: Aquatic Combat, Pole Arms, Blades.
Majikal: Prime Element: Spirit Base Element: Water
The Tar Fae are the elders of the Ghaldom. Living in Maelaar, capitol of the
Blood Wood, all of the various Fae have representatives among the Tar Fae. The Tar Fae act as Lore Masters for their respective tribe. Typically each member of the Tar Fae have a specific field of expertise in which they excel. If ever anyone requires lore the most valuable source besides the Mirlatus are the Tar Fae.
Being a subset of all the existing tribes of Ghaldom the skills possessed by
the Tar Fae are for the most part typical to their individual tribe with the
exception of their specific field in which they have spent their life studying.
Skills associated with the Tar Fae are as follows:
General: Any Lore at +1 level, Other as per tribal suggestion.
Combat: Typically none. On occasion Small Blades, Bows or as per Tribal list.
Majikal: As per tribe.
The Khemir Fae or The Fallen or Lost Ones is made up of any member of the
Ghaldom that renounce the Ghaldoman Traditions. The most recent of the various
tribes to appear, these free souls range from criminals to adventurers out to
see the world for the first time. Many of the other Ghaldom blame the influence
of the Human races o their young for this groups recent departure from the Traditions.
This tribe is actually another subset of the entire Ghaldom race. Just as the
Tar Fae represent the best of the Ghaldoman Traditions, the Khemir Fae represent the less desirable traits in Ghaldoman Society. These individuals will still be the typical Ghaldom of the appropriate tribe but will have some trait which kept them from fitting into the fabric of Ghaldom life.
Unbridled curiosity, use of Necrose {the 'Dark Side'}, refusal to follow the
Traditions or even some true criminal behavior have caused the expulsion of the
individual from their tribe.
Skills associated with the Khemir Fae are as follows:
General: As per Tribe, Disguise, Burglary, Lock Picking, Stealth, Guile
Combat: As per Tribe, Assassination Skills, Ambush
Majikal: Prime Element: Any Base Element: As per tribe.
I have more but have to find it first. All this should be easily translated for
AD&D use. Feel free to modify, comment or, yes, even rant. I was about 19 when i
began to develop this race and the system in which to run them.
As for the R.Jordan stuff. Well it's probably in the same place with the Ghaldom
history and stuff. I'll let everyone know when i find it.
Hey, Mr. Casper, I'm working on that Yakman DMD for you >};^)
Later all,
Yaklar, High Priest and Wanna be World Maker...
--
Questions? Comments? Complaints? Conspiracy Theories?
Thursday, February 26, 2009
Re: The Haughtiness of Elves [LONG]
Date: Fri, 3 Dec 1999 15:12:56 -0800
From: Chris Anderson
Subject: Re: The Haughtiness of Elves [LONG]
One good example deserves another... here's the attitudes from my campaign. Note: I do not consider elves to be evil either, and I use a modified Birthright Elf for the dominant strain in Celene. I also use the "Vecna destroyed the Elven Cities" concept from Tamerlain's timeline.
--
Chris Anderson
The Gravediggers Campaign
http://caa.invite.net/ADnD/default.htm
You're an Elf. First-born of the world. Your ancestors were here when the Dragons and Titans battled for dominance. In times more ancient than memory, your predecessors fought to make the Flanaess safe for all Elves, and in doing so, for all civilized peoples.
You're 300 years old. Barely into your adult years. In your great-grandparent's time (over 1500 years ago) the Flanaess was the cradle of Elven civilization, with glittering cities scattered across the continent, and enjoying a long period of peace and prosperity. The hateful Drow had been put down long before in the Chaos Wars, and the many other Good races in the Flanaess enjoyed the fruits of the Elven civilization. In this time, Celene was a rather rural, backwards place of great natural beauty, but little culture or learning. Of no comparison to the great cities of the Elves.
Then came Vecna.
Originally tutored by the Elves in the Arts, this hateful human had turned on his benefactors and warred against the People. As powerful as Elven Magic was, it could not withstand the viciousness and raw aptitude that Vecna brought to the Arts. He delved into areas which no Elven Mage of Power would dare. He bought Power with unspeakable acts, and made pacts with Forces that should never be thought of or named, much less summoned and bargained with.
City after City fell. Cities which had taken millenia of effort by hundreds or thousands of Elves -- each one designed to be more beautiful and grand than any other. Ground to dust under the unrelenting force of Vecna's power. Treasures which had taken millenia to create were destroyed in moments by savages too barbaric to even understand what they were destroying. Children who had known nothing but joy and delight for all of their lives were raped and tortured by Vecna's soldiers and then sold into slavery and abuse for the price of a loaf of bread.
It went on and on. Every Elven city or nation who dared to oppose Vecna, to avenge themselves, were ground into dust. No Elven House or family in all the Flanaess was unaffected, save for the unspeakable Drow.
And Celene. The Elves of Celene had withdrawn into the fastnesses of their forest and hidden from the might of Vecna. No challenge did they offer, no vengeance did they take. They were fugitives in their own land. At first this was considered a treasonous act by the other Kingdoms of the Elves -- cowardice in the extreme. Yet in the end, Celene survived and the others did not. Across the Flanaess, the only Elves who survived were those who did not go openly into battle, or who fled battle to hide.
Vecna eventually passed. During the same time, came the rampaging Suloise.
Their wandering Houses did not match the power of Vecna, but the Elves were broken and wandering as well. The Suloise killed and destroyed what they found, and the Elves hid again. Only Celene maintained its borders -- militantly watched this time. When the Twin Cataclysm's flared, most Elves heaved a sigh of relief that one more threat had been eliminated. Celene watched and waited.
The Oeridians came, and this time the Elves of the Flanaess were forced to treat with them. With humans. The same race which had caused so much woe. Thankfully, the Oeridians proved to be much more reasonable than the Suloise. The Kingdom of Aerdy was born, and slowly the Elves slipped back from their dens and hiding places to form small communities and mix with the humans.
Celene did not. They had no desire to mix with humans, whether or not they were better or worse than Vecna or the Suloise. If a Vecna could happen once, it could happen again. Humans were not to be trusted or mixed with. Certainly they were never to be allowed in Celene.
Time passed, and a younger generation came to power. They had been raised on the tales of Vecna and seen the effects on their families. Yet at the same time, they had seen for themselves humans living in peace with Elves and other demi-humans in other areas of the Flanaess. Their feelings were mixed. Most felt that humans were not to be trusted or mixed with. A minority felt that they should be exterminated. Another minority thought that Celene should deal with the humans in trade and politics. They were few, though.
More time passed, and the second generation past Vecna came of age. The Hateful Wars occurred. If humans did not help with the threat of the Pomarj, at least they did not fight on the side of the Goblinoids. Again Celene defended it's borders, and again the foe was thrown back. To the West, the Ulek States were rising and were providing an object lesson in Elven and Human accord. Tales of High Folk filtered in, where humans and Elves lived peacefully together.
Yet there were those who still lived that had seen the horror of Vecna personally. And their children who had heard the tales of Vecna and seen the Suloise. Celene was the last precious jewel of Elven civilization left in the Flanaess. It would be criminal to risk it so soon after it was threatened. And to mix with humans? The destroyers of so many Elven kindred? That would be betrayal in the extreme of all those who died and suffered in the Wars Against Vecna. No! The borders would remain closed.
--------------------------------------------
This is the state of affairs as of 579CY in my campaign. The borders are closed to human entry. However, there is a growing sentiment among some of the population that there should be more contact with humanity -- even to the extent of humans living within the borders. The vast majority of Elves believe in isolation from humanity, and there is a strong vocal minority that agitate towards more extreme measures as an act of vengeance against the race that spawned Vecna.
The Lady Yolande believes that Celene will not be able to isolate itself from the rest of the Flanaess for too much longer, as Elves reckon time. Yet, as Elves reckon time, that may be for several centuries longer. The factions jockey for position of influence in the Elven Court, and "the human question" is not yet settled.
From: Chris Anderson
Subject: Re: The Haughtiness of Elves [LONG]
One good example deserves another... here's the attitudes from my campaign. Note: I do not consider elves to be evil either, and I use a modified Birthright Elf for the dominant strain in Celene. I also use the "Vecna destroyed the Elven Cities" concept from Tamerlain's timeline.
--
Chris Anderson
The Gravediggers Campaign
http://caa.invite.net/ADnD/default.htm
You're an Elf. First-born of the world. Your ancestors were here when the Dragons and Titans battled for dominance. In times more ancient than memory, your predecessors fought to make the Flanaess safe for all Elves, and in doing so, for all civilized peoples.
You're 300 years old. Barely into your adult years. In your great-grandparent's time (over 1500 years ago) the Flanaess was the cradle of Elven civilization, with glittering cities scattered across the continent, and enjoying a long period of peace and prosperity. The hateful Drow had been put down long before in the Chaos Wars, and the many other Good races in the Flanaess enjoyed the fruits of the Elven civilization. In this time, Celene was a rather rural, backwards place of great natural beauty, but little culture or learning. Of no comparison to the great cities of the Elves.
Then came Vecna.
Originally tutored by the Elves in the Arts, this hateful human had turned on his benefactors and warred against the People. As powerful as Elven Magic was, it could not withstand the viciousness and raw aptitude that Vecna brought to the Arts. He delved into areas which no Elven Mage of Power would dare. He bought Power with unspeakable acts, and made pacts with Forces that should never be thought of or named, much less summoned and bargained with.
City after City fell. Cities which had taken millenia of effort by hundreds or thousands of Elves -- each one designed to be more beautiful and grand than any other. Ground to dust under the unrelenting force of Vecna's power. Treasures which had taken millenia to create were destroyed in moments by savages too barbaric to even understand what they were destroying. Children who had known nothing but joy and delight for all of their lives were raped and tortured by Vecna's soldiers and then sold into slavery and abuse for the price of a loaf of bread.
It went on and on. Every Elven city or nation who dared to oppose Vecna, to avenge themselves, were ground into dust. No Elven House or family in all the Flanaess was unaffected, save for the unspeakable Drow.
And Celene. The Elves of Celene had withdrawn into the fastnesses of their forest and hidden from the might of Vecna. No challenge did they offer, no vengeance did they take. They were fugitives in their own land. At first this was considered a treasonous act by the other Kingdoms of the Elves -- cowardice in the extreme. Yet in the end, Celene survived and the others did not. Across the Flanaess, the only Elves who survived were those who did not go openly into battle, or who fled battle to hide.
Vecna eventually passed. During the same time, came the rampaging Suloise.
Their wandering Houses did not match the power of Vecna, but the Elves were broken and wandering as well. The Suloise killed and destroyed what they found, and the Elves hid again. Only Celene maintained its borders -- militantly watched this time. When the Twin Cataclysm's flared, most Elves heaved a sigh of relief that one more threat had been eliminated. Celene watched and waited.
The Oeridians came, and this time the Elves of the Flanaess were forced to treat with them. With humans. The same race which had caused so much woe. Thankfully, the Oeridians proved to be much more reasonable than the Suloise. The Kingdom of Aerdy was born, and slowly the Elves slipped back from their dens and hiding places to form small communities and mix with the humans.
Celene did not. They had no desire to mix with humans, whether or not they were better or worse than Vecna or the Suloise. If a Vecna could happen once, it could happen again. Humans were not to be trusted or mixed with. Certainly they were never to be allowed in Celene.
Time passed, and a younger generation came to power. They had been raised on the tales of Vecna and seen the effects on their families. Yet at the same time, they had seen for themselves humans living in peace with Elves and other demi-humans in other areas of the Flanaess. Their feelings were mixed. Most felt that humans were not to be trusted or mixed with. A minority felt that they should be exterminated. Another minority thought that Celene should deal with the humans in trade and politics. They were few, though.
More time passed, and the second generation past Vecna came of age. The Hateful Wars occurred. If humans did not help with the threat of the Pomarj, at least they did not fight on the side of the Goblinoids. Again Celene defended it's borders, and again the foe was thrown back. To the West, the Ulek States were rising and were providing an object lesson in Elven and Human accord. Tales of High Folk filtered in, where humans and Elves lived peacefully together.
Yet there were those who still lived that had seen the horror of Vecna personally. And their children who had heard the tales of Vecna and seen the Suloise. Celene was the last precious jewel of Elven civilization left in the Flanaess. It would be criminal to risk it so soon after it was threatened. And to mix with humans? The destroyers of so many Elven kindred? That would be betrayal in the extreme of all those who died and suffered in the Wars Against Vecna. No! The borders would remain closed.
--------------------------------------------
This is the state of affairs as of 579CY in my campaign. The borders are closed to human entry. However, there is a growing sentiment among some of the population that there should be more contact with humanity -- even to the extent of humans living within the borders. The vast majority of Elves believe in isolation from humanity, and there is a strong vocal minority that agitate towards more extreme measures as an act of vengeance against the race that spawned Vecna.
The Lady Yolande believes that Celene will not be able to isolate itself from the rest of the Flanaess for too much longer, as Elves reckon time. Yet, as Elves reckon time, that may be for several centuries longer. The factions jockey for position of influence in the Elven Court, and "the human question" is not yet settled.
Tuesday, February 24, 2009
elven history...
Subject: [GREYTALK] elven history...
Date: Thu, 8 Apr 1999 09:04:00 +0000
From: "Farina, Jason"
Reply-To: The GREYtalk Discussion List
I posted a while ago with a passing idea of a dark patch in Elven history and I think I would like to develope the idea a bit more.
