The edititng process is still taking place, so please understand if we have to modify portions of the guide for content and clearity. (July 27th, 2008)

 

 

Alliance Traverse City

Player’s Guide

Welcome to the Alliance Traverse City’s player’s handbook.  The Alliance is a live action role-playing game which allows you to play numerous types of characters and fantasy races.  The following guide has most of what an Alliance Traverse City player would need to know to play in our Horn's End Campaign.  The first section of this guide is all In-Game information that your character can know and make us of In-Game.  This In-Game section contains the history of the Horn's End area, a general map overview, a treatise on the realms surrounding Horn's End and other useful information. 

The second section of this guide is out-of-game information that includes tips to playing a character in a live action setting, a brief guide to Alliance combat and general information on the Alliance Traverse City Chapter.

           

Dedication

This players guide is dedicated to all those who went before us.  We dedicate it to those that serve as our inspiration, those who introduced us to the joy of this game and those who were our friends.  They will never be forgotten.   

 

(The In-Game Stuff)

A History Lesson

by

Lord Sinclair Saint Corbell, of the Kingdom of Valdanis

                I would never consider myself a historian, but I am my mother’s son and that has made very good at research.  I am an expert at going through volumes of texts, coordinating the efforts of other scribes doing the same and producing the most pertinent information for the situation at hand.  This article is on the history of Valdanis, and the realms that surround her, and is not meant to be taken as a concise account of historical fact.  Written history always takes on the perspective of the writer, with a good amount of gossip and rumor filtering its way in.  What we hope to accomplish with this  document is to, in some small way, inform the average traveler on the highlights of the  history of the realms up to the present day.  I have made use of the Thardarian Calendar Year and Months, which is currently the most widely accepted calendar of the realms.  The names of the Thardarian calendar months were derived, over many centuries, from a culture that existed long ago.  Our modern scholars refer to this culture as Ancient Hagen.  With the help of the recovered Malladonian Library, the discovery of the Lost Library of Valdanis and input from Arcane Conclave of Wisdom and Wizardry, the origins of the current Month’s names have finally come to light. 

Here is the list of those months, and their origins, so that you can familiarize yourself with them:

            · January From the Ancient Hagen calendar month Januarius, which was named for Janius, a scholar attributed with establishing the first school of Celestial Magic.

            · February From the Ancient Hagen calendar month Februarius, named for Febrian, an Earth Mage attributed with the discovery of the spell of Life.  

            · March From the Hagen March of the Warking.  The limited text refers to a battle at the end of the War of Unity.  A long fought war where the culture of Hagen had its aparent beginnings.  

            · April From the Ancient Hagen calendar month Aprilis. Named for the Hobling Bard Aprilis the Joval, attributed to starting the practice of an annual contest in which who could pull the best bluff.  Aprilis the Fool Day is still observed to this day, but is currently known as the Day of Fools.

            · May From Ancient Hagen calendar month Maius, named for the first woman Hagen Warqueen Maia.

            · June From Ancient Hagen calendar month Junius, named for Juno, one of the twin sons of Augustus, the last Warking of Anceint Hagen.

            · July From Ancient Hagen calendar month Julius, named for Julius, one of the twin sons of Augustus, the last Warking of Ancient Hagen.

            · August From Ancient Hagen calendar month Augustus, named for the last Warking of Hagen before the fall and decline of the Hagen civilization.

            · September Seventh month of an early Hagen calendar, from the Anceint Hagen written language septem, or seven.

            · October Eighth month of an early Hagen calendar, from the Anceint Hagen octo, or eight.

            · November Ninth month of an early Hagen calendar, from the Anceint Hagen written language nove, or nine.

            · December Tenth month of an early Hagen calendar, from the Anceint Hagen written language decem, or ten.

It is a matter of speculation on the reasons behind the current months being laid out in this particular order.  Especially when one considers that the last month of the year, the twelth month, is named after the Ancient Hagen number ten.  It could be that the Ancient Hagens structured their solar months in a way not yet discovered by modern scholars, or that when later cultures arrived on the scene they utilized the old names not quite knowing their origins.  Regardless, that information is somewhat lost to antiquity and may never be discovered.  

The Time Line

What follows next is a brief timeline, outlining various items of historical note.  I am more than certain that there will be scholars who would argue that there are more important historical events that should have been included in this text.  However, since I am the one writing this document, you will have to settle with those items I chose to include.  The years listed below follow the Thardarian solar year, with the years listed in the negative being in relation to the founding of the Kingdom of Thardaria.  

-10000                   It was around this time that the creation of the network of Stone Circles, also known as Dragon Gates, took place.

-8000                     A group of arcane Wizard’s, led by an extremely powerful Malladonian Elf Dragon Mage, performed an Elder Blood ritual.  The ritual was intended to protect their island from the prying eyes of unwanted visitors and also to protect themselves from enemies.  But, as the ritual began, something went horribly wrong.  In a blast of energy the island of Malla, also known as Conclave Island, disappeared from the Arden Sea

-7000                     This is around the time that the fall of the Ancient Hagen culture took place.

-3000                     This is when scholars agree that the fall of the Kingdom of Rom took place in what is known now as the Callastine Wildlands.  This Kingdom of the Romani was a proud kingdom and whose people enjoyed life under the rule of their king and queen.  That is, of course, until the Great Curse befell them.  Due to treachery of the King of Rom, every Romani is now cursed to walk the lands never to have a Romani king or queen.  It is said that no cure to this curse has ever been found.  The Romani, also called Gypsies by non-Romani, now roam the realms in caravans without lands to call their own.   The gypsies abandoned their kingdom and it has since grown into the Callastine Wildlands.  There are some who believe that this “Curse” of the Romani is just a way to excuse them from having to obey the laws of the lands they travel in.  However there is evidence to suggest that the Kingdom of Rom did indeed exist.  As brave explorers examine the ruins of the Callastine, maybe more truths about these elusive people will come to life.

-793                        A champion wins one of the Elder Dragon’s contests.  Four champions, chosen by the Elders, competed in a contest to find the one worthy to be a bastion of power.  This “bastion” was given the gift of foretelling the future, which came to him in visions.  His many prophecies came until he was driven mad by them and which also led to his death. 

-750                        In the vast land that was once held the Ancient Hagen culture, a constant state of war presided.  That was, until came a human by the name of Valdanis Daefell.  Being inspired by the selfless acts of a wandering group of adventurers, Valdanis Daefell discovered and called upon his blood power of the Phoenix to fell a great army.  Valdanis Daefell then gathered to him allies and led a great army to quell the fighting and bring peace to the land. 

-735                        After many battles Valdanis Daefell forged what was to become known as the Great Kingdom of Valdanis.  The kingdom of Valdanis prospered and soon Elves, Dwarves and Dark Elves joined under its banner. 

-600                        Advisors to the King, jealous of his power and popularity, attempted to convince Valdanis Daefell to relinquish his throne to a council of monarchs.  Valdanis had plans to hand over the throne to his newborn son when he was of age, but the advisors claimed that this would be a better way to serve the people of Valdanis.  After much debate and council, the king finally relinquished his throne.  It is not certain why the King felt it necessary to step down, or what happened to him after this.  History does not record in any text the fate of Valdanis Daefell.

-599                        One person, each representing the four largest population groups, stepped forward to sit on the council.  Yendra Sylnanetia (an Elf), Regrin Thunderaxe (a Dwarf), Quintek Lightbane (a Dark Elf) and Tevlin Malvandas (a Human) took up the mantle and bravely forged an alliance of their races.  Yendra became a queen, while Regrin, Quintek and Tevlin each became kings, creating the tradition of Valdanis being ruled by four Monarchs.  Most of the other races had refugees who were tired of war and flocked to the safety provided under the banner of Valdanis.  The only races in the area to decline were the Barbarian tribes and scavenger races of the Northlund and the roving caravans of gypsies who would allow no one to rule over them. 

-495                        A pair of unicorns, defending their grove, stopped a dragon mage from laying claim to their domain.  The dragon mage killed the mare, but its mate sacrificed its life to invoke some of the “Elder Blood” magic.  This act defeated their enemy and hid their grove from evil for well over a thousand years.

-462                        A great golem army invades Valdanis following a great general who could cast ritual magic at will.  The army hit Valdanis time and time again in many bloody battles.  It seemed that the Great Kingdom of Valdanis was to slowly lose to this invader.

-475                        Demetris, the stone elf chancellor of Valdanis had delivered very somber news.  It looked as though the armies of Valdanis were to lose this war and that there was no hope of victory.  However, the Stone Elves did have a plan.  This plan involved ancient Elder magic but that would come at a cost to the monarchs of Valdanis, it would cost them their lives.  If they would be willing to sacrifice themselves, the Stone Elf mages could cast a ritual that would end in the defeat of the unstoppable being referred to as The Golem General.  Queen Yendra Sylnanetia and King Quintek Lightbane, along with the new Dwarven King Braggor Thunderaxe and the current Human King Telvin Malvandas the 4th, went forward to meet their fate.  The courageous kings and queen of Valdanis agreed with the advice of the Stone Elves and met the Golem General on the field of battle.  The Stone Elf ritual mages cast their Elder ritual and the Golem General vanished from existence.  The Kingdom of Valdanis cheered for their victory while morning the loss of their monarchs.  Without their Golem General, the Golem army had no direction and it fell easily to the remnants of the Valdanian forces.

-470                        After a time of mourning, the Kingdom of Valdanis set about to select their new Monarchs.  By tradition, the Monarchs would be selected from the original four founding races of Valdanis.  However, there were many races that lived in Valdanis and now they were challenging this.  Nobles from across Valdanis started to choose those among them who they thought would be worthy, regardless of race.   

-465                        The Kingdom of Valdanis, still without rulers, is lain siege by inner bickering and self important posturing.  Tragically Larellia Sylnanetia, one of the Elven nobles vying for a seat on the throne, was found dead in her bed. 

-464                        Larellia’s nephew, Nelthanis, takes his aunt’s banner as his own.  Her death was to make her seen as a martyr amongst the people of Valdanis.  Under this banner, Nelthanis is selected by all the nobles as first of the new monarchs of Valdanis.  Circumstantial evidence points to the Dark Elves as being responsible for the death of Larellia.  Armed with that trivial evidence, and a burning desire for justice, Nelthanis Sylnenetia makes his first royal act as King.  He decrees that all Dark Elves are to be banished from the lands of Valdanis forever for their treachery.  Being honor bound to the words of the monarchs of Valdanis, the Dark Elves leave Valdanis for their secret ancestral home, the city of Axallar.    

-460                        After four years of economic decline, the Dwarves are the first to believe that Valdanis has had a curse placed upon her and they abandon Valdanis.  The mountains and Dwarven families of Ragandar welcome them home as they leave the Kingdom of Valdanis

-452                        The Dwarves of Valdanis, after returning to their ancestral home of Ragandar, discover much has changed.  Two sets of Dwarfs, the Ragandar Dwarves lining in the mountains and the ones returning home from Valdanis, have many differences in opinion on how to govern their people.  The end result of the differences end in a bloody civil war and the formation of the Empire of Ragandar.  The great city of Thoradin becomes the center of the Empire and their seat of power.  The imperialistic government is run by a council of elders representing all of the Dwarven families, all swearing fealty to their new Caesar-Thane Danto Splitstone.

-450                        More of the people begin to leave the Kingdom of Valdanis as the rumors of the lands being cursed grow.  The races are segregating again and there is a threat that race wars may begin.

-447                        Desmir, a Dark Elf breaking his vows of honor, still lived on in Valdanis.  He wanted nothing less than revenge for his peoples disgrace.  He accidentally awakens an ancient sleeping power known only as the Inquisitor.  The awakened entity unfortunately believes that their only two true races, Humans and High-Orcs, and all other races should be destroyed.  Desmir barely escapes with his life. 

-446                        The Inquisition of the Kingdom of Valdanis begins and all the “unworthy” races flee in its wake.  Some even taking to boats and fleeing to lands across the sea.

-444                       To escape the inquisition, the Stone Elves, Biata and Sarr of Valdanis retreat to the south and over time form the Triad Confederacy.

-442                        The Founding of the Free Island Nation of Pessic.  The Hoblings of Valdanis escape the inquisition by colonizing an island off the coast of Cursed Valdanis.  They found the island city of Pessic and it is now the most prosperous city in the realms.

-430                        After battling the Inquisition for more than a decade, the Elves of Valdanis flee and arrive in their old ancestral lands of Evandell to reclaim them.  The High-Ogres living in the area begin a bloody war with the Elves.

-421                        The war with the High-Ogres ends with the Elves as the victors.  The remnants of the High-Ogres migrate north to avoid the Elves.  They wander directly into the land now inhabited by the Dwarves of Ragandar.  A second High-Ogre war begins and many Dwarves believe that the Elves of Evandell set them on them intentionally.

-419                        The Second High-Ogre war ends with the Dwarves as the victors.

-418                        The remainder of the High-Ogres retreat to the northwest and wander into the lands of the Northlund Barbarians.  However, instead of a war, the Northlund’s strange series of superstitious beliefs cause these clansmen to welcome these newcomers with open arms.

-400                        All the races, except the Humans and High-Orcs, are gone from the once great Kingdom of Valdanis.  The Inquisitor, his inquisition complete, returns to his slumber. 

