Monday, January 5, 2026

Fae, Elves and Dragons in the Setting - Updated

**Updated rumours are noted below


 There is a strict absence of these fantastical creatures from this setting and there are reasons for that. Read on...


Fae

There are no faeries, sprites, pixies, brownies, selkies, nymphs, dryads, leprechauns, kelpies or any of a myriad other Fae-folk found in the lands described in this setting. Those are spoken of only in children's bedtime stories and common lore would have it they were driven from the lands along with their "Unnatural magics" at the same moment the Elves were driven out. The Fae are spoken of mostly in joking terms or in slurs in Gwyniadd, far from living memory. 

Still, children will claim to have encountered "watching eyes" in the darkest hidden places, or to have had cheeky curses placed upon them by tiny unnatural winged denizens. Of course any hunt or search for these beings has come up short and children beaten for wasting adults' time. 

Afterall, all of the Fae were driven out with the elves centuries ago. Right?


Dragons

Like the Fae, Dragons are also absent from this setting. There hasn't been a dragon sighting in Gwyniadd alone for a 1000 years let alone word or tale of one beyond Gwyniadd's borders. Even the long long memories of the dwarves to not extend to such and the skalds have no knowledge of a Dragon's Trove, or nest discovered in the depths of the mountains. 

So what occurred to cause this? Where have the dragons gone? Where they forced to flee the lands by something even more fearsome and terrible? 

In current times, Dragon imagery are sometimes found in use by a few human clans in Gwyniadd, proudly claiming some link to an age long forgotten, and little believed by outsiders. 

**It is believed a Dragon of some sort was sighted and slain (By all accounts) in the coastal port town of Glassalyr. Where it came from and what it's intentions were are at this time, unknown. No children were reported eaten though and apparently it belched lightning upon the townsguard and many were slain.


Elves

It is said by the eldest Druids of Horchar that the Elves were present in Gwyniadd living in a large city of light and darkness, but were expelled somehow from the lands prior to the Goddess Meredha's awakening amongst the land. How why and where they were exiled are still unknown, the little information in the Cathedral library in the capitol Wingestrathe is said to contain some mention of them in texts written by a martial order of old named the Kolgodd Knights.

**An Elf sighting was reported in the coastal port of Glassalyr. On-lookers claim they came from the skies and many townsfolk were mesmerised by their unnatural magics or sacrificed in horrible rituals to summon otherworldly demons

Monday, January 13, 2025

Neighbouring Nations

Here the players can find information about the immediate neighbouring nations that share borders with Gwyniadd.  At the time of creation of this document, player knowledge of these places is pretty sparse and a lot comes from casual rumour or perhaps what the Great Council chooses to share. 

Very few of the average citizenry have ventured beyond the borders of Gwyniadd aside from diplomats and sea-faring traders. Should the player characters manage to find themselves in far off lands, perhaps they can find truths to these rumours if their adventures allow?

(The GM will update this page as the game sessions reveal more information, or rumours on the below)

        

Ungamorr - To the South-West of Gwyniadd is the Kingdom of Ungamorr. The Ungamorri describe themselves as a nation of sea-faring traders and explorers, though the citizens of the Southern coastal reaches of Gwyniadd would call them Reavers and Pillagers after a past history of savage raids over the past century have told a darker tale. The average citizen of Gwyniadd grows up with a natural dislike and distrust for the Ungamorri people. 

Even after the Mad Reaver King’s death at the hands of a brave party of Gwyniadd adventurers during the short-lived Reaver War and the peace wrought thereafter, citizens of Gwyniadd do not turn a kind eye toward their western neighbours, especially those coastal communities on the southern provinces who were most affected. 

*Prior Rumour - had it that the Ungamorri ships are sped along upon the backs of giant beasts of the sea that are under the magical control of Evil Sea Hags under contract to the Mad Reaver King of Ungamorr himself. 

*Rumour - it is said that an Ungamorri ambassador resides in a mysterious gated estate in the Gwyniadd capitol, Wingastrathe. It is whispered that foul rituals are performed behind those walls to dark fearsome gods.

