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Tods Game World

Page history last edited by Gillian 11 years, 6 months ago

This will be the page for my brother Tod's new 4e campaign.

 

  1. Tara and I will post our characters here:
  2. Player Character Information for Kinergh
    1. History and Geography of Kinergh
    2. Geography
    3. Money
    4. Starting Location and Condition of the Party
    5. Character Creation Rules for Kinergh
      1. Family Wealth:
      2. Family Background:
    6. Class Roles in Society
      1. Fighters and Warlords
      2. Paladins
      3. Rangers
      4. Wizards
      5. Warlocks
      6. Rogues
  3. Peoples and Places
    1. Vilmians
      1. General Information
      2. Player Characters
      3. Specific Rules for PC Vilmians
      4. Vilmians in Kinergh
  4. Gods of Erithnoi
    1. Deities and Religion of Erithnoi
      1. The Old Ones
      2. The Elemental Gods
      3. The Younger Gods
      4. Yilliki (Nature, Elemental God, unaligned)
      5. Otillis (hunting, forest, greater god, good)
      6. Ta-al (water, Elemental God, unaligned)
      7. Teala (arts, oracles/prophesy, homes, greater god, good)
      8. Utule (seasons, time, greater god, unaligned)
      9. Klay (guardianship, protection, greater god, lawful)
      10. Lir (sun, wisdom, greater god, good)
      11. Nomok (war, greater god, unaligned)
      12. Jerok (mischief, adventure, brewing, roads, greater god, chaotic)
      13. Har (fire, Elemental God, unaligned)
      14. Gelin (vengeance, greater god, good)
      15. Hurn (animal life, greater god, unaligned)
      16. Ergh (earth, Elemental God, unaligned)
      17. Atur (law, rulership, greater god, lawful good)
      18. Aura (dawn, archery, lesser god, good)
      19. Daag (trade, prosperity, lesser god, unaligned)
      20. Sawk (healing, greater god, good)
      21. Thrul (strength, wrestling, boxing, lesser god, good)
      22. Imotnoi (messengers, gates, lesser god, unaligned)
      23. Olorin (night, sleep, magic, greater god, unaligned)
  5. Money in Erithnoi
    1. Cardolan Empire
    1. Elvish Money
    2. Dwarven Kingdom of Dalcaroth
    3. Gilduin
    4. Kinergh
    5. Monetary Conversion Chart

Tara and I will post our characters here:

Chaedi.xls Osrik.xls

 Tod has a wiki now; it's here

Player Character Information for Kinergh

 

You are presently in the town of Tisloch, the major population center of the Kinergh. Kinergh is a territory in the northestern portion of the continent of Erithnoi. Tisloch is a growing town of about 10,000 ruled by the Duke of Tisloch as a part of the Duchy of Tisloch, on the 10 or so principalities of the Kinergh.

 

History and Geography of Kinergh

The Kinergh is situated to the northeast of the Kingdom of Gilduin, the most powerful human kingdom in this part of the world. To the east are the Elfan Holds, a large area of central Erithnoi controlled by various elvish states. To the west is an area of hills and mountains known as the Holburgs, which are cotrolled by the dwarves. Within the Holburgs is located the major dwarven city of Dalcaroth. To the north are the Melthian Mountains, inhabited by mountain dwarves, some humans, and perhaps, if rumors are true, many monsters.

What you know of history consists of the following items: A long time ago (1200 years or more) an evil necromancer called Ugar ruled much of western Erithnoi, including the area now called Kinergh. Eventually he was destroyed by a human hero called Kinis, with the help of the elves. During this adventure it is said that Kinis was also killed or mortally wounded. Legend states that the Eldarin Lords of High Hold spirited him away and that he will return to aid the land in a future time.

The Lords of High Hold granted him and his descendants the right to rule the Kingdom of Kinergh and Kinis' son, who was a half-elf, became the first King. His descendants ruled the Kingdom for about 700 years.

During this time the dwarves established themselves in the area and a powerful human empire, known as the Cardolan Empire arose. The Cardolan Empire controlled most of Erithnoi for about 500 years. The Empire bordered Kinergh to the southwest and a Cardolan road was built connecting Tisloch, Dinford and the Holburgs with the Cardolan  cities further south.

500 years ago massive humanoid invasions and civil war wiped out the Cardolan Empire. The Kingdom of Kinergh was also overrun and destroyed. After almost 200 years of warfare the humanoid invasions finally stopped. Only small humanoid incursions and some monsters bothered the land for the next 300 years. About 40 years ago another set of humanoid invasions occurred which were backed by a mysterious group of evil priests and their minions. A group of adventurers is reputed to have defeated this cabal. The adventurers then headed north into the unknown wilds of the Melthian Mountains to find the source of the evil. As far as anyone knows they never returned. However the invasions ceased and peace was restored.

For the past 300 years the Kinergh has been ruled by a number (currently 10) of independent lords. The ancient line of the Kings of Kinergh had numerous branches. When the Kingdom fell the main line was wiped out. No one family has an indisputable claim to the kingship. Since most of the noble families can trace back to this lineage to some degree most of them would try to claim the ancient crown and none are willing to support some other family's claim. Thus none will take the title of King and each rules more or less absolutely within their small holdings. The most powerful lord is Duke Sharn Kellion II of Tisloch, a half elven ruler supported by the Elves of High Hold.

Further complicating this the dwarves and elves both compete for influence and control of the region. Neither race wishes to see the other dominate or the human lords the other side supports increased in power. Thus each side secretly aids those rulers who ally with it, and undermines those allied with the other race. Most rulers simply maintain neutrality or play both sides in order to gain power.

 

Geography

The Kinergh itself is divided between a southern and a norther half. The Holbrook River, running from the Holburgs east to the Beldethian River, divides the north from the south. The Beldethian River forms the eastern border with the Elfan Holds. Tisloch Town is located on the southern side of the Holbrook where it joins the Beldethian, forming Lake Tial. The town is protected by a wall and Castle Tiliniel, the seat of the Dukes of Tisloch.

The northern portion of Kinergh is larger in extent than the southern portion. but is less heavily populated. Many of the smaller villages and some of the towns were overrun during the invasions of 40 years ago. Most of the people fled south and many never returned after the fighting ended. Because of increasing populations in the south many of these locations have been reoccupied and rebuilt in the last 4 decades, but a few outlying areas are still empty or only occupied by a few pioneers.

There are two other smaller towns in northern Kinergh, Lad and Dinford. Running between Tisloch and Dinford is a section of road which was originally built by the Cardolan Empire. It is known as the Old Cardolan Road. This road is perfectly straight and the dwarves of the Holburgs maintain it in good condition. About 20 miles west of Tisloch the road crosses over the Holbrook. 30 miles further on it meets Dinford and then crosses the Holbrook again and makes straight for the dwarven citadel of Yzimath. From there it connects to the dwarven city of Dalcaroth.

Lad is further north. A fairly good road connects it to Dinford and another connects the Old Cardolan Road with Lad. This intersects the Cardolan Road where it crosses the Holbrook west of Tisloch.

The southern part of Kinergh is much more heavily populated. Most areas have been cleared long ago and villages dot the countryside. Tisloch is the only major town but there are also several castles with associated small towns. This is a peaceful area where monsters are rarely encountered and many halflings are known to inhabit the area along with the humans.

 

Money

There are several types of money in use in this region. All the money which you posses is in the form of Gilduni currency. This money is well accepted in Kinergh and is the standard currency. Other forms of money include dwarven, elven, and local currency. Dwarven currency is especially well accepted and is worth 10% more than normal. Elvish money is variable due to lack of standardization. It can be spent but will generally bring 10% less value. Local currency is variable in value. Tisloch minted coins are worth their full value in Kinergh, but are worth less elsewhere. Coins of other lordships are worth at best 80% of full value and sometimes much less. The only other form of money commonly seen is that of the Cardolan Empire. Although these coins were all minted at least 500 years ago they were very standardized and of high quality. They are still worth 90% of their original value.

 

Starting Location and Condition of the Party

You are presently lodged at the Riverside Inn in Tisloch. This is a fairly good quality establishment. Rooms cost 4 sp per night and can accommodate up to 5 characters. Food costs 2 sp per meal served in the common room. Ale and wine are available at normal prices. Special meals can be requested and will consist of higher quality food at a cost of 4 sp per character.

 

Character Creation Rules for Kinergh

The following tables and information may be used to generate additional information about a character's background if desired. This is an optional procedure; characters may simply start with the standard 100 gp, in which case they are considered to be of ordinary birth (townspeople, retainers of some lord, or wealthier land owners). The DM may alter or assign status for new characters in some cases.

Family Wealth:

Roll on the following table to determine starting wealth and social status modifier.

 

Family Wealth

Roll of 3d6

Starting Gold

Family Wealth
3 x 1/2

Destitute

4-8 x 2/3 Poor
9-13 x 1 Average
14-15 x 1.2 Above Average
16-17 x 1.5 Wealthy
18

x 2

Rich

 

 

 

Family Background:

This table can be used to determine the social status of the character's family. The character gains no specific benefits from this status. The family property/business is assumed to be in the hands of older siblings or other family members. It is possible higher status families might grant the character some social advantages and the character's family might factor into events or motivations. Players are free to describe the details of their family, location, etc unless the DM decides otherwise.

 

 

Roll of 3d6 Family Status
3-5 Peasant
6-9 Freedman
10-12 Tradesman
13-15 Merchant
16-17 Minor Noble
18 Nobility

 

 

 

Information on family status

    1.    Peasant – The character's family are indentured farm laborers. In the case of non human characters they are servants or other types of labor. The family has no wealth or property of any kind. Urban characters families are either laborers or even beggars.

    2.    Freeman – The character's family are members of the lowest class of free persons. They own their own land and owe labor, military service, and a fraction of their crops as taxes in return for the protection of the local lord. Urban characters families are similar, they own some small property and probably work as semi-skilled labor or farm in the area right around town.

