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==Alpine Province== This province is a frontier settlement, meant to provide a buffer between the Council and the mountain monsters, as well as to serve as a trade post with the traders that come through the pass. It encompasses the near slopes of the mountain range, the lowland valley below and the river that cuts through the valley. ===High Home=== This large town has a population of roughly 5,000, mostly of dwarves and humans, though there are a variety of small families and new settlers. It is located below the treeline of the largest local mountain, placed on a defensible outcropping of rock. It is ringed by low walls and maintains an active levy to defend against goblins and the monsters of the mountains. It serves as the center of the High Home District, and is supported by the farming and herding of the rural communities around it. The district, including the town, has a population of roughly 20,000. High Home is roughly divided between the dwarven half and the human and others one. The dwarves moved there several centuries ago when their mountaintop city-fort was crushed by goblins. The streets are cobbled where they aren't bare stone, and the town has a small market, a dairy, a village blacksmith, and a redsmith in the walls, with a smelter and a tanner outside the city. High Home operates a substantial quarry that supplies most of the province with stone, a small tin mine that supplies all the tin goods to the province with a small surplus of tin ingots besides, and several small iron mines that supply the district with a small surplus. The dwarves handle most of the mining. The other half of town does most of the farming, with some growing orchards of alpine apples and gardens of alpine strawberries, and the rest herding their distinctive brown cattle for milk and meat, or their large mountain sheep for mutton and wool. Hunting is common pastime. The town has grown quite a bit and space on the rock is getting a little cramped; the dwarves have started adding second stories to their buildings, while the humans are digging cellars in the stone below their homes. ===Errat=== Errat is the provincial capitol, and has nearly 20,000 citizens. It contains the Administrative palace, a temple plaza, a small cannonworks and an Academy extension, as well as a riverside dock and a cloudship landing field. The city is a center of trade and learning, has a diverse population, and has walls and guards. They tend to regard the citizens of High Home as somewhat backwards and superstitious, even while they recognize their bravery. Errat has a mayor and council of aldermen. Errat is barely visible from High Home at night, and is about two days travel away following the road. ====Academy Extension==== The academy provides a number of services, and houses dedicated facilities for magical education, scribing and healing, as well as a catch all building of various smaller departments, many of them interested in acquiring artifacts and information in the area. *Magical Licensing **Hedge Practitioner: Anybody who knows a cantrip, or only one spell, or only rituals, or magic following a known racial talent, can register this talent for free. **Practitioner: Anybody who knows a number of spells outside the known racial spell sets may register as a practitioner. *Magical Proficiency Certifications **Journeyman: Requires proficiency in a spell of the third level. The test costs 10gp and bestows the right to wear a copper scroll pin. **Master: Requires proficiency in a spell of the 5th level. The test costs 10gp and bestows the right to wear a silver scroll pin. **Archmaster: Requires proficiency in a spell of the 9th level. The test costs 50gp and bestows the right to wear a platinum scroll pin. **Ritualist: Requires knowledge of at least 6 ritual spells, with one of the 3rd level. The test costs 10gp and bestows the right to wear a silver pentacle. **Master Ritualist: Must know 15 rituals, at least one of which is 5th level. The test costs 10gp and bestows the right to wear a gold pentacle. *Tool Training **The academy teaches a number of tools at the cost of 150gp per toolkit. They provide training in calligraphy, jewelry, alchemy and herbalism tools. *Language Training **Trained as listed in the DMG, 150gp per language learned. *Translation Services **5gp per page if the language is known by a translator. 10gp to attempt identification of an unknown langauge. *Professional Certificates **Healer; proficient in Medicine. The test costs 5gp and bestows the right to wear a white square pin. **Veterinarian; proficient in Nature. The test costs 5gp and bestows the right to wear a white diamond pin. **Physician; proficient in Medicine, Nature and Herbalism kits. The test costs 10gp and bestows the right to wear a white eight-pointed star pin. **Master Healer; proficient in Medicine, Nature, Arcana, Herbalism kits and Alchemy kits. The test costs 15gp and bestows the right to wear an eight-pointed star marked with a blue caduceus. *Scribe; History and calligraphy tools. The test costs five gp and bestows the right to wear a silver quill pin. ===North District=== The Northern district lies in the valley north of the river and into the hills opposite the mountains. It has a population of 40,000 and is heavily focused on agriculture, harvesting rich crops of wheat and barley. ===South District=== The Southern district lies between the river and the mountains. They have about 40,000 citizens and are also farmers. Being closer to the mountains and the dangers therein, they take the people of High Home a little more seriously.
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