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15:13, 20th May 2024 (GMT+0)

Aldarius Culture - Ref.

Posted by XaxooFor group public
Xaxoo
GM, 6 posts
The Creator
The Adjudicator
Sun 14 Jan 2024
at 03:21
  • msg #1

Aldarius Culture

Things to know.

1. The words "man" and "woman" do not refer specifically to human.

2. Bonus languages for each PC race are suggestions.  If you can justify knowing a bonus language, I will allow it.

3. The prologue is an introduction to our starting location, Glitterhovel. Reading it will familiarize you with the layout of the town.
This message was last edited by the GM at 02:38, Sun 04 Feb.
Xaxoo
GM, 8 posts
The Creator
The Adjudicator
Sun 14 Jan 2024
at 03:26
  • msg #3

Races

Player Character races are limited to those in the standard rule set. At least for the time being. Below is a description of each PC race as they are in Aldarius. If there are any differences in the rules regarding Aldarian races, it will be listed here. Players should strive to accommodate these racial traits, or have IC reasons for why they are contrary to the norm. The color chosen for each race denotes the color of their language. See languages for more information on those available.

Dwarf
Elf
Gnomes
Half-Elf
Half-Orc
Halfling
Human

In most ways the races are stereotypical of Tolkeins versions. There are some differences in terms of historical context, but in mannerisms there will be more similarities than otherwise. I will describe each mostly in terms of potential PCs.

Note on languages. Every race except Halfling and Half-elf has a written language. Halfling is only spoken not written. Every PC knows their racial language and are literate in it. There is no "Common" language. There is a Human language. PCs do not know Human unless they are human. A PC gets bonus languages based on Int score. Bonus languages do not include literacy. A PC may spend a skill point to learn a new language. They may spend a second skill point to be literate in that language. Further points would be needed for advanced liguistics.

Dwarf: All dwarves in Aldarius can trace their roots back to the Dragon Spine Mountains, a range that spans the continent from east to west, dividing the southern plains from mysteries of the volcanic shoreline in the north. Few residents of Southern Aldarius have any knowledge of what lies beyond the mountains. The Dwarves are the one race that can be found on both sides of the mountains though 95% of them live in the mountains,  literally.

PC dwarves are stereotypical as outlined in rulebook. The only difference in racial characteristics is that they only speak Dwarven, and they don't really trust anyone except gnomes whom they trust implicitly, though they tend to get annoyed by the jokes and tricks.
This message was last edited by the GM at 22:43, Fri 16 Feb.
Xaxoo
GM, 18 posts
The Creator
The Adjudicator
Thu 18 Jan 2024
at 17:44
  • msg #4

Races continued

Elf: The elves of Aldarius  come in three known sub-races. All PCs (for now) are wood elves.  They live almost exclusively in the Sylvorest of southwestern Aldarius. There are a few scattered communities in the plains and foothills of the southern half of the continent. Their mannerisms are stereotypically described in the players handbook. The high elves live north of the Dragon Spine, a world away. Drow elves are rumored to live within the Dragon Spine range itself.

PC elves are stereotypical as outlined in rulebook. The only difference in racial characteristics is that they only speak Elven, and they don't really trust anyone except gnomes whom they trust a little more than the rest. In the PHB, elves refer to wood elves in this campaign.
This message was last edited by the GM at 18:04, Thu 18 Jan.
Xaxoo
GM, 19 posts
The Creator
The Adjudicator
Thu 18 Jan 2024
at 18:21
  • msg #5

Races continued

Gnome: All gnomes in Aldarius originate from the Black Wood, a vast expanse of oaken forest covering much of southeastern Aldarius. The wood is filled with hidden gnome villages and towns. The gnomes are well liked by all races due to their cheerful and benevolent nature.

All PCs starting at the outset of the campaign will be from or otherwise in Glitterhovel.

PC gnomes are stereotypical as outlined in rulebook. The only difference in racial characteristics is that they only speak Gnomen. They have a particular affinity and admiration for Dwarves. Otherwise they like everybody. But they are justice minded folk. They will set things right.
This message was last edited by the GM at 18:24, Thu 18 Jan.
Xaxoo
GM, 20 posts
The Creator
The Adjudicator
Thu 18 Jan 2024
at 21:41
  • msg #6

Races continued

Half-Elf: Half-elves are exceedingly rare in Aldarius.  They are shunned by elves as inferior, tainted. Humans don't mind as long as they act like humans. Others are ambivalent toward them. They would most likely hail from a small human village or town in the southern plains. They have no culture or language of there own in Aldarius. They speak human in most cases.

