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[[File:SepllslingerCover.jpg]]
 
 
== SAVAGE WORLDS Adventure Edition - SPELLSLINGER ==
 
== SAVAGE WORLDS Adventure Edition - SPELLSLINGER ==
 
Frontier Adventures in the Savage West  
 
Frontier Adventures in the Savage West  
 
   
 
   
== THE RANGERS (The Heroes for our game) ==
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[[File:SepllslingerCover.jpg]]
'''Andriel'''[https://drive.google.com/file/d/1hxp1XAaavpbje63HheHRyvmiYh-V4eWI/view], Elven Magi/Monster Slayer, played by @Gremlin
 
 
 
'''Terendyl'''[https://docs.google.com/document/d/1PXlPHgqOzhVgr42YIJOk2JziM4y-KbBS34ciBXrUU-w/edit], Elven Black Hand, played by @Talisman
 
 
 
'''Calimir'''[https://wiki.rpg.net/index.php/Https://wiki.rpg.net/index.php/SWAE.Spellslinger_Calimir], Elven Gunslinger, played by @Elfwine
 
  
 
==  Base Rules and Houserules ==
 
==  Base Rules and Houserules ==
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== Starting Adventure – Distant Thunder at Skullcreek ==
 
== Starting Adventure – Distant Thunder at Skullcreek ==
The game starts with the heroes joining the '''Ranger'''; a semi-official group of law enforcers employed throughout the Territories. They are fairly universally well liked and received by most of the Free Folk. While most towns will have their own local Sheriff, the Rangers roam throughout the Territories seeking law breakers, bandits and monsters; anything that might threaten innocents. The Rangers are building a new regional base in '''Skullcreek''', a small town in the southern Territories '''Badlands''' where the heroes are sent. It is one of the most western towns in the Badlands, only 50 miles from the '''Ghost Mountains''' and include a spur of the '''''Southern Gnome-Rail'''''. There are a number of good mines in the hills around the town, but most folk scratch out a living as farmers and ranchers as the mines are not safe (due to undead and other monsters).
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The game starts with the heroes joining the '''Ranger'''; a semi-official group of law enforcers employed throughout the Territories. They are fairly universally well liked and received by most of the Free Folk. While most towns will have their own local Sheriff, the Rangers roam throughout the Territories seeking law breakers, bandits and monsters; anything that might threaten innocents. The Rangers are building a new regional base in '''Skull Creek''', a small town in the southern Territories Badlands where the heroes are sent. It is one of the most western towns of the '''Badlands''', only 50 miles from the '''Ghost Mountains''' and include a spur of the '''''Southern Gnome-Rail'''''. There are a number of good mines in the hills around the town, but most folk scratch out a living as farmers and ranchers as the mines are not safe (due to undead and other monsters).
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== OUR HEROES ==
  
== Character Creation ==
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== CHARACTER CREATION ==
 
*'''Concept''': your basic western idea might range from a gunslinger to a maverick gambling or trailblazer or mountain man (or woman) etc. This should help you with skills and edges.
 
*'''Concept''': your basic western idea might range from a gunslinger to a maverick gambling or trailblazer or mountain man (or woman) etc. This should help you with skills and edges.
 
*'''Pick a Folk''': chose a Folk from those below.
 
*'''Pick a Folk''': chose a Folk from those below.
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*'''Cash''': 50 silver dollars ($500 in SWAE value). Players start with a standard set of clothing, riding or walking boots and a hat of choice. Rangers assign new recruits a Riding Horse, Saddle and Blanket, Saddle Bags along with a Duster and Tin-Star (their badge). This badge has low-level magic on it and can’t normally be lost or misplaced.
 
*'''Cash''': 50 silver dollars ($500 in SWAE value). Players start with a standard set of clothing, riding or walking boots and a hat of choice. Rangers assign new recruits a Riding Horse, Saddle and Blanket, Saddle Bags along with a Duster and Tin-Star (their badge). This badge has low-level magic on it and can’t normally be lost or misplaced.
  