    3.    Tradesman – Rural families pursue some sort of agriculturally related trade or something similar. They may be millers, smiths, carters, etc. They own tools and property appropriate to their role. These are the highest class of rural commoners. Urban families are skilled workers employed by a business or even one which runs a business. The wealthiest are master craftspeople. They often have a place in the governing of their town or area (town council, etc). The character can work for the family business if so desired.

    4.    Merchant – The family are traders or business owners. Depending on their wealth they may own a fairly small business which employs one or a few tradesmen or they may own a large establishment or own a trading vessel, etc. Few merchants live in the countryside and the family originates in some urban location. The wealthier merchant families often run town government and have significant political power. The character can find work in the family business if so desired.

    5.    Minor Nobility – The character comes from a family which is of the landed aristocracy but not of high rank. The head of the family may be a knight, priest, etc. and may also function as a retainer for one of the more powerful families. The wealthiest of these families may own considerable land etc. and have retainers of their own. All such families own some sort of rural estate. Some may also have town dwellings and serve some office in the town. As with the higher level nobility a character of this social rank has some advantages when dealing with the authorities. Generally characters of this status have the right to a trial and will usually not be harassed by minor local authorities.

    6.    Nobility – The character's family is one of the powerful local nobility who rule the 10 principalities of Kinergh. Foreign or non human characters families have equivalent status in their native areas. A dwarven noble family would belong to one of the powerful sacred clans of the dwarves of Dalacoth, while an elvish character's family might be very influential forest wardens. The character is a scion of a lesser branch of the family and unlikely to inherit the family title. However he or she has some advantages. Nobles may appear at court, and they are much more likely to be noticed or given advancement by other nobles. Typically a noble character will be assumed to be in charge when dealing with authorities. The character would also be considered acceptable in social situations where lower class characters would not be.

Character Origin and Background

The section above deals with social status. The character's actual origin can also be determined randomly, or this section can be used as reference to provide material on a character's background.

Place of Origin: You can roll on this table to determine your origin. Some entries are specific, such as 'Tisloch'. Other entries are generic, such as 'Town' or 'Foreign'. These can be narrowed down via the tables following this one.

 

Roll human 1/2 Elf Eldarin Dwarf Elf
Halfling
1 Town Town Town Melthian Town Town
2 Village Woods Fey Holburgs Woods Village
3 Rural High Hold Elvish Town Gathine Elvish Town Holburgs
4 Barbarian Tisloch Elvish Forest Kinergh Elvish Forest Elf Holds
5 Foreign Foreign Fey Foreign Foreign Foreign
6 Other Other Other Other Other Other

 

 

 

Specific Locations: These are more specific locations which can be rolled for, either to narrow down results from above or just for some more variety.

 

Roll Town Village/Rural Elf Town Foreign Woods Barbarian Other Holburgs
1 Tisloch north High Hold Gilduin Choat Norland Seareach Dalcaroth

2

Tisloch north High Hold Khem Borial Forest

Erk

Prin. of Ek Dalcaroth
3 Dinford north High Hold Mid Realms Southern Holds Erk Southern Continent Yzimath
4 Dinford south Seareach Eldoran Isles Holburgs Borial Forest Lanth Cil
5 Lad South Seareach Othan Southern Holds Borial Forest Math Cil
6 High Hold South Tisloch Sildune Northern Holds Amak Aglor Village/Rural

 

 

 

 

Class Roles in Society

 

An explanation of the roles of the various classes in Kinergh society.

 

Fighters and Warlords

Warriors of noble birth are expected to serve their family or liege in a military capacity. Starting characters are trained and have served as pages and squires before becoming adventurers. It is fairly easy for these characters to be knighted and once they have some fighting reputation they may be asked to command small forces of men. Even 1st level characters may be called up to fight and high level characters, especially warlords, are likely to be involved in any major military operation in Kinergh. Alternatively the character may be required to perform garrison duty or other such tasks. These can normally be avoided by payment of a scutage equivalent to 100 gp per level.

Warriors of other social classes are unusually proficient commoners. Most commoners (peasants, freemen, tradesmen, and merchants) are obligated to provide military service as infantry. Those who are able to pay 25 gp scutage can avoid this service. For PCs this means 25 gp per level. Characters have performed this service, possibly several times, and may have fought in a battle or two. Normally at the lower social statuses the character will not be asked to command troops, but might be enlisted as a sergeant. Only very capable high level commoners would be able to rise further. Great feats on behalf of the local rulers might grant such a character entry into the minor nobility as a knight, along with a small holding.

 

Paladins

All paladins are members of one or another sacred order which is pledged to defend the faithful, fight evil, etc. There are several of these orders active in Kinergh, although all have very small membership. The Knight Protectors, the Order of the Eye, The Olon-Koi, the Knights of Gelin, and the Knights of Atur all operate in Kinergh. Each one has its own rules and goals. Some are dedicated to a certain deity and act as defenders of temples and the god's faithful. Others serve specific goals such as defeating particular types of monsters. Social status is not so important for paladins. The orders generally promote competent members and any member might be asked to perform whatever function they are suited for. There are specific ranks within these orders. These ranks are not specifically related to character level, although higher level experienced characters will usually have higher ranks within the order.

 

Rangers

Rangers are characters who have spent time in the wilderness learning their outdoor skills instead of as pages, squires or sergeants. Such characters fall into the same general categories as fighters. They may be expected to serve as scouts and skirmishers if their lieges require them. Scutage is the same as for fighters. Otherwise they make their livings as hunting guides, trackers, etc. All lords place bounties on monsters and humanoids and rangers often make a living hunting such. Hunting, fishing, and trapping are also backgrounds for rangers. Note that hunting within the bounds of settled countryside is generally illegal for commoners and the penalties may be high depending on the harshness of the local lord. Nobles can hunt, but may get a harsh reception if they do so on other people's estates without permission.

A ranger with experience and notoriety of high status might be knighted in the same way as a fighter.

 

Wizards

Magic use is well known and understood in Erithnoi but the availability of knowledge and training for mages is much less than it was 600 years ago at the height of the Cardolan Empire. The Cardolans had a very long history of expertise as mages, and during the Empire there existed a number of different orders dedicated to the training of magicians and preserving magical knowledge. When the Empire was destroyed many of these orders were also wiped out. There libraries were looted and destroyed, the accumulated knowledge of centuries being wiped out. A very few libraries survived, as well as some individual spell books and other works.

    Finding spells or other knowledge, especially high level spells or rituals, is very difficult. In Kinergh itself there are only a couple of organizations or individuals who have any significant magical knowledge. There are a few mages in Gilduin and Othan who have this knowledge and the power to use it. Remnants of the ancient Cardolan orders of magic are rumored to still exist in these places. In Kinergh itself the Order of Travelling Magi is known to operate, and the Hulamic Academy of Magic operates in Dinford.

    PC mages gained their knowledge either by association with one of these two organizations or apprenticeship with an NPC with limited arcane knowledge. Some noble families are known to possess limited amounts of carefully horded arcane knowledge and even a few magic items. Upper class characters probably learned from a family wizard or one hired by the family to provide magical services. Those from better off families were sponsored to attend the Hulamic Academy. Lower class characters most likely learned by apprenticeship to a local town wizard.

    Wizardry is generally treated as a sort of trade and mages hire themselves out or take employment. They might be hired to cast particular spells, reinforce military expeditions, or as general magical consultants. PC mages might be asked to perform various tasks by local lords, rich merchants, or even one or another temple. At higher levels they might function in one of the orders as a teacher or leader.

 

Warlocks

Generally are not distinguished in society from Wizards, although they may be subject to suspicion if they maintain pacts with dark forces, etc. Scattered about the countryside are a few secret practitioners of the art. The lesser ones often are self taught and may provide magical services to the common people of their areas. Otherwise they conform to the same roles as wizards. See also Vilmians.

    Elvish mages have trained with their clans. Elvish magical expertise as an entirely separate tradition from that of humans. While the elvish magicians of old traded much information with their Cardolan counterparts they have their own methods and practices. There are both elvish wizards and warlocks. Since the Elfan Holds were not overrun and their magical knowledge lost, the elves have preserved much ancient magical knowledge. Elvish mages can be assumed to have studied the magical arts preserved by their clans.

    Elves wishing to do research or needing special magical advice might wish to visit their clans. If the character's needs are reasonable and he or she is willing to contribute to the pool of knowledge of the clan then there is a possibility they can gain the information or spell they need. This can be treated in the same fashion as consulting a sage.

    The Eldar are exceptionally magically oriented. However most of their knowledge is difficult to access because their ancient cities, wizards, and places of knowledge are located in the Fey. Eldarin characters do not have any easy way to travel there. However both High Hold and Seareach City are Eldarin strongholds in Erithnoi and a character could purchase arcane knowledge and skills in those places, or possibly arrange to link up with members of their clan who are able to pass back and forth into the Fey.

 

Rogues

 The Kinergh is not an exceptionally wealthy land. For this reason there are fewer thieves here than in more civilized areas. The only town which is large and wealthy enough to attract the attention of organized groups of criminals is Tisloch. Thief type rogues from the local area will have operated in Tisloch and will be aware of the local Thieves Guild. Foreign or non human characters of this type will have similar knowledge of organizations in their home areas. Other sorts of rogues have probably learned their skills on their own. Upper class rogues may be hobbyists who taught themselves or family members in some of the more ruthless families who learned by spying on and stealing from rival families.

    Rogues who are known for their skills may be hired by local authorities as investigators, bounty hunters, or spies. Vilmians are especially renowned for their abilities as rogues. More adventuring sorts of rogues will generally have options similar to rangers.

 

Peoples and Places

 

Vilmians

    Vilmians are an ethnic group of human inhabitants of Erithnoi who habitually wander from place to place in large family groups which they call tribes. They have no homeland and their place of origin has not been determined. Each tribe wanders across the country side, occasionally stopping in one area for a period of time. They make their living by a combination of thievery, trade, and selling their unique talents.

