The Campaign Builder's Guild

The Archives => Campaign Elements and Design (Archived) => Topic started by: Soup Nazi on April 20, 2006, 05:51:25 PM

Title: Rhoenheim (love it, hate it, tell me what you think)
Post by: Soup Nazi on April 20, 2006, 05:51:25 PM
Continuing with my postential revisions of the nations of Sulos, I present Rhoenheim. One of the things that stuck in my craw about Sylescnia was it's feel like a cheap rip off of Ravenloft. So in order to bring it more in line with the rest of setting, I made it a region (rather than a nation) of Rhoenheim, and divorced it from its ties to the undead. I chose to instead emphasise the demonic connections of the twisted forest.

This is in a way a revision of both Rhoenheim and Sylescnia, in which both have been updated and some of the better ideas between them have been combined and connected. If this gets good feedback from the community, it will replace the older versions.

Feel free to ask questions, give opinions, and please let me know what you think. I'm hoping to patch up holes, not to create more, so if something seems amiss, point it out. If something seems too vague, or too detailed, point that out too. Thanks to all who take the time to read and analyze this little project.

The Republic of Rhoenheim

Capitol: Dastun (353,400)
Size: 100,000 square miles
Civilization: 50,000 square miles (50%)
Wilderness: 50,000 square miles (50%)
Population Density: 35 people per square mile
Total Population: 35,000,000 people
Rural Population: 25,750,000 people (80%)
Urban Population: 3,500,000 people (10%)
Isolated Population: 3,500,000 people (10%)
Races: 90% Human, 4% Elf, 4% Dwarf, and 2% Other
Common Classes: Archivist, Bard, Druid, Fighter, Rogue, Sorcerer, Wizard
Common PrCs: Arcane Hierophant, Cavalier, Eldritch Knight, Sacred Exorcist

The republic of Rhoenheim is a land of primal beauty, untamed wilderness, and metropolitan centers of learning. The eastern half of the nation is a place of majestic mountains, highlands, and wild game, and isolated walled communities. South of the highlands lay the dark and twisted forests of Sylescnia said to be haunted by banshees, and guarded by mysterious druids. The eastern half of the nation is divided between the rolling hills and pastures of the great ranches, and the golden plains of wheat, rye, barley, and corn, which feed the nation. Along the western coast large ports and towns have begun to blossom, though none holds a candle to the sheer size and influence of the capitol city of Dastun.

The people of Rhoenheim are a disciplined and hardworking lot, most which farm her lands, or raise livestock and horses on the great ranches. Others live in the isolated mining communities or walled villages of her eastern wilderness. However in recent years the population of the cities has been growing and Dastun has become one of the most populous and important cities on the Lâ,¬,,¢Landran trade routes. The people themselves have the fair skin and blue eyes common to those who have descended from the people of Leshaar, and they usually have blonde or sandy brown hair. The nobles descended from Rhoen the Great, tend to have sharp features, angular cheekbones, dark hair, and hooked noses. Their eyes are often a feral orange or yellow color, that burn with a ferocity and intensity, clearly marking them as the heirs of Rhoen.

The typical citizen of the republic wears woolen breaches and shirts, with a sturdy pair of boots. Women wear simple hand-stitched dresses and bonnets without much jewelry. They prefer less presumptuous colors like grey, tan, brown, or black. Wealthier men wear button-up jackets, knee high polished leather boots, and top hats, and the women wear laced up corsets, and pastel colored gowns. No self respecting noble would be caught dead without his pocket watch and cane, though those of lesser wealth rarely have such expensive accessories. Certified wizards often carry staves in place of their canes, and they proudly wear the ruby signet rings, earned when they graduate from Dastun University with a degree in the arcane.

The people of Rhoenheim have the utmost respect for scholarly endeavors, and they pride themselves upon their public school system, and numerous private colleges and institutes of higher learning. They pursue knowledge in all forms and most of the population is literate and well educated. They enjoy philosophical, political, economic, and especially magical debate. Public libraries and booksellers are cherished parts of the community, and the rarer the tome, the more fascination it holds. Men and women who wear the ruby ring of Dastun, have a special place in Rhoenheim society, and they often get free meals, special considerations, and greater leeway from the authorities, than common folks. In the republic people are polite, intellectual, and disciplined, though they do have a bit of a pompous air about them, and a general unspoken disrespect of those from other nations.

