"Under the Blood Moon" Campaign 4e World

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World Summary
The world of Circadia is a violent and tempestuous land of war and strife. Though stout hearted heroes continually rise from obscurity to provide hope to the commonfolk of the land, an even greater number of vile hearted villians hides behind most every turn. Violent border skirmishes, bloodshed and tyranny are common place as the forces of chaos maintain a firm grip on this reality. Will the players be able to rise above the hostilities and help foster peace in the age or will they too fall victim to the oppression that often overwhelms others?

Who are the Heroes?
The heroes of Circadia, the land Under the Blood Moon, come in all manner of shape and form. In a dark world of death and destruction, anyone can become a source of justice and light and thereby attract commonfolk like moths to a flame.

The noble knight in shining armor brandishing a swift sword.

The humble priest pilgrim using the power of the waning deities to heal the wounds of the world.

The cunning rogue who moves with dexterity and stealth to further any number of personal agendas.

The enigmatic and strong-willed wizard hurling powerful mystic energies for both weal and woe.

These are the hope of the future but anyone can become a hero. All it takes is the courage to rise above one's own fear and complacency.

What is the Tone of the World?
The overall tone of Circadia is dark and brooding. Imagine the 'Dark Ages' of Medieval Europe and you are halfway there. The average peasant lives in ignorance trying to merely survive as best as possible often at the whims of the local aristocracy. Most communities in the world become introspective and tend to rely on their own skills and ingenuity to survive. Trust in outsiders from other villages is rare indeed and many visitors are looked at with suspicion at the very least.

Conflict and warfare between neighboring cities and nations is frequent as is strife between families, clans, tribes, guilds and even opposing ideas and points of view. Humanity tends to dwell within the more civilized regions of the world yet much of the planet remains unexplored, savage and wild. Likewise, humankind is not the only race that directs the fate of the world.

Crafty dwarves deep in their halls of stone labor without end creating endless supply of protective armor and weapons of all description, both magical and mindane. Many dwarven strongholds grow exceedingly wealthy selling their arms to the highest bidder.

Wild and untamed elves, like the natural wilderness they call their home, protect their lands from intrusion almost to the point of xenophobia.

The Eladrin, known by their ancient name of 'Shaeline,' drift between the realm of reality and the Faerie Otherworld in pursuit of knowledge and magical lore.

Nomadic halfling clans travel wherever and whenever adventure calls, often following the roaming herds or perhaps earning a living as mercenaries, guides and scouts.

In a world plagued by creatures of the Lower Planes, the race of tieflings is naturally quite numerous. Many in fact seem to rise to positions of power within a number of lands. Tieflings can become quite influential in their own right.

The dragonborn are found throughout the lands Under the Blood Moon in all variety of environments. Powerful and wise, the dragonborn are looked upon with a certain degree of respect in deference to their draconic heritage.


Five Things to Know

1) The City of Sanctuary
The metropolitan expanse of Sanctuary is the effective center of the known world. Politically neutral in all regards, merchants, traders and adventurers of all sorts routinely pass through the city walls seeking to make their fortune. Most of the civilized nations of Circadia maintain ambassadorial relations with Sanctuary while secretly spying on one another or searching for some lost knowledge that could sway the delicate balance of power. The city is governed by the Speaker of the Prophets, a mysterious being who hides behind a bronze mask. It is generally known, however, that the Speaker is purely a mouthpiece for the real power of the city. What this power, or powers, may be is not known. In any case, the City of Sanctuary is well defended and has never fallen to an enemy.

2) Magic is Real
Magic is very real and can be considered quite commonplace in some respect, particularly on the battlefield. More subtle forms of magic are used in ancient Ritual Magic to perform mystic feats of power. Though magic is known, few are skilled at its use and manipulation. For most commonfolk, magic is still avoided and feared. This is particularly true in more rural, out-of-the-way villages.

3) Null Magic
The unusual properties of the mystical veil that blankets Circadia also create regions of "null magic." Within these scattered zones, magic simply does not function or is perhaps surpressed. Pockets of null magic are found throughout Circadia and can often become havens for the inhabitants of the world that wish to avoid magical attack. One such Null Magic zone blankets the City of Sanctuary.

4) The Nethergate
The dark and brooding environment of Circadia is perhaps directly linked to the existence of the Nethergate. This ancient artifact, originally constructed as a gateway between dimensions, had over time become corrupted by the demons of the Lower Planes. The Nethergate never remains in the same location for longer than a fortnight appearing at a new random location at irregular intervals. The Nethergate allows fiendish creatures to cross the dimensional barrier in limited numbers and enter the Mortal World. Once here, they are able to run amok and wreck havoc upon the hapless citizenry.

5) Eight is a Magical Number
The number eight plays a theme throughout the land Under the Blood Moon. There are eight deities who guard creation from complete entropy. There are eight archdemons who counter the efforts of these gods gathering wicked followers of their own. And there are eight ancient elements that guide the realm of magic. These elements are Air, Earth, Fire, Water, Light, Darkness, Moon and Wood. These elements have a direct and profound impact on the natural world in the form of elemental spirits who inhabit Circadia.


The Gods of Circadia

The Eight Immortals have existed in the world since the Age of Fables and beyond having participated with the Powers in its creation. Rarely intervening directly, the gods rely on their worshipers, clerics and heralds to enact their will. The gods seek to prevent their former brethren, now know as the Archdemons, from gaining control over the Land Under the Blood Moon.

Solovar (god of the sun) "Lightbringer"
Greater god
Symbol: Sun disc
Portfolio: Sun, light, protection, healing, cooperation
Alignment: Good
Totem: Hawk
Sacred Color: yellow

Ainu (god of air, storms)
Greater god
Symbol: Lightning bolt from a storm cloud
Portfolio: Air, storms, lightning, birds
Alignment: Unaligned
Totem: Eagle
Sacred Color: blue-gray

Meru (goddess of nature) "Seedmother"
Lesser goddess
Symbol: Silver acorn
Portfolio: Nature, plants, agriculture, beasts, elves
Alignment: Good
Totem: deer
Sacred Color: green

Nerthys (goddess of death, magic)
Greater goddess
Symbol: Scarab
Portfolio: Death, magic, funerary rites, sorrow
Alignment: Unaligned
Totem: scarab
Sacred Color: black

Brannoc (god of commerce)
Lesser god
Symbol: Balace scales
Portfolio: Commerce, thieves, messengers
Alignment: Unaligned
Totem: Raven
Sacred Color: gold

Urien (goddess of the waters) "Waverider"
Lesser goddess
Symbol: Crested wave
Portfolio: Water, oceans, seas, rivers, lakes, sea travel, sailors, fisherfolk
Alignment: Good
Totem: dolphin
Sacred Color: sea green

Kronum (god of justice, war)
Lesser god
Symbol: Upright sword
Portfolio: Justice, War, Truth
Alignment: Lawful good
Totem: lion
Sacred Color: white

Barathor (god of fire)
Lesser god
Symbol: Anvil
Portfolio: Fire, craft, mining, blacksmithing, dwarves
Alignment: Lawful good
Totem: salamander
Sacred Color: red


The Archdemons

Once counted among the more powerful spirits of light, the beings known as the Archdemons became corrupted by their ties to the corporeal plane seeking to dominate all life instead of guard and protect it. Their kind rebelled against the Immortal Powers and where banished from the upper planes to dwell forever more in the Netherworld.

The Archdemons are an evil and destruction force who seek to undo the actions of the gods. Like the Immortals, the Archdemons generally refrain from direct personal contact on the Material Plane. Not so much for fear of distrupting a balance but rather because to do so requires the demon lord to coalesce its personal power somewhat and assume a corporeal form. In this form, they become more suseptible to harm.