== The Free Folk ==
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== FOLK OF THE TERRITORIES ==
 
'''Humans''' (often called Hums and nicknamed Common Folk) – the most common folk in both the Colonies and the Free Territories. Humans value learning new things in the Territories.
 
'''Humans''' (often called Hums and nicknamed Common Folk) – the most common folk in both the Colonies and the Free Territories. Humans value learning new things in the Territories.
 
*Adaptable [2] gain one bonus Edge for free (must meet requirements except Rank)
 
*Adaptable [2] gain one bonus Edge for free (must meet requirements except Rank)
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*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
 
*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
  
== Hindrances and Edges ==
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== HINDRANCES AND EDGES ==
 
Forbidden Hindrances – Doubting Thomas
 
Forbidden Hindrances – Doubting Thomas
  
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:'''Blackhand''': Natural enemies of other power users, they are not popular in many parts of the Territories except those place where the people also dislike power users. Their brand is that one of their hands is glossy black that burns with black-light grow when powers are active. Blackhands use the Gifted Arcane Background and use the Gifted (Blackhand) skill. Their first power must be the Dispel Power. The Blackhand treats all other types of magic as its 'type' and does not suffer the normal -2 for tests against a different type of arcane background (i.e. like Magic vs. Miricles). Blackhands may not take the Beast Friends, Burrow, Disguise, Entangle, Fly, Growth/Shirk, Healing, Illusion, Intangibility, Invisibility, Puppet, Resurrection, Relief, Shape Change, Teleport or Zombie powers.
 
:'''Blackhand''': Natural enemies of other power users, they are not popular in many parts of the Territories except those place where the people also dislike power users. Their brand is that one of their hands is glossy black that burns with black-light grow when powers are active. Blackhands use the Gifted Arcane Background and use the Gifted (Blackhand) skill. Their first power must be the Dispel Power. The Blackhand treats all other types of magic as its 'type' and does not suffer the normal -2 for tests against a different type of arcane background (i.e. like Magic vs. Miricles). Blackhands may not take the Beast Friends, Burrow, Disguise, Entangle, Fly, Growth/Shirk, Healing, Illusion, Intangibility, Invisibility, Puppet, Resurrection, Relief, Shape Change, Teleport or Zombie powers.
 
:'''Cog-Heart''': create strange and mystical devices via the Weird Science Arcane Background and use the Weird Science skill. Their brand is golden cog like circle in the center of the chest. They are required to take Elemental Resistance as a first Power however it costs them 1 less Power Point to activate. It costs at least $250 (or $25 silver dollars) per power point to create an arcane device for yourself or others. A beginning character can have one device that includes any of her powers for free and must pay for any additional ones. Each power or device must have a quasi-scientific techno-babble sounding name. Cog-Heart cannot take the Shape Change power.
 