-395                        The curse made real.  It was at this time that the rumored curse of Valdanis becomes real as a strange black fungus appears.  It starts growing on all plants and wood causing crops to fail, wooden houses to rot and decay.  The curse deepens and dark deep clouds veil the land in perpetual twilight.  Minions of undead creatures begin to walk the land.  The remaining people of the cursed Valdanis flee south to the safety of Duchy of Ebrindale, which for some reason is spared the physical curse of the rest of Valdanis.  They flee there while the rest of the former Great Kingdom of Valdanis is left to rot and crumble.

-280                        The Duchy of Ebrindale starts the taking of slaves to help with the building of their Duchy.  The new Duke of those lands also authorizes the study of Necromancy, to better understand the creatures that plague the lands of Valdanis.

-270                        The Mystic Wood Elves of the Faldric Forest are unhappy with the policies of their new northern neighbors in the Duchy of Ebrindale.  They begin nightly raids liberating slaves from the Human’s slave camps.

-265                        The Humans and High-Orcs of Ebrindale begin a war with the Mystic Wood Elves of the Faldric Forest Battle ensues for a hundred years, but the armies of Ebrindale could never find a way to penetrate the mystical veil of the Faldric Forest.

-265                        The end of the 100 year war between Ebrindale and the Faldric Forest.  The Duchy of Ebrindale retreats to its borders and does what it can to strengthen them from any other incursion. 

-25                          Across the Arden Sea, the despotic rule of the Palantine Empire faces an uprising.  A young man, by the name of Tharden Steelheart, starts an insurrection.  Tharden lived by a moral belief system, known now as the code of chivalry, and many flocked to his charismatic leadership.  He formed a small kingdom called Pendell and King Tharden, along with his knights and army, fought the tyrannical rule of the Palantine Emperor, Vadius.

-20                          Seeing the noble heart of King Tharden, Pendell’s southern neighbors, the Elven kingdom of Malladonia, joined Tharden in the battle against the Palantine Empire.  In the final battle with Palantine forces, Tharden killed Emperor Vadius.  Vadius permanently died that day and his evil rule ended with him. 

1                              The war with the Palantine Empire cost both kingdoms much as they were severely weakened by it.  To ensure their mutual safety, the two kingdoms signed the Treaties of Fealty, which created the Kingdom of Thardaria.  The laws of Thardaria were then based upon the code of chivalry that inspired both the people of Pendell and Malladonia to do great deeds.

150                         The Founding of the Guild of the Celestial Star.  The Duchy of Malladonia creates the order of the Celestial Star, a fraternity of celestial guilds dedicated to the expansion and research into the celestial arts.

283                         A great dragon came though the mists and settled in the Callastine Wildlands.  Many of the denizens of the Callastine Wildlands fled across the Luenda Strait into the Duchy of Ispald.  The Ispaldians were besieged by hoards of savage creatures and felt that they must destroy the dragon to stop the overwhelming tide of insurgents.  A group of heroes were chosen to enter the Wildlands and slay the dragon.  The heroes resurrected moments after challenging the dragon.  The dragon, apparently tired of the poor sport in the Callastine Wildlands, decided that the heroes were more interesting and sought them out in Ispald.  The dragon rained fiery destruction on the Duchy of Ispald for days before a High-Ogre hero, by the name of Martra, entered into battle with the dragon.  Martra fought hard and long but it seemed that the dragon had the upper hand over her.  In her hour of need, a Sarr named Ryant and a High-Orc named Frentis came to her aid.  With their combined might they were able to defeat the menacing dragon.  The alliances of these three proud people exist even today, as is evident in the beliefs of all of those who live in Ispald would gladly die for the other.

742                         In the northern Duchy of Thardaria, Calvania, Dame Talwynne Proudfeather saw her husband leave Calvania for the last time.  The Biata Lord Cherak Proudfeather had set sail to investigate a mysterious ship seen off the coast of Calvania.  Reports were that this ship was 300 ft. long and 60 ft. high.  Lord Cherak and the entire Calvanian navy met the ship somewhere in the Arden Sea and survivors say that the strange ship turned towards the navy and propelled itself towards them at an impossible speed.  The only description of the crew manning this strange ship was that they were shadowy humanoids.  The ship ran a course straight for Lord Cherak’s ship and plowed into him.  Instead of a thundering crash, there was only silence as both ships disappeared.  No one knows what this ship was, why it targeted Lord Cherak’s ship or why the two ships disappeared without a trace.  Dame Talwynne was devastated when she heard the news and refused to believe that her husband was gone.  Some say she went mad, but she spent the rest of her time arranging the building of the largest lighthouse ever seen.  She named it the Beacon of Hope and every night its fire burned brilliantly in the hopes that it would lead her beloved home.  Lord Cherak never did come back and Dame Talwynne spent her final days in the Beacon of Hope staring off to sea.  After her permanent death, rumors began to circulate about a ghost haunting the lighthouse.  Mysteriously to this day, even without oil to fuel the flame, the fire atop the lighthouse still burns at night.   

994                         The Rage Lands have always been a dangerous place, but due to the Rage Dwarves in the kingdom of Yorn it has become even more so.  Reports have been coming in that they have discovered how to make a strange black powder that can cause a tremendous thundering boom.  When the Rage Dwarves of Yorn are happy, it only means trouble for the rest of the realms.

1198                       The magic of the sacrifice of the Unicorns wanes and the veil that protected the Unicorn’s Grove falls.  This magical veil caused mortal eyes to look over the place as if it did not exist.  A trade ship from Thardaria, after leaving the Island of Pessic, is caught in a terrible storm.  Captain Bowman of the Thardarian ship the Mercantile skirts the shoreline of Cursed Valdanis, much to alarm of the crew.  The storm suddenly subsides and the Mercantile finds itself off a strange green valley.  The sharp contrast to it and the cursed lands is exciting news and the Captain of the Mercantile takes this news back to the King of Thardaria.

1199                       The discovery of the fertile green delta that was to become the Colony of Horn’s End excites many nobles of Thardaria.  The possibility of the Curse of Valdanis lifting and the possible treasures in the ruins, prompts the King of Thardaria to authorize the expedition of the lands.   

1200                       The first explorers of the old groove find a sad sight.  The remnants of a pair of unicorns are found and one of the unicorn’s horns is actually found intact.  An Earth mage, upon touching the horn, is treated to a vision which depicts the final moments of the unicorns.  This knowledge causes the explorers to give this new found land a name.  If the fall of such a noble creature saved and protected this land, then the unicorn’s sacrifice would be honored in the lands name.  The area became officially known as “Horn’s End” as the story made it’s way to the King’s ear.

 

1202                       The founding of the Colony of Horn’s End.  This is sure to be seen as monumental moment in history.  For it is the founding of this colony, that sets into motion events that lead to the reforming of the Kingdom of Valdanis.

1204       May                        A strange creature, known as Kyell, contracts adventurers to open

the four tombs of the Kings and Queen of Valdanis.  This act tricked them into a series

of events that cause the eventual awakening of the Dragon Mage Golem General Kaxxax.                      

1205       June                         A knight of Thardaria, Nathanial Daefell, is made a Duke of the new Duchy of Concordia.  Shortly thereafter, a short conflict with the Duchy of Ebrindale begins.                         

1205       July                          The Attack of Caldriss Keep, the stronghold of Ebrindale.  This attack ends the short war with Ebrindale and their leader, Duke Edrick, disappears in the fighting.

1205       September             The death of the King of Thardaria.  The noble king of Thardaria dies in his first visit to the new Duchy of Concordia and the city of Horn’s End.  It is determined that the King died from severe old age and not assassinated.  However the King left without naming an heir to the throne.  The King had hoped that his son would return from the quest he went on and was to name him heir when he did.  The lack of a named heir causes the Kingdom of Thardaria much grief as the nobles vie for the seat of power.  

1206       January                   Dinner at Daefells – Duke Daefell names his First Ducal Knight

Sir Garoth Sudicar.  The Vassal Knights Sir Corith, Sir Havok, Sir Lucious, and Sir

Silverbane are also named.

1206       May                        The Dragon Mage Kazaxx completes his awakening and begins anew his assault of the lands of Valdanis.  After a great battle, he was defeated by the adventurers of Horn’s End.

1206       June                         Negotiations for land rites in old Ebrindale take place.  The leaders of the Tribe Lands of Meril and the Duchy of Ebrindale meet in makeshift kingdom of Hoggany to decide the fate of Caldriss Keep.  After tense negotiations it was decided to make Caldriss Keep a free city, administered by the Elves of Malladonia.  It was also decided that the lands of both Ebrindale and the Tribe Lands of Meril would be protected by the military might of the Tribe Land’s High-Orcs, while the Humans of Ebrindale would handle trade goods, support and things of a scholarly nature.

1206       August                    Adventurers rescue the Prince of Thardaria, Thardane Gallador, from rogue Satyrs.  They escort the Prince to the Stone Circle and send him to Thardaria.  Shortly after his return he is named King of Thardaria.  However, policy changes made by him cause the Duchy of Malladonia to end their relationship with the Kingdom of Thardaria and return themselves to their status as the Kingdom of Malladonia.

1206       October                 Heroes battle the Dark Lord.  Duke Daefell falls in the battle with him.

1206       November             A funeral for Duke Daefell is held.  His body is to be consumed by

fire, which is the custom of the Daefell family.  During the funeral ceremony a burst of

powerful energy erupts from the funeral pyre.  The resulting blast wreaks havoc with

the local Permanent Circles of Power.

1207       February                A state dinner in the newly reformed Kingdom of Malladonia takes

place to honor the passing of Daefell.  A spy sent from Thardaria is in attendance and

identifies those there from Concordia and they are then considered traitors to Thardaria.

1207       March                    Adventurers explore a possible hideout for the missing Duke Edrick and discover that there is more to the new King of Thardaria than meets the eye.

1207       April                       News of a false king in Thardaria prompt the king’s former guard, the Red Scarves of Ispald, to take action.  They assassinate the false king in his own throne room, only to discover that the King is actually something called a Simulacrum Golem.  However, the damage to the Honor of Ispald is already done.  The Duchy of Ispald banishes its Human duke and sets itself up as the Kingdom of Ispald.

1207       April                       Creatures from the demi-plane of Mirth invade Horn’s End.  Adventurers participate in a series of games to rescue Concordian citizens from their clutches.

1207       April                       Adventurers accidentally travel to the past and encounter Valdanis Daefell as a young man, before the founding of the Kingdom of Valdanis.  The adventurer’s actions inspire Valdanis and allow him to awaken the “Elder Blood” within him.  Their actions, and his, lead to the eventual founding of the Kingdom of Valdanis.

1207       May                        The Dark Lord’s minions attack Horn’s End and heroes rise to take on the challenge.  The vampire general Demarco is finally laid to rest by his kin, while the key to destroying the Dark Lord is found.  The adventurers venture forth and destroy the Dark Lord and ultimately fulfill the prophecy that allows for the return of Nathanial Daefell.  The new King takes the throne in Valdanis City and sets about the rebuilding of a Kingdom.

1207       June                         The people of Pessic go though the Ten Year Audit.  This audit establishes the Lords of the Guildhouse of Lords, with the richest Hoblings of their respective shires being selected for membership.  From their number a Prime Minister is selected and that Hobling is, of course, the richest member of them. 

1207       August                    A woman by the name of Vespa is released from her temporal prison and sets about the destruction of rest of the Seven.  Adventurers from across the face of Fortannis help to defeat her as they journey to the Center of the Mechanism of Time.  It is there they retrieve energies that help in the defeat of Vespa and in the restoration of the Elder Dragon of Time, Vortex.

1207       September             The newly reformed Kingdom of Malladonia is set upon by a strange enemy.  Apparently a young girl with extraordinary powers, awakens the memories of the Palantine Empire.  The forces unleashed have necromantic powers and they in turn awaken a host of undead to swell their ranks.  In an effort to protect the lands from this seemingly unstoppable foe, Queen Corbell and the inner circle of the Celestial Star, perform an “Elder Blood” ritual.  This ritual created a magical barrier that traps the awakened memories within.  The remainder of the Malladonian people retreat to the new Kingdom of Valdanis.  The Queen and her son Prince Sinclair are trapped within this Magical Bubble, until adventurers come through the only back door to rescue them.  They not only rescue them, they also retrieve a magical artifact called the Heart of Malladonia, trap the Elder Dragon Terror and they also helped in the destruction of the same back door they entered, preventing all trapped within from escaping.

1208       January                   King Daefell takes the Queen Corbell to be his bride and the new queen of Valdanis.  The private ceremony takes place in the reclaimed Royal City of Valdanis.  The new King and Queen make plans to travel to Horn’s End for one of several receptions to honor their union. 

1208       February                A reception is held in Daefell Manor in Horn’s End.  Amid the celebration a scholar arrives to pass on important news.  The possible locations of the “Artifacts of Valdanis Daefell” have been discovered.  This news also tells that these artifacts can not be recovered from someone of the Daefell bloodline.  Future expeditions are planned as the King makes arrangements for their recovery.

               

If some of these last entries seem cryptic or lacking information, I am sorry.  I am more than certain that if you were to ask some of the more seasoned adventurers of Horn’s End, they could enlighten you with a much grander tale that I could ever possibly scribe within these pages.    

