Categories: LGFLs

Fastpaws Mantle

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Fastpaws Mantle
The thing is known this way and summarized here

 

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Geography
The thing is here

 

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Structure
The thing is like this

 

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Activities
The thing does these things

 

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Philosophy
The thing has these beliefs and this particular approach to being a thing

 

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History

The thing has a backstory worth telling

 

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Relations
The thing may not exist in isolation of other things

 

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Inhabitants
The thing includes these sorts of beings

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Notable inhabitants

NPC01 was member of the thing

 

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References and Notes

Links to related things

 

 

 

The Lair of Screaka

This is what was missing before… a location to explore within Wayvern Silva. What would an Owlin Vampire Lair look like? Borrow something from nature… perhaps… or what if there is structure within the forest – long abandoned. Would it have been Frost Giants? I’ve done plenty of that so far. It would not be Redhedmen, nor human. Gnomes maybe? Or Duergar? What if there is an entrance to Underdark within the forest? Gnomes…

 

Within the depths of Wayvern Silva is a long-abandoned Gnomish temple to Baervan Wildwanderer. The temple looks like a massive nest of branches that encompasses a dozen or more trees – something like a beaver damn hoisted into the tree tops. Within the nest are many passage ways and small rooms – all gnome-high – with the exception of the main worship chamber which is much larger. This is where Screaka made her lair. The original altar to Baervan remains along with many valuable items ‘sacrificed’ to the deity by gnomes hundreds of years ago. Not that it matters now, but the temple was once called Fastpaws Mantle. The temple is quite old, and sections have fallen away. Climbing the structure has a risk of falling along with chunks of the ancient raised structure.

 


Categories: LGFLs

Race: Samastzian

Samastzians

The Warriors of the island Samastza appear human with the exception of their size. Samastzians are female and all share the same Mother who gives birth 3 times a years. Mother has a magically extended life but her children live for less than a hundred years.

The island was originally a playground and hunting grounds for [who?] in another plane. A deity (Thescira?) discovered the island and was appaled at the practice of creating women as prey for sport and she moved the island to another plane entirely – somewhere West of Lantan


Categories: LGFLs

Peldons Passerthru

Peldon’s Passerthru

This wayside stop resides where Triboar Trail meets the High Road. There are no permanent structures apart from the the large circle of rock that fences in the passerthru… and even it remains incomplete… but for a few coins, travelers can rent a canvas tent and have their animals cared for. There is a large fire pit in the center of the passerthru and Peldon himself entertains visitor with some fine music each night while his daughter, Wrenthira, serves up some satisfactory food and spirits.


Categories: LGFLs

Vale of Soxolone

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LGFL Name
The thing is known this way and summarized here

 

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Geography
The thing is here

 

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Structure
The thing is like this

 

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Activities
The thing does these things

 

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Philosophy
The thing has these beliefs and this particular approach to being a thing

 

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History

The thing has a backstory worth telling

 

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Relations
The thing may not exist in isolation of other things

 

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Inhabitants
The thing includes these sorts of beings

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Notable inhabitants

NPC01 was member of the thing

 

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References and Notes

Links to related things


Categories: LGFLs

The Monastery of the Roven-ris

The Monastery of the Roven-ris
Also known as The Wild Queens Temple, this monastery is hidden in the Deep High Forest. The Wild Queen herself (Mielikki) instigated its founding through one of her former Shadowiers. It is a training ground for new protectors of the High Forest – the Vandor Aegis.

 

Structure
Every ward, warrior and priestess of the monastery is female and elven – mostly wood-elves but there are other elves as well, even some half-elves. Wards are female children, usually babies and toddlers, brought to monastery and dedicated to a life of protecting the forest. When they reach the age of 25 they begin testing to determine if they shall being training as warriors or priestesses when they reach 30 years.

 

Activities
The Monastery of the Roven-ris is not only a temple for the worship of Mielikki, but a training ground for the new Blessed Protectors of High Forest: The Vandor Aegis. Novices and Adepts are skilled in combat but also in the ways of the forest. (They are essentially a blend of Monk and Ranger with a little Druid mixed in.)

Warriors are trained to be elite members of the Vandor Aegis and priestesses are trained to provide essential support to the monastery’s worship and teaching activities. They train for at least 10 years and at age 30 are formally initiated into their ranks. Warriors then spend another 10 years on assignment outside of the High Forest – learning to become protectors and experiencing what the world is like beyond their green sanctuary.