The Orcish Tundras - The Aur Mountains form a natural barrier across the north and west of Gwyniadd, helping keep the Orcish hordes at bay and the harsh and frigid weather from the arid tundras from freezing the north and western Gwyniadd. There are reportedly none alive who have travelled across the Aur Mountains to see the Orcish Tundras in person and that perhaps only the half-orcs or Dwarves could survive there for any length of time due to the climate and lack of natural resources.

*Rumour - it is said the mountains themselves are near impassable, aside from 3 passes which have been walled off and gated. These cold outposts are guarded all year long by the brave citizen soldiery of Gwyniadd who are the first shield against any future Orcish intrusion. 

*Rumour - has it that the Dwarven communities deep in the mountains still clash with the orcs who are also known to mine and fight for the rights to fabulous natural treasures discovered in the deepest reaches. 

Monday, November 25, 2024

The Setting's Basics and Character Creation

 

This game will be set in the of nation of Gwyniadd, found to the East of the known world. Gwyniadd is a large homogeneous country where Humans, Dwarves, Halflings and Gnomes coexist peacefully. Half-Orcs are also present, though they are often treated as second class citizens, outcasts even and untrustworthy as a rule due to their heritage. (This is due to their mixed heritage with the setting’s blood-enemy, the brutal Orcish Clans are known to rape and pillage as well as murder during their crossings across the mountain ranges to the north and west of Gwyniadd.) 

Around 60 years ago, a great conflict was waged between the Orcish clans spilling over the Aur Mountain range and the brave armies of mixed Gwyniadd fighters. After two long years of bloody and terrible combat, the Orc clans were eventually pushed back across the mountains into their seemingly lifeless tundra. Watch beacons were since erected all along the mountainous borderlands to better be prepared to alert Gwyniadd should the orc clans try to invade once more. So far, the lights of the beacons have yet to be lit…

30 years since, four brave adventurers were able to stave off yet another war, this time with  the neighboring nation of Ungamorr. After several brutal months of coastal attacks in along southern coastlines by bearded raiders supported by terrifying were-shark berserkers and sea witches, the band of adventurers managed to venture into the unknown lands of Ungamorr, infiltrate the Ungamorri King's palace and defeat the warrior king in combat.

This setting is currently in an Early Medieval European Dark Ages type era, where iron tools, and especially weapons and armour are too pricey for the average citizen and steel is so costly only the wealthiest of nobles or heroes can afford it! Iron Mining and Smithing are relatively new industries in the scheme of things . The heaviest armour available are chain shirts or scale mail, but those are extremely rare – Leather and Hide armour are far more readily available and affordable in general. Likewise for weapons, whilst bows, spears and axes are plentiful, swords and other bladed weapons are everso pricey due to the sheer cost of the raw materials to produce them.


Arcane Magic in this setting is a rarity. Most folk view any such unnatural stuff with attitudes ranging from suspicion to outright violence in the most rural communities. There are practitioners of innate magics - sorcerous blooded types, or those who've made pacts with dark powers, but the label of "Witch" tends to force those magic users to hide their abilities for fear the common folk may well find themselves in dire circumstances. 

Divine Magic on the other hand, whether performed by Clerics, Paladins or Druids is seen as the Gods own power flowing through their worshipers or worship leaders.

The main/largest Dwarven and Gnomish settlements are found mostly in the far north, in the Arian (Silver) Hills and Aur (Golden) Mountains that form the nation’s northern and Western borders. The Dwarven people have a reputation for being somewhat unfriendly to non-dwarfs (Though not hostile) and protective of their mines and smelting operations. This is because they are very secretive over their crafts and industry. Gnomes are the complete opposite in general and are almost too eager for guests to be invited into their homes and workshops – saying that, Gnomish tinkering tends to be so intricate or mind-boggling that most non-gnomes find it far too confusing to learn or quickly lose interest in, once an over eager gnome begins explaining it all. Gnomes are known to be the best blacksmiths and metal-workers in the land.