    They are most often encountered on the road or camped outside some town where they can make some money. Vilmians are generally secretive and not usually friendly with strangers, travelers or locals. If they perceive that money is to be made from someone then they may appear to be friendly.

    While Vilmians are known for their propensity to carry off anything of value which they can get their hands on, they are not particularly evil. They simply make their living this way and have different concepts of property than other people. Individual Vilmians may or may not steal. Many groups are infamous thieves, but some have other means of income and never steal.

    Typically a group will have from 3 to 6 brightly painted wagons plus a number of draft and riding horses. They usually set up their camps at the outskirts of a village, town, or city. In populated areas near a large town or city they may remain in the same camp for weeks at a time, but they never stay put for long and when traveling in less heavily populated regions will usually make camp near a small town or village for a period of a day or two.

    Whenever they are near a settlement they will ply their trade. Typically this consists of feats of legerdemain, fortune telling, acrobatics, and showing off whatever unusual animals they may have with them. All for a small fee. They will also carry on a trade in potions and cures. Most groups are willing to buy and sell horses as well and they are known for their skill at riding and breeding them. Most groups will also carry out various minor larcenies such as picking pockets, stealing horses, or even burglary. Rarely a Vilmian rogue may take on such tasks as spying or even assassination if the price is right, but most groups would rather avoid the trouble involved.

    They generally have little respect for the laws or regulations of settled communities and never participate in the activities of the people around them. Within their own groups they have an elaborate series of rules and taboos which they follow however. Vilmians never steal from each other and never discuss themselves or their business with outsiders.

    Vilmians find wealth useful in their dealings with other humans and demi-humans, but their society does not particularly value great wealth, and they typically have just enough money to buy needed supplies and possibly something to add to their managery. They value the members of their group and the wagons which they live in.

    During the winter months Vilmian tribes meet up and make larger camps in areas away from the prying eyes of strangers. Here they spend the winter with 2-3 other tribes. During this time marriage arrangements are made, wagons are built and repaired, and any business between tribes is taken care of. Good winter camp sites will often be reused from year to year by the same groups. In a few out of the way locations are located small more permanent Vilmian settlements. These are located in spots where as many as 5-10 tribes may camp together. Any Vilmians who cannot travel for whatever reason plus a few able bodied will remain in the village, possibly for an entire year or longer. 

 

General Information

    Vilmians transport themselves and their possessions by pack animal and wagon. A tribe will normally consist of from 20 to 50 members and will own one wagon, 3 horses, and 2 pack animals per ten persons. Tow of the horses are large draft animals used to pull the wagons, the other is usually a light war horse or riding horse.

    Vilmians do not generally equip themselves with heavy armor, but do carry weapons and some light armor. They usually attempt to avoid fights. If attacked they will either bargain or flee unless the attackers are obviously inferior. Due to the fact that they wander and live on the margins of society Vilmians are generally more skilled at survival than ordinary humans. Many of them have class levels in either rogue, fighter, warlord, or warlock. For this reason they can be quite a bit tougher in a fight than might at first appear. Many bandits and robbers will steer clear of Vilmians or only demand a small tribute to avoid the necessity of fighting them.

    A typical encounter group of Vilmians is as follows:

20 normal Vilmians, as per “Human Lakey”

3 guards. HP 47, AC 17, armed with scimitars 1d8+3 damage. They have acrobatics, streetwise, and stealth skills. They also usually carry 4 daggers, which they can throw for 1d4+3 damage.

2 rogues HP 42, AC 16, armed with short swords 1d6+2 damage. They have thievery, acrobatics, stealth, and intuition skills. They are also usually equipped with 4 throwing daggers (1d4+2 damage). These rogues get +2d6 damage and +2 to hit with combat advantage.

1 Warlock HP 42, AC 16, armed with a dagger 1d4+2 damage. They can use Warlocks Curse, Sign of Ill Omen, Shadow Veil, Beguiling Tongue, and Dreadful Word.

In addition many Vilmian groups have 'pets'. These often include pseudo dragons, needlefang drake swarms, guard drakes, fire beetles, or deathjump spiders. Other groups may have dogs, bears, or other similar mundane but dangerous animals. Rarely an evil group may be encountered which contains shifters, were rats, or even undead.

If Vilmians are attacked the guards will usually fight from horseback if possible, throwing daggers at the enemy and then attacking with their scimitars in a hit and run fashion. The rogues will meanwhile attempt to slip in behind the attackers and take out leaders, archers, or spell casters. The warlock will focus on the most dangerous attacker, and any other monsters, animals, etc will generally be loosed on the enemy's toughest fighters.

    Each group of Vilmians will contain at least one warlock, as detailed above. Often the group will also have another lower level warlock apprentice. These are the famed fortune tellers of the Vilmians. They have an ancient star pact which is passed down from generation to generation. Usually these warlocks will be female. They generally focus on utility magic, divination, and defense. Vilmians do not generally have priests and it is not known what gods they worship, if any. A few groups have been known to contain a priest of Jerok.

    Vilmians may often possess minor magic items such as potions and scrolls which they are able to manufacture. They will offer these items for sale and may also use them themselves if the need arises. Vilmian warlocks are quite adept at making potions and are reputed to know how to make a wide range of potions which can mimic the effects of various non attack spells as well as other minor magical effects such as finding lost things, temporary ability to charm members of the opposite sex, etc. Undoubtedly most Vilmian groups will manage to have whatever sort of potion you want, if you have money.

 

Player Characters

    From time to time a Vilmian may strike out on his or her own as an adventurer. Typically this happens because the individual in question is unable to continue traveling with their tribe. This could happen because the character has lost contact with the tribe due to being imprisoned or otherwise removed from the group. It could also be that a character is the last surviving member of a group which was wiped out. Another reason could be that the character was cast out. Rarely a Vilmian will simply strike out on his or her own for a time due to boredom or wanderlust.

    The most likely reason for a Vilmian to become an adventurer is that the character was cast out of her tribe for violating its rules and customs. While Vilmians don't respect the rules of others very much, they do take their own seriously. A member of the tribe who breaks a major taboo or will not obey the tribe's leaders may be cast out. Once outcast the character will not be welcomed back unless some very specific conditions are met. These conditions could include traveling to a specific place, recovering some specific object, or performing some other action. If cast out the character will know why and what the conditions for readmission to the tribe are.

    A wandering Vilmian will not be likely to be accepted in normal society. They are outsiders and at best the character can expect to either survive on his wits, take up with other social outcasts, or find someone who needs their specific skills and isn't hesitant to hire an outsider.

    Most Vilmian characters are rogues. They tend to be the sly types who spend their time picking pockets or scamming people out of money. Few if any are “thug” types. Vilmian fighters are not too uncommon either. They tend to use light weapons and armor and rely on clever tactics and quickness rather than being bruisers. Often they will mix in some rogue abilities with their fighting skills. A Vilmian character could also be a Warlock. Usually these are female Vilmians. Vilmian warlocks almost always carry on the traditional star pact of their people, but a PC could be different.

    A Vilmian cleric would almost always be dedicated to Jerok as he is the only god most Vilmians have any respect for. Vilmians are almost never wizards, warlords, rangers, or especially paladins. A character who is of one of these classes must have had an unusual history and probably has been outside of Vilmian society for a long time.

 

Specific Rules for PC Vilmians

All Vilmian PCs suffer a -2 to diplomacy checks when dealing with non Vilmian demi-humans and humans (humans, elves, eldar, dwarves, and halflings). This penalty also extends to any group of characters the Vilmian is a member of. It may at the DM's option also extend to other races who are familiar with Vilmians and regularly interact with Vilmian groups. Vilmians who are adept at disguising themselves or are disguised by magic may avoid this penalty, but Vilmians have a distinctive look and manner of speech, thus at the DM's discretion a DC 15 perception check will allow the target to notice the character's ancestry.

Vilmians are always greeted with suspicion. Authorities are always quick to blame thievery and sometimes even other incidents on any nearby Vilmians. Other unsavory types are aware of this and they may try to pass off blame for their activities on any nearby Vilmian. “Har, someone slit my purse!”, “It wasn't me! It must have been that Vilmian!”, “By Throg's toes Vilmian, time to die!”. There is no specific game mechanic for this, but in general a Vilmian will suffer a -2 penalty to any check which involves credibility, and others will gain a +2 to any such check when it would tend to implicate a Vilmian.

All Vilmians gain an ethnic bonus of +2 to hit and damage with thrown daggers. This is in addition to any proficiency bonus.

Vilmians gain the mounted combat feat as a racial feature.

Other Vilmians will be predisposed to aid the character. Gain a +2 to diplomacy checks when dealing with Vilmians. They will be much more inclined than normal to provide assistance such as hiding the character, giving information, providing food or shelter, etc.

Vilmians have their own language which all Vilmian groups speak and understand. Few outside Vilmian society know this language and it is not usually spoken with or around outsiders. Knowledge of Vilmian is a sure indication that the character is Vilmian and other Vilmians will test this before accepting a stranger as one of them. Speaking in Vilmian is a good way to avoid spying or for keeping a secret since the language is very unlikely to be understood by anyone else. All Vilmian characters know this language in addition to their normal language choices.

 

Vilmians in Kinergh

    There are between 1 and 4 tribes Vilmians to be found in the land of Kinergh at any one time. During the summer months they often venture north of the Holbrook and then as the year moves toward winter they move south again, sometimes as far as Seareach City. They also use winter camping sites near the Gilduni town of Bend on the southern frontier of Kinergh.

    One tribe, known as the Crystal Orb Tribe, frequent the area north f Holbrook from Tisloch to Dinford and north to Lad, sometimes traveling as far north as Vye-Elek. They are known for their abilities as fortune tellers and entertainers. Every year they travel north from their winter quarters, wander the area, and head south again the fall. In normal times they will winter near Bend, but in times of trouble they will head further south to Seareach City and camp in the established winter quarters there, which also includes a small Vilmian town.