 

Philosophy
The teachers at Roven-ris emphasize the importance of the High Forest, and all forested areas, to the very life of the entire world. Anyone caught destroying forest life for resources or for sport is considered guilty of a heinous crime, punishable by the Vandor Aegis.

 

History
The monastery was originally founded several hundred years ago by a forest elf named Syoln Daonin – Wild Star who had previously been the first female leader of the Shadowweirs

 

  Shadoweirs: Was a military order of Mielikki’s clerics, druids, and rangers is centered in the High Forest and only thinly present in the surrounding areas. They are religious zealots intent on protecting their forest from anything that poses it signifi cant harm, and often preach to others or go on the offensive to accomplish their goals. They are desperate to halt the encroachment of civilization on forest lands and work to regrow areas lost to civilizations now fallen.

 

Relations
The thing may not exist in isolation of other things

 

Inhabitants
The thing includes these sorts of beings

Notable inhabitants

NPC01 was member of the thing

 

References and Notes

Links to related things


Categories: LGFLs

Race: Arktikos

Arktikos 

Born from the ice lands, the Arktiko appear mostly human with the exception of their larger size and the fine white fur that covers their body. One may suspect that the Arktiko were the result of some magical experiment intent on blending the polar bear with a giant. No one really knows as their history is lost… but when one meets an Arktikos – one always wonders. There are very few Arktikos living in the Forgotten Realms, though they have been around for over a thousand years, living in small isolated tribes in the wilderness areas of the Savage North.

 

Arktikos Traits

Arktikos share some common traits

 

Ability Score Increase

Strength Attribute increases by +2

 

Age

Arktikos generally live about twice the lifespan of humans 150-200 years

Speed

You have a walking speed of 30 feet and a climbing speed of 20 feet.

Size

Arktikos on average stand 7 to 8 feet tall and weigh between 250-330lbs. Your size is Medium.

 

Keen Smell
You have advantage on Perception (Wisdom) checks that rely on smell.

White Hide

You can weather the coldest temperatures and can survive in driving snow and freezing rain. You have resistance to Cold Damage. Additionally, you are energized when in temperatures below zero – Constitution Modifier Bonus is increased by +1 while in cold temps.

 

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

 

A History of Violence

You have advantage on Intimidation (Charisma) checks against creatures of size Medium or smaller.


Categories: LGFLs

The Abbey Ironwall

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The Abbey Ironwall
Often referred to simply as “The Abbey”, this monastery is little known throughout the Forgotten Realms, having been founded less than a hundred years ago by a Shou Monk from Kara-Tur. The Abbey has been training martial artists with an eye towards standing against evil. In this, they are slowly becoming their own faction, sharing some ultimate goals with The Harpers, The Lords Alliance and The Gauntlet but they do not necessarily share the same methods and tactics.

 

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Geography
The Abbey is located along the Dragon Coast, just a ways East of Starmantle.

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Structure
The thing is like this

 

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Activities
The thing does these things

 

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Philosophy
The Abbey and its adherents are committed to a NG stance – forsaking the promises of wealth and political power. Goodness must prevail in the realms, but it will not do so under command or control. Yet order and discipline are required – but they must be internally motived, not enforced.

 

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History

The thing has a backstory worth telling

 

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Relations
The thing may not exist in isolation of other things

 

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Inhabitants
The thing includes these sorts of beings

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Notable inhabitants

NPC01 was member of the thing

 

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References and Notes

Links to related things


Categories: LGFLs

Frozenfar Fray Games

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Frozenfar Fray Games

The Frozenfar Fray Games contest is sponsored by the Tribe of the Bear once a year (Uktar 20), and primarily features members of the various Reghedmen Tribes but is open to any contestant. Cost to enter the games is 150 Gold, which goes entirely to the winners pot – which is divided equally to all who successfully compete and win all three competitions.  1491 DR marks the 9th annual Frozenfar Fray Games.

 

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Geography
Icewind Dale – various locations around Ten Townstowns along Redwaters – Dougans Hole, Goodmead, Easthaven.

 

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Structure
The Frozenfar Fray
is a friendly but brutal competition among the barbarians north of the Spine. The first two rounds are often bloody but there are healers present to prevent loss of life. The third round, however, is the most dangerous and no healing services are available beyond what the contestants bring with them.

