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<channel>
	<title>Lands of Yore</title>
	<atom:link href="https://dungeoneer.wordpress.com/feed/" rel="self" type="application/rss+xml" />
	<link>https://dungeoneer.wordpress.com</link>
	<description>LANDS OF YORE is a homebrew AD&#38;D 2nd Ed campaign setting designed by Greg Benedicto.</description>
	<lastBuildDate>Wed, 20 Jun 2007 17:11:58 +0000</lastBuildDate>
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		<title>Lands of Yore</title>
		<link>https://dungeoneer.wordpress.com</link>
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		<item>
		<title>Off and Left</title>
		<link>https://dungeoneer.wordpress.com/2007/06/20/off-and-left/</link>
		<comments>https://dungeoneer.wordpress.com/2007/06/20/off-and-left/#comments</comments>
		<pubDate>Wed, 20 Jun 2007 17:11:58 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/20/off-and-left/</guid>
		<description><![CDATA[Moving for good tonight, and unfortunately I will not have regular Internet access. Hopefully this will change eventually. I&#8217;ll be checking lore-master@hotmail.com weekly at the library, so feel free to drop a line or two.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=34&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Moving for good tonight, and unfortunately I will not have regular Internet access. Hopefully this will change eventually.<span id="more-34"></span></p>
<p>I&#8217;ll be checking lore-master@hotmail.com weekly at the library, so feel free to drop a line or two.</p>
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			<media:title type="html">Greg</media:title>
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		<item>
		<title>Of Magic</title>
		<link>https://dungeoneer.wordpress.com/2007/06/16/of-magic/</link>
		<comments>https://dungeoneer.wordpress.com/2007/06/16/of-magic/#comments</comments>
		<pubDate>Sat, 16 Jun 2007 22:08:02 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Rules]]></category>
		<category><![CDATA[Setting]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/16/of-magic/</guid>
		<description><![CDATA[Magic. It&#8217;s a source of stress for me, speaking as a world-builder. One half of me longs to completely revamp the existing rules, while the more cautious half is unwilling to sacrifice the players&#8217; sense of familiarity with the standard magic system. What to do, what to do? Compromise is inevitable. The magic of Lands [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=33&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Magic. It&#8217;s a source of stress for me, speaking as a world-builder.  One half of me longs to completely revamp the existing rules, while the more cautious half is unwilling to sacrifice the players&#8217; sense of familiarity with the standard magic system. What to do, what to do?</p>
<p>Compromise is inevitable.</p>
<p><span id="more-33"></span>The magic of <strong>Lands of Yore</strong> is divided into three categories:</p>
<ul>
<li>Arcane Magic</li>
<li>Divine Magic</li>
<li>Potion Magic</li>
</ul>
<p><em>Arcane Magic</em> is essentially the same as that outlined in the PHB with a few exceptions that will be discussed below. It is the primary field of study for two very different social groups: Arcanologists and Enchanters.</p>
<p><em>Arcanologists</em> are sages schooled in the field of arcanology &#8212; the science of magic. They are a common sight in most cities of the Rúksea Region, the center of their studies being the island-state of Twel Yebral. The typical arcanologist is a stuffy old scholar who has spent the majority of his life conducting experiments in his laboratory-sanctum. He is usually far too busy with his research to involve himself with the world of the mundane. In most cases, the work of an arcanologist is bankrolled by a wealthy patron, who provides the the sage with a space and materials to conduct his studies in exchange for the arcanologist&#8217;s expertise if he should require it. The exception would be those resident arcanologists who dwell in the Arcanological Conclave of Twel Yebral, the self-proclaimed authority on all matters of magical research.</p>
<p>Unlike the archetypal mage, an arcanologist does not typically concern himself with combative magics of any sort. The goal of arcanology is simply to understand how magic works. In game terms, most arcanologists (technically mages) do not exceed 8th Level. They have little or no prowess in battle and are used to conducting magic in controlled environments free from interruptions or dangers of any kind. They are specialists in the sense that they are useful if one is looking for knowledge of, for example, the workings of a particular magical device. When it comes to adventure, however, they are best left at home. Better to bring the prince&#8217;s butler along than his arcanologist.</p>