PC half-elves are stereotypical as outlined in rulebook. The only difference in racial characteristics is that they only speak Human.
This message was last edited by the GM at 23:11, Thu 18 Jan.
Xaxoo
GM, 21 posts
The Creator
The Adjudicator
Thu 18 Jan 2024
at 23:37
  • msg #7

Races continued

Half-Orc: Half-Orc can be found in orcish clans in the Tarn Foothills between the plains and the mountains. In those clans they are judged like all others,
on their strength in battle. They are commonly found in human communities as well. They are often eyed with suspicious at first, but if they assimilate, humans don't seem to care. It's important to note that Orcs in Aldarius are not necessarily evil, though they are seldom good. Half-Orcs have no limitations on alignment. The language they speak will depend on their background, either human or orcish. All other races tend to regard half-orcs with suspicion and fear. Their haughty, fight hard, play hard attitude can be intimidating, especially when combined with immense stature.

PC half-orcs are stereotypical as outlined in rulebook. The only difference in racial characteristics is that they only speak Human or Orcish.
This message was last edited by the GM at 01:57, Fri 19 Jan.
Xaxoo
GM, 22 posts
The Creator
The Adjudicator
Thu 18 Jan 2024
at 23:39
  • msg #8

Races continued

Halfling: To grasp halflings in Aldarius think nomadic gypsies traveling throughout the Southern Plains and the Tarn and Black Forest. These caravans bring entertainment, gambling, fortune tellers, circus acts of all kinds to folks anywhere that will welcome them. They are cons and thieves but folks love when they come to down. They bring diversions.

PC halflings are not so stereotypical as the others. They tend toward neutrality and shun lawfulness. They are charismatic and well liked by all, even if they are not trusted. They tend to have unique and diverse skill sets. PC halfling get +1 to Cha and -1 to Int in addition to those listed in PHB. They get +2 skill check bonus to acrobatics and a performance skill of players choice. They speak Human and Halfling but are illiterate unless they spend skill points. Halfling is not a written language.
This message was last edited by the GM at 02:44, Fri 19 Jan.
Xaxoo
GM, 23 posts
The Creator
The Adjudicator
Thu 18 Jan 2024
at 23:39
  • msg #9

Races continued

Human: Humans in Aldarius live in the plains and in the Tarn. They are not particularly well liked but are respected for their grit and determination  to succeed. Cities, villages, camps and towns litter the plains with commerce and diversity. The human lands are the most tolerant of other races, because humans are curious and bold creatures with short life spans. They live big and fast. The fey races watch them cautiously.

PC humans are just as described in PHB.
This message was last edited by the GM at 02:49, Sun 04 Feb.
Xaxoo
GM, 25 posts
The Creator
The Adjudicator
Fri 19 Jan 2024
at 02:11
  • msg #10

About Languages

Each PC can learn additional bonus languages based on Int score. These are in addition to the racial language and secret class languages.  A new player is not required to use these bonus slots at level 1.  Whether taken at level 1 or later it should be adequately role played or described by background story. Language can be a barrier in this game.

All languages have a color code for quoted text.

Halfling language is not written, it's a conglomerate of human, elven, dwarven and gnomen. But it is language.

To be literate in any language beyond your first language you must expend 1 skill point. You could spend more points for advanced linguistics, but its not required for literacy. 1 point will suffice.

Exception to Literacy rule is made for Celestial, Infernal, Abyssal. If you are a cleric who speaks any of these languages, you can also read them.
This message was last edited by the GM at 04:02, Tue 12 Mar.
Xaxoo
GM, 62 posts
The Creator
The Adjudicator
Mon 29 Jan 2024
at 00:00
  • msg #11

The Lordships of Aldarius

These are the 10 Human kingdoms in the Southern Plains. They are very young in terms of Aldarius history. Humans are only known to have existed on this continent for just over 200 years. The fey races have been here for millennia.

Humans took hold in the plains and thrived through agricultural communities. But Orcs ruled the plains and the struggle was bloody. Humans prevailed and pushed the Orcs into the Tarn Foothills.

Now there are 5 northern lordships and 5 southern ones. They claim all lands, south of the Dragon Spine Mountains, East of the Sylvorest and West of The Black Forest. Even the Tarn is claimed by the Northern Lords, but the Orc have control of most of it.

In the NE corner is the Lordship of Edwin. Edwin is bordered on the North with untamed Tarn, a 120 mile border. To the East is the Black Forest. That border runs over 200 miles. The Southern border is the neutral Kings Road region. A 10 mile wide swath of central plains that contains the Kings Road, the main throughway across the entire Southern Plains. The Kings Road is over 1000 miles long the eastern most 200 miles is Edwin's southern border. The road starts at a frontier town on the edge of the Black Forest called BlackGate. The road runs west to the Sylvorest and a town called Lakeview. Edwins western border is a hotley contested 500 mile border with Duhnraven.