It takes place the last tenday of Uktar each year.

Uktar Day 20 is Enrollment at Bryn Shandar (500gp per entry)

Uktar Day 23 is the first event – Skirmish in the Stones in Dougans Hole

Uktar Day 25 is the second event – Ice Pit Riot in Good Mead

Uktar Day 27-30 is the final event -Frost Troll Head Roll. All contestants must return to Easthaven before nhyx on Day 30 else be disqualified-

The following day, on Moonfest, the winners were announced and rewarded in Easthaven.

 

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Activities

 

Event One: Skirmish in the Stones

Located in Ten Towns – Dougan’s Hole, this unarmed and unarmored battle takes place within the Stones of Thruun. No Weapons and no magic is allowed. The Stones of Thruun is an arrangement of standing stones with an unknown past – a score of vertical granite menhirs, aligned in a triangle with three equal sides, with a single stone placed in the center. The battlefield is strictly within the triangle – once entering the battlefield, any departure beyond the stones perimeter while the battle rages counts as a loss. Few participants willingly step outside of the circle of stones, but many are thrown from it.

This round includes three separate battles, each lasting 3 minutes. There is a horn sounded to start the battle. No one may enter the battle field after the first horn. It continues until a second horn is sounded. Any which still remain standing within the standing stones of Thruun win a battle. Contestants must win at least one battle to move on to Round Two – The Ice Pit Riot.

Winning 3 battles in Event One means 1 battle must be fought and won in Event Two to advance to Event Three

Winning 2 battles in Event One means 2 battles must be fought and won in Event Two to advance to Event Three

Winning 1 battle in Event One means 3 battles must be fought and won in Event Two to advance to Event Three

Winning 0 battles in Event One means contestant is out of the games.

 

Event Two: Ice Pit Riot

Located in Ten Towns – Good Mead. The fighting arena is a large arena dug into the frozen ground filled with water routed from the Redwaters and allowed to freeze over. The battle requires that three contestants enter the ice pit, only one leaves standing. Battles continue throughout the day until all contestants fight at least one battle. The surface of the battleground is kept treacherously slick. Only winners of the Stone Throwdown may enter. Winners move on to the next round, losers leave.

 

 

Event Three: Frost Troll Head Roll

Located anywhere along the northern slopes of the Spine. Remaining contestants must track and battle a Frost Troll while surviving the potentially murderous ploys of the other contestants. Any individual returning to Easthaven with a fresh Trolls head within a tenday will share the reward pot. Any not returning likely never will. The rules are not more complicated than that. There have been many tactics attempted over the years.The most common is to simply brave the round alone but this tactic is rarely successful. Oft times two contestants will team-up and try to hunt and kill two trolls together – one head a piece. Larger groups have been attempted as well, with a final battle between them to see which lives to carry the head into town. There are no official rules against recv’ing outside help but everyone assumes such a tactic would have no honor and the winner may not live to spend their spoils.

 

 

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History

The thing has a backstory worth telling

 

 

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References and Notes

Links to related things


Categories: LGFLs

Treyvigg Monastery

Located in southern foothills of the Small Teeth mountain range – between Amn and Muranndin.

 

They make wine and grow food for the region.

 

They are also renowned combatants and experts in defensive tactics

 

The monastery sits in the hills above their vineyards and gardens.

Below the monastery is a vast network of tunnels and caves from prior inhabitants (Sythillisian Empire). In recent years, a large company of mountain gnomes discovered a pocket within depths of Small Teeth which contain an unusually large cache of Red Tear gemstones. Although the cache is a long distance from Ghallar Knoll on the western side of the Trade Way, scholars in the monastery have come to believe that there may be several such caches’ of Red Tears in the Small Teeth, and they somehow account for the miraculous nature of the Red Grass of Ghallar Knoll.

 

The mountain gnomes, seeking to protect their find from outside threats, blocked the cache location from the existing network of tunnels and made an arrangement with the monks of Treyvigg Monastery – the monks would provide the sole access to the cache in exchange for a share of the did.  The monks were less concerned with the wealth the gemstones represented than with the healing properties.  They have been happy to take fragments and scraps of the Red Tears since they are not selling them as gemstones (which sell for 1-2k each depending on size). Instead, they grind them into dust to be used in inks in spell books and potions. They are also working on a prized wine vintage – Red Well Wine – which promises to have healing and restorative properties. A single ounce of dust from the Red Tears has shown effective to enchant 10 Firkin Barrels (about 100 gallons) of wine.

