The Boar's Nest Forum Index
RegisterSearchFAQMemberlistUsergroupsLog in
Setting Info

 
Reply to topic    The Boar's Nest Forum Index » The War of the Yellow March View previous topic
View next topic
Setting Info
Author Message
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post Setting Info Reply with quote
Essential History
The War of the Yellow March campaign is concerned with a (surprise) war of religious conversion and nostalgic empire-building.

The Empire of Mochslaz held considerable territory on the continent of Demdamun at its height 320 years ago; however, political meanderings on the inside and the instability created by a widespread conversion to the religion of the god Maetheritus brought it to its knees not a hundred years later. It was only three generations ago that the Godstate of Ormu rose to take its place. Integrating the Church of Maetheritus into its governance created a state its citizens more readily supported, and many began to dream of reclaiming the territory of old Mochslaz under their now united political and religious banners.

The Order of St. Nalbus seeks to take advantage of this mentality. What was once a modest group of pilgrims has turned into an independent army. Claiming in a single breath the missions to both convert the peoples of Mochslaz's borderlands and to bring back that empire's legacy under Ormu, they move into the Yellow March of Deltenah to wage a war of sword and faith.


Essential Geography



Deltenah, the Yellow March
The Yellow March is the northeastern borderland of old Mochslaz. To its northwest lies the Sea of Gerea; from the lowland marshes at its shores, gentle hills slowly raise the terrain eastward. Forests appear sporadically, only beginning to truly dominate in its far east.

The Kingdom of Khalleta: The dominant nation of the Yellow March, ruled by King Johano Valrich. The Valrich dynasty had been established here politically even before Mochslaz's fall.

The Order of St. Nalbus: Under Grand Master Modestus Karadhog the Nalbic Knight-Monks are only beginning to establish themselves in Deltenah. They hold a few forts in the west from which they intend to launch their war.

United Tribes under the Red Moon Clan: Uzabo ith-Magya Entaar is a hobgoblin chieftain with a dream, and that dream is to bring his goblin brethren to their ancestral, perhaps mythical glory. For now he waits in the northeastern reaches of Deltenah.


Mochslaz Proper
Mochslaz Proper, perhaps obvious given its name, is the heartland of the Old Mochslaz rulers. Lowland plains border the Sea of Gerea to the north, while the Tarrok mountain range carves out its southern and eastern borders; in between lie hills, forests and lakes.

The Godstate of Ormu: The political head of the Church of Maetheritus, presided over in the god's name by Emperor Hakander IV Mjalov.

Siddefos: The capital of the Godstate as well as the ecclesiastical center of the Church of Maetheritus. Its most divine office is seated by Grand Cardinal Sallisman IX.


Nejaladh
A former province of Mochslaz, Nejaladh has an abundance of forestland only barely carved out by civilization. It is linked to Mochslaz Proper through the mountain passes of Tarrok.

The Kingdom of Astunak: Nejaladh was de jure part of Old Mochslaz right up until its fall, and the Kingdom of Astunak that survived in the center and northwest of the region still claims imperial legitimacy. The kingdom and its King Marros Navzgi actively oppose any such claims Ormu might make; the two have been directly involved in battle, though most of these encounters have resulted in a stalemate.


The Grand March of Ruttora
Old Mochslaz's great west-to-south sweep of a borderland has been left unclaimed. Its terrain varies from cliffs on the Sea of Gerea to the north to plains, valleys and an abundance of rivers along its southern curve.


Lhamen
A region of peninsulas and archipelagos in the south, Lhamen's political climate is comprised primarily of several principalities as well as independent cities.

Cialo Mercenary Company (N): Headed by Mistress Mara Firenche-Cialo, the Cialo Mercenary Company doesn't accept gold for just any cause. Before a contract is signed, investigations are held and then its highest-ranking members vote. That said, they have been known to do some pretty vicious things. The company is based in the Free City of Vanchia, but they travel and work all throughout Demdamun.


The East
The lands immediately east of Deltenah are controlled by warring factions of goblinoids and other humanoids.

Pale Tiger Tribe: Though officially part of the Red Moon, the Pale Tiger goblin tribe is dedicated to driving out the gnolls and orcs in the area. For their efforts they have been given a special status in the United Tribes. They are led by Ferobba ith-Magya, Uzabo's sister.


Other Political Entities
Godá: A kingdom along the northwestern shores of the Sea of Gerea.

Yfeinoth: An elven state to the far southeast.