<p><em>Enchanters</em> (not to be confused with the specialist wizard class), are representatives of a magical tradition that predates arcanology by eons. Not nearly as numerous as the arcanologists, they spend most of their time away from the centers of civilization. The social status of enchanters is very different than that of arcanologists. For example, in the Empire of Mortháyin, only practitioners of arcanology are considered &#8216;licensed&#8217; magic-users. Most enchanters find such prohibitions laughable and look on the field of arcanology with disdain.</p>
<p>All enchanters learned their art as apprentices to a Master Enchanter. There are never more than seven such individuals. All are members of an ancient order known as the Torque. Very little is known about the members of the Torque, and many consider them to be figures of myth.</p>
<p>Enchanter PCs are essentially mages, though their gamut of spells largely depends on which Master Enchanter instructed them. Each enchanter develops a distinctive magical style.</p>
<p>NEXT TIME: Divine Magic, Potion Magic, and Rune Lore</p>
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			<media:title type="html">Greg</media:title>
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		<item>
		<title>House Rules (BETA)</title>
		<link>https://dungeoneer.wordpress.com/2007/06/15/house-rules-beta/</link>
		<comments>https://dungeoneer.wordpress.com/2007/06/15/house-rules-beta/#comments</comments>
		<pubDate>Fri, 15 Jun 2007 03:47:34 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/15/house-rules-beta/</guid>
		<description><![CDATA[What would a campaign be without a few tweaks and revisions to the rules? Alignment: Although the notions of good/evil and law/chaos exist as abstract concepts within the setting, alignment and its &#8220;footprint&#8221; on the rules system have been removed. This includes spells and related magical effects like Detect Evil or Protection from Evil. Classes: [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=32&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>What would a campaign be without a few tweaks and revisions to the rules?<span id="more-32"></span></p>
<ol>
<li><strong><em>Alignment</em></strong>: Although the notions of good/evil and law/chaos exist as abstract concepts within the setting, alignment and its &#8220;footprint&#8221; on the rules system have been removed. This includes spells and related magical effects like <em>Detect Evil</em> or <em>Protection from Evil</em>.</li>
<li><strong><em>Classes</em></strong>: All classes in the PHB, aside from the Paladin, are available as PCs.</li>
<li><strong><em>Criticals &amp; Fumbles</em></strong>: I&#8217;ve made some great charts based on material that originally appeared in <em>Dragon</em>. These also address the subject of weapon damage.</li>
<li><strong><em>Death&#8217;s Door</em></strong>: Instead of the rules for &#8220;knocking on death&#8217;s door,&#8221; whereby a PC is unconscious between 0 and -10 hitpoints, the interval is between 0 and half CON +5, rounded up. The reasoning here is to make DD more varied and character specific.  (Source: <a href="http://www.geocities.com/timessquare/lair/4706/housrulz.html">Tarania</a>)</li>
<li><strong><em>Dropping Things</em></strong>: A dropped boulder (or any heavy weight) will do damage as follows: Each 1o lbs. of weight will inflict one point of damage per foot of distance dropped between 10&#8242; and 60&#8242;.</li>
<li><strong><em>Encumbrance</em></strong>: Basic encumbrance rules apply (see page 78 in the PHB).</li>
<li><strong><em>Hit Points</em></strong>:  All characters begin the game with the maximum value of their Class&#8217; Hit Dice, combined with their CON score and regular Hit Point Adjustment (if any). For example, a Fighter with a CON score of 16 would begin the game with 28 HP. As a member of the Warrior Class Group, he would receive the full 10 of his d10 Hit Die. His CON score would be added to this number (10 + 16 = 26), and finally his Hit Point Adjustment (26 + 2 = 28). Note that this is strictly a one-time deal. When our Fighter reaches 2nd Level, he will roll 1d10 and add his +2 bonus to the result to determine his Hit Point increase.</li>
<li><strong><em>Magic Armor</em></strong>: For every +1 of the armor&#8217;s enchantment, it weights 20% less than it&#8217;s non-magical equivalent. Example: A +3 suit of platemail would weigh 60% less than normal platemail. (Source: <a href="http://www.frontiernet.net/~jamesstarlight/">General Starlight</a>)</li>