Within the lands of the republic there are a handful of laws unique to the nation, that all visitors and merchants would be wise to learn before conducting business in Rhoenheim. First and foremost are the restrictions placed upon magic. No person is permitted to harness the power of the arcane without a degree from the University of Dastun or noble blood. Visitors can acquire a temporary permit, though such a certificate is quite expensive. This regulation pertains to both spells and magical devices. Weapons may not be drawn or brandished within the lands of Rhoenheim without a degree from the Military Institute of Dastun, noble blood, or a similar temporary permit. Thus far the regulation of the power of divine magic and psionics have been left in the hands of the Sacred Cabal, and the Society respectively, though neither art is common enough in the lands of the republic to have yet required the legislation of the Senate to control them.

Rhoenheim was settled four centuries ago by refugees from the lost kingdom of Leshaar. Led from their lands by Rhoen the great, the people of Leshaar sought to establish a new nation in the untamed wilds far to the west of their former nation, which was ravaged by the invading forces of Hazraâ,¬,,¢Ghalduur and her goblinoid armies. Rhoen is a man of legend said to have had brilliance with the blade, mastery of the arcane, and a powerful commanding presence. Rhoen was able to save the Sacred Texts of Leshaar, and many of his people, though he was unable to rescue the priests, king, or nobles of his former nation. Rhoen established three separate institutes before his death thirty years after he led his people to the lands of the republic. First he founded the Military Institute, which was charged with the defense of the nation. Then he established the University of Dastun, for the pursuit of arcane lore, and the Sacred Cabal, who were entrusted with the care and study of the Sacred Texts of Leshaar.

After Rhoenâ,¬,,¢s death his sons and daughters declared themselves the heirs of the nation. They assumed control of the nation and established a republic in his name. The nobles of Rhoenheim are naturally talented in the arts of sorcery, and they attribute their latent arcane abilities to the power of Rhoenâ,¬,,¢s blood flowing through their veins. They are respected not only for their magic, and their lineage, but for their willingness to establish a republic rather than war over the rights to claim dominion over the young nation. Despite the governing power of the Parliament who administer the bureaucracy, legislature, and executive responsibilities of the nation, they remain beholden to the nobles. The nobles elect the representatives of the republic, and they can remove them if they feel compelled to do so. The relation between the two organizations is at times somewhat strained, but for the most part they seem to coordinate their efforts quite well.

Places of Interest

The Highlands

While the republic fuels their economy largely upon an agricultural and manufacturing basis, they are also one of the principle silver suppliers of Sulos. The mines of the highlands are often surrounded with boom towns and prosperous frontier communities, though just as many ghost towns and abandoned mines riddle the foothills and bluffs. The miners go where the silver can be found, and entire communities uproot and move when the silver veins run dry.  

Life in the highlands is difficult. Wandering monsters and brigands are a constant concern, and the lawlessness of the frontier inspired numerous shady activities. Casinos, saloons, gunfights, theft, and back alley deals are just part of everyday life. The roads are rocky and twisted, where they exist at all, and without a good horse, has little chance of getting from place to place with any expedience.

The terrain of the highlands is both majestic and treacherous. Bluffs, canyons, narrow mountain passes, thick woodlands, raging rapids, and rocky badlands, make the terrain beautiful to behold, yet nearly impossible to navigate with ease. When winter sets in and the highlands are blanketed in snow, the mountain trails and passes are lost, and cannot be found again until spring. It is said there are rangers and druids who know the highlands like the back of their hands, but these men are a rare breed, and not likely to be found when you need one.