    The Crystal Orb Tribe is especially large and well equipped as Vilmian tribes go, containing 60 members with 6 wagons. This group is particularly skillful and is known to contain at least one priest of Jerok as well as a larger than average number of fortune tellers and acrobats.

    Other Vilmian tribes in the area prefer to remain south of the Holbrook, although they may use the Old Cardolan Road to travel west to the Dinford area in peaceful times.

 

Gods of Erithnoi

Deities and Religion of Erithnoi

    There are many deities who are active in Erithnoi, and many others who have been worshiped in the past. Each of these deities has a sphere of influence. This is a particular aspect of life or the world over which the god exerts special influence. In some cases there may be more than one god who has influence over the same sphere. Usually their powers and exact influences diverge enough that they do not compete with one another. One might only be revered by a certain race or in a certain region. To make matters more confusing it is not uncommon for a single god to go by different names and have different aspects in different lands or among different races.

    The gods can be broken down into several groups. Some groups have related spheres of influence, while others share a cultural or racial identity. Sometimes these groups are referred to as pantheons.

 

 

The Old Ones

    The old ones are the most ancient and primordial of beings. They first came into existence when time began. It is said that the Old Ones have always existed and always will exist. Unlike the other gods the Old Ones do not seek out or need followers. They care nothing for worship and do not in fact even care if they have priests or worshipers. At times they may manifest themselves in various fashions for unknown purposes. In essence The Old Ones are completely foreign to the modern thinking races and totally indifferent to them. Their names and aspects are largely unknown and only a few tales tell of them. From time to time various groups have built temples to The Old Ones and performed certain rites which have allowed them to manifest priestly powers or warlock pacts with these beings. Such groups are generally very secretive or in remote places. The Old Ones are essentially beyond mortal concepts of good and evil, but they are fundamentally antithetical to all normal life in the world and any who deal with them are likely to become warped and insane.

 

The Elemental Gods

    Legends say that in the beginning of the world The Old Ones divided the whole universe into land and sea. This cosmic ocean is known as the Star or Astral Sea, and it lies beyond the edges of the world. The “land” became the roiling Elemental Chaos from which the material of the world of Erth comes. Where the Star Sea and the Elemental Chaos meet it is said that infinite worlds like Erth exist, like grains of sand on the beach.

    The creations of The Old Ones themselves have a kind of will. Their intermingling gave birth to the world, Erth, and to the first generation of its gods, the Elemental Gods or Primordials. They in turn shaped the world and created its first races, including the mightiest of the gods. These younger gods eventually rebelled against the Elemental Gods and overthrew them.

    The elemental gods were beings of primal power and untamed natural forces. They were worshiped and served by their creations, the first races. In modern times their power has been largely usurped by their children. Some groups, especially certain ancient races such as dragons and giants, still revere and worship these gods. Even amongst the younger races they still command a certain amount of respect.

    Temples to the Elemental Gods do exist, but they are only found in certain locations, usually in remote areas. They do not command large bodies of worshipers amongst the younger races. Priests do exist who serve these gods. For the most part they tend to certain sacred precincts and ancient temples which are sacred to the sky, earth, sea, etc. These priests serve as teachers, advisers and predictors of the behavior of the elemental forces of nature, not as leaders of the community or the heads of large groups of devotees.

    In many forms of elemental worship the priests worship all the elemental deities and there is no distinct priesthood for each one. Such priests must still pick one god which they most identify with and abide by the restrictions and benefits of that choice. There are also a few groups of priests exclusively dedicated to a particular elemental god.

    Elemental gods are rarely, almost never, revered directly by individuals other than their priests. They are instead impersonal forces which have a broad and continual effect on the affairs of all beings. It is not uncommon for sacrifices to be made in their names in times of natural disaster, but they are not named in oaths, or invoked for personal reasons.

    Since they were overthrown by their children they are also quite restricted in their ability to act. They cannot manifest aspects of themselves on Erth or take any kind of direct action. They are held imprisoned deep in the elemental chaos or in the far reaches of the Star Sea. Their influence is indirect, in the form of earthquakes, tidal waves, volcanism, etc.

 

The Younger Gods

    The younger, or everyday, gods are of two origins. The mightiest among them are the children of the Elemental Gods, who overthrew the rule of their parents long ago. Others are once mortal beings which have ascended to immortal status. A few are the result of liaisons between mortals and the gods or between gods and other lesser immortal beings.

    These gods are those which are worshiped every day by ordinary mortals of the younger races. These beings receive and sustain their powers primarily from the mental energies of lesser beings, their worshipers. Thus is very important to the gods to receive the worship, adulation, and loyalty of their worshipers. In order to achieve their exalted position and command the loyalty of their worshipers most gods have found it useful or necessary to form an aspect or sphere of influence. Thus one god might concern itself with law, truthfulness and oath taking, while another might focus on healing, and another striking down ones enemies. To a large extent a god's aspect dictates the areas in which it can be effective. A god of death will not be very good at calming storms at sea for example, but would be able to raise the dead or slay the living very effectively.

    Amongst these gods there are those of all different alignments. The gods are not in any large sense unified or  organized. Many of them, such as the main human worshiped gods, tend to band together and may often share goals, but they can also at times oppose one another. The only thing which generally unites the gods is even a hint of an attempt by the Elemental Gods to escape from their imprisonment and return to power.

 

Yilliki (Nature, Elemental God, unaligned)

    Yilliki of The Forest, Mistress of The Trees is practically the only one amongst the Elemental Gods who is worshiped alongside the younger gods. During the rebellion of the younger gods Yilliki sided with them against the other Elemental Gods. For this reason Yilliki is somewhat of an anomaly and has many dedicated followers and her own “temples”. Most of Yilliki's worshipers are human, but she is closely associated with things elvish, and like most gods revered by the elves and eldarin is often depicted as being of indeterminate sex. Most depictions however portray Yilliki as female. Her priests maintain great sacred groves of trees all across Erithnoi. They have a great cycle of tales of Gilmarth and Ilionen, ancient Tanaran heroes revered since pre-Cardolan times.

    Her holy days are 45 days out of phase with those of Otillis. They fall on the following days:

    1.    The tenth day of Erithnoi Than (Erithnoi).

    2.    The tenth day of Kar Than (Reaping).

    3.    The tenth day of Qur Than (Biting).

    4.    The tenth day of Goag Than (Goag).

    The followers of Yilliki help to maintain the balance of nature and especially preserve the forests and those things which live in the forest. They are somewhat divided between some groups which opposed to all further expansion of human civilization and the preservation of the untouched forest and less radical faction which believes in the integration of civilized and wild areas. Both factions frown on practices such as wholesale clearing of large areas of forest.

    About 40 years ago in Kinergh, during an evil humanoid incursion, the high priests of that area attempted to use the troubles as an opportunity to limit human expansion into areas which they felt should be left to nature. The evil forces were eventually dispersed and in the process their power and influence was much reduced. Still this philosophy is alive and well in the lands to the north of the Holbrook River. There a great sacred grove exists, Tlin-A-Yilliki, which is highly revered.

    The majority of Yilliki's followers take a more moderate line. They advocate the preservation and veneration of the wild lands but also believe that humans and other races have a place in the workings of nature. They oppose wholesale destruction of forests, but recognize that communities require croplands and that there is no harm in limited exploitation of forest resources.

    While forests are a particular focus of the followers of Yilliki in Erithnoi, in other parts of the world it is known that there are Yilliki cults which revere other sorts of ecologies such as deserts, grasslands, swamps, and forests. Even so trees are always seen as being especially closely associated with Yilliki.

 

Priests of Yilliki

    Priests of Yilliki teach the balance of nature and oversee rituals of veneration for nature, especially trees. Oak trees are particularly sacred to Yilliki and her priests may not cut them or use the wood of Oaks for any purpose. Planting acorns is an activity they frequently indulge in.

    Priests of Yilliki may be of any alignment, however they believe that nature is more important than laws or petty human ideas of morality.

    The implement of the priests of Yilliki is a specially carved piece of wood from an oak, usually made from an oak gall or some other unusual piece of oak. These are referred to as a killin.

    All priests of Yilliki must take the nature skill at first level. They may not wear metal armor. In addition to the standard channel divinity class feature powers they may use the following power:

Channel Divinity: Commune With Animals

Priest of Yilliki Feature

Calling on the favor of The Lady of The Trees, you enter into a rapport with a natural creature and ask it's favor.

Encounter ✦ Divine, Implement, Nature, Charm

Standard Action                                                         Close Burst 2 (5 at 11th level, 10 at 20th level)

Target: Each natural creature in burst

Attack: Wisdom vs Will

Hit: The creature will not attack the caster or his or her allies unless attacked first. The caster will gain +2 to all skill checks when attempting to interact in a non violent manner with the creatures. If the creatures are controlled, owned, or trained by another they receive a save to end this effect.

Miss: Target is stunned until caster's next turn ends.

Sustain minor:

 

Otillis (hunting, forest, greater god, good)

    Otillis Arteies, The Fire Bringer is the friend of those who carve a life out of the forest. He clears the forest and helps to keep down the numbers of evil humanoids and monsters. He is the special god of frontiersmen. Many great warriors have fought bravely in the name of Otillis. Rangers however are his favored followers. In the Kinergh the great Ranger Lord Lacol is the head of a powerful order of lawful good rangers, The Sons of Kinis, who keep a vigilant eye out for evil and protect those living on the edge of civilization.

    Priests of Otillis are usually found on the frontiers of civilization. They help protect the frontier's inhabitants from the hazards of the wilderness and frontier life. Almost any outpost or frontier village will have a small shrine to Otillis. Slightly larger communities or any spot where frontiersmen congregate will have a priest. Otillis' followers frequently find themselves opposed to those of Yilliki.