The Lordship of Duhnraven is known best for their cooperative relationship with Orcs, a character not shared by Edwin.

To be continued...
This message was last edited by the GM at 02:52, Sun 04 Feb.
Xaxoo
GM, 64 posts
The Creator
The Adjudicator
Mon 29 Jan 2024
at 03:12
  • msg #12

Human History

In Aldarius history depends on who you ask. Kylen the Half-Elf was raised in the Southern Plains near the Black Forest's western border. He was interested in history and had occasion to read a few texts on the subject of Human history. The most surprising thing is how little there is to know. Humans were not seen in the lands of Aldarius prior to 500 years ago. There are no reliable accounts but several stories about how Humans arrived. Most of them involve a shipwreck in Kings Cove. The Humans who arrived had knowledge but very little resource. What they brought was destroyed or quickly used up. They reverted to a stone age culture, that quickly evolved with the discovery of iron and silver in the  mountains overlooking Kings Cove. Orcs filled the plains and feared the new comers. They were not hospitable. But Humans are nothing if not tenacious. Over the course of 300 years they chipped away at the plains befor taking Eagle Pass, a vital geographical connection between the East and West continent. Once they took the Pass, just over 200 years ago they established the Lordships a feudal system that barely prevents constant war between the power hungry monarchs. The alliance is fragile, but it is united in Human dominance of the Plains. Orcs have been driven into the Tarn Foothills, a much less hospitable place to live.
This message was last edited by the GM at 22:48, Fri 16 Feb.
Xaxoo
GM, 72 posts
The Creator
The Adjudicator
Wed 31 Jan 2024
at 10:54
  • msg #13

Calendar

There are many calendars in Aldarius but the average person doesn't read or write let alone use a calander. Most people do not concern themselves with anything other than seasons. Holidays are occasionally celebrated,  but these are directed by local enthusiasts rather then calenders. There are no days of the week. A "week" is synonymous with a few days, up to 10. A month is more like 50 days or a third of a season. There are 4 seasons dictated by a single sun and several moons that dance in the night sky. The moon phases are always in sync and are the source of druidic cycles and magic.

Druids do keep a strict calender but they seldom speak of this with non druids.
Xaxoo
GM, 74 posts
The Creator
The Adjudicator
Wed 31 Jan 2024
at 21:08
  • msg #14

Local Geography

Kylen's family homestead is a few miles North of Blackberry Lake, the town nearest to it. West of Blackberry about 8 miles is Orange Rock. Southeast of Blackberry is Creek Town.  All three villages are small with less than 500 residents each, but they are all on regular trade routes through the Southern Plains and into the Black Forest to the east.

GlitterHovel is about 20 miles east of the forest edge nearest Blackberry Lake. It is unknown to most non-gnomes. Gnomes keep there villages secret from all but the most trusted non-gnomes. If one were to be invited it should be considered quite an honor.
Xaxoo
GM, 198 posts
The Creator
The Adjudicator
Sun 3 Mar 2024
at 03:44
  • msg #15

Local Geography

Chryesia is from a mining settlement in the northeastern most corner of Edwin Lordship called Miners Ridge. Miners Ridge is a gold and silver mining town with farmers and ranchers as well. A stream  runs through the town and dumps into the Black River a few miles to the southeast.

It is a rugged town that is in a contentious relationship with the hill giants that occupy the Tarn Foothills in this area.

The giants are fond of the settlements cattle and sheep.  The two rarely see eye to eye on how the giants help themselves to these tasty commodities. To protect against these incursions and thefts, Edwin maintains a garrison of soldiers for the towns security.
This message was last edited by the GM at 03:45, Sun 03 Mar.
Xaxoo
GM, 247 posts
The Creator
The Adjudicator
Fri 8 Mar 2024
at 14:29
  • msg #16

Druids of Aldarius

Druids all belong to the Druidic Order known as The Way. It has a very strict hierarchy and high level druids are assigned to regions. All druids cooperate with one another and The Way. Their power comes from the harmonic waves produced by the gravitational fields of the six moons. The moon phases have very special significance to the druids and at a fundamental level can effect their collective power. Young druids quickly become familiar with the hierarchy and are familiar with the druids in a given region.
Xaxoo
GM, 263 posts
The Creator
The Adjudicator
Mon 11 Mar 2024
at 13:50
  • msg #17

The Night Sky

Aldarius has 6 moons that are tracked by the druids. One is very large, bigger than the sun in the sky. The second is half the size, the third half again. The next two look like very large stars that don't glow as brightly as stars would. The last is the dark moon and it can rarely be seen. These moons have different names in different cultures. The druids names for the moons are semi-secretive.
This message was lightly edited by the GM at 13:51, Mon 11 Mar.
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