The highlands have a substantial dwarven population. Bordering upon the lands of Thoth, the highlands are not only close to the ancestral homeland of the dwarves, but the mining colonies befit substantially from the expertise of the dwarven engineers. The dwarves have come with advanced water pumps, tools, drilling equipment, and the knowledge of how to use them. While Thoth has only recently opened their borders to outside trade, a handful of adventurous prospectors have lived within the highlands of Rhoenheim for close to a century.

Many of the mining colonies are owned and operated by the Syndicate of Lâ,¬,,¢Landra. The merchant guilds are quick to lease property from their friendly neighbors, and set up shop within Rhoenheim. Lâ,¬,,¢Landran merchant caravans, guild houses, and diplomats, are as much a part of the mining towns as the natives who live there. Their relationship is mutually beneficial, and neither could exist without the other.

The Forests of Sylescnia

The dark forests of Sylescnia are a tangled mess of brambles, whispering winds, and flittering shadows. They are rumored to be haunted by the groaning spirits of elfin settlers and colonies that were lost hundreds of years before the lands of Rhoenheim were settled by humankind. The truth of the matter isnâ,¬,,¢t precisely understood, but the arcane hierophants of the forests seem to have a fairly intimate familiarity with secrets of the dark forest.

There are scattered walled villages around and within the forest, though as one nears the heart of the shadowy woodlands, they become too dark and tangled for any but the most skilled druids to weave their way through. The people of these villages are superstitious and xenophobic. They fear the ghostly spirits that haunt the night, and steal away with their children after dark. Many ward their doors with ancient druidic symbols painted in the blood of chickens and goats.

The people of Sylescnia revere and respect the wandering arcane hierophants that protect them from the demons of the night, and are wise to the tricks and mysteries of the wicked forest. The power and influence of the Sacred Cabal is diminished in the lands of Sylescnia, where the superstitious folk often prefer the traditions of the druids, to those of the supposedly benevolent sacred priests. However as the years pass, the missionaries of the Cabal are gaining greater acceptance for the work within the community, raising barns, purifying foods, curing disease, and nursing the sick back to health. There is a noticeable religious division within the people of these lands, drawn along lines of tradition vs. transition.

There are undertones of wickedness in the villages of Sylescnia. The people of these towns fear the unknown, and often take matters of justice into their own hands. Angry mobs are not above hangings, and stake burnings, of those they suspect of cavorting with the denizens of the darkness. The local authorities give the arcane hierophants a wide berth when it comes to matters of spiritualism, and they will gladly step aside when matters must be addressed that concern aspects of the supernatural. The arcane hierophants are truly the law of the land in Sylescnia, and the power of the republic takes a backseat to their authority.

Within the forests and the surrounding towns of Sylescnia there is a considerable elven population. These elves are sovereign peoples of Rhoenheim, who have lived in the area long before humans claimed dominion over them. They have no allegiance to their forefathers from Shaâ,¬,,¢Irna. These elves seem to have put the past behind them, and live among the humans peacefully. Many of the elves join the ranks of the arcane hierophants, and become the guardians of the forest.

Power Groups

The University

The greatest academic center of Sulos, The University of Dastun, is located within the capitol of Rhoenheim, and renown throughout the world. Though the university is very expensive, her admissions are few and far between. Despite the expense and a rigid screening process, the university has waiting lists that bar many aspiring scholars. The exclusivity of the school has only heightened the application process, and many noblemen throughout Sulos make massive donations of books, literature, artifacts, and of course money, hoping that special considerations may weight the applications of their sons and daughters.

The school teaches many subjects. History, science, astrology, philosophy, and economics remain her principle focus, but arcane study is what the University is known best for. In Rhoenheim, a degree from the university is required for the lawful practice of the arcane, and given that within the nation magic holds such cultural and spiritual significance, any who can afford to attend, will attempt to. Students from abroad often seek admission primarily for the opportunity to study the arcane under the true masters of the art, though many wealthy merchants have earned their degrees in economic theory at the University of Dastun.