    Otillis is worshipped on the four corners of the year. These are:

    1.    Day 1 of Ter Darg (New Year).

    2.    Day 1 of Edarg (Council).

    3.    Day 1 of Tork Darg (Harfest).

    4.    Day 1 of Pro Darg (Needfest).

    Temples to Otillis are usually log structures containing a shrine to the god and quarters for the priests and staff. In many places these temples are the only lodging. Those in need of protection from weather, beasts, or monsters will be housed in the temple if no other space is available. Rangers dedicated to Otillis frequently have lodgings attached to one of these temples. Often temples will have a small stock of emergency supplies and even some light weapons. In a few particularly dangerous and uncivilized areas temples have been built as fortified outposts unto themselves, and may be garrisoned.

 

Ta-al (water, Elemental God, unaligned)

    Ta-al, Ta-Kur, and Uddu are all names by which The Spirit of The Waters is known. Ta-al and the earth spirit, Ergh, are said to have given birth to humans. Ta-al is also known as the destroyer, the ravager, a spirit which can exert tremendous constructive or destructive powers.

    Many races and peoples perform rituals to Ta-al. Those living in or near the oceans make regular sacrifices to Ta-al in order to insure that the ocean does not rise up in storm and destroy them. Ocean grottos, springs, and certain bodies of water are sacred to Ta-al. Sacrifices are cast into these waters and may consist of valuable objects, certain plants, food, or even living beings depending on who is making the sacrifice and for what purpose.

    Priests of Ta-al tend the holy sites, perform rituals, and oversee the sacrifices. These rites are held 3 times per year:

    1.    Day 2 of Ter Darg (New Year). This day is sacred to all the elements.

    2.    At the day of the highest tide of the year. This usually falls in the spring.

    3.    At the day of the lowest tide of the year. This usually comes in the fall.

    There are no alignment restrictions for Priests of Ta-al.

    There is no general large body of followers of Ta-al amongst the younger races. The god takes little, if any, direct interest in the affairs of earthly beings.

 

Teala (arts, oracles/prophesy, homes, greater god, good)

    Teala, The Inspirer, Speaker of Prophesies is the goddess of oracles, the arts, and the patron goddess of the home. She is the inspiration for all those who create works of art, be they literary, visual, or performing arts. She is also the protector of homes the source of good fortune in home life. Certain of her priestesses are also known for their prophetic powers and several great oracles are operated by her priests. Teala is particularly revered by humans, but also by dwarves and elves.

    Teala is closely associated with two other deities who are sometimes referred to as her daughters. They are the goddesses Paeim, and Werron. Paeim is a patron goddess of artists, and is sometimes portrayed as bringing both inspiration and madness. Werron is the patron goddess of prophets. These two deities are rarely worshipped in isolation from Teala and they do not have separate priesthoods. Instead the priesthood of Teala is divided into three separate orders, one group known as the Teala Eth are concerned with the home aspect, the others are the Teala Paeim and the Teala Werron, who involve themselves in their respective spheres. Paeim is particularly revered by both elves and eldarin.

    The Teala Eth is a very widespread order throughout Erithnoi. They rival the priests of Klay in popularity. Teala is revered in most homes and each has a small shrine or niche where figures of the goddess are kept and offerings of food are made to her each day. Most towns and cities have temples or larger shrines to Teala, often in combination with Klay, Lir, and Atul.

    Much like the priests of Klay, the priests of Teala also maintain a number of retreats, known as sanctuaries, to which persons may retire who do not desire to live in the outside world. Here they may work, study, and worship the goddess in a quiet secluded atmosphere.

    The priests of the order of Paeim are known for their patronage of the arts. They build theaters, in which plays of a religious nature are performed, patronize famous artists, commission sculptures and paintings, and generally encourage all the arts. Many rich and powerful persons give the priesthood donations with which to carry on this work. Their temples are known for the beautiful sculptures, frescoes, and decorative carvings which adorn them.

    These priests are still considered members of the priesthood of Teala and may perform all the rituals of worship, however they do wear a distinctive garb and are less common than the Teala Eth. Many of them are themselves talented artists.

    The priests of the order of Werron are usually to be found at a few sites where the goddess' oracles are located. These locations are temples or temple complexes to which believers make pilgrimages in order to hear the words of the goddess. The priests perform rituals involving rhythmic chanting, drums, and wild dancing. They enter into an ecstatic trance state during which the goddess sends visions and may even speak through the mouth of the priest.

    Priests of Teala are often lawful good, but may be of any good alignment.

 

Utule (seasons, time, greater god, unaligned)

    Utule, The Turner of The Wheel, The Changer, is the goddess of time, the four seasons, and change in general. She is closely associated with the minor goddesses Logoron and Mael. They are sometimes referred to as The Three Sisters of Life. 

    Priests of Utule carry out many rituals throughout the year. They are always present during any yearly religious event which is not excluded to them. They are the keepers of calendars and the great observers of the heavens. Each day has its own special prayer and each temple has its daily rituals which follow a pattern through the year but change slightly from place to place and year to year. The head priest of each temple is expected to use his ability to read the stars in order to determine the proper form of these rituals.

    The priesthood of Utule rarely involves itself in politics or other interests outside their own hierarchy and duties. Only when their temples are endangered or their beliefs are attacked do they find themselves involved in the world at large. A few unusual individuals do serve as messengers for the priests.

    The last day of each intercalary period is a holy day dedicated to Utule.

 

Klay (guardianship, protection, greater god, lawful)

    Klay, The Protector, is the guardian of civilization, the upholder of nations, cities, and even towns and villages. In fact rural dwellings and small communities are particularly protected by Klay. His priests are charged with the duty to protect dwelling places and their inhabitants.

    Priests of Klay will be found in any community which is threatened, either by natural disaster or other causes. They are also commonly found serving as protectors of anyone who is victimized, downtrodden, or otherwise defenseless.

    Shrines to Klay are usually located within inhabited locations. Many villages have small shrines dedicated to the god. Larger communities often have temples with cities having the largest temples of all. In some more remote areas a single temple may serve several small communities.

    A village which is of a size large enough to support a chapel will have a priest assigned to it and perhaps also an assistant. Larger temples may be staffed by several priests. One will usually serve as the head priest for the entire region. In some areas which are prone to invasion or otherwise hazardous there are strongholds manned by followers of the god who have a military function. These frontier forts are garrisoned by knights of one or another of the holy orders which are dedicated to Klay. Several of these forts are found in northern Gilduin and the Midrealms.

    Priests of Klay are expected to do everything in their power to accomplish their mission of protection. They will go on missions, engage in whatever politics are necessary, even raise armies or rebel against the rulers of the land to defend their charges. Frequently priests of Klay will be found assisting with the maintenance and training of the local militia. Providing equipment and helping to build defenses are common activities.

    Priests of Klay usually get along well with those of Atur and Gelin. Other community oriented deities are also looked on favorably, such as Otillis and Teala. The gods Ta-al and Elarno and their priests are disliked strongly. Legends say that ages ago the sea destroyed the great city of Cair Dhul which was patronized by Klay. This has resulted in the enmity which now exists and also the prohibintion against eating fish by priests of Klay. It is said that the inhabitants of the city were turned into fish by the god in order to escape death and they still enjoy his favor to this day.

    Priests of Klay are expected to be strong and capable of engaging in batle for the defense of their communities their powers are also mainly defensive in nature. They may be of any lawful non evil alignment.

 

Lir (sun, wisdom, greater god, good)

    Lir, The Lord of Light, Maker of The Sun, is the god of the sun and also a god of wisdom. He is also the god of inspiration and patron of priestly magic. Like Aura he is an enemy of the undead and other evil creatures of the dark.

    The priests of Lir perform daily rituals to celebrate the blessings of the sun. They are expected to be wise councilors and to inspire the believers to live good and virtuous lives. They are also expected to seek out and destroy the undead in addition to the their other duties. Priests of Lir also assist in the running of schools and provide much of the education available to ordinary people.

    Temples to Lir are located all over Erithnoi, and in fact are one of the most common types of temple. Large cities and rich kingdoms are likely to have one or more great temples containing many priests as well as scribes and other workers. Smaller nations or areas such as Kinergh which have less means may have only one or two smaller temples serving them.

    In addition to the temples the priesthood of Lir are also the keepers of a number of libraries. These are located in major urban areas. More rural areas are often the sites of retreats or abbeys where persons may retire who desire a quiet contemplative life. There they work and study. Places dedicated to Lir also have schools which offer basic education to all people.

    Holy days of Lir are the summer and winter solstices. The last day of Crackrock is also a feast day for the god.

    Priests of Lir are on friendly terms with those of Metis, Aura, Aris, and Olorin.

 

Nomok (war, greater god, unaligned)

    Nomok, Champion of The Gods, is the patron god of soldiers. He is the deity to whom warriors pray for strength, courage, and victory before battle. He is a stern god, those to whom he shows favor are victorious, the rest are destroyed.

    His priests are expected to be stern, strong, and courageous in battle. To run from ones enemies in defeat is a great dishonor. However it is permissible to withdraw if the tactical situation demands it. Thus Nomok does not frown for instance on guerrilla tactics.

    The duties of priests of Nomok include performing the proper rituals at the start and end of any war, campaign, or battle, and setting an example for the common soldiers. Rituals are also performed once each month during the new moon.

    Soldiers believe that the spirits of Nomok's followers who die honorably in battle are transported to a region of the afterlife in which they serve in the armies of the gods who will fight in the final battle between the younger gods and the elemental gods at the end of time. This is in fact true and may account for the willingness of priests of Nomok to sacrifice themselves in battle. Those who desert or flee from battle are destined to be consigned to the pits of hell.

    There are temples to Nomok in most lands. Anywhere warriors live and train is likely to have some sort of shrine or temple, and armies usually carry with them portable shrines. Often after a great victory a shrine will be built by the victors on the battlefield. Great warlords and kings construct temples in his honor and promote his worship in their armies hoping to attract the god's favor. His priests are found in these armies performing their duties. Each unit carries with it a small portable shrine and has a priest. to perform the proper rituals.

