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Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.

Started by Wensleydale, July 31, 2006, 04:39:10 PM

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Wensleydale

QuoteI do wonder about the +2 INT/-2 CON for the Aequii. It depends on how much you want to base them off the real Romans who were an extremely tough people, especially the legionaries were able to perform feats which modern soldiers find hard to emulate. I might go for +2 INT/-2 WIS or CHA. The Aequii excel at innovation and rational thought but at the cost of their souls. Just a thought.

Actually, you have a very, very good point there. Updated.

As for bonheddig, I'm pretty sure it means aristocrat, gentleman...

Thanks, Phoenix Knight. :)

Wensleydale

Wrexham, how would you describe the welsh sounds? I'm having trouble doing it without audio :P


Wensleydale

Spell Lists

 Bard  

 Songbook of Solicitious Improvement

0: Detect Magic, Know Direction, Resistance, Read Magic.

1: Disguise Self, Expeditious Retreat, Feather Fall, Ventriloquism.

2: Alter Self, Blur, Cat's Grace, Eagle's Splendour, Fox's Cunning, Heroism, Tongues, Invisibility.

3: Blink, Displacement, Invisibility Sphere, Gaseous Form, Glibness, Good Hope, Haste, Invisibility Sphere, See Invisibility.

4: Freedom of Movement, Invisibility (Greater), Legend Lore, Repel Vermin.

5: Heroism (Greater), Seeming, Shadow Walk.

6: Cat's Grace (Mass), Eagle's Splendour (Mass), Fox's Cunning (Mass), Veil.  

[spoiler Alter Self]
Alter Self
Songbook: Songbook of Salacious Improvement.
Level: 2
Instruments: Pipes, Fiddle.
Target: You
Duration: 10 min./level (Does not require constant playing)
Tune DC: 14
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesnâ,¬,,¢t change the creature type or subtype.
You can freely designate the new formâ,¬,,¢s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new formâ,¬,,¢s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new formâ,¬,,¢s kind. You are effectively disguised as an average member of the new formâ,¬,,¢s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and canâ,¬,,¢t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
[/spoiler]
[spoiler Blink]
Blink
Songbook: Songbook of Salacious Improvement
Level: 3
Instruments: Flute.
Target: You
Duration: 1 round/level (requires continuous singing)
Tune DC: 16.
You â,¬Å"blinkâ,¬Â back and forth between the Real and the Spiritual. You look as though youâ,¬,,¢re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesnâ,¬,,¢t help opponents, since youâ,¬,,¢re unreal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike unreal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go unreal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while youâ,¬,,¢re blinking unless your attacker can target invisible, unrea; creatures. Your own songs have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Spirit Realm). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are Real.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Unreal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Spirit Realm, you can see and even attack Unreal creatures. You interact with Unreal creatures roughly the same way you interact with material ones.
An Unreal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An Unreal creature can see and hear the Real, but everything looks gray and insubstantial. Sight and hearing on the Real are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Spirit Realm from the Real, but not vice versa. An Unreal creature canâ,¬,,¢t attack material creatures, and spells you cast while Unreal affect only other Unreal things. Certain Real creatures or objects have attacks or effects that work on the Spirit Realm. Treat other Unreal creatures and objects as Real.
[/spoiler]
[spoiler Blur]
Blur
Songbook: Songbook of Solicitious Improvement.
Level: 2
Instruments: Voice.
Tune DC: 14
Target: Creature touched/you
Duration: 1 min./level (does not require constant singing)
Spell Resistance: No.
The subjectâ,¬,,¢s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the songâ,¬,,¢s effect (though fighting an unseen opponent carries penalties of its own).
[/spoiler]
[spoiler Grace of the Cat]
Catâ,¬,,¢s Grace
Songbook: Songbook of Solicitious Improvement.
Level: 2
Instruments: Flute, Pipes
Target: Creature touched/you
Duration: 1 min./level (Does not require continuous singing)
Spell Resistance: No.
The transmuted creature becomes more graceful, agile, and coordinated. The song grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
[/spoiler]
[spoiler Grace of the Cat, Mass]
Catâ,¬,,¢s Grace, Mass
Songbook Songbook of Solicitious Improvement
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This song functions like catâ,¬,,¢s grace, except that it affects multiple creatures.
[/spoiler]
[spoiler Detect Magic]
Detect Magic
Songbook: Songbook of Solicitious Improvement
Level: 0
Instrument(s): Voice.
Area: Cone-shaped emanation.
Duration: Perform, max 1 min.
Tune DC: 7.
Spell Resistance: No.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An auraâ,¬,,¢s power depends on a spellâ,¬,,¢s functioning spell level or an itemâ,¬,,¢s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.[/spoiler]
[spoiler Disguise Self]
Disguise Self
Songbook: Songbook of Solicitious Improvement
Level: 1
Instrument(s): Harp, Lute.
Target(s): You.
Effect: Illusory disguise.
Tune DC: 12.
Duration: 10 min./level (does not require continual singing)
SR: No.