<li><strong><em>Oil (flammable)</em></strong>: A hurled glass flask of flaming oil must MISS a saving throw vs crushing blow (20 on d20) in order to break and catch fire.  Flaming oil does 2d4 hit points of damage, maybe more against especially flammable opponents.</li>
<li><strong><em>Penetration Damage</em></strong>:  This occurs when a monster or character rolls the maximum number on any damage die. When this happens the beast/character can immediately get an additional damage die of that type as penetration damage (but not including any bonuses, just as with multipliers). The result of the extra die, less one point (so penetration can actually result in zero extra damage if a one is rolled), is added to the total damage. This process continues indefinitely (but there&#8217;s always only a -1 subtracted from the extra die, even if it&#8217;s, say, the third die of penetration damage) as long as the damage die in question continues to come up maximum. (Source: Hackmaster)</li>
<li><strong><em>Perception (PER)</em></strong>: Perception is an ability score that measures a character&#8217;s awareness of his environment. Typically this applies to normal sense impressions: sight, hearing, smell, sensitivity to temperature changes, etc., but it can also be useful when a character is actively scanning an area for signs of magic. The primary use for PER is making PER checks. The roll is modified according to how concealed or subtle the particular item/sense impression is, as well as whether or not the particular item/impression is actively being looked for or monitored. For example, noticing a coin on the floor in front of you would require no modifiers, while perceiving a slight change in temperature might call for -4 modifier to the PER check. Actively looking for or monitoring a particular item or element of a character&#8217;s environment would add +2 to the PER check.</li>
<li><strong><em>Proficiencies</em></strong>: There is no extra slot cost associated with taking proficiencies outside of one&#8217;s class group. However, a strange array of skills must be adequately explained in the character&#8217;s background.</li>
<li><strong><em>Races</em></strong>: Only humans are available as PC. See the section(s) on <a href="http://dungeoneer.wordpress.com/2007/06/08/peoples/">Peoples</a>.</li>
<li><strong><em>Read Magic</em></strong>: This spell does not exist in <strong>Lands of Yore</strong>. In essence it has been replaced by the <em>Rune Lore</em> proficiency, which is a non-magical skill.</li>
<li><strong><em>Spell Components</em></strong>: Material components are only necessary for certain spells. See the DM for clarification.</li>
<li><strong><em>Weapon Restrictions</em></strong>: There are no restrictions as to what types of weapons a particular class has access to. In other words, a mage can become proficient in any weapon, though he gains weapon proficiencies as normal.</li>
</ol>
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			<media:title type="html">Greg</media:title>
		</media:content>
	</item>
		<item>
		<title>NearbyGamers</title>
		<link>https://dungeoneer.wordpress.com/2007/06/12/nearbygamers/</link>
		<comments>https://dungeoneer.wordpress.com/2007/06/12/nearbygamers/#comments</comments>
		<pubDate>Tue, 12 Jun 2007 04:14:43 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Gamer Related]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/12/nearbygamers/</guid>
		<description><![CDATA[NearbyGamers is a simple and useful site powered by Google Maps. NearbyGamers is for people who play RPGs, CCGs, TCGs, wargames, board games — any tabletop game where you need a live human on the other side of a table if you want to play. Browse to find someone to start a game with, or [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=31&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://nearbygamers.com/">NearbyGamers</a> is a simple and useful site powered by Google Maps.</p>
<blockquote><p><em>   NearbyGamers is for people who play RPGs, CCGs, TCGs, wargames, board   games — any tabletop game where you need a live human on the   other side of a table if you want to play. Browse to find someone to   start a game with, or sign up to put your own marker in the map.</em></p></blockquote>
<p>Everyone and their Aunt Tilly should be on this thing.</p>
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			<media:title type="html">Greg</media:title>
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		<title>Organizations of the Rúksea</title>