 

 

Of Horn’s End

The Guilds of Concordia

            In Horn’s End, there are several guilds that provide a service to the town, teaching the citizens skills to protect themselves and allowing them to prosper in Horn’s End.  Each guild has select skills available for the populace to learn.  If one wishes to learn more advanced skills, than they may be required to join their respective guild and earn the rights to the secrets of the guild masters.

           The Knights of the Silver Talon, the fighter’s guild, provides some basic services free of charge.  Trained in the art of martial combat, the guild members will teach citizens how to wield a weapon, the intricacies of wearing armor or the use of a shield.  As an added service the guild members can teach the following skills for 8 silver each:   Florentine, Two Weapon, Style Master, Weapon Master, Disarm, Weapon Proficiency and Parry.

               

The Anthrexia School of the Mystic Arts specializes in training people in celestial magic.  They will teach citizens to Read and Write for 1 silver as well as the skills which will allow one to read magic scrolls, or to Read Magic, for 5 silver.  They will also teach  the skills necessary to cast celestial magic.  They will teach Spell Levels to the general public until level three.  If you wish further your studies with them, then you must formally enter the school as a student.  Spell levels will be taught at the price of 2 silver per spell level.  For example, a 4th level spell slot will cost 8 silver pieces to learn.

The Keepers of the Horn, who run the healer’s guild, will give guidance in the techniques of First Aid, Healing Arts and the teaching of Earth Spells.  They also provide for the resurrection needs of Horn’s End and the surrounding areas.  For membership inquiries and costs of learning a skill, please inquire within.

If you wish to learn a trade or craft, you should visit the Merchant’s Guild (also referred to as the CME or Central Mercantile Exchange) to receive your apprenticing.  The following skills may be taught for the cost of 4 silver per skill:  alchemy, blacksmith, create potion, create scroll, create trap, and herbal lore.

The Heart of the Phoenix provides basic celestial guild services within Horn’s End.  Identifying magic items, teaching spell use and the selling magic scrolls.  The costs vary, so do inquire within. 

If rogue skills catch your fancy, then you might want to seek out the Krimson Key, that is, if you can find a member and earn their trust.  The Krimson Key rarely trains non-members.  For more information on what they can teach you, seek them out.  Be on your guard if you do go looking for them, for most members of the Krimson Key are not found to be trustworthy. 

 

 

A Map of the Realms

Now, when one looks at a map of the Realms, you will see where all the kingdoms, duchies and countries are.  I will try my best to give you a brief description of each of these places, so you can get familiar with them and those that live there.  The lands descriptions will somewhat follow the general map as if you would read it left to right and top to bottom.  This is so that you might follow along and familiarize yourself with where each of the lands are located. 

 

The Map of the Realms, July 1208 

 

 

The Kingdom of Thardaria

Ruler: King Regibald Laramy

Heraldry: Silver Gryphon on a Blue Field

 

The Thardarian Duchy of Calvania

Ruler:  Duchess Caetaria Aviar (Biata)

Heraldry:  Gold Watchtower (outlined in Black) on a White Field

Races: Biata and Stone Elves

The tall peaks of the Duchy of Calvania stand in stoic silence watching over the northern lands of the Kingdom of Thardaria.  The mountain city of Dusaldane is the residence of the noble race of Biata who have sworn their fealty to Thardaria.  Also nestled in the mountains is a great valley, which is home to a community of Stone Elves.  Their city of Wollington is a place where many retreat for uninterrupted meditation and practice in the healing arts.  The Duchy of Calvania is filled with large rocky cliffs that have become a solace for knowledge seekers and many a tower built there is dedicated to their pursuits.

The Dusaldane Biata

                In the nestled amongst the beautiful northern mountian peaks of Calvania is the found the city of the Dusaldane.  This city is home to the Biata of Thardaria and it is first bastion of defense against possible northern invaders.  The Dusaldane Biata are a proud and noble race that, over time, have found themsleves to be the caretakers to what they consider the ‘lesser’ races to the south.  More than one Biata have found themselves in the service of their Kingdom in the Thardarian knighthood.

                A Dusaldane Biata is raised from birth to the ideals of Thardarian chivalry.  They believe that the path to betterment is paved with self-discipline.  No one is harder on a Dusaldane Biata then they are on themselves and their character is built through hard work and self-sacrifice.  No one is quicker to champion a cause they feel is right.

               

The Saladian Stone Elves

                In the Duchy of Calvania is the land of the Saladin which is the homeland to the Stone Elves of Thardaria.  These Stone Elves have built there great towers dedicated to both the study of the arcane and healing arts.  The stone elves of Saladin are dedicated in their teaching of magic to the citizens of Thardaria.  The King of Thardaria usually relies on the Stone Elf logical and clear thinking in times of crisis.

 

The Thardarian Duchy of Agria

Ruler:  Duke Dorrin Hammerheim (Dwarf)

Heraldry:  Red Anvil on a Gray Field

Races: Dwarf, Human and Hoblings

The fertile lands in the duchy of Agria provide most of the produce and livestock for the Kingdom of Thardaria.  The farmers of Agria gather in the Agrian city of Breckingham to sell their wares and give their taxes to the kingdom.  The mountins that overlook the Duchy, like a massive wall to the west, contains the Dwarves of the Hammerheim.  From their mountin city of Strolm, these Dwarves protect the citizens of Agria as their appointed defenders. 

The Dwaves of the Hammerhiem

The Dwarves of the Hammerhiem built their great city of Strolm over many centurys.  It is a city of grandeur which reflects the Dwarf’s love of shaping stone.  The Dwarven culture is filled with many time honored traditions, in which no Dwarf of the Hammerheim would dare to break.  Elders are given their due respect that comes with their the gray in their beards and their wisdom and council are often sought out by the younger Dwarves. The honor of the Hammerhiem is legendary and it is a common reassurance for a Dwarf of the Hammerhiem to swear upon their honor.  The highest honor bestowed upon a Dwarf of the Hammerhiem is to die defending their country.  Their patriotism is secondary only to their honor.

The Hoblings of Agria

                The Hoblings of Argia are the original inhabitants of the land, although now they can be found  throughout the kingdom of Thardaria in every city.  These citizens of Thardaria love good food, song and friendship and it is common to see several Hoblings in any given tavern being the center of attention with a good tale or song.  These jovial visitors, unfortunately, also have a social stigma upon them.  Appartenly, it is due to the amount of times that items have come up missing while being entertained by Agrian Hoblings.  This makes it hard for a Thardarian hobling to shed their roguish reputation and that it is a most gave insult to refer to one of them as a thief or rogue, even if it is their chosen profession. 

The Thardarian Duchy of Pendell

Ruler: Duke Axiar Salvell (Human)

Heraldry:  Silver Gryphon on a Royal Blue field

Races:  All

The Duchy of Pendell is the seat of power for the Kingdom of Thardaria, whose ideals of chivalry and honor have propelled the kingdom into a time of prosperity.  Many colored banners and bannerettes fly proudly above the royal city of Angard, but none fly higher than the kingdom’s own colors of silver and blue emblazoned with a griffon.  Pendell being the seat of power for Thardaria it shares its colors with the King.  Castle Thardar, which resides in the Royal City of Angard, has been used by all of the Kings of Thardaria since the kingdom’s founding.  The Duchy of Pendell is filled with members of all the various races.  Another city of Pendell is Halvington, which is a bustling trade city filled with spectacular marketplaces and the largest Hobling population in the Kingdom. 

The Kingdom of Ispald

Ruler:  King Grendel, the High Redscarf Elder (Sarr)

Heraldry:  Triple Yellow Phoenix on a Brown Field

Races:  High-Ogres, High-Orcs and Sarr

The Kingdom of Ispald is a land struck barren by having a history of being a battlefield throughout many centuries. They adopted the phoenix as their symbol because of their ability to continually rebuild their lands from the ashes of destruction.  The first line of defense against the denizens of the Callastine Wildlands is the city of Valdra.  Valdra is the home city of many High-Ogre families who dedicate their lives to keeping Ispald safe.  If the threat looming is great, the Sarr in Garrady come to assist the Valdrans in protecting the kingdom. The High-Orcs of Valsharan are honor bound brethren of both the Sarr and High-Ogres and gladly throw their lot in with them to defend their lands.  It is rare to find a group more dedicated and proud of their heritage than the Ispaldians.

                Throughout their history, Ispald was a bastion of defense for the Kingdom of Thardaria against the denizens of the Calastine Wildlands.  Even though the land and its people have faced many foes and had its countryside scorched, the Ispaldians pick up from the devestation and build anew.  Much like the Phoenix, they seem to be “born again” of its own ashes.  Because of this, the Ispaldians are a fiercely proud and noble people.  Many years ago a dragon entered the Calastine Wildlands, which caused the creatures inhabiting the area to flee.  Many creatures crossed the strait into Ispald causing havoc with the citizens.  Shortly thereafter that same dragon came to Ispald for better sport it seemed.  The dragon’s progress was halted when three heroes, a Sarr, a High-Orc and a High-Ogre rose up to face the dragon and, after a long battle, defeated it.  This merely serves an example of the unity of the peoples of Ispald. 

Until recently, the Kingdom of Ispald was a duchy of Thardaria.  After a betrayal against a long standing honor pact destroyed their trust, the Ispaldians threw out their Human Duke and closed their boarders to Thardaria.

Garradian Sarr

            The sarr of Thardaria hail from the duchy of Ispald in the city of Garrady. It is a rough land that has been scarred by many battles with invaders from the Callastine Wildlands.  The Sarr of Garrady are a fierce race who have been at the forefront of most of these invasions.  They live in a constant heightened state of awareness due to the frequency of these attacks.  Most Garradian Sarr are proud of this history and young sarr strive to be the warriors to carry on the tradition.  The kingdom of Garrady is known for its adherence to the code of chivalry and the Sarr of Garrady are no exception.  Though the rest of the kingdom views these sarr as dangerous and rumors fly frequently about the deeds that are performed in the country of Ispald in the name of national defense.  It is rare for anyone to disrespect a Garradian Sarr though, since this reputation does precede him or her.  Most sarr are not disheartened by this reputation and feel that they provide a service to the kingdom that only the strongest and bravest could do.  Some even revel in the infamy their history gives them.

Valdra High-Ogre

            In the Kingdom of Ispald, the city of Valdra sits on the shores facing the Callastine Wildlands.  It is here that a continuous battle is fought to keep the denizens of Callastine from invading.  At the forefront of this battle are the High-Ogres of Valdra.  Swearing loyalty to Ispald and the ideals of the code of chivalry, the High-Ogres Ispald strive to be the most honorable noble race.  A Valdra High-Ogre can be seen as crass or crude, but they are always respected for their sense of duty.  No one in Ispald would dare question a Valdra High-Ogre’s integrity for it would definitely end in a honor battle to the death.

Valsharan High-Orc

The honor of the Valsharan is legendary and their people are grouped into somewhat of a caste system.  Warriors are the first and upper caste, healers the second and all other professions are in the third.  The scars upon their face mark the warriors and there is nothing more important to them then to test themselves in the “battle”.  The Valsharan will typically get along with members of other races, but like the High-Ogres of Ispald, never question their honor.  Once a Valsharan gives you his word he will stick to it, but be carefull, they will stick to the precise letter of the agreement.  You might consider a Valsharan rude, but you can also expect them to speak their mind as they have little time for the false speaking of any kind.

Old Malladonia

The area now known as Old Malladonia, is covered by a gigantic bubble of magical energy.  It was once known as the Kingdom of Malladonia and was home to carefully tended forests.    

                On the coast of Old Malladonia, outside the bubble to the south, still stands the realms largest and finest ship building yards.  The Malladonian Elves are known for their seafaring and ship building skills and are considered the masters of the Arden Sea.  These shipbuilding yards are carefully guarded and defended by a contingent of the Royal Valdanis Navy.

  

The Callastine Wildlands

            Thousands of years ago, Callastine held the Kingdom of Rom.  At that time it was seen as the center of civilization and was considered by all as the kingdom that would never fail.  But that time has past and all that remains of that kingdom is a land covered by densely overgrown vegetation.  The island continant has become extremely feral and all that exists there competes to survive.  Most of the sentient races that live there are tribal, uncivilized and culturally stunted by the savageness of the Wildlands.  This area has come to be known by the rest of the world as The Callastine Wildlands.  

            Many fierce and strange creatures call the Callastine Wildlands home.  Aside from large ferocious monsters, there are fierce meat-eating tribes of Elves, the tree dwelling Fey Elves and numerous tribes of Sarr, High-Ogre and Human Barbarians. 

The Callastine Barbarian

                The lands of Callastine are wild and savage and nothing reflects this more than the barbarians who dwell there.  Callastinian Barbarians are masters of the wild whose nomadic tribes travel the isle of Callastine using the land itself to provide what they need.  Even the fiercest predator is hard pressed to successfully attack one of these barbarian clans. 

                Due to the savage nature of the Callastinian Barbarian, many consider them uncouth or uncultured.  Socially, their tribes behave more like great apes than like men.  To them, even a small town can seem a thing of wonder with buildings of wood and stone.  Many of our civilized concepts would be new and strange to a Callastinian Barbarian as their behavior will mirror this.  A simple spoon or a door might have one of them stopping to examine it.

