The Warring Kingdoms Sourcebook
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Credits Many thanks to Karl Heinz Witzko and Frank W. Bartels, who Original German Version helped shape this game region over many years, giving us many Publishing Directors ideas and opportunities, and to Tim Frießinger, Tilo Hörter, Markus Plötz, Michael Mingers Michael Masberg, and Carolina Möbis, for their planning, good ideas, and helpful criticism. Special thanks to Reinhard Kotz for the Andergaster, Marie Editors Mönkemeyer for the loan of the crowned stag, and to Annelie Eevie Demirtel, Nikolai Hoch, Thorsten Most, Dürr, Björn Hinrichs, Norman Kobel, Tjorven Müller, Philipp Timo Roth, Bernd Teichert Neitzel, Fabian Sinnesbichler, Josch K. Zahradnik, and the attentive eyes of Thorsten and Heike Most. Rules Design Thanks also to Thorsten Most, Philipp Neitzel, Bernd Teichert, and Timo Roth for building the Index. Markus Plötz, Alex Spohr, Fabian Talkenberg Authors English Version Florian Don Schauen, Daniel Simon Richter; with Studio Director additional material by Eevie Demirtel, Alex Spohr Timothy Brown Copyeditor Managing Editor Eevie Demirtel Kevin MacGregor Art Director Editor Nadine Schäkel Kevin MacGregor Cover Illustration Copyeditor Ben Maier Dana Hagengruber Layout, Composition, and Design Translator Thomas Michalski Daniel Mayer Layout Design Layout Patric Soeder Ben Acevedo, Emma Beltran Interior Illustrations and Maps Copyright © 2017 by DAEDALIC Entertainment GmbH, Hannah Böving, Sandra Ulisses Spiele GmbH, Waldems. Braun, Steffen Brand, Anja Di Paolo, Tristan Denecke, THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN, Christof Grobelski, Regina Kallasch, Nele Klumpe, Djamila and UTHURIA are trademarks of Ulisses Spiele. Knopf, Jennifer Lange, Annika Maar, Ben Maier, Julia Metzger, Hannah Möllmann, Nikolai Ostertag, Nathaniel The title and contents of this book are protected under the Park, Luisa Preissler, Diana Rahfoth, Janina Robben, copyright laws of the United States of America. No part of this Matthias Rothenaicher, Axel Sauerwald, Nadine Schäkel, publication may be reproduced, stored in retrieval systems, or transmitted, in any form or by any means, whether electronic, Fabian Schempp, Wiebke Scholz, Holger Schulz, Florian mechanical, photocopy, recording, or otherwise, without prior Sitz, Sebastian Watzlawek, Fabrice Weiss, Rabea Wieneke, written consent by Ulisses Spiele GmbH, Waldems. SampleKarin Wittig, Malte Zirbel file With thanks to all who helped create Aventuria. Sample file Table of Contents The Knightly Tournament 75 Preface 6 Crafts and Technology 82 Introduction 6 Art and Music 83 Chapter 1: The Warring Kingdoms 7 Chapter 4: Trade and Commerce 85 Overview of the Warring Kingdoms 8 Currency and Payment 86 Summary of the Kingdom of Nostria 9 Measurements and Weights 86 The Bombasties of Nostria 9 Trade and Services 87 Summary of the Kingdom of Andergast 10 Law and Order 88 The Baronies of Andergast 11 Price List 88 Legend 11 Taxes and Tolls 90 Media for Playing in the Warring Kingdoms 12 91 Geography 13 Chapter 5: Flora and Fauna Flora and Fauna in the Warring Kingdoms 92 Climate and Weather 14 Bestiary of the Warring Kingdoms 93 The Course of the Year 14 Aurochs 94 The Weather 14 Cave Bear 94 Roads and Paths 14 Crowned Stag 95 Travel by Water 14 Dragonfly, Giant 95 Crossing Rivers 15 Emerald Adder 96 Land Travel 15 Forest Spider 97 Borders 15 Forest Wolf 98 Distances 16 Marwold 99 Chapter 2: Land and People 17 Skull Owl 100 The Lakeland 18 Stag Beetle, Giant 100 The Sevenwind Coast 20 Teshkaler 101 The Ingval Valley 21 Unicorn 101 The Forest Wilderness 23 Herbs of the Warring Kingdoms 102 The Frontiersmen 24 Hollberry 102 The Tommellands 25 Bladegrass 103 Thurania 26 Mibel Reed 103 The Stone Oak Forest 28 Tarnele 103 The Steppes of the East 30 104 Towns and Villages of the Warring Kingdoms 32 Chapter 6: Gods and Demons Religion in the Warring Kingdoms 105 Andergast, Capital of Woodcutters 32 The Twelvegods in Andergast 106 Joborn, the Warring Kingdoms’ Bed of Unrest 38 The Twelvegods in Nostria 107 Nostria, Capital of Fishers 41 Local Saints and Other Mystical Figures 108 Salta and Salterhaven, the Secret Capital of Nostria 45 Faith in Everyday Life 108 Teshkal, Town of Steppe Horses 48 The Opponents 110 Elderdonk: A Typical Village in the Forest Wilderness 51 Churches and Cults 111 Important Locations 52 Nature Religions 112 Isayala the Nymph 54 Important NPCs (Nostria) 55 Chapter 7: Spellcraft and Sorcery 113 Important NPCs (Andergast) 56 Magic and Everyday Life 114 Magical Traditions 115 Chapter 3: Culture and Science 57 The Sumes of Andergast 115 Customs and Traditions 58 The Witches of Nostria 115 Languages and Writing Systems 59 Mada’s Children 116 Idioms and Superstition 61 The Mages of the Warring Kingdoms 116 Measurement of Time and the Course of the Year 62 Ancestor Glyphs 118 Society and Social Classes 63 An Overview of Forms of Address and Titles 68 Chapter 8: Fame and Infamy 120 The Council of Champions 69 Other NPCs 127 Clothes and Garb 70 Sample file130 Combat and Warfare 70 Chapter 9: Myths and History Food and Drink 73 The History of the Warring Kingdoms 131 Games and Sports 74 Recorded History in Nostria and Andergast 131 4 The Early Days (until about 900 b.FB) 133 Augmenter of Power 148 The Settlement (from 873 b.FB) 134 Servant of Sumu 148 Independence (from 854 b.FB) 134 Background for PCs from the Warring Kingdoms 149 Two Millennia of Enmity (800 b.FB to Today) 134 Background Events 150 The Present (1036 FB to the present) 138 New Weapons and Armor 152 What Does My Character Know Close Combat Weapons 152 About the Warring Kingdoms? 