You make yourselfâ,¬'including clothing, armor, weapons, and equipmentâ,¬'look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
[/spoiler]
[spoiler Displacement]
Displacement
Songbook: Songbook of Salacious Improvement
Level: 3
Instrument(s): Fiddle, Harp.
Target: Creature touched/you
Duration: 1 round/level (does not require continuous playing)
Tune DC: 16.
Spell Resistance: No.
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

[/spoiler]
[spoiler Eagle Splendour]
Eagle's Splendour
Songbook: Songbook of Salacious Improvement.
Level: 2
Instruments: Harp
Target: Creature touched/you
Duration: 1 min./level (does not require continual singing)
Tune DC: 14
Spell Resistance: No
The transmuted creature becomes more poised, articulate, and personally forceful. The song grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier.
[/spoiler]
[spoiler Eagle Splendour, Mass]
Eagleâ,¬,,¢s Splendor, Mass
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Tune DC: 22
This song functions like eagleâ,¬,,¢s splendor, except that it affects multiple creatures.
[/spoiler]
[spoiler]
Feather Fall
Songbook: Songbook of Solicitous Improvement
Level: 1
Instruments: Fiddle, Flute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatureâ,¬,,¢s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isnâ,¬,,¢t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
[/spoiler]
[spoiler Cunning of the Fox]
Fox's Cunning
Songbook: Songbook of Solicitious Improvement.
Level: 2
Instruments: Lute, Fiddle
Casting Time: Songbook of Solicitious Improvement
Target: Creature touched/you
Duration: 1 min./level
Spell Resistance: No
Tune DC: 14
The transmuted creature becomes smarter. The song grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. This song doesnâ,¬,,¢t grant extra skill points.
[/spoiler]
[spoiler Freedom of Movement]
Freedom of Movement
Level: 4
Instruments: Flute, Pipes.
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No.
Tune DC: 18.
This song enables you or a creature you touch to move and attack normally for the duration of the song, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The song also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement song does not, however, allow water breathing.
[/spoiler]
[spoiler Cunning of the Fox, Mass]
Foxâ,¬,,¢s Cunning, Mass
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Tune DC: 22
This song functions like foxâ,¬,,¢s cunning, except that it affects multiple creatures.
[/spoiler]
[spoiler Gaseous Form]
Gaseous Form
Songbook: Songbook of Solicitious Improvement.
Level: 3
Instruments: Pipes.
Target: Willing corporeal creature touched/you
Duration: 2 min./level
Spell Resistance: No
Tune DC: 16
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It canâ,¬,,¢t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature canâ,¬,,¢t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it canâ,¬,,¢t enter water or other liquid. It also canâ,¬,,¢t manipulate objects or activate items, even those carried along with its gaseous form.
[/spoiler]
[spoiler Glibness]
Glibness
Songbook: Songbook of Solicitious Improvement.
Level: 3
Instruments: Voice.
Casting Time: 1 standard action
Target: You
Duration: 10 min./level (D)
Tune DC: 16
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesnâ,¬,,¢t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
This spell also gives a +8 bonus to Perform checks.
[/spoiler]
[spoiler Good Hope]
Good Hope
Level: 3
Instruments: Lute.
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: None.
Spell Resistance: No
This song instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.
[/spoiler]

Wensleydale

The Language System

In Aelwyd, you don't gain automatic full proficiency with a language just by taking a rank in 'Speak Language'. No, the only language you gain automatic proficiency in is the one you choose as your automatic language, and any you gain from your bonus languages list because of intelligence bonus. You can gain proficiency in other languages via use of the Speak Language skill, but not in a normal way. The proficiencies you gain here, however, are slightly different from regular DnD. Speak Language has checks for some things, and requires 10 points to work properly.


New skill!

Speak Language (Int, Trained Only)

Like the Knowledge, Craft and Profession skills, Speak Language encompasses several different 'semiskills', in this case different languages. You can gain as many ranks as you want in any language. Example scenarios and DCs are below.