Indran High-Ogre

                A race of high ogres live in the Callastine Wildlands in an area they call Indra.  The high ogres of Indra are a primal race that prefers to wear furs and use spears as weapons.  They spend their time hunting and gathering for their families.  They generally speak poorly compared to most races and they don’t have time for what they consider “wasted words”.  Because of this, they never speak more than they have to. 

Tallismir Wild Elves

In the Callastine Wildlands there lives a race of elves that are wild and uncultured.  They live in thatched huts in an area they call Tallismir.  Survival is the number one priority in the Callastine Wildlands and the wild elves of Tallismir have adapted to this savage lifestyle.  In a civilized land, a wild elf would be seen as barbaric due to their war paint and tattoos.  When it comes to battle, a wild elf gives their all and is reckless in their fury.  Every battle is a life or death situation and their culture has no concept of Honor Duels or retreat.

Feywind Elves

In high tall trees of an ancient glade in the Callastine is the home to the Elves of the Feywind.  These elves live side-by-side with fairies, pixies and dryads.  They love colorfull dress and seem innocent and niave to most other races.  If there was considered an “eye” to the storm which is the lands of Callastine, it is with the Feywind. 

           

The Arden Sea Kingdom of Aquaria

Ruler: Queen Anastillia Kelporia

Heraldry: Green Conch Shell on Blue Field

Races: Sea Elves

                Little is known about this island Kingdom.  Rumor has it that most of the population lives under the ocean in strange crystalline spheres.  They are ample seafarers but tend to keep to themselves in their undersea home.

 

 

The Steam Ridden Kingdom of Sentary

Ruler: King Gear Gelthis (Stone Elf)

Colors:  Black Gear on a Gray Field

Races:  Stone Elves and Hoblings

Volcanoes and a lava field in the northeast end of the continent isolate the small kingdom of Sentary.  To further insure their isolation and protection, the citizens of Sentary have built the great Gallan Wall on the borders of their country.  This kingdom has a society of people that are dedicated to studying the obscure art of technomancy, a combination of both physical science and mystic art.  The majority of the people here are either of the Stone Elf or Hobling race, although occasionally they allow outsiders in.  To deal with the illogical nature of the Hoblings, the city of Gallanthis is divded into to sections.  The Stone Elf side is stark clean and orderly.  While the Hobling side is filled with marvelously, overly large contraptions to slice-n-dice, chuck-n-hurl or play music on its own. 

The people of Sentary would welcome anyone who would wish to contribute to their studies as well as those willing to pay for their services.  The city of Gallanthis serves as this kingdom’s center and is filled with laboratories and workshops.  These people are also reknown for their golem craft and strange experiments.  The citizens of Sentary are very reclusive and rarely set foot out of their kingdom.   

Gallanthian Stone Elves

In the technologically advanced country of Sentary, the city of Gallanthis is home to many stone elves and hoblings.  Isolated and protected by rivers of lava and active volcanoes, the citizens of Gallanthis have little to worry from the rest of the world.  Here, they spend their day studying the obscure field of knowledge known as technomany, a blend of magic and science.  The stone elves of Gallanthia spend their time researching, conducting  experiments and creating inventions.  They have an undying passion for knowledge and scientific theory.

It is rare for a stone elf to leave the academic security of Gallanthis and even more rare for them to leave Sentary.  The few who do leave usually have a personal reason for conducting field research. 

Gallanthian Hoblings

                The hoblings of Gallanthis assist the stone elves in creating many marvelous devices.  It is said that

Stone Elves of Sentary tolerate the Hoblings for their imagination.  That imagination has made it possible for some of the greatest inventions of our time.  The self inking quill and pumbling are just some of their  greatest acheivements.  It is also the hoblings of Sentary that journey forth to obtain hard to find materials for components in many inventions and experiments. 

The Kingdom of Valdanis

Ruler:  King Nathanial Daefell

Heraldry:  Gold Phoenix on a Red field

Races:  All

Valdanis was once a thriving kingdom uniting the races of the land under one banner.  It was commonly referred to as the Great Kingdom.  Eventually strife broke out and a racial inquisition was instituted.  Rumors of a curse began and the decline and deterioration of Valdanis only fueled these rumors.  One by one, the races left Valdanis and the great kingdom was left to crumble.  The curse seemed to take on physical form and no vegetation would grow in the Cursed Lands.

For many centuries the land had become under the control of a vampire lord who was referred to as the Dark Lord of Valdanis.  He and his undead minions kept stables of normal mortals to use as cattle.

In recent times, however, the “Kingsman Destined” prophecy fulfilled itself.  Through the hard work of brave souls who inhabit the lands of Valdanis, they destroyed the Dark Lord, lifted the curse and made it possible for the king to return.  The heir to the Daefell line, Nathanial Daefell returned to Valdanis to claim his throne.

The Kingdom is currently in a state of rebuilding.  There currently are few population centers in the Kingdom, but as time progresses the efforts of many are bringing back life to the formerly cursed lands.  The displaced Elves of Malladonia have been given lands within the Kingdom to call their own as they have formed the Duchy of New Malladonia.

The Valdanian Duchy of New Malladonia

Ruler: Duchess Contessia Du’Luchae

Heraldry:  Triple Green Leaves on a Red Field

Races: Malladonian Elves

                Before becoming a Duchy of Valdanis, the Elven people of Malladonia existed in a Kingdom across the sea.  It is also not the first time that the Malladonians lived as a duchy of another’s kingdom.

Before the founding of the Kingdom of Thardaria, the Kingdom of Malladonia had stood for well over 5000 years.  During the Great War that resulted in the formation of the Kingdom of Thardaria, the Elves of Malladonia fought and died beside the noble fighters and mages of the kingdom of Pendell.  They won the day, but it left both kingdoms weak.  It was during this time that the kingdom of Malladonia and the kingdom of Pendell came to a meeting and banded together to form the Kingdom of Thardaria.  It was decided that the kingdom of Malladonia would keep its lands and be renamed a Duchy in the new kingdom, swearing fealty to the new king. 

Malladonia had stood as a duchy of Thardaria for over 1200 years.  This is when a new king was crowned and began to make drastic policy changes.  These changes skirted the Code of Chivalry and became much more than the tradition loving Malladonians could bear.  In the treaties that Malladonia signed when Thardaria was formed were certain, little known, clauses.  These clauses made it possible for the Duchy of Malladonia to leave the Kingdom of Thardaia and become the Kingdom of Malladonia once more.  This was not done lightly by the Malladonians, but it was done unanimously by the ruling nobility.  The separation caused strife with the Thardarians, who depended on the large Malladonian naval fleet for much of its trade with the realms.  This estrangement almost brought the two kingdoms to war and Thardaria began to amass troops at their mutual border.  Even though it was later discovered that the new king was an imposter in a Simulacrum Golem, it could not undo the damage and distrust that were created.

Unfortunately the Malladonians would not have their kingdom for long.  Not a year had passed when a child who wielded immense magical powers was tricked into using them to awaken living memories of the evil Empire of the Palantine.  Once awakened, the memories began anew their war with the elves.  The Palantine were known for their use of necromancy and although they were only living memories, they still were able to draw upon chaos.  They used their necromantic powers to bring forth undead soldiers to swell their ranks.  In order to contain this threat the Order of the Celestial Star decided to cast magic not used for thousands of years.  The inner circle of the Celestial Star gathered and drew forth from their own life energies to create a bubble of pure magic, to contain the evil before it could spread to their neighbors.

A timely warning allowed the bulk of the Malladonian people to escape the danger by using their large Malladonian naval fleet.  The Elves of Mallaonia now call the New Kingdom of Valdanis home, as their Queen has married the King of Valdanis.

The Duchy of New Malladonia has much work ahead, for the lands given to Elves are still in ruin.  The curse of Valdanis has indeed lifted, but it will be some time before the land is truly green again.  Shipyards and green forest are in the Duchy’s plans and the Malladonians look forward to the challenge to forge a new home from the ruins.

Malladonian Elf

Malladionian Elves are the first of the elven races and it is thought that all of the current Elven cultures throughout the realms came from early explorers of the Malladonian people.  They are known form their shipwrights and have the largest standing navy in the realms and are a formidable force to be rekoned with.

 

The Valdanian Duchy of Concordia

Heraldry:  Gold Phoenix on a Red Field

Races: All

The Duchy of Concordia is a mix of races from the surrounding lands and colonists from across the Arden Sea from the Kingdoms of Thardaria and Ispald.

The Duchy of Concordia began as Kingdom of Thardaria’s colony of Horn’s End.  During a time of strife with the Duchy of Ebrindale, the Kingdom of Thardaria laid claim to lands to the north of Horn’s End.  These newly claimed lands and the colony were reorganized into the Duchy of Concordia.  The reining magistrate, Sir Nathanial Daefell, was elevated to the noble title of Duke of Concordia.  They wanted a Duke in charge to combat the Duke of Ebrindale, Duke Edrick.  This further elevated tensions and with no one ever certain how it quite started, a short war was eventually sparked with her.  The war was short, but brutal and losses were felt on both sides.  During this time the Kingdom of Thardaria had a few mishaps that prevented them from sending much in the way of reinforcements.  If it were not for the timely intervention of the Malldonian Navy and archers from Old Malladonia, then Ebrindale would have certainly won the war.  The war ended with a risky raid on Ebrindale’s seat of power, Caldriss Keep.

A group of adventurers, with the help of an Ebrindale slave, used a Dragon Gate to attack Caldriss Keep from within.  Duke Daefell coordinated an attack from the north, while the Malldonians landed at the coast and pressed on form the south and west.  The adventurers managed to open the Keep’s main gate and allowed friendly forces to flood in. 

                The Duchy has thrived and survived many attacks on her.  Including, but limited to: Thwarting Dragon Mages, fending off countless hordes of undead, golems, dragons and hosts of other creatures.  They have silenced disturbances in time, defeated of the Dark Lord and his vampire legions and helped to lift the curse of Valdanis and to return of a king to its throne.  After King Daefell took the throne, Concordia became the first Duchy of the new kingdom.

Areas of importance within the Duchy are: The City of Horn’s End, The Magic School Anthrexia, Da Swamp, The Free People of the Grove, The Ellenwind, Ogrit, Silverbane and Windwood Estates.  

 

 

The Duchy of Ebrindale/Tribe Lands of Meril

Rulers: Duke Sorbell Numsei/Warchief Lagazi of Meril

Heraldry:  Black Raven on a Purple Field

Races:  Human and High-Orc

The Duchy of Ebrindale was once a cold and ruthless place, in which their ruler, Duke Edrick, ruled with an iron fist.  Almost every law there was punishable by death or dismemberment.  Humans and High-Orcs made up the majority of the population, due to discrimination against other races.  The city of Jendric was a haven for thugs and villains and Caldriss Keep was the seat of power for the country.  Acts that were normally outlawed were legal in Ebrindale, such as necromancy and slavery, which benefited the Duke.  After the short war with the Kingdom of Thardaria, the Duchy Ebrindale has become a much different place.

The north part of Ebrindale is where most of the Humans call home.  The Tribe Lands of Meril are the southern section of Ebrindale where the High-Orcs live.  Centered in the center of both is Caldriss Keep, the seat of administration for the Duchy.  The High-Orcs provide the bulk of their army for the Duchy’s mutual protection, while the Humans provide scholarly and trade skills.  With the oversite of the Free City of Caldriss Keep, being handled a contingent of Malladonian Elves.  This administration being agreed upon by both the Humans and the High-Orcs during a land rights settlement.

It is assumed that eventually the Duchy will join the Kingdom of Valdanis, as it was once apart of that great Kingdom, but only time will tell that tale.     


The Humans of Ebrindale

Tribe High-Orcs of Meril

               

The Free Island of Pessic

Ruler: Prime Minister Beipellia Bopalong (Hobling)

Heraldry:  Gold Cornacopia on a Brown Field

Races:  Hoblings

The island of Pessic is essentially one, extremely large, Hobling city.  This city is broken up into several Shires, each being governed by a number of Lords and a Guild Minister.  The Island’s leading noble is referred to as the Prime Minister and is the equivilent of another land’s King.  Dotted amid the Pessic landscape is numerous gardens and farms, making the island entirely self sufficient and without the need to import any of the basic necessities.  However, there is one thing that can be said of the Pessic Hoblings, their love of coin.  All Pessic Hoblings are an opportunistic people, with a talent for commerce.  If there is a niche in any society that the can exploit for profit, they find it.  For the love of the deal is Pessic’s greatest love, even more than food and alchemy. The Prime Minister of Pessic is always the richest Hobling of the island and his job is dependant on an event that happens every ten years and is called the time of the Selection, or the Pessic Audit.  This audit procedure determines which Hoblings can  become a Lord of the Guildhouse of Lords and the Prime Minister.

Pessic is also home to the realms largest concentration of alchemists.  They have even gone as far as to have an army completely fielded by them, the Alchemist Army. 

The island nation of Pessic formed when the Hoblings of Old Valdanis escaped persecution during racial inquisitions over 1200 years ago.  It has taken many generations for the Hoblings to establish relations with the new cities that have formed in those lands after the fall of Old Valdanis.  They have many merchant ships at their disposal, due a great trade relationship with old Malladonia, so buying and selling goods from around the realms is quite easy for them.

One interesting fact about the culture of Pessic is their marriage ceremony.  The ceremony consists of contracts, litigators and bribes.  The end of the ceremony also concludes in the Honeymoon Cottage, where the newlyweds incorporate the use of a Love #9 Elixir.  This is due mainly to the fact that the Hoblings of Pessic usually marry for financial gain, or opportunity, and not for love.  It has been said that if it were not for the Love #9’s, that the Pessic Hoblings might be endanger of going extinct.

Glendall - The Faldric Forest

The mystical land of Glendall is home to the Faldric Forest.  The forest itself encompasses most of the realm and it is home to an extremely large concentration of Mystic Wood Elves.  Although none but the The People of the Glendall, as they call themselves, know haw many mystic wood elves live in the forest.  This is due to the forest itself preventing all but its own people passage within.  It has been reported, by those who have traveled to as far as the edge of the forest, that many have felt the air around being alive with a strange energy.  The mutual feeling of having “all eyes on you” is another way people have described the experience of being so close to the edge.   

There have been rumors of people, not of Mystic Wood Elf lineage, at times being allowed into the forest.  These tales tell of brave souls, being of noble and good intent, approaching the forest and being gauged by its protective energies.  Then, and only then, when the petitioner is found by the Faldric Forest to be an ally, are they allowed passage within.  However, these fanciful stories are only rumors and have not been verified.

            What is known about the people of the Glendall is that they are lovers of life and are the realms most passionate free spirits.  They feel that all people should have personal freedom and not be beholden to another.  These defenders of good, once they hear of it, will constantly harass any land that allows slavery within their boarders.

            This wood is ruled by a mysterious entity known only as the Queen of the Forest.  No one is able to find the Wood Elves home unless the forest allows it.  It is said that the forest moves and will lead trespassers back out.  The trees themselves have attacked hostile visitors.   The Queen of the Forest is the benign leader who has taken the mystic wood elves of Valdanis under her wing.  She has only one rule for those who live there and that is to be kind to each other.  In return, she provides food, clothing, shelter and council to the mystic wood elves, who are free to pursue whatever fancies their interest.

 

 

The Rage Lands

                In the area that is directly to the north of Valdanis is an area called Kryantha.  The lands of Kryantha are collectively called the Rage Lands.  The Rage Lands have strange red tainted soil, rock and vegetation. It is this red taint that most believe has caused the local people there to be more hostile and abrasive than most of their kinds. 

Yorn Dwarves

               Yorn is essentially a large gravel pit due to the resident Dwarf’s tendency to blow things up.  The whole area is covered with many large scorch marks, marking these Rage Dwarves’ experimentation and merry making.  These bright red bearded Dwarves of Yorn strive to perfect their implements of destruction.  They focus on creating war machines, constructs and things that go boom.  The Dwarves of Yorn are the main reason the Kingdom of Sentary built the Galen Wall.  Many of the wayward golems found throughout the land have come from Kalador.  Nothing pleases a Kaladoran Dwarf more than to see their work create massive destruction.  It is the nature of a Yorn Dwarf to find a way to destroy things.  Through time, the rage lands have tinted the Yorn Dwarf’s hair, beard and skin red.  

Plagmire Sarr

               The forest of Plagmire has some of the largest trees in the realms.  The whole area is hidden from the sun due to the dense canopy trees.  Very few plants prosper beneath these towering trees.  The orange-red tiger striped Sarr that live in Plagmire are fierce hunters who live solely for the kill.  Plagmire’s dens are filled with the grizzly trophies of their prey.  Rumors also say that these Sarr have taken to hunting other races and that amongst their trophies include horrible mummified Elves, Dwarves and others.  The Plagmire Sarr find honor only through the hunt and consider themselves above small prey, which is anything that is not Sarr.  Their city of Malligo is filled with stuffed trophies of their prey.  Rumors tell of the horrors that lie within Malligo to include trophies of elves dwarves and other sentient races.  

Gladmyr Stone Elves

               Rohn is a land where all the vegetation has been dying for many years.  Trees are bare of leaves and only the hardiest of these plants grow sickly, reaching in vain for the sky.  Deep in a dying forest is a Stone Elven city of Gladmyr, a city whose buildings mirror the land they were built in.  The architectural style of Gladmyr is dark and angular in a very gothic manner.  The Stone Elves that live here see an elegant beauty in the struggling of life and a meditative solitude in the skeletal remains of those that have passed.  They have a deep appreciation for undead creatures, which to them are a shadow of the living creature they once were and they appreciate them as works of art.  An Elf from Gladmyr sees more beauty in a walking corpse of a zombie cheating death than they see in a healthy robust humanoid.  To force the Earth’s energies through you to heal anyone is perversion to them, their only healing being of an alchemical nature.  To heal any Stone Elf of the Gladmyr though spell will quickly earn their distrust in you.  The taint of the Rage lands can be seen inthe hair, eartips and fingernails of the Gladmry Stone Elf as they are all naturally red.

Xandall High-Orcs

In the largest known tunnel system of the realms lives a tribe of High-Orcs called the Xandall.  The land is tainted red and wrought with rage and cruelty.  The High-Orc’s of this land have streaks of red across their green skin and it is said that it matchs the rage within.  These High-Orcs are more blood thirsty than any raiders and they eat their food raw, to cook food would pollute the warm blood they crave.  A visitor to this savage place is more likely to find themselves on the dinner plate then anything else.  They skulk and hide in the tunnel system attacking anything they come upon and there is nothing that is off the menu.   

Kryanthan Barbarians

            In Kryantha the land itself is tainted red with a cursed mineral that causes blood to boil.  Those that survive in this harsh climate are rugged individuals, but the cursed land has twisted them to be susceptible to primal urges.  Kryantha is common word to identify all that is known as the Rage Lands and none there are more feared than the Kryanthan Barbarian.  They have chosen to wander through the lands of Kryantha in a solo journey of rage and battle.  They are quick to anger and quicker to fight, the Kryanthan Barbarian seems to have no control over their temper.  They live by the sword and their foes die by their sword.  Due to prolonged exposure to the cursed lands, their skin is streaked with red lines.

                A Kryanthan Barbarian will take not take an insult from anybody and they do not have a normal sense of humor.  They will respond to comments on the literal sense of the word and do not make friends easily.  Many who see a red skinned Kryanthan will instantly pass judgment on them.  The Kryanthans are feared throughout the lands but none more than the Kryanthan Barbarian. 

 

 

The Triad Confederacy

Ruler:  The Council of the Twelve

Heraldry:  Black Mountain Peak on a Field of White, Red and Yellow

Races:  Sarr, Biata and Stone Elves

The lands of the Confederacy are dotted with mountains surrounded by forest.  The races of the Triad Confederacy have banded together under The Council of the Twelve for their duchies mutual protection and service.  In honor of the four monarchs of Ancient Valdanis, the Council of the Twelve convenes.  The Council consists of four nobles from each race who sit on the council to decide matters of state. The city of Illandras is home to Stone Elves who are known for sooth saying, celestial and ritual magic.  Myanthol is where the fierce White Tiger Sarr make their home and is the center of training for the Triad’s army.  The Biata that live in Korestell have a matriarchal society, where women are the warriors and leaders and their men are the homemakers.  The Confederacy believes that all races have the potential to live in harmony once again and look forward to the day when four monarchs once again rule Valdanis.

Myanthols Sarr

                The duchy of Koryn of the Valdanis city-states is home to the Triad Confederacy of sarr, stone elves and biata.  The sarr of Koryn live in the city of Myanthol, which is close to the border of Ebrindale.  These Sarr resemble great white tigers who also have the reputation of having quick tempers, this is attributed to thier history of persecution.  During the fall of Valdanis, the Sarr of Myanthol were the first to be targeted in the racial inquisition of Valdanis and the first to fight it.  These Sarr will not stand for anything they believe to be unfair and the thought of anyone persecuting someone can send the sarr into a fury.  The Sarr are far from being raging monsters though, and their hearts are as large as their tempers.  It is usually a Sarr of Myanthols who will step forward to champion an underdog.

Illandri Stone Elves

            The stone elves in duchy of Koryn, of the Valdanis kingdom, live in the city of Illandras.  They were the founders of the Triad Confederacy with the sarr and biata of Koryn.  The Illandri stone elves have a history being advisors for the old kingdom of Valdanis and also a tradition in sooth saying.  The stone elves of Illandras are looked up to by the Sarr and Biata of Koryn, but due to their history, other races feel that the stone elves are partially to blame for the trouble in Valdanis.  The logical mind of the stone elf gives them insight on things.

Korestellian Biata

                Nestled in the Koryn Mountains is the Biata city of Korestell.  Here, the rulers and fighters are solely female.  It is always a woman who holds the position in Korestell.  In Korestellian society, it is the male who usually stays home and cares for the family while the female goes off to work or fight.

                The Korestellian Biata is proud and is sometime even accused of arrogance.  During the Ancient Valdanian Inquisition, the Grand Inquisitor arranged grand Biata safaris.  In Korestellian law, most disagreements are dealt with by honor duel.  In only the most extreme circumstances is an honor duel fought to the death.  Usually the first to draw blood on the other is the victor.   

 

Kingdom of Evandell

Ruler:  Unknown

Heraldry:  Brown Elvin Tree on a White Field

Races:  Wood Elves

            After the Fall of Ancient Valdanis the Elves returned to their ancestral home to displace the High-Ogres who occupied it.  After a bloody war, with the Elves as victors, they began the rebuilding of their home.

            The lands of Evandell are a sylvan paradise carefully tended by the elves of the city of Tolltharius.  It is a place of beauty and culture where artisan skills are as valued as archery.  The elves here are reclusive and not very receptive to outsiders.  This is attributed to the emotional scaring the Elves must have received during the racial inquisition that took place at the end of Ancient Valdanis.  There is very little known of their current culture, as their xenophobic nature causes them to fire warning arrows upon all who approach their borders.  If the intruders persist, then they as dispatched as quickly as possible.

Tolltharian Elves           

            The kingdom of Evandell is a peaceful, isolated, forest filled valley.  In the middle of this forest is the Elvin city of Tolltaharius, a place that celebrates art and beauty.  Secluding themselves from war and strife, Tolltharian elves wish to surround themselves with peace and creativity.  The elves that choose to leave Tolltharias to adventure usually do so to find knowledge and to improve themselves.

 

 

The Northlund

The lands of the Northlund are haven to Clans of Northlunders and High-Ogres.  The Northlund is a wild, untamed land whose people’s first concern is survival.  The High-Ogres of the Northlund are considered brutal for their stern and strict manner with their people, which unfortunately is necessary for their survival.  The Northlunder Clans that live throughout the land are open and friendly to most, as long as they do not tread on their sacred place known as Halvandar.  The fierce wilds of the Northlunds are also home to many unusual creatures, including many scavenger races.

Northlunder

                In the Northlunder area there are several barbarian clans who have taken up the wearing of kilts with their furs and holding personal honor and defense of family above all else.  Each of these clans have taken names of wilderness predatory animals.  The currently known clans are: Brown Bear, Black Bear, Eagle, Hawk, Mountain Lion, Black Wolf, Wolverine.  Each of these clans take personal pride in wearing the skins or feathers of their clan totem animal. 

The people of the Northlunds live in tight knit clans governed by a chieftain who came to power by challenging the former chieftain to battle.  The Northlund is a rough country where survival of the fittest is the law of the land.  Despite this fact, Northlunder Clansmen live in harmony with other creatures and are quick to offer friendship to a stranger.  The Scavengers and High-Ogres in the area are among the many who call themselves the Northlunder’s. 

                At the age of 15, a Clansmen is considered to have come of age and must journey to the sacred lands of Halvandar on a vision quest.  Here, the youth comes face to face with his clan’s totem animal in a vision.  It is common for the Clansman to get tattoos or paint his face and wear clothing relating to the totem animal.  For example if the totem animal is a hawk, the barbarian could wear a talon necklace.  They may also have the eye of the hawk painted on the side of their face when they plan to go to battle.

                Nothing seems to matter more to a Northlunder than honor, strength, and courage.  There is not even a monetary unit used Northlunder society.  Each citizen has a specific trade that they provide for the community and they use this to barter for what they need.  The concept of a coin is foreign to the Northlunder Clansmen who do not see the value of something that does not provide a useful service to them.

Nagastan High-Ogre

            Living side by side with the barbarians of Bandor, in the city-states of Valdanis, the high ogres of Nagasta live a free life.  They live under a tribal council who governs the tribes.  Theirs is a life under the blue sky in the grasslands of Bandor, and the high ogres value this freedom above all else.  A fate worse than death for a Nagastan high ogre is to be caged.

Savengers of the Northlunds

            The Northlunder clans, because of their tradtion of totem animals, treat these living embodiments with respect. There are numerous groups of these living in the Northlunds and they are somewhat have hard to undertands socially due to their animalistc nature.  Some of the Scavangers currently living in the Northlunds are numerous types of Bears, Wolves, Fox, Wolverines and Goats.  It is speculated that there are more Scavengers than these in the Northlunds, and as they become more adventurrous to lands outside their own, we will get a chance to know of them.   

 

 

The Empire of Ragandar

Ruler:  Caesar Thane Dantor Stormcleaver (Dwarf)

Heraldry:  Crossed Red Lightning on a Gray Field

Races:  Dwarf

            The Empire Ragandar is a mountainous land filled with pine trees and flowing rivers.  In the mountains of Ragandar lies Thoradin, the great imperial city of dwarves.  The dwarves have created a thriving community run by a council of elders.  Throughout the Empire are countless combat arenas,  which generate income for the Empire.  These Dwarves are also known as a race with great military traditions.  Each Ragandarian family has a specialized military formation that they practice in should the Empire ever have to go to war.

Thoradane Dwarves

            The Thoradane Dwarves live in the city of Thoradin, also commonly known as Axehome, which is in the old duchy of Ragandar.  After abandoning the old kingdom of Valdanis, the dwarves of Thoradin formed an imperialistic government ruled by an emperor and a governing council that held power of authority for Thoradin.

            These dwarves are very competitive with each other and the dwarves have divided into clans based on the color of their beards.  The common beard colors of Thoradin are black, brown, red and blonde.  Once a dwarf’s beard turns gray, he is considered to come of age and younger dwarves look to him for wisdom.  The council members are made up entirely of gray beards.  After a dwarf’s beard turns gray, they are part of an elite group and are not associated with their previous clan.  Although many gray beard still have ties to their old clans and make many decisions that favor them.

 

The Kingdom of Magrice

Ruler:  King Nex’Laire (Dark Elf)

Heraldry:  An Eclipsed sun on a Gray Field

Races:  Dark Elves

The rocky lands of Magrice are covered in shrubs and brambles.  The uneven terrain is a series of hills and valleys that seem never ending.   The only city in Magrice is the subterranean dark elf city of Axallar.  There is no evidence of the city above ground as the inhabitants keep the entrance to their city a well guarded secret.  Not much is known of the Dark Elves that live there.

Axallaran Dark Elves

            What we do know of these Dark Elves are that they are an honor driven society that defends itself with great militaristic strength.  The Axallaran are rumoured to have one of the largest libraries in the land and that their ruler is always the greatest of the dark elf mages. 

                It is also said that the laws of the Axallar do not mirror those of other races, as slavery is legal and many of their tunnels are mined with slave labor.  Necromancy and Poison making are also said to be legal there.  We have had little contact with the Axallaran, but hopefully we will learn more about this reclusive race in the future.

 

Of the Gypsies

            The Romani of the Realms are one huge extended family.  Caravans of them travel the countrysides and on the open seas.  After the fall of Rom, they were scattered across the realms and developed many different distinct traditions of their own.  But when ever two caravans meet, one can be assured that a great festival will follow.  There are too many individual clans and caravans to name and their lack of a land held Kingdom makes it impossible to really  to place them in a document such as this.  But because of the impact that many of these Romani have had on the Kingdoms of the Realms I thought it fitting to at least mention them as a people, so that I would letthem know that they are not forgotten. I would also say in the Romani way,  “Good journey friend.  Do not occupy the land under your feet for longer than you have to.  Live life free and with passion.  Keep your family in your heart as the horizon becons you to travel to her once again.”    

 

 

The Law of Valdanis

            All citizens are protected under these laws of the lands of Valdanis and it is required that all citizens obey these laws.

            Citizens are the people who reside in Valdanis.  These "People" include, but is not limited to; all Humans, Dwarves, Sarr, Hoblings, Elves, Dark Elves, Mystic Wood Elves, Biata, High-Ogre, High-Orc and the various scavenger-like races.

            For ease of this document, all of the above mentioned terms refer to all of the cultures easily identified with that given “race”.  In example the term “Human” refers to all members of tribes, clans, families and caravans that roam the lands of Valdanis.  The vulgar term of Barbarian will be used sparingly in this document, as it is seen as a term that an uneducated person would use toward a group of people whose philosophy of life is different from their own.  With all the diverse cultures that each of these “races” individually has within them, it would be nearly impossible to name them all here and it would make the document a lot longer than it needs to be. 

            However, it is noted, that even amongst those races that are not normally attributed with the intelligence and the ability to socially interact with people, that there are exceptions.  Therefore it has been declared by the ruling nobility, that on a case by case basis, petitions will be accepted.  These petitions, should they be accepted by the King, would allow certain individuals who display exceptional intelligence and social ability above the norm for their race, to be accepted as “People” of the realm and as such would be protected under the Laws that govern our people.

            This means that the killing of a "non-person" is not considered murder under the Law of Valdanis.

            Unless specific exception is made by treaty, all travelers within Valdanis are also subject to the Law of Valdanis, while on her lands.  One stops being a "traveler" when one is granted land or property in Valdanis, or has resided there for an extended period of time, usually defined as one year. 

            In addition, each noble of Valdanis may set forth laws for their own lands so long as those laws do not conflict with the laws of their lieges. All travelers will be required to conform to the laws of that particular estate.

            Anyone accused of a crime will be given the chance to prove their innocence in front of the presiding Noble.  It will be the sole responsibility of the accused to provide any information required to clear their name.  It is also the responsibility of the person making the accusation, to provide initial proof of the accused’s guilt of a crime.  If there is not sufficient proof enough to satisfy the presiding noble, then the accuser may find themselves getting the punishment as if they had actually committed the crime themselves.

            Anyone attempting a crime, whether or not the crime was successful, will receive the punishment as if they completed the crime.  Anyone found being an Accomplice to a crime, will also receive punishment as if they had committed the crime themselves.  An Accomplice being defined as:  One who willfully operates, aids, or assists in a crime. 

           It should be noted that there is no requirement for anyone to do "good deeds" (except, of course, for the Nobility).  If you are a fighter and you stand by and watch while a family gets slaughtered by goblins, you will not be held legally responsible for your inaction.  Healers are not required to use their spells on those in need and a healer can never be pros­ecuted for refusing to give healing spells or a Life spell to some­one (although they may jeopardize their membership in their Guild by doing so).  This is distinguished from actively preventing oth­ers from giving aid - for example, you cannot hide a body in need of a Life spell under a bush to prevent others from provid­ing the aid, or lie and say you are providing aid when in fact you are not, or tell the monsters where someone is hiding.

            Each of these laws will give their description and what the punishment would be for the first offense of a particular crime (although the presiding Noble may give a greater or lesser punishment should the need warrant it).  For a second conviction of specific crime, the convicted may receive a Death (unless that is the punishment for a first offense, then they will receive an Obliteration as punishment), as well as banishment from Valdanis.  A third conviction may receive anything from an Obliteration up to, for serious crimes, permanent Death.

            Unless otherwise stated by the Law, punishment will be at the sole discretion of the presiding Noble.  If the punishment involves an amount of coin, the presiding Noble shall give a reasonable amount of time for the convicted to pay it.   If the convicted can not pay it within that period of time, they shall be given a Death for each increment of 10 gold that they owe.

            In the case of a Noble being accused of breaking the Law, his direct Leige will be his/her presiding Noble in that case or handed over to the Paladins for dispostion.

The Laws and Punishments:  


Law of Assault: Assault is any unjustified attack, through word or physical action, upon another person.   This unjustified physical attack on another includes the use of weapons, spells, alchemy, or traps.  If the assault causes death (even if they receive a life spell) the charge will be increased to murder.  Assault can also be the act of placing someone in fear of imminent physical harm or otherwise seriously taking away that person's free will (such as through a Charm spell, an Enslave­ment or Amnesia elixir). The standard is an objective one, and the threat must be immediate and real. Simply insulting some­one or giving a vague threat is not assault, nor are gypsy cures, which may be obnoxious and bothersome but do not rise to the level of “physical harm” or “seriously taking away free will.”

            Punishment for Physical Assault is a public flogging and a fine in gold left up to the discretion of the presiding Noble.

            Punishment for Verbal Assault is a public flogging.

Law of Bribery: The offering, giving or receiving, of something of value for the purpose of affecting the outcome of decisions, or actions involving public or legal duties. 

            Punishment for Bribery is a fine equal to double the amount of the bribe.

Law of Debts: Debts owed are given sufficient time to repay them.  If a person permanently dies before debts owed are paid, then the debts owed will be paid by the deceased estate.  This repayment can not place undo financial burden on spouse(s), minor children or dependant elderly persons living in the household of the deceased. 

Law of Forgery:  Forgery is the production, use, or possession of any false papers, documents, or identification.  Also, it is the production or replication of any item of value, including but not limited to money, formal scrolls, their components and magic items, with the intent of falsely misrepresenting them as being real.  This law also covers the signing or alteration of anyone’s signature, other then your own, with the intent to defraud or misrepresent any document or writ.

            The Punishment for Forgery will be a coin fine, value to equal double the amount of the actual item they were making a forgery of.  Or in the case of a Document Forgery the coin fine would be at the discretion of the presiding Noble.

Law of Kidnapping:  Kidnapping is the taking or constraining of a person against that person's will or without that person's knowledge.  Kidnapping involves the unlawful containment of a person that also involves some movement of the victim to a "secret" place.  Merely holding one against one's will is not usually considered kidnapping.

            The punishment shall be a confinement period equal to up to ten times the amount of time of their victim’s, plus 10 gold.

Law of Manslaughter:  Involves the causing another's death through one's carelessness or reckless be­havior. 

            The Punishment for Manslaughter shall be a Death.

Law of Mind Control:  The use of mind control elixirs, items, or magic against anyone, for any reason is illegal.  This includes Dominate, Enslavement, Amnesia, Love, Love #9 and Biata mind wipe abilities.  Although mind altering, Euphoria is also covered by this law.  The only exception to this, is in the case of the use of a Dominate effect to return a Mind Control afflicted individual to normal.

            The punishment is anything from a fine in coin to a Death, depending on the severity of the crime.

        

Law of Mockery of a Noble Title:  Mockery is the insulting, degrading, or otherwise showing disrespect for a Noble or one acting in the noble’s name.  This includes the impersonation of a Noble or falsely presenting ones self as a Noble or acting as if a Noble has given you permission to act in their name when they have not.  A commoner who sneers, or otherwise disrespects a Noble person should definitely be reminded to correct that be­havior, and if corrected, no action should be taken. However, one who shouts insults and refuses to back down should be prosecuted under this law.  Some leniency should be allowed for plays, songs, and other forms of satiric entertain­ment, but these too may "cross the line" and violate this law.  The key is to whether the satire is done in a “good natured spirit”, or done with malice.  It should also be noted that all per­sons are required to bow before those Nobles higher in rank than one self, the refusal to do so can be interpreted by the courts as Mockery. 

            The Punishment for Mockery can be anything from a fine in coin to a public flogging.  This is at the discretion of the presiding Noble.


Law of Murder: Murder is the causing of Death through direct action or hindering others from providing healing. Murder is the deliberate taking of a life through intent to kill or intent to inflict great bodily injury which leads to death. This will apply even if the victim is given a Life spell before having to resurrect. 

            This crime has a manda­tory sentence of a Death for each Death caused.  The second conviction for mur­der requires a punishment of Oblitera­tion.  More than one person can be con­victed of Murder if they acted in concert, even if only one of them did the actual killing blow.


Law of Necromancy: Necromancy is the casting or accepting of any Necromantic spell.  The use, creation, or possession of any Necromantic item, or aiding or consorting with any Necromancer.  This law also forbids the creating of undead or the use of any magic, item, or potion which calls upon the powers of chaos.  All items, once discovered to be of a Necromantic nature, should be turned over to the nearest Noble of the land for disposal.  

            The punishment for this crime carries the mandatory sentence of Death. 

 

Law of Restricted Ritual Magic:  The restricted magic and their limits are as follows:

Circles of Power: Creation of Lim­ited or Permanent circles, or any Circle of Power lasting more than one hour, is illegal within Valdanis without a writ from a Noble the Duke/Duchess of the Duchy it is to constructed in.  Unsanctioned Circles will be subject to prompt destruction without compensation.

Summoning: The summoning of extra-planar creatures such as; elementals, pantherghasts, celestial hounds and the like, may be performed only with verbal consent of a Noble of Valdanis.

Obliteration: Unauthorized performing of an Obliteration ritual it­self carries a minimum mandatory sentence of Obliteration.  Performing an Obliteration ritual upon a noble of Valdanis carries a sentence of mandatory Permanent Death.

            If discovered, you may turn in one of these controlled Ritual Magic Scrolls over to a noble for compensation.  The standard is 5-10 gold at the discretion of the Noble presiding.

Law of Ritual Assault:   The crime of ritual assault is a more seri­ous charge than mere assault. Ritual assault involves casting of ritual magic upon, or afflicting, an unwilling recipient. Ritual casters will not be held legally responsible for flaws or backlashes during regular rituals in which the recipient voluntarily participated; unless it is proven that the caster intended to cause such disturbances. 

Law of Slavery:  Slavery is the holding in bondage of another and the buying, selling or ownership of any sentient being.  

Law of Smuggling:  The transportation of any illegal goods in or out of the borders of the kingdom. 


Law of Theft:  Theft is defined as one of the following:

Stealing: The taking of another person's possessions through stealth, deceit, or trickery.

Robbery: The taking of another person's possessions through force or the threat of force.

Burglary: The entering of another person's home or place of dwelling with the intent of stealing.

Law of Trespassing:  To enter unlawfully upon the Estate of a Noble without the expressed permission of that Noble.  This law is disregarded in the case of a Noble going onto the land of another Noble in the course of his/her duties.

Law of Treason:  Treason is the undertaking or planning of any action that would subvert, overthrow, or hinder Valdanis in any way. The undertaking or planning of any action that would bring harm to any of the Nobles or authority figures of Valdanis is also considered treason.  The involvement in any form of criminal action against a Noble, disobeying a direct order from a Noble or any action attempting to incite rebellion are all forms of treason.  Merely speaking against a Noble is not usually considered treason but speaking to encourage others to commit crimes against that Noble would be.  Any Noble is considered a "lawfully governing body" as are all magistrates, sheriffs and other town or city officials, as well as duly reg­istered Guildmasters of the Healer's, Mage's and any of the Royal Guilds. The murder of one of these people is considered treason and one can be punished in that case for both the mur­der and the treason.

            The punishment for treason is a mandatory Death. 


The Punishments Defined:

All punishments can be carried out by any presiding noble, except in the case of Death or Obliteration.  Only the King, or a person dually appointed by him, may carry out Deaths or Obliterations.  This person shall carry with him the “Writ of the Executioner” and as such takes the responsibility and the risk of carrying out such punishments.

Lashes are defined as a blow struck with any weapon to the body of a criminal (armor and protective spells having been removed).

Death is defined as forcing the spirit to flee the body and attempt to resurrect. The criminal does have the right to commit suicide, but only if the presiding Noble is present at the time of suicide.

Obliteration is defined as the suffering of three Deaths, as defined above. These three Deaths may be administered with the casting of an Obliteration Ritual or three separate Deaths.

 

The Honor Duel:

 The Honor Duel: When grievances between two individuals come to the point of an impasse, then the two may engage in an Honor Duel.  This is not a case of “might-makes-right”, or even that the winner is somehow blessed by the fates to be the victor because he is more right.  It is merely a way for individuals to end hostilities between themselves in a more civilized manner.

The two dualists must declare the manner of the duel’s rules.  (i.e. to the death, what the winner receives for winning, etc.)  It is the witnessing ranking noble’s responsibility that the duel can not involve the breaking of any Valdanian Law (i.e. the use of illegal substances, etc.)  The Law of Assault is waved for the purpose of the Honor Duel.

A duel between these individuals must be witnessed by two ranking individuals.  The High-Sheriff, a Vassal Knight or someone of higher rank must be one of these, while the other must be of a rank of at least Corporal in the Valdanis Militia.

Anyone engaging in a non-witnessed Honor Duel will each receive the punishment as it they attempted to commit murder on a citizen of Concordia.   

 

The Chain of Command

Noble Titles:

            The ranks of Noble titles are as follows:  (ranked in descending order) King/Queen, Duke/Duchess, Baron/Baroness, Count/Countess, Knight of the Crown, Ducal Knight, Vassal Knight and Lord/Lady.

            Squires are not considered nobles and as such, do not possess the power of a noble. They are to a Knight what an apprentice is to a craftsman.  However, one must treat Squires with the respect that is due to the Noble who is sponsoring them, for at times, the Squire becomes an extension of their leige.

            At times, appointments to the rank of Vassle Knight can be made without the rigorous tests of Knighthood.  This can be done for many reasons, one of which is a field commission to lead commoners in a time of crisis.  This rank can be taken way from any other Noble of Valdanis if that appointed person is not acting in the best interest of the Kingdom.

            Lord/Lady is a title usually granted because of birth, marriage, a special honor or through official position.  These people have not gone through the rigorous tests of knighthood, but they are to be given the respect due to all Nobles of Valdanis.

 

Paladins:

            The Paladins are an organization comprised of Nobles of Valdanis appointed by the King.  These Paladins are charged with the task of deciding whether or not an individual meets the criteria neccessary to be considered a Knight of Valdanis.  The Paladins are also charged with presiding over trials of Nobles who have been accussed of breaking the Law of Valdanis.  These Paladins may be of many varing Noble ranks, from Ducal Knight to Duke/Duchess.  However, when they convene in a council they are all considered equals and refer to one another as "Paladin".    

               

Powers

            Within each individual estate, the noble who owns that estate (or the noble’s representative) may dispense justice.  Usually there is a designated magistrate for each estate.  If not already a Noble, the magistrate is given the honorary title of “Lord” or “Lady” and is to be treated with the respect due to a Lord or Lady.

           Within his or her lands and estates, each Noble is the final authority.  Exceptions to this can occur in special circum­stances where the liege of the Noble had just cause to overrule the original decision.  Obviously, any decision made by anyone can always be overruled by the person above.

           One who is accused of a crime has the right to have a solicitor present for advice and assistance. The presiding Noble is not obligated to listen to the solicitor and can order the solicitor removed if the solicitor disrupts the proceedings, confers too long with the accused, or otherwise does not assist in the orderly functioning of justice.

            The accused does not have the right to confront his or her accusers. If the magistrate believes the word of the accuser, then for the protection of that accuser, the magistrate may decide to keep the accuser's identity secret.  It is assumed that the Magistrate is perform­ing his or her duties honestly and if it is later shown that the Magistrate was merely making up unseen accusers, the Magistrate will be appropriately punished and removed of title.

            Commoners may apprehend any other commoner they witness committing a crime or who is known to be a wanted criminal. The apprehender may be charged if the arrest was without merit. The apprehender is not allowed to dispense justice, but is merely allowed to subdue the criminal in order to bring the criminal to justice.

Marriages and Divorces

            Marriages are essentially contracts between two (and sometimes more) people. A marriage provides a legal avenue for people to affirm their marriage partner’s love for each other.

            One cannot get married before the age of maturity.  The age of maturity varies from race to race.  As Humans age and mature slower than High-Orcs but faster than Elves.  If a couple wishes to marry they must find someone of higher rank to perform the ceremony and witness the marriage. Ideally, it should be performed by one's liege. 

            The actual wording of the marriage vows may vary among couples but any agreement that does not violate the law is acceptable, as long as both parties agree.

            Marriages between more than two people have been al­lowed, especially when the people are Mystic Wood Elves or from a culture where polygamy is common.  Any married noble who wishes to marry another person as well should be wary however, for if the original marriage vows contained an oath swearing loyally to only the first spouse, the Noble may be guilty of violat­ing the Code of Chivalry.

            A divorce may be granted by anyone qualified to perform a wedding. Both marriages and divorces should be registered with the proper representative of the liege lord of the estate.

Sanctioned Guilds

            In order to preserve the autonomy of Sanctioned Guilds, certain laws were passed regulating their activities.

            The Guilds and their membership are subject to the Law of Valdanis.  Crimes committed on their grounds, even within the Permanent Circles of these institutions, shall be liable to legal prosecution.

            Should one of the Guilds have a wanted criminal or suspect in custody, the Guild shall yield such an individual as soon as possible to any noble of Valdanis who has the authority to dispense justice.  In accordance with the Charter of the Healer's Guild, no executions shall be carried out within it’s Permanent Circle.

            Nobles who are members within the Guilds shall relinquish their executive powers and privileges while on duty within the said institutions. While on duty they may not issue orders to other Guild members, the hierarchy of the Guild shall take precedence. Membership by Nobles in these institu­tions is contingent upon their understanding and acceptance of this limitation.

            The Guilds’ mandate to remain neutral with regard to political concerns shall be honored. Likewise, the Guildmaster shall not issue orders to Guild members contrary to the or­ders of Nobles or against the Law of Valdanis.  The Guildmaster shall remain subject to Noble orders in matters not dealing with Guild affairs, and shall remain liable to crimi­nal prosecution as a commoner.

           The nobility shall not order the release of internal Guild records or information.  Nonetheless, the King reserves the right to intervene and exercise executive power or de­mand such information, should it be in the interest of the safety of Valdanis.  However, even in such extreme cases, the integ­rity, membership and internal structure of the Guilds shall not be compromised or altered.

The Code of Chivalry

by Sir Emos Clearbrook, based in part on Sir Cedrick Hampton's famous treatise on the Code

           The Code of Chivalry is the foundation upon which our society is based. As the highest Law of the Land, the Law by which all others must be judged, the Code provides us with sta­bility, purpose, and justice.

           Obeying the Code of Chivalry is not a job to be taken lightly. At the same time, following the purpose of the Code of Chivalry is simpler than following its specific mandates. There are equally valid yet contradictory interpretations for almost every provi­sion, and what may seem like a simple set of proclamations turns out to be anything but when confronted with concrete situations.

           The Code is at its heart a series of guidelines for nobility and not a set of strict laws. A noble may lose his or her title if the Code is not followed, but the violation must be clear and obvi­ous.

As the Highest Law in our country, every noble from the lowest lord to the King must follow the Code. When a person takes an Oath of Fealty to his or her liege, it is implied that there is also an Oath to the Code.

           Swearing fealty does not negate one's duty to the Code and where there is a conflict; the Code will always prevail.

           Note that although Lords and Ladies are technically “nobles”, the standard to which they are held is less than that of a knight. Lords and Ladies (who are usually granted their titles because of birth, marriage, a special honor or through official position, without having to pass the rigorous tests of knighthood) may still have disobeyed the Code when it could have been in their power to obey the Code. For our purposes, we shall refer to ‘knights’ since all knights must follow all provisions of the Code without excep­tion.

          

Thou Shalt Respect the Weak and Thou Shalt Constitute Thyself the Defender of Them

Thou Shalt Love the Country to Which Thou Hath Sworn Fealty

Thou Shalt Not Recoil Before Thine Enemy

Thou Shalt Make War Against Evil Without Cessation

Thou Shalt Scrupulously Perform Thy Noble Duties be they not contrary to the Laws of the Land

Thou Shalt Never Lie and Thou Shall Remain Faithful to Thy Word

Thou Shalt be Generous and Thou Shalt give Freely to Others

Thou Shalt be Everywhere and Al­ways the Champion of the Right and the Good Against Injustice and Evil

           Let us now examine the individual provisions of the Code of Chivalry and discuss some basic interpretations.

 

Thou shalt respect the weak and thou shalt constitute thyself the defender of them.

           The knight must respect all of the people in our society with the understanding that every person has

something to contribute. Too often, knights are fighters who see the world through a fighter's perspective, viewing those who do not fight as cowardly and unworthy. This viewpoint is harmful to the kingdom and to the knight, for how can one receive respect when none is given?

           Everyone contributes to the well being of the Kingdom - from the bakers and millers to the artists and the clerks - and each is deserving of respect for his or her contributions. How could the knight protect the lands without the support of the hunters, farmers and cooks who provide the knight's sustenance?  How could the knight protect the land with out the support of the blacksmiths who provide the knight's tools?  How could the knight protect the land without the support of the artists and musicians who provide entertain­ment for the knight's well-being, and the countless oth­ers who in their own way contribute to the glory of the land?

           This is a dangerous pit in which many would-be knights fall. They begin to think of themselves as better than the people whom they wish to lead. Although a knight is expected to have superior leadership, deci­sion-making and strategy skills than the average per­son, to think that a knight is somehow "better" than everyone else will lead to that knight's ruin. The fallacy is in seeing those particular skills that a knight needs as more important than such skills as weaving, masonry, or farming. Each person in our lands contrib­utes to the best of their ability and should be respected for each of their contributions accordingly

           A knight must defend those people who cannot defend themselves. This does not mean that the knight must constantly be on the battlefield or out roaming the woods for goblins and kobolds. However, it is the duty of the knight to make sure that the lands are pa­trolled and safe for the people who live there.

           However “defend,” means so much more than in the battle sense. A knight should defend his or her people against hunger and injustice, against greed and ignorance, and against evil in every form. The knight must be a hero to his or her people.

In fact, it is this first provision of the Code that seems to trip up many would-be nobles (and common­ers too). Many people wrongly think that prowess in battle makes one a “hero.” It is obvious that even the most evil and corrupt person may stand in the frontlines and fight off various enemies, but this does not make that person a “hero.” Defending the people is indeed a worthy goal, but the Code requires much more than mere battle skills. Ours is not a land where “might makes right,” or where only the strongest rule.

 

Thou shalt love the Kingdom to which thou hath sworn fealty.

           A knight's duty is to the lands to which fealty has been sworn. There are knights who have emigrated from other countries and this provision reminds them that in a conflict between the original lands and the land of fealty, the land of fealty will always prevail.

           This would apply to any other oaths the noble may have taken or will take to any other sovereign. No oath shall ever take precedence over the Oaths of Fealty (which includes an Oath to the Code of Chivalry).

Although the exact word of this provision mentions the loyalties of other countries, most nobles regard this to mean any other loyalties, even if they are solely within the duchy. For in­stance, a Biata knight who has sworn fealty to the kingdom should always put the interests of the kingdom at the forefront, even if it means fighting off an insurrection of Biata from his own family.

 

Thou shalt not recoil before thine enemy.

           This law does not require suicidal action but does demand bravery in facing the enemy. If captured the knight cannot reveal secrets, even under torture, and cannot show fear, even to a more powerful adversary.

           Do not interpret this provision to mean that a knight would be limited in military strategy. Many battles have been won with the judicious use of strategic withdrawal, where the knight lures the enemy into a position more advantageous to the knight. Simi­larly, no one would fault a knight who ran from an army of liches, providing of course that the knight then regrouped his or her forces and made new attack plans.

If, however, a knight retreated leaving behind his or her compatriots trapped or magically held or confined, would most likely be guilty of cowardice. The knight should always first assure the safety of those in his or her command and should always be the very last person retreating.

 

Thou shalt make war against evil without cessation.

           This requires intolerance of all evil, without regard for the degree of evil in the act. A knight cannot allow one evil act to be committed or go unpunished, even if the commission of that evil act would prevent a greater evil. One cannot use evil's tools to fight evil.