Instead, the Archdemons will act though various intermediaries such as lesser demons and devils, unholy messengers and their mortal followers.

Greater god
Symbol: Iron collar
Portfolio: Tyranny, oppression, war
Alignment: Evil
Sacred Color: Steel gray

Moghur "Lord of Murder"
Great god
Symbol: Curved dagger dripping blood
Portfolio: Murder, assassins, violence, anarchy, blood
Alignment: Chaotic evil
Sacred Color: Blood red

Lesser goddess
Symbol: Mushroom
Portfolio: Decay, corruption, disease
Alignment: Chaotic evil
Sacred Color: Putrid brown

Demoriel "Queen of the Witches"
Greater goddess
Symbol: Black cat
Portfolio: Night, the moon, witchcraft, lycanthropy
Alignment: Evil
Sacred Color: Black

Orabas "Painbringer"
Lesser god
Symbol: Metal pick
Portfolio: Pain, pleasure, excess
Alignment: evil
Sacred Color: Purple

Lesser god
Symbol: Skull
Portfolio: Undead, fear, energy draining, weakness
Alignment: Chaotic evil
Sacred Color: Gray

Abraxas "Keeper of Secrets"
Lesser god
Symbol: Locked box
Portfolio: Secrets, deception, lies, falsehoods, illusion
Alignment: Evil
Sacred Color: none


> 3) Null Magic

This is a bad idea in the context of 4E. Older editions slapped no-magic zones down all over the place as a means of "balancing" magical characters with nonmagical ones. That no longer really applies to 4E, and the sole effect of something like this is to punish players for their class choices. (Martial characters won't be impeded one bit while divine and arcane ones are totally shut down.)
You know that is actually a very good point. I hadn't really thought about that aspect of it. My intention was to create a method to protect various settlements from demonic incursions as a result of the Nethergate.

However, upon actually researching the MM, a Null Magic field wouldn't make any difference since 4e demons don't have magic! I don't think I ever realized this until now.

I think my options are:

1) Just get rid of the Null Magic idea.
2) Adapt the field to perhaps repel outsider influence
3) Adapt the field to prevent elemental powers from functioning (fire, etc)



Elementals are creatures of spirit often bound to a physical form. Native creatures of the Elemental Plane, elementals are the guardians of the multitude of aspects within the physical plane representing not only actual elemental components but also thematic aspects as well.

Sages and scholars generally acknowledge eight main physical elements and perhaps countless thematic elements. The physical elements are Fire, Air, Earth, Water, Light, Dark, Wood and Moon. Elementals of these aspects can appear as generalized representation of the element or as a more minor aspect. Thus a fire elemental may appear as a roaring torrent of flames or as a lesser ash elemental, smoke elemental and so on.

Thematic elementals represent sometimes less tanglible aspects of the Material Plane and therefore their power and appearance are likewise as varied as they are. Some take on a truly horrific appearance while others may assume a more pleasing shape. Thematic elementals include hope elementals, dawn elementals, fear elementals and even entropy elementals.

Because they are naturally incorporeal creatures lacking a physical body, an elemental spirit must coalesce its represented element into a form with which it may interact within the Material Plane. The longer the elemental assumes this form, the stronger its bond with that form and the Material Plane. Given enough time, the elemental may become permanently bound to this physical body often "losing" itself through the innumerable sensations a physical form has to offer.


If you're specifically interested in keeping demons out then something that wards out demons would be the best approach. Perhaps there's some material in the world which, when properly fashioned, can be used to create a warding system. (One game I was in had something like this - there was a network of magical pylons ringing a town to keep certain shadowy netherbeasts at bay.)

Alternately, a ritual that covers a large area but is demanding enough that only a moderately sized settlement can actually orchestrate it.
I would nullify a specific element. It would achieve the concept and also be really strange.
Yea, a specific ritual that wards demons! great idea! I think I'm gonna try something like that in my campaign.
Solovar Level 60 Solo Controller (Leader)
"The Lightbringer"
Medium immortal humanoid (avatar)
Initiative: +41 Senses: Perception +48, darkvision; low-light vision
Divine Presense: Attacks against the avatar take a -2 penalty until the avatar is bloodied
Solar Corona aura 30; enemies that begin their turn within the aura will take 5 radiant damage; the aura is also equivalent to a bright light and can be activated and deactivated by the avatar at will as a free action
HP 1,750; Bloodied: 875
AC 52; Fort +40 Ref +41 Will +43
Resist 30 cold, 30 electricity
Immune charm, disease, domination, fear, fire, petrification, poison, radiant
Speed 8; fly 10 (hover), teleport 12
Action Points 2
Dawnstar Rod (standard; at-will) * Weapon
+48 vs AC; 3d10+16 dmg; critical: +5d8 or +5d10 against demons; avatar has DR 5 against attacks from demons; 1/day, as a free action, avatar can add +5 power bonus to attack roll on an attack against demons and ignore any resist value the demon has
Double Attack (standard; at-will) * Weapon
The avatar makes two attacks with the Dawnstar Rod.
Solar Flare (standard; at-will) * Fire
Ranged 40; +40 vs Ref; 3d10+10 fire damage
Divine Retribution (immediate reaction, when enemy targets avatar with a Range attack; at-will) * Radiant
Ranged 30; +40 vs Ref; 3d8 +10 radiant damage. Miss: Half damage. This attack does not provoke opportunity attacks.
Corona of the Noonday Sun (standard, encounter) * Radiant
Area burst 5 within 30; +40 vs Ref; 3d6 + 5 radiant damage and enemy is blinded until beginning of enemy's next turn; Miss: Half damage and enemy is not blinded
Healing Light (minor, encounter) * Healing
Close burst 6; Allies within burst are healed 30 points and receive a +1 divine bonus to Defenses until the end of their next turn.
Curative Touch (standard; encounter) * Divine, Healing
The avatar's touch can wipe away a single disease afflicting the target, whether the disease is active or still incubating.
The avatar can speak telepathically with any other intelligent creature that has a language.
Change Shape (minor; at-will) * Polymorph
The avatar can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Good Languages Common, Supernal, Telepathy 20
Skills Diplomacy +47, Heal +48, History +45, Insight +48, Nature +48, Perception +48, Religion +45
Str 32 (+11) Dex 33 (+11) Wis 36 (+13)
Con 30 (+10) Int 31 (+10) Cha 34 (+12)
Equipment Dawnstar Rod

Solovar is the protective god of the sun bringing his healing rays to a dark world. As such, he is widely reverred by many commoners throughout the world of Circadia. In addition to his role as a solar divinity, Solovar is also a god of protection, healing and order and thus is most appealing to the simple folk lost among the chaos. His is perhaps the largest following and his priesthood is likewise large in number as well as influence. Even unaligned communities recognize the wisdom behind this god's protective powers and so shrines and temples dedicated to the Lightbringer can be found in many regions of the world.

Solovar rarely assumes his avatar form save for the most dire of circumstances. His avatar takes the form of a kindly human male with dark skin, dark eyes and hair wearing a decorative torc and kilt of brass embedded with jewels of a reddish hue. The avatar also wears gold jewelry in the form of armbands, bracers and rings never less than 10,000gp in value. The sun god's avatar will also carry a gilded metallic rod capped with opalline stones said to be mined from the mountains of the sun. This is of course the legendary Dawnstar Rod, the god's personal weapon, which he uses in his constant struggle against demons.