139 Ranged Weapons 152 Living History 140 Armor 154 Personality Traits 154 Chapter 10: Heroes from New Special Abilities 156 the Warring Kingdoms 141 General Special Abilities 156 Mundane Professions 142 General Magical Special Abilities 156 Bowyer 142 Dagger Rituals 158 Dike Builder 142 Cantrips 159 Lumberjack 143 Special Abilities Summary 160 Knights of the Warring Kingdoms 144 New Spells 161 Magical Professions 144 Rituals 168 Gray Mage from the Combat Seminar of Andergast 144 Ancestor Glyphs 171 White Mage of the Academy of Light and Darkness in Nostria 145 Chapter 11: Mysteries and Arcana 173 Owl Witch 146 Index 190 Serpent Witch 147 Rules and Charts Maps Distances and Travel Times 16 Overview 8 Courses of the Year and Holidays 63 Political Map 11 Tournament Competitions 78 Regions of the Warring Kingdoms 13 Price List 88 City Maps Rulers of the Warring Kingdoms 131 Andergast 33 Wars between Nostria and Andergast 132 Joborn 39 Historical Chronology for the Warring Kingdoms 132 Nostria 43 Weapons and Armor 152 Salta and Salterhaven 47 Special Abilities 160 Teshkal 50 Generic NPCs 185 Elderdonk 53 Sample file 5 Preface How Is This Book Organized? You hold in your hands the first regional sourcebook For consistency, this book’s structure parallels that of the for The Dark Eye RPG. It explores the setting in depth and Aventuria Almanac and contains the same chapters and shows you why the so called Warring Kingdoms of Nostria sections to help you find your way around. The book’s and Andergast are more than just two enemy realms that narrower scope frees us to explore topics in greater detail. constantly strive to force each other to their knees. Where Do I Begin? The history of these kingdoms is shaped by constant enmity, Why, start at the beginning, of course. Each chapter in this which is why nearly every other region in Aventuria has sourcebook begins with the big picture, and, then, goes heard about them. Others may view their inhabitants into detail. If you are already familiar with the setting, use as backwards and cantankerous, but these kingdoms are the Table of Contents and the Index to find what you need. among the oldest on the continent, and their citizens refuse to shed their ancient traditions. While the many wars have GM Information created poverty, they have also given rise to inventive Chapter 11: Mysteries and Arcana describes many problem solving. Heroes in the Warring Kingdoms must secrets about important NPCs, events, and the deal with many challenges. Secrets from past ages wait world. These secrets are marked with a symbol that we call to be discovered in the wilderness of the Andergastan the GM Mask. GMs should have no trouble finding their forest or the swamps of the Nostrian Lake Districts, and way around and following the trail of secrets using these opportunities abound to explore primeval wilderness, go symbols. To protect players from spoilers, entries from on a knight’s quest, uncover stories of ancient cults and this chapter do not appear in the Index. local nature religions, discover powerful magic, or deal with the influence of witches and sumes (druids). What Does My Character Know? This book is intended mainly for players, as most May you have many exciting adventures in the Warring Aventurians do not possess the knowledge collected in this Kingdoms! book. Even scholars and well traveled adventurers learn only a few of these facts, rumors, and backgrounds over Daniel Simon Richter, on a rainy day in March in the Ruhr Valley the course of their lives. But heroes from these regions should at least have a fundamental grasp of their home regions. We suggest discussing each hero’s knowledge of a Introduction particular region, trying to find consensus between players The Warring Kingdoms welcome you! and GM. The section, What Does My Character Know about the Warring Kingdoms?, on page 139, is a good place to start. You know the rules for The Dark Eye, and you have read the Aventuria Almanac to get a better picture of the setting. This Can I Start Playing Right Away? regional sourcebook takes a closer look at two kingdoms If you wish, choose a character archetype from the Core and their many regions, stories, places, and names, giving Rules and jump right in.