The Basics:
Elves have a part of their history that they are ashamed of, and afraid of. When Humans first appeared, they were hunted down like animals by the Elves. They were thought of as an anomoly that was outside of nature and thus threatened to disrupt the harmony the Elves had in the world. Eventually, an enterprising Elf came up with the idea of not killing them but rather using them. Slavery.
So, colonies were formed which the elves used to grow their 'stock', and massive cullings took place periodically. Some humans fled to deep caves. Of these, some met the dwarves who took pity on the humans and sheltered them. They taught them how to make weapons and to defend themselves. The humans, as is their innate ability, adapted extremely well to these new skills. Other humans encountered grisly fates below the ground.
Elven chase parties hunted down the humans. One party followed into the Earth, where elves usually avoided. The Dwarves, fearing the damage a full scale war would inflict on both long-lived races, sadly turned the humans away. They fled further down. The elves followed. And there, in the dark, they met the Drow. The humans were forgotten about as the ancient enemies learned once more of each other's existance. The drow believing that the surface elves had perished under the blazing sun as their Dogma told them (Drizz't books??) and the surface elves believing the Drow long dead beneath the ground. War happened then.
Meanwhile, the humans in the Dwarven camps grew nervous. The dwarves had refused to help other humans. Did the dwarves want the same as the elves? another human quality surfaced. Reasonless Distrust. The humans took their leave of the Dwarves and made for the surface, they left quietly in the night. The dwarves were angry at the rudeness of this act, and the ingratitude of the humans. Shutting their doors they vowed to evermore leave the surface to it's own devices. War raged between the Elven worlds. Caught up in their conflict, the Elves 'forgot' about the humans. Colonies became communities. Cullings grew less frequent. The humans that returned from the Dwarven Kingdoms taught their brothers the art of forging and carving. Generations passed and the elves finally pushed the Drow back. They would have followed them and obliterated their enemies in their own lair if it were not for the new enemy. The humans had learned how to use weapons of their own forging. Their ability to learn had allowed some of them to emulate the magic of the Elves. Some deities (to be decided) had taken the humans under their wings. And they were many. The elves tried a culling, but the humans fought back. And they fought back with generations of hatred. They not only defended themselves but lead invasion after invasion into Elven territory.
OK. That's what I got for now. I am toying with the idea that some of the older elves survived, cut off from the rest of the world, hteir traditions and practises unchanged. The elves are ashamed and afraid of this period in history. Ashamed of their lack of foresight, cruelty and complete lack of their much lauded wisdom. Afraid because, if the humans were to find out it could spark off a whole new wave of
anti-racial feeling among them. Small disputes could evolve into war. And right now, the humans are a lot more powerful than they were all that time ago.
As for the God. I was wondering if the Dwarven connection would be a good excuse for Ulaa? Maybe Titans could be introduced here?
The drow, would this have been before or after Lolth's arrival. Are they lolth or EEG drow? (or some other).
Any comments, suggestions, expansions to the idea or corrections?
Jason.
Date: Thu, 8 Apr 1999 09:04:00 +0000
From: "Farina, Jason"
Reply-To: The GREYtalk Discussion List
I posted a while ago with a passing idea of a dark patch in Elven history and I think I would like to develope the idea a bit more.
The Basics:
Elves have a part of their history that they are ashamed of, and afraid of. When Humans first appeared, they were hunted down like animals by the Elves. They were thought of as an anomoly that was outside of nature and thus threatened to disrupt the harmony the Elves had in the world. Eventually, an enterprising Elf came up with the idea of not killing them but rather using them. Slavery.
So, colonies were formed which the elves used to grow their 'stock', and massive cullings took place periodically. Some humans fled to deep caves. Of these, some met the dwarves who took pity on the humans and sheltered them. They taught them how to make weapons and to defend themselves. The humans, as is their innate ability, adapted extremely well to these new skills. Other humans encountered grisly fates below the ground.
Elven chase parties hunted down the humans. One party followed into the Earth, where elves usually avoided. The Dwarves, fearing the damage a full scale war would inflict on both long-lived races, sadly turned the humans away. They fled further down. The elves followed. And there, in the dark, they met the Drow. The humans were forgotten about as the ancient enemies learned once more of each other's existance. The drow believing that the surface elves had perished under the blazing sun as their Dogma told them (Drizz't books??) and the surface elves believing the Drow long dead beneath the ground. War happened then.
Meanwhile, the humans in the Dwarven camps grew nervous. The dwarves had refused to help other humans. Did the dwarves want the same as the elves? another human quality surfaced. Reasonless Distrust. The humans took their leave of the Dwarves and made for the surface, they left quietly in the night. The dwarves were angry at the rudeness of this act, and the ingratitude of the humans. Shutting their doors they vowed to evermore leave the surface to it's own devices. War raged between the Elven worlds. Caught up in their conflict, the Elves 'forgot' about the humans. Colonies became communities. Cullings grew less frequent. The humans that returned from the Dwarven Kingdoms taught their brothers the art of forging and carving. Generations passed and the elves finally pushed the Drow back. They would have followed them and obliterated their enemies in their own lair if it were not for the new enemy. The humans had learned how to use weapons of their own forging. Their ability to learn had allowed some of them to emulate the magic of the Elves. Some deities (to be decided) had taken the humans under their wings. And they were many. The elves tried a culling, but the humans fought back. And they fought back with generations of hatred. They not only defended themselves but lead invasion after invasion into Elven territory.
OK. That's what I got for now. I am toying with the idea that some of the older elves survived, cut off from the rest of the world, hteir traditions and practises unchanged. The elves are ashamed and afraid of this period in history. Ashamed of their lack of foresight, cruelty and complete lack of their much lauded wisdom. Afraid because, if the humans were to find out it could spark off a whole new wave of
anti-racial feeling among them. Small disputes could evolve into war. And right now, the humans are a lot more powerful than they were all that time ago.
As for the God. I was wondering if the Dwarven connection would be a good excuse for Ulaa? Maybe Titans could be introduced here?
The drow, would this have been before or after Lolth's arrival. Are they lolth or EEG drow? (or some other).
Any comments, suggestions, expansions to the idea or corrections?
Jason.
Thursday, February 19, 2009
The Annotated Duchy of Ulek, Part 3
Date: Thu, 11 Nov 99 17:30PM PST
From: Gary Welsh Add To Address Book Add To Junk Mail Blocker
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] The Annotated Duchy of Ulek, Part 3
MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time, the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renowned for its cavalry, and it serves the needs of the country quite well.
Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings).
The final 10% are considered specialists, and include rangers and archers from the Axewood and Silverwood, as well as priests, mages, scouts and gnomish sappers. These forces do not include city guardsmen or personal guards of either the leadership or the nobility.
In addition to this, each elven noble house (of which there are quite a few) generally has a household force which may number from 30 to 100 men at arms.
These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding. This force may number up to 5,000 strong.
The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses throughout the Duchy, patrols normally billet with local city guards or form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any given time nearly half of the strength of the army is located here. When a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.
Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.
The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy with them. Such faiths are slowly building a presence especially in and around Waybury.
RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities [23].
Of the elven gods, Corellon Larethian is the most favored by the High Elves, and Sehanine and Hanali Celanil are also widely worshipped. Among the Sylvan folk, Solonor Thelandira and the human Power Ehlonna [24] have many followers, and there are a few who venerate Erevan Ilesere and Rillifane Rallathil. The gnome's most favored deities are Garl Glittergold and Baervan Wildwanderer, although Baravar Cloakshadow and Segojan Earthcaller also enjoy some adherents. The halfling communities tend to worship all members of the Children of Yondalla equally.
The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any. Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.
CULTURE: The cosmopolitan culture of the Duchy of Ulek is a result of the mixture of the best of many races. The cities and towns reflect the fine elven architecture, and the more traditional "tree-cities" of the sylvan elves in the Silverwood are among the wonders of the region. Utility and beauty are balanced in most things produced in the Duchy, and the citizens are immensely proud of this. Each town, city, and stronghold is graced with fine parkland carefully tended by its inhabitants, and each of these parks or gardens has in its center one roanwood tree [25].
One branch of people who prosper here are the half-elven. Half-elves are perhaps more common here than in any other place in the Flanaess, because the Duchy of Ulek is one of the few places where the strengths of both humans and elves are appreciated [26]. The human and half-elven bards of Ulek are among the finest in all of the lands due to their close association with elven minstrels. Courts of other lands often seek these bards, and to have a bard who is from the Duchy is thought to be a great coup for rulers across the Flanaess [27].
The Duchy is also known for its fine gnome gem-cutters, whose works are considered to be extraordinarily beautiful. Both semi-precious and precious gems from the Lortmils adorn the work of jewelry crafters, and the work (especially when set against silver worked by the elves of Celene) is very sought after, even in cities as familiar with fine work as Greyhawk.
A note should be made about currency within the Duchy. The primary currency found within the Duchy is that of the Keoish variety, which is not surprising, given the political and geographic relationship between the Duchy and the Old Country. The only coins that are minted by the Duchy are large silver coins known as silveroans. Within the borders of the Duchy they are equivalent in value to a gold piece, as they are very beautiful and have a smattering of platinum in them. The front of the coin displays the shield of the Duchy, except that an effigy of the Duke holds the cluster of arrows high above his head. Around the perimeter of the coin it reads "His Noble Radiance, Grenowen". On the back of the coin is displayed an intricate roanwood tree and the inscription in elvish "One Tree, Many Branches". These coins are prized among collectors, as they are some of the most well minted coins in the Flanaess, not minted in great batches, and are often worth more as a piece of art than as a mere silver piece elsewhere. Another interesting coin to be found in various places within the Sheldomar Valley is the Jurnrese bronze piece, equivalent to a copper piece in value, and honored within the Duchy's borders. This coin, like the Jurnrese silver and gold piece, has a square hole in the center of the coin. The unicorn sigil of an old Suel noble house (also evident on the County's coat of arms) is repeated around the periphery of the coin five times, and the obverse bears the motto
"Peace in Strength" in ancient Suel [28].
_______________________________________
NOTES
[23] I am not sure why Ye'Cind was added to the list of deities (GH98). She does fit in with the musical theme of the Duchy of Ulek. I just don't know why the name was deified by the game designers.
[24] I think it is an error to refer to Ehlonna as a "human power." According to the Guide, p. 66, she is patroness of all good sylvan folk "elven, human, or otherwise" and she typically appears as either a human or elf.
[25] The author makes the Duchy of Ulek sound like a fantasy utopia… Is it too perfect? Too cloying? You can almost imagine the elves, half-elves, gnomes and halflings singing together, joining in an impromptu musical performance as they go about their daily tasks and welcome visitors. But this is always the problem with detailing good-aligned places. How do you make it interesting, without introducing discord and conflict of some sort? A fine example is Tolkien's Rivendell, which is a "good place" that is neither boring to read about nor disgusting in its goodness. Unfortunately, Tolkien's vision is so mimicked that it has become cliché in the fantasy field (what an understatement). But it is still closest to my view of places like the Duchy of Ulek and Highfolk. The single roanwood tree in the center of every town is a nice touch.
[26] Here is the important reference to the high numbers of half-elves and people with elven blood in the Duchy of Ulek. It might make for interesting reading to do an essay about the varied life spans of those with mixed-blood..
A wonderful, fresh treatment of half-elves, and fairy creatures in general, can be found in Jack Vance's Lyonesse trilogy. Such an unconventional vision might work wonders for this setting.
[27] I like the addition of the skill of Uleki minstrels (my new idea for a magic item: the Uleki ukulele). I would like to see more on song-based magic in the WORLD OF GREYHAWK. Who are the most powerful magic-wielding bards? The "Rhymers of the Blackfens" (from Dance of Demons, p. 26)? The idea of powerful music-related magic hearkens back to the Finnish and other Scandinavian mythological elements of fantasy. Notice the similarity in the names Mordenkainen and Vainamoinen, of Finnish myth.
[28] It is nice to see this Suel motto, considering the predominant human racial strain is Suel. According to the Guide, p. 14, the human strain is more Suel than anything else, then Flan, then Oeridian. And the humans are sublimated to the large demihuman population as well (human racial strain is given in parentheses).
From: Gary Welsh
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] The Annotated Duchy of Ulek, Part 3
MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time, the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renowned for its cavalry, and it serves the needs of the country quite well.
Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings).
The final 10% are considered specialists, and include rangers and archers from the Axewood and Silverwood, as well as priests, mages, scouts and gnomish sappers. These forces do not include city guardsmen or personal guards of either the leadership or the nobility.
In addition to this, each elven noble house (of which there are quite a few) generally has a household force which may number from 30 to 100 men at arms.
These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding. This force may number up to 5,000 strong.
The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses throughout the Duchy, patrols normally billet with local city guards or form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any given time nearly half of the strength of the army is located here. When a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.
Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.
The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy with them. Such faiths are slowly building a presence especially in and around Waybury.
RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities [23].
Of the elven gods, Corellon Larethian is the most favored by the High Elves, and Sehanine and Hanali Celanil are also widely worshipped. Among the Sylvan folk, Solonor Thelandira and the human Power Ehlonna [24] have many followers, and there are a few who venerate Erevan Ilesere and Rillifane Rallathil. The gnome's most favored deities are Garl Glittergold and Baervan Wildwanderer, although Baravar Cloakshadow and Segojan Earthcaller also enjoy some adherents. The halfling communities tend to worship all members of the Children of Yondalla equally.
The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any. Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.
