The Castle:Keep on the Borderlands

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The Castle Keep on the Borderlands.jpg

This is the setting for The Castle

The World[edit]

The Shattered Coast[edit]

The debatable lands to the northern end of the Middle Isle have always been wild. Earls and Thegns fight for dominance over the harsh, mountainous lands, paying lip service to the weak King Jasper who rots on his throne far to the south.

Castle Dewel is built at the edge of one of the many sea narrow lochs that give the Shattered Coast its name. The Castle acts as the seat of the Baronry of Loch Dewel.

In the hundreds of islands to the north-east live the savage Freysarsach, sons of the frozen sea. They are warring tribes and families who have never respected any claim that the Kingdom of the Middle Isle has ever had over them.

The capital is to the south of the Island. Here the Baron must go to play politics. Rival lords raid and pillage under the nose of the king; he his manipulated and cajoled into giving power to one faction then the next.

Other Lands[edit]

The masters of politicking are the Francoi from the Triple Principality of Fran to the south of the Middle Isle. Perfumed and elegant they have long rivalries with the kings of the Middle Isle. They scheme and they plot; but when they must they hire he services of the Völklanders. Völkland is a land of mercenaries; a whole people, who from the lowliest smith to the mighty Landsknecht, will sell their services to the highest bidder.

In the spring, when the Frozen Sea thaws, the Vykingar come from their land far off to the east. Sometimes they trade, but more often they raid and they take what they want.

Others[edit]

Sicilla – Italians – Traders and academics.

Muhr – Black skinned people from the far off and gold and diamond rich lands.

Mother Church[edit]

The Mother Church is the embodiment of the One Goddess, the giver of life and the protector from the Father of Lies, the Morning Star. Once lovers, the Goddess and the Morning Star begat the first People, a man and a woman, for whom they made Earth. Though Man and Woman were fickle and turned their backs on their makers. The Goddess is forgiving and will forever try to lead Man and Woman back to Paradise, but the Morning Star is not. Bitter at Man’s betrayal of his fatherly love, he has populated the Earth with his minions, the souls of evil doers sent back to tempt the unwary into sin, thus denying them their Mother’s everlasting embrace.

Both the Goddess and the Father have different Faces. The Goddess is known as the Mother, the Advocate, the Wise Crone, the Maiden and the Matron. The Father is the Outsider, the Deceiver, the Condemner, the Soldier and the Magus.

The Goddess’s Faces are worshipped and revered to different extents in different places. There is a Convent of the Curing Matron and a cathedral to the Loving Mother. Likewise, the Father is seen in his different aspects; a warrior will pay his respects to the Soldier before battle and when death comes it is the Outsider who collects the soul to be judged by the Advocate and Condemner.

Only women officiate in the Goddess’s name and wear the mask of one of her Faces. Reverend Sisters see to the spiritual well being in villages. Silent Maidens sit within their convents contemplating the Truth. Holy Mothers attend court, advising the nobility as to the Goddess’s will when not overseeing matters at their cathedral.

Other Cults[edit]

Due to the fact that men are denied access to the Priesthood, numerous Men’s cults exist, such as Warrior brotherhoods founded on ancient rites akin to the Mithras cult. Most are secret and jealously guard their mysteries. Many are little but shadowy cults which aim to draw men into the worship of the Dark Lord.

Other Races[edit]

In the beginning the Goddess and the Father created the world. Within the Earth, amongst the forming metals and rocks Dwarves were formed. Above the Earth, as the first trees sprouted and the first deer took form, so did the first Elves.

For an infinity the world was so. Then the Mother gave birth to Man. Man turned away from his parents and this was the First Strife.

At a time when Man still feared the moon and cowered round fires for protection from the wolves, the Fey Folk ruled the Lands Above. Graceful and Kingly, their might was unchallenged for untold centuries. Until the Dwarves rose up against them, challenging their rule over the lands, fighting a mighty battle. This was the Second Strife.

At the end of this cataclysmic conflict, the Fey withdrew from the world, heralding the age of Man. Now they live beneath the Barrows, their grip over the land sundered. Yet the remains of their lordly might can be seen in standing stones, dolmens and vine shrouded ruins of exquisite beauty. Few dare tread where the Fey once ruled, especially at night, for the faint, haunting melodies of their pipes and lutes can be heard still, luring the unwary into their cold embrace. On moonlit nights when the storms wrack the sky, Fey horsemen ride forth in the Wild Hunt.

Elfkin[edit]

Elfkin are the poor, twisted, demented offspring of their noble forbearers who left the lands long ago. Sprites and sylphs, dryads and nymphs. There are a thousand names for these every day spirits of the stream and brook, hearth and forge. While not malicious, they must be placated and kept in check with gifts of milk and honey, or turned away with iron nails and prayer, for if crossed they can be fierce enemies. They can make no sense to people, unable to communicate in words Men can fathom. They are shy, but occasionally dangerous. Every place in the world has its Elfkin.