Molghur Level 60 Solo Skirmisher
Medium immortal humanoid (avatar)
Initiative: +54 Senses: Perception +38, darkvision; low-light vision
HP 1,750; Bloodied: 875
AC 57; Fort +40 Ref +47 Will +38
Resist 30 cold, 30 fire, 30 electricity
Immune charm, disease, domination, fear, necrotic, petrification, poison, polymorph
Speed 8; teleport 6
Action Points 2
Bloodthirsty Longsword (standard; at-will) * Weapon
+49 vs AC; 3d8 +16 dmg; critical: +5d10; addition +1 attack bonus and +5 damage bonus against bloodied targets
Assassin's Dagger (standard; at-will) * Weapon
+49 vs AC; 3d4 + 16 dmg; critial: ongoing 12 poison damage (save ends); 1/day as a free action, target hit by dagger takes ongoing 15 poison damage and is slowed (save ends both)
Double Strike (standard; at-will) * Weapon
The avatar can attack with each weapon at the same time.
Bloodstorm (standard; daily) * Weapon
+49 vs AC with both main hand and off hand weapon; hit: 6d8 +16 dmg with longsword and 6d4 +16 dmg with dagger; Miss: Half damage per attack; Effect: After making these attacks, avatar can shift 8 squares
Meld into Shadow (minor; encounter)
Gain invisibility until start of next turn.
Blasphemous Word (standard, daily) * Psychic
Close burst 5; +8 vs Fort; Hit: 4d10 + 8 psychic dmg and target is stunned until end of avatar's next turn; Miss: half dmg and target is not stunned.
Frightful Presense
When bloodied, avatar takes on a fearsome appearance; all attacks against avatar suffer a -4 penalty until end of encounter
Change Shape (minor; at-will) * Polymorph
Alignment Chaotic Evil Languages Common, Supernal, Telepathy 20
Skills Acrobatics +49, Arcana +47, Athletics +46, Bluff +45, Intimidate +45, Stealth +54, Thievery +49
Str 33 (+11) Dex 38 (+14) Wis 27 (+8)
Con 31 (+10) Int 34 (+12) Cha 31 (+10)
Equipment +5 Bloodthirsty Longsword, +5 Assassin's Dagger, +5 shadowflow armor


Meru Level 50 Solo Controller
The Seedmother
Medium immortal humanoid (avatar)
Initiative: +32 Senses: Perception +44, low-light vision
HP 1,650; Bloodied: 825
AC 40; Fort 36 Ref 37 Will 39
Resist 30 fire, 30 necrotic, 30 thunder
Immune charm, cold, disease, domination, electricity, fear, necrotic, petrification, poison, polymorph
Speed 8; teleport 6 (forest walk)
Action Points 2
Quarterstaff (standard; at-will) * Weapon
+39 vs AC; 2d8 +14 dmg
Entangling Roots (minor; at-will)
Range 6; +39 vs Ref; target is knocked prone and restrained (save ends)
Awaken Forest (standard; sustain minor; encounter) * Zone
Area burst 5 within 10; trees come alive and attack the avatar's enemies within the zone; +21 va AC; 1d10 + 7 dmg. The avatar makes new attack rolls when it sustains the zone.
Call of the Wild (standard, daily) * Conjuration
Ranged 30; Avatar can conjure forth a total of six of either bears, boars, crocodiles,wolves or panthers, that will occupy six squares within range. The animals will attack the avatar's enemies and will remain until slain or until the encounter ends.
Nature's Blessing (minor; encounter) * Healing
Close burst 5; Allies within burst are healed 14 points plus they may use a healing surge if desired.
Speak with Animals
The avatar can speak and understand the language of all animals.
Change Shape (minor; at-will) * Polymorph
The avatar can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual. The avatar can also polymorph into any Small, Medium or Large animal.
Alignment Good Languages Common, Elven, Supernal, Telepathy 50
Skills Arcana +42, Diplomacy +41, Dungeoneering +44, Endurance +41, Heal +44, Insight +44, Nature +44, Perception +44, Religion +42
Str 29 (+9) Dex 34 (+12) Wis 39 (+14)
Con 33 (+11) Int 35 (+12) Cha 32 (+11)
Equipment +5 Quarterstaff, +5 Barkskin Leather Armor


Nerthys Level 60 Solo Controller
Medium immortal humanoid (avatar)
Initiative: +39 Senses: Perception +48, darkvision, low-light vision
HP 1,750; Bloodied: 875
AC 50; Fort 42 Ref 39 Will 43
Resist 30 fire, 30 electricity, 30 radiant
Immune charm, cold, disease, domination, fear, necrotic, petrification, poison, polymorph
Speed 8; fly 8; teleport 8
Action Points 2
Spear (standard; at-will) * Weapon
+48 vs AC; 3d8 +16 dmg
Death Ray (standard; recharge 4,5,6) * Gaze, Necrotic
Range 10; +39 vs Fortitude; the target is reduced to 0 hit points (resistance or immunity to necrotic damage does not apply). Miss: The target takes necrotic damage equal to its bloodied value.
Terror Gaze (minor, at-will) * Fear
Close blast 5; +40 vs Will; the target is immobilized (save ends).
Dispel Magic (standard; encounter) * Arcane
Ranged 10; Target: one conjuration or zone; 36 vs Will; Conjuration or zone is destroyed. All its effects endm including thouse that normally last until a target saves.
Shadow Form (standard; sustain standard; encounter) * Polymorph
The avatar becomes insubstantial like a shadow and gains a fly speed of 8 (hover). It can enter and move through a porous obstacle that would otherwise prevent movement. It remains in this form as long as it sustains this power.
Legion of the Fallen (standard, encounter) * Conjuration
Ranged 10; you conjure 1d6+3 Phantom Warriors (as per listing in Monster Manual on pg 116). Each phantom warrior appears in an unoccupied square within range and will fight for the avatar until slain or the encounter ends.
Change Shape (minor; at-will) * Polymorph
Alignment Unaligned Languages Common, Supernal, Telepathy 20
Skills Arcana +48, Diplomacy +48, Heal +48, History +48, Insight +48, Intimidate +45, Perception +48, Religion +48
Str 33 (+11) Dex 29 (+9) Wis 36 (+13)
Con 35 (+12) Int 36 (+12) Cha 31 (+10)
Equipment +5 Spear



Often viewed as the center of the known world, the vast metropolis that is Sanctuary is a constant hive of activity. From the conglamoration of guilds to the influx of merchant caravans to the embassadorial intrigues, Sanctuary remains politically neutral and thus is generally free from the incursions of warfare.

Sanctuary is a walled city located along the confluence of three rivers which divided the city into four uneven quarters. The four quarters are the Civitas, the Guilds, the Artisans and the Foreigners. A large island located in the small body of water where the three rivers meet is the home of the City Center and the Speaker's Palace, the enigmatic figure that governs this urban sprawl. Just outside of the walls that surrounds the Foreigner's Quarter is the necropolis where the departed are buried.

Visitors from all over Circadia routinely come to Sanctuary for all manner of reasons. As a center of trade, merchant activity is by far the largest and perhaps the most influential of communities within the city. Arriving via water and overland routes, merchant caravans are required to pay a fee before setting up any sort of trade. The merchants of course grumble about any taxes and tarrifs but recognize the value of a neutral city and the relative safety that it can provide. With little open hostilities, suppliers and consumers are free to go about their business under the watchful eye of the Brannoc priesthood.


Futile Feudalism
The vast majority of human-dominated lands practice the social customs of feudalism revolving around the various lords, vassals and fiefs. In the most basic sense of the term, feudalism involves the granting of land in return for military service. In a war-like world such as Circadia, such a system is effective and almost considered a necessity in order to maintain the shear numbers of soldiers required to defend one's territory.

At the center of the feudal system is the king or reigning sovereign. In most territorities and nation-states, it is the king and only the king that can legally "own" land. All other land holders simply "lease" this land from the king in exchange for service or goods. It is the right of the king to grant portions of land to his tenants-in-chief, the lords. The lords, in turn, can lease part of their holdings to the knights who in their turn give leases to the yeomen.

