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Crown Realms Reborn

A world setting that started in 1996 dnd and I started to rewrite after 2014

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Eddie Faith
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© © All Rights Reserved
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0% found this document useful (0 votes)
37 views

Crown Realms Reborn

A world setting that started in 1996 dnd and I started to rewrite after 2014

Uploaded by

Eddie Faith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 14

Crown

Realms
Reborn

Pathfinder Edition
By Robert Webb

Original Version by Scott Faulk


With help from Nick Rhoads, Matt Bonzanie, Robert Webb
1. Table of Contents

Chapter Contents

1 Table of Contents
2 Tour of the Crown Realms 3
Money
4 Social Classes
5 Calendar
6 Religion
7 Hierarchy
8 Languages
9 Arcana
10 Additions to the Crown Realms
2. Tour of the Crown Realms
Chronicle Isles
Brooksport
Barish is a deep

Castle Rayshod
Barish is a deep

Star
Barish is a deep

Laverdal Isle
Port Dwar
Barish is a deep

Laver
Barish is a deep
Port Laver
Barish is a deep
Shire
Adel
The Adel is located in the northeast corner of the lush isle of Shire is home to many
elves. At its northernmost point the largest tribe of wood elves in the Crown Realms resides.
The tribe of The Gnarled Tree hunts and lives alongside splinter groups of moon elves. The
two major cities within the forest are run by the regimented society of the sun elves, with
the moon elves as commoners. Humans and dwarves that pass into these woods must have
a sponsor or written permission by a noble elf. Gnomes and halflings may pass into the
forest unhindered. The xenophobic elves have claimed this forest for their own culture. Their
system of justice is harsh and swift when dealing with humans and dwarves.

Alebarrel
Alebarrel is a small river village on the island of Shire. Its majority populace is
halflings. This peaceful hamlet operates off its agriculture and river traffic. The local sheriff
runs its government, a cooperative halfling, Dell Banderwick.

Great Shire Woods


The Great Shire Woods are home to many faerie folk. The largest colony of pixies in
the Realms makes their home here. Wild elves also make their home here as well as some
moon elves in secluded villages. Haflings hold many hamlets, as do some humans.
Humanoids wage a territory war here against each other and against the rest of the woods
inhabitants.
Kendall
Kendall is a seaport elven city located in the northeast corner of Shire in the Adel
Forest. Within the Bay Of Kendall is a large pod of aquatic elves. Within the city there are
many sun and moon elves running trade businesses that mostly import and export out of
Seajewel to the south. Kendall is also home to the elements of the elven navy and most of
its seaborne assets

Barish
Barish is a deep forest elven glade. It is home to the source of elven government.
Their elder, Garanthas Peacefeather is a sun elf at the head of the noble house. In Barish a
single grey tower looms above all other structures. The “Viewpoint” is home to elven
government and is also a magical secret. No other race, other than elves, has ever entered
the “Viewpoint”, for this is where the guarded arcana, such as cloaks and boots of elven
kind and bladesinging, are kept.

Ptolus
Barish is a deep

Winterhaven
Barish is a deep

Yorkpool Isles
Ashendale
Barish is a deep

York
Barish is a deep
3. Money
Crownland and Sewjewel both mint coins for use in trade. Although barter is
still widely accepted, coins are the merchant’s guild preferred method of wealth.
Trade bars come in 3 sizes. Small trade bars are worth 100 pieces of that
certain metal and weigh 1 lbs. Standard trade bars are worth 500 pieces of that
certain metal and weigh 5 lbs. large trade bars are worth 1000 pieces of that certain
metal and weigh 10 lbs.
These are used for large amounts and trade with communities that do not use
coin but can use the element metal for other purposes. Trade bars are lighter then
coin because the do not have lead added to help with the stamping of the coins.

There are 50 coins in one pound, for each class of coin. Also all coins have small
mark to show where they were minted.

AD&D Crown Realms


Platinum = Crown
Gold = Pound
Silver = Shilling
Copper = Pence

1 Crown = 10 Pounds
1 Pound = 10 Shilling
1 Shilling = 10 Pence
4. Social Classes
Roll percentile and consult the table below

01-09 Serf 4 Skill Points, extra point of Con, 1/4th starting money
10-25 Peasant Half starting money
26-50 Trades 4 Skill Points, and an extra language
51-65 Martial Free Feat, free weapon, extra point of CON, and
Wizards reroll
66-75 Middle Free Language, clean house
76-85 Upper Full Starting money, Free Language
86-95 Created Nobility Granted title to Family (Earl/ Baron), Free
Language, free weapon, free horse, 150% Starting money, lives in a
roomy manor house, MUST DEFER TO THOSE OF HIGHER STATUS.
96-98 Inherited Nobility 200% Starting money, lives on a impressive
estate, free weapon, free horse, Defer to Higher Status
99-100 Royalty 300% Starting money, free armor, shield, helmet, two
weapons, horse, 4 Skill points and Feat, -1 to CON and STR till Fifth level
5. Calendar
Years
Crownish History can be traced back to time before the Crown. To times when
men spoke Ancient Common and did not have the luxuries that the Crown affords,
Crownish History is measured from the last visit by the Avatar of Lugh. Legend
states that Lugh appeared in northern Geffen to battle a “Beast from the North “.
This epic battle still lives on in legend, all the Realms, with the exception of the
dwarves and the elves, who have religion based calendars, work on this Calendar.