CULTURE: The cosmopolitan culture of the Duchy of Ulek is a result of the mixture of the best of many races. The cities and towns reflect the fine elven architecture, and the more traditional "tree-cities" of the sylvan elves in the Silverwood are among the wonders of the region. Utility and beauty are balanced in most things produced in the Duchy, and the citizens are immensely proud of this. Each town, city, and stronghold is graced with fine parkland carefully tended by its inhabitants, and each of these parks or gardens has in its center one roanwood tree [25].
One branch of people who prosper here are the half-elven. Half-elves are perhaps more common here than in any other place in the Flanaess, because the Duchy of Ulek is one of the few places where the strengths of both humans and elves are appreciated [26]. The human and half-elven bards of Ulek are among the finest in all of the lands due to their close association with elven minstrels. Courts of other lands often seek these bards, and to have a bard who is from the Duchy is thought to be a great coup for rulers across the Flanaess [27].
The Duchy is also known for its fine gnome gem-cutters, whose works are considered to be extraordinarily beautiful. Both semi-precious and precious gems from the Lortmils adorn the work of jewelry crafters, and the work (especially when set against silver worked by the elves of Celene) is very sought after, even in cities as familiar with fine work as Greyhawk.
A note should be made about currency within the Duchy. The primary currency found within the Duchy is that of the Keoish variety, which is not surprising, given the political and geographic relationship between the Duchy and the Old Country. The only coins that are minted by the Duchy are large silver coins known as silveroans. Within the borders of the Duchy they are equivalent in value to a gold piece, as they are very beautiful and have a smattering of platinum in them. The front of the coin displays the shield of the Duchy, except that an effigy of the Duke holds the cluster of arrows high above his head. Around the perimeter of the coin it reads "His Noble Radiance, Grenowen". On the back of the coin is displayed an intricate roanwood tree and the inscription in elvish "One Tree, Many Branches". These coins are prized among collectors, as they are some of the most well minted coins in the Flanaess, not minted in great batches, and are often worth more as a piece of art than as a mere silver piece elsewhere. Another interesting coin to be found in various places within the Sheldomar Valley is the Jurnrese bronze piece, equivalent to a copper piece in value, and honored within the Duchy's borders. This coin, like the Jurnrese silver and gold piece, has a square hole in the center of the coin. The unicorn sigil of an old Suel noble house (also evident on the County's coat of arms) is repeated around the periphery of the coin five times, and the obverse bears the motto
"Peace in Strength" in ancient Suel [28].
_______________________________________
NOTES
[23] I am not sure why Ye'Cind was added to the list of deities (GH98). She does fit in with the musical theme of the Duchy of Ulek. I just don't know why the name was deified by the game designers.
[24] I think it is an error to refer to Ehlonna as a "human power." According to the Guide, p. 66, she is patroness of all good sylvan folk "elven, human, or otherwise" and she typically appears as either a human or elf.
[25] The author makes the Duchy of Ulek sound like a fantasy utopia… Is it too perfect? Too cloying? You can almost imagine the elves, half-elves, gnomes and halflings singing together, joining in an impromptu musical performance as they go about their daily tasks and welcome visitors. But this is always the problem with detailing good-aligned places. How do you make it interesting, without introducing discord and conflict of some sort? A fine example is Tolkien's Rivendell, which is a "good place" that is neither boring to read about nor disgusting in its goodness. Unfortunately, Tolkien's vision is so mimicked that it has become cliché in the fantasy field (what an understatement). But it is still closest to my view of places like the Duchy of Ulek and Highfolk. The single roanwood tree in the center of every town is a nice touch.
[26] Here is the important reference to the high numbers of half-elves and people with elven blood in the Duchy of Ulek. It might make for interesting reading to do an essay about the varied life spans of those with mixed-blood..
A wonderful, fresh treatment of half-elves, and fairy creatures in general, can be found in Jack Vance's Lyonesse trilogy. Such an unconventional vision might work wonders for this setting.
[27] I like the addition of the skill of Uleki minstrels (my new idea for a magic item: the Uleki ukulele). I would like to see more on song-based magic in the WORLD OF GREYHAWK. Who are the most powerful magic-wielding bards? The "Rhymers of the Blackfens" (from Dance of Demons, p. 26)? The idea of powerful music-related magic hearkens back to the Finnish and other Scandinavian mythological elements of fantasy. Notice the similarity in the names Mordenkainen and Vainamoinen, of Finnish myth.
[28] It is nice to see this Suel motto, considering the predominant human racial strain is Suel. According to the Guide, p. 14, the human strain is more Suel than anything else, then Flan, then Oeridian. And the humans are sublimated to the large demihuman population as well (human racial strain is given in parentheses).
Monday, February 16, 2009
Re: The Duchy of Ulek "source document"
Date: Wed, 10 Nov 99 04:55AM PST
From: sander Add To Address Book Add To Junk Mail
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] The Duchy of Ulek "source document"
> Date: Tue, 9 Nov 1999 17:10:52 PST
> From: Immaculate Image
> Subject: The Duchy of Ulek "source document"
> Before I continue, I first have to credit Steve Wilson, who kindly allowed our Triad to use his Duchy of Ulek article from the Codex as the basis for our own purposes.
>
> Also if anyone is interested in contributing in any way, especially if you live in GA, get in touch with me.
I'm presently not in GA, indeed, I am quite far from it...
But I just love the Ulek states. There are lots of comments below. I have somewhy a feeling that some of these are due to the insufficent fleshing out of the County and Principality of Ulek.
> Slash it and smash it, baby, 'cause here it is....
>
> ULEK, DUCHY OF
> Ruler: His Noble Radiance, Duke Grenowen of Ulek
> Capital: Tringlee (pop. 14,800/ hex S4 -107)
> Major Settlements: Waybury (13,500/Y4 - 107), The Crossroads (4,100/W4 -109), Silverbend (3,200/U4 - 111)
> Population: 28,000
Wait a second. 14800+13500+4100+3200=35600 which is quite a bit more than the total population. Hence the total population should be increased.
> Demi-Humans: High Elves (12,500), Sylvan Elves (5,000), Gnomes (5,000), Tallfellow Halflings (2,500)
Shouldn't humans be listed here? After all, there are 25000 demihumans which leaves only 3000 humans. Unless teh population count is increased (see above).
> Humanoids: None
> Resources: Foodstuffs, Cloth, Electrum, Gems
And the rest of the writeup continues to totally ignore both foodstuffs and cloth, even though these are listed as resources and should thus be important.
> National Alignment: Chaotic Good
[big snip]
> already separate Ulek states and granted them their "independence." The High Elves in the northernmost portion of the province chose Grenowen to be their Duke. It was Grenowen who dared the mountains to the east, and more importantly, the illusion ridden and heavily guarded lands of
>Celene, to bring word of the plight of the elves of Ulek to the queen.
Is there an offical view of Grenowin or even a write-up?
> The High Elves of the northern third of Uleki province established the capitol for their country in one of the old Provincial Seats, in Tringlee.
> After a short while, Keoland welcomed this new government, recognizing the wisdom in local rule.
The wording amlmost sounds like it resulted in civil reforms in Keoland...
> The opening of neighboring Celene proved prosperous for the Duchy.
> Celene's fine products flowed exclusively through the Duchy into the rest of the Flanaess, and this trade, when added to that of the Duchy's own products, brought great wealth into the land. Up until the time of the Greyhawk Wars, the Duchy prospered. It is the most accessible of
> all elven lands to humankind and other demihumans, and this atmosphere has made the Duchy and the Duke popular both in his lands and abroad.
Meaning? Now that the GHW are over and Celene is not so open, what about the trade? As such a trade would also bring additional wealth into not only the Duchy of Ulek but also Celene, the merchants and anybody connected to them are going to be grumbling if it has stopped entirely, and would probably create a fair bit of smuggling. If it continues but is limited by say requiring a special royal permit or somesuch, it would create some smuggling and quite a bit of intrigue.
Which are IMHO excellent story leads.
[snip]
> southern lands. These nobles are also strongly in support of the Knights of Luna in Celene, and desire to help change Celene's isolationist policies. There is even some radical talk, that the Queen
> should be "forced" into agreeing to aid both Furyondy and Veluna to the north and the Principality of Ulek to the south. The Duke favors a more conservative diplomatic approach with regard to Celene and the solution of these problems.
IMC the Knights of Luna came to be due to advice by a Duchy noble to some nobles of Celene who like the atmosphere in the Duchy quite a bit more than the overly conservative atmosphere in Celene. The problem with providing help to foreign states is that your own forces get to see how others live...
[snip]
> dwarves, and gnomes of these mountains are supported by the Ulek states, less actively by Celene, and indirectly by small tribes of aarakocra that fly the central spine of the Lortmils. The wealth of the Lortmils
> is great, with excellent gems, ores, and precious metals. Some of the dwarven clan leaders are said to be as rich as princes, and are approached by emissaries from Furyondy and even Nyrond for aid. Dwarves
> are not, however, susceptible to such overtures.
Hmm... Not listed above in resources.
[snip - Rivers]
> Two ancient woodlands grow within the borders of Ulek, the remnants of the once great forest that spanned the length of the Sheldomar Valley from the Dim Forest hundreds of miles to the north, and the Dreadwood which lies hundreds of miles to the south. The Axewood is a small forest
> that straddles the border of Keoland and the Duchy of Ulek some 150 miles west of Tringlee and 60 miles north of Niole Dra. Wood elves and treants dwell here, as well as a number of small sprites (atomies and grigs). The other forest, the Silverwood, lies entirely in the confines
Somebody should work on those.
> of the southern reaches of the Duchy. Lying between the Sheldomar and Kewl rivers, this wood is home to some 3,000 sylvan elves and other demihumans (gnomes and a few halflings). The elves are said to nurture
Forest dwelling halflings?
[snip - additional forest]
[snip - roads, got to check it out on a map]
> ECOLOGY: The forests of the Duchy of Ulek are in a geographical position that tends to give them the best mixture of tree species from both what are considered typically Central and Southern woods in the Flanaess. The following list details the most important species to be found within the
> Duchy: apple, apricot, ash, bay, beech, briar, bronzewood, camphor, cedar, cherry, chestnut, chokecherry, crabapple, elder, elm, fig, galda, grapefruit, gum, hawthorne, hickory, hornwood, ipp, ipt, kara, larch, lemon, lime, locust, mangrove, maple, mulberry, myrtle, oak, olive,
> orange, peach, pear, phost, pine, plum, poplar, roanwood, thorn, tulip tree, usk, walnut, willow, yarpick, and yew. There are also the
The list is extensive. As there aren't for some reason the average temps by months listed [actually, this would be a very usefull information. Climate should always come first before ecology.] it is hard to say whetever all the trees would actually grow there. I am suspicious of apricot, orange, maybe also lemon. And I don't know all the other trees listed 8-(
> semi-intelligent and carnivorous plants to be found in remote areas of the forests. Choke creepers, hangmen trees, giant sundews and kampfults won't hesitate to end the life of an unwary or wounded adventurer.
These invariantly creep up.
> Although the Duchy is a relatively safe land, there are the odd encounters with dangerous life-forms. Humanoids are virtually non-existent within the borders of this country, and large groups of
> humanoids haven't walked the plains of the Duchy since before the Hateful Wars. There do remain hidden pockets of some humanoid races, though none are larger than orcs or bugbears. The smaller races, such as kobolds, jermalaine, xvarts, and goblins tend to fare better, though the
> most common humanoid plaguing the forests are the elusive kech. Igundi, skulks, kenku, adherers, and dopplegangers have also found a niche in various parts of the Duchy.
Way too many humanoids imho, especially considering the population toll of none. Sounds a lot more like 'small numbers of just about any small humanoid race can be occasionally be found'.
> Needlemen plague the Silverwood like few other places in the Flanaess, thriving on the predominence of elves. Also among the tiny creatures of the land are gremlins, fremlins, galltrits, killmouli, and booka, though the latter two are much more tolerable than the members of the gremlin
> family. It is more common to encounter wild herd animals on the plains, and on occasions, their monstrous variants. Predatory animals, such as brown bears, wolves, lions, cougars, and coyotes can also be found in more isolated areas of the Duchy.
Brown bears are omnivores. Cougras would probably live in the lortmils (but seeing as bears and lions live in mountainous areas as well - counsider their former populations in italy, greece and spain) I'm not sure if there would be a niche for cougars. And I would definately leave coyottes out.
> Among the true monsters, there is no shortage of isolated hazards.
> Anhkegs and ant lions are known to grab unwary travelers on the plains, and in the depths of the forest, owlbears can make short work of
Owlbears are cool.
[snip]
> rumors that a red dragon or two may still lair within the Lortmils, but such creatures would have to be crafty and secretive indeed to avoid the attentions of their eternal enemies, the dwarves. It is highly doubtful that any dragons reside in either the Axewood or the Silverwood. If such
> a beast did, however, it would be unusually intelligent, powerful, and
This all leaves out the various neutral and good dragons. Considering the whole galore of those that exist...
> careful, to be able to avoid the attention of the elves and the good aligned creatures of those woods. Whether or not any Greyhawk dragons have taken up residence in Tringlee or Waybury is another unknown.
> There are no large, stationary bodies of water within the borders of the Duchy, and the Sheldomar River and its tributaries are well traveled and safe. There is an abundance of fish species, and fisherman and
The rivers are first declared safe...