A system such as this will, by its nature, give rise to a hierarchy of rank where each person knows his or her place in society. Every person was either a master or servant to another, and oftentimes both at once. The vassal, or servant, would swear homage to the lord and in exchange the lord would be required to give protection and dispense justice to those under him.

Though a feudal system sounds as if it is marks by an even exchange of homage/duty for protection/justice, in reality it is the lord that holds the trump card and in fact receives far more benefits that he grants. This is no more true for those at the very bottom of this social rung- the serfs who toil endlessly for the benefit of their lord.



Royal Family



I remember a Dragon article from ages ago that suggested considering how the names and words created for your campaign may be twisted and turned into campaign jokes. The only reason I bring this up is that I'm struck by the obviousness of one in particular:

Urien (goddess of the waters)

Of course assuming 1) you're running your campaign in English, 2) it wasn't intentional and 3) your play group isn't above childish humor that we all seem to enjoy, you might want to considering modifying her name such that it isn't easily confused with urine.
omg. lol. No, that was not intentional. I never even thought of that. That is hysterical though. Insert puns here.




The towns and cities listed on this map (above) are the primary locations within the Domains of Sanctuary, the region of land south of the Stormscape Mountains and under the control or authority of the Free-City of Sanctuary. Theoretically, all pay homage to the Speaker of Sanctuary and the Council of the Five. In reality, many of the lords and nobles govern their fiefs with almost total autonomy though still paying taxes in coin and kind to fill the city's coffers.

The hidden power of the Council of Five is often enough to keep the vassals in line and prevent open revolt or rebellion. It is likewise rumored that the Council has placed a number of sleeper agents and spies within the more powerful nobles' territories. Some within the noble's own household! Even if all of the nobles were able to manage to unite their various factions, their private armies are not enough to challenge the might of Sanctuary.

Each of the towns and cities on the map have an official population of at least 5000 or more. Most of these towns likewise serve as a sort of "provincial capital" and the seat of the local noble's authority. Within the feudal hierarchy, these towns enjoy the privileged position at the top of the chain.

Within each province are numerous smaller towns, villages, hamlets, forts and castles. These locations are generally too small to appear on the map but are certainly not necessarily less significant to the economy, defense or politics of the Domain. Each is in effect a fief of the local lord, paying tribute to the province which in turn sends on a portion to the City of Sanctuary.


At the most basic level of society is the "manor." The manor is a unit of land under the control of a lord and tended to by commoners. Minor lords may own only one manor while more powerful lords may control several manors requiring them to move around from time to time to check up on their interests.

Most of the small villages and hamlets of the Domain of Sanctuary are centered around a manor of some kind. Although on some occasions, this manor may serve as the principle residence of the lord, in most circumstances, the manor serves as the dwelling place of the Steward. The steward serves as the local "General Manager" and reports directly to the Lord, perhaps in some nearby castle. The Steward may be in charge of only one estate or perhaps several. Rarely of noble birth, the steward is often at least a gentleman and well educated being intimately aware of all aspects of the estate.

The steward will be assisted in most matters by the local Bailiff. The bailiff serves as sort of the "Farm Manager" and looks after the lord's interest and the lord's personal demesne lands (the lands owned by the lord but tended to by the peasants). It is the bailiff who handles many of the daily tasks including assigning duties to the peasants and supervising their work. He will generally carry "tally sticks" in order to keep account of debts and completed tasks. The bailiff is generally of freeman-class and is selected from among the locals by either the lord himself or the steward.

Bailiffs can oftentimes become corrupted by the amount of personal power they enjoy and have been known to accept bribes. It is not uncommon for the Steward to look into the bailiff's dutys or for the lord's accountants to monitor the bailiff's books.

Under the bailiff is the local Reeve. The reeve is selected from among the local peasants by either the lord or elected by the peasants themselves to look after their interests. The reeve is basically the local "Foreman" who ensures that jobs are completed in a timely fashion and that individual rights are maintained as much as possible. The reeve will typically be chosen from one of the more prominent families living on the estate. Sometimes, it will be a village elder or a descendant of one of the older families in the region.

After the reeve is the Constable, sometimes called the "Beadle." The constable has the unenviable tasks of collecting the rents from the peasants as well as fines placed against them. The constable also is required to issue summons to the Court or local Hallmote as well as evict peasants who are delinquent in their payments or rents.

The last estate official is known as the Hayward or the hedge warden. Like the reeve, the hayward is chosen from the local peasants by either the lord himself or elected by the other peasants. The hayward has a number of responsibilities including leading the sowing and harvesting of the crops, impounding stray cattle and livestock as well as checking and maintaining the hedge rows and temporary fencing around the hay meadows and throughout the estates. As a symble of his office, the hayward carries a horn which is blown if the cattle get into the crops.


The Peasant Class
The backbone of any Medieval society is of course the multitude of peasants who work the soil, raise the crops and harvest the wheat to feed the masses. Without the peasant, life would come to a quick end. Despite the importance of their role, however, the average peasant does not lead a life of vast creature comforts. Some in fact live in virtual servitude at the whim of the local lord.

For most commoners, life is tied to the land on which they were born. Most commonfolk live, marry, raise children and are buried all within the same village rarely having any experience in the outside world. Only the class of Freemen enjoy any type of freedom such as it is. On average, most commonfolk practice only one profession: farming. The vast majority of residents in any given village or hamlet will be farmers working from sunrise until sunset throughout the year.

On some occassions, such commonfolk may come to specialize in other trades which serve some need either for the locals or perhaps for the lord and his household. The most common professions include blacksmithing, miller, carpenter/woodworker, shoemaker, barber, tavernkeeper/innkeeper and dyer. Larger communities will of course have a greater need for some of these specialties. Of course in a D&D Game World, it will be necessary to stray somewhat from this bit of reality.

Among the Commonfolk, there exist four major social classes: Freemen, Villein/Serf, Cottar and Slave.

Freemen were highest rank enjoying a number of liberties the lesser classes can only dream of. Freemen own their own land (perhaps between 40-120 acres). They could legally sell and dispose of their land with the lord's consent. A freeman was allowed to come and go as he pleased. He could contract marriage for his children and was free to send them to the military or the clergy.

Villeins, also called Serfs, are unfree and bound to the manor. All that they possessed, including their land, their home, their furnishings and even their very lives, was at the discretion of the lord. In theory, a lord could marry them to whom he wished, separate families as he required, and repossess their livestock. Most lords, even the less scrupulous ones, realized however that a happy peasant was a production peasant and so would take some care in how they were treated. Serfs unable to care for themselves could hardly be relied on to tend the lord's fields as well. Villeins were granted a "virgate" of land (roughly 30-40 acres) which was just enough to feed their family. They would be required to work the lord's land 2-3 days a week while the remaining days were spent in their own fields.

Cottars were even less off than the serfs. As the name may imply, the cottar held little more than a humble cottage or hovel and very little land. What little yard he did possess was used to grew a modest garden and little else. Most cottars and their families would make their living by casual labor. This would include hiring out their services assisting their neighbors, herding animals, helping with strenuous days in the fields, guarding prisoners, mending fences and tools and even carrying messages.

Slaves were the least of the least. A slave is considered to be property of his or her master with no legal rights whatsoever. Some nations on the world of Circadia do not allow slavery but others, such as the Domain of Sanctuary, still use slavery to augment the work force.


Every Hovel is a Home
Although freemen, serfs and cottars have different requirements in terms of obligations and duties to the lord, there is little difference in physical appearance or lifestyle. Most homes and possessions are similar no matter what the social standing.