 

The monks keep the gnomes dig a secret and provide them with food and water. The only way in or out of the dig site, since the gnomes collapsed several tunnels, is a concealed stairway in the storage keep in the back of the walled monastery. The arrangement has been successful for nearly a year with Yisi and Valea arrive.

 

colors worn by the various roles at Treyvigg

 

Field Workers Red and Brown
Aides Red and White
Martial Students Red and Green
Guides (teachers) Red and Blue
Elders Red and Black

 

 

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Treyvigg Monastery
Treyvigg Winery and Monastery

 

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Geography
The thing is here

 

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Structure
The thing is like this

 

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Activities
The thing does these things

 

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Philosophy
The thing has these beliefs and this particular approach to being a thing

 

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History

The thing has a backstory worth telling

 

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Relations
The thing may not exist in isolation of other things

 

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Inhabitants
The thing includes these sorts of beings

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Notable inhabitants

NPC01 was member of the thing

 

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References and Notes

Links to related things

 

 

 

 


Categories: LGFLs

Times and Dates

Rather than many hours named with numbers, a day is reckoned simply by four phases and identified by the Soln (Sun) and the shadows it may cast.

 

Crex and Nhyx

The day is understood as having two dividers – one short and one long. Crex is when the Soln is high in the sky and Nhyx when the Soln is low beneath it.

Crex is understood as a brief period of about an hour, what is known as Noon in some worlds, where the sun seems to stand tall in the sky. The day is seperated by this period.

Nhyx is understood as the long period of darkness where no shadows are cast by Soln.

 

Forecrex

The period from First Shadow to Crex is simply referred to as Forecrex. Some also refer to this period of the day as “Shrinking Shadows” because the shadows go from long to short leading up the Soln’s zenith in the sky. Depending on the season, this period can be anywhere from 4 to 7 hours

 

Forenhyx

The period after Crex until Nhyx arrives is commonly referred to as Forenhyx. As the Soln begins its descent in the sky, the shadows it creates begin to expand (which is why some call it “Stretching Shadows”) all the way to twilight, is referred to as Forenhyx. Depending on the season, this period can also be anywhere from 4 to 7 hours

 

 

First Shadow and Last Shadow

These are the daily periods of twilight when the light of the Soln is in the sky, but the Soln itself still hides beyond the horizon. The First Shadow is a brief period (somewhere around an hour) where the darkness of Nhyx is being drawn away back into its hiding place. From the first hint of light until the very moment the full orb of the Soln can be seen over the horizon is called First Shadow (or in some realms, ‘Daystar Waking’. Many will shorten the references for greetings, such as “Good Waking”. )

The “Last Shadow” is that period where the Soln is no longer visible, no longer casting shadows but the whole world seems to be in a shadow. This period is typically brief, about an hour depending on where you are in the world, but stories are told of some lands which exist in the Last Shadow for months at a time.

 

 

Months

There are 3 “weeks” in a month – called Tendays. Each day of a Tenday is commonly called by its order… First-Day, Second-Day, etc

 

There are exactly 10 days in a week (Tenday)

There are exactly 30 days in a month (Mooncirc)

There are exactly 12 months in a year  (Annum)

 

There are 5 days each year which do not belong to any Tenday or month but fall between and are commonly used for celebrations

 

The Calendar of Harptos

Most of Faerûn uses the Calendar of Harptos, named after the long-dead wizard who invented it.
Five special days fall between the months. These annual holidays mark the seasons or the changing of the seasons.

 

The Calendar Of Harptos    
Month Name Common Name
1 Hammer Deepwinter
Annual holiday: Midwinter    
2 Alturiak The Claw of Winter
3 Ches The Claw of the Sunsets
4 Tarsakh The Claw of the Storms
Annual holiday: Greengrass    
5 Mirtul The Melting
6 Kythorn The Time of Flowers
7 Flamerule Summertide
Annual holiday: Midsummer    
8 Eleasis Highsun
9 Eleint The Fading
Annual holiday: Highharvestide    
10 Marpenoth Leaffall
11 Uktar The Rotting
Annual holiday: The Feast of the Moon    
12 Nightal The Drawing Down