> adventures alike should be aware of the dangers presented by some of the giant members of certain of these fish, notably catfish. In the slower moving shallows below Niole Dra, dragonfish are also a lethal hazard to unprotected feet wading in the water. Nereids and water nagas are not
> unheard of in some of the remote areas of the rivers, especially where the Sheldomar passes through the Axewood. Fortunately, there is not much and then it sounds like nobody would go near the rivers, at least not without arming themselves to the teeth. There aren't all that many remote areas of the rivers either.
> to fear from more exotic and dangerous water-based predators, as there is little room and even less tolerance by the people who inhabit the shore communities for such creatures. Perhaps the most common "monster" that rears its ugly head every so often is the giant snapping turtle,
> and crocodiles bask on the banks of the Kewl below Silverbend. There are
Crocodiles? I am afraid that it would be a bit too cold for crocodiles, or the region (at least the south cost keoland and the principality) are quite a bit warmer than considered before. Note that the critical part here is temperature in the winter. That's why crocodiles don't in real life live on the northern cost of the Mediterannean but do live in Egypt.
> exceptions to this, when some ocean going monster travels north up past Gradsul and into the Sheldomar.
There ius a *long* way up from Gradsul and the water of teh river that may well be somewhat brakish down near Gradsul is definately not so up there, which would discourage the monsters to move too high up the river...
> Sylvan and faerie creatures thrive in this land. Brownies, buckawns, atomies, grigs, sprites, quicklings, pixies, mites, snyads, faux faeries, leprechauns, and stwingers all inhabit the forested areas of
> the eastern Sheldomar Valley, seeming to exist for the sole purpose of harassing the forest's larger two-legged inhabitants. Pseudodragons and
Well, this is a clear case of size-chauvinism.
> faerie dragons also haunt the woods, and dryads, nymphs, and korred reside in remote glens. There is also a significant population of centaurs and voadkyn, and no shortage of treants within the Silverwood.
> A truly lucky soul might even catch a glimpse of the rare unicorn, which also is known to inhabit that rich woodland.
If there is a significant population of centaurs, why aren't they listed in population? Why do they live in the forest? Horses don't normally...
POLITICS:
[snip - high elves rule the land, esp. the nobility]
> The Duke and his cabinet is responsible for handling matters which affect the entire realm, such as international relations and trade, and the maintenance of a national military. The local nobility of a given
> area, be they of whatever race, is responsible for all local governance.
> Waybury is of note in this regard, as over the years as it has increased in population it has increased its political influence, and is considered a seat of human influence within the Duchy.
At which point it springs to my mind that
> Three times a year, the Convocation of Lords is held. During this time, matters of national concern are presented to the elven nobility, and they give suggestions to the Duke on how to handle matters. The Duke
> also announces any policies he has decided upon which affect the entire realm. There are also influential advisers of other races that Grenowen may call upon, and the Duke is quite good in tapping the experience and wisdom of others.
Here is a contradiction. Shouldn't the elven be droped from in front of the nobility? Otherwise Waybury and the gnomes and halflings and humans would have no political influence.
> During the month of Lacysnows the third meeting of the year, the Convocation of Branches, is held. Here the nobility votes on whether or
As here is just nobility, not specificly elven nobility the previous paragraphs should be corrected.
> not they will continue to support the Duke by laying switches from the prized ipt trees on the ground in two piles--one for those who favor the Duke, and one for those opposed. Although it is entirely possible for any individual noble house to oppose the Duke actively, this has never
> carried to the point of warfare. The Duke may resign his post at any time he desires, at which point in time a special Convocation of Selection would be called.
How is the succession of the Duke handled?
[snip - the cabinet]
> There are no hostile nations bordering the Duchy, as they maintain good relations with Keoland and The Old Country's other former lands, from the Gran March to the Principality of Ulek. In addition, the Duchy of Ulek maintains a working relationship with many of the dwarven clans of
> the Lortmils and of course, has always had a strong kinship with the elven nation of Celene, though this has been subject to internal strain since the Greyhawk Wars.
The Duchy has quite a lot of gnomes in it's lands. Why not expand and (peacefully) get the dwarves to join in? Indeed, how much are the dwarves concerned who considers the surface area their own?
> Although several hundred miles away, Grenowen is well aware of the danger the Empire of the Pomarj presents to all of the Ulek states, and many troops and adventurers journey southeast from the Duchy to aid the forces of the Principality of Ulek in their struggles with Turrosh Mak.
Also a good reason to prod the Lortmils dwarves to join the Duchy.
Especially as teh Duchy is providing help to other dwarves and is clearly friendly to various races.
> Another tangible threat to the Duchy of Ulek, and all good lands of the Flanaess is the Scarlet Brotherhood. After the Greyhawk Wars, everyone took note of this sinister organization, including Duke Grenowen.
> Lastly, there are those who remember Keoland's imperialistic era, and are wary that a future king might want to return Keoland to its former glory.
Something they share in common with all the other border areas of the Keoland. A good reason for co-operation.
> MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time,
> the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the
Considering that there may be as few as 3000 humans in the Duchy, a very significant portion of humans are in the military.
> other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renown for its cavalry, and it serves the needs of the country quite well.
Well, cavalry is not usefull on mountainous or mostly hilly lands or in the forest. The needs of the Duchy for cavalry?
Besides, what exactly is 'medium cavalry' in Flannaess?
> Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The
> halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings). The final 10% are considered specialists, and include rangers and archers from the Axewood and
> Silverwood, as well as priests, mages, scouts and gnomish sappers. These
Sappers?????
> forces do not include city guardsmen or personal guards of either the leadership or the nobility.
>
> In addition to this, each elven noble house (of which their are quite a few) generally has a household force which may number from 30 to 100 men at arms. These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible
This suggests that:
a) nonelven nobility / leaders don't have armed forces
b) towns don't have their own forces
> for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding.
> This force may number up to 5,000 strong.
> The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend
Hiring mercenaries for training? A novel thought.
> one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses
> throughout the Duchy, patrols normally billet with local city guards or
Especially considering that the local lords are bound to have their own castles and the villages and towns to have their own protections that they can maintain themselves.
> form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training
> young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any
> given time nearly half of the strength of the army is located here. When
Now take a look at the map, and place 25 dots (1000/2=500, minimum patrol size is 10, and there are bound to be ~250 soldiers in the towns). If the patrols are smaller, place less dots.
> a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.
>
> Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the
> same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.
Not clear why not hire mercenaries to cover at least part of that burden.
And it sounds likely there would be slightly more gnomes in the force and maybe even dwarves and slightly less so elves.
> The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has
Who is the perceived enemy in there? Keoland? Monster infestations?
> been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the
> Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy
> with them. Such faiths are slowly building a presence especially in and around Waybury.
So the immigrants are mostly settling in and around Waybury? And there are significant amounts of them? Why isn't immigration documented anywhere?
> RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of
> Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as
> Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and
Python???
> Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities.
[snip]
> The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any.
> Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.
That's good. Except that it would mean a lot of pressure by the priesthoods on the nobility to join their ranks, starting already in early youth.
[snip]
Sander
From: sander
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] The Duchy of Ulek "source document"
> Date: Tue, 9 Nov 1999 17:10:52 PST
> From: Immaculate Image
> Subject: The Duchy of Ulek "source document"
> Before I continue, I first have to credit Steve Wilson, who kindly allowed our Triad to use his Duchy of Ulek article from the Codex as the basis for our own purposes.
>
> Also if anyone is interested in contributing in any way, especially if you live in GA, get in touch with me.
I'm presently not in GA, indeed, I am quite far from it...
But I just love the Ulek states. There are lots of comments below. I have somewhy a feeling that some of these are due to the insufficent fleshing out of the County and Principality of Ulek.
> Slash it and smash it, baby, 'cause here it is....
>
> ULEK, DUCHY OF
> Ruler: His Noble Radiance, Duke Grenowen of Ulek
> Capital: Tringlee (pop. 14,800/ hex S4 -107)
> Major Settlements: Waybury (13,500/Y4 - 107), The Crossroads (4,100/W4 -109), Silverbend (3,200/U4 - 111)
> Population: 28,000
Wait a second. 14800+13500+4100+3200=35600 which is quite a bit more than the total population. Hence the total population should be increased.
> Demi-Humans: High Elves (12,500), Sylvan Elves (5,000), Gnomes (5,000), Tallfellow Halflings (2,500)
Shouldn't humans be listed here? After all, there are 25000 demihumans which leaves only 3000 humans. Unless teh population count is increased (see above).
> Humanoids: None
> Resources: Foodstuffs, Cloth, Electrum, Gems
And the rest of the writeup continues to totally ignore both foodstuffs and cloth, even though these are listed as resources and should thus be important.
> National Alignment: Chaotic Good
[big snip]
> already separate Ulek states and granted them their "independence." The High Elves in the northernmost portion of the province chose Grenowen to be their Duke. It was Grenowen who dared the mountains to the east, and more importantly, the illusion ridden and heavily guarded lands of
>Celene, to bring word of the plight of the elves of Ulek to the queen.
Is there an offical view of Grenowin or even a write-up?
> The High Elves of the northern third of Uleki province established the capitol for their country in one of the old Provincial Seats, in Tringlee.
> After a short while, Keoland welcomed this new government, recognizing the wisdom in local rule.
The wording amlmost sounds like it resulted in civil reforms in Keoland...
> The opening of neighboring Celene proved prosperous for the Duchy.
> Celene's fine products flowed exclusively through the Duchy into the rest of the Flanaess, and this trade, when added to that of the Duchy's own products, brought great wealth into the land. Up until the time of the Greyhawk Wars, the Duchy prospered. It is the most accessible of
> all elven lands to humankind and other demihumans, and this atmosphere has made the Duchy and the Duke popular both in his lands and abroad.
Meaning? Now that the GHW are over and Celene is not so open, what about the trade? As such a trade would also bring additional wealth into not only the Duchy of Ulek but also Celene, the merchants and anybody connected to them are going to be grumbling if it has stopped entirely, and would probably create a fair bit of smuggling. If it continues but is limited by say requiring a special royal permit or somesuch, it would create some smuggling and quite a bit of intrigue.
Which are IMHO excellent story leads.
[snip]
> southern lands. These nobles are also strongly in support of the Knights of Luna in Celene, and desire to help change Celene's isolationist policies. There is even some radical talk, that the Queen
> should be "forced" into agreeing to aid both Furyondy and Veluna to the north and the Principality of Ulek to the south. The Duke favors a more conservative diplomatic approach with regard to Celene and the solution of these problems.
IMC the Knights of Luna came to be due to advice by a Duchy noble to some nobles of Celene who like the atmosphere in the Duchy quite a bit more than the overly conservative atmosphere in Celene. The problem with providing help to foreign states is that your own forces get to see how others live...
[snip]
> dwarves, and gnomes of these mountains are supported by the Ulek states, less actively by Celene, and indirectly by small tribes of aarakocra that fly the central spine of the Lortmils. The wealth of the Lortmils
> is great, with excellent gems, ores, and precious metals. Some of the dwarven clan leaders are said to be as rich as princes, and are approached by emissaries from Furyondy and even Nyrond for aid. Dwarves
> are not, however, susceptible to such overtures.
Hmm... Not listed above in resources.
[snip - Rivers]
> Two ancient woodlands grow within the borders of Ulek, the remnants of the once great forest that spanned the length of the Sheldomar Valley from the Dim Forest hundreds of miles to the north, and the Dreadwood which lies hundreds of miles to the south. The Axewood is a small forest
> that straddles the border of Keoland and the Duchy of Ulek some 150 miles west of Tringlee and 60 miles north of Niole Dra. Wood elves and treants dwell here, as well as a number of small sprites (atomies and grigs). The other forest, the Silverwood, lies entirely in the confines
Somebody should work on those.
> of the southern reaches of the Duchy. Lying between the Sheldomar and Kewl rivers, this wood is home to some 3,000 sylvan elves and other demihumans (gnomes and a few halflings). The elves are said to nurture
Forest dwelling halflings?
[snip - additional forest]
[snip - roads, got to check it out on a map]
> ECOLOGY: The forests of the Duchy of Ulek are in a geographical position that tends to give them the best mixture of tree species from both what are considered typically Central and Southern woods in the Flanaess. The following list details the most important species to be found within the
> Duchy: apple, apricot, ash, bay, beech, briar, bronzewood, camphor, cedar, cherry, chestnut, chokecherry, crabapple, elder, elm, fig, galda, grapefruit, gum, hawthorne, hickory, hornwood, ipp, ipt, kara, larch, lemon, lime, locust, mangrove, maple, mulberry, myrtle, oak, olive,
> orange, peach, pear, phost, pine, plum, poplar, roanwood, thorn, tulip tree, usk, walnut, willow, yarpick, and yew. There are also the
The list is extensive. As there aren't for some reason the average temps by months listed [actually, this would be a very usefull information. Climate should always come first before ecology.] it is hard to say whetever all the trees would actually grow there. I am suspicious of apricot, orange, maybe also lemon. And I don't know all the other trees listed 8-(
> semi-intelligent and carnivorous plants to be found in remote areas of the forests. Choke creepers, hangmen trees, giant sundews and kampfults won't hesitate to end the life of an unwary or wounded adventurer.
These invariantly creep up.
> Although the Duchy is a relatively safe land, there are the odd encounters with dangerous life-forms. Humanoids are virtually non-existent within the borders of this country, and large groups of
> humanoids haven't walked the plains of the Duchy since before the Hateful Wars. There do remain hidden pockets of some humanoid races, though none are larger than orcs or bugbears. The smaller races, such as kobolds, jermalaine, xvarts, and goblins tend to fare better, though the
> most common humanoid plaguing the forests are the elusive kech. Igundi, skulks, kenku, adherers, and dopplegangers have also found a niche in various parts of the Duchy.