Homes are always simple structures built with whatever materials are at hand. If stone is readily available that would be the material of choice. However, most homes are made from a wooden framework which is then filled with "wattle and daub." Wattle is a weave of sticks, usually willow, which is then covered with a clay mixture (the daub). Roofs are either made of thatch or slate if available.

The overall structure is a simple rectangular form twenty feet wide and anywhere from fifty to seventy feet long. Cottars would of course have much smaller buildings. A front and back door would allow access to the home and usually there are no windows. All light and heat would be provided by a central hearth built on top of a stone slab in the middle of the central room. Smoke from the fire would rise up into the roof and escape though a hole. This of course would permeate the interior and possessions giving everything a sooty and smoky smell.

Homes were generally one room structures though partitions could be built to separate the sleeping and living quarters, storage and pens for the animals which, as the peasant's most valuable possession, would naturally be kept inside at night and during the long, cold winter. Most homes were one floor unless a raised loft space was added. The loft would be used for either sleeping or storage (or maybe both).

Furnishings were minimal at best. Most peasant households would be furnished with perhaps 3-4 wooden stools or benches, a trestle table and a wooden chest for storage. Things like rocking chairs were unheard of during the Medieval period and most peasants would hardly be able to afford such a luxury anyway. The goodwife will of course have her domestic implements which would include 1 or 2 cooking pots made of iron or brass. Clay pottery would be used for storage while eating utensils would be hand carved from wood including wooden bowls, cups and spoons. Homespun linen towels and woolen blankets would be used for washing and for warmth. The family would also have its share of iron tools and of course livestock.

Most peasants would be too poor to afford sheep, draft horses or oxen which would have to be fed and kept. The average family would instead have a number of pigs (one of which could feed a family for a year when preserved). Chickens, ducks and geese would be kept for eggs and meat but more than anything they would be used as "pay" to the lord for rent. More well-to-do peasants would have a cow or two, some oxen or horses to pull the plow and perhaps some sheep which could be milked. The milk could be drank as well as be turned into butter, whey and cheese. Many families would also have a few domesticated dogs to help guard the livestock and property.




County of Woodswall

Woodswall City
The largest city within the County and the ancestral home of the Counts of Woodswall. The city enjoys an "Old World" charm with its rustic archtecture and flowering gardens. The city receives its name from the wooden palisade that surrounds the region and provides the first line of defense against attack. Count Leowulf (skill level 9 Ranger) is the current ruler. He owes fealty to Sanctuary.

Barony of Whimple
One of the leading vassals of the County, the Whimple Barony has long been a shrewd and opportunistic mercantile power having a hand in most major transactions that occur in the County. The town of Whimple is located along the marshy lands where the Fairwater River joins the Clearview on its course to feed the Merriwine. The current Baron, though not an evil man, is self-centered and materialistic to a fault. He is a vassal of the Count of Woodswall.

Barony of Hillshire
A frontier fief, the folk of Hillshire are a hearty lot of mountaineers who aid in the defense of the County's northern borders. Many of the commoners in this fief make a living through the wool trade as the land tends to be rocky and not as fertile as the other fiefdoms. The hillside is dotted with the profitable Hillshire sheep throughout the Spring and Summer. The Baron of Hillshire owns a number of fortified manor houses throughout his fief. He is a vassal of the Count of Woodswall.

Barony of Riverglade
A sheltered region tucked away near the headwaters of the Clearview River, the folk of Riverglade suffered the effects of a recent plague that reduced their numbers including much of the noble household. Since the human heirs of the Baron were all killed by the plague, control of the fief fell to a distant relation, a half-elf cleric of Meru (skill level 8 cleric). The Baron is a vassal of the Count of Woodswall.

Edgewood Town
A prestine community along the northeastern fringe of the Fenwood Forest, Edgewood is controlled by a noble knight (skill level 9 Fighter) as a vassal of the Count of Woodswall. The folk of this town are foresters and profiteers but with a militant background. Nature Skills and survival are simple facts of life here and most of the citizens are capable woodsfolk.


Briarthorn Castle



Briarthorn is the central stronghold of the Counts of Woodswall having served this noble household for over five generations. Located in the middle of an artificial pond north of the city of Woodswall, the castle is an outstanding example of a courtyard castle. With an unexpectedly simple four-sided square shape defended with huge circular towers at each corner, the castle combines both form and function. Briarthorn serves as a military stronghold yet contains all manner of creature comforts to allow the Count's household to live in relative comfort.

Briarthorn was constructed upon an artifical island formed as workers diverted a free flowing stream that feeds the Nieve River. This diversion formed an artificial pond that serves as a moat completely surrounding the entire castle structure and forming the initial line of defense. Visitors approad the castle through a series of bridges and paths that force access at an angle to the gatehouse. This creative design was developed for strategic purposes leaving attackers wtih their unshielded right flanks exposed. Before potential attacks can lay siege, they must gain access to an octagonal islet built in the moat where the last drawbridge turns to face the gatehouse. A stone barbican likewise stands just before the gatehouse dividing the causeway. Four level-2 Fighters stand guard at the barbican throughout the day and evening.


#1 Causeway
The causeway is a ten foot wide series of paths and bridges built out over the moat allowing visitors to enter Briarthorn Castle. Arrow loops in the castle facade allow defenders to fire missile weapons upon would be attackers against exposed flanks as attackers are forced to approach the octagon island beyond the stone barbican before even attempting to lay seige. The surrounding moat water is anywhere from 4.5 feet deep to 7 feet deep away from the structures. The moat is also stocked with fish and a variety of underwater plantlife.

#2 Octagon Island
An artificial island of earth and stone, the Octagon serves as a check point for all visitors coming to Briarthorn Castle. The island itself is roughly fifty feet in diameter with a large fire pit toward its center. The castle garrison uses this island as a guard post and stations 1 Corporal (Fighter 3-4) and 3 Soldiers (Fighter 1-2) here at all times, each serving a 4 hour shift. Guards are armed and armored in the standard military uniform of the garrison: chain mail armor, shield, helmet, halberd and heavy mace. Each also wears a wool tunic of forest green over his or her armor bearing the totem of the Count of Woodswall: a sable Griffon Rampant. The guards check all visitors in order to accertain the reason for visit, etc. All weapons are of course confiscated for the duration of the visit and kept in a number of locked iron boxes located in a series of three wooden shelters off to the side. The fire pit is kept lit throughout the evening hours and at all times during the winter months. All guards carry warning horns which they will sound in the event of trouble.

#3 Barbican
The barbican is a fortified gatehouse made of stone built over the bridge leading from the Octagon Island to the Great Gatehouse of the castle. The barbican is a two storied structure 18 feet in height, 20 feet wide and 20 feet long. A heavy oak drawbridge sits just before the entrance to the barbican connecting the barbican to the Octagon Island. In the event of an attack, the drawbridge will be raised. The tunnel passing through the barbican is further defended by an iron portcullis and two heavy oak double doors, shod in iron, which can be barred with a wooden cross beam. A narrow circular stairway toward the rear of the barbican, just past the second wooden door, leads up to the inner chamber on the second floor of the structure. Narrow windows, both fore and aft, allow guards in this room to observe all movement along the causeway. Murder holes in the floor likewise allow boiling water to be dumped below onto any unfortunate attackers trapped in the barbican between the two wooden doors. The winch that operates the drawbridge is located in this chamber.

Four soldiers (Fighter 1-2) are stationed at the barbican throughout the day and evening armed and armored as the guards posted on the Octagon Island. Two guards stand just before the tunnel leading through the barbican while the other two are posted in the chamber above. In the event of an attack, one guard will raise the drawbridge while the other attempts to run to the Great Gatehouse and alert the garrison. These guards likewise serve 4 hour shifts at this position. Guards in the inner chamber also carry a longbow.


