The Court of the Risenn Queen
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Contents |
Characters
Background
This campaign centres around an old, diverse and stable kingdom steeped in magic, ruled by a Majesty and Majestrix who can assume the forms of any of the High Kings/queens who form their court. These are personages like the Draconic Lords, Elf rulers, Fey kings, Orc tyrants, etc. The kingdom itself is relatively peaceful internally, but explorers and colonists from the Iron Kingdoms across the Middle Sea are disturbing or waging war with “Newly discovered” areas, amongst them Shadow, once a neighbouring realm laid low in a great war long ago. Players would be members of the courts of High Ones tasked with keeping an eye on these disturbances.
As an assemblage of captains and courtiers in a High Court decided mission of peril, diplomacy and discovery, you will discover why the Loremasters and the Court of prophecy are reading dire portents in Shadow...or die trying.
3.5 Options and Changes
Campaign specifics
A level 8 game set in a mature magical society.
- Skill rich. +2 skill points per level for all classes/monsters.
- 38 point buy. Starting age +8 years.
- Gestalt (from Unearthed Arcana p 72, or the D20SRD Online at
http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm .
Essentially,characters choose two classes per level and receive both sets of abilities, while choosing the best advancements.
- Fighters receive a bonus fighter feat per level (no gaps in the level progression).
- No monks, oriental or setting specific classes, spells, etc.
- No psionics, Tome of Magic or Incarnum.
- Gestalt is the default for the world, so NPCs are Gestalted as well. More common folk are gestalts of NPC classes (most commonly Expert/commoner) or PC/NPC classes, while many monsters are gestalts of a PC class and "type".
So most elves you meet will be 1st level ranger/wizards: most Dwarves fighter/experts. A blacksmith might be a warrior/expert, a fighter/expert, or a commoner/expert.
And, as a style note, please understand that I use CRs as a guide only. Information about places is fairly easy to get, and there are generally obvious signs when things are damn dangerous, but you will have to judge the danger level of any encounters for yourselves. On the flip side of this, CR levels dont change around the characters as they level. The manky Kobold tribe in the hills you fought at 1st level are still there.
Books as canon.
- All Core ( - EXPH)
- All Races of…
- All Complete…
- Draconomicon
- Dragon Magic
- Spell Compendium
- Tome of Battle – TBONS
- BOED/BOVD
- Savage Species
- Heroes of Battle/Horror
- Libris Mortis
- The Magic Item Compendium.
Gestalt Notes
Clarifications
- -No abilities may stack past your Gestalt Level. (unless already designed to in the rules)
- -No doubling up (Fighter/fighter, etc)
- -Only one Bloodline (which effects only one class)
- -Templates as normal, same with ECL.
- -Monster HD only can be gestalted with a single class (generally fighter or barbarian).
As to what you get in a gestalt of two classes, heres the breakdown.
- HD: Better
- Saves: Better
- BAB: Better
- Skill Pts: Better
- Skills: Combined
- Abilities: Combined
- Feats: Combined
Rule #1: Breadth, not height. Your level in this game is your Gestalt Level.
By that I mean no ability stacking that would take you higher than your Gestalt level (unless allowed for in the rules already, such as the uncanny dodge thief/barbarian thing or feats that push your caster level above your level).
This is applied in the same way as prestige class spell levels...the classes cant be current. (or concurrent, to be more precise).
For example, you cannot run a Fighter/Warblade 8/8 as 14th level for fighter feats. A Druid/Ranger 8/8 doesnt stack animal companion for a 12th level companion, they get 2 (8th and 4th).
For example Swift Hunter is still useful, but for the Ranger/Scout 5 who went to Ranger/fighter levels 6-8, as he counts as a Ranger 8/scout 8 for the feat bonuses. This would apply equally well to the Scout/Druid 5 who did the same thing.
Similarly a warblade/fighter loses the level-2 qualification thing because fighter has a better one when gestalted.But a Warblade/Crusader 4 who goes to fighter/Crusader levels 5-8 gets fighter feats as a 6th level.
I have instituted a gentlepersons agreement: No Druid/Clerics. Assume one precludes the other spiritually in this campaign.
Prestige classes and Gestalt
Gestalt characters are two classes in one.
When you add Prestige classes things are still simple if you follow the rules below. Note that some Prestige classes are disallowed in the campaign, usually because they combine two core classes.
- 1 Only one Prestige class at a time. It must be completed before another Prc can be started.
