Alleborg and Environs: What Your Character Knows

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Alleborg and Environs: What Your Character Knows

#1 Post by AleBelly »

Topics
Recruitment post
Alleborg, Relevant History and People
Calendars and Festivals
Brief History, Society, Governance
Levies and Taxes
Alleborg Institutions and Services Available
Well Shrines

Recruitment post
You’ve lived your entire life within a few miles of the city of Alleborg, a relic of the ruined Masmurian Empire. Or at least, you’ve been there since the traitor king fled several decades ago. The Council runs the city state now. Their Guards of Alleborg have managed to maintain enough of a buffer around the city to provide for their needs, but little contact has been maintained with the outside world. The Guards are never bored for long. Dangers abound from all directions, and the raids from humanoids on farmers and livestock at the edge of The Perimeter have seemed to increase over the last few months. It is under this backdrop that you see this notice posted:

“Men and women wanted to form small parties for exploration outside The Perimeter. No wages. Hazardous training provided. Constant danger. Safe return doubtful. Honor, recognition and possible wealth in case of success.”

You decide to answer the call, and after asking about town, find that tomorrow afternoon you are to check in at Six Steps from the Gutter, Alleborg's inn on the adventurous side of town.
Last edited by AleBelly on Thu Dec 18, 2014 5:01 pm, edited 12 times in total.

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Re: Alleborg and Environs: What Your Character Knows

#2 Post by AleBelly »

Alleborg, relevant history and people


Three prominent deities

These are the three prominent deities of Masmuria. Feel free to add your own, but please include a brief description similar to what's provided below.

Perun

Perun is the god of the sky, thunder and lightning and oversees all. He is considered the most powerful of all the deities of Masmuria, and worshipers see him as The One True God. He is the most commonly worshipped deity in Alleborg.

With the power to destroy with storms and lightning, Perun is both revered and feared by virtually everyone. This reverence and fear has naturally led to the enforcement of a rigid hierarchical structure within the church. The leaders of the church tend to hold positions of influence due to the power derived from Perun's sheer number of followers. His symbol is that of the thundermark, and his faithful often carve it into the tops of their houses to ward off lightning. The thundermark is a single hexagon with three bisecting lines intersecting to form six equilateral triangles. Its origins have been lost over time, but the perfection of the hexagon and triangle are thought to somehow relate to the control of Perun over the world. Perun is also sometimes represented with a lightning bolt.
Perun symbol.png
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Worshipers of Perun tend to fear death because it means surrendering their souls to Veles who is in conflict with Perun. Exceptions are those who bring great glory to Perun; they are called to the sky to join him directly after death. Fighters and nobles often choose Perun as their deity.

Worshipers of other deities often chafe against his worship. They see his followers as mindless and ignorant, following a deity mad with power for no other reason than fear.

Perun is best described as a lawful neutral deity.

Veles

Veles is primarily the god of the dead and of the underworld. But he should not be confused with an evil being. Those following Veles see the afterworld as a pleasant, even blissful place of eternal spring. Followers of Veles see death as a natural part of life and not something to be feared. These followers envision the pantheon of the gods as a tree, with Veles and the underworld under his dominion providing nurturing roots for the rest of the structure. In fact, one of the major symbols of Veles is a chaotic network of tree roots branching in all directions, some of which have moss and even leaves of their own.

His worshipers have the least hierarchical structure of any deity. There is no single authoritative text as to the precepts of his worship, and most of his teaching have been passed down orally. As a consequence, significant regional differences exist amongst his worshipers. Unfortunately, some of these teachings have been perverted to serve the self-interest of powerful priests.

The basic foundational principle of Veles worship is that of doing good in the world. The ends very much justify the means, and so Veles is often also seen as the god of trickery and deception. He is also seen as a patron deity of illusionists and other practitioners of mystical arts.