           This means that there are no balancing tests to be done. If one chaos spell could save the town, the knight will not bow down and compromise all that he or she stands for in order to get short term benefits, for to do so means that the knight stands for nothing.

           The hardest part of this tenet for many knights is dealing with the evil the knight knows. Sometimes, the knight finds himself or herself as a judge over friends who have been caught committing a criminal act. The knight must dispense justice equally against all evil, and not just the evil that exists outside of the borders. The enemies of the kingdom sometimes take the form of brave adventurers, powerful business leaders, and even other nobles. When they commit evil acts, they must be treated the same as the knight would treat any other evildoer.

 

Thou shalt scrupulously perform thy noble duties be they not contrary to the laws of the lands.

           Nobility requires attention to detail in all aspects of gov­erning one's lands. A knight who is a great hero on the battlefield yet neglects to provide for the people in his or her lands is a failure. Noble duties include dispensing justice, planning ag­ricultural futures, supervising the building of bridges and roads, and even providing for the people's education, entertainment and general well being. The knight should view the commoners in his or her lands as family to be looked after and care for, and should never allow that family to be attacked, go hungry, or need shelter or basic provisions.

Many of these tasks are tedious, aggravating, and rarely cause for praise or attention, but to neglect these duties is a violation of the Code. The knight does not actually have to personally perform each of these tasks, but should delegate authority (not responsibility) and give guidance to make sure that these things are done.

 

Thou shalt never lie and thou shalt remain faithful to they word.

           This provision has caused many arguments and may be the most controversial when specific examples are debated.

           There is no room in this tenet, or in any of the Code, for loopholes. A knight cannot promise to “never tell anyone” a particular bit of information and then get around that vow by writing the information down. Nor can a knight get around this tenet by allowing a commoner to lie for him or her or by stand­ing by in silence while untruths are being told which the knight could easily correct and clarify.

           The important point is that this tenet covers communica­tion. Symbolic speech (such as nodding your head or taking an action which obviously indicates a viewpoint' or even refusing to take an action) can be just as meaningful as the spoken word. The spirit of the Code is more important than the letter of the Code.

           This tenet does not mean that a knight must tell every­thing and give away secrets. Silence is not generally considered lying, but there could be circumstances where it could be. For example, someone asks "Does anyone present know anything about this situation?" and the knight, who has information that is important and relevant, remains silent.

           What about lying to an enemy in order to mislead that enemy? Here is where the real debate exists. Some feel that this is allowable and is seen as a type of battle tactic. Battles can be won by words as well as by swords.

           Others say that the entirety of the Code of Chivalry is a balancing test; after all, if one lie would save the lives of a thousand people, then would a knight who refused to lie be violating other parts of the Code, such as defending the weak?

           The King, when questioned on this, stated that he does not believe that any lies should ever be told, for even one lie can brand the knight as a liar, thus always placing the knight's word in question and irreparably harming the knight's reputation, and thus of course, the reputation of his or her liege.

           What is clear and unambiguous is that when a knight "gives one's word" by making a promise, then a higher standard must apply.  A knight who goes back on his or her word, even to the enemy, is unworthy of a noble title.

 

Thou shalt be generous and thou shalt give freely to everyone.

           This is not a vow of poverty, a knight is not expected to live like the poorest peasant. However, a knight must also not live so high above the people that he or she loses awareness of the commoners' lives. The taxes of the people must not be overbearing and should be used primarily for the defense and well being of the people and not for the purpose of allowing the knight to live like the king.

           Further, a knight should give emotionally and physically to the betterment of the people. Giving includes providing your time, your skills, and your experience to help those in need.

 

Thou shalt be everywhere and always the champion of the right and the good against injustice and evil.

           This is considered by many whom study the Code to be the law that covers all possible unwritten points of Chivalry. It is the most basic guideline and encompasses all of the other provisions as well as those that may be unstated. The knight should be admired and used as an example to all as the embodiment of good and no law- abiding commoner should ever fear harm from a knight.

 

 

A Test

In the real world, issues are rarely framed in clear-cut divisions. Gray areas predominate and cloud our moral judgments.

The following few questions are practical examples of how the Code and the rules and duties of nobility have been inter­preted in the past. Use them as a guideline to interpret the myriad facets of the Code, and understand that even some of these an­swers may be debated by various scholars.

Questions

1. Sir Eric owes his fealty to Baron Kevin. They are attacked by trolls and during the attack Sir Eric sees Baron Kevin throw a necromantic spell which turns the tide of the battle and saves both of them. After the battle, Baron Kevin orders Sir Eric to “forget that this incident ever happened.” What should Sir Eric do?

2. Dame Yolanda meets her liege Baron Derek and he asks her to swear never to reveal what she is about to hear. When she swears, Baron Derek admits that he broke into Baron Percival's manor house and took a magic sword that should have been inherited by Baron Derek. Should Dame Yolanda report this theft?

3. Dame Jora enters a tomb and finds an undead creature that says to her, “If you are my master I will give you my trea­sure.”  Dame Jora lies and says, “I am your master.” Has she violated the Code?

4. It is the same situation as in the previous ques­tion, except this time the undead says "1f you say you are my master, I will release my prisoners, otherwise I shall kill them." If Dame Jora lies and says she is its master, has she violated the Code?

5. Baron Higgin is sitting with Sir Theril and Sir Andor, both of whom have sworn fealty to him.  Suddenly, without giving any reason, the Baron says to Sir Theril, “Kill Sir Andor now!” What should Sir Theril do?

6. It is the same situation as in the previous ques­tion. Sir Theril kills Sir Andor and then asks the Baron why he ordered the killing. "I have my reasons and I do not have to explain them to you," the Baron replies. What should Sir Theril do?

7. Baroness Hera orders her knights to send their squires to one of her estates to oversee the construction

of a new silo. Sir Forrest objects, saying this is a bad idea. Can the Baroness remove Sir Forrest's title?

8. Baron Terrance is an obnoxious oaf. He is egotistical, arrogant, and self-righteous, and has a hard time getting along with the other Barons. Can the King remove his title?

9. Sir Ignatius is known to have a drinking prob­lem and his Baroness says to him "I don't want to hear anything about you visiting that bar again tonight." Sir Ignatius replies “You won't, my liege” and then goes to the bar in disguise and tells anyone who recognizes him there that they must keep quiet about his presence there. Has he violated the Code?

Answers

1. Sir Eric is required to report his Baron's actions to the Paladins. Duty to the Code takes precedence over any Oaths of Fealty.

2. As in situation #1, a knight's duty to the Code and the laws of the land take precedence over any fealty. There may be a debate here among some scholars in that she “gave her word,” but it is generally under-stood that one can never give one's word to violate the Code. A promise to “give one's word” in essence al­ways carries the unspoken caveat “so long as I am not required to violate the Code of Chivalry, my Oaths of Fealty, or the laws of the land by giving my word.”

3. As stated before, this is unclear; some hold that a lie is a lie no matter what, and others say that lying to an undead is like lying to a tree and is mean­ingless. It is illogical, they say, to require a knight to destroy all undead but yet he cannot lie to them beforehand. Once more, know how your liege feels about this before taking an action which may be counter to his or her views.

4. This one is a tougher call, because one could easily argue that this is a balancing test: if one small lie to an undead can save many people, then isn't it more important to “Respect the weak” and save their lives? Once more, know your liege's views first.

5. He should kill Sir Andor now, without hesita­tion. Although it may be that the Baron had no reason

to order the death, it is not Sir Theril's place to question the decision at that time. Perhaps the Baron had just discovered that Sir Andor was a vampire or otherwise not himself. Had Sir Theril stopped question the order, Andor may have escaped or caused great damage.

6. He should report this action to the Paladins and testify if the Paladins so request. Obviously, if it is discovered that the Baron had no reason to order the killing, then the Baron (not the knight who followed the order) would be guilty of murder.

Even if the Paladins investigate and discover that the Baron had good reason to order the killing, Sir Theril may still decide to renounce his Oaths of Fealty to the Baron. An Oath of Fealty goes both ways: A knight vows to follow the orders of his or her liege so long as those oaths are just and lawful. It requires absolute trust between the oath giver and the oath taker.  If the knight no longer can trust the Baron's decisions, then the knight may renounce the Oath.

7. Technically, any noble can remove the title of another noble or squire directly beneath them in the chain of command. However, it is not always a wise move politically. Knights are not slaves to be used by their lieges, and their opinions should be sought and respected. Every noble has the right to disagree with his or her liege. However, disagreement and non-obedience are two different things.

In the example given, there was no indication that the knight had done more than merely disagree. If the Baroness had said, “No more arguing, just go do it”, then Sir Forrest must obey and to the best of his ability. The order may be unwise, impractical, or even foolish, but it is not illegal nor does it violate the Code of Chiv­alry. If the knight objected loudly and in public, or made insult­ing remarks to the Baroness in such a way as to tarnish her respect, then she would be more justified in removing his title.

8. As before, technically a noble can remove the title of anyone below without giving a reason, but doing so may not be a wise choice politically. If he is merely obnoxious, he probably should not be removed. Often people who are free thinkers and leaders can be egotistical and obnoxious; yet they also get the work done that needs to get done. If titles were removed because of arguments or personality clashes, then we may very well be left only with sycophants who are nothing more than slaves to their liege.

However, if Baron Terrance's personality was so disruptive as to hinder his ability to perform his duties, or if he were so obnoxious that his actions constituted Mockery of a Noble Title or some other offense, then his removal may be justified.

9. Yes. The spirit of the Code is more important than the letter of the Code. Technically, Sir Ignatius is keeping his word by making sure that his liege won't hear about his visit to the bar, but that wasn't really what the Baroness was requesting. Trying to be a barrister with the Code, looking for loopholes and technicalities, is against the entire spirit of the Code. And, as always, the spirit of the Code is what is important.

What does it mean to become a Knight?

Some people seek out to become a Noble for the power that comes with it.

This is not a Knight.

Some people think that to be a Noble gives you the right to demand respect, but be not required to give any respect to others.

This is not a Knight.

Some seek Noble status to attain riches.

This is not a Knight.

           To attain the status of Knight would mean that you have earned the trust of the Nobles of Valdanis and it is part of the path of the Nobility.  But what does it mean to be a Noble?

           To be a Noble of Valdanis, from the Vassal Knight to the King, means for you to serve something greater than yourself.  It means to follow the Law of Valdanis, The Code of Chivalry and to do the right thing, no matter the cost.  To follow this life is not for the weak of heart and should not be attempted lightly.  The power and trust given to the Nobles of Valdanis comes with much responsibility, so it should be taken as a serious matter and with the utmost sincerity.  Nobles lead commoners to battle, dispense justice, uphold the Law and manage lands of the Kingdom.  These make the Nobles of Valdanis, first and foremost, servants of the land, its people and King.

           If after hearing this you still wish to follow the path of the Knight, then in order to be considered you must find a Noble to be your sponsor.  In truth, you must find a Knight to take you as his Squire.

           Although there are times when great deeds bring to light the true heart of a person and that person becomes a Knight through his actions; that is the exception, not the rule.  For most the path of Nobility follows the path of the Squire.  Each Noble of Valdanis can take on a Squire to train and guide on their path to Knighthood.

           The path of a Squire is not an easy one and is more work than power.  You are expected to live a life as a Noble of Valdanis would, but you do not enjoy the trappings of power that being a Noble enjoys.  The path of the Squire may seem a long one, but in the service of Valdanis the hard work will be worth it.  Our Nobles must make certain that the Squires are properly trained to handle the hard situations that are commonplace to the leaders of our Kingdom.  The length of training is dependant on Noble who trains the Squire, but it is mostly dependant on the Squire accepting the knowledge being passed on to him.

           Valdanis needs people of strong moral fiber to serve as her Nobility.  We need ample leaders to help build, lead, defend and serve our Kingdom as it moves forward to a new age of prosperity. Being a Squire allows the Nobility to gage if you have the bearing, mental stamina and leadership ability to propel Valdanis to greatness. 

King Nathanial Daefell

 

NECROMANCY   Abomination or Battle Magic.

First let me state that I am against the use of necromancy in any form and will see to it that one who uses it is punished to the full letter of the law.

There are those who believe that as long as they do not raise the dead to do their bidding that they are not committing necromancy and therefore are causing no one harm. This is untrue as each and every time you call upon chaos you cause irreparable  damage to the Earth and weaken its ability to sustain and heal us.

Each time you cast Necromancy you dim your own ability to see this damage and you make your spirit more and more likely to cast it without a thought for what you are doing.

There is no such thing as a former Necromancer for they have already placed a blackness upon their spirit that only disappears with permanent death.

To support what I have stated I will tell you of a small town near where I hail from. A necromancer took over this town and set about casting necromancy daily and with great vigor.  Mind you that it was just one and not one of great power at all.  After his defeat and removal and obliteration, we set about to try to help rebuild the town. But to our dismay there were areas in the town where the Earth was and will forever be dead. Nothing will ever grow there and nothing can live there ever again. Black dead putrid Earth is all that remains.

So when you say it’s only battle magic think of that small town forever scared and look to your heart and see if it is turning into a black and dead place. You who cast necromancy will be forever necromancers but you can walk away from it if you truly wish to be free of it. Spirit Forge to one with no healing skills.

Your Humble Servant

Sheverin Tong-XI