While always willing to accept contributions from private philanthropists, the University is principally funded by the nation of Rhoenheim itself. Culturally Rhoenheim identifies itself by their scholarly endeavors, arcane superiority, and their diligent philosophy; the University personifies the identity of the nation, and thus the state and the school work together and mutually benefit from the success of one another. In many ways either can be seen as an extension of the other, and neither would probably last without the support of their counterpart.

The University has become the preeminent archeological institute of the world, and she sponsors adventurers in many quests. The university often finds itself at odds with the Scared Cabal in these endeavors, but the competition has only driven both of them to step up their operations. The university however has a leg up on the sacred priests due to its comfortable working relationship with the Syndicate of Lâ,¬,,¢Landra. Often scholars or representatives charter passage on House Jorunda vessels and tag along with them to exotic locales. They have been to all corners of the world and the exhibition halls of the University are loaded with various artifacts from their adventures. They collect obscure texts, ancient pottery, priceless art, and even magical creations. Some whispers abound that many of the treasures of the University are stolen, or that they have hired smugglers from Kesh to avoid the hefty tariffs of the Syndicate, but the continued good relations between the government of Lâ,¬,,¢Landra and the scholarly institute of Dastun seem to suggest otherwise.

The University considers their greatest enemy to be the Arcane Academy of Hazraâ,¬,,¢Ghalduur. These goblinoids have proven their skill, but their militant approach to the arcane turns the stomachs of the scholars of Rhoenheim. Magic is something to be treasured and loved, not abused for destruction. While the Academy remains either blissfully ignorant of the University of Dastun, or arrogantly dismissive, they none-the-less have a rival of great power in Rhoenheim. Curiously the eldritch knights of Rhoen are not viewed with the same level of distaste, for they have much purer intentions, despite their martial inclinations. It is a paradox based perhaps more upon the resentment of the goblinoids, than the actual philosophical approach to the arcane.

The Institute

While the university focuses upon the arcane the institute focuses upon the art of war. They are a college of martial training, that teach the techniques of swordplay, the engineering of siege engines, and the skills of mounted combat. The teachers of the institute are often retired commanders and generals, who have seen the battlefields, and experienced the rush of combat in live action. They have an intimate understanding of the art of war, and their pupils had better learn to respect them, or they stand no chance of graduating.

Mounted combat is the specialty of the institute, and the cavaliers of Rhoenheim are respected far and wide for their skill on the battlefield. While the days of heavy plate armor and the raw power of the cavalry is rapidly becoming obsolete, the intimidation and determination of the cavaliers is unchanged. While advances in firearms may soon change things, the image of a knight in shining armor still has meaning beyond simple function and form.

After graduation from the institute a soldier is given the honorary and official title of Knight of Rhoen. He becomes a soldier of the republic, and defender of humanity. Many patrol the northern borders of Rhoenheim, watching for goblinoid scouts and potential threat from the empire of Hazraâ,¬,,¢Ghalduur. The knights feel that war with Hazraâ,¬,,¢Ghalduur is not a matter of if, but a matter of when. They expect to be prepared for the inevitable battle, and to survive where the nations of the past did not. They will not see Rhoenheim fall as the nations of Sancrist and Leshaar did before them.

The knights have not limited themselves to the defense of their people however. They have come to the aid of the other human nations, and they honor the Treaty of Lâ,¬,,¢Landra as though all peaceful nations are their brothers. Many of the knights of Rhoen have begun to set to sea for the long voyage to the distant lands of Kashra, where the bugbears seem intent upon reclaiming Ghuldra  The Knights of Rhoen plan to fight side by side with the knights of Kashra to repel the goblinoids should an invasion actually threaten their lands. Rhoenheim not only feels compelled by their kinship with humankind, but by the thrill of battle, and the opportunity to test their mettle in live combat situations.

A smaller elite unite of the knights have noble blood. These eldritch knights are the penultimate exemplars of the ideals of Rhoen himself, and the heroes of the republic. They wield the power of Rhoenâ,¬,,¢s blood, his arcane talents, and his skill in combat. While quite rare, the eldritch knights are the most powerful and dangerous weapon in the arsenal of the republic. Few other forces command as much respect as the mounted spell slinging knights of Rhoen. While they are not in any way beholden to the military of Rhoenheim itself, they often serve alongside their brothers in arms. The eldritch knights are as free to pursue their own agendas as any of nobles of the republic, but they often adventure to hone their skills, or latch onto other military operations of the republic to keep their finger on the pulse so to speak.