Average Soldier of Briarthorn Castle
Level 1 Fighter
Medium Natural Humanoid, human
+1 Senses: Perception +3
HP: 29 Bloodied: 14 Healing Surges: 11
AC: 16* Fort: +6 Ref: +2 Will: +2
Speed: 5 squares
Halberd (at-will, std) * Weapon
Reach 2; +6 vs AC; 1d10+3 damage
Mace (at-will, std) * Weapon
+5 v AC; 1d8+3 damage
Longbow (at-will, std) * Weapon
Range 30; +3 vs AC; 1d10+1 damge
Cleave (at-will, std) * Martial, Weapon
+6 vs AC; Hit: 1d10+3 plus enemy adjacent to you takes 3 damage
Sure Strike (at-will, std) * Martial, Weapon
+8 vs AC; Hit: 1d10 damage
Tide of Iron (at-will, std) * Martial, Weapon
Must have shield equipped; +6 vs AC; Hit: 1d8+3 damage and you push target 1 square if its your size, smaller than you or 1 category larger; you occupy its former space
Covering Attack (encounter, std) * Martial, Weapon
+6 vs AC; Hit: 2d10+3 plus ally adjacent to target can shift 2 squares
Brute Strike (daily, std) * Martial, Reliable, Weapon
+6 vs AC; Hit: 3d10+3
Two-Handed Weapon Talent Class Skill
+1 bonus to attack with halberd (already included in stats above)
Combat Superiority Class Skill
+1 attack with opportunity attacks; if enemy is hit, it stops moving if a move had provoked the attack; the enemy can use any remaining actions to resume moving
Combat Challenge Class Skill
Halberdier may "mark target" with each attack; the mark lasts until end of next turn; while marked, target takes -2 penalty on attack rolls that don't include Halberdier as a target; if marked target adjacent to you shifts or makes an attack that doesn't include you as a target, you can make a Halberd attack against the target as an immediate interrupt
Alignment: Unaligned Languages: Common, Elven
Skills: Athletics +7, Endurance +7, Heal +6, Intimidate +5
Str: 16 (+3) Dex: 13 (+1) Wis: 12 (+1)
Con: 14 (+2) Int: 10 (+0) Cha: 11 (+0)
Feats: Alertness, Combat Reflexes
Equipment: Chain mail armor, heavy shield, halberd, mace, helmet
*When fighting with halberd, the shield is strapped on the back and thus not included in AC. If guard switches to the mace, he will equip the heavy shield as well thus increasing the AC to 18.

The castle's Halberdiers are the primary guard for the fortress and are used for defense as well as basic crowd control. These heavy hitters can pack quite a wallop using their Brute Strike attack. They are also skilled at using their shields to push targets out of the way. There are 40 Halberdiers stationed at the castle. Three are stationed on the Octagon Island at all times. Four more guard the Barbican. Another two stand at the Great Gatehouse (#4). Two more are at the entrace to the Great Hall (#13). The remaining will be on patrol, stationed at random positions within the castle or else off duty.


#4 Great Gatehouse

The imposing stone tower known as the Great Gatehouse is one of the strongest points in the castle as it defends the sole entrance into the citadel. Composed of thick stone walls, the gatehouse is 40 feet high and composed of five floors. The ground level and 2nd floor have multiple arrow loops facing the barbican as well as the courtyard beyond. This allows guards to monitor all traffic into and out of the castle. Furthermore, in the event of a seige, archers can fire their weapons through the loops without exposing themselves to enemy fire.

The top two floors of the gatehouse have narrow windows protected by iron grill work. All such windows can be sealed with interior wood shutters if needed. The top of the gatehouse is crennellated with merlons. Each merlon is capped with three fearsome looking finials. A 20 foot flagpole tops the roof with a brightly colored banner bearing the Count's colors and coat of arms. In addition, a stationary catapult is mounted on the roof and a pile of rocks rests nearby. Access to the roof is via a round trap door leading between the roof and the top floor of the gatehouse.

Entrance into the castle is through a wide tunnel that bisects the ground level into two chambers. A heavy drawbridge lies just before the tunnel connecting the gatehouse to the causeway leading to the barbican. In the event of a seige, this drawbridge is raised by a winch located in the upper floors of the gatehouse. In addition, a series of two portcullis and two iron-bound oak doors protects the tunnel from invaders. The narrow space between these doors is peppered with loop holes for arrows as well as multiple murder holes in the ceiling above to allow guards to dump hot tar onto attackers below.

The lower level, just below the ground level, is used primarily for storage of military supplies. The ground floor, divided by the access tunnel, is used as duty rooms for castle guards. The second floor is likewise used as a duty room and contains the winch that operates the drawbridge as well as two cauldrons containing tar. The remaining top three floors are sleeping quarters for the Commander of the Garrison, three Captains and the Lieutenants. Only the Commander has his own private room which contains a fireplace as well. An officer's mess is located on the third floor as well as a small, locked room used as an armory.

Two halberdiers are stationed just outside of the Gatehouse facing the barbican at all hours of the day and night.


#5 Courtyard

The courtyard is a large, open air area of the castle with a gravel floor. It is a bustle of activity throughout the day and into the evening as servants, nobles, knight and soldiers pass from one portion of the castle to another.

Somewhat dreary, visitors entering the courtyard may feel enclosed as they are surrounded on all four sides by the stone walls of the castle's Great Hall and inner buildings. Most buildings rise 20-30 feet providing ample shade along the perimeter of the courtyard.

Within the center of the courtyard is an impressive fountain of sparkling water decorated with a marble statue of a armored knight rising forth his sword and mounted on a griffon. This statue is Count Leowulf's great-great-grandfather, a powerful Ranger-Knight in his own right.

On the wall opposite the Gatehouse is the entrance to the Great Hall. It is here that all visitors will be taken eventually and where the Count will receive most of his guests. A short flight of stone steps leads up to the heavy oak double-doors of the Great Hall. Hanging to the left of the doors is a long, green banner bearing the image of a griffon. This is the Count's heraldric symbol.

As visitors first enter the courtyard, the Chapel and private apartments of the noble family are to the left. The Great Hall and kitchen are directly ahead. The servant's quarters, military garrison and blacksmithy are to the right. Though visitors will generally be escorted at all times by one of the soldiers, a groom may approach strangers if they are on horseback in order to tend to the mount while the visitors are directed toward the Great Hall.

Along the right side of the courtyard is the kennel for the Count's hunting dogs along with the aviary containing the Lord's prized hunting birds.


#6 Office of the Steward

This corner 3-floor structure is made of a combination of both stone and timber framework. The ground level is of stone while the upper floors are timber. This is the office of the Steward, the chief domestic servant of the castle. It is the steward's responsibility to ensure that the castle's household staff functions properly at all times. While the garrison Commander oversees the military, the steward oversees the servants. It is he who keeps the accounts, orders supplies and supervises the workload.

The ground floor of his office is reserved for storage. The storeroom doors are locked but all senior staff have a key. The storeroom contains ample supplies for the continual running of the castle such as construction tools, lumber supplies, jars of oil, tile shingles, extra stools and tables, tapestries, linens and other common household products. No food is stored here though the Marshall will occassionally require excess straw to be kept in this room during times when the stables are full.

The upper floors of this building serve as workspace, offices and sleeping quarters for the castle's senior staff including the Steward, the Marshall, the Chaplain and the tutor. The mounted knights also reside in a common room on the top floor. Access to the Southeast Tower (#7) is through a door located on the 2nd floor.