Followers of Veles often balk at authority. Given the rigidity of the heirarchical structure of the worship of Perun, these two deities are often in conflict, and several myths exist detailing the struggle between Veles and Perun. However, there have been no large-scale conflicts in documented history between practitioners of the faiths.

Veles is often depicted as an elderly, slender, tall man with a black beard. Some worshipers see him as the god of livestock and shepherds as his underworld provides the fertile soil that grow the grasses and foodstuffs livestock depend on. A black sheep is seen as a particularly direct sign of Veles's intervention, and is another symbol associated with him. The birth of a black sheep is seen as a harbringer of good fortune. Most powerful priests of Veles wear tunics made of black wool.

His alignment is best described as chaotic good.

Jari

Jari is the goddess of fertility and agriculture. According to lore, she began life as an exceptionally beautiful dryad. Her spirit occupied an enormous lone tree in the center of a farmer's field. The farmer cared for the tree affectionately, knowing nothing of her dryadic nature. Perun and Veles knew, however, and we captivated by her beauty. Veles enriched the soil to nurture her tree to such an extent that she gained the powers of a goddess, while Perun grew more and more jealous. One night while she was roaming the countryside, Perun threw a mighty bolt of lightning at her tree, destroying it. The reverberations of this bolt are sometimes still felt in the form of earthquakes. Perun hoped to compel her to join him in his kingdom in the sky, but his act so enraged and frightened her that she sought refuge in the underworld.

She returned the next spring to help ensure a good harvest for the farmer that tended to her tree, and her true nature was revealed. She immediately garnered a huge following, and when she announced her intent to return to the underworld, her followers were anguished. To assuage them, she gave them the gift of the moon. Her face, visible when the moon is full, assures them she is watching over them.

She returns every spring to view the lands and bless them. Her followers often attempt to roam with her upon her return. She is very gifted in the art of concealment, and is able to hide from the still jealous Perun. By the end of the harvest, she returns to the underworld. There is much scholarly debate whether this is because Perun has located her or she desires to return to Veles.

Jari's main symbol is a crescent moon. She is also symbolized by a gnarled, sturdy walking stick.

Other deities

Other deities certainly exist. They tend not to be well known and enjoy smaller followings. Evil deities are not worshiped openly, but they are known to exist.
Last edited by AleBelly on Mon Dec 15, 2014 12:12 am, edited 5 times in total.

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Re: Alleborg and Environs: What Your Character Knows

#3 Post by AleBelly »

Calendar and festivals

Even in better times, the city of Alleborg was heavily dependent on agriculture. Subject to the whims of nature (or the gods, depending on whether you seek guidance from a druid or cleric), the Masmurians name their months and festivals largely after farming activities. The days in each month mimic ours perfectly (how convenient).

Months

Glowinghearth (January) - Named for the warm fireplaces to ward off the worst of the cold weather.
Hewing (February) - Named for woodcutting, to keep the hearths stoked as winter drags on
Culling (March) - Named for the culling of the livestock, whose meat is often necessary as foodstuffs begin to run out.
Grasses (April) - The color green begins to manifest itself in nature.
Flowering (May) - More colors about, as flower buds open and promise a prosperous harvest.
Fruiting (June) - Celebrates the beginning of fruit to appear.
Harvest (July) – The harvest month
Threshing (August) – The threshing festival.
Grapeharvest (September) - Grapes are harvested for winemaking.
Fallingleaves (October) - Duh. Oct 20 – Veles and the dead. The dead parade around town.
Frost (November)
Rituals (December)

Festivals

1 Glowinghearth (First of the Year) - The Day of the New Year - traditionally a day of atonement, Alleborgians are encouraged to pledge how they will help make their town better in the coming year.

21 Culling (Spring Equinox) - The Day of Jari. Animals are sacrificed, and the wealthiest display their status by hosting banquets. The sacrifices are meant to appease Jari as she emerges from the underworld so she will bless them with a bountiful harvest in the coming year. The 22nd of Culling is an unofficial holiday, where many of the faithful undertake long walks in the hopