Mordentshire, Land of Souls and Hauntings
Culture level: Renessaince
Ecology:Full
Climate & Terrain: Temperate, the domain is a fertile plain on the Sea of Sorrows.
Languages:Hight Mordentish (Zherisian), Low Mordentish and Dementlieuse.
Religions:Ezra the Protector.(L/G), Hala the Wise One (N); Zhakata the Lawgiver (L/N); Lathurr the Liberator(C/G), Oceanus the Seafather (N/G); Erlin the Reaper (N/E); Lo'ugal the Smiling One (C/E); Cas the Revenger (L/E),Tiche the Lady of Luck (C/N)
Races:Human 33%, Incorporeal Undead Humans 65%, Other 2%.
Governement: Aristocratic Constitutional Ereditary Monarchy.
Ruler:Earl Jules Weathermay, Viscount of Mordent, Lord and Master of Heather Manor.
Darklord: Late Lord Wilfred Godefroy, Master of Gryphon Hill.
Lightlord: Jules Weathermay .
Inhabitants:4,000,000 Living+12,000,000 Ghosts
Analog:Late XVII-Early XVIII Century England.
Capital City:Mordent City(170,000 in)
Important towns: Blackburn's Crossing (84,000 in), Tumbledown (70,000 in),Hope's End (60,000 in), Gryphon Hill Town (56,700 in), Steadwall (45,000 in),Idletown (38,000 in) Stormpeak (34,000), Last Rest (26,000), Millkeep (23,000 in)
Borders: North:Dementlieu, East: Richemulot, South: Espinada, Verbrek and Valachan, West: Sea of Sorrow.
Domain Overview
This vast plain covered in woods and fields is crossed by the Arden River, which enters the Sea of Sorrows in the Arden Bay, near Mordent City; just outside the City, lays Heather Manor, the vast and gorgeous seat of House Weathermay; Blackburn's Crossing Seats on the point were the little Arden join the Arden proper; It's a thriving riverport and market town, the second biggest in the Shire; Blakburned Manor, the Blakburn-Bruce family seat is in the center of the city, guarding the bridge on the crossing.
The Town of Tumbledown lays in the Lightless Forrest in the south-eastern part of Mordentshire; Lightless Motte, the Seat of House Gauldamon is an heavily fortified manor deeper in the woods.
Hope's End lay on the road for Dementlieu which pass throught the Forrest of the Ancients; Beast's Refuge, a powerfull fortress, is the ancestal seat of House de Boistribue.
Gryphon Hill Town lay on the other side of the Arden facing Mordent, at the base of the hightest point in the nation, the eponymus Gryphon Hill; Gryphon Hill Manor, the fortress-manor of house Godefroy stands threathingly on the summit of the hill.
Steadwall, a busy market town, guards the omonimous ford on the Arden River; House Halloway seat, Hallowfort, seats on a small hill over the city, guarding the docks on the river.
Idletown seats on the heart of the Grey Heat plains, the grainbasket of the Earldom; Plentyfield Mansion, the fortified mansion of the Scottamatter House, seat at the center of a vast propriety just outside the town.
Stormpeak is a small, fortified port-town; it host the Mordentish Navy, and it's the main defense of the Mordent Bay against sea attacks. The Lighthousekeep, seat of House Holsworth, stands on the hightest of the cliffs.
The town of Last Rest is the only relevant settlement in the Vale of Twilight; Twilight Tower, a vast mausoleoum-like tower, loom over the city, and is the ancestral seat of House Mournesworth.
The smallest city in the Earldom lays in the Great Moor, on the Mills Road; the city of Millkeep get's it's name from the eponymous Keep of House Wescote.
The People
Mordentish are distinguishable in two categories:
the waterlanders, who are the people who lives in the land near the sea and the Arden river are a dignified and openminded people, who are of Zherisian descent and speak Hight Mordentish; the innerlanders are a more sober and cautious people of Dementlieuse descent and speak Low Mordentish.
Mordentish, both categories, are perfectly conscious of the reality of Mordentshire: beyond the visible, there is the Shadow Shire, the invisible abode of the spirits of the dead.
The existence of the Shadow Shire influences the behaviour of Mordentish people; They are usual respetfull and mindfull of burial places; they always account from the family members dead in the house as present; They will never buy something they know happened to a murdered person; If they hear strange sounds or see strange shapes, they will guess it is a ghost, as theyr first hypothesis. Mordentish do not fear death very much, because they know that souls will linger; They usually bury with the dead person anything they think it could be helpful, from tools, to books, from money, to clothings. Even a commoner's tombs is large and well furbished in Mordent.Tomb-raiding is as reviled as much it is dangerous.
Ghosts, who decide to keep interacting with the material world, outside of the four yearly festivals, in mid-autumn, in mid-summer, in mid-winter and in mid-spring, when Ghosts can dance alongside humans for three nights, are still entitled with all theyr rights; they are a small minority, thought. as it occurs great strenght of will for a Ghost to stay manifested.
Mordentish loves dogs, who have free access to taverns and inns alongside theyr masters; the fact is that mordentish dogs can see the Shadow Shire, so they are appreciated companions.
Mordentish customs also inherited several uses from Zherisia, like the tea hour, at five o'clock, and the custom of closing activities during weekends.
History
Age of Creation
In the Age of Creation, Erlik the Reaper used the Arden River as abode for his Barge of the dead, and he lived in the Vale of Twilight, while also mantening a prison-palace for the souls in the near ethereal; When Lathurr the Liberator destructed his material lair, it destructed also his palace in the near ethereal; The souls of the dead in Mordent started to roam freely in the Shadow Shire.
Age of Empires:
The Ancient Olympian Empire avoided the Ghost-filled plains of rhe Arden River, and only the Church of Hades mantained shrines in the Twilight Vale, which was rumored to be an access to the underworld.
Age of Darkness
In the Age of Darkness Mord of Zherisia, a powerfull and wise necromancer made a pact with the shades in the Vale and Plain; Rules was imposed to regulate relationship beetween the Shadow Shire and the nascent Shire of Mordent. Mordent was builded and Mord was the first Earl; He left the Shire to his sister Heather who married twice, once, with Marius Weathermay the second time with Godefroy le Griphone, a Dementlieuse noble; The Shire was for centuries object of warfare beetwen the Kingdom of Zherisia and that of Dementlieu. the two factions were lead by, respectively, House Weathermay of Heather Manor and House Godefroy of Gryphon Hill.
The Modern Age
In the Modern Age, The Earldom of Mordentshire gained his independence after the Zherisan monarchy was temporarily abolished; An attempt of Zherisian reconquest prompted the then Earl, George III, to summon, for the first time, the Souls of the Mordentish, which allowed Mordent to keep its freedom.
The Current Age
In the Current Age, Mordent enjoyed relative peace; During the War of Annexation of Dementlieu from Falkovnia, Mordent helped Dementlieu, and the Mordentish Army, lead by the Earl, Jules Weathermay, faced off the punitive expedition by the Falkovnian Army (Luckily, Drakov was busy sieging Port-a-Lucine); He summoned the Shadow Host at the right moment to rout the Falkovnian army on the border.
Places of Interest:
In Mordent City, there are a lot of important building, like the Protector's House of Ezra and Mord's Hall, the place where the Council of Ten, formed by the ten major lords of Mordentshire, convenes. The Lamplighters Academy is also seated in Mordent City. The Francis Mausel's Sanitarium for Mental Healing also sits in Mordent City.
Between it's many inns and hotels, the more renowned are the exclusive Blu Rose, owned by lady Prudence Jennings, The Old Blackard Inn,Famous to be owned by a Ghost, Old Blackard Finnings, (Old Human Rank 3 Ghost , N/G, Bard 6) himself, who still manage the Inn alomgside his family, both the dead and the living members) and the quiet Beached Mermaid.
Heather Manor, the seat of House Weathermay, is a gracious three stores manor.
In Blakburn's Crossing, the Dancing Lady is the best and oldest inn in town; Leila Brighton-Bruce, (Middle aged human, Rank 2 Ghost, L/G) is the bar-tender, and an effective tourist attraction; She was the sister in law of Ian Bruce, one of Blackburn's Crossing founders, and witnessed his meeting with Brian Blackburn. The Gildle Ladle, the Willow's Heart and the cheap Roaring Rapids are the most well known.
The Blackburn's Crossing University is Mordent's major center of superior learning.
Blackburned Manor, a thick-walled castle of black stone is builded right across the street, in front of the Dancing Lady. It guards the main bridge in the crossing.
On Tumbledown, we find many inns, the most notorious of witch is the Weeping Lady, which house the omonimous ghost (Alice Gauldamon, Young adult human female, 2d Rank Ghost Aristocratic 4, N). The Happy Devil is the place were many shadowy deal are closed. A shrine of Hala the Wise can be found in the west of the Lightless Forest, while, on the opposite, on the path which lead to Lightless Motte, a little temple of the Smiling One lays. The looming fortress of the Gauldamons is visible from Tumbledown.
In the walled town of Hope's End we have small inns, the most popular of which is the Beast's Fang; The local ghost is Mary Bones, (C/G, Venerable human female, Alchimist 3, Rank 3 corporeal Ghost) called Mad Mary by the citizens; She still runs her herborist shop, alongside her living grandsons; She is called Mad Mary, because she is absolutley delusional on the fact she is dead; she is convinced to be alive, and immortal; while living she was convinced to have found the secret for eternal youth.A Small Shrine of Hala can be found in the grove from which one can arrive to the massive Beast's Refuge, seat of house De Boistribue, a huge fortress, one of the most ancient ever builded in Mordent. It has been entirely carved in a small hill, still partially covered in trees.
Gryphon Hill Town is not very wellcoming; the only Inn in the town, the Gryphon's Eye is expensive and with only average food and rooms. There are not aknowledged Ghosts in the town, its only attraction being the Manor; Builded in the guise of a wingless Gryphon, the home of House Godefroy is, litterally, on the roof of mordentshire, as it is builded on the hightest point of the nation; it attracts and deter visitors in the same time.
Steadwall is a bustling trading hub, and it host a lot of Inns; The Misty Ferryman is the most famous, and it's the place where you can find Hugo the Ferryman (Old Human Ghost 4th Rank, L/N, Fighter 9) the only trustworty ferryman in the mists. He is not cheap, but he always keep his word. Hallowfort is the stout fortress of House Halloway, it seats proudly on the small hill overlooking the docks of Steadwall.
Idletown is a lively rural town, and it house two famous inns, both famed for theyr cooking, and one also for its cook, respectively the Truthfull Pot, and the Haunted Table, whose cook is a ghost, a jolly spirit called Old Jack Berron (N/G Old Human Rank 2 Ghost, Expert 10).
Idletown hosts a Museum and the Scottmatter School of Arts and Crafting. Just outside the city, after a vast cultivated area, you find Plentyfields Mansion, maybe not as impressive as Gryphon Hill or formidable as Lightless Motte, or elegant as Heather Manor, but, in its simplicity, Plentyfield can easily trasnsform in a fortress, when need arise, thanks to the thick belt of walls it's own structure, all stone, and the moat which surround the mansion.
Stormpeak is a port town, albeit a military one; it has a pletora of inns of various reputation, first of all, the Laughting Storm; the city have two resident ghosts, Ashen of Ashen cliffs, [Human, young Adult Rank 3 Ghost, N/G, Fighter (Mariner) 5) and his wife Lilian the Pale Lady (Young Adult human female Rank 3 Ghost, Bard 5 N/G). The Lighthousekeep serves as the main lighthouse in the city, and as the residence of house Holsworth; It also host a shrine of Oceanus, the Seafather.
Last Rest is as gloom as the whole Vale of Twilight, and a big temple of the Reaper is found here; Many ghosts are resident here, expecially near the Twilight Tower of house Mournsworth.
Millkeep is a little town thriving with the mines and the alimentary industries; the eponymous Millkeep was originally a big mill, adapted in proper fortress; the Nameless Inn is the point for meeting in the city. The Devil Douglas is the malicious yet relatively harmless ghost of a miller ( Douglas Millwheel, human, Rank 1 Ghost, Alchimist 4, L/E) who infest the New Mill of the city.
Religions
Other than Ezra, the main religions in Mordentish are 8:
The cult of the Wise One is a N branch of the cult of Hala; Her favored weapon is the club, and her symbol is a spinning wheel. Her domains are Arcane, Community, Healing, Knowledge and Plant, Repose. She teaches the importance of tradition and balance, and the respect for the dead and urge it's faithfull to respect theyr environement, and theyr ancestors, mindfull of everything. She is worshipped by smallfolk and Ghosts.
The Church of the Lawgiver in his Mordentish Branch, worships a L/N aspect of Zhakata, and his symbol is an iron claded codex. His favored weapon is the spiked shield, and his domains are;Community, Knowledge, Law, Nobility, Strenght, Runes. He teaches his followers the importance of self-discipline and ierarchy; they must know the law, abide the law and enforce the law.
His followers are burocrats, magistrates, lawyers and aristocrats.
The Cult the Reaper venerates a N/E aspect of Erlin; it's favored weapon is the Scythe, and its priests have access to the Air, Darkness, Death, Destruction, Evil and Repose Domains. He teaches that life ends, and death is inaavoidable; If the body dies, however, the soul lingers; Souls belongs to the Reaper. He is venerated by necromancers and aristocrats obsessed with death; assassins pay him homage, too; Ghosts pay him at least lip homage.
The Cult of the Laughting Lord is totally native of Mordent; Lo'ougal is a C/E Abyssal Lord, his symbol is a grinning imp and his domains are: Arcana, Chaos, Evil and Trickery. He teaches that cunning and wit are the most powerfull weapons, and you must be ready to cheat on your way to success. His favored weapon is the dagger, and his followers are thieves, con-artists, entertainers and politicians. House Gauldamon is an explicit patron on the cult, which poses itself as an harmless cult based aroung humor and pranks.
The Cult the Revenger is a L/E Cult fairly new in the nation, born around the urban legend of the moose-headed Cas, who comes to enact the revenge for the wronged. His Domains are Destruction, Evil, Law and Strenght. His simbole is the head of amoose, and his favored weapom is the axe; He teaches his followers to hold theyr grudges, and to right wrongs in the most brutal awailable way; Law exists to punish the wrong-doers, and every law which do not punish harsly enought is lacking. His followers are smalfolk, militia members, aristocrats or victims of coniugal infidelty.
The Cult of the Liberator worships a C/G aspect of Lathurr, god of wind and Storms,who teaches the importance of freedom; freedom not only from outside bindings like pain, slavery, oppression and illness but also from self-inflicted servitude, like grudges, fear and spite. His domain are Chaos, Good, Healing, Liberation, Weather and Repose. His favored weapon is a javellin, and his symbol is a thunderbolt breaking a chain. His followers are, usually healers, scientists, Ghosts and mediums.
The Church of the Seafather worship a N/G aspect of Oceanus, god of the sea, and protector of seafarers; his domain are: Community, Good, Protection, Travel, Water, Weather. is favourite weapon is the trident, his symbol is a spiral-shaped shell with a trident on it. He is woshipped by mariners, traders, travellers and good aligned sea-dwellers. He teaches his worshipers to respect the sea, and to love his endless bounty; no one shall be abondoned in the sea, and everyone can have a place on a ship, if they are ready to work hard for it.
The Cult of the Lady of Luck worship an aspect of Tiche, the C/N goddess of case and change, which symbol is a couple of dices. Her favored weapon is the crossbow and her domains are Caos, Destruction, Luck, Trickery, Protection and Travel; She is worshipped by gamblers, pirates, merchants, smallfolk and thieves, and she teaches that life is a gambit, and luck favours the braves; the measure of a person is the way that person reacts to ill luck and take advantage of good one.
The local Sect of the Church of Ezra worships her as Ezra the Protector, a L/G goddess of honour and virtue; Her favourite weapon is the longsword and her symbol is a silver sword on an alabastrum shield with a sprig of belladonna on it. Her Domains are Community, Good, Healing, Law, Mist, Protection. She teaches to her followers to fight the good battle, to be true and selfless and to ward off evil; her followers stems from every social group, from low born peasants to hight class nobles.
The Famed and the Infamous:
Lord Jules Weathermay, XXIII Earl of Mordentshire, XXXIII Viscount of Mordent City, XXXI Lord and Master of Heather Manor.
(Old Human Spiritist 13 L/G)
The Ruling Earl of Mordentshire, and head of House Weathermay is aged, but still quite energetic and willfull; he takes a more active role in the ruling of the Shire that his father and grandfather used to do; He insists for holding the Council of Ten at least four times every year, right after the Nocturne Festivals.
Sometimes he appears talking to himself, but, people who know the true say that the Earl is able to see the people in the Shadow Shire. He likes to get personal involvent in everything which affects the wellbeing of the Earldom, expecilly in the proximity of Mordent City itself.
In his youth, he broke a tradition of military neutrality, to fight alongside the Dementliuse against the Falkovnian.
His burden is the ability to see the Shadow Shire, and so having double responsabilities, about the living ones, and about the dead. The family curse, which see Weathermay women by blood or by marriage dieing young or leaving theyr spouses, is a burden too, in the measure he worries about its effects on his family.
Lord George Weathermay
(Adult Human Hunter 13, C/G)
The heir of House Weathermay is a consummated monster-hunter; in the past, he explored the world, and, in Verbrek he met his true love and deadliest foe, his wife Nathalia Vhoriskov, a very rich Werewolf Alpha; she has given him a son, young Marius, who she planned to sacrify to the Wolf God; He saved him and now he is raising the boy,dreading the day his inheritance will manifest; In his heart, he still deeply cares for his wife, and she does love him back, in her selfish, savage, twisted way.
Lord-Mayor Daniel Foxgrove
(Middle-aged human Gunslinger 6, L/N)
The head of a small house sworn to the Weathermays, and the appointed Lord-Mayor of Mordent, which doubles as Mordentshire Prime Minister, Sir Daniel married Alice Weathermay and she bore him twin daughters, before dying during childbirth. An intelligent man, in his youth he was a proficient pistoler, but his true ability lays in administration. He is still in love with his dead wife, now a ghost, and he cares deeply for his daughters.
Gennifer Foxgrove-Weathermay and Laurie Foxgrove-Weathermay
[Young Adult Female Humans, Wizard (Abjurator) 5 and Fighter 5, L/G)
The twin grandaughters of Lord Weathermay are the enthusiastic founders of the Van Richten Society, which continues the job of the retired master hunter. They are also involved in the management of the family assets.
Sherriff Own Finhallen
[Adult Human, Investigator (Lamplighter Detective) 15, L/G]
The honest and staltwart Sherriff of Mordent City is in charge of security and law-enforcement in all the territory of Mordent and the immediate surroundings.
Lord Commander Samuel Cosse
[Adult Human, Fighter (Lamplighter Enforcer) 17, L/G]
Noble and brave, Lord Samuel Cosse is the Lord Commander of the Mordentish Militia, and the chief military avisor of the Earl; he is, additionally, the head of the elite watchmen force of the Lamplighters, and the director of the Academy.
Late Lady Martha Scottmatter-Weathermay
(Human Female Middle-Aged Aristocratic 3/ Expert 1 Rank 3 Ghost, N/G)
A sister of Lord Andrew's father, Martha was the wife of Earl Jules Weathermay, mother of George and Alice, she died of sickness several years ago; she has never left Heather Manor and she still protects her family and house; the fact she can be seen, heard and touched by her husband has alleviated the pain of her death.
Late Lady Alice Foxgrove-Weathermay
(Adult Human Female Middle-Aged Aristocratic 1/expert 1, Rank 2 Ghost, N/G)
The elder daugter of Jules and Martha, she died giving birth to her twin daughters; she stayed om the living shire to look after her family; her husband's inability to see and hear her is a source of continous frustration for both.
Lord Gilbert Blackburn-Bruce, VII Viscount of Blackburn's Crossing, VII Lord of Blackburned Manor
(Adult Human Alchemist 7, L/N)
The ruling Lord of Blackburned Manor is tall and long haired, and sports the mismatched blue and black eyes typical of his dynasty. He is a intelligent and practical man, fully devoted to his family alchemical practicy. He, as every other ruling Blackburn-Bruce save one does not bear the title of Master of Blackburned Manor; the reason behind that is not wildly aknowledged, but there are
speculations about it; Lord Blackburn-Bruce usually ignores those rumors. Happily married with Lady Linda Blackburn-Wescote, Lord Wescote's sister, he is the father of three boys and one girl.
Late Lord Brian Blackburn, Master of Blackburned Manor
(Adult Human rank 3 Ghost Alchemist 15, L/N)
The founder of the Blackburn-Bruce line, with his marriage with Lia Bruce, this Zherisian gentleman is still the Master of Blackburned Manor. He never ceased to work on his experiments since his heart failed him more than 2 centuries ago. Every now and than, however, he distracts himself with the matter of the living.
Lady Mayor Lily Vidicus
(Adult Half-Elf, female Alchimist 13, N/G)
Lady Vidicus is a very intelligent and enterprising half-elf woman, which earned her place with her ability both as an alchemist and a businness woman. She has worked to expand the trading relationships of Blackburn's Crossing. She is prone to close her eyes on harmless black market dealing.
Jonathan Abrahams
(Human Fighter 9, L/N)
The sherriff of Blackburn's Crossing is a honest yet obedient man; he does resent the Lady-Mayor attitude on minor black-market activities, but he accept her decisions, on the matter.
Cold Cerulean
(Elf Investigator 5, L/G)
Cold Cerulean is the Magistrate of Blackburn's Crossing, and doubleas chancellor of the Lady Mayor; he is a wise and knowledgeable man of law, if a bit aloof.
Lord Gilderoy Gauldamon, XIV Warden of the Lightless Wood, XIV Lord and Master of Lightless Motte, X Viscount of Tumbledown
(Adult Human Oracle of the Laughting One 6, C/E)
Gilderoy the Smirking is the charming, wicked and debauched head of House Gauldamon; a chosen of his foul deity, he embody his tenents almost perfectly. Thanks to his cunning he is perfectly capable to keep a facade of righteousness.
Lady Marjory Gauldamon-Halloway
(Adult Female Human Aristocrat 3 N/G)
The first born daughter of Lord Halloway, Marjorie is a good, generous woman, which is struggling to keep her three sons untouched by theyr family's depravity.
Lord-Mayor Alfred Montrose
(Adult Human Swashbuckler 3)
A member of a minor, impoverished noble house sworn to the Gauldamon, Alfred Montrose is a boisterous drunkard, with a fatalistic purview of life, who accepts to submit himself to the will of the Guild of the Laughting Imp, a merchant and thief organizations.
Sherrif Francis Mutton
(Adult Human Fighter 8, L/E)
Francis Mutton is the leader of the Laughting Imp Guild, and, as the sherrif, he can easily protect its businness. His brother Marlon is a member of the guild and a rich sheep-breeder. His family is the richest of the region, after the Gauldamon. Francis is trying to get his family ennobled.
Smiling Brother Simon Abbot
(Adult Human Cleric of the Laughting One 6, N/E)
The spiritual advisor of the Laughting Imp Guild, Simon is also the laison beetwen the guild and house Gauldamon; a not-so-secret is that he is a bastard brother of lord Gilderoy.
Langley Westmoor
(Adult Half-Elf Bard 5, N/E)
The well-mannered, soft-talking, charming speaker of the Laughting Imp Guild, is a cold-blooded assassin and manipulator; he is also the owner of the Happy Devil Inn, the unofficial hightquarter of the guild.
William Tanner
(Adult Human Rogue 6, L/E)
The owner of the tannery is also a skilled thief, and the planner of the guild shadowy operations.
Like the Muttons, the Tanners are a rich family, and William is trying to get them ennobled.
Helene de Boistribue,Wardness of the Forrest of the Ancient, XXX Viscountess of Last Hope, XXXIV Lady and Mistress of Beast's Refuge
(Adult Woman Natural Werebear Ranger 7, C/G)
The feisty head of house De Boistribue is a bear of a woman, in more than one sense; she can be ladylike, when she choose to, and she is a very sweet mother with her four daughters and two boys; woe to the ones which threat her family, thought.
Alain de Boistribue-Brightfur
(Adult Human Natural Werewolf Fighter 5, N/G)
Alain was born in Verbrek, and historically his family/clan, the Brightfur, have given grooms to the ladies of House De Boistribue. He is deeply devout to his lady-wife and to theyr pups/cubs.
Lord-Mayor Graydon Meanstryke
(Adult Snakewere Rogue 6, L/E)
The cunning, charming and wicked Graydon, Lord Mayor of Last Hope, is a viper in any sense of the word; He slithered his way in the trust of Lady Helene, with his self-discipline and ruthless effeciveness. He is law abiding, but knows all the loopholes and exploit them shamellessly.
Sherrif Micheal Ratcliff
(Human Natural Werewolf Investigator 5, L/G)
Borcan Immigrant related with houses Dilisnya and Timothy; he is an honest and reliable law enforcer. Some people, who knows about his nature, have started to call him the loyal watchdog; he resented the nickname, but later started to appreciate it.
Lord Mento Godefroy, XXX Lord of Gryphon Hill , XXVII Viscount of Gryphon Hill Town.
(Adult Human Swashbuckler 8, N/E)
Spoiled and unsensitive, the current lord of Gryphon Hill inherited the infamous temper of his grandfather Lord Wilifred, but none of his ambition. He has married already four times, his current wife, Lady Jade Mournsworth have given him two sons, Wilifred Jr and William.
Lord-Mayor George Jendalis
(Middle-aged Fighter 3 L/N)
Second cousin by marriage of Lord Mento, George Jendalis is a cautious man, honest to a fault; his only weakness is his only child Micheal, which he tries to favour and help with any means he has.
Sherriff Micheal Jendalis
(Young Adult Ghost Touched Spiritist 5, N/G)
The son of the Mayor, Micheal earned his job with his skill, but his role as the sherriff it's only a mean to an end: learn the truth about the imprisoned ghost of his mother.
Late Lady Pernelle Jendalis-Weathermay
(Female Adult Human Wizard 4, Ghost Rank 2, L/G)
The mother of Micheal Jedalis, daughter of a cousin of Lord Jules and Lord Mento, she died in childbirth while a guest in Gryphon Hill Manor. Now, she is imprisoned and eslaved inside those walls.
Late Lady Estelle Godefroy-Weathermay
(Adult Human Aristocratic 4, Rank 1 Ghost L/G)
The first wife of Lord Godefroy, she was presumed dead in an accident; in true she was killed by her husband, alongside theyr daughter Lilia. She is inprisoned in Gryphon Hill, but she is not enslaved.
Lord Gregory Halloway, XX Warden of the Arden River, XXVI Viscount of Steadwall, XXIX Lord and Master of Hallowfort
(Middleaged human Fighter 8, N)
The stout and stoic Lord of Hollowfort was a young officer at the time of the battle of the Great Moor which aborted the punitive expedition of Falkovnia against the filo-Dementlieuse Mordentshire.
He managed to kill one of the elite talons in single combat; he keeps the armour as a war-trophy, and that has been a source of both pride and diplomatical embarassment. He married Virginia Scottmatter, now deceased, and he has 5 children, three sons and two daughters and thirteen grand-children.
Lord-Mayor Fabian Jaspers
(Human Middle-Aged Fighter 3 Rogue 3, N/E)
Greedy and sly, Fabian Jaspers was a brother-in-arms of lord Gregory, who lost his eye to save his lord's life; from then on, Fabian enjoy his lord's undying trust, and he has cunningly exploited it; House Jaspers was ennobled, and he controls the majority of Steadwall profitable businesses one way or another.
Sherriff Smithy Hardoar
(Adult Human Slayer 7, N/E)
Sherrif Hardoar poses as a jovial and reasonable man; in truth he is a mercyless serial-killer who struck a pact with the baleful Misty Ferrymen, fiendish creatures which roam the river. He sacrifices people to them, and he get power and riches, in exchange. He hides under his clothes the sign of his sins, a skeletric body.
Lord Andrew Scottmatter, XV Viscount of Idletown, XV Lord of Plentyfield Mansion, XV Earden of Grey Heat
[Adult Human Wizard (Illusionist) 5, N/G]
This charming, blond man, is a loyal and generous patron of the art; in the tradition of the Scottmatters, he ha a large family; 8 children, four males, four females, from his wife, lady Jane Jennings; he was not meant to be the ruling lord, thought, as the title was to be inherited by his brother Antony; but he and his wife, lady Isabel Halloway, daughter of lord Halloway, fell under the curse of Sithington Gray, the fey lord who persecute his family.
Late Lady Margaret Scottmatter, Mistress of Plentyfield Mansion
[Young Adult Human Rank 4 Ghost C/G Bard (Visual Artist) 8]
Lady Margaret sacrificed herself to stop Sithinghton Gray from imprisoning all the Scottmatters in a painting; she managed to imprison him in a painting, at the cost of her own life; As a ghost she is still the mistress of Plentyfield Mansion (title inherited by woman only, in the Scottmatter family) and control the Shadow Plentyfield. She still struggle to preserve her family from the influence of Lord Sithinghton Gray.
Lord Sithinghton Gray
(Male Imprisoned Sith Sorcerer 15, C/E)
This vengefull Fey-lord woed a lady of house Scottmatter, but she escaped from his lair and sealed him there; he got free and every 77 years he ventedis revenge, but last time, seven years ago, his plan backfired, he gotimprisoned in his own portrait; he wants freedom, and revenge, and he still have servants to do his bidding and way to influence things.
Lord Mayor Saul Euless
(Adult Human Fighter 7, L/N)
Honest and competent, yet arrogant and complacent, Saul is a charming ex-soldier, still strong-builded, in spiter of inactifity; married and father of three children he is rumoured to have an ongoing affair.
Sherriff Ilias Durkel
(Adult Changeling, Rogue 9, N/E)
Ilias Durkel is the soft talking law-enforcer in Idletown; A master manipulator, he is secretly a servant of Sithighton Gray, who does his bidding to satisfy his greed.
Director Malcolm Scotts
(Adult Human Expert 5, N)
The heir of a cadet branch of House Scottmatter, Malcolm is a knowledgeable art critic and the director of the local museum. He is very interested in buying art and more than willing to close an eye on its origin.
Lian de Loranche de Punchinel
[Adult Human, Alchemist (Promethean Alchemist) 13, N/G]
A dementlieuse pupil of von Mordenheim, he left once he glipsed the depth of the egocentrism of his mentor; He uses his abilities as creator of constructs to help people; Recently, he specialized in the creation of prostethic limbs which can substitute missing ones. His laborathory is near the Museum of Idletown, of witch he directs the science department.
Lord Mathias Holsworth, XIII Viscount of Stormpeak, XIII Master and Lord of Lighthousekeep, Warden of the Cliffs and Admiral of the Bay.
[Middle-Aged Human Fighter (Corsair) 10, C/G]
One of the most successfull members of his family to ever conquer the Yearning, the curse of seafaring-wanderlust. He not only managed to marry with Lady Lydia Graben, from the Neblictode Islands, but he also managed to have several children from her, securing his own legacy. He sates his own sea-faring lust patroling regularly the coast of Mordentshire, aboard the Stormfender, a powerfull war galleon, flagship of the mordentish Fleet.
Lady Lydia Holsworh-Graben
(Adult Human Lebentodt Rogue 3, L/N)
Lady Lydia was a living young woman when she met Lord Mathias and married her; It was only after she delivered her last children that she was gifted by her distant cousin Meredoth a poisoned enchanted pendant which killed her and transformed her in a Liebentod; luckily for distance allowed her to retain her free will. She is struggling to hide her condition from her family as she fear theyr possible rejection.
Lord Mayor Jeremy Barthold-Ward
(Middle-aged Aristocrat 6, L/E)
An oppressive, yet effective burocrat, Jeremy was a cold and abusive husband and is a cold and abusive father. Is tenure as a Mayor has been disturbed by the actions of the Lady in White, a masked vigilante who protects Stormpeak citizens from both criminals and Barthold's oppressive politics.
Sherriff Phillip Ward
[iddle-aged Human Fighter (Roughtrider) 7, N/G]
The estranged former brother-in-law of the current Lord Mayor, Phillip Ward managed to keep his position thanks the goodwill of Lord Mathias; He is aging, however, and he won't be able to keep his position for long.
The Lady in White
[Female Young Adult Vigilante (Mounted Fury 11) C/G]
Under the guise of the Lady in White hides Gowena Barthold-Ward, the daughter of the Lord-Mayor; She uses the power of her grandfather's sword Night Veil to find during the night that freedom she is denied during daytime, for herself and for the other citizens.
Lord Hiram Mournesworth, XVII Viscount of Last Rest, Lord and Master of the Twilight Tower, Warden of the Vale of Twilight
[Old Human Wizard 9 (Necromancer) L/E]
The reclusive lord of Last Rest is publically seen only during the Council of Ten. In the rest of the time, he stays in his gloom tower, doing misterious arcane researches. He is not married, his heir being his nephew Charles, married with Elizabeth Blackburn-Bruce, who has two children.
Lord Mayor Diggory Stones
[Middle-Aged Human, 2 Rank Ghost, Bard 3 (Dirge) N]
For a cemeterial town is not wrong to have a ghost mayor; Diggory Stones is quite zelous in his job, even if not very lively.
Sherrif Marcus La Monte
(Adult Human Awakened Skeleton, Magus 10, N/G)
Formerly an adventurer. he was killed on Skulland fighting a Werewasp; after two month, he reanimated as an awakened Skeleton; he decided to return to his hometown, where the mayor offered him the job of Sherrif which he does remarkably well.
Lord Burton Wescote, XX Viscount, Master and Lord of Millkeep, XX Warden of the Great Moor,
(Venerable Human Fighter 13, C/N)
Lord Wescote is the Maternal uncle by marriage of Lord Jules Weathermay, Great-uncle of Lord Mento Godefroy, and he is dubbed as Mordentshire's granpa, as he is related with all the other moble families in a way or another; still spry, in his late nineties, he is prone to melancholy and fogettfullness; his heir is his grandson Micheal, his late-brother namesake.
Lord Mayor Douglas Micheals
(Old Human Expert 7, N/G)
In his youth he was the gardener of the Wescotes, but his intelligence and his loyalty got him promoted. Until the day Lord Burton will, at last die, or Douglas himself dies or retire, it's hightly unlikely the position will be available.
Sherriff Darrel Holmes
(Middle-Aged Human Fighter, L/N)
Darrel Holmes was an adventurer, before retiring, marrying and settlung; he is still a skilled man-at-arms. amd he is undyingly loyal.
Late Lady Anna Clause
[Adult Human Sorcerer (Vampiric Bloodline) Rogue 6, L/E)
Lord Burton treacherous first wife, she tried to kill him and his brother micheal, but failed and was killed by Lord Burton's hounds; she has persecuted the Burtons alongside her own Great-Aunt, Evangeline, until this day.
Evangeline Clause
(Human Mature Vampire Cleric of Cas 10, L/E)
Spurned by Lord Burton's father Evangeline summoned Cas for revenge; he turned her in a Sickness spreading Vampire; He is assisted by her ghostly grand-niece Anna.
Recently, she got sealed in her temple under a Shrine of Hala.
Organizations
House Blackburn-Bruce: This L/N noble House is lead nominally by Lord Gilbert Blackburn-Bruce, but the true leader is the late Lord Brian, founder of the house.Theyr crest shows two hands, one black, the other red shaking over a blue spring flowing from a golden compass and a white book, on brown; Theyr words are: The water of knowledge sates only those who drink the drink the deepest; they rules Blakburn's Crossing from theyr Blackburned Manor. They control the Guild of Alchemists. Theyr family curse are to be prone to deadly accident during alchemical experiments.
House de Boistribue:This N/G Noble House is lead by Lady Helene de Boistribue, and it's a poor hidden secret the fact that it is composed by Natural Werebears (all the females) and Natural Werewolves (all the males); theyr crest sport a Red wolf and a Black bear, with a quartered Green shield with a golden coin, a silver axe, a silver crescent moon and a black book. Theyr words are "The lands knows its true master." It controls the market of fur and timber. They also sponsor the Church of Hala and the Sister of Mercy. Theyr family curse is the tendence to fell to theyr instincts, when theyr loved one are threatened. They rule the Forrest of the Ancient and the town of
House Gauldamon: This C/E noble house is lead by Lord Gilderoy Gauldamon, and it sponsor the Cult of the Laughting One; it also controls the Guild of the Laughting Imp. It's crest depicts two red skinned, goat-hooted imps, one laughting, the other crying, opposing , on black. Theyr words are : "Approach enemies and friends alike with a smile, both are equally deserving of it."
Theyr family curse is compulsive gambling. This House rule the Lightless Wood and the city of Tumbledown, from theyr fortress of Lightless Motte.
House Godefroy:This N/E Noble house is nominally lead by Lord Mento Godeftoy, in truth is his late Grandfather Lord Wilifred to rule the house, still; House Godefroy rules Gryphon Hill Town from the omonimous manor; theyr crest is a golden griffin on silver, with a black stout club in a claw, and a black staff of wheat in the other; theyr words are "Those who are strong, survive to lead!" Theyr family curse is a very volatile temper, and they control one third of the Shadow Shire, extending theyr rule way further than theyr material lands. Theyr family curse is theyr volatile temper.
House Halloway: This Neutral House rules Steadwall and the Arden River from theyr Hallowfort; it's lead by lord Gregory Halloway, and controls the Guild of Ferrymen; Theyr crest is a black ferryman on blue with a ring of golden coins. Theyr words are "Only by action does any men succeed." Theyr family curse are the Misty Ferrymen which roam the Arden river and targets the members of theyr house.
House Holsworth: This C/G house is lead by lord Mathias Holsworth, and rules Stormpeak and the coast of Mordenshire from theyr Lighthousekeep; They sponsor the Church of Oceanus, and the Guild of Navigators; Theyr crest presents two pink mermaid on blue with a golden lighthouse., Theyr words are "Cradledby the waves, guided by the night." Theyr family curse is called "the Yearning" and drives them to seafaring wanderlust.
House Mournesworth: This L/E Noble house is lead with an iron fist in a velvet glove by lord Hiram Mournesworth; they are the sponsor of the Church of the Reaper, and they rules on Last Rest and the Vale of Twilight from the Twilight Tower; Theyr words are"Death makes all men equal, life makes all men brothers." Theyr crest is orange, with a black hooded man with a skeletal white hand holding a golden cup, and a pink hand holding a blue hourglass. Theyr family curse is that they are beacons for the undead.
House Scottmatter: This N/G noble house is ruled jointly by Lord Andrew Scottmatter and his deceased sister Lady Margaret; They rule over the Grey Heat and Idletown from Plentyfield Mansion; They control the Guild of Farmers, and styles themselves with a Grey crest, with a gloved hand shaking a worker hand, both green, with a bountifull multicolored table under them; theyr words are "The work of the hands is the joy of the soul." Theyr family curse is embodied in Lord Sithighton Grey a powerfull fairy lord which hates the family.
House Weathermay: This L/G house rules the Earldom, and Mordent City itself, from Heather Manor; They sponsor the Church of the Protector and the Van Richten Society; they are lead by the Earl of Mordentshire himself, Lord Jules Weathermay. Theyr crest is yellow with two black honds which bears a white book, opened, with theyr words written in blue "None would survive but for the effort of those whom history have forgotten." Theyr family curse is the loss of theyr partners of life.
House Wescote: Lead by the very old Lord Burton Wescote, this C/N house rules on the Great Moor and Meelkeep Town from the omonymous keep; They control commerce on the Mill Road.
Theyr blazon is a black man holding a sword and golden lantern, on green, with a red hunting dog. Theyr words are "Those who are righteous receive what they deserve." Theyr family curse is the wrath of scorned women, included a Vampire and a Ghost.
The Darklord
Wilifred Godefroy
Male old Human Fifth Magnitude Ghost Fighter (Cad) 12, C/E ( 180 HP)
Speed:30 feet Fly.(perfect)
Initiative:+6 (+11 in Gryphon Hill Manor)
Senses: Darkvision 60, Perception +23(+5 in Gryphon Hill Manor)
Armor Class: 28 Touch 28 Flat Footed 24 ( +4 Dex, +14 deflection)(+5 in Gryphon Hill Manor)
Space/Reach: 1 square /1 square
Combat Manouver Bonus/Combat Manouver Defense:+16/26 (+23/33 Dirty Tricks, and Disarm, +19/29 Steal, can't become prone)(+5 in Gryphon Hill Manor)
Str:-/10, Dex:14(18), Con:-, Int:16, Wis:13, Cha 28 (30)]
Saving Throws: Fort:+20(+21), Ref:+9(+11), Wil:+8 (+5 in Gryphon Hill Manor)
Special Qualities:curse of the Dark Lord,Incorporeal, Undead Treats, Craven Combatant, Dirty Manouvers (+3), Frightening Presence, Payback (+2), Phantasmagoria, Master of Gryphon Hill Manor, Rejuvenation, Sinkhole of Evil 5
Special Attacks:Corrupting Touch, Draining Touch, Malevolence, Razor-Sharp Chair Leg, Terror, Trample, Sneack Attack (2d6).
Attack: Melee: +3 Ethereal Touch Unholy Cane +19/+14/+9 (1d6+3/19-20x2) +2d6 against good creature +6d6 negative energy (+5 in Gryphon Hill Manor to HR and DR) or +16 Incorporeal touch (6d6+1d4 Cha drain+ free Intimidate +35)
Ranged: +1 Ethereal Touch Musket +17 (1d12+1/x4, range 40 ft not availlable in Wasp form (+5 in Gryphon Hill Manor to HR and DR)
Skills: Acrobatics +19 , Bluff +20 , Diplomacy +20 , Fly +29 , Handle Animal +25 , Intimidate +35 Knowledge (history) +18 , Knowledge (local) +18 , Knowledge (nobility) +18 , Perception +27 , Ride +19 , Sense Motive +17 , Sleight of Hand +12 , Stealth +12 (+5 in Gryphon Hill Manor)
Feats: Agile Manouvers, Catch Off-Guard, Combat Expertise, Deadly Aim, Devastating Strike, Greater Dirty Trick, Gteater Disarm, Improved Dirty Trick, Improved Disarm, Improved Initiative, Weapon Competence (Firearms), Point Blank Shot, Quick Dirty Trick, Quick Draw, Flyby Attack,
Challenge Rating: 19
Proprieties: 21,000 gold coins in his tomb, +3 Ethereal Touch Unholy Cane, Cloak of resistance +3, headband of Charisma +2, belt of dexterity +4, musket +1 , bracers of armour (Ethereal Touch) +4
Background:
Wilifred Godefroy was born the second son of Lord Herman Godefroy and lady Ashley Wescote, 90 years ago; Already as a child, it was clear that he was fully victim of the family curse of a burning temper; To try and teach him self-discipline, his father enrolled him in the Militia (before the founding of the Lamplighters); He was the senior commander during the border war against the falkovnian Army, and he distinguished himself for his ferocity in the fighting, gaining the nickname of Bloody Griffin. After the tragic death of his brother, which he killed in one of theyr many fights he secluded himself in a house at the foot of Gryphon Hill; However, at the time of his exploit in the war, his brother's heirs did perishm too, leaving him, already advanced in age with the responsability to save House Godefroy by extinction. So, he married the young sister of lord Jules Weathermay; in that period he started to cultivate ambitious projects; he aimed to finaly return the Godefroy to theyr legitimate place as Earls of Mordentshire, but his plan was frustrated by the early death of the first three children Estelle gave him; the only child tio survive infancy was a daughterm, Lilia; once again Wilifred was possessed by the burning rage of house Godefroy, and in a fit, killed both his daughter and wife, blaming his prized stallion for that. Theyr ghosts started to haunt him, and he decided to return to Bloody Grifffin Retire, claiming Gryphon Hill manor too damp for his old bones. He married again, this time with Lady Arleene Gauldamon; Arleene was way less docile and naive than Estelle Weathermay; She gave him two sons, than she poisoned him; but she had undervalued her husband strenght of will; once she thought he was dying, he asked to return to Gryphon Hill, where she taunted him, and claimed that only one of theyr sons was actually his, the other, belonged to his unlegitimate cousin Herman. But Wilifred had choose his ancenstral home for a specific reason; there, the spirit of the Godefroy line responded to his rage, and mauled Arleene; the killing blowe, however, came from Wilifred's cane; revitalized from the savage pleasure of revenge, the old man odered his children to be brought to him; after observing the two toddlers for a while alone in Gryphon Hill main hall, he finally choose the one who was his heir, and killed the other in front of the imploring ghost of Arleene; after this last act of cruelty, his heart stopped, but he did not relinquished his mastership of Gryphon Hill; the moment his blood marred old body fell to ground, the translucid figure of Wilifred Godefroy rose and sat on the shadow of the Gryffin Throne, claiming the title of Mordentshire's Darklord.
Current Sketches
Wilifred Godefroy still rules his family, his house, his land, and a greatly larger part of Shadow Mordentshire, with an iron fist; what he wants, he get; more ghosts to serve him, more paintings of himself, more steeds he can kill to ride in the shadows; his greatest enemy however is himself; his own temper ruins every ambitious plan he conceive.
Combat
Wilifred lets his living or ghostly mook deal with those he see beaneath him, but if they provohe his temper he will attack personally, using every dirty trick in the book to crash them and sadistically kill them.
Special Abilities:
Master of Gryphon Hill Manor, he can telepirt himself everyway in his manor, percept exactly any other creature's position, and he can imprison there any uncorporeal undead.
Rejuvenation:
As long Gryphon Hill Manor stands, both in the material end Ethereal planes, if Wilifred Godefroy is destroyed, he will return three nights after, sitting on the Shadow Throne of the Griffin; He will be in the sole presence of his murdered kin, and he will have a fit of rage.
Curse of the Dark Lord:
Wilifred temper is his curse; every time the minimum thing goes differently from what he wanted, his temper will flare, and he will act like the victim of a "Rage" spell; he can act normally only passing a DC 30 Will save any round; It last 12 rounds. If he has not a living creature or a ghost to hit during his rage, he will hit himself; as a secondary curse he can't hit the ghosts of his daughter, infant son and wives, which are the only one who does not fear him and stay with him to witness gladily his self-abuse, given that the others quickly hides when the rage attacks starts. During his rage attacks he can't use his masterly powers to teleport. So, he ends often humiliating himself under the eyes off his first victims.
Lair:
The massive Gryphon Hill Manor is a fortified manor shaped like a Griffin; it is a rank 5 Sinkhole of Evil able to use the Rage, Fear, Desperation, Imprisonement and Harm effects.
Closing the Border:
If Wilifred whish to close the borders, a curtain of thick fog arise on them; people who walk in them willingly find themself returning at the strting point; Wilifred can close the borders at will, if he is not raging.
Feedback, as always is appreciated, and sorry for the eventual typos.
My take on Mordent(shire) (Land of Souls and Hauntings)
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Mistmaster
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Mistmaster
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Re: My take on Mordent(shire) (Land of Souls and Hauntings)
Feedback is very appreciated.
- Joël of the FoS
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Re: My take on Mordent(shire) (Land of Souls and Hauntings)
Interesting alternative version. I like the people mingling with ghosts everyday as being normal.
Great list of NPCs.
But what do these people fear if ghosts are ordinary neighbours?
And what is the reaction of outsiders when coming to Mordent?
Great list of NPCs.
But what do these people fear if ghosts are ordinary neighbours?
And what is the reaction of outsiders when coming to Mordent?
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
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Re: My take on Mordent(shire) (Land of Souls and Hauntings)
Thanks for your feedback Joel; about Ghosts, they are common, but not so ordinary; Corporeal ghosts, ghosts which actaully interacts with the world outside the four yearly festivals, are still curiosities; and actually malevolent ghosts, specter, wraiths and such are still a looming threath; So, a mordentish commoner won't be extremly terrified, nor even afraid by the confused ghost of a child looking for his parents, but he will be by the fire-eyed wailing ghost of a mad woman armed with a knife.
Outsiders in Mordent(shire) react like outsuiders in a haunted manor; they are not used to it, differently to the inhabitants.
Outsiders in Mordent(shire) react like outsuiders in a haunted manor; they are not used to it, differently to the inhabitants.
- ewancummins
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Re: My take on Mordent(shire) (Land of Souls and Hauntings)
questions:
1)Have you looked at Ghostwalk? It might contain material you can adapt for this version of Mordent.
2) What's the (living) population density like? How big is the 'vast plain'? How much of the territory is inhabited countryside and how much wild woods and lonesome moors?
3) Attitudes toward necromancy?
4) Corporeal/animated undead?
5) Other monsters (not undead)? Hellhounds? Moor men?
6) What do people think of demihumans?
1)Have you looked at Ghostwalk? It might contain material you can adapt for this version of Mordent.
2) What's the (living) population density like? How big is the 'vast plain'? How much of the territory is inhabited countryside and how much wild woods and lonesome moors?
3) Attitudes toward necromancy?
4) Corporeal/animated undead?
5) Other monsters (not undead)? Hellhounds? Moor men?
6) What do people think of demihumans?
Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.
-from Moby Dick (Hermann Melville)
-from Moby Dick (Hermann Melville)
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Re: My take on Mordent(shire) (Land of Souls and Hauntings)
Thank you for your feedback:
1) Yes I have, but I should adapt it to Pathfinder.
2)There are 4,000,000 of living inhabitants for a 41,300 Square Kilometres, concentrated around the major cities and towns. The inahbitated countryside is concentrated near the river and in the Grey Heat.
3) Like usual, it's feared.
4)They are rare but not unseen, and obviously feared and hunted.
5)Marsh dwelling monsters are common.
6)Humanoids not clearly inhumans like Dwarves, Elves, Halfling, Half-elves, Changelings and Gnomes (and even Calibans, since deformity is not necessarily inhumanity) are not particularily discriminated.
1) Yes I have, but I should adapt it to Pathfinder.
2)There are 4,000,000 of living inhabitants for a 41,300 Square Kilometres, concentrated around the major cities and towns. The inahbitated countryside is concentrated near the river and in the Grey Heat.
3) Like usual, it's feared.
4)They are rare but not unseen, and obviously feared and hunted.
5)Marsh dwelling monsters are common.
6)Humanoids not clearly inhumans like Dwarves, Elves, Halfling, Half-elves, Changelings and Gnomes (and even Calibans, since deformity is not necessarily inhumanity) are not particularily discriminated.