    In peace time the priests see to the needs of the soldiers, educating them in the proper worship of the god and instilling in them the virtues they represent. They also maintain elite units of followers who are known as Knights of The Red Sword. These knights are sworn to the service of the god and form temple guards and units of body guards for the high priests. In time of war these units are marshaled into companies who may always be found at the front of any battle.

    The priests of Nomok are on good terms with the priests of Atur, Gelin, and Lir but are hostile to those of Sawk and Bar.

 

Jerok (mischief, adventure, brewing, roads, greater god, chaotic)

    Jerok, The Trickster, thief of the gods is also known as the patron of roads and brewing. Jerok's appearance is always that of a male human of small stature, or of a halfling. Those who are followers of Jerok are involved in traveling, stealing, or are brewers.

    Jerok is the center of many myths and tales. These invariably involve the God in adventures in search of forgotten treasures, missions to steal artifacts from evil deities etc. He is the quintessential free spirit. He rarely has cares or worries and his plans never extend beyond the next meal or the end of the current adventure. He rarely, if ever, engages in combat with his opponents, being much more inclined to trick them, cheat them, or otherwise get his way through cleverness and even duplicity. It is no sin to tell a lie or cheat in order to get the job done.

    Only one day is sacred to Jerok, the 14th day of Atai Than, which is considered a good day for starting journeys or any other long term undertaking. A great feast is held, lots of beer is dedicated to the god (drunk) and so on.

    Priests of Jerok are expected to embody these same traits. They are not the types to work hard for a living or lead mundane lives. It is their part in life to keep things interesting. If life gets boring then they find some way to make it not boring, like stealing some treasure from a dragon, or burning down the local evil temple! This is not to say that they are selfish or randomly destructive. Jerok's causes are usually good ones and his priests are expected to be at worst interested in glory and adventure as a way to pass the time and add a little to their wallets. More often they will choose to adventure in the cause of good.

    The priests are also expected to use means other than brute force to overcome obstacles which they find in their way. It is considered much more worthy to trick an enemy into submission for example than to defeat him in combat.

    Jerok has only a few actual temples dedicated to his worship. Most of his adherents pay their respect to the god at whichever of his shrines they happen to come across These shrines are invaiably small, often unroofed, structures situated at crossroads. A passing worshipper or priest will stop at the shrine, pour the god a libation, and offer up a prayer for safety in their travels and adventures.

    The worship of Jerok is not as formal and organized as that of many of the other gods. The priesthood is only loosely organized, with higher level priests taking on followers and training them in the rites of worship as they see fit. One of their main duties being to promote the art of brewing which the god is supposed to have taught to man.

    These priests spend most of their time teaching or wandering the roads of the world. They give aid to travelers of good sort who are in need, seek out adventures, lost knowledge, forgotten crypts full of old magic and maintain the god's shrines.

    Whenever an area is traveled through which lacks these shrines it is the practice of these priests to construct them. This is a mission which is often undertaken by the more experienced and successful priests who have the funds available and the skills needed to convince local officials and inhabitants of the value of such construction. Each priest hopes to one day reach a level of ability and or wealth where he or she may dedicate one or more such structures. Lower level priests will often dedicate a portion of their income to the maintenance and repair of the existing shrines.

    Note that many Vilmian tribes are worshippers of Jerok. They have their own shrines which they carry with them but otherwise worship in much the same way as other priests.

 

Har (fire, Elemental God, unaligned)

   Haar, Harn, or Gharn, the Spirit of Fire, is the great flame, the very essence of fire, both the servant of man and the flames which consume those who are incautious.

    There are few who directly worship Haar; it is said to be a fickle spirit (some even say crule). Nevertheless many rites are performed on behalf of Haar. There are shines dedicated to The Spirit of Fire in many habitations, and holy sites exist anywhere that volcanic activity is encountered. Priests of Haar are usually known as keepers of the flame, and their temples always center on an everburning flame which they tend.

    Sacred days are not observed in the worship of Haar, but there are special rites which occur on the first day of the year.

 

Gelin (vengeance, greater god, good)

    Gelin is the patron of just causes, the avenger of the gods. He is more interested in justice than in the letter of the law. His priests are not above contravening the laws of the land in order to bring justice where it is due. This sometimes puts them in conflict with the priests of Atur, who are dedicated to the law as a principal.

    Those who have suffered injustice often swear revenge in the name of Gelin. He has been known to give aid to those who have suffered extreme injustice. His priests always try to right wrongs whenever they are able. A priest of Gelin must attempt to correct an injustice or bring to justice anyone who deserves to be punished.

    There are no holy days in the worship of Gelin, nor are there organized ceremonies. The priests of the god maintain shrines in his honor in most population centers. Those who have been wronged may come to these places and ask for the intercession of the god in their behalf. If the priests believe that the cause is just they will of course aid the petitioner in righting the wrong. These places of worship are usually maintained by donations from those who have need of the god's services or those who have been benefited by him in the past.

 

Hurn (animal life, greater god, unaligned)

    Hurn, the Horned Lord, Lord of the Animals, is the god of all animal life. He is concerned with the well being and continuation of animal species. Hurn, in his role as lord of animals, is also the master of the Animal Lords or Archetypes. These are the master types of each species or group of species, such as the Cat Lord, the Cattle Lord, etc. There are many of these archetypes, each being a power of roughly demigod level.

    Priests of Hurn are responsible for furthering the goal of their god, preservation of animal populations. Their duties include educating and advising people about how to best preserve animal species, actual conservation activities, such as aiding injured animals, and enforcing limits on hunting or other exploitation of animal species which might damage them.

    The last of these activities is the most difficult mission and may involve anything from scaring away animals who are bing hunted, or spoiling trap lines, all the way up to attacking hunting parties and even warfare against the agents of animal destruction.

    The priests of Hurn also maintain lodges or temples in areas where they are most active. Here they tend to animals and educate those who need to know about animal conservation. These lodges are usually not in areas which are heavily inhabited.

 

Ergh (earth, Elemental God, unaligned)

    Ergh, Erg, Erde or Urdu, the Earth Spirit is the elemental deity of the earth. While neither male nor female and having no defined physical form Ergh is most often pictured as female. A large fraction of her priests are also of the female gender. Ergh's special province is as the gold of geological phenomenon. It is the essential spirit of the earth itself. Mosters of the earth such as worms and umber huks are the special creations of Ergh.

    There is a great shrine to Ergh atop Mt. Holm in the Holburgs.

    There are also places around Erithnoi where the 'earthpower' may be felt strongly, one such place is Haud Lad in Kinergh, but there are many others, most of which are marked by standing stones or megalithic monuments. These monuments are very ancient and sometimes serve as the locations for important rites. They form a sort of network which criss-crosses the land, linking nodes of power together. It is said that the high priests of Ergh can use this network to gain power and communicate with one another over long distances.

    Rights of Ergh consist of special ceremonies performed at appointed times of year. Most of these ceremonies are held at the sacred places of the cult. Rites are usually held in silence or accompanied by ritual chants and drum beats. There are five commonly recognized days for these rituals. They fall on the following days of the calendar of Erithnoi:

    1.    Day 1 of Melen Than (Planting)

    2.    Day 19 of Bro Than (Sitwall)

    3.    Day 45 of Tork Dag (Harfest)

    4.    Day 1 of Sista Than (Newsun)

    Ter Hag, the first day of the first intercalary period, is the high day of the ancient Tanaran usage, all of the elemental spirits are placated by complex ritual to insure that the coming year is a good one.

    In areas which are prone to earthquakes, volcanic activity, etc Ergh is worshipped on a more regular basis. These areas have priests dedicated to the god, temples, etc.

 

Atur (law, rulership, greater god, lawful good)

    Atur The Lawmaker, is the chief of the gods. He is the god of kings and law. All laws are sacred to Atur. Oaths sworn in his name are also sacred and breaking such an oath is sure to bring doom upon the beraker. Kings are held to rule by the will of Atur and his priests have the right to crown all kings in lands which Atur is worshipped. The cult of Atur is the state religion in most of Erithnoi, including the Kinergh.

    Priests of Atur perform rites in his honor, preside over courts of law, act as witnesses and generally serve to uphold order and justice. If a law is unjust or detrimental to the welfare of the community they will work to change it, but they may not willingly defy the law.

    The second day of Council is the great holy day of Atur. On this day oaths are sowrn or reaffirmed, treaties are signed, kings crowned, etc. Rites are also held at any other time when the above activities are to bperformed. An offering is always made to Atur at these times. Usuallly taking the form of a sheaf of speciallly made silver tipped arrows.

    Temples to Atur are large formal structures located in or near major population centers. Many shrines to the god may also be found in castles and other places where leaders may be found. All court rooms are considered sacred to Atur.

    Most priests of Atur are male, but there are also female orders of priests. In Kinergh, which has an unusual equality between the sexes, these priestesses form the order known as the Olon-koi. They generally conform to the same rules as other priests of the god. The purpose of this order is to protect and uphold the Kingship of the Kinergh. Since there has been no king for almost 200 years they have directed their efforts at reestablishing the Kingdom. Tho order has its headquarters at the great temple of Atur north of Lad, Golnath Haud.

 

Aura (dawn, archery, lesser god, good)

    Aura, bringer of the dwan light, is the goddess of the dawn and also the patron of archery. At the beginning of each day she brings the dawn light into the sky, heralding the coming of Lir, the sun. Aura is both a great hunter and enemy of evil creatures which live in the dar, such as the undead. She slays monsters whit the arrows from her great bow.

    Priests of Aura are also known for their hunting down and destruction of evil creatures and undead monsters. Many of them are also renowned for their skill as archers. Their duties include performance of rights in honor of the goddess and guidance of followers.

    Major rites are conducted on the days of the spring and fall equinox at temples of Aura. These temples are usually set up as observatories for this purpose. There is also a daily ritual which is performed at the rising of the sun. Temples to Aura may be located anywhere in which enough worshippers are found. A famous and importan temple is lcoated on the peninsula of Erk. Another is found in High Hold and still another at Ladash near Torona in Gilduin.

