Western Alliance Editor J
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INTRODUCTION Unofficial Game Accessory The Western Alliance Editor J. T. R Table of Contents Introduction ...................................................................................................................................................2 What Every Character Learns Growing Up...............................................................................................3 History as the Immortals Know It................................................................................................................4 Geography......................................................................................................................................................9 Society...........................................................................................................................................................11 The Kingdom of West Haven......................................................................................................................15 The Misty Kingdom of Taralon..................................................................................................................18 The Kingdom of Snowden ..........................................................................................................................20 The Kingdom of Lowland Roags................................................................................................................23 The Kingdom of 200 Knights......................................................................................................................25 The Kingdom of Many Colors....................................................................................................................29 The Great Olde Woode ...............................................................................................................................32 Personalities .................................................................................................................................................34 Creating Characters in the Western Alliance ...........................................................................................35 Special Rules for the Western Alliance......................................................................................................37 Hill Giants .........................................................................................................................................37 Magicians...........................................................................................................................................39 Monsters .......................................................................................................................................................45 Magic Items..................................................................................................................................................46 Adventures ...................................................................................................................................................47 Idrisian Grimoire.........................................................................................................................................51 Credits: DUNGEONS & DRAGONS and D&D are registered Design: JTR trademarks owned by Wizards of the Coast, a subsidiary of Hasbro, Inc. Editing: JTR Content Contributors: Arcanda, JTR, This book is a work of fan contributions and does not possess Eldersphinx, Gawain VIII, Traianus official recognition by Wizards of the Coast. The editor and Decius Aureus, Phoenixmcl, James contributors make no representations to imply otherwise. Ruhland, Geoff Gander This work may not be sold commercially in the United States Cover Illustrator: Rafael Ramos Santos of America or abroad. It may be electronically replicated Cover Painter: Renata Isabela (“downloaded”) in its entirety for personal use. Interior Artists: Rafael Ramos Santos, JTR The contributors retain copyright to their individual Cartography: JTR contributions with a fair-use understanding of citation in Typography: JTR subsequent works. The artists and cartographer retain all rights to their works as typically construed for art. © 2006 JTR The editor retains all rights to the product “The Western Alliance” and the poetry contained herein. 1 INTRODUCTION Forward The Final Goal of the The overwhelming majority of Welcome to The Western Alliance, the Campaign demihumans arrived in the Dale along with Thyatians and other Known fifth entry in the popular fan-made line of A campaign set in the Western Alliance Worlders a century ago. Native stock gazetteers describing the world of can center on several different goals to elves exist in wooded lands south of the Mystara – the only game world designed match your group’s interest. Western Alliance. for the classic box-set series of Dungeons In a storybook campaign, the party In Mystara there are no true “half- & Dragons™ by TSR/Wizards of the undertakes adventures reminiscent of elves” outside of the Eusdrian-Robrenn Coast™. traditional English folklore from Jack and region on the Savage Coast. The progeny The Western Alliance has a two-fold the Beanstalk to Tim Tom Tot. These are of mixed parentage are either human or purpose. The first is to serve as an intermixed with Arthurian giant-tales and elf, though appearances may be appendix to the Idris-cycle of gazetteers classic damsel-in-distress scenarios. deceptive. However, if your personal (GAZ F1-F4) that covered Wendar, A traditional campaign, including campaign permits half-elves as a standard Denagoth, the Northern Wildlands, and monster and treasure hunts, are possible race option, then such characters are Ghyr. The people and history of the but require some consideration. The acceptable, but rare, in the Dale. Most Alliance are inextricably tied to those humanoid races are integrated into the are outcast children sired between lands. The “Idrisian Grimoire” at the end local culture, and unreasonable attacks Parthenal elves and humans. of the gazetteer addresses a few questions against them can warrant official about the previous products. reprisals. A few peripheral groups stand More importantly, the Alliance is a against the Alliance and can be attacked. Kudos and Corrections wonderful, unique land characterized by The Staircase (Roaguncal) houses The kingdoms of the Alliance have been the feel of tall tales, impish gnomes and marauding humanoids, undead are a created expressly for this product line, brooding giants cast against the backdrop problem for the west, and the north and but many site names (including West of kingdoms coming into their own. It is south contain their own deadly fauna. Haven) and personalities were pruned the final redoubt of Known World A political campaign can be inserted at from official supplements such as AC1 Culture, and the nations face their own anytime. Most of the kingdoms are Shady Dragon Inn by Carl Smith. perils. susceptible to palace coups, but there The Prism Wars that led to the creation It was an exceptional labor of love, and may be a need to further bind the of the Alliance kingdoms originated from I hope you enjoy reading The Western kingdoms together. External factors can a character reference in the adventure XL- Alliance and using it in your own intrude into Alliance matters, notably the 1 Quest for the Heartstone by Michael L. campaigns. Empire of Thyatis. What would happen Gray. if the Empire requested its wayward The adventures AC3 The Kidnapping of The Western Alliance colonists to renew their citizenship? Princess Arelina, by Garry Spiegle, and The Western Alliance is a loose Some kingdoms are pro-Thyatian, others AC5 The Revenge of Rusak, by David collection of six petty kingdoms that more independent. While no adventures “Zeb” Cook, were invaluable in creating occupy the greater portion of the Dale – intersect with Wrath-period conflicts, a framework for a West Haven campaign. an intermediate flatland above the your campaign could have the kingdoms “The Rescue of Princess Sylvia” continent’s central Borean Valley that is drawn into them. appeared as part of the module B9 Castle ringed by hills. The Dale is west of the As always, the region can also be used Caldwell and Beyond by Harry Nuckols. Kingdom of Ghyr and north of the simply as a site for an adventure or two AC10 Bestiary of Dragons and Giants Swamp of the Beast. before the party moves on to other lands. (Deborah Christian, editor) proved Many of the kingdoms of the Western beneficial in working up life as a giant. It Alliance have fairly modern culture by Who Should Play in the also two adventures useable in the Dale or Parthenal region. “The Wizard in the both in-game and real world measures. Dale? Hill giants serve as knights for the most Woods,” by John Nephew, happens in the The Western Alliance has a lot to offer powerful kings, feudalism is beginning to eastern Parthenal, while “Prince Reynard characters and players with its fairy tale set in, and the art of stage magic has and the Silver Staircase,” by Ray feel. It can be played in both a serious grown before a receptive audience. Winninger, provided kernels for the court and light-hearted manner, and this work On the other hand, there are wild, at Dauphins. strives to strike a balance. primitive populations to the north and Literary inspirations were legion, and a The land favors no particular class or south. These Roags and humanoids look list is provided in the “Idrisian race – even the “common