		<link>https://dungeoneer.wordpress.com/2007/06/11/organizations-of-the-ruksea/</link>
		<comments>https://dungeoneer.wordpress.com/2007/06/11/organizations-of-the-ruksea/#comments</comments>
		<pubDate>Mon, 11 Jun 2007 05:14:48 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Setting]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/11/organizations-of-the-ruksea/</guid>
		<description><![CDATA[&#8220;Secret&#8221; and/or clandestine organizations are the meat n&#8217; taters of any decent setting. What follows is a (by no means complete) list of such operations found in the Rúksea Region. The existence of these particular groups is common knowledge to any peasant who ever spent time gossiping in a tavern&#8230; Which is to say, just [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=30&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>&#8220;Secret&#8221; and/or clandestine organizations are the meat n&#8217; taters of any decent setting. What follows is a (by no means complete) list of such operations found in the Rúksea Region. The existence of these particular groups is common knowledge to any peasant who ever spent time gossiping in a tavern&#8230; Which is to say, just about every peasant. (They&#8217;re a bunch of drunkards.)</p>
<p><span id="more-30"></span><strong>The Merchant Consortium</strong> is possibly the most powerful organization in the Known World. Most of its activities are by no means secret. Consortium trade ships dominate the Sea and can be found in almost every port. And every fool knows that Consortium higher-ups directly control the governments of Dyánmir, Orsinay and Iskem Barra. Where the facts end the rumors begin: Just what are these trade magnates up to? Stories of secret armies, alliances with dark powers, and coup d&#8217;etats abound. Certainly none of these things are beyond the power of the Merchants to obtain, and many believe that open confrontation with the Consortium is inevitable and could erupt at any time.</p>
<p><strong>The Black Ring</strong> may be a thorn in the Consortium&#8217;s side, but it is by no means a benevolent organization. A cabal of smugglers and pirates, the Ring has a long and bloody history in the Region that predates the Merchant Consortium by several hundred years. Specializing in the transport of illicit substances, tax evasion, and sea-faring treachery, the Ring is universally despised by all decent and honest folk. Despite concerted efforts from all corners to police the Rúksea, there is no sign that the group&#8217;s masters will ever be brought to justice.</p>
<p><strong>The Cult of Cesse</strong> is a mysterious sisterhood found throughout the lands of the Rúksea. Ostensibly a monastic order, it is rumored that the servants of the goddess of wisdom have been charged with a special mission that may include infiltration of the Region&#8217;s governments. Certainly the general activities of the Daughters tend toward the secretive. It&#8217;s possible that men are simply inclined to be suspicious of any organization that would prohibit all male involvement. Indeed, no man is allowed entry into the House of Cesse (as the goddess&#8217; temples are known), for such a thing is a violation of the Daughters&#8217; sacred laws.</p>
<p><strong>The Orwhyst</strong> [or-wyste; or-vyste] is a name that means fear in all corners of the world. An ancient circle of Orsine sorcerers with followers among all Parse-speaking communities, the Orwhyst is oath-bound to destroy the kingdoms of the Dyaths. Many scholars credit them with the creation of the Sleeping Death, an ancient dream-plague that lasted forty-four years and took the lives of tens of thousands. It is said that the sorcerers of the Orwhyst are especially cruel to any Orsine who should do business with the Dyaths. However, since the ascension of the Merchant Consortium in Orsinay, it seems the circle has gone into hiding. Rumors tell of their imminent return, a return that would spell the end of Consortium control in Orsinay.</p>
<p><strong>The Thralls of Twytharúm</strong> [twai-thar-oom] are men and women who are indebted to the giant-lord of the World Below. In exchange for forbidden knowledge, they have pledged to serve Twytharúm in whatever capacity he should require. Just what the Elder Giant intends for the surface world is unclear, but all folk know that the creature is filled with hate for mankind. His business among the people of the Rúksea, whatever it may be, will surely mean suffering or death for all in the days to come.</p>
<p align="center"><img src="http://img.photobucket.com/albums/v229/caliprea/brug-1.jpg" /></p>