:'''Cog-Heart''': create strange and mystical devices via the Weird Science Arcane Background and use the Weird Science skill. Their brand is golden cog like circle in the center of the chest. They are required to take Elemental Resistance as a first Power however it costs them 1 less Power Point to activate. It costs at least $250 (or $25 silver dollars) per power point to create an arcane device for yourself or others. A beginning character can have one device that includes any of her powers for free and must pay for any additional ones. Each power or device must have a quasi-scientific techno-babble sounding name. Cog-Heart cannot take the Shape Change power.
:'''Magi''': also called Mages, Witch-Eyes and Evil Eyes. Their brand is called the “Witches Eye” or Evil Eye as one of their eyes is milky white and glows with a ''dead white shine'' when powers are active. Their Arcane Background is Magic and use the Spellcasting skill. They gain the Detect Arcane and Light Powers for free. The Light power has a range of Self and originates from the Mage’s witch-eye and it can also be a Cone Template. It and the Detect Arcana power do not cost the Magi any Power Points to use or do they requires no skill roll to active either. Magi may not take the Healing, Resurrection, Relief or Shape Change powers.
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:'''Magi''': also called Mages, Witch-Eyes and Evil Eyes. Their brand is called the “Witches Eye” or Evil Eye as one of their eyes is milky white and glows with a ''dead white shine'' when powers are active. Their Arcane Background is Magic and use the Spellcasting skill. They gain the Detect Arcane and Light Powers for free. The Light power has a range of Self and originates from the Mage’s witch-eye and it can also be a Cone Template and cost no Power Points to use and requires no skill roll to active it. Magi may not take the Healing, Resurrection, Relief or Shape Change powers.
:'''Padre''': one of the most popular Brands beside the Cog-Heart, Padres are the spiritual leaders of many communities throughout the Territories. They follow the old gods who seem to have gone silent over the centuries and no longer communicate with their followers. However they still seem to grant powers. The Padres brand is their deity symbol that appears on the center of their foreheads and glow with a holy light when they use their powers. Padre use the Miracles Arcane Background with the Faith skill for their powers. Padre automatically gain the Arcane Protection power for free. Padre may not take the Shape Change or Teleport powers.
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:'''Padre''': one of the most popular Brands beside the Cog-Heart, Padres are the spiritual leaders of many communities throughout the Territories. They follow the old gods who seem to have gone silent over the centuries and no longer communicate with their followers. However they still seem to grant powers. The Padres brand is their deity symbol that appears on the center of their foreheads and glow with a holy light when they use their powers. Padre use the Miracles Arcane Background with the Faith skill for their powers. Padre may not take the Shape Change or Teleport powers.
 
:'''Pale Ride'''r: one of the more feared of the brands, the Pale Riders are also called Death Bringers and the Harrowed. Their brand is a reddish like birth mark on their cheek in the shape of a hand. This brand glows reddish when her powers are activated. Their Arcane Background is a Gifted and they use the Gift (Pale Rider) skill. Their first Power must be the Smite Power with the limitation of Range: Self automatic. However the base damage bonus with Smite is +4 (+6 with a raise) for free. Pale Riders may not take the following powers – Barrier, Burrow, Disguise, Dispel, Divination, Entangle, Fly, Growth/Shrink, Illusion, Intangibility, Mind Reading, Mind Wipe, Puppet, Resurrection, Relief, Shape Change, Teleport or Zombie powers.
 
:'''Pale Ride'''r: one of the more feared of the brands, the Pale Riders are also called Death Bringers and the Harrowed. Their brand is a reddish like birth mark on their cheek in the shape of a hand. This brand glows reddish when her powers are activated. Their Arcane Background is a Gifted and they use the Gift (Pale Rider) skill. Their first Power must be the Smite Power with the limitation of Range: Self automatic. However the base damage bonus with Smite is +4 (+6 with a raise) for free. Pale Riders may not take the following powers – Barrier, Burrow, Disguise, Dispel, Divination, Entangle, Fly, Growth/Shrink, Illusion, Intangibility, Mind Reading, Mind Wipe, Puppet, Resurrection, Relief, Shape Change, Teleport or Zombie powers.
 
:'''Skin Walker''': a somewhat rare Brand, the Skin Walker have a stylized Animal-like Totem like tattoo on their chest and arms. When using their powers these glow blue or green and the brand remains glowing when they are shape shifted into their animal form. Their Arcane Background is Gifted and they use the Gifted (Skin Walker) skill. Their first power must be Shape Change. However the duration for their power lasts a base of 10 rounds. The Skin Walker may not take the Barrier, Resurrection, Teleportation or Zombie powers.
 