Father Gaudrik, Chaplain of Briarthorn
Level 7 Cleric
Medium Natural Humanoid
Init: +1 Senses: Perception +6
HP: 54 Bloodied: 27 Healing Surges: 8
AC: 21 Fort: +7 Ref: +6 Will: +11
Speed: 5 squares
Mace (at-will, standard) * Weapon
+7 vs AC; 1d8+2 damage
Longbow (at-will, standard) * Weapon
Ranged 20, +6 vs AC; 1d10+1 damage
Lance of Faith (at-will, standard) * Divine, Implement, Radiant
Ranged 5; +7 vs Ref; 1d8+4 radiant dmg plus 1 ally you see gains +2 power bonus on next attack roll vs this target
Priest's Shield (at-will, standard) * Divine, Weapon
+6 vs AC; 1d8+2 damage plus you and 1 adjacent ally gain +1 power bonus to AC until end of your next turn
Sacred Flame (at-will, standard) * Divine, Implement, Radiant
Ranged 5; +7 vs Ref; 1d6+4 radiant damage plus 1 ally you see chooses either to gain 4 temp hit points OR to make a saving throw
Searing Light (encounter, standard) * Divine, Implement, Radiant
Ranged 10; +7 vs Ref; 2d6+4 radiant damage plus target blinded until end of next turn (target grants combat advantage, you and allies have total concealment against target, -10 on perception checks and target can not flank)
Cure Serious Wounds (daily, standard) * Divine, Healing
Your touch grants you or another target hp as it target spent 2 healing surges plus an extra 4 hit points
Spiritual Weapon (daily, standard) * Conjuration, Divine, Implement
Ranged 10; you can conjure Solovar's morningstar to appear in target's square; your allies gain combat advantage vs target; you can move weapon up to 10 squares to another enemy's square as a move action; sustain minor;
+7 vs AC; 1d10+4 damage
Daunting Light (encounter, standard) * Divine, Implement, Radiant
Ranged 10; +7 vs Ref; 2d10+4 radiant damage and 1 ally you see gains combat advantage vs target until end of your next turn
Bless (daily, standard) * Divine
Close burst 20; all targets gain +1 power bonus to attack rolls until end of encounter
Beacon of Hope (daily, standard) * Divine, Healing, Implement
Close burst 3; +7 vs Will; each enemy in burst is weakened until end of its next turn (attacks deal half damage); plus you and allies in burst regain 9 hp and your future healings will restore +5 hp until end of encounter
Cause Fear (encounter, standard) * Divine, Fear, Implement
Ranged 10; +7 vs Will; target moves away from you at its speed +1
Channel Divinity
Divine Fortune
Turn Undead
Solovar's Radiance (as per Pelor's Radiance)
Healing Word (minor, encounter) * Divine, Healing
Close burst 5; targets can spend a healing surge and gain +1d6+4 hp; usuable twice per encounter
Healer's Lore add +4 to powers with the "Healing" descriptor (already figured into above stats)
Align: Good Languages: Common, Draconian
Skills: Diplomacy +9, Heal +12, History +8, Insight +12, Religion +8
Str: 14 (+2) Dex: 12 (+1) Wis: 19 (+4)
Con: 12 (+1) Int: 10 (+0) Cha: 13 (+1)
Feats: Action Surge, Alertness, Human Perseverance, Ritual Caster, Solovar's Radiance, Weapon Proficiency (longbow)

Equipment: mace, longbow, quiver with 20 arrows, chain mail armor, light shield, holy symbol

Good Father Gaudrik is the ranking priest of Solovar, the god of the sun and protection, and a trusted advisor to Count Leowulf. The priest travels with the Count throughout the year moving from castle to castle as the Count moves about his fief territory. Gaudrik is of minor noble birth, the younger son of the Lord of Briarbarn. Like many younger nobles, he chose the life of the religious since he does not stand to inherit any of his father's lands.

Gaudrik is open and honest in his dealings with others. He has received some military training, especially upon receiving the post of his Count's Chaplain, and is quite skilled with the longbow. Though primarily gentle by nature, Father Gaudrik is a realist and is not adverse to take up arms to protect his flock.

The Chaplain generally uses divine prayers that grant range attacks allowing him to strike his enemies at a distant while remaining away from the melee to provide protection and healing to his allies. Gaudrik begins any melee with a simple Blessing upon himself and his closest allies to provide some combat support. He will try to target enemy spellcasters with his Spiritual Weapon and his Searing Light. Enemy leaders will be targeted by his Daunting Light and Lance of Faith.

In an attacker attempts to close in on the priest, Father Gaudrik will attempt to utilize his prayer of Cause Fear. If this fails, he will launch another Lance of Faith before engaging the enemy with his mace.

Injured allies know to move in close to the Chaplain to receive the benefits of his Beacon of Hope, Sacred Flame and Healing Word prayers.


I love what you have done here. I borrowed alot of your information on Fuedalism for my own world. You did alot of research and it saved me the time of having to do so myself.

I love the flavor you have going and wish you luck
nice with the maps and all!

What I meant though was what if a specific element was absent. Odd to conceive but like "null fire zones" where no fire could exist. I'm thinking Xanth right now, but dry moisturless desert where the living cannot exist at all without some sort of protection. Air and earth .. harder though.
#7 SE Tower

The Southeast Tower is primarily the residence of Melligar Spellslinger (male human, level 10 wizard), the Count's trusted battlemage. Though the upper and lower floors of the tower are used for storage and military needs, the center two floors are reserved for Melligar, his apprentices, and his magical research and laboratory. As such, it is not uncommon for unusual odors and sounds to eminate from the narrow windows of these floors throughout the day. Short of an explosion or obvious cries for help, the castle's guards and staff tend to ignore most anything else as commonplace.

The SE Tower is fifty feet high and composed entirely of stone. The lower levels are dotted with arrow loops used in times of a siege. The top of the tower is decorated with crennallated battlements. Access to the roof is through a wide trap door leading down to the floor below.

A rotating raised platform is mounted on the roof. Fixed to this platform is a catapult. Soldiers are able to rotate the siege weapon 360 degrees as needed allowing a full range of fire. A pile of 20 rocks sits nearby to be used as required. Three soldiers report to this level during an attack. Two load the rocks while the third fires the weapon and then resets it.

The catapult has a Range of 50/100; +8 vs Ref; Hit: 2d8+3 dmg; Miss: Stone bounces to the adjacent square behind the target. If an enemy occupies this square, they must make a save to avoid being hit.

Melligar's private chamber is locked. Only the wizard has the key to this room. It contains a wooden bedframe along with a matress stuffed with goose down. A writing desk and chair sits along the wall near the windows and a small oil map hangs nearby suspended from a chain mounted to the wall. A large bookcase stands to the right of the desk full of enormous bound volumes with such luminous titles as "The Magic Properties of Gemstones," "Faerie Legends and Lore" and "Alchemy for Dummies." A wooden chest of drawers rests along the wall opposite the writing desk and contains simple robes, cloaks and personal clothing. An impressive woven tapestry hangs on the wall above the headboard of the bed depicting a mighty wizard dressed in flowing robes battling a huge green dragon emerging from a gnarled wood. The tapestry is worth 300gp.