Dwarves[edit]

Unfathomable and ancient creatures, Dwarves are rare but are seen occasionally, wandering the roads, seldom settling in one place. None know their origins, though stories tell that in times forgotten they fought a mighty war against the Elves, causing the Fey Folk to withdraw beneath their Barrows and leaving all but a handful of Dwarves left in the world. Craftsmen par excellence, fearsome warriors, stalwart companions to those who can win their hard-gained trust, fearsome enemies to those who cross them. They have no tribe or homeland, and while most wander on an unceasing quest about which they will share no information, some linger in one place from time to time, imparting the gifts of their wisdom upon Man. Skilled is the smith who has spent time at the forge with a Dwarven master.

Hobs[edit]

Where Elfkin are the benign spirits of places, hostile only when crossed, Hobs are most definitely not. Hobs, Hobgoblins, Bogarts, Deurgar; all manner of names are given to these malicious devil-spawned creatures. Philosophers would argue over the nature of Hobs; are they satanic powers placed on earth by the Lord of Lies or are they merely Earthly spirits which mean Man harm. But few peasants care for such arguments, for it is clear that a Hob will take every opportunity to drown, freeze, mislead, cut, bash, bruise, starve or otherwise slay the unwary. Many believe that the souls of those slain by a Hob pass neither to Paradise or the Abyss, but are collected in the Hob’s sack, to be used up in his sickly schemes. Whatever the truth, Hobs are each unique in their appearance, yet are uniformly difficult to defeat due to their guile and slipperiness.

Hags[edit]

At the end of the Second Strife the Elves and the Dwarves were both judged. Each was condemned to an eternity below the ground; the Elves in their barrows, the Dwarves in their Halls. But the Deceiver bargained with some of the Elf-wives and so the Condemner did not lay his judgement on them. So, in the dead of night, these tortured, undying spirits do his bidding.

Others[edit]

Wyrms

Goblins, trolls, ogres

Imps – Whisperers. Servants of the Deceiver.

Magic[edit]

Dweomer[edit]

Sorcerers are lone individuals. There are no wizardly Universities or covens. Wizards live alone, taking occasional apprentices, and are feared and revered by ordinary people. They are not common. The art of Dweomercraft is a long and demanding skill to learn, taking years to grasp the basics and decades to master even one Art. It is commonly believed that most Wizards know the secrets of extending their lives, and many are said to be hundreds of years old as this is the only way they can learn enough of the Art to be truly powerful. Some Wizards seek patronage with Lords or Kings, offering their services in return for sanctuary and funding to further their arcane studies.

Dweomercraft is a dangerous art. Many say that it was the Magus, Lord of Lies who first taught man the Thirteen Sigils and the Ninety Nine Words of Lore, and it was one of his darkest tricks. It is said that every time a Wizard calls upon the Arcane lore to bend the world to his Will, he risks his immortal soul.

Warhammer 2nd Ed has quite a good mechanic to make magic risky.

Alchemy and Thaumaturgy[edit]

While true Dweomercraft is a rare and dangerous art, Alchemy and Thaumaturgy are more commonly understood crafts. While a Wizard can call down Lightening form the sky, an Alchemist’s craft is more subtle. Most Alchemists or Thaumaturgists blend their arts with a more mundane craft, such as blacksmithing, leechcraft or calligraphy. A sword forged by a blacksmith skilled in the Alchemical arts may remain ever sharp, or may be unbreakable. A healing poultice brewed by a Surgeon skilled in Alchemy may cure all manner of infections or could heal a broken arm in mere days. A contract scribbled by a scribe skilled in the Thaumaturgic disciplines may wreak dire consequences on any who broke it.

While more common than true Wizards, these rare folk are still scarce, and their skills are highly valued. Most find service with great Lords or travel the lands, selling their skills where they can. Many are still untrusted, for few understand their gifts.

Black Sorcery and Necromancy and Witchcraft The Dark Path. The cults of the Dark Lord teach ungodly secrets to their initiates. Quick to learn, easy to gain power, yet impossible to master. The subtle weavings of Necromancy will always turn against their wielder in the end, for such is the way of the Father of Lies. Yet still, many believe they will be the one to harness the Black Art.

Possible Inspiration[edit]

Lone Wolf

Robin of Sherwood

Titan – Fighting Fantasy

Dragon Warriors

Ars Magica

Notes[edit]

The Castle[edit]

  • Lord
  • Lady
  • Chamberlin
  • Knight – guy of Gisbourne type
  • Cook
  • Master at Arms
  • Gate Ward
  • Lady in Waiting
  • Huntsman
  • Sergeant
  • Soldier
  • The Lord’s young son
  • Archer
  • Blacksmith
  • Surgeon
  • Scribe
  • Scullion Maid
  • Stable Lad
  • Apprentice
  • Librarian
  • Fostered Child of another Lord
  • Handfasted Bride from another Theigndom
  • Troubadour
  • Priestess
  • Mercenary in service of the Lord
  • Noble Hostage taken in a previous war
  • Castellan
  • Purser

Stuff in the Castle[edit]

  • Hob of the Midden
  • Spirit of the Forge
  • Ghost in the old tower
  • Rebel in the dungeon

Ideas[edit]

Slavers

Crusades against the Muhr.