[table Scenarios and DCs]
[tr][th]Scenario[/th][th]DC [/th][/tr]
[tr][td]Understand/speak curse word[/td][td]8[/td][/tr]
[tr][td]Understand/speak a few words[/td][td]12[/td][/tr]
[tr][td]Understand/Speak Sentence[/td][td]  15 [/td][/tr]
[tr][td]Understand Native Sentence[/td][td] 18 [/td][/tr]
[tr][td]Understand/Hold Conversation[/td] [td]26[/td][/tr]
[tr][td]Understand Native Conversation [/td] [td]28[/td][/tr]
[/table]
   






SilvercatMoonpaw

I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Wensleydale

The Faeries

 The Newid

Newid are female faeries that also have the traits of animals. They often appear as antlered women or human females that can shapeshift. They are known to seduce male faeries and humans alike, and heavily populate the west of Aelwyd.

    * +2 Wis, +2 Cha.
    * Medium size.
    * Base land speed 30ft.
    * Animal Traits (Ex): Newid can have any of the following: Antlers, Fish gills, Owl eyes, Hare legs.
    Antlers grant the Newid a 1D3 gore attack.
    Fish gills allow her to breathe underwater.
    Owl Eyes grant a +2 racial bonus to spot checks, Darkvision and Low-Light vision.
    Hare legs grant +20ft to movement speed and a +6 racial bonus to jump checks.
    * Shift (Su) 1/day: Once she reaches 5hd, a Newid can shapeshift into the animal she chose a trait of at first level. Antlered Newid can shapeshift into a deer, Fish-Gilled Newid can transform into a Manta Ray, Owl-eyed Newid can shapeshift into an owl and hare-legged Newid can shapeshift into a hare. (The stats for deer and hares are given below.)
    * Feysight (Su): A Newid can detect the presence of steel, formal magic and other non-natural substances and abilities within 60ft.
    * Automatic Languages: Derwydd.
    * Bonus Languages: Any Aelwydan.
    * Favoured Class: Druid.
    * LA +1.

Matt Larkin (author)

An interesting twist on Speak Language.  If I didn't already have so many houserules, I think about stealing it.  I don't want to drown my players in new rules, though.  Actually many other non d20 games use variable degrees of language mastery.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Endless_Helix

I'm not so certain I like how the legionaire is constructed mechanically.

I'm guessing that Legionaire is a NPC class for the first six levels. For PC consumption it isn't that interesting mechanically. Personally, I would use the Tribesman (which is definately balanced) as a model and just replace rage with defensive stance, change the proficiencies and skills, and uncanny dodge is basically on par with a feat, so you could just drop a few of the bonus feats. Also, I question the use of dodge. I would suggest expertise as that suggests to me a trained fighter, rather than a fast duelist. Also, Dodge is more often used a pre-req to get to spring attack  than it is actually used in combat.

Your language system is completely amazing and I am going to implement it in the next campaign world I create. Can't wait to see the wild magic classes. Also I like the handling of the races. It's good to see someone going to the roots of where most of the legends of elves and dwarves actually came from.
I am Brother Nail Gun of Reasoned Discussion! Fear the Unitarian Jihad!

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Johnny Wraith

I have to agree with Endless_Helix on the subject of the Legionnaire. As a player I wouldn't really choose it since it doesn't get interesting to play one until you hit level 9... and that's wayyy too long, lol. Also, this is supposed to be the class which makes up the army for the roman-based guys.. Since legionnaires in armies (As in any other army in D&D) are basically low-level NPCs, I don't see how they could've conquered a fourth of the world. The Defensive stance is a great ability to represent a disciplined warrior of an army... but seems only the seasoned guys have that discipline here  :confused:

Wensleydale

QuoteI have to agree with Endless_Helix on the subject of the Legionnaire. As a player I wouldn't really choose it since it doesn't get interesting to play one until you hit level 9... and that's wayyy too long, lol. Also, this is supposed to be the class which makes up the army for the roman-based guys.. Since legionnaires in armies (As in any other army in D&D) are basically low-level NPCs, I don't see how they could've conquered a fourth of the world. The Defensive stance is a great ability to represent a disciplined warrior of an army... but seems only the seasoned guys have that discipline here.

Well, I was trying to give them the abilities from DD at the times they could get it minimum if playing a fighter. I'm still working on the Legionary, and I have to agree it's pretty boring at low-levels. I put the feat dodge in... well... really I dunno. :D combat expertise is better. I was thinking adding in bonus feats at lower levels? As in fighter bonus feats.

Also, keep in mind they do get an AC bonus at level 6 which improves.

Wensleydale

QuoteWild and formal magic? You aren't getting this from me, are you?