The Sacred Cabal

The esoteric faith of Rhoenheim is known as the Sacred Cabal. These archivists have devoted their lives to the recovery of ancient texts and scriptures of the lost divine orders of the world. While not a religion in actuality, they serve the same approximation in this modern godless world. The Sacred Priests have unlocked the divine gifts of ancient faiths, and they have revived the lost divine magic of Sulos, and share it with the people of the world. The Sacred Cabal holds in their possession the most holy of all artifacts from the old kingdoms of Sancrist and Leshaar, the Sacred Texts. These scrolls and tomes hold the secrets of divine magic, and have been in their care for the last four centuries, when Rhoen himself entrusted them to their care.

The Cabal pays little more than lip service to the actual doctrines of the lost religions of the world. They view these ancient cultures as a people with primitive theological ideas that unlocked the powers of the soul and spirit, not through divine favor, but through the strength of their faith in the fictional beings they called gods. The Sacred Cabal has no such delusions. They know that through study and practice one can still channel this power, and if there were gods, the Scared Cabal would not have the power to do so.

The Sacred Cabal has roots within Rhoenheim, and the universities of the nation, but they are rapidly spreading throughout the world. Numerous chapters and churches have begun to spring up in Lâ,¬,,¢Landra, and few have even worked their way into underground cults in Hazraâ,¬,,¢Ghalduur, Kashra, and Tairâ,¬,,¢Shola. The Cabal is hated by the people of Kesh, who feel the cult is absurd to dismiss the power of their divine kings. In Kesh the gods walk among them, so how could they possibly be frauds.

There is little consistency in the moral character of the priesthood. There are devious power hungry scholars in equal proportion to the number of benevolent healers and sages. All priests share a common expertise with all things ancient and hidden. They know many of the greatest secrets of the world, and their explorers and missionaries scour Sulos for more. Their hunger for knowledge is insatiable, and the priests rarely dismiss any lead or rumor as little more than here-say. This drive to unlock the mysteries of the world often puts the Sacred Cabal at odds with peoples and organizations with things to hide. The Syndicate of Lâ,¬,,¢Landra is cautious when dealing with the Order, and the druids of Sylescnia have done everything within their power to drive them from their lands.

The churches of Rhoenheim are more like chapters of divine learning than gathering places for faithful followers. Rather than discuss matters of personal belief, they discuss theology and history as a whole. Fables and legends are dissected and analyzed to find the roots of the tale, and cultural purpose these myths held to the ancient peoples who believes in them. Philosophy and spiritualism have replaced blind faith and mythology. All people are welcome to join in the discussion, and debate the values of certain virtues and ideas.

The Sacred Cabal retains very strong ties to the University of Rhoenheim, and the two organizations often pursue joint archeological ventures into the serpentine jungles of the largely unexplored southern continent, or into the blazing sands of Ilsen. The major differences between them are twofold. While the University of Dastun is interested primarily in the power of arcane study, and the regulation of its use, the Sacred Cabal is interested in theology and its applications within modern society as a whole. The University of Dastun is state sponsored and works in conjunction with the Senate, while the Sacred Cabal is privately funded, and seeks to recruit the wealthy and powerful as benefactors.

Not surprisingly, depending upon the general outlook of each chapter, the membership in their church is varied. Many of the churches of Lâ,¬,,¢Landra appeal to the wealthy nobles and merchants. They function as exclusive clubs and secret societies that mirror the ideology of the Syndicate. Where as in the poorer or superstitious nations of Sulos, the churches of the Sacred Priests have tried to integrate with common folk to get a feel for the customs of their people, and unlock the secrets of the various divine orders from whom they draw their odd religious ideals. The Scared Cabal is more than willing to adapt and evolve to fit in wherever they seek knowledge. They send missionaries who will be most able to uncover the roots of the faiths of these lands, and are more than willing to steal, buy, or barter for the knowledge they seek.