Way too many humanoids imho, especially considering the population toll of none. Sounds a lot more like 'small numbers of just about any small humanoid race can be occasionally be found'.
> Needlemen plague the Silverwood like few other places in the Flanaess, thriving on the predominence of elves. Also among the tiny creatures of the land are gremlins, fremlins, galltrits, killmouli, and booka, though the latter two are much more tolerable than the members of the gremlin
> family. It is more common to encounter wild herd animals on the plains, and on occasions, their monstrous variants. Predatory animals, such as brown bears, wolves, lions, cougars, and coyotes can also be found in more isolated areas of the Duchy.
Brown bears are omnivores. Cougras would probably live in the lortmils (but seeing as bears and lions live in mountainous areas as well - counsider their former populations in italy, greece and spain) I'm not sure if there would be a niche for cougars. And I would definately leave coyottes out.
> Among the true monsters, there is no shortage of isolated hazards.
> Anhkegs and ant lions are known to grab unwary travelers on the plains, and in the depths of the forest, owlbears can make short work of
Owlbears are cool.
[snip]
> rumors that a red dragon or two may still lair within the Lortmils, but such creatures would have to be crafty and secretive indeed to avoid the attentions of their eternal enemies, the dwarves. It is highly doubtful that any dragons reside in either the Axewood or the Silverwood. If such
> a beast did, however, it would be unusually intelligent, powerful, and
This all leaves out the various neutral and good dragons. Considering the whole galore of those that exist...
> careful, to be able to avoid the attention of the elves and the good aligned creatures of those woods. Whether or not any Greyhawk dragons have taken up residence in Tringlee or Waybury is another unknown.
> There are no large, stationary bodies of water within the borders of the Duchy, and the Sheldomar River and its tributaries are well traveled and safe. There is an abundance of fish species, and fisherman and
The rivers are first declared safe...
> adventures alike should be aware of the dangers presented by some of the giant members of certain of these fish, notably catfish. In the slower moving shallows below Niole Dra, dragonfish are also a lethal hazard to unprotected feet wading in the water. Nereids and water nagas are not
> unheard of in some of the remote areas of the rivers, especially where the Sheldomar passes through the Axewood. Fortunately, there is not much and then it sounds like nobody would go near the rivers, at least not without arming themselves to the teeth. There aren't all that many remote areas of the rivers either.
> to fear from more exotic and dangerous water-based predators, as there is little room and even less tolerance by the people who inhabit the shore communities for such creatures. Perhaps the most common "monster" that rears its ugly head every so often is the giant snapping turtle,
> and crocodiles bask on the banks of the Kewl below Silverbend. There are
Crocodiles? I am afraid that it would be a bit too cold for crocodiles, or the region (at least the south cost keoland and the principality) are quite a bit warmer than considered before. Note that the critical part here is temperature in the winter. That's why crocodiles don't in real life live on the northern cost of the Mediterannean but do live in Egypt.
> exceptions to this, when some ocean going monster travels north up past Gradsul and into the Sheldomar.
There ius a *long* way up from Gradsul and the water of teh river that may well be somewhat brakish down near Gradsul is definately not so up there, which would discourage the monsters to move too high up the river...
> Sylvan and faerie creatures thrive in this land. Brownies, buckawns, atomies, grigs, sprites, quicklings, pixies, mites, snyads, faux faeries, leprechauns, and stwingers all inhabit the forested areas of
> the eastern Sheldomar Valley, seeming to exist for the sole purpose of harassing the forest's larger two-legged inhabitants. Pseudodragons and
Well, this is a clear case of size-chauvinism.
> faerie dragons also haunt the woods, and dryads, nymphs, and korred reside in remote glens. There is also a significant population of centaurs and voadkyn, and no shortage of treants within the Silverwood.
> A truly lucky soul might even catch a glimpse of the rare unicorn, which also is known to inhabit that rich woodland.
If there is a significant population of centaurs, why aren't they listed in population? Why do they live in the forest? Horses don't normally...
POLITICS:
[snip - high elves rule the land, esp. the nobility]
> The Duke and his cabinet is responsible for handling matters which affect the entire realm, such as international relations and trade, and the maintenance of a national military. The local nobility of a given
> area, be they of whatever race, is responsible for all local governance.
> Waybury is of note in this regard, as over the years as it has increased in population it has increased its political influence, and is considered a seat of human influence within the Duchy.
At which point it springs to my mind that
> Three times a year, the Convocation of Lords is held. During this time, matters of national concern are presented to the elven nobility, and they give suggestions to the Duke on how to handle matters. The Duke
> also announces any policies he has decided upon which affect the entire realm. There are also influential advisers of other races that Grenowen may call upon, and the Duke is quite good in tapping the experience and wisdom of others.
Here is a contradiction. Shouldn't the elven be droped from in front of the nobility? Otherwise Waybury and the gnomes and halflings and humans would have no political influence.
> During the month of Lacysnows the third meeting of the year, the Convocation of Branches, is held. Here the nobility votes on whether or
As here is just nobility, not specificly elven nobility the previous paragraphs should be corrected.
> not they will continue to support the Duke by laying switches from the prized ipt trees on the ground in two piles--one for those who favor the Duke, and one for those opposed. Although it is entirely possible for any individual noble house to oppose the Duke actively, this has never
> carried to the point of warfare. The Duke may resign his post at any time he desires, at which point in time a special Convocation of Selection would be called.
How is the succession of the Duke handled?
[snip - the cabinet]
> There are no hostile nations bordering the Duchy, as they maintain good relations with Keoland and The Old Country's other former lands, from the Gran March to the Principality of Ulek. In addition, the Duchy of Ulek maintains a working relationship with many of the dwarven clans of
> the Lortmils and of course, has always had a strong kinship with the elven nation of Celene, though this has been subject to internal strain since the Greyhawk Wars.
The Duchy has quite a lot of gnomes in it's lands. Why not expand and (peacefully) get the dwarves to join in? Indeed, how much are the dwarves concerned who considers the surface area their own?
> Although several hundred miles away, Grenowen is well aware of the danger the Empire of the Pomarj presents to all of the Ulek states, and many troops and adventurers journey southeast from the Duchy to aid the forces of the Principality of Ulek in their struggles with Turrosh Mak.
Also a good reason to prod the Lortmils dwarves to join the Duchy.
Especially as teh Duchy is providing help to other dwarves and is clearly friendly to various races.
> Another tangible threat to the Duchy of Ulek, and all good lands of the Flanaess is the Scarlet Brotherhood. After the Greyhawk Wars, everyone took note of this sinister organization, including Duke Grenowen.
> Lastly, there are those who remember Keoland's imperialistic era, and are wary that a future king might want to return Keoland to its former glory.
Something they share in common with all the other border areas of the Keoland. A good reason for co-operation.
> MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time,
> the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the
Considering that there may be as few as 3000 humans in the Duchy, a very significant portion of humans are in the military.
> other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renown for its cavalry, and it serves the needs of the country quite well.
Well, cavalry is not usefull on mountainous or mostly hilly lands or in the forest. The needs of the Duchy for cavalry?
Besides, what exactly is 'medium cavalry' in Flannaess?
> Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The
> halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings). The final 10% are considered specialists, and include rangers and archers from the Axewood and
> Silverwood, as well as priests, mages, scouts and gnomish sappers. These
Sappers?????
> forces do not include city guardsmen or personal guards of either the leadership or the nobility.
>
> In addition to this, each elven noble house (of which their are quite a few) generally has a household force which may number from 30 to 100 men at arms. These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible
This suggests that:
a) nonelven nobility / leaders don't have armed forces
b) towns don't have their own forces
> for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding.
> This force may number up to 5,000 strong.
> The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend
Hiring mercenaries for training? A novel thought.
> one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses
> throughout the Duchy, patrols normally billet with local city guards or
Especially considering that the local lords are bound to have their own castles and the villages and towns to have their own protections that they can maintain themselves.
> form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training
> young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any
> given time nearly half of the strength of the army is located here. When
Now take a look at the map, and place 25 dots (1000/2=500, minimum patrol size is 10, and there are bound to be ~250 soldiers in the towns). If the patrols are smaller, place less dots.
> a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.
>
> Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the
> same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.
Not clear why not hire mercenaries to cover at least part of that burden.
And it sounds likely there would be slightly more gnomes in the force and maybe even dwarves and slightly less so elves.
> The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has
Who is the perceived enemy in there? Keoland? Monster infestations?
> been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the
> Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy
> with them. Such faiths are slowly building a presence especially in and around Waybury.
So the immigrants are mostly settling in and around Waybury? And there are significant amounts of them? Why isn't immigration documented anywhere?
> RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of
> Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as
> Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and
Python???
> Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities.
[snip]
> The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any.
> Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.
That's good. Except that it would mean a lot of pressure by the priesthoods on the nobility to join their ranks, starting already in early youth.
[snip]
Sander
Labels:
Celene,
Duchy of Ulek,
dwarves,
Elves,
halflings,
population,
world-building
Friday, February 6, 2009
Druids of the Flanaess
Subject: [GREYTALK] Druids of the Flanaess
Date: Fri, 23 Jul 1999 10:34:23 EDT
From: "Wayne S. Rossi"
Reply-To: The GREYtalk Discussion List
Druids of the Flanaess
In the Flanaess, there is confusion (with good cause) over the exact identity and roles of druids. In all likelihood, this is because there is more than one type of priest that goes by the name of "druid". It will be the goal of this article to clarify the exact sorts of druids and their functions.
The Old Faith
It was ages ago that the word of Beory, Ehlonna, and Obad-hai came about in the Flanaess. All had been worshipped by Flan and Olve alike for generations, and there was a loosely organized nature-priesthood that served to venerate the three deities. When the Oeridian migrations began, however, a change came about the tri-deity priesthood. As more Oerid, who had heard the word of Ehlonna even in the borderlands between the Baklunish and Suloise Empires, were proselytized during their migrations, the structure of Order began to come into play. By OR 320, even as the Oeridians struggled for dominance of the subcontinent, the "Way of Nature" became vastly popular with Oerid and Flan alike. Within the next century, a clearly-defined hierarchy was created-and the priesthood named "druids".
In the wilds, druids guarded against the ravages of human settlers-and, at the same time, were the guardians of all the settlements that held a healthy respect for nature. They taught the people to replant forests if lumber was needed, and to hunt only as necessary. Still, the druids could not help that a great portion of the land being converted to farmland-and were driven toward the central and eastern Flanaess as Aerdy grew in size and power, until in OR 427 it was a Kingdom. Then, only small tracts of forest in the east could be saved. Their luck was greatest in the Gnarley Forest and the Welkwood, where the Olves still reigned with their cities above the ground-hence, an active interest in not destroying nature.
Over the years, though, a rift grew within the ranks of the Way. The druids recognized that they were slipping in power and influence, and allowed this to happen gradually, and to a limited extent-they did, after all, recognize the importance of balance. As the priesthoods of the individual gods of the Flanaess became more popular, many druids began to panic. They began to press for individual priesthoods of Beory, Ehlonna, and Obad-hai, and by OR 524, former druids became priests of Beory, Ehlonna, and Obad-hai. The Way of Nature became known as the Old Faith.
Druidic Priests
The priests who split most radically from the druids were those of Ehlonna, who are now so removed from the druids of the Old Faith that they have little place in a discussion of druids. Those who followed Beory and Obad-hai, though, fell closer to the tree. These were similar in faith and practice to druids-though the reverence of Ehlonna was lost. Notably, many more druids went to the following of Obad-hai than that of Beory. The conflicts between the druidic priests and the true druids was brief, but has caused tension to form. Occasionally, a true druid of at least Druid level (12th) will "convert" an area where priests of Obad-hai or Beory have grown lax. Since the schism in the Way, the reverse has almost never happened. Most true druids look somewhat with disdain on the non-hierarchical priesthoods, and there is a quiet contempt for the conservatism and inability to "adapt" of the druids by the priests.
The Old Faith has seemingly faded into the background, but is not without its surprises. As the druidic priests have seemingly become the major followings of Beory and Obad-hai, the hierarchical druids move behind the scenes to protect a fragile balance.
(The Old Faith druids act as per the PHB, the druidical priests as per FtA.)
Wayne
Date: Fri, 23 Jul 1999 10:34:23 EDT
From: "Wayne S. Rossi"
Reply-To: The GREYtalk Discussion List
Druids of the Flanaess
In the Flanaess, there is confusion (with good cause) over the exact identity and roles of druids. In all likelihood, this is because there is more than one type of priest that goes by the name of "druid". It will be the goal of this article to clarify the exact sorts of druids and their functions.
The Old Faith
It was ages ago that the word of Beory, Ehlonna, and Obad-hai came about in the Flanaess. All had been worshipped by Flan and Olve alike for generations, and there was a loosely organized nature-priesthood that served to venerate the three deities. When the Oeridian migrations began, however, a change came about the tri-deity priesthood. As more Oerid, who had heard the word of Ehlonna even in the borderlands between the Baklunish and Suloise Empires, were proselytized during their migrations, the structure of Order began to come into play. By OR 320, even as the Oeridians struggled for dominance of the subcontinent, the "Way of Nature" became vastly popular with Oerid and Flan alike. Within the next century, a clearly-defined hierarchy was created-and the priesthood named "druids".