:'''Skin Walker''': a somewhat rare Brand, the Skin Walker have a stylized Animal-like Totem like tattoo on their chest and arms. When using their powers these glow blue or green and the brand remains glowing when they are shape shifted into their animal form. Their Arcane Background is Gifted and they use the Gifted (Skin Walker) skill. Their first power must be Shape Change. However the duration for their power lasts a base of 10 rounds. The Skin Walker may not take the Barrier, Resurrection, Teleportation or Zombie powers.
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:'''Behold a Pale Horse''' [Legendary]: Your faithful steed uses the statistics of a war horse (SWA pg. 185) and gains the Fearless and Danger Sense edges. What’s more the horse is a Wild Card.
 
:'''Behold a Pale Horse''' [Legendary]: Your faithful steed uses the statistics of a war horse (SWA pg. 185) and gains the Fearless and Danger Sense edges. What’s more the horse is a Wild Card.
  
== Weapons and Equipment ==
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== WEAPONS AND EQUIPMENT for SAVAGE SPELLSLINGER ==
 
Characters start with $50 silver dollars (equivalent of 500 dollars in Savage World). One Silver dollar is equal to 10 Black pennies (or Copper) and 10 Silver dollars equals one Gold Gallon Dollar. See SWA for normal hand-to-hand and ranged weapons. Armor can also be found there but almost no one in the Spellslinger setting wears any (except maybe leather).
 
Characters start with $50 silver dollars (equivalent of 500 dollars in Savage World). One Silver dollar is equal to 10 Black pennies (or Copper) and 10 Silver dollars equals one Gold Gallon Dollar. See SWA for normal hand-to-hand and ranged weapons. Armor can also be found there but almost no one in the Spellslinger setting wears any (except maybe leather).
  
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:'''Train Ticket''' (20/$2 per 100 miles, generally make on average 250 miles a day)
 
:'''Train Ticket''' (20/$2 per 100 miles, generally make on average 250 miles a day)
  
== Brief Overview of the town of Skullcreek ==
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== BRIEF OVERVIEW OF THE TOWN OF SKULLCREEK ==
 
The town of '''Skullcreek''' is around 300 residence. The southern Gnome-Rail runs through town and continues on all the way to '''South Hall''', a dwarven fortified mining town located in the foothills of the '''Ghost Mountains''' some fifty miles to the west. The rail also runs east all the way to eastern colony of the '''Trade and Machinist Pact States''' (takes on average 4-6 days to reach there depending on the weather).
 
The town of '''Skullcreek''' is around 300 residence. The southern Gnome-Rail runs through town and continues on all the way to '''South Hall''', a dwarven fortified mining town located in the foothills of the '''Ghost Mountains''' some fifty miles to the west. The rail also runs east all the way to eastern colony of the '''Trade and Machinist Pact States''' (takes on average 4-6 days to reach there depending on the weather).
  
 
'''Important Locations of Skullcreek'''
 
'''Important Locations of Skullcreek'''
* '''Sheriff's Office''': the local sheriff is one Samuel Kincad[https://www.pinterest.com/pin/775674735797230179/] a Human male. He has no full time deputies although he occationally calls up a few local rancehands that work from the mayor when needed.
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* '''Sheriff's Office''': the local sheriff is one Samuel Kincad[https://www.pinterest.com/pin/775674735797230179/] a Human male. He has no full time deputies although he occationally calls up a few local rancehands that work for the mayor when needed.
 
* '''Mayor's Home and Office''': Mayor Braggi Ironblood[https://www.pinterest.com/pin/627478160554595975/] a Dwarf male has been Mayor of Skullcreek for 40 years. He also runs a local ranch to the north of town that has at least 500 cattle and numberous ranchhands. He built his home and attached it to the Mayor's office while expanding it 20 years ago. He is reasonably popular and keeps things running fairly smooth in town.  
 
* '''Mayor's Home and Office''': Mayor Braggi Ironblood[https://www.pinterest.com/pin/627478160554595975/] a Dwarf male has been Mayor of Skullcreek for 40 years. He also runs a local ranch to the north of town that has at least 500 cattle and numberous ranchhands. He built his home and attached it to the Mayor's office while expanding it 20 years ago. He is reasonably popular and keeps things running fairly smooth in town.  
 