Often the Cabal utilizes their vast privately donated wealth to start great ventures of philanthropy in the communities in which they settle. They help rebuild war torn realms, and shelter those in need. They willingly draw upon the resources of the entire Cabal when the small local donations are insufficient to meet their needs. The Cabal has earned themselves a reputation as influential humanitarians throughout the lands of Sulos. Though often initially viewed with great suspicion and distrust, the sacred priests often become influential productive members of their communities; people warm up to them quite quickly.

The Parliament

The Senators of the republic are elected to the Parliament by the collective votes of noble class. Fifty men serve at a time, and each is elected for a term of ten years, though many serve multiple terms or even for the extent of their entire lives. While they remain beholden to the nobles, and can be impeached from office by the collective majority of a noble vote, the Parliament still wields immense power and influence within the republic. The republic after all wouldnâ,¬,,¢t even be a republic were it not for the Parliament.

The Parliament is a very bureaucratic organization with many sub committees and cabinets that handle the various aspects of the government of Rhoenheim. There are branches that handle legislation, judicial, diplomatic, financial, public works, and numerous other duties. Many of the committees employ sub-committees and cabinets of highly specialized individuals. Some of the more influencial senators belong to several branches of the government, and have moles, pawns, and allies throughout the government. Many people remain blissfully ignorant of the complicated jockeying, maneuvering, and back room bargains that are part of the daily life of a Senator.

While the Parliament is extremely convoluted, they are surprisingly efficient. They know that certain national objectives cannot get lost within the red tape of the bureaucracy, especially those pushed by the nobles, and they are willing to put aside their differences to make things happen should the nobility demand it. However lesser objectives and agendas often get pushed to the back burner or completely neglected, when they do not have the political backing of the wealthy or powerful behind them. In a way it is kind of sad that money has as much influence over the political machinations of the Senate as it does, but the people of Rhoenheim take solace in the fact that their government is not as corrupt and secretive as that of their neighbors to the south in Lâ,¬,,¢Landra.

The Chosen of Rhoen

The descendants of Rhoen are an influential and powerful group of men and women who carry within their veins a source of mysterious power. Rhoen himself was more than a powerful man, he was a man with demonic heritage that was the source of much of his arcane prowess and strength. Though their blood is diluted, his ancestors still have enormous potential to draw upon their heritage for strength. Not only do they have the potential to become powerful sorcerers, they are occasionally blessed with greater power such as the fiendish template, or even greater power of demonic origin.

The nobles usually have little more than subtle physical traits that hint at their heritage, such as feral eyes, sharp fingernails, or slightly pronounced canines, and they have not made the connection between these traits and the founder of their lines. Most have little to no knowledge of the source of their power, but a handful of particularly demonic patriarchs and sorcerers have a greater understanding, and jealously guard the family secrets.

The most powerful of the nobles often hunt down and slay young sorcerers, though the public and even many of the noble families are completely unaware of this secretive and demonic inquisition. The inquisition is well aware of the demonic blood from which the power of sorcery stems, and they will not see rogue bloodlines attain power or knowledge that may help them unlock the potential hidden within their blood. Were the secrets of sorcery to become common knowledge, the nobles of Rhoenheim would no doubt be greatly threatened by their own people, and attract undue attention from the other nations of the world, Shaâ,¬,,¢Irna in particular.

The demonic inquisition refers to themselves as the Chosen of Rhoen, and they have moles and agents throughout Rhoenheim. They carefully monitor the activities of the various power groups and influential organizations of their nation. The sacred Cabal, the Arcane Hierophants, the University, and the Institute are all very carefully watched and subtly influenced. They are steered away from exploring things better left hidden, and towards secrets that the Chosen of Rhoen wish to uncover and unlock for themselves. They are the most powerful force within the nation, though they are a complete and total enigma.