In the wilds, druids guarded against the ravages of human settlers-and, at the same time, were the guardians of all the settlements that held a healthy respect for nature. They taught the people to replant forests if lumber was needed, and to hunt only as necessary. Still, the druids could not help that a great portion of the land being converted to farmland-and were driven toward the central and eastern Flanaess as Aerdy grew in size and power, until in OR 427 it was a Kingdom. Then, only small tracts of forest in the east could be saved. Their luck was greatest in the Gnarley Forest and the Welkwood, where the Olves still reigned with their cities above the ground-hence, an active interest in not destroying nature.
Over the years, though, a rift grew within the ranks of the Way. The druids recognized that they were slipping in power and influence, and allowed this to happen gradually, and to a limited extent-they did, after all, recognize the importance of balance. As the priesthoods of the individual gods of the Flanaess became more popular, many druids began to panic. They began to press for individual priesthoods of Beory, Ehlonna, and Obad-hai, and by OR 524, former druids became priests of Beory, Ehlonna, and Obad-hai. The Way of Nature became known as the Old Faith.
Druidic Priests
The priests who split most radically from the druids were those of Ehlonna, who are now so removed from the druids of the Old Faith that they have little place in a discussion of druids. Those who followed Beory and Obad-hai, though, fell closer to the tree. These were similar in faith and practice to druids-though the reverence of Ehlonna was lost. Notably, many more druids went to the following of Obad-hai than that of Beory. The conflicts between the druidic priests and the true druids was brief, but has caused tension to form. Occasionally, a true druid of at least Druid level (12th) will "convert" an area where priests of Obad-hai or Beory have grown lax. Since the schism in the Way, the reverse has almost never happened. Most true druids look somewhat with disdain on the non-hierarchical priesthoods, and there is a quiet contempt for the conservatism and inability to "adapt" of the druids by the priests.
The Old Faith has seemingly faded into the background, but is not without its surprises. As the druidic priests have seemingly become the major followings of Beory and Obad-hai, the hierarchical druids move behind the scenes to protect a fragile balance.
(The Old Faith druids act as per the PHB, the druidical priests as per FtA.)
Wayne
Wednesday, December 3, 2008
Re: Chaotic governments
Subject: Re: [GREYTALK] Chaotic governments
Date: Wed, 3 Mar 1999 22:16:25 -0500
From: The Watcher
Reply-To: The GREYtalk Discussion List
Haile and Fair Greetings All,
>Noel "Has a Crush on Queen Yolande" Graham wrote:
My tastes run a bit younger.
>Olvenrealm works. And no, Coronal is not catching on...
Bet y'all think I'm going to change the Pocket Guide, don't you ::smile::?
>I can see three interpretations for the Geographic Alignment map in the
'83 boxed set. 1) The Alignment corresponds to the ruler only. 2) The
Alignment corresponds to the majority of the populace. 3) The Alignment belongs
to the land itself. No ruler or government not of that Alignment will be
successful in that region. The third one is a radical interpretation I had
suggested once hypothetically, but don't prefer. Currently, I'm leaning towards
the first, but I never seem satisfied on this point.
Well, I can see a fourth. That being the perceived alignment of the land. As written, the Catalogue to the Flanaess is a work compiled (presumptively) by one who lives(-ed) there. That being the case, the opinion of the recorder can be questioned. Even if we presume noble and academic motivation, the less information available on a place, the more likely conclusion becomes based upon sparse evidence -- thus increasing the variable for inaccuracy from presumption based on some ancillary data (in this case the accepted behavior of a race).
>Perhaps the distinction can be made that the drow have no laws, but
>only punishments?
Only? No.... You can't have a "punishment" (by definition) without an infraction. But building upon the spirit of your suggestion, perhaps it's closer to say the drow place emphasis on punishment ahead of crime. Which is to say, they determine punishment for "behavior" first, deciding as they desire which "act" and by whom meets that behavior. Deception carries a severe punishment in drow society. Lying to one's mercantile partners, associates, thralls (the list goes on), misleading as natural course -- these things are parcel to life amongst the drow.
But behaving as affronts a superior female, any priestess of Lolth, or a Matron Mother (esp. one's own) is absolutely forbidden.
Whether your act in any form of these cases requires punishment depends upon such things as who you are, whether you're in the graces of someone in authority, you're value (skills, whatever), or whether the simple threat of punishment makes you a useful tool.
Hmm... sadists....
>This intrigues me, because if elves truly chose their leaders like that,
then there is really no reason for the next ruler, or even the last ruler, to
have been of any relation to Yolande whatsoever. Losing the idea of a
hereditary monarchy would make the elven culture stand out more. But since Celene
isn't a republic, a new monarch wouldn't be elected by the people, but would
have to claim the throne with a show of power to fend off rivals. Elves
probably don't lose their monarchs of old age very often, but when they do,
>perhaps their chaotic natures lead to bloody civil wars.
I *did* say it was a simplistic portrayal ::smile::. And I don't recall saying Yolande's clan has been the only one to rule Celene. On the other hand, her clan does have a certain wealth of experience regarding rulership of this particular realm and dealing with these specific neighbors (along with the opportunity for the most wisdom related to the job). Unfortunately, that fact is what's causing her so
much trouble recently.
As well, don't forget succession. While I'm not going to say there's no potential for conflict over rulership, keep in mind that successfully seating one's self upon the throne doesn't gain anything of itself. If you took the crown by slaying your rivals, the peoples of Celene may tend not to like you. Therefor, you have no power to rule (the "office" is not empowered of itself). There's significant
possibility either all beyond your retinue abandon you, your realm collapses, or the people rise up in arms (figuratively as well as literally) to depose you. In the end, it seems more natural that an out-going leader selects or endorses the next one in order. This is what I was attempting to show the human government of Verbobonc mimicking.
As a caveat, I'm not taking the time to explain this in other than a positive light. You are correct that things could get ugly; but because of the way it would have to work to get as high as the monarchial chair, it's not like anyone with one eye won't see it coming from way off.
>I don't know...just because someone is Good doesn't mean that they have
the Wisdom to make good decisions. Besides, I'd rather see an elven
bloodbath once every few centuries...
Precisely why clans end up being known for some specialty amongst all the fields its members pursue. When you have a line that shows a preponderance toward fairness and wisdom of leadership, they tend to be trusted with leadership. But more, just because you're trusted to make good decisions and have a track record of such, doesn't mean you are incapable of massive blunders. Just because one springs from a line of wise beings doesn't make one personally wise.
Remember that situational ethics also means that while history gives you context for comparison, you still judge by the evidence at hand. Experience, knowledge, and the wisdom therefrom are your guides, but the choice is still about someone or thing in the here and now. It's *not* an easy thing to understand the ways of the olvenfolk -- which is not to insult anyone or claim superiority. But rather, if the ways of the olvenfolk were readily quantifiable and de-constructed by humans
(including *us*), they wouldn't have that air of... well, enigma about them. Then they really *would* be no more than old, pointy-eared humans.
Soft Winter and Sweet Flowers,
Watcher
Date: Wed, 3 Mar 1999 22:16:25 -0500
From: The Watcher
Reply-To: The GREYtalk Discussion List
Haile and Fair Greetings All,
>Noel "Has a Crush on Queen Yolande" Graham wrote:
My tastes run a bit younger.
>Olvenrealm works. And no, Coronal is not catching on...
Bet y'all think I'm going to change the Pocket Guide, don't you ::smile::?
>I can see three interpretations for the Geographic Alignment map in the
'83 boxed set. 1) The Alignment corresponds to the ruler only. 2) The
Alignment corresponds to the majority of the populace. 3) The Alignment belongs
to the land itself. No ruler or government not of that Alignment will be
successful in that region. The third one is a radical interpretation I had
suggested once hypothetically, but don't prefer. Currently, I'm leaning towards
the first, but I never seem satisfied on this point.
Well, I can see a fourth. That being the perceived alignment of the land. As written, the Catalogue to the Flanaess is a work compiled (presumptively) by one who lives(-ed) there. That being the case, the opinion of the recorder can be questioned. Even if we presume noble and academic motivation, the less information available on a place, the more likely conclusion becomes based upon sparse evidence -- thus increasing the variable for inaccuracy from presumption based on some ancillary data (in this case the accepted behavior of a race).
>Perhaps the distinction can be made that the drow have no laws, but
>only punishments?
Only? No.... You can't have a "punishment" (by definition) without an infraction. But building upon the spirit of your suggestion, perhaps it's closer to say the drow place emphasis on punishment ahead of crime. Which is to say, they determine punishment for "behavior" first, deciding as they desire which "act" and by whom meets that behavior. Deception carries a severe punishment in drow society. Lying to one's mercantile partners, associates, thralls (the list goes on), misleading as natural course -- these things are parcel to life amongst the drow.
But behaving as affronts a superior female, any priestess of Lolth, or a Matron Mother (esp. one's own) is absolutely forbidden.
Whether your act in any form of these cases requires punishment depends upon such things as who you are, whether you're in the graces of someone in authority, you're value (skills, whatever), or whether the simple threat of punishment makes you a useful tool.
Hmm... sadists....
>This intrigues me, because if elves truly chose their leaders like that,
then there is really no reason for the next ruler, or even the last ruler, to
have been of any relation to Yolande whatsoever. Losing the idea of a
hereditary monarchy would make the elven culture stand out more. But since Celene
isn't a republic, a new monarch wouldn't be elected by the people, but would
have to claim the throne with a show of power to fend off rivals. Elves
probably don't lose their monarchs of old age very often, but when they do,
>perhaps their chaotic natures lead to bloody civil wars.
I *did* say it was a simplistic portrayal ::smile::. And I don't recall saying Yolande's clan has been the only one to rule Celene. On the other hand, her clan does have a certain wealth of experience regarding rulership of this particular realm and dealing with these specific neighbors (along with the opportunity for the most wisdom related to the job). Unfortunately, that fact is what's causing her so
much trouble recently.
As well, don't forget succession. While I'm not going to say there's no potential for conflict over rulership, keep in mind that successfully seating one's self upon the throne doesn't gain anything of itself. If you took the crown by slaying your rivals, the peoples of Celene may tend not to like you. Therefor, you have no power to rule (the "office" is not empowered of itself). There's significant
possibility either all beyond your retinue abandon you, your realm collapses, or the people rise up in arms (figuratively as well as literally) to depose you. In the end, it seems more natural that an out-going leader selects or endorses the next one in order. This is what I was attempting to show the human government of Verbobonc mimicking.
As a caveat, I'm not taking the time to explain this in other than a positive light. You are correct that things could get ugly; but because of the way it would have to work to get as high as the monarchial chair, it's not like anyone with one eye won't see it coming from way off.
>I don't know...just because someone is Good doesn't mean that they have
the Wisdom to make good decisions. Besides, I'd rather see an elven
bloodbath once every few centuries...
Precisely why clans end up being known for some specialty amongst all the fields its members pursue. When you have a line that shows a preponderance toward fairness and wisdom of leadership, they tend to be trusted with leadership. But more, just because you're trusted to make good decisions and have a track record of such, doesn't mean you are incapable of massive blunders. Just because one springs from a line of wise beings doesn't make one personally wise.
Remember that situational ethics also means that while history gives you context for comparison, you still judge by the evidence at hand. Experience, knowledge, and the wisdom therefrom are your guides, but the choice is still about someone or thing in the here and now. It's *not* an easy thing to understand the ways of the olvenfolk -- which is not to insult anyone or claim superiority. But rather, if the ways of the olvenfolk were readily quantifiable and de-constructed by humans
(including *us*), they wouldn't have that air of... well, enigma about them. Then they really *would* be no more than old, pointy-eared humans.
Soft Winter and Sweet Flowers,
Watcher
Monday, December 1, 2008
Re: Chaotic governments
Subject: Re: [GREYTALK] Chaotic governments
Date: Wed, 3 Mar 1999 14:37:39 PST
From: Scott Casper
Reply-To: The GREYtalk Discussion List
Haile again,
Noel "Has a Crush on Queen Yolande" Graham wrote:
>Try "Olvenrealm" of Celene. I guess "Coronal" (in the stead of
>"Queen") is never going to catch on, huh?
Olvenrealm works. And no, Coronal is not catching on...
>Do keep in mind that the CG ascribed to the olvenrealm is the majority (I
>won't say predominant) alignment of its populace, not necessarily how its
>gvt. is run. But that's a caveat.
I can see three interpretations for the Geographic Alignment map in the '83 boxed set. 1) The Alignment corresponds to the ruler only. 2) The Alignment corresponds to the majority of the populace. 3) The Alignment belongs to the land itself. No ruler or government not of that Alignment will be successful in that region. The third one is a radical interpretation I had suggested once hypothetically, but don't prefer. Currently, I'm leaning towards the first, but I never seem satisfied on this point.
>The fact remains they [the drow] do have a goverment with certain rules
>(laws, if you want) which must be followed else suffer consequence.
>Only, their's is predicated more on getting caught than the doing.
Perhaps the distinction can be made that the drow have no laws, but only punishments?
>Consistency of merit is likely more important than slavishness to
>law. Ok, which is to say, the olvenfolk realize there is no law which
>adequately addresses every situation and each being. There is a basic
>code of civil (*not* as in municipal) behavior, with punishments meeted
>out according to the "crime". One of the best ways to describe this is
>"situational ethics", but most folks seem to want to read those words
>with a negative connotation (usually because it was used against them).
Which is probably the best description of Chaotic Good I've seen yet. Thanks.