* '''Shane's Saloon''': owned and run by a Human Male named Shane O'Tool[https://www.pinterest.com/pin/370491506836019174/] a Human male. He has ten or so employees who work as the saloon boys and girls and is considered something of a shady establishment. But so long as he keeps trouble condained within the saloon the sheriff leaves him and his place alone.  
 
* '''Shane's Saloon''': owned and run by a Human Male named Shane O'Tool[https://www.pinterest.com/pin/370491506836019174/] a Human male. He has ten or so employees who work as the saloon boys and girls and is considered something of a shady establishment. But so long as he keeps trouble condained within the saloon the sheriff leaves him and his place alone.  
* '''Xavier's Big Bar & Grill''': run by Henry R. Xavier[https://www.pinterest.com/pin/535154368222394970/] a Halfling male. This combination bar and cook house serves meals mostly in the evenings and late into the night. Most the local townfolk perfer Xavier's place over Shane's for drinking. Xavier's also serves BBQ meals most of the day and late into the night, often some exotic venison meats brought in by local hunters.
 
 
* '''Doctor Treestride's Office''': the doctor of Skullcreek is an Elf female by the name of Kadara Treestride[https://www.pinterest.com/pin/855895104173782446/]. She if fairly young for a elf but is popular in town for her healing medicine (she is a Cog-Heart who focuses on Healing magic).
 
* '''Doctor Treestride's Office''': the doctor of Skullcreek is an Elf female by the name of Kadara Treestride[https://www.pinterest.com/pin/855895104173782446/]. She if fairly young for a elf but is popular in town for her healing medicine (she is a Cog-Heart who focuses on Healing magic).
 
* '''Skullcreek's General Store''': co-owned and run by a married couple, the Tielfling female Joy Fireash[https://www.pinterest.com/pin/741405157378693884/] and Zenigri Fireash[https://www.pinterest.com/pin/593067844665471882/], her spouce, a female Half-Orc. The store sells most every general gear and most firearms and a good assortment of hand weapons.   
 
* '''Skullcreek's General Store''': co-owned and run by a married couple, the Tielfling female Joy Fireash[https://www.pinterest.com/pin/741405157378693884/] and Zenigri Fireash[https://www.pinterest.com/pin/593067844665471882/], her spouce, a female Half-Orc. The store sells most every general gear and most firearms and a good assortment of hand weapons.   
* '''Finn's Stables and Blacksmiths''': the town's stables and blacksmith, owned and run by Fenn Hammergar[https://www.pinterest.com/pin/669980882041342434/], a Dwarf male. He is the town's blacksmith and employs a few stable boys to tend to the horse.  
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* '''Finn's Stables and Blacksmiths''': the town's stables and blacksmith, owned and run by Fenn Helmgar[https://www.pinterest.com/pin/669980882041342434/], a Dwarf male. He is the town's blacksmith and employs a few stable boys to tend to the horse.  
 
* '''Reformed Church of The Sun''': the local church of Pelor, god of the Sun. Run by Padre Haps Lightsun[https://www.pinterest.com/pin/418412621602961921/], a male Halfling.  
 
* '''Reformed Church of The Sun''': the local church of Pelor, god of the Sun. Run by Padre Haps Lightsun[https://www.pinterest.com/pin/418412621602961921/], a male Halfling.  
* '''Mod's Eatery and Motel''': owned and operated by Modree Donner[https://www.pinterest.com/pin/740701469950425586/], this is the towns main resaurant and hotel. Mod does most of the cooking but her son, Timmothy[https://www.pinterest.com/pin/347129083777308450/] runs the motel. Breakfast and lunch are her busist times but the dinner crowd is fairly large also.  
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* '''Mod's Eatery and Motel''': owned and operated by Modree Donner[https://www.pinterest.com/pin/740701469950425586/], this is the towns main resaurant and hotel. Mod does most of the cooking but her son, Timmothy[https://www.pinterest.com/pin/347129083777308450/] runs the motel.
 