Vaelg'un: A dwarven and gnomish state in the far north.


Essential Religion
(like Eberron, alignment - and thus how it relates to religion - will be looser)

The Church of Maetheritus (LG)
The faith of Maetheritus is strongly organized, strongly fanatical and strongly henotheistic. The Godstate of Ormu is for the most part governed by its precepts, an aura of influence that many of Maetheritus' followers would like to see grow. Followers do not generally outright deny other gods, but they still hold that theirs is somehow better and frown upon worship of other deities in their realm.

Everything Else
Core D&D deities are present; deities from supplements may also appear. I would discourage Forgotten Realms, Eberron or even extra-core Greyhawk deities.


Essential Linguistics

* There is no Common language. Anytime Common appears as an automatic language, substitute a language in bold from your region of origin. Other languages listed in your region can be chosen as bonus languages in addition to any others already on your race's list.

By Region

Mochslaz Proper (Ormu): Issik (official), Hölet (ethnic, north), Badra (ethnic, southwest), Halfling

Deltenah (Khalleta): Khamre (official), Issik (second language, diplomatic), Jamanti (ethnic, north), Halfling

Deltenah (Red Moon): Goblin, Old High Goblin, Khamre

Nejaladh (Tarrok Mountains): Issik, Badra (ethnic), Halfling, Namassi

Nejaladh (Astunak): Namassi (official), Issik (second language, diplomatic), Halfling, Gioao (south)

Ruttora: Badra, Issik, Goblin

Lhamen (North): Gioao, Issik (diplomatic), Elven, Halfling

The East: Goblin, Old High Goblin, Orc, Gnoll, Khamre

Godá: Dalisc (official), Emennel (ethnic, northwest), Caendel (ethnic, north), Dwarven

Yfeinoth: Elven, High Elven, Halfling

Vaelg'un: Dwarven, Gnome, Dalisc (diplomatic)

Racial regions do not change your automatic or bonus languages.


Language List
excluding racial languages

- Badra
- Caendel
- Dalisc
- Emennel
- Gioao
- Hölet
- Issik
- Jamanti
- Khamre
- Namassi


Last edited by mighty_manrock on Sun Dec 02, 2007 10:02 pm; edited 11 times in total
Sun Oct 21, 2007 8:24 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address
mighty_manrock



Joined: 01 Nov 2006
Posts: 401
Location: Beijing

Post House Rules, etc. Reply with quote
Many of these are taken from my Eberron campaign thread.

Quest XP
"Quests" will be assigned an overall challenge rating (usually between EL and EL+3, depending on the circumstances). You will be rewarded XP for having completed a quest - in whatever manner - as if it were an encounter itself.

Unlike normal challenges, "bypassing" a quest will not yield XP.


Action Points as Rewards
Instead of XP, action points may be rewarded for (what I perceive as) excellent roleplaying, impressive tactics and anything else particularly noteworthy.


Alignment
As Eberron or classic Greyhawk, alignment is looser than in core D&D. Clerics' alignments are independent of those of their patron deities.

"Always" will be ignored in monsters' alignment descriptors, replaced with a general tendency. Goblinoids in particular will lean toward lawful but not necessarily toward evil.


NPCs and Action Points
NPCs will be built on point-buys ranging from 15 (the plainest of commoners) to 28 (NPCs that are more-or-less at your prominence and higher in the world). Most will only get max HP at 1st level but not 2nd or 3rd; however, some of the most especially prominent NPCs will get max HP up to 3rd level as you do.

I will use all the options available to you for crafting NPCs, as well as monster manuals, monster supplements, maybe the Book of Vile Darkness if appropriate, etc.

Monsters without class levels and characters with levels in NPC classes do not have any action points. Most NPCs with normal class levels will have one action point per encounter (which doesn't necessarily have to be a combat encounter), but some NPCs of particular importance may have more. These action points will be used to balance encounters that I think may be going too easily for one side; otherwise, they will be unspent for the most part (e.g., I won't make a tough encounter harder).


Spiked Chain
The (Medium) spiked chain can be used to attack up to 10 ft. away but will only threaten immediately adjacent squares for attacks of opportunity.
Sun Oct 21, 2007 9:32 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address
Display posts from previous:    
Reply to topic    The Boar's Nest Forum Index » The War of the Yellow March All times are GMT - 5 Hours
Page 1 of 1

 
Jump to: 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group
Design by Freestyle XL / Flowers Online.


Free Forum Free Top Site List
Make this Forum Ad-Free