    The priesthood of Aura is very friendly with that of Lir, the sun god, and they often have temple complexes in which both are worshipped jointly.

 

Daag (trade, prosperity, lesser god, unaligned)

    Daag, the Patron of Business, is also held to be the patron of some crafts. In this role he overlaps with the minor god Frell to a certain extent. It is said that rich men gain and keep their wealth by the favor of Daag. His temples are also wealthy and are located mainly in the major mercantile cities of Erithnoi.

    Followers of Daag adhere firmly to the principle that the favor of the god is shown by one's wealth. Daag rewards those who make clever business dealings. Pries of Daag are almost all successful guild merchants or manufacturers. His temples are richly decorated and equipped with luxurious living arrangements for the priests. Daag is not a god worshipped much by the common man.

    The major goal of the priests of Daag is to ensure that trade and industry prosper and that those responsible for increasing trade and wealth are able to do so. To this end the priests of Daag often engage in activities to promote trade. These include campaigns to reduce tolls and taxes, building of roads and harbors and the minting and regulation of coinage and weights and measures. They will also engage in diplomacy and exploration as a precursor to and adjunct of trading missions.

    Status within the priesthood is based in part on experience level, partly on political ability and partly on wealth. Characters must buy their way up the ladder by providing their superiors with money or businesses opportunities. The cost is proportional to the importance of the position sought. Appointment to a lesser position in a temple or to head a small temple in a minor trading center might cost a few 100 gp and be had at third level or even at lower levels with larger donations if the character can pass a diplomacy check. More important positions such as functionary in a larger temple or charge of a medium sized temple or several smaller temples can be had at 6th or 7th level for perhaps 6-10 thousand gp or twice that figure at 4th or 5th level. The figure might be only half as much with a diplomacy check. Aspiring to control of a greater temple or authority over an entire region containing several smaller temples might cost the character as much as 50,000 gp and the promise of a fraction of the character's personal income on a permanent basis to the leaders of the faith. This level might be attained at 8th or 9th level with a diplomacy check, but would mormally be possible at 10th level. 12th level and higher priests are considered to be leaders of the faith and one such character in Erithnoi is considered to be the high priest of Daag.

    The priests of Daag are on good terms with those of Elarno and Jerok. They are also on good terms with those of Klay. They are not on good terms with the priests of Nomok.

Eth (air,Elemental God,unaligned)

    Eth, Eathe, or Aethir, The Wind Spirit, is the Lord of Winds, the weather maker. He is the bringer and withholder of weather.

    The worship of Eth is perhaps second only to that of Ergh among the elemental spirits, at least amongst men. There are sacred places scattered across the countryside, and rites are held at frequent i9ntervals. There are five holy days in the rites of Eth:

    1.    Day 3 of Erithnoi Than (Erithnoi)

    2.    Day 15 of Kor Than (Reaping)

    3.    Day 12 of Goag Than (Goag)

    4.    Day 5 of Uroc Than (Crackrock)

    5.    Day 9 of Zee Than (Bracing)

 

Sawk (healing, greater god, good)

    Sawk is the god of healing and patron of all resotative and healing arts, places, and magics. All cures, indeed all life force, are said to flow from Sawk. His priests are dedicated to the task of healing anyone and anything which is in need.

    All that lives is sacred to the god. Killing or harming other life forms, except as necessary for food, is a crime. There is always a nonviolent way to solve any problem. Disease is caused by the victim living in a disordered or incorrect state, thus preventing the proper flow of life energy into the bing. Violence is just another disease and should be cured whenever possible.

    While priests of Sawk are extremely pacifistic they are not timid or afraid. They recognize the existence of evil and are dedicated to wiping it out, albeit through different means than those used by others.

    In order to carry out their sacred mission in life the god invests his followers with some very potent abilities, which they use whenever necessary to accomplish their ends.

    Temples to Sawk are invariably places of healing, rest , and meditation. They are usually constructed at places where mineral springs are found. or in settings which are restful and beautiful. Many of the temples are surrounded by extremely stylized and perfectly maintained gardens.

 

Thrul (strength, wrestling, boxing, lesser god, good)

    Mighty Thrul of the large fists is the embodiment of strength. His avatars and all depictions of him show him as a large hugely muscled man. His followers have a simple philosophy, it is better to be strong. The strong should protect the weak and help them.

    Priests of Thrul teach physical fitness and strength and endurance building exercises. They also sponsor wrestling and boxing matches which are sacred to the god. These matches are always relatively non-violent. The aim is to prove one's superior conditioning, not to harm your opponent. This is not to say that Thrul worshippers are pacifists. They believe that only superior strength can bring true security and they are willing to fight.

    Each summer in the week before the beginning of the fall festival the various temples of Thrul put on their games. If it can be arranged they also have larger games every few years in which athletes from an entire Kingdom compete against one another.

 

Imotnoi (messengers, gates, lesser god, unaligned)

    Imotni is the key master, opener of ways, keeper of the gates of time and space. He is also the patron god of all messengers, especially those who travel by magical means. All magical means of travel are sacred to Imotni, as are many normal gates and bridges.

    Imotni is neither maile nor female, instead he/she/it is completely androgynous. Whereas the elven deities are prone to manifest as both male and female forms at different times Imotni never has a determinable sex.

    Imotni is not a very extensively worshipped deity. Some magically inclined individuals pay homage to him, but he has few actual priests. Those priests which do exist usually busy themselves traveling to areas where places sacred to Imotni are located. They care for these shrines and instruct others in the precepts of the god. They teach that the multiverse is made up of many worlds and much of their teaching deals with lore about the inhabitants and contents of these other worlds. Priests of Imotni are the most likely individuals to have knowledge of the other planes of existence. Another major theme is watchfulness and guarding against possible ruptures in the fabric of the multiverse or incursions from other worlds. They will always seek to prevent experimentation with planar magic which is not done in a careful and controlled way. They are interested in such magics themselves, and always attempt to gain these “holy items” or knowledge of them.

 

Olorin (night, sleep, magic, greater god, unaligned)

    Olorin is the god of night, darkness, and the hidden forces of the mind. He is the dreaming god, the god of mystics and obscure knowledge. This also fits in with his role as the patron god of magic.

    Olorin is widely worshiped by humans, rarely by other races. His followers are found all over Erithnoi. Their temples are usually constructed underground and may be located anywhere. Usually the sites are chosen for their mystic significance. For instance there is a temple in the town of Tisloch in the Kinergh known as Er-Aracak-Yul, the Temple of the Springing Rock. It is in the town and houses a large rock which is considered by many mages to have mystical powers. Other temples are located far from any inhabited locations.

    Worship of Olorin revolves around certain mystical precepts which guide his followers lives. There are several forms of meditation and various exercises of mind and body which are supposed to provide benefits to health etc. Followers of Olorin tend to assign significance to everything they come upon and are sometimes considered overly credulous by others.

    Temples are places where the faithful come to find guidance and revere the god. Regular ceremonies are held at night every 5th day. Major ceremonies are held on the last day of each intercalary period. A ceremony consists of groups of worshipers chanting rhythmically and sometimes dancing. Each ceremony ends with meditation. Many of the details of these ceremonies are secret and are not revealed to outsiders.

 

Money in Erithnoi

    Many different monetary systems, from the elaborate currencies of the elves to the standardized coins of ancient Cardol have been used in the lands of Erithnoi. The following discussions will give general information about the major systems in use now and the past. Conversion factors for coinage of different types, and details of regulations regarding money in various realms are discussed.

 

Cardolan Empire

    The Cardolan Empire controlled most of the continent of Erithnoi from about 100 A.E. to 450 A.E. During this period of time there were several modifications and revisions to its monetary system. The basic system consisted of standardized minted coins of gold, silver, and copper. Several different coins of each type were minted at different times. These coins are still considered usable currency in many areas of the world, especially the Midrealms and Sildune, where no strong authority has control of the monetary system.

    The most important and standard of Cardolan coins was the Gold Phalter or just 'gold piece'. This standard coin is often used as the base from which other coinages value is determined. Gold Phalters were minted by the Empire from the late 100's to the early 400's and are still commonly seen today. Unfortunately many of these coins are badly worn and have shaved repeatedly. For this reason they generally only bring 80% of their face value when used for purchases. Many old treasure hoards contain these coins and those which have not been in circulation are worth full value.

    The Silver Cantir or 'silver piece' was the other main coin of the Empire. This was the coin used by most citizens for everyday transactions, the Gold Phalter being an awkwardly large denomination for small purchases. Silver Cantirs were valued at 10 to the Phalter and are only slightly thicker than a Phalter. These coins too have become badly worn and shaved and suffer the same loss in value as Phalters, but they are still commonly encountered.

    The Copper Vall or 'copper piece' was the third common coin of the Empire. It was valued at 10 to the Cantir or 100 to the Phalter. Copper Valls are not so common now as they were in the Empire. They were frequently remade into other items during the last few centuries, and being of low value were not as likely to be saved. Copper coins also have a tendency to corrode eventually. When they are encountered these coins also bring 80% of their original value.

    A number of less common coins were also minted by the Empire. These include Demi-Phalters and Demi-Cantirs (worth ½ a gold or silver piece respectively), as well as several other gold and silver coins. These include the Electrum Nolyar which is worth 1 Cantir but is half the size. None of these coins is very common and will bring 60% of their original value if spent.

 

Elvish Money

    Due to their lack of a concept of central authority neither the Elves nor the Eldar have  standardized monetary systems in the same way that human realms do. The elves have found it convenient to standardize their coinage to a certain extent however because they deal often with other races. The Eldar on the other hand simply do not have anything corresponding exactly to money and only rare individuals deal in commerce at all. Each elvish coin is a hand made work of art. They are typically made of either platinum, gold, silver, or bronze. The weights of these coins have become standardized over time in order to allow regular use and conversion. In addition certain shapes and designs are used to designate coins minted by particular elves or having particular values. The following 'denominations' are considered standard and current in the Elfan Holds of central Erithnoi. Note that human merchants in areas outside elvish influence are not usually eager to deal with these bizarre and non-standard coins. Thus elvish coins bring only 60% of their nominal value outside the lands adjacent to elvish controlled areas.