The epic battle is know as Year 1. Anytime before this date is know as Carsall.
Named after a legendary sunken city in the Shirish Sea, that disappeared about the
same time as the “BATTLE”. Thus 30 years before the “BATTLE” in know as 30
Carsall, or 30 C. Any time afterwards is known as Year of our
Crown, in Crownland and Pelland and Year of Slumber in Shire, and Geffen, for it is
said that the “beast” will return. Thus dates are written 30 Y.C. Year of our Crown)
and 30 Y.S. (Year of Slumber)
The current campaign year is 1322 Y.C. or 1322 Y.S.

Historical Dates

First Crownish King, Leathen Brookfield is coroneted: 1066


Formation of the Quill: 1092
Geffen crowns first Thane of Clans: 1106
Kaelic is spoken: 200 c - 450? Y.S.
Ancient Crownish: -600 Y.C.

Months

List of Months
Arawn Winter
Diancecht Spring
Daghda Spring
Goibniu Summer
Belenus Summer
Oghma Autumn
Brigantia Autumn
Manannan Mac Lir Winter

Holidays
Growingfest: Held on the 5th day to the 13th day of the month of
Diancecht
Thane’s Day: The epic battle’s end, a day of peace, the 14th day of the month of
Belenus
Crown’s Day: The celebration of Crownish Royalty on t the 1st day of the month
of Oghma
Bard’s Day: Music and Fun, Mardi gras style the 6th day of the month of
Belenus
Reverence: Time of fasting sunrise to sunset, to remember the dead 1st to 10
day of Arawn
Year Tide: Elven Holiday, the 1st of Manannan Mac Lir, elves believe the earth
is purified while she lies under a blanket of snow, celebrated with
quite meditation
Arcanum: Quill reporting day, the last day of each month.

6. Religion
The people of the Crown Realms are very religious. From the Quill wizard to
the peasant on the northern Crownish plain, religion plays a large part in the lives of
those on the Isles.
7. Hierarchy
A. Royalty
1. Crownland
a. King Micheal Whitehall The First
b. County Seats (Baron, Earl, Duke, Etc...)
c. Immediate Family of Royalty
d. Herald, Senechal, Castellan, or Magist
2. Geffen
a. Thane of Clans
b. Clan Patriarchs
c. Family Patriarchs
3. Quill
a. Council of Nine
b. Administrative Representatives
4. Elves
a. House Royal
b. House Noble
c. Elven Archers, Elven Heroes, Elven Bladesingers
d. Merchant Houses
e. House Protector

B. Other Positions Normally Found In The Hierarchy


- Artillerist: Specialty in siege weaponry
- Bailiff: Minor official in charge of one part of a stronghold
- Chamberlain: Cleaning and housekeeping
- Chaplain: Chief Cleric
- Engineer: Construction and upkeep
- Equerry: Stable Master
- Guard Captain: Commander of the strongholds guard
- Magistrate: Judge of Law
- Marshal: Military trainer
- Provost: Tax collector
- Reeve: Bookkeeper
- Sage: Stronghold Mage
- Sheriff: Law enforcement
- Warden: Protection of a certain part of the dominion

8. Languages
Human Languages
+ Crownish (Accents: Crownish, Geff, Shirish, Pell)
Calamaish
Granadol
@ Kaelic
@ Druidic
@ Venizskrit (Ancient root language for Calamaish and Granadol)
Handspeak
Korbic
@ Old Common
@ Old World Sign

Racial / Elemental / Other Languages


Abyssal Demon and Evil Outsiders
Aquan Water
+ Draconic Reptialian Base Races
Dwarven Dwarves
+ Elven Elves
@ Everan Ancient Old World Elven
Giant Giants, Orges, Trolls
Gnome Gnome
Gobilin Gobilin, Hobgoblins, Bugbears
Gnoll Gnoll
Halfling Halfling
Ignan Fire
Infernal Devial and Lawful Evil Outsiders
Orc Orc
Sylvan Dyraids, Browines, and other Woodland
Creatures
Terran Earth
Undercommon Drow, Mind Flayers and Subterranean Creatures
Drow Sign Drow Sign Language
Key: @ = Is an ancient language + = has a ancient counterpart