The Chosen of Rhoen count the hierophants of Sylescnia among their greatest enemies. They suspect that the hierophants may have knowledge of their demonic bloodline, and they are determined to root out and destroy them. The Chosen have been working with the extremists of the Cabal who call themselves the Sacred Exorcists, feeding hints, and subtly luring them into a conflict with the hierophants. The exorcists already see the hierophants as a primitive cult, and they suspect them of cavorting with spirits; it should only take a subtle push for open hostilities to erupt.

The eldritch knights are the shock troopers and soldiers of the Chosen, and they are sworn to go to their graves with the secrets of their masters. The eldritch knights and their physical might are the perfect tool for the Chosen. They are respected, loved, and heralded as the heroes of Rhoenheim, and they can easily infiltrate places otherwise difficult to approach by the truly demonic beings at the heart of the Chosen. It is almost certain that many of the eldritch knights have absolutely no idea how potentially vile and corrupted their masters have become, though they are so unshakably loyal, that they would follow their lords into hell if commanded to; perhaps someday they will.

The Arcane Hierophants

The arcane hierophants of the forests of Sylescnia are a powerful and influential organization in the more remote parts of the republic. . While within the more advanced and civilized parts of western Rhoenheim, the University, the Institute, and the Parliament are omnipresent entities, in the east they far less prominent. Though their influence is limited within civilized lands, in their wooded groves the hierophants rule uncontested. They seem to at least pay lip service to the governing power of the parliament, but the truth of the matter is that the arcane hierophants are completely beyond their control. Many of the hierophants and most of their traditions predate those of the nation, and they feel no obligation to put their ancient ways behind them, in order to serve the new government. The people of the more remote towns, villages, and hamlets of eastern Rhoenheim, turn to the arcane hierophants for guidance and advice long before they would turn to republic. When the people of the east need help with their crops, midwives for childbirth, or wards for the frightful spirits of the night, they turn to those who have the power to help, and the arcane hierophants answer the call.

The hierophants trace their roots back to a time long before humans settled the lands of Rhoenheim. Ages ago the forests of Sylescnia were home to several small villages of elves. These villages were founded by outcasts from Shaâ,¬,,¢Irna that had refused to abandon the study of the arcane, when the druidic circles of their homeland sought to root out the corrupting powers of eldritch magic. Rather than resist their elders, or resort to civil war, the more progressive elves (who didnâ,¬,,¢t wish to abandon the arcane) chose the leave their homeland, and settle the forests far to the south, in what was then completely untamed and unsettled land. There they lived for centuries, where they studied the planes, the arcane, and the various mysteries of the universe that could only be unlocked with the powers of magic.

When Rhoen and his followers led the refugees of Leshaar to what would eventually become known as the republic, things changed for the elves. Rhoen and his soldiers destroyed the elves and their villages, and massacred their elders the arcane hierophants. The elves were completely unprepared to face an entity as powerful as Rhoen, and despite their hastily assembled resistance, he eradicated the elves, and the few survivors scattered throughout the eastern lands. The arcane hierophants however had forged unbreakable pacts with unknown demonic entities in exchange for their knowledge and arcane power. Even after their deaths, their masters held them to their oaths, and the arcane hierophants rose from the dead as groaning spirits who languished in despair, and festered with a burning hated for the men who had destroyed them.

It took nearly a century for the banshees to regroup and begin teaching their lost craft to the people who came to settle the rural parts of the republic. While they preferred to select elves as their pupils, the elves were but a minority, and they could not completely fill the ranks of the armies the banshees hoped to raise. Thus many humans began to get indoctrinated into the ranks, and today the numbers of the arcane hierophants are split almost evenly between the two races. The network of followers assembled by the banshees extends beyond their pupils however. The animals and magical beasts of the forests serve them, as well as the common villagers, and possibly even the lands themselves.

Only the most powerful of the hierophants know whom they serve with certainty, and many simply believe their organization is only a loosely affiliated brotherhood of like minded scholarly druids; most have never met the powerful and ancient spirits, and the commoners who serve the druids are most certainly unaware of the hierarchy that stretches back to the undead masters of the land. Not even the eldest, most loyal, and powerful of the living hierophants however, know of the ultimate goals and agendas of their masters; such things only the banshees and the demons themselves know with absolute certainty.