>On the whole, those in leadership achieve those positions because
>they showed merit for it -- and gain the respect of "follower", who are
>in turn more willing to follow the individual's lead.... Yolande and her
>kin have held the Coronal role because they proved most worthy to direct
>the interests of the olvenfolk with other realms, showed the capacity to
>identify with the needs and viewpoints of her peoples, etc.. [snipped]
This intrigues me, because if elves truly chose their leaders like that, then there is really no reason for the next ruler, or even the last ruler, to have been of any relation to Yolande whatsoever. Losing the idea of a hereditary monarchy would make the elven culture stand out more. But since Celene isn't a republic, a new monarch wouldn't be elected by the people, but would have to claim the throne with a show of power to fend off rivals. Elves probably don't lose their monarchs of old age very often, but when they do, perhaps their chaotic natures lead to bloody civil wars.
>To read this, one might be inclined to conceive this "nation" one
>quite easily on the verge of collapse or disbandment from internal foment
>and disagreement. That's certainly a potential, but the practice ends up
>being opposite. What happens is because folks have the capacity to thumb
>their noses at a poor decision or ostracize an inept leader, it becomes
>incumbent for those parties to be worthy of their role. In turn, because
>they display (however) that worthiness, the inhabitants are more willing
>to help their fellows in the way suggested.
I don't know...just because someone is Good doesn't mean that they have the Wisdom to make good decisions. Besides, I'd rather see an elven bloodbath once every few centuries...
Scott "Volstagg" Casper
Celene would make such a nice concentration camp when the Yak-Men take over...
Date: Wed, 3 Mar 1999 14:37:39 PST
From: Scott Casper
Reply-To: The GREYtalk Discussion List
Haile again,
Noel "Has a Crush on Queen Yolande" Graham wrote:
>Try "Olvenrealm" of Celene. I guess "Coronal" (in the stead of
>"Queen") is never going to catch on, huh?
Olvenrealm works. And no, Coronal is not catching on...
>Do keep in mind that the CG ascribed to the olvenrealm is the majority (I
>won't say predominant) alignment of its populace, not necessarily how its
>gvt. is run. But that's a caveat.
I can see three interpretations for the Geographic Alignment map in the '83 boxed set. 1) The Alignment corresponds to the ruler only. 2) The Alignment corresponds to the majority of the populace. 3) The Alignment belongs to the land itself. No ruler or government not of that Alignment will be successful in that region. The third one is a radical interpretation I had suggested once hypothetically, but don't prefer. Currently, I'm leaning towards the first, but I never seem satisfied on this point.
>The fact remains they [the drow] do have a goverment with certain rules
>(laws, if you want) which must be followed else suffer consequence.
>Only, their's is predicated more on getting caught than the doing.
Perhaps the distinction can be made that the drow have no laws, but only punishments?
>Consistency of merit is likely more important than slavishness to
>law. Ok, which is to say, the olvenfolk realize there is no law which
>adequately addresses every situation and each being. There is a basic
>code of civil (*not* as in municipal) behavior, with punishments meeted
>out according to the "crime". One of the best ways to describe this is
>"situational ethics", but most folks seem to want to read those words
>with a negative connotation (usually because it was used against them).
Which is probably the best description of Chaotic Good I've seen yet. Thanks.
>On the whole, those in leadership achieve those positions because
>they showed merit for it -- and gain the respect of "follower", who are
>in turn more willing to follow the individual's lead.... Yolande and her
>kin have held the Coronal role because they proved most worthy to direct
>the interests of the olvenfolk with other realms, showed the capacity to
>identify with the needs and viewpoints of her peoples, etc.. [snipped]
This intrigues me, because if elves truly chose their leaders like that, then there is really no reason for the next ruler, or even the last ruler, to have been of any relation to Yolande whatsoever. Losing the idea of a hereditary monarchy would make the elven culture stand out more. But since Celene isn't a republic, a new monarch wouldn't be elected by the people, but would have to claim the throne with a show of power to fend off rivals. Elves probably don't lose their monarchs of old age very often, but when they do, perhaps their chaotic natures lead to bloody civil wars.
>To read this, one might be inclined to conceive this "nation" one
>quite easily on the verge of collapse or disbandment from internal foment
>and disagreement. That's certainly a potential, but the practice ends up
>being opposite. What happens is because folks have the capacity to thumb
>their noses at a poor decision or ostracize an inept leader, it becomes
>incumbent for those parties to be worthy of their role. In turn, because
>they display (however) that worthiness, the inhabitants are more willing
>to help their fellows in the way suggested.
I don't know...just because someone is Good doesn't mean that they have the Wisdom to make good decisions. Besides, I'd rather see an elven bloodbath once every few centuries...
Scott "Volstagg" Casper
Celene would make such a nice concentration camp when the Yak-Men take over...
Re: Chaotic governments
Subject: Re: [GREYTALK] Chaotic governments
Date: Tue, 2 Mar 1999 18:50:50 -0500
From: The Watcher
Reply-To: The GREYtalk Discussion List
Haile and Fair Greetings All,
Oops. Sorry; I've been clearing out alot of back mail and missed this thread altogether until Keldreth edited my name to the page top.
Scott "Master Yakker" Volstagg writes:
>Now, where does that leave the Chaotic Good "Queendom" (?) of Celene?
Try "Olvenrealm" of Celene. I guess "Coronal" (in the stead of "Queen") is never going to catch on, huh?
>Celene's neutrality during the Greyhawk Wars may be inconsistent with
>what her neighbors wanted, but other than that, Celene does not seem to
>be very
>Chaotic at all. Any suggestions on how to make Celene seem more
>Chaotic? Dare
>I ask you, Watcher?
::Stifled chuckle:: Well gosh, I hardly ever think about Celene. All foolery aside, mostly it's a general problem with perception. I just can't quite figure why folks want to see CG as CHAOTIC(g). The kind of chaos where you sentence a prisoner to death and release him on his merry way is a peculiar (insane) form of CN.
I certainly can't speak for anyone else's view, but I've yet to find a problem with Celene acting out of "alignment" -- particularly since a nation doesn't have one. Do keep in mind that the CG ascribed to the olvenrealm is the majority (I won't say predominant) alignment of its populace, not necessarily how its gvt. is run. But that's a caveat.
Keldreth replies:
>Uh huh, and the CE drow...I have seen ugly flamewars over the vault of the drow.
The fact remains they do have a goverment with certain rules (laws, if you want) which must be followed else suffer consequence. Only, their's is predicated more on getting caught than the doing.
>I think of Lawful vs. Chaotic governments in part (well at least LG vs
>CG) as
>"the needs of the many outweigh the needs of the one" ordered society,
>feudalism, yada yada. vs. a chaotic govt. that is more of a
>confederation or a real libertarian attitude towards society. [C]all me
>crazy.
Your crazy. But you do have the most basic elements in mind. In the case of Celene, the "leadership" doesn't function to mandate how all elves will floss their (lack of canine) teeth. I don't want to hammer down the specifics of political life in the Olvenrealm here (too many words that'd be better read in the context of next year's Pocket Guide to Celene), but let me see what I can do with a few (me -- a
few -- right) words.
Consistency of merit is likely more important than slavishness to law. Ok, which is to say, the olvenfolk realize there is no law which adequately addresses every situation and each being. There is a basic code of civil (*not* as in municipal) behavior, with punishments meeted out according to the "crime". One of the best ways to describe this is "situational ethics", but most folks seem to want to read those words with a negative connotation (usually because it was used against them).
On the whole, those in leadership achieve those positions because they showed merit for it -- and gain the respect of "follower", who are in turn more willing to follow the individual's lead.... Yolande and her kin have held the Coronal role because they proved most worthy to direct the interests of the olvenfolk with other realms, showed the capacity to identify with the needs and viewpoints of her peoples, etc.. Her words of wisdom (whichever ones those are) are respected (on the whole), so her olvenfolk believe her when she indicates some course is the best, and so
on.
I suppose the best way of explaining it here, is to say that generally the "office" someone holds is not particualarly self-empowered. One does not secure or be assigned the post of coronal, chief constable (truth seeker, formost), or military commander; one becomes or is these things and is so recognized with resources and endorsement and so on. Yes, this is by far a simplistic representation of how it works in Celene, but I'm attempting to impart the basic concept at work. As humans, the "office" exists unto itself where for elves an empty post is nothing but for who fills it.
To read this, one might be inclined to conceive this "nation" one quite easily on the verge of collapse or disbandment from internal foment and disagreement. That's certainly a potential, but the practice ends up being opposite. What happens is because folks have the capacity to thumb their noses at a poor decision or ostracize an inept leader, it becomes incumbent for those parties to be worthy of their role. In turn, because they display (however) that worthiness, the inhabitants are more willing to help their fellows in the way suggested.
Each being (I could get lost saying "elf", but there are other races) brings from within itself the desire to support the homeland and society by what means at their disposal. The poet writes inspiring and lifting phrase, the craftman does his best, the weaponsmith forgest weapon for defense, the learned teach.... All contribute in the way they do and each with a mind for betterment, because without them there is no Celene. It exists not unto itself, but of its members.
Now, admittedly, this seems idyllic in explanation -- and just so. In my estimation, true olven society bears it's human counterpart as a pale shadow. In turn, they have their dissenters: the sylvan who only moderately accept the will of Enstad (but prefer the respect from there over humanfolk), the grugach (amid their number) who accept no rule but their own (but would yet see aid to fellow elves over others), folks who just disagree fundamentally with current practice, and criminal elements (you don't *really* think all the olvenfolk are goodly types, do you?).
Each are dealt according to their nature, not by their "crime". In the US, it's a crime to disagree with the government if that disagreement is one of legal demand. For the olvenfolk, there are codes of behavior based upon respect for fellows and personal honor, but few absolute laws as such. Clan/family affiliation is still important, for instance, to be dishonored in addition to oneself. Still, a dissenter
must (rationally) be given the opportunity to see the "error" of their way before condemnation. It's as possible the argument sways the "official" (not always so formal) gone to talk. Theoretically, this could change the way Celene deals with similar issues, not as a matter of law, but from a new wealth of experience. The clan could be wrong (ie., just because the majority believes/agrees doesn't make them correct in so doing).
Similarly, it no crime to (say) walk about naked, as it's hard to offend those who have the option of not looking, are bipedal themselves (sympathetic form issue), etc.. They may think you a fool, esp. if it's snowing around you, but their response is one of not dealing with you over "punishing" you for offending "them". If they don't like you, they don't have to sell to you, buy from you, etc.. But caution, the
olvenfolk are mostly beyond petty displays one might expect from humans under similar condition. As is well pointed out, they have both the years to learn that falicy and the wealth of their elders who've attained such wisdom (when they pay attention).
In final, "chaotic" in this case should be seen as "no interest in law for its own sake" over some non-ownership socialism. The "good" half of that alignment defines itself (gosh, I hope). Folks still buy and own, but of a mind for what they do (let's not cut down the 300-year oak to build a house *just* there). You're there because you want to be. It's easy enough to leave.
Look beyond the surface of what is seen externally. A realm, theoretically on the perpetual verge of collapse, which can be seen to react inconsistently to similar events, and chooses when it cares about issue -- that doesn't seem chaotic enough to y'all?
Soft Winter and Sweet Flowers,
Watcher
Date: Tue, 2 Mar 1999 18:50:50 -0500
From: The Watcher
Reply-To: The GREYtalk Discussion List
Haile and Fair Greetings All,
Oops. Sorry; I've been clearing out alot of back mail and missed this thread altogether until Keldreth edited my name to the page top.
Scott "Master Yakker" Volstagg writes:
>Now, where does that leave the Chaotic Good "Queendom" (?) of Celene?
Try "Olvenrealm" of Celene. I guess "Coronal" (in the stead of "Queen") is never going to catch on, huh?
>Celene's neutrality during the Greyhawk Wars may be inconsistent with
>what her neighbors wanted, but other than that, Celene does not seem to
>be very
>Chaotic at all. Any suggestions on how to make Celene seem more
>Chaotic? Dare
>I ask you, Watcher?
::Stifled chuckle:: Well gosh, I hardly ever think about Celene. All foolery aside, mostly it's a general problem with perception. I just can't quite figure why folks want to see CG as CHAOTIC(g). The kind of chaos where you sentence a prisoner to death and release him on his merry way is a peculiar (insane) form of CN.
I certainly can't speak for anyone else's view, but I've yet to find a problem with Celene acting out of "alignment" -- particularly since a nation doesn't have one. Do keep in mind that the CG ascribed to the olvenrealm is the majority (I won't say predominant) alignment of its populace, not necessarily how its gvt. is run. But that's a caveat.
Keldreth replies:
>Uh huh, and the CE drow...I have seen ugly flamewars over the vault of the drow.
The fact remains they do have a goverment with certain rules (laws, if you want) which must be followed else suffer consequence. Only, their's is predicated more on getting caught than the doing.
>I think of Lawful vs. Chaotic governments in part (well at least LG vs
>CG) as
>"the needs of the many outweigh the needs of the one" ordered society,
>feudalism, yada yada. vs. a chaotic govt. that is more of a
>confederation or a real libertarian attitude towards society. [C]all me
>crazy.
Your crazy. But you do have the most basic elements in mind. In the case of Celene, the "leadership" doesn't function to mandate how all elves will floss their (lack of canine) teeth. I don't want to hammer down the specifics of political life in the Olvenrealm here (too many words that'd be better read in the context of next year's Pocket Guide to Celene), but let me see what I can do with a few (me -- a
few -- right) words.
