Tuesday, August 22, 2017

Imperial Church

Many regions of the Eleven Kingdoms has what is referred to as a "Imperial Church" that follows the gods of the old Empire of Man.   Many times this is the old, established church with lands and structure.   The Church has twelve (12) gods that are viewed as worthy of worship.  Four (4) Lawful, Neutral, and Chaotic gods.   

Lawful

Adpeh – The God of Knowledge and Law 
Miphic – God of Magic and mystical secrets
Evangeline - Goddess of healing
Yulia – Goddess of Peace

Neutral
Kralic – God of peaceful death
Vassa – Goddess of Divination, Justice, and Truth
The Unknown one – god of the unknown
Steenhoth – Goddess of the Hearth

Choatic 
Xi the Unpredictable
Cameral – God of madness
Alexis – Goddess of Taboo
Janos – God of Battle

In addition.   There is a number of gods who are not part of the Church that are very popular across the kingdoms, and are not part of the new faiths.


Minor Gods/Goddesses

Kithal, the Dwarf-father – God of the Dwarves
Concorda – Goddess of Truces
Jasper – God of Charity
Cansor the Robed – god of darkness
Illumin - Goddess of light
Haros – God of Fire
Harkas – Goddess of the hunt
Hefron Stormbringer – Goddess of Storms



There is also finally some age old gods that are viewed as demons or evil beyond measure.  These are called Haraindiko Lords.  

Haraindiko Lords

Akella (Magic)
Lekkli the Shapeless (Slimes)
Mortica the Pale (Undead)
Orkfather (Patron of Orcs)
Slaymon (Worm of Wisdom)
Zug (Might)
Linsat (Treachery)
Marcos (Corruption) 
Jessafas (Flaming Truth) 




Money in the Eleven Kingdoms

Much of the money used in the Eleven Kingdoms is based on the old coinage of the the Empire of Man.    The basic coins are

Copper Farthing = CP
Silver Dragon = SP (worth 10 CP)
Gold Drake = GP (worth 10 SP)
Platinum Imperial = PP (worth 10 GP)

Due to traders accepting these coins, many kingdoms still mint these coins, sometimes direct copies of of older Imperial coins, and other times copies with the current ruler on it.   However many kingdoms produce their own unique coins that supplement these coins.

The Silver Pennies or Viklaw Penny (VP) - a small coin that are commonly coined in the Viklaw, as it a continuation of the Vikish currency.   Each VP is worth five CP.

Groat - (GR) a large copper coin with trace amounts of silver, these are coined in Highrock as the local mines produce ore of that quality.   They are worth 4 CP and are very common in some areas.

Brass Piece (BP) - a brass coin coined heavily by Blackgate, each is worth 1/2 a CP.

Eight-Piece - (8P) - a very large (2 coin weight) coin of very pure silver.  Can be cut into eight pieces by any blacksmith.   each piece is worth on SP, so a uncut 8P is worth 8 SP.  Minted by private mints after the silver horde of the Dragon Arguoton the Red was taken.    Still used by merchants as it is much lighter then SP.

Electrum Crown (EP) - A mix of gold and silver, worth 5 SP.

Dwarven Koynis (DK) - The main currency of Dwarves, it is a mix of copper, silver, and gold worth 11 SP.

Kish (KP) - Commonly used by overseas traders, these are a 1/2 weight copper coin with a hole in the middle to allow them to be strung up in strings of coins.  They are worth 1/2 of a copper piece, but are disliked by merchants due to the need to remint them for general use.

Table of currencies by value.   Bold are the standard imperial style coins.

Name (Abbreviation) - Weight - Value
Kish (KP) - 1/2 - 1/2 CP
Brass Piece (BP) - 1- 1/2 CP
Copper Farthing (CP) - 1 - 1 CP
Groat (GR) - 2 - 4 CP
Silver (Viklaw) Penny (VP) - 1/2 - 5 CP
Silver Dragon (SP)- 1 - 10 CP
Electrum Crown (EP) - 1 - 50 CP
Eight-Piece (8P) - 2 - 80 CP
Gold Drake (GP) - 1 - 100 CP
Dwarven Koynis (DK) - 1 - 110 CP
Platnum Imperial (PP) - 1 - 1000 CP

Imperial coins are accepted everywhere.   Other coins may or may not be accepted without exchanging.   to exchange coins to Imperial coins will cost a 10% fee by the banker.   by roleplaying they players may find a merchant who is in need of a odd coin who will buy at par.

Languages of the Eleven Kingdoms

There are many languages in the Eleven Kingdoms.

High Imperial - The language of the long lost Empire of Man.  While found in many old ruins, it is only spoken by a few sages, and by the priesthood of the Imperial Churches, as many of the holy texts of the faith are written in High Imperial.   Even the "Black Counts" of Tenpenny Bay, famous for their long usage privately of High Imperial, have mostly reverted to more modern languages.