- 2 Any Prestige class that grants increased spellcaster levels must replace that spellcasting class of a gestalt character. You cannot add spellcaster levels to a class you are currently improving.
For instance: Mudge the Wizard/Sorceror wants to go prestige at 5th level.He opts for an arcane based PrC which includes spell progression. He must choose either wizard or sorcerer to drop (he drops sorcerer), and can only add those caster levels to his halted base class (sorcery). A good guide is, if your caster level for a class looks like going up +2 in one level, you’re doing it wrong.
- 3 There is no “saving caster levels for later”. If they don’t fit the build on a level by level basis, they are gone.
- 4 Paragon classes are not considered prestige classes. Wily half-elves and half-orcs can take both types of parent paragon classes at once. Paragon Caster levels can be "saved for later", but not added to any concurrent class (see rules above).
- 5 Meeting the requirements for some Prestige classes becomes painfully easy in a Gestalt system:
-Assume at least level 5 before any PrC unless you could qualify using a single classes only (Stoneblessed comes to mind)
-Also assume the "single level' standard for all prerequisites. Basically, if you could have met the reqs by stringing together any of your classes in a single level progression, you can get in.
Example: Arcane Trickster (A disallowed PrC, but good enough for an example ) requires, amongst other things, a sneak attack of 2d6 and the ability to cast a 3rd level arcane spell. This tells us that, generally, you need to be 9th level (3rd rogue/5th wizard) to take Arcane Trickster. so thats the "default" level for admittance. A 5th wizard/rogue meets all the reqs, but must wait till they meet the level req. If specific feats or classes gave a wizard a 3rd level spell earlier, then you can lower the req, but not below 5th level.
Mixed Blood
-Risenn has a deep and rich magical usage interweaved into the fabric of society. In game terms it means established apprenticeships for certain prestige classes, guilds and orders and magic seen in everyday use. The addition of magical creatures to the mix means a higher order of hybrid offspring, bloodlines and templated folk.
Half-fiends/Celestials
Half-Celestials end up very powerful at LA+2 with no SLA's(as mentioned in the Book of Exalted deeds), more powerful than any other template. A compromise I came up with Xaos for his game was that Half Celestials without SLAs are +3LA, so I'll use that ruling.
Other Paragon races
Catfolk Paragon
- Lvl - BAB/Fort/Ref/Will - Abilities
-1 - +0/+2/+2/+0 - Improved Listen and move silently (+4 bonus).
-2 - +1/+3/+3/+0 - Improved low light vision (x3), Combat Pounce
-3 - +2/+3/+3/+1 - Dexterity +2
-Skills: balance,bluff,climb,jump,knowledge(Nature),listen,move silently,survival.
-Skill points: 4(6)+Int/Lvl.
Templates and Monsters
- Any Template/Race that adds up to LA/HD+ECL 3 can be taken
- Monsters use their monster Type as a baseline.
-All this stops at level 3, so there is a cap of 3 for LA or monster ECL.
Examples
As a quick set of examples for the Gestalt thing.
- 1 A Tiefling (+1 ECL) Thief/Ranger L7(8)
-Gets seven levels of Ranger/Thief (so gets full gestalt effects )
- 2 A Gnoll 2HD/Barbarian, LA +1, Paladin/Cleric 3/3 - Lvl 6.
The Gnoll has a LA+1, and recieves skills and BAB/save as per monster type, gestalted with (in this case)Barbarian. PC monsters choose two extra skills for their favoured skills. After that, as per normal Gestalt.
PrCs in the campaign
Ineligible Prestige classes
Certain character classes unbalance Gestalt games. Basically, any PrC that combines the abilities of two base classes is out. This list is not complete, but includes -
- Mystic Theurge
- Arcane Trickster
- Eldritch Knight
Loremasters
The Loremasters in Risenn are hallowed keepers of the nation's history, and are often deferred to to consult the records (and interpret the oldest of them) in times of need. The majesties are mortal and limited in what they can do or access. So there is an Order that lends a High Master to the High court, and hence, a loremaster at every court.
Master specialists and the High Court
The Masters act as representatives of their particular School of magic. They have the responsiblity to ensure that it is not misused, and to act as exemplars of what a wizard can aspire to.
So, on the one hand a Master Illusionist is bound to use his magic in a responsible and (in so far as this is possible) public manner.
And on the other, it's his task to deal with the confidence tricker using Change Self to swindle people, or the fellow using Phantasmal Killer to murder people.
Master specialists have an overguild that furnishes magic "detectives" and "police" to the service of the Kingdom.