The Sacred Cabal, unlike the other major political powers of the republic, has begun to become a much more influential entity in these remote lands, and they threaten the authority of the arcane hierophants. Most people still rely heavily upon the hierophants, but as new churches devoted to the Cabal spring up, the power of the hierophants is gradually diminished. In particular the zealous exorcists of the Cabal have become a force in the eastern highlands and forests. They ward their temples, and hunt the monsters of the night with a vigilant fervor, that has earned them a great deal of respect and admiration from the locals. The arcane hierophants have begun to incite propaganda and spread the seeds of dissention among their followers, in hope that angry mobs and frightened locals will turn on the Cabal, and drive them from their lands.  The Sacred Exorcists of the Cabal are a true threat, wielding the power to not only destroy the banshees, but to banish and bind their demonic masters; luckily for the hierophants they exorcists are a minority of extremists within the Cabal, who do not receive the full support of the archivists.
Title: Rhoenheim (love it, hate it, tell me what you think)
Post by: Epic Meepo on April 21, 2006, 01:31:28 PM
I like it.  The new Rhoenhein and Sylescnia do seem to mesh much better with the rest of your world.  And the Wild West theme to the highlands was amusing, and could make for some fun adventures.

Regarding the Chosen of Rhoen, don't forget about tieflings.  That'll give you an extra step between human sorcerers and half-fiends.

(On a grammatical note, in the thrid line of the second paragraph, replace "populace" with "populous.")
Title: Rhoenheim (love it, hate it, tell me what you think)
Post by: Xathan on April 21, 2006, 01:40:56 PM
I'm with Meepo. Great stuff on Rhoenhein: I'll head over to Sylescnia later.

As far as the Chosen go (great idea, btw), also don't forget the fiendish template. I could see Chosen hierarchy working like this:
Human Sorcerers --- Tieflings --- Fiendsih Humans --- Half-Fiends.

The Arcane Heirophants seem really cool, but I got confused on them. Are they an organization of Elves and Humans run by Banshees, or is that just their origins, and have the Banshees been vanquished.

I'll ask more later: I need to chew on this somemore. Great stuff, overall, and I can't wait to see what else you have.
Title: Rhoenheim (love it, hate it, tell me what you think)
Post by: Soup Nazi on April 21, 2006, 03:44:22 PM
QuoteI like it. The new Rhoenhein and Sylescnia do seem to mesh much better with the rest of your world. And the Wild West theme to the highlands was amusing, and could make for some fun adventures.

Thanks I thought a little wild west action would be a nice change of pace, that fit the overall tech level, time period, and feel of Sulos. I didn't want everything in Rhoenheim to revolve around arcane magic and demons.

QuoteRegarding the Chosen of Rhoen, don't forget about tieflings. That'll give you an extra step between human sorcerers and half-fiends.

I haven't forgotten about them. I'm not sure exactly how I plan to work things in regard to the fiendish template, teiflings, half fiends, and so on. I do think I'm going to tweak the draconic heritage feats to make then demonic heritage feats instead, and make that the starting point.

Quote(On a grammatical note, in the thrid line of the second paragraph, replace "populace" with "populous.")

Corrected

QuoteAs far as the Chosen go (great idea, btw), also don't forget the fiendish template. I could see Chosen hierarchy working like this:
Human Sorcerers --- Tieflings --- Fiendsih Humans --- Half-Fiends.

I'll probably insert demonic heritage feats in between sorcerers and tieflings

QuoteThe Arcane Heirophants seem really cool, but I got confused on them. Are they an organization of Elves and Humans run by Banshees, or is that just their origins, and have the Banshees been vanquished.

They are an organization of humans and elves lead by the banshees, who are cursed to serve the demons forever

QuoteI'll ask more later: I need to chew on this somemore. Great stuff, overall, and I can't wait to see what else you have.

I eagerly await your further review, and I'll get more up soon.