I had the idea long ago, but the name 'formal magic' came from you. :( I need a better name.

Wensleydale


Wensleydale

Religion: Düwes Natur and the Fey Folk

Düwes-Natur is the main religious entity with Güerin-Aelwyd society. In some stories she is said to be the queen of the fey, in others the world itself, but all stories agree on one thing; when man was first born upon the world, Düwes-Natur appeared to them in the form of a young woman and showed them the arts of survival, the arts of cooking, the arts of living... everything they needed. Her final gift was that of magic, that wondrous ability granted to a choice few, the power to channel nature in all its power...
She is said to still walk among the trees of the forests in western Aelwyd, and if you were to go there, you would see her among the trees. Druids are her main priests, and are known to be able to whip up a frenzy among the Güerin in her name... a reason why Aequii-controlled Güerin settlements fear a druid so much. She also has a son named Llyr, who, as god of the sea, is relatively unknown to the inhabitants of Aelwyd.

Lugan, God of the Sun

Lugan is God of the Sun, worshiped as a lesser deity and son of Düwes-Natur. He represents cleansing, fire, warmth, and new life, and he has his own festival, Lugannasuh, which begins at the verge of spring.

Belpheron or Cernunnus

Belpheron, or Cernunnus as he is sometimes known, is not exactly a deity, but a being of great power nonetheless. He is consort of the queen of the faeries, but more than that, he is leader of the Great Hunt (or Wild Hunt). This hunt rides upon Samhain, the festival night of Spirits, and hunts those not of Aelwyd. Toward the end of the night the hunt rears around and pushes the spirits back into the Netherworld, disappearing with the dawn. Although Güerin are not in extreme danger from the Hunt, they are terrified of it and Samhain is the only night of the year that hunting is taboo, and leaving a village is unwise.

 Titania, the Unnamed Queen

The Queen of the Faeries is a powerful figure in Aelwydan life. Although not strictly a deity (at least, not if the stories about Düwes-Natur being queen are false), tributes are often left to her in stumps and hollow trees because this is considered good luck. She has been named 'Titania' by the Aequii, but the Güerin-Aelwyd see this as something on the verge of heresy. The Queen of the Faeries has no name in their own legends.

Samhain

One of the three great feastdays in the Güerin-Aelwyd calendar, Samhain is the night of the dead. The Güerin stay within their villages, and have a great feast around their bonfire, as within the forests, strange things happen. The fey come out and parade through the forests, the gates to the spirit world open and the spirits taste life once more, and the Great Hunt rides. At dawn, however, the spirits are herded back in by the Great Hunt, which promptly disappears, and the fey return to their homes.

 Druids

Druids are the priests of Düwes-Natur in one sense, and community leaders in another. Many of them wander from village to village, although most villages have one in residence, and the large temple buildings they often use are famous for the size of their standing-stone-like construction. Druids are said not to be able to lie, although whether this is true or not is unknown. Their religion, as you could call it, not only venerates Düwes-Natur and the other gods, but also several natural elements, such as the oak, certain groves, tops of hills, streams, lakes and even plants.    




Wensleydale

Religion: The Dragons and the Aequii Pantheon

 Dragons

The dragons may once have been capable of speech, but now they can be spoken to by none but the Efforsaur, the Dragon-Speakers. They remain, however, a great symbol of power among the Aequii, and the Praetorian-Efforsaur, the Dragon Legion, are the most prestigious of the entire army. Only those who can talk to dragons and are the best of the best in battle join this unit, and the Dragon Legion are the main reason the Aequii have conquered all they have.
Each legion banner is topped with the image of a dragon, and the symbol of the Brutii, the ruling family of Aeqius, includes a golden dragon snaking across it.

 The Pantheon

Aeqius, Neption, Venusa, Maros, Plutia, Jupite. The six main gods of the Aequian Pantheon. Aeqius, the 'Living God', founder of the empire who ascended to godhood by the power of Maros. Neption, raging god of the sea. Venusa, goddess of love and affection. Maros, god of war. Plutia, goddess of the home and children. Jupite, god of the dragons. Statues of these six stand in every city in the Aequii home and more besides. Although all are equal in standing, Aeqius is often favoured due to the fact that he was once mortal. Maros is favoured by legionaries, Plutia by mothers and children, Venusa by doting lovers, Neption by sailors and Jupite by dragon-speakers. All are respected, and donations are made to their temples frequently.

More will come later on this.

Matt Larkin (author)

Your "Romans" worship dragons?  That's a new twist.

Is Plutia going to be a god of death for them, as well, if the others parallel so closely?
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