Halflings are have a reputation for being happy-go-lucky types, though are considered a lazy peoples by non-halflings. Saying that, a great many Inns and Taverns seem to be ran by Halflings and they do throw a damned good party which are appreciated by just about any citizen. They are also known to breed like rats! It is not uncommon for each generation in a halfling family to produce typically 8+ offspring. Needless to say, Halfling families are extremely complicated.

Humans are by far the most plentiful race in Gwyniadd. An overwhelming majority of farmsteads around the nation are ran by Humans. Human noble families have also ruled the nation in a great Council (That also contains delegates from the other three races) at the capital city of Wingastrathe.

Half-Orcs about the lands often live miserable lives. They are the common labourers and fieldhands;  used as frontline soldiers and mercenaries in the most dangerous areas or reduced to working the lowliest vocations and living in the poorest districts. Some are lucky enough to be found by the orphanages built by the Church of Meredha in the largest towns and may find themselves with better opportunities within and out of the Church.

*There are no Elves (Or half-elves), Dragonborn or Tieflings in this setting– so you can’t choose from these races – Apologies!*

*Equipment clarifications or ideas? – ask the GM (Me) and we can talk your ideas over.*

*For classes, there are no Wizards, Articifers, Warlocks or Monks. Wizardry (And Articifer-ing by extension) itself stems from "Schools of Magic" and learning centers have yet to be created to study these "Schools". Likewise, Martial Arts or Monkish traditions have yet to be created and so are not yet available. Warlocks at this point, I like to reserve for enemy npc's as I see the "Pacts" involved being inherently "Evil" and not suited to "Heroes" I like my players to play as.  All other classes are permissible.*

Character Creation

Stats are rolled using 4d6 and dropping the lowest dice rolled using the total of the remaining three. Do this six times and assign the totals amongst the character stats. If you roll a score totaling less than an 8 then you are allowed to re-roll that score a take that rerolled score . If your character has three or more stat rolls of 10 or less after rolling all six, then you are allowed to start rolling stats from scratch and must take the second set of six rolls, even if they end up worse than the first set of six scores!

Standard class-based equipment options should be chosen, keeping in mind the setting-based restrictions outlined above. Should you feel your character should own items that fall outside of those parameters, please discuss that with your GM and be compelling. :)


Gods of Gwyniadd and Beyond

 

There are two major religions in Gwyniadd:

  1. Horchar, the Curled Stalker – God/Goddess (If Horchar even has a gender, it has never been confirmed), primarily of Nature, Life and Death. There is no official church dedicated to Horchar, instead worshipers are typically those who follow the "Aulde Ways". Many people view Druids as vessels through which Horchar channels it’s power and intentions, with some Druids taking that very seriously and believing they are Horchar’s voice in the world. Symbols commonly carried by worshippers of Horchar are typically small Dreamcatcher with copper framing, a plain copper disc on a leather thong or an animal skull with copper discs for eyes. Druids who openly display their devotion to Horchar often wear a dear or elk skull with copper pieces in it's eyeholes.
  1. Meredha the Love – Goddess of Healing, Fertility, the Moon. Meredha is a relatively new god in Gwyniadd. Worshipers have built actual chapels and churches (And a even a small cathedral in the capital.) in her name, where congregations can gather for religious services and parishioners are encouraged to tithe to help further the goals and agendas of the church. Clerics of Meredha have also built healing centers in the major towns and cities where the sick, frail and wounded can seek their mystical cures and healing for a modest price. Meredha’s symbol is almost exclusively a white Lotus blossom with a cupped hand either side. Within the church’s ranks, this symbol becomes more elaborate, the greater the ranking of the priest or cleric.