Melligar Spellslinger
Court Mage of Castle Briarthorn
Level 10 Wizard
Medium Natural Humanoid (human)
+9 Senses: Perception +7
HP: 61 Bloodied: 30 Healing Surges: 7
AC: 24 Fort: +8 Ref: +12 Will: +11
Speed: 6 squares
Quarterstaff (at-will, standard) * Weapon
+9 vs AC; Hit: 1d8+2 dmg; Critical: +2d8 dmg; Daily: As a free action, Melligar can increase any one power with the "blast" or "burst" descriptor by 1
Magic Missile (at-will, standard) * Arcane, Force, Implement
Ranged 20; +12 vs Ref; 2d4+7 force damage
Scorching Burst (at-will, standard) * Arcane, Fire, Implement
Area burst 1 withint 10 squares; +12 vs Ref; 1d6+7 fire damage
Cloud of Daggers (at-will, standard) * Arcane, Force, Implement
Area 1 square within 10 squares; +12 vs Ref; 1d6+7 force dmg; cloud remains until end of your next turn; you can dispel it earlier as a minor action; any creature that enters area or starts its turn in cloud takes 2 force dmg
Arcane Gate (daily, minor) * Arcane, Teleportation
Ranged 20; move from 1 unoccupied square to another unoccupied square; sustain minor
Ice Storm (daily, standard) * Arcane, Cold, Implement, Zone
Area burst 3 within 20 squares; +12 vs Fort; 2d8+7 cold dmg and target is immobilized (save ends); Miss: Half dmg and target is slowed (save ends); Ice zone is difficult terrain until end of encounter or for 5 minutes
Lightning Bolt (encounter, standard) * Arcane, Implement, Lightning
Ranged 10; +12 vs Ref; 2d6+7 lightning dmg; Secondary Targets: 2 creatures within 10 squares of primary target: +12 vs Ref for 1d6+7 lightning dmg
Wall of Fog (daily, standard) * Arcane, Conjuration
Area wall 8 within 10 squares; lasts until end of next turn (sustain minor); grants concealment to creatures in space and blocks line of sight
Stinking Cloud (daily, standard) * Arcane, Implement, Poison, Zone
Area burst 2 within 20 squares; +12 vs Fort; 1d10+7 poison dmg; vapor blocks line of sight until end of next turn
Shock Sphere (encounter, standard) * Arcane, Implement, Lightning
Area burst 2 within 10 squares; +12 vs Ref; 2d6+7 lightning dmg
Shield (encounter, immediate interrupt) * Arcane, Force
When you are hit by an attack, you gain +4 to AC and Ref until end of your next turn
Sleep (daily, standard) * Arcane, Implement, Sleep
Area burst 2 within 20 squares; +12 vs Will; target slowed (save ends); if target fails 1st save, it is unconscious (save ends); Miss: Target slowed (save ends)
Ray of Enfeeblement (encounter, standard) * Arcane, Implement, Necrotic
Ranged 10; +12 vs Fort; 1d10+7 necrotic dmg and target is weakened (causes half dmg) until end of next turn)
Cantrips (at-will)
Ghost Sound
Mage Hand
Alignment: Good Languages: Common, Elven, Draconic, Primordial, Supernal
Skills: Arcane +18, Diplomacy +11, History +15, Insight +12, Nature +12
Str: 10 (+0) Dex: 11 (+0) Wis: 15 (+2)
Con: 13 (+1) Int: 20 (+5) Cha: 13 (+1)
Feats: Defensive Mobility, Expanded Spellbook, Human Perseverance, Improved Initiative, Linguist, Ritual Caster, Skill Focus (Arcana), Toughness

Equipment: +2 staff of the war mage (implement), +3 cloth armor, spellbook

Melligar's Spellbook contains the following spells and rituals: acid arrow, arcane gate, arcane lock, comprehend language, disguise self, dispel magic, expeditious retreat, feather fall, fireball, freezing cloud, ice storm, lightning serpent, magic circle, magic mouth, mirror image, resistance, shield, silence, sleep, stinking cloud, wall of fire, wall of fog, web

As long as Melligar holds his magical staff, he receives a +1 bonus to AC and a +2 attack and damage bonus to all arcane powers with the "Implement" keyword. These bonuses have already been figured into the above stats.


Very well done.
#8 Chapel of the Rising Sun

This three story stone structure serves as the principle center of worship for the inhabitants of Castle Briarthorn. Since the Count and his family are Solovarians (worshipers of the sun god), the majority of the servants and soldiers practice the same faith. Great care and detail went into the construction of the holy chapel as Count Leowulf is a devout follower and seeks to impress and inspire all those who visit the chapel.

The Chapel of the Rising Sun is primarily a place of healing, perhaps unusual within a fortress of war. However, the priesthood of Solovar is also a protective order and well suited in the cause of defense against the agents of evil. The entire building is made of stone with a large staircase leading up to the main entrance on the second floor. The ground level, which is used as a storeroom, is accessible through a wooden door just beyond the staircase. This storage facility is used by the castle to keep supplies and goods that serve an important function. Large clay jars contain fresh water which would be used primarily during a seige. Stacks of lumber, tools and bolts of cloth are also kept here.

The second floor of the chapel is the main worship floor. Visitors climb the stone stairs to a pair of hand carved double doors. Each door depicts scenes from the various myths of the faithful, sun symbols and holy figures. Upon entering the chapel, the visitor is immediately awestruck by the grand design of the place. Especially for a building with a fairly humble outward design.

The interior space is a full two floors with a polished marble floor and marble supports that hold up the loft above. A shallow basin of water is found to the left of the main entrance which is used for various purification rituals. Stone archways divide the entry way from the rest of the chapel forming a narthex. Just past the narthex are two lines of marble columns that form two side aisles and a nave, the largest part of the chapel and the place where worshipers assemble for service.

At the far end of the floor, opposite the narthex, is the apse containing a carved stone alter. The wall beyond the alter is pierced with a multitude of narrow windows, none wide enough to allow attackers to enter, but all facing south to allow maximum light to enter the chapel. This design allows the alter to be bathed in sunlight throughout most of the daylight hours. An open doorway just to the right of the alter leads to the sacristy (#9) where the clerical vestments and religious paraphenalia are stored.

The loft space above, accessible only through archways leading to #10, are used by the noble family and their guests to view the services above the common crowd below.


#9 Sacristy

This small antechamber off to the right of the chapel is the sacristy, a room where sacred vestments and religious objects are stored. The chamber consists of two floors. The lower floor, accessible through a small doorway off the alter serves as the room where Father Gaudrik prepares and dresses for services, often accompanied by one of his assistants, either the novice or the acolyte.

This room contains a number of linen robes of various colors. Each is embroidered with fine silk stitching or embellished with brocade. Various holy symbols of the sun god are applied to each robe. The robes are valued at 50gp each and there are 7 different robes hanging within a massive oak wardrobe at the back of the room. The wardrobe also contains a number of alter cloths and several linens used for washing or purification rituals.

A prep table with a locked iron box below sits against the north wall. Several tapered and unlit candles, a basin and jug of fresh water as well as a number of oil lamps are found on top of the table. A small book of prayers can be found here as well. Next to the table is a large jar of oil fitted with a lead stopper. The iron box beneath the table is locked and contains the more valuable icons of the chapel. The Chaplain has a key to this box and a spare key is kept on the floor above this room.

Within this box are a silver censor (70 gp), a hand carved box of sandalwood containing a dozen sticks of incense (20 gp), a gold chalice embellished with pearls and rubies (300 gp), a gold and platinum sun disk surrounded by a beadwork design with a center stone of red tourmaline (200 gp), a crystal decanter of holy oil (25 gp) and a gold diadem (100 gp). Father Gaudrik also keeps a magical +1 morningstar in this chest. This weapon is primarily a holy relic used for services. However, if there is time to retrieve it, either the Acolyte or the Novice will wield this weapon in the event of a seige to the castle.

The only other pieces of furniture within this room are a wooden screen carved with angelic figures and a number of padded wooden chairs found scattered about the space. Within the south wall is a circular stair leading up to the floor above. In the far southwest corner is a recessed alcove containing a privy.

The second floor of this chamber serves as the sleeping quarters for the Acolyte (Clr 2) and the Novice (Clr 1). These lower level clergymen assist the Chaplain in his daily duties but are also responsible for maintaining the chapel. The second floor contains two simple wood frame beds with straw mattresses, a pair of wooden chests, a table and two chairs. A fireplace is built into the south wall of this floor to provide light and heat for the clerics.