    Within elvish society itself coins have a somewhat different purpose than in human or dwarven communities. Elves base their transactions with each other on a system of honor in which the providing of goods or services to another is considered a good reflection on the giver. Coins may be exchanged as a way of tallying the obligations one has incurred by using their services. Thus elves may “pay” others in coin, usually of their own devising, but the theory is that the debt will be redeemed in service at a future time. Elves may trade these debts with one another to settle accounts, eventually the issuer will redeem them. An individual who incurs many obligations and redeems few is considered a poor member of the community. Is is not uncommon for such debts to be passed on from generation to generation within a clan. However it is also considered noble to forgive debts, and sometimes elves may simply discard or give away money, especially foreign money, which they are reluctant to accept in the 1st place.

    Platinum stars are the most highly valued and elaborate of elvish coins. They are considered to have a value equal to 10 Gilduni Gold Saldars. Each of these coins is a complex, hand carved work of art, usually star shaped or having a star motif. These coins are rarely seen in circulation, being so large of denomination. They are usually crafted as commemoratives or gifts and retained by the owner. Elves may give these coins to those they wish to reward and they are considered good luck pieces by many humans.

    Gold Suns or Gold Orbs are the standard elvish coins. They are equivalent in value to 1.5 Gilduni Gold Saldars, being somewhat larger and rarer. Suns are not usually as fancy as the Stars, but are still quite beautiful coins. The elves commonly use these coins in their dealings with other races. Many of them are in circulation in the Kinergh and the dwarves of the Holburgs will accept them at face value, having a good trade with the Elfan Holds.

    Gold Wheels are another gold coin sometimes seen, especially in the Midrealms. These are minted by the Eldarin Faryi Princes who once ruled that area and still live in the region. These are smaller than Suns and are valued at one Gilduni Saldar each. This is the only known example of Eldar regular minting of coins. However the Faryi are somewhat unusual amongst Eldar as they have chosen to continue to live in Erithnoi, whereas other eldar have departed into Fey.

    Silver Moons make up the bulk of elvish currency. These pieces are usually crescent shaped, although some are round even ringed, depending on the moon depicted. These coins are used by the elves for most of their own currency needs, each one being valued at 15 to the Sun or 10 to the Gold Saldar.

    Bronze coins are the lowest denomination in the elvish currency, being worth 10 to the Moon. These coins are not as standard in design or size as the other coins. They may be cast to appear as leaves, arrow heads, discs, squares or other designs. These coins are often seen in Kinergh and are accepted at their face value in that realm. In other areas they are usually taken at only half value or not at all.

    As stated elvish coins are not very standard. There are no official denominations and the above are only commonly accepted norms. There are also electrum coins, often called eyes, as well as many gold and silver coins of non-standard sizes and shapes. The elves themselves usually value them all about the same, but they ave complex methods of determining exact values when needed. Such coins are usually valued at their metal content in other realms.

 

Dwarven Kingdom of Dalcaroth

    The dwarves of the Holburgs are organized as a powerful, wealthy Kingdom centered on the City of Dalcaroth. They have a very strong and carefully regulated currency system. This system is basically similar to that of the human kingdoms and territories of Erithnoi. Since the dwarves are highly dependant on trade for their wealth, dwarven coinage is well respected and frequently available in the areas they trade with.

    The dwarves mint a variety of coins in gold, silver, copper, and red brass. All of these coins are finely crafted and of the highest quality. Traders accept dwarvish coin at a premium, giving 10% above face value for them.

    The Gold Anvil is the standard coin of Dalcaroth. It is one of the most easily accepted coins in both Gilduin and Kinergh, trading at a 10% premium as noted. This is a square coin with a small hole off center, often used by dwarves to string their money on “money lines”, the dwarven version of a purse.

    Other gold coins include the Sceptre, minted specially for the treasury of the Dwarven Kings of Dalcaroth, and the Dragon, a larger gold coin worth 4 Gold Saldars. These coins are less commonly seen in circulation. Indeed Sceptres rarely leave the vaults of the Dwarven Kings.

    The most common silver coin is the silver Aspergil. These are very common in Kinergh, representing a good fraction of the silver coins in circulation. An aspergil is valued at 10 to the Anvil. These are a small thick triangular coin.

    The copper flame is the common dwarven copper coin. It is valued at 20 to the aspergil. The flame is a fairly small rectangular coin. These are often called “beggars”, since they often fill the dishes of those who beg.

    The dwarves also use a red brass coin, known as a crown due to its ring shape. This coin is valued at 10 flames or 2 to the aspergil.

 

Gilduin

the most powerful human state in the western half of Kinergh is Gilduin. Its rulers mint a set of coins are are very well accepted in most areas of western Erithnoi. The Gold Saldar is considered the standard coin against which the values of other coins are measured. In theory the Saldar is equal in value to the ancient Cardolan Gold Phalter, but the Phalter has been devalued over time due to wear, clipping, and counterfeiting.

The Saldar is the standard gold coin and is sometimes simply called a “gold piece” in western Erithnoi. The Kingdom of Gilduin also mints another smaller gold coin called a Rossum, which is worth half a Saldar.

    The next lesser coin is the Demi-Saldar or Nock, which is an alloy of gold and silver, called electrum. These are valued at half a Rossum oar a quarter Saldar.

    Below the Nock is the silver Bar. Bars are valued at 8 to a Saldar or 2 to the Nock. Of least value is the Copper Cobb. Cobbs are valued at 4 to a Bar or 32 to a Saldar.

 

Kinergh

the monetary systems of the Kinergh are less organized than those of the neighboring areas. During the period of the Kingdom of Kinergh there was a stable currency modeled on that of the Cardolan Empire. The Kinergh coins traded at a lesser value than their Cardolan counterparts and the few left in circulation fetch only 50% of their nominal value.

    Later, during the period of the troubles in the 500's the minting of coins was conducted on a much less organized basis. Even after the Grand Duchy of Tisloch gained ascendancy during the late 600's many different coins were minted by local lords, towns, temples, etc. At this time there are at least 12 different mints operating in the Kinergh. Most of the coins they mint are only of limited worth and are difficult to exchange. Several of the more useful and valuable coins are listed below.

    The Tisloch Gold Saldar is minted by the Duchy of Tisloch. While it is not as good a coin as the Gilduni Saldar, it is worth its face value in Kinergh or Seareach City, and trades at 80% of face value in Gilduin and the Eldaran Isles. It is modeled on its Gilduni namesake.

    Silver Wheats are minted by the City Mint of Tisloch Town under authority of the Duke of Tisloch. They are valued at 10 to the Saldar and are accepted in much the same way.

    Copper Eights are heavy copper coins made by a variety of mints in Kinergh. They are nominally worth 8 to the Wheat, but actually trade at more like 10 to a wheat.

    Talimath mints a set of Gold Crowns, Silver Sceptres, and Copper Arbs which are valued at about 80% of the value of their Gilduni equivalents. The coins of Har, Alas, Thang, Questor, and Karlis are very similar but are usually accepted at 70% or less of face value outside Kinergh.

 

Monetary Conversion Chart

This chart cross indexes the different coins, giving a conversion factor from one to another. These conversions assume the most commonly accepted values for these coins and are based on values which would be current in Tisloch, Searchch City, or Cloven in the Eldaran Isles. Conversions in other realms may be slightly different. Note also that money changers charge a 1% fee for their services, or possibly up to as much as 10% if dealing with very unusual coins or those from distant realms.

 

 

Name

Value in Gilduni Saldars

Symbol Weight in pounds Notes
Cardolan Empire       ancient, but still in circulation
Gold Phalter .8 GP .01 mint coins are worth 1 (very rare)
Silver Cantir .08 SC .01 Mint coins worth .1 (rare)
Copper Vall .008 CV .012 Hardly ever seen anymore
Demi-Phaltar .3 DP .008 Rare and hard to change
Demi-Cantir .03 DC .008 Somewhat rare
Electrum Nolyar .06 EN .005 Nominally equal to an SC. Very uncommon
Elfan Holds       coins are not standardized, these are illustrative examples of more common types
Platinum Star 10 PS .05 Rarely circulated
Gold Orb/Sun 1.5 GO .015 Fairly common
Gold Wheel 1 GW .01 Fairy coin, seen mostly in the Midrealms.
Silver Moon .1 SM .01 Fairly common
Bronze Piece .005 BP .005 Not often accepted
Dwarves of Dalcaroth        
Gold Anvil 1.1 GA .01 Very well accepted
Gold Sceptre 1.1 GS .01 Rare but well accepted
Gold Dragon 4.4 GD .04 Very rarely circulated
Silver Aspergil .11 SA .01 10 per Gold Anvil
Copper Flame .0055 CF .005 20 per Silver Aspergil
Brass Crown .055 BC .02 2 per Silver Aspergil
Kingdom of Gilduin        
Gold Saldar 1 GS .01 This is the most standard coin in western Erithnoi
Gold Rossum .5 GR .005 Less common
Silver Nock .25 SN .01 2 per Gold Rossum or 4 per Gold Saldar
Silver Bar .125 SB .005 2 per Silver Nock or 8 per Gold Saldar
Copper Cobb .03125 (1/32) CC .01 4 per Silver Bar or 32 per Gold Saldar
Kinergh       all trade at about 80% value outside Kinergh and Gilduin
Tisloch Gold Saldar 1 GST .01  
Silver Wheat .1 SW .01  

 

 

Copper Eight

.01

CE

.01

Nominally worth .0125

Other Gold

.8

G

.01

Representative of minor coins of Kinergh

Other Silver

.08

S

.01

 

Other Copper

.008

C

.01

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