 

There are also a large number of Lesser religions or Gods in this setting, though worship of these Lesser beings is becoming rare:

  1. Venjed Vorhed, Dark King of the Impure, The Watcher from Darkness – Venjed Vorhed is the traditional god worshipped by Goblinoids, Orcs, Giantkin and the other monstrous races amongst the land. The mere mention of the Dark King typically is done in hushed tones and accompanied by a protective “circle” over one’s heart formed from curled thumb and fore-finger. (Of course, the Dark King is known by other names depending on which monstrous tongue you hear it spoken.)
  2. Fiddelteehee, the Drunken Tricksters – contemporary Halflings in general are rarely religious, believing in pure Luck rather than putting faith in a deity; but there are a few who whisper of the ancient twin halfling gods Fiddelteehee that halflings of old would worship by causing mischief, committing mild larcenies and overindulging in drunkenness and parties in general. Even to this day a symbol of Fiddelteehee (an elaborately carved pair of crossed wooden spoons) is often found hanging over the entrance to many Halfling homes, though this is more due to tradition than actual worship.
  3. Ruffah Stoneface – the ancient Lord of the Dwarves and king of the pantheon of Dwarven Gods. He, who is so stern as to command all other dwarven gods to stay silent to the pleas of their worshipers. Whilst the worship of the Dwarven pantheon in general has waned in current times with the influx of modern worship primarily of Meredha, some of the most traditional dwarven communities still place their faith in the cold, unloving and oft times harsh gaze of Ruffah Stoneface. Worshipers of Ruffah believe his lack of response to their prayers and rituals is instead a show of strength for the dwarves, for what race is truly more prosperous or strong in life, than one who’s God would see it’s peoples exist in his silence, yet thrive and resist outside interference?
  4. Slenge-vah the Smelter - Second most prominent of the dwarven pantheon, Slenge-vah is the smithy-god and brother to Ruffah Stoneface. It is he who gifted the dwarves the ability to create fires and the knowledge of how to use it to coerce and fashion weapons, armour and practical items from the ores mined under the Aur Mountains. Unlike his brother, Ruffah, Slenge-vah does pay attention to his worshippers and grants boons upon those who's forges are particularly productive in his name. Priests of this god are most certainly the smithies of their towns and villages and tend to keep their beards and hair cut short or shorn entirely unlike the average dwarf and are thereby easy to spot within dwarven communities.  
  5. Minkah the Faceless – Minkah is the eldest god of all the land. He is the god Hope, the saviour of the lost and downtrodden, those who are about to have all potential and life snatched from them undeservedly and who might answer their calls. For the most part, he is an unknown to the general populace and only a few learned religious scholars are even aware of his existence aside from those very few he has granted to be his Vessells. Minkah has no symbols and no church and his form changes depending upon who he reveals himself to, though most often appears as a faceless child bathed in light. Oft-times a being in a dire and deadly predicament might gain his notice, where, as the final blow is about to land or ragged & diseased breath drawn is about to take the mortal’s life, Minkah will step in and after demanding a Soul-Oath from the mortal in question will save them, to live henceforth as Minkah's Vessell and act henceforth in Minkah’s name, never revealing Minkah’s existence to the world and to always stand up for those who are unable to do so themselves.
Neighbouring nations too have their Gods:

        1. Inhastehn, Mistress of Dominance and Trade - The peoples of neighbouring monothiestic                    nation of Ungamorr worship the harsh and unforgiving goddess, Inhastehn. Strength in all                        things and dominance over the weak are the main aspects she demands from her followers. The             Ungamorri caste society came to be because of this and can be seen as unforgiving and cruel to                outsiders. Inhastehn is an old Goddess and the traditional enemy of the God Minka, who’s                        offering of Hope in moments of despair is the opposite to Inhastehn’s often brutal crushing of                the weak and downtrodden. But as the centuries have passed, Minka has been forgotten by                     almost all mortals whereas worship of Inhastehn has waxed due to her prominence in                             Ungamorr. Inhastehn is depicted as a tall imposing maiden, pitch-black, who’s only details are                her piercing white eyes. Upon her shoulders are small winged orcas (One perched upon each                shoulder) that holy texts describe as her hunting “hounds” and who readily devour those                         Inhastehn deems weak.

Map of Gwyniadd