Common (Vulgar Imperial) - a debased version of High Imperial.   While it cannot be used for complex speech, it is used daily for basic trade and directions.   Everyone will know enough Common to carry out basic speech.

Coranan - A modern language descended from High Imperial, it is the most common languages in Coranath, Sudaum, and Highrock.   It is also common (40%) in Whitetower)

Duranum - A isolated language that is spoken in Deca and Dunvale.

Infernas - Many times translated as "The black speech" this is the unique language of Blackgate and the surrounding lands.

Paish - Spoken in the eastern kingdoms of the Kingom of the East and Greygarden.   It is also common in Whitetower (40%)

Vikish - Spoken in the Viklaw, it is generally split between Eastern and Western branches, which are intelligable to each other, where Western is spoken by newer arrivals, and Eastern from families that have lived in the Viklaw for more then a generation.

(Note: Whitetower speaks 40% of Coranan and Paish, and 10% Vikish and Duranum.)

In addition, there are minor languages that may be discussed later, such as cants and other rare or dead languages.

The Eleven Kingdoms - A primer

The Eleven Kingdoms take place on the Aumish Islands, which have a total landmass of around 315,000 square km (Around the size of the British Isles).   Generally most people refer to the islands in general as West Aum, East Aum (consisting of the southern portion of the eastern island) and Northern Aum (the Northern, uncivilized portion of the eastern island).



The Eleven Kingdoms consist of many languages, cultures, and people, even if it may be isolated from large population shifts.   The area gets it name from the Eleven Human Kingdoms that dominate the islands, each one struggling with each other to unify the lands, and survive from the many issues that surround islands.   The largest city by far is Ten-Penny Bay, at nearly 90,000 souls, the next largest city, Blackgate, has only around 20,000 citizens.   Even the kingdom moniker is misleading, as not all the kingdoms are lead by kings/queens.  

There is various languages throughout the kingdoms,  there is a common trade language, who sages call Vulgar Imperial, and the common man calls Common, but for most it is limited to trade, obtaining a room at a Inn, or basic directions.   Otherwise the local language will be needed to be used, or a translator obtained.  

The Eleven human Kingdoms are as follows:

The Grand Dutchy of the Western Isles
The Kingdom of Coranath
The Kingdom of Deca and Dunvale
The City State of Blackgate
The Kingdom of Sudaum
The Viklaw
The Kingdom of Highrock
The Kingdom of Greygarden
The Republic of Whitetower
The Axolotl lands
The Kingdom of the East
Each of these kingdoms will be detailed in later posts. 

In addition, there is a number of smaller human settlements, ranging from the College of Adytum to the Wildmen of the North, and the Elvish kingdoms of Nora and Navagal, and the dwarven high king at Kurzum.  

I have decided to use the falklands as the base map for this project.  

The name of this setting is now known as "The Eleven Kingdoms" Campaign.  


Welcome back to myself

I have been away for too long, but I am restarting this blog as I am getting my creative juices going.

I am starting a project, where I am going to develop a Fantasy game world from top to bottom.   I am going to make it manageable by making it Great Britain or Japan sized.

However I plan (and hope) to develop this in full, ranging from adventures and a megadungeon to detailing the cities of the realms.  

First up, naming the world and working on a map, which may be from public domain sources.

Sunday, April 3, 2016

Working on some new material for Dragon's foot entry.  This is what I am cooking up for a "person of the cloth"

Damien Hanson 
Level 5 cleric.
STR 11
DEX 11
CON 12
WIS 15
INT 10
Chr 8

HP 21

Damien Hanson lives with 7 other persons in the deep woods, they are all suffering from a magical form of leprosy. All seven live in a small collection of huts, with a midden heap, sheepfold, vegetable patch, and a small barn with some goats and chickens. Damien Hanson is a cleric of Amalric, and voluntarily took on the curse of this illness to serve and help those who suffer from this Leprosy. The Leprosy in question cannot be cured short of a limited wish or greater spell. Chaotic beings will not attack this settlement due to the fear of this illness, thus providing a place of rest and recuperation deep in the wilderness. If party if polite or helpful will be offered a chance to stay at the Settlement by Damien, and they cannot catch the illness if they do so. (It takes months of exposure for it to spread.) 

Occasionally Damien will travel to the main road and ask for alms for his settlement. Anyone who gives a offering of at least 1 GP will secretly have a bless cast upon them by god Amalric that will last till sundown. 

Of the 7 persons living in the settlement, 5 are 0 level humans. In addition, there is a 3rd level thief (She being reformed), and a 4th level fighter who all have come here to live isolated from the rest of society due to their illness. If the party aids the settlement regular donations of food, money, or other goods, he will provide whatever clerical blessings he can to those who help his small settlement. If attacked he will defend the settlement, and risk the wrath of Amalric.