Crownish: a b c d e f g h i j k l m n o p q r s t u v w x y z

Everan: a b c d e f g h i j k l m n o p q r s t u v w x y z
Elven: a b c d e f g h i j k l m n o p q r s t u v w x y z
Dwarven: a b c d e f g h i j k l m n o p q r s t u v w x y z
Crownish: 0 1 2 3 4 5 6 7 8 9
Everan: 0 1 2 3 4 5 6 7 8 9
Elven: 0 1 2 3 4 5 6 7 8 9
Dwarven: 0 1 2 3 4 5 6 7 8 9
9. Arcana
New Spells

Fluency (Alteration)
Reversible
Level: 4
Range: Touch
Components: V, S, M
Duration: 1 hour per level + 1d6 hours
Casting Time: 4
Area of Effect: Creature Touched
Saving Throw: Special

Fluency is an improvement and a blending of two great linguist’s spells,


Comprehend Languages and Tongues. This spell allows its recipient to speak,
understand and read one language for every four levels of experience. This also
hides the accent of the speaker if the subject trying to be fooled fails a saving throw.
Although the spell does not charm or predispose the subject in anyway, it is used for
conferences as well as touchy situations.

The material component is a small tome, which is left blank and gilded in
platinum. It must be valued at least at 400 pounds. It is reusable

Callerdon’s Continual Command (Alteration, Enchantment/Charm)


Level: 4
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One item
Saving Throw: Nil

This spell augments the two spells, continual light and continual darkness. It
serves as a sort of switch for the two spells. Upon an item, the spell that the wizard
wishes to augment is cast, and then Continual Command is cast with the application
of a phrase or word that will command the powers of the spell. Callerdon’s Continual
Commands will mask the light or darkness spells magic until the command word is
spoken, then the magic is released, Another command and the spell will once again
mask the magic of the light or darkness.
The material component is a double wicked candle and an extinguished torch
that is light and burned under a full moon. They are consumed upon casting

New Artifacts

The Crown of Leathen


This golden and platinum crown was the first to be placed upon the head of a
Crownish King. Made from metals of the hills to the north of the Banham Woods,
and enchanted by unknown mages with unknown magic, this artifact is said to be
almost as potent as the deities themselves.
The Crown is in the hands of the Geffs after they acquired it during the Battle
of Lennox in 1106 YS. They have held it since plucking the Crown from the head of
the dead first King Leathen Brookfield. Its location is currently a secret. The Thane
of Clans and his personal sages are the keepers of this secret. There, currently, is
no Thane and there are only two sages left who know this secret. They have vowed
to tell no one but a Thane and will die with the secret if one is not chosen.
Geffen has only once used the Crown, and lost a Thane in the process. In a
string of battles of coronation of the first Suvial, the talvenkire Thane of Clans
Humbert Kilhenny lost his life in an explosion that not only killed him, but vaporized
a whole Crownish Army, leaving a smoking golden and platinum crown in the middle
of the field.

Crownsbane
This weapon, and it is not known what exactly it is, is said to be a weapon of
great power. One scratch from its blade (some say it’s a sword), or one crush from
its head (some say it’s a mace), or one nick from its point (some say it’s an arrow)
will automatically slay a member of the Crownish royal family. The deities only know
the question whether or not this item even exists.
10. Additions

The Quill
A society of wizards that share knowledge and spread magical knowledge, The
Quill is very exclusive, Governed by a council of nine, each seat representing the
schools of magic. (Abjur, Conj, Div Ench, Evoc, Illus, Necro, Trans, and Univ). No one
school is more important to the council, each seat counts as one vote. The Quill
oversees magic in the Realms, tries offenders, aids in magical research, and spreads
new magic’s.
The Quill is neutral where politics are concerned, even though some of its
members are not. Members are expected to report to meeting places, known as
“Inkwells”, once every thirty days to share and receive new knowledge. To become a
member an apprentice must specialize in a school of magic (of the nine accepted
schools) and then pass stringent mental and physical tests.
To stay a member there are a few requirements 1. He must pay the yearly
dues of 240 Pounds which may be paid monthly at 30 pounds a month 2. He must
write one research paper per year on a magic item or spell that he has found or
made 3. He must report on Arcanum to an Inkwell once per month to report new
knowledge and/or ask for knowledge, or rent and/or return magic items; if one is not
able to make it to an inkwell he must have a good reason, or risk fines and possibly
his membership.
Members may by spells at a discount of 20% from scroll prices, this fee
includes lab time to add the spell to the members spell book, or memory. They can
also buy magic items at a 15% discount from the current price, or rent the magic
item it is not an item that is consumed upon use.
The rental prices are as follows
1. Charge base items 1 pound per charge per level of the effect
2. 20% of the current price per month the item is out
3. If the item is not returned the member will be charged rental cost and
the cost to replace the item.

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