Consistency of merit is likely more important than slavishness to law. Ok, which is to say, the olvenfolk realize there is no law which adequately addresses every situation and each being. There is a basic code of civil (*not* as in municipal) behavior, with punishments meeted out according to the "crime". One of the best ways to describe this is "situational ethics", but most folks seem to want to read those words with a negative connotation (usually because it was used against them).
On the whole, those in leadership achieve those positions because they showed merit for it -- and gain the respect of "follower", who are in turn more willing to follow the individual's lead.... Yolande and her kin have held the Coronal role because they proved most worthy to direct the interests of the olvenfolk with other realms, showed the capacity to identify with the needs and viewpoints of her peoples, etc.. Her words of wisdom (whichever ones those are) are respected (on the whole), so her olvenfolk believe her when she indicates some course is the best, and so
on.
I suppose the best way of explaining it here, is to say that generally the "office" someone holds is not particualarly self-empowered. One does not secure or be assigned the post of coronal, chief constable (truth seeker, formost), or military commander; one becomes or is these things and is so recognized with resources and endorsement and so on. Yes, this is by far a simplistic representation of how it works in Celene, but I'm attempting to impart the basic concept at work. As humans, the "office" exists unto itself where for elves an empty post is nothing but for who fills it.
To read this, one might be inclined to conceive this "nation" one quite easily on the verge of collapse or disbandment from internal foment and disagreement. That's certainly a potential, but the practice ends up being opposite. What happens is because folks have the capacity to thumb their noses at a poor decision or ostracize an inept leader, it becomes incumbent for those parties to be worthy of their role. In turn, because they display (however) that worthiness, the inhabitants are more willing to help their fellows in the way suggested.
Each being (I could get lost saying "elf", but there are other races) brings from within itself the desire to support the homeland and society by what means at their disposal. The poet writes inspiring and lifting phrase, the craftman does his best, the weaponsmith forgest weapon for defense, the learned teach.... All contribute in the way they do and each with a mind for betterment, because without them there is no Celene. It exists not unto itself, but of its members.
Now, admittedly, this seems idyllic in explanation -- and just so. In my estimation, true olven society bears it's human counterpart as a pale shadow. In turn, they have their dissenters: the sylvan who only moderately accept the will of Enstad (but prefer the respect from there over humanfolk), the grugach (amid their number) who accept no rule but their own (but would yet see aid to fellow elves over others), folks who just disagree fundamentally with current practice, and criminal elements (you don't *really* think all the olvenfolk are goodly types, do you?).
Each are dealt according to their nature, not by their "crime". In the US, it's a crime to disagree with the government if that disagreement is one of legal demand. For the olvenfolk, there are codes of behavior based upon respect for fellows and personal honor, but few absolute laws as such. Clan/family affiliation is still important, for instance, to be dishonored in addition to oneself. Still, a dissenter
must (rationally) be given the opportunity to see the "error" of their way before condemnation. It's as possible the argument sways the "official" (not always so formal) gone to talk. Theoretically, this could change the way Celene deals with similar issues, not as a matter of law, but from a new wealth of experience. The clan could be wrong (ie., just because the majority believes/agrees doesn't make them correct in so doing).
Similarly, it no crime to (say) walk about naked, as it's hard to offend those who have the option of not looking, are bipedal themselves (sympathetic form issue), etc.. They may think you a fool, esp. if it's snowing around you, but their response is one of not dealing with you over "punishing" you for offending "them". If they don't like you, they don't have to sell to you, buy from you, etc.. But caution, the
olvenfolk are mostly beyond petty displays one might expect from humans under similar condition. As is well pointed out, they have both the years to learn that falicy and the wealth of their elders who've attained such wisdom (when they pay attention).
In final, "chaotic" in this case should be seen as "no interest in law for its own sake" over some non-ownership socialism. The "good" half of that alignment defines itself (gosh, I hope). Folks still buy and own, but of a mind for what they do (let's not cut down the 300-year oak to build a house *just* there). You're there because you want to be. It's easy enough to leave.
Look beyond the surface of what is seen externally. A realm, theoretically on the perpetual verge of collapse, which can be seen to react inconsistently to similar events, and chooses when it cares about issue -- that doesn't seem chaotic enough to y'all?
Soft Winter and Sweet Flowers,
Watcher
Wednesday, November 19, 2008
Elves & Birthright ideas - Dreadwood
Subject: [GREYTALK] Elves & Birthright ideas - Dreadwood
Date: Thu, 4 Mar 1999 21:36:55 +1000
From: Cos & Melissa Marendy
Reply-To: The GREYtalk Discussion List
Greetings fellow list members
Recently I was conducting a email chat about the Elves of Dreadwood with a learned Greyhawker. He asked but how I used Birtright in my alternative Oerth. I find Birthright rules can be used to explain the powers/ablities of a race (Elvish)under threat. With some modification, game balance can be kept. Game balance is the key to adaption of the Birthright rules for greyhawk - you must have a reason for why it is not wide spread as in the birtheight campaign setting. Anyway I have enjoyed so many great ideas over the years from this list, I though maybe it was time to contribute my ideas from my campaign. I know these ideas certainly will not be agreeble with
all the list members - but thats what makes this open list great - constructive and co-operative input. Anyway here is my rationale for using Birthright ideas in Greyhawk, also bear in mind that my game is centred in the Dreadwood area of southern Keoland, hence the reference to the specific site in my rationale.
My (rough) Rationale
My adaption is based on nature itself being a force like a Diety except unaware of its effect on the multiverse. Nature is divided among the elements and motive forces such as good, evil, chaos and law. Each motive force and nature element has special effects on the environment. This explains the multiverse setup as per 'Manual of the Planes', and how the prime material planes represent a mix of all - hence the terms PRIME & MATERIAL. Since all the elements are present on the prime planes, the
locals call this nature. Truely observant or ancient races become aware of the mix called nature and tap into 'the current'. Those who do tend to tap the 'whole current' with the complete mix of motive powers and the elements which lead to a balanced or neutral belief about what is nature.
Occasionally, these same races are able to isolated the individual mini currents of just earth or air or evil etc... This is more raw source of the multiverse, but unbalanced without the rest to balance it. Great powers are usable but just like science this throws 'nature' into inbalance. The Elves of Dreadwood can tap the balanced 'current'. Some of the Elves have tapped just one element such as good, leading to a inbalance which will take centuries to correct - hence the fading land. These Elves are considered rogues, by their kin despite any good intensions, as it inbalances the 'nature' of the multiverse. Among the Elves, only those of royal or noble blood can harness these powers of the multiverse. Ramdomly, new noble
houses can be birthed into the current whilst others lose their access - hence a balance is maintain. A Elf who has access can transfer all his/her access using cermonies of oerthsap. THe access can also be stolen, resulting in the death of the victim. What ever type of access the individal has is transfered to his/her offspring or recieptant. The Elves claim they are only true holders of this power.
In my campaign I have left this elf only claim open - maybe Dragons have access? Humans also have access, but only by accident of 'nature'. The suel-Baklunish war with twin destructions of a scale unmatched, rocked the 'current' with vast release of earthsap which is found in all living and unliving material. This release normally controlled with the typical death of one creature, leading to the birth of another was not able to be achieved. The current, some of it balanced, most of it not enhanced surviours of the holocaust, it its attempt to maintain balance. Suel and
Baklunish fell upon each other using terriable powers unheard of except in the most terrorifying nightmares of Elven Noblity & Royality. Some Suel humans realised the danger of the sitiuation and fed eastward, and became the Silent Brothers (mentioned in OJs). They sought to contain misuse, and destroy those who sought to upset the balance. The Baklunish too have formed their own very secret order to maintain the balance. Hence in my campaign, current wielding morals are secretive, and avoid actively annoucing their 'birthgift' The Elves of course continue to use it in
moderation except for the rogues who are hunted or exiled. Some of the inbalance remains hence the sea of dust, while some 'creatures?' were so embraced by the 'current' that they are but a shadow of their moral form. THese 'spawn' (as called by the Elves) generally represent the motive power of 'evil'. I have one loose in Dreadwood, hence another reason why the Elves are kept busy.
Regardless what type of current the individual taps, all need the enviroment. The more natural the enviroment, the greater the power of the current can be accessed by the individual. A untouched ancient forest would give more power than a city on a plain with a long history of occupation. (this direct steal from Birthright rules) Ley lines can be 'forged' from such sites to less enhanced sites. eg Elven Lord on the plains south of Dreadwood forges a Leyline from a ancient grove of trees in the heart of Elven terriory. The further away, the harder it is to make the current flow
into useful sources of oerthsap. A individual is also measured by how musch he/she can access. The Queen of Celene's line would be truely powerful compared to a local Elf Lord in Ulek. This measure of the current can improve, by wisely using it or theft of a greater individuals access, using the procedure of saptheft.
Well this is a rough of the why and who. If you like, I'll send next time the powers and how. Please forgive the typos...
regards
Cos.
Date: Thu, 4 Mar 1999 21:36:55 +1000
From: Cos & Melissa Marendy
Reply-To: The GREYtalk Discussion List
Greetings fellow list members
Recently I was conducting a email chat about the Elves of Dreadwood with a learned Greyhawker. He asked but how I used Birtright in my alternative Oerth. I find Birthright rules can be used to explain the powers/ablities of a race (Elvish)under threat. With some modification, game balance can be kept. Game balance is the key to adaption of the Birthright rules for greyhawk - you must have a reason for why it is not wide spread as in the birtheight campaign setting. Anyway I have enjoyed so many great ideas over the years from this list, I though maybe it was time to contribute my ideas from my campaign. I know these ideas certainly will not be agreeble with
all the list members - but thats what makes this open list great - constructive and co-operative input. Anyway here is my rationale for using Birthright ideas in Greyhawk, also bear in mind that my game is centred in the Dreadwood area of southern Keoland, hence the reference to the specific site in my rationale.
My (rough) Rationale
My adaption is based on nature itself being a force like a Diety except unaware of its effect on the multiverse. Nature is divided among the elements and motive forces such as good, evil, chaos and law. Each motive force and nature element has special effects on the environment. This explains the multiverse setup as per 'Manual of the Planes', and how the prime material planes represent a mix of all - hence the terms PRIME & MATERIAL. Since all the elements are present on the prime planes, the
locals call this nature. Truely observant or ancient races become aware of the mix called nature and tap into 'the current'. Those who do tend to tap the 'whole current' with the complete mix of motive powers and the elements which lead to a balanced or neutral belief about what is nature.
Occasionally, these same races are able to isolated the individual mini currents of just earth or air or evil etc... This is more raw source of the multiverse, but unbalanced without the rest to balance it. Great powers are usable but just like science this throws 'nature' into inbalance. The Elves of Dreadwood can tap the balanced 'current'. Some of the Elves have tapped just one element such as good, leading to a inbalance which will take centuries to correct - hence the fading land. These Elves are considered rogues, by their kin despite any good intensions, as it inbalances the 'nature' of the multiverse. Among the Elves, only those of royal or noble blood can harness these powers of the multiverse. Ramdomly, new noble
houses can be birthed into the current whilst others lose their access - hence a balance is maintain. A Elf who has access can transfer all his/her access using cermonies of oerthsap. THe access can also be stolen, resulting in the death of the victim. What ever type of access the individal has is transfered to his/her offspring or recieptant. The Elves claim they are only true holders of this power.
In my campaign I have left this elf only claim open - maybe Dragons have access? Humans also have access, but only by accident of 'nature'. The suel-Baklunish war with twin destructions of a scale unmatched, rocked the 'current' with vast release of earthsap which is found in all living and unliving material. This release normally controlled with the typical death of one creature, leading to the birth of another was not able to be achieved. The current, some of it balanced, most of it not enhanced surviours of the holocaust, it its attempt to maintain balance. Suel and
Baklunish fell upon each other using terriable powers unheard of except in the most terrorifying nightmares of Elven Noblity & Royality. Some Suel humans realised the danger of the sitiuation and fed eastward, and became the Silent Brothers (mentioned in OJs). They sought to contain misuse, and destroy those who sought to upset the balance. The Baklunish too have formed their own very secret order to maintain the balance. Hence in my campaign, current wielding morals are secretive, and avoid actively annoucing their 'birthgift' The Elves of course continue to use it in
moderation except for the rogues who are hunted or exiled. Some of the inbalance remains hence the sea of dust, while some 'creatures?' were so embraced by the 'current' that they are but a shadow of their moral form. THese 'spawn' (as called by the Elves) generally represent the motive power of 'evil'. I have one loose in Dreadwood, hence another reason why the Elves are kept busy.
Regardless what type of current the individual taps, all need the enviroment. The more natural the enviroment, the greater the power of the current can be accessed by the individual. A untouched ancient forest would give more power than a city on a plain with a long history of occupation. (this direct steal from Birthright rules) Ley lines can be 'forged' from such sites to less enhanced sites. eg Elven Lord on the plains south of Dreadwood forges a Leyline from a ancient grove of trees in the heart of Elven terriory. The further away, the harder it is to make the current flow
into useful sources of oerthsap. A individual is also measured by how musch he/she can access. The Queen of Celene's line would be truely powerful compared to a local Elf Lord in Ulek. This measure of the current can improve, by wisely using it or theft of a greater individuals access, using the procedure of saptheft.
Well this is a rough of the why and who. If you like, I'll send next time the powers and how. Please forgive the typos...
regards
Cos.
Labels:
Alignment,
Birthright setting,
Dreadwood,
Elves,
Twin Cataclysms
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