<p align="center"><em>Painting by Pieter Brueghel the Elder</em></p>
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			<media:title type="html">Greg</media:title>
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		<title>Tansimir (land)</title>
		<link>https://dungeoneer.wordpress.com/2007/06/10/tansimir-land/</link>
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		<pubDate>Sun, 10 Jun 2007 23:25:05 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Land]]></category>
		<category><![CDATA[Setting]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/10/tansimir-land/</guid>
		<description><![CDATA[Tansimir [tan-zih-meer] Ruling Body: Princes of the Culkë Compact Government: Confederacy of City-States Capital: n/a National Emblem: n/a Wealth: High People: Dyaths (85%), other (15%) Geography South of Dyánmir is the watery land of Tansimir. Fed by the rivers of the Azure Mountains, much of the land is partially submerged throughout the year. A large [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=29&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Tansimir</strong> [tan-zih-meer]</p>
<ul>
<li><strong>Ruling Body</strong>: Princes of the Culkë Compact</li>
<li><strong>Government</strong>: Confederacy of City-States</li>
<li><strong>Capital</strong>: n/a</li>
<li><strong>National Emblem</strong>: n/a</li>
<li><strong>Wealth</strong>: High</li>
<li><strong>People</strong>: Dyaths (85%), other (15%)</li>
</ul>
<p><span id="more-29"></span><font color="#ff9900"><em>Geography</em></font></p>
<p><font color="#000000">South of </font>Dyánmir is the watery land of Tansimir. Fed by the rivers of the Azure Mountains, much of the land is partially submerged throughout the year. A large portion of the realm is dubbed the Floodlands, a wide and hazardous marsh that varies in depth according to the season. The most habitable area, at least by the standards of the Dyaths, is found along the rocky coasts. Most of the land&#8217;s cities can be found there. South of the country is a body of water known as the Tansimirian Gulf. Heavily fished by the people of Tansimir, the Gulf is known for its violent storms.</p>
<p><font color="#ff9900"><em>Economy</em></font></p>
<p>Tansimir is a land ruled by a particularly avaricous group of petty lordlings. These self-styled princes govern small parcels of land where a single city and perhaps several towns may be found. All who live within a prince&#8217;s land work toward the enrichment of these urban areas in general and its lords in particular. This has been the situation for quite some time, though once the land was ruled by a single king. Fishing and the crafting of large merchant vessels are the main sources of Tansimir&#8217;s wealth. Indeed, a good third of the boats found on the Rúksea were built in Tansimir. Timber is brought in from the north-eastern coast of the Lost Kingdoms, a no-man&#8217;s-land controlled by the Tansimirian princes by virtue of military strength.</p>
<p><font color="#ff9900"><em>Foreign Relations<br />
</em></font></p>
<p>Most of the nations of the Rúksea regard Tansimir with skepticism. Given the whimsical nature of its prince-despots, many prefer to deal with the realm from afar. This attitude is justified by the well-known history of assassinations that have occurred on Tansimirian soil.</p>
<p><font color="#ff9900"><em>Religion</em></font></p>
<p>Though no temples to the god exist in Tansimir, Lord Rúk&#8217;s name is often invoked by those who live on the Sea. In general, Tansimir is viewed as a godless land, though small cults are known to exist in certain remote areas. The princes themselves neither advocate or discourage a religious temperament among their people, being practical men more concerned with the accumulation of wealth than affairs of the otherworlds.</p>
<p align="center"><img src="http://img.photobucket.com/albums/v229/caliprea/dulac10.jpg" /></p>
<p align="center"><em>Illustration by Edmund Dulac</em></p>
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			<media:title type="html">Greg</media:title>
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		<title>XKCD</title>
		<link>https://dungeoneer.wordpress.com/2007/06/10/xkcd/</link>
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		<pubDate>Sun, 10 Jun 2007 16:30:53 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Humor]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/10/xkcd/</guid>
		<description><![CDATA[An oldish one, but I like it. Props to Simon for introducing me to this strip.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=24&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://xkcd.com/c244.html">An oldish one</a>, but I like it.</p>
<p>Props to Simon for introducing me to this strip.</p>
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			<media:title type="html">Greg</media:title>
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		<title>Mortháyin (land)</title>
		<link>https://dungeoneer.wordpress.com/2007/06/09/morthayin/</link>
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		<pubDate>Sat, 09 Jun 2007 23:54:05 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Land]]></category>
		<category><![CDATA[Setting]]></category>

		<guid isPermaLink="false">http://dungeoneer.wordpress.com/2007/06/09/morthayin/</guid>
		<description><![CDATA[Mortháyin [morth-eye-in] Ruling Body: Emperor Naumazir IV Government: Monarchy Capital: Yúdin [yoo-din] National Emblem: Black Crown &#38; Stars on a Red Field Wealth: Very High People: Dyaths (96%), other (4%) Geography Located on the northern coast of the Rúksea, Mortháyin is the largest realm of the Dyaths. Its cold, snowy winters are the stuff of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=20&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Mortháyin</strong> [morth-eye-in]</p>
<ul>
<li><strong>Ruling Body</strong>: Emperor Naumazir IV</li>
<li><strong>Government</strong>: Monarchy</li>
<li><strong>Capital</strong>: Yúdin [yoo-din]</li>
<li><strong>National Emblem</strong>: Black Crown &amp; Stars on a Red Field</li>
<li><strong>Wealth</strong>: Very High</li>
<li><strong>People</strong>: Dyaths (96%), other (4%)</li>
</ul>
<p><span id="more-20"></span><font color="#ff9900"><em>Geography</em></font></p>
<p><font color="#000000">Located on the northern coast of the </font>Rúksea, Mortháyin is the largest realm of the Dyaths. Its cold, snowy winters are the stuff of legend. The Empire is a vast stretch of land divided into two large provinces: Lower Mortháyin in the south-east and the Highlands in the west. Both are highly developed in terms of agriculture and population. The ancient city of Yúdin is the home of the Emperor and the seat of the government. It is located in Lower Mortháyin, on the Bay of Elba. The realm is renowned for its fine cities, well-tended roads, and picturesque countryside.</p>
<p><font color="#ff9900"><em>Economy</em></font></p>
<p>The source of the great wealth of Mortháyin is no secret. Considerable deposits of silver and gold are found in its mountains. Its large stretches of farmland also contribute to the Empire&#8217;s success. Since its inception Mortháyin has been a feudal state of tenant farmers and petty lordlings. Though the Emperor&#8217;s coffers are fit to burst, many of his people live in near-poverty. Taxation, ostensibly used to maintain the land&#8217;s highways, is inordinate. Those who cannot pay are often forced to work off their debt in the mines while their land is sold at auction.</p>
<p><font color="#ff9900"><em>Foreign Relations<br />
</em></font></p>
<p>Mortháyin&#8217;s chief ally is the island-state of Twel Yebral. Years of warring with the princes of Sardimir have strained relations with the western nations. Many view the Empire as a relic, a thing that has lived beyond its natural lifespan. And so the kings and officials of the Rúksea bide their time, watching the Emperor and his cabinet for any signs of weakness.</p>
<p><font color="#ff9900"><em>Religion</em></font></p>
<p>The twins Mendé and Methuné are the chief deities of Mortháyin. Notably, Mendé is far more popular with the common folk, while Methuné&#8217;s most fervent followers are found among the nobility. Large and impressive temples to both deities are found in every city, and monastic communities are scattered throughout the countryside.</p>
<p align="center"><img src="http://img.photobucket.com/albums/v229/caliprea/rackhamgrimm.jpg" alt="Arthur Rackham" height="536" width="400" /></p>
<p align="center"><em>Illustration by Arthur Rackham</em></p>
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			<media:title type="html">Greg</media:title>
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		<title>Time Line</title>
		<link>https://dungeoneer.wordpress.com/2007/06/09/time-line/</link>
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		<pubDate>Sat, 09 Jun 2007 16:55:25 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Setting]]></category>