* '''Skullcreek's Gnome-Rail Ticket and Telegraph Station #119''': run by the Southern Gnome Rail Instrial this office sells tickets and sends and receives telographic messages. Only the towns along the Gnome Rail include telegraph stations and so communication is still delivered by horseback to most other towns in the southern '''Badlands'''.
 
* '''Skullcreek's Gnome-Rail Ticket and Telegraph Station #119''': run by the Southern Gnome Rail Instrial this office sells tickets and sends and receives telographic messages. Only the towns along the Gnome Rail include telegraph stations and so communication is still delivered by horseback to most other towns in the southern '''Badlands'''.
* '''Ranger Station #23''': located about a half a mile south of town, this newest station includes an office (where the Captain works and has a private room in the back), a bunk house (with six beds) and a stable (for seven horses). There is also and small forge for those skilled at horseshoeing but most expect to go into town to get the job done property (requires a Repair skill of a d4). It is run by Ranger commander, Captain Shara Scorn[https://www.pinterest.com/pin/381539399680839962/]. Its her job to assign the Rangers their duties and pays them (pay is $7.50/75 a week, paid on Last Day/Sunday).
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* '''Ranger Station #23''': located about a half a mile south of town, this newest station includes an office (where the Captain works and has a private room in the back), a bunk house (with six beds) and a stable (for seven horses). There is also and small forge for those skilled at horseshoeing but most expect to go into town to get the job done property (requires a Repair skill of a d4). It is run by Ranger Chief Shara Scorn[https://www.pinterest.com/pin/381539399680839962/]. Its her job to assign the Rangers their duties and pays them (pay is $7.50/75 a week, paid on Last Day/Sunday).
  
== Brief Overview of the New World and the Territories ==
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== BRIEF OVERVIEW AND HISTORY OF THE TERRITORIES ==
 
The ‘Old World’ is based somewhat off '''Greyhawk''', although the landscape is a bit more European like and the year is 1178 (Common Era, or after the formation of the '''Great Kingdom'''). This ‘'''New World'''’ has been settled by many different peoples over the last two and half centuries and about a dozen Old World cultures have set up petty kingdoms and nation-states along the Eastern shoreline (collectively called the '''Colonies'''). The Territories, as it has become known, are a semi-settled lands of the Free Peoples (Humans, Dwarves, Elves, Gnomes, Halflings, Half-Elves and Half-Orcs) and run from the Colonies to the '''Ghost Mountains''' (some 1,000 miles west of the eastern most Colonies). The Ghost Mountains are haunted and the dead do NOT remain resting there… ever. Most right-thinking people avoid them, but the dwarves and gnomes have two fairly large mining city-states set up on their edged.
 
The ‘Old World’ is based somewhat off '''Greyhawk''', although the landscape is a bit more European like and the year is 1178 (Common Era, or after the formation of the '''Great Kingdom'''). This ‘'''New World'''’ has been settled by many different peoples over the last two and half centuries and about a dozen Old World cultures have set up petty kingdoms and nation-states along the Eastern shoreline (collectively called the '''Colonies'''). The Territories, as it has become known, are a semi-settled lands of the Free Peoples (Humans, Dwarves, Elves, Gnomes, Halflings, Half-Elves and Half-Orcs) and run from the Colonies to the '''Ghost Mountains''' (some 1,000 miles west of the eastern most Colonies). The Ghost Mountains are haunted and the dead do NOT remain resting there… ever. Most right-thinking people avoid them, but the dwarves and gnomes have two fairly large mining city-states set up on their edged.
  