Necromancy and The house of Shrouds
Oh yes, and as an addition to my idea for the Shrouded house (That name's a bit naff, let's call it a working title) I'd suggest that another part of the deal might be that the shrouded house are called-in as ghostbusters. IE: Undead incursions can be dangerous, and sending fresh troops in there can just give the necromancer more materials to work with. Undead troops, however, are immune to such things as energy drain and once they go down the corpses aren't generally good for reanimation (AFAIK).
Campaign Maps of Aestra
Risenn and surrounds
Each one of those dot thingies is a major centre of some sort. Aricweal is the large dot near Risenn Sea (a lake), and is a capital of nearly 100,000 people. It is home to the Majestic court. Fenwoe is the capital near the coast, and is home to the Majestrix court. The high court travels between the capitals by means of a great Arch of Travel, instantly.
The March is land acquired within the last 60 years by Risenn, formerly a mix of human and Orc tribes, hobgoblin camps and giant holdings. The dragons and draconics here held neutral in the war and are now memebers of Risenn.
Shadow is the remains of a great Imperial nation that fell about the same time as Risenns (re)formation.
The continent of Aestra
More notes to come.
Risenn
History
Risenn was founded a little over six hundred years ago by a group of refugees from the Nightfall wars that saw the end of Shadow as an Empire.
The refugees brought humans to the area for the first time, and the founding Majesties were both of this race. They brought a great 'light' to Risenn lake, fulfilled old oaths broken since Shadow was a young empire, and recreated the old High Court of Risenn, a ruling body that had a place for all races, old and new.
As the new Majesties, the Risenn King and Queen set up palaces, each at one end of the mighty river Rise. The King and Queen both have their own (Royal) courts, in addition to being Lords of the High Court.
This model (the Ruling Court with members having their own court) is followed, in one form or another, by all the various High Lords of the High Court in their own lands or Orders.
Risenn fought wars with many peoples and nearby foes in its early years. Many of these old foes are now partially or completely absorbed into Risenn. Chief amongst these are the Dragonfolk of the Lowlands of Zhenuth in the south west. Zhenuth was once a mighty Dragonrealm, and fought long with Shadow. However, Dragons and their kind opposed Risenn in the beginning.
Risenn is fairly strongly Lawful in general outlook, with a neutral to good approach to governance. It is a society that has a rich magical tradition, acceptance and integration into the fabric of society of magic use and its consequences.
The military structure in Risenn is largely of the Celtic Warband model (though more modern)...captained bands rather than standing armies.
Courts are centres of military, Economic and Diplomatic power, and the High Court most of all.
The Risenn King and Queen
The Majesties (also known as the Risen King & Queen) are people who, in all cases except the founding Majesties, have been drawn from the High Court, which has at least one representative from all the Races or peoples who live in Risenn (the kingdom). The office itself grants powers, one of the most obvious being the ability to take the form of any creature represented at the High Court. While the majesties often use their original forms for familiarity, no majesty has ever been noted for favouritism to their original rave or people. There is a strong indication that the spirits of all former majesties are somehow available to the current Majesty. There have been 6 risen kings and 2 risen queens in the 600 years since Risenns founding.
The Courts
The High Court of Risenn is built around the cyclic nature of life. The ancient oaths that govern the (re)creation of the Majesties are centred around cycles, patterns and repetitions in the world.
The first High Court had several positions that had to be filled to recreate the oaths of Risenn. There are 24 positions in a full High court, some of are filled by one person, some by many or a representative of many. Each of these positions holds some measure of power within it. The nearest analog to this would be the major Trumps of the Tarot, with four Captains added and the Empress and Emperor removed.
The personal courts of the Majesties are known as the 'Kings own' and 'Queens own' courts. These mirror the High court to a limited extent, but are far more personal, with many positions filled by one person, or unfilled.These personal courts are mimiced by all members of the High court, and nearly all of the lesser rulers in Risenn.
The council
These six positions carry great significance and must be filled in any Personal Court of note.
- The King - Leader and ruler.
- The Queen - Consort and provider.
- The Fool - Questioner and entertainer.
- The Prince - Heir and guardian.
- The Wise - Sees otherworlds.
- The Knowing - The maker of magic.
Members of the High Court
The following are well known members of the high court.If there is no information, they are not well known. The Tarot card references are just that. dont read too much into it.
- The Lady of Elves – [The Moon] A founding member of the court, representing the great nation of Grey elves (50,000+) that live in the Green or Elfwoods. She is also a Fey Queen and represents their affairs here. Her court is heavily Fey influenced.
- The Guardian - [The Hanged Man] Dedicated to the causes and ideals of Risenn, the guardian is Champion of the High Court in any dispute. This court is dedicated to oath takers, Paladins and those sworn to righteous causes.
- The Captain of Risenn – [The chariot] Warlord in time of national war. Court is the default “Armed forces” command of Risenn.
- The Dragon Magistrate – [Judgement] Representative of the Dragons, their kith, kin and kind in the lands of Risenn and the mountains of the March. A very powerful political position.
- The Sun-Plough King – [Strength] Spiritual king of the Risenn heartlands, great farmlands and pastures. His court is very spiritual.
- The Master Bard – [Judgement] Gatherer of knowledge and tale, spreader of deed and word, the Master Bard is a revealer of self, a master of playing emotions to expose the self-hidden. Her court is very heavily bardic.
- The Everyman – [Death] Chosen by fate at the moment of the last Everymans death, the position is always filled by a commoner. The Court of the Everyman is eclectic and transient.
- The Ode to Joy – [The Sun] a position always filled by fate, the Ode has governance over celebration, sacred and holy days, and weddings. Their court is filled with religious and scholarly types mixed with fertility priestesses and holy celebrants.
- The Tyrant – [the Tower] Absolute ruler wherever she commands, the tyrant is tasked with overseeing any upheaval in the kingdom, natural or magical. Her court is very arcane, with many healers, summoners and evokers. She sponsors a specialist order herself.
- The Oracle of Risenn - [The Star] The Starscryer in the High Court. Governs the Council of Oracles, personal Oracle to the Majesties.
- The Sacred Twain – [the Lovers] A couple selected by the power of true love. Their court has many Bards.
- The Reader of Destiny – [The Wheel]
- The Thief of Heaven – [The Fool]
- The High Priest – [The Hierophant]
- The Grand Witch – [The High Priestess]
- The Shrouded Lord – [The Hermit] Lord of the darkness in the light. The court is a haven for the redeemed and reformed, those who face the darkness from within.
- The Master Maker-[ The World] A very powerful position, being the governance of skills, crafts and their practices in Risenn. This court is very Mercantile in nature.
- The Tester – [the devil] Winnower of truths, revealer of deceits and extractor of information, the Tester has a shadowy court filled with spies and vigilantes, tormentors and dealers in death and secrets.
- The Speaker – [Temperance] Lord of diplomatic protocols, meetings and heralds, communications and the postal service. This court fuels the bureaucracy of Risenn as well as being a training ground for diplomats and heralds.
- The four Captains – Each one represents a Captain of a band or Troupe, groups put together on the orders of the Majesties of the High court. Troupes may hold together for generations. Captains courts are recruiting grounds for troupes or missions, geared for the personal missions of the rulers.
Lords of the lands and associations
The Master of the Arcane Order – [The Magician] Also fills a position in the high court. A very powerful political court, filled with order heads, Guildmasters and Archmages.
The Lightning Twins - Rulers of Celestial blooded folk living on the south west coast.
Lord of the Underbay - Emperor of the merfolk of the Bay.
Sky Lord - Ruler of the winged folk and their allies.
High horse lord - Lord of the Horsefolk, nomads who roam the plains and woods north of the river Rise. Mainly Centaurs, horsefolk and halflings.
Mountain King - Dwarven overking of the Seabreak mountains to the west.
Master of the Green – Represents the people of the green (Beastfolk and humans mostly), and is a hierophant druid.
The Champion of Cwll - Barbarian overchief of the Cwll lands in the north.
Plus many other lesser lords.
Undeath are accepted, but really need to be reformed types. The courts have their differences, but none are unlawful to the degree of countenancing undead armies, etc.
The Iron Kingdoms
The Iron Kingdoms are a major confederacy from across the bay of the Middle Sea. They are younger kingdoms, primarily composed of Humans, Dwarves and Elves. They are expanding after a period of peace and unification, and have a neutral relationship with Risenn. The name Iron Kingdoms comes from their advanced warrior cultures, with the rich iron of the inland mountains making Iron, steel and cold Iron weapons remarkably cheap. They are fairly solidly neutral overall, with each kingdom having some drift from this.
Several of the Kingdoms (Torzyr and Calzyra being the most well known) are colonizing, exploring or sending military expeditions into the lands near Risenn, which are more tribal in nature.