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		<description><![CDATA[Note on the Time Line: &#8220;BR&#8221; is short for Baron&#8217;s Roll of Years. Baron Mogue (427-522 BR) was a renowned Dyath historian and scholar. 1338 BR &#8212; Present 1286 BR &#8212; Merchant Coup (Dyánmir) 1117 BR &#8212; Dyánmir defects from Old Empire of Mortháyin 840-884 BR &#8212; Years of the Sleeping Death 717-722 BR &#8212; [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=19&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Note on the Time Line</strong>: &#8220;BR&#8221; is short for <em>Baron&#8217;s Roll of Years</em>. Baron Mogue (427-522 BR) was a renowned Dyath historian and scholar.</p>
<ul>
<li>1338 BR &#8212; <em>Present</em></li>
<li>1286 BR &#8212; <em>Merchant Coup</em> (Dyánmir)</li>
<li>1117 BR &#8212; <em>Dyánmir defects from Old Empire of Mortháyin</em></li>
<li>840-884 BR &#8212; <em>Years of the Sleeping Death</em></li>
<li>717-722 BR &#8212; <em>Second Dyath-Orsine War</em></li>
<li>637-656 BR &#8212; <em>First Dyath-Orsine War</em></li>
<li>570 BR &#8212; <em>Mortháyin Colony established<br />
</em></li>
<li>512 BR &#8212; <em>First Wave of Dyath settlers begins</em></li>
</ul>
<ul></ul>
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			<media:title type="html">Greg</media:title>
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		<title>On Giants</title>
		<link>https://dungeoneer.wordpress.com/2007/06/09/on-giants/</link>
		<comments>https://dungeoneer.wordpress.com/2007/06/09/on-giants/#comments</comments>
		<pubDate>Sat, 09 Jun 2007 02:55:42 +0000</pubDate>
		<dc:creator>Greg</dc:creator>
				<category><![CDATA[Monsters]]></category>

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		<description><![CDATA[The myths and stories describing giants and their antics are varied according to the local folk traditions that produced them. However, some stories are universal. For instance, it is widely agreed upon that there is a group of gargantuan beings known as the Elder Giants, and that the eldest among them is a giantess named [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dungeoneer.wordpress.com&amp;blog=1208837&amp;post=18&amp;subd=dungeoneer&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The myths and stories describing giants and their antics are varied according to the local folk traditions that produced them. However, some stories are universal. For instance, it is widely agreed upon that there is a group of gargantuan beings known as the <em>Elder Giants</em>, and that the eldest among them is a giantess named Ywaru.Ywaru is the mother of all giantkind and giantkin. Among her accomplishments are the invention of runes and the creation of the world. The other Elder Giants are her immediate offspring. All long-lived and powerful, they have been gifted with a large portion of their mother&#8217;s essence.</p>
<p><span id="more-18"></span>The degeneration of this essence is a key to understanding the giants. As one generation springs from another, the proportion of strength, size, and longevity passed on is reduced. In other words, giants grow weaker as a race as they move farther away from their original ancestor. Eventually, after dozens and dozens of generations, as offspring begets offspring, they become known as giantkin &#8212; diminutive scions of the giant race.</p>
<p>Giantkin include ogres, trolls, and, perhaps the most diminutive of all, goblins. One should not assume that because all of these creatures are related that they have some sort of special feelings for one another. Giantkind lacks compassion. It is not one of their qualities to feel empathy for other beings. Essentially a giant epitomizes some sort of primal, bestial urge. It hungers and desires and woe to any who should get in its way. They are not above cannibalism. Indeed, a giant may keep a family of trolls as pets or servants, but when he is hungry these creatures become the equivalent of a bag of chips.</p>
<p>[I should probably make some sort of disclaimer here. When I use terms like <em>giant</em>, <em>ogre</em>, <em>troll</em>, etc. I'm not necessarily referring to the standard AD&amp;D monster descriptions. Almost all of the monsters used in <strong>Lands of Yore</strong> will have some kind of cosmetic treatment. I like making the beasties conform to the spirit of the setting rather than the other way around. Just one of my peculiarities. And it's not nearly as much work as it might sound. Usually I'm just changing the visual description of a monster and leaving its stat block intact. In some cases I might cross one monster with another, or make a reduction in power, or eliminate some pesky ability that doesn't fit with what I'm trying to do. As long as I'm consistent and the players dig what I'm doing, then there's no problem.]</p>
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			<media:title type="html">Greg</media:title>
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