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The religions of this world are loosely based off those found in the D&D World of Greyhawk, but heavily changed due to the ‘silence’ or waning of the gods over the last thousand years. Some examples are the ‘'''Reformed Church of Pelor'''’ the ‘'''Churches of Truth and Justice'''’ the ‘'''Predawn Fellowship of the Raven Queen'''’ the ‘'''Keepers of Melora’s Ways'''’ and even the ‘'''Heart of Bane'''’. There are literally hundreds of different sects, including Druidic and Shamanic traditions practices and preached here. As the ‘gods’ have gone silent, as it were, people’s faith has become fractured but people still go to church and listen to the Padre’s sermons on Godsday (the day of worship).
 
The religions of this world are loosely based off those found in the D&D World of Greyhawk, but heavily changed due to the ‘silence’ or waning of the gods over the last thousand years. Some examples are the ‘'''Reformed Church of Pelor'''’ the ‘'''Churches of Truth and Justice'''’ the ‘'''Predawn Fellowship of the Raven Queen'''’ the ‘'''Keepers of Melora’s Ways'''’ and even the ‘'''Heart of Bane'''’. There are literally hundreds of different sects, including Druidic and Shamanic traditions practices and preached here. As the ‘gods’ have gone silent, as it were, people’s faith has become fractured but people still go to church and listen to the Padre’s sermons on Godsday (the day of worship).
  
== The Elven Colonies ==
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== THE ELEVEN COLONIES ==
 
'''1. Northern Cross Alliance''' – the colony farthest northern, set up by exiled nobles merchants, bandits, thieves and pretty much any undesirables from Nyrond, who still are beholding to their homeland and swear allegiance to their King back in the Old Country. The population is involved mostly in timber harvesting, trapping and some boar-raising, and they are rowdy and uncivilized lot for the most part.
 
'''1. Northern Cross Alliance''' – the colony farthest northern, set up by exiled nobles merchants, bandits, thieves and pretty much any undesirables from Nyrond, who still are beholding to their homeland and swear allegiance to their King back in the Old Country. The population is involved mostly in timber harvesting, trapping and some boar-raising, and they are rowdy and uncivilized lot for the most part.
  
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'''11. Moot Townships''' – just north of the Ever-Marsh lands and south of the Confederation, this quiet and medium sized state is made up almost exclusively of Halflings. The people are mostly law-abiding, peaceful, hardworking farmers with a few small hamlets especially on the coast where some fishing takes place.
 
'''11. Moot Townships''' – just north of the Ever-Marsh lands and south of the Confederation, this quiet and medium sized state is made up almost exclusively of Halflings. The people are mostly law-abiding, peaceful, hardworking farmers with a few small hamlets especially on the coast where some fishing takes place.
 
== Calendar Months and Days ==
 
<u>Months of the year</u>
 
* WINTER
 
:1st - Fireseeker (Elven - Diamondice) Winter
 
:2nd - Readying (Eleven - Yellowow) Spring
 
:3rd - Coldeven (Elven - Snowflowers) - Spring
 
* SPRING
 
:4th - Planting (Elven - Blossoms) - Low Summer
 
:5th - Flocktime (Elven - Volets) - Lower Summer
 
:6th - Wealsun (Elven - Berrytime) - Low Summer
 
* SUMMER
 
:7th - Reaping (Elven - Goldfields) - High Summer
 
:8th - Goodmonth (Elven - Sunflowers) - High Summer
 
:9th - Harvest (Elven - Fruitfall) - High Summer
 
* FALL
 
:10th- Patchwall (Elven - Brightleaf) - Autumn
 
:11th - Ready'reat (Elven - Tinklingice) - Autumn
 
:12th - Sunsebb (Eleb - Laysnows) - Winter
 
 
 
<u>Days of the week</u>
 
:First Dat and Moonday (Monday)
 
:Godsday (Tuesday)
 
:Waterday (Wednesday)
 
:Earthday (Thursady)
 
:Freeeday (Friday)
 
:Starday (Saturday)
 
:Last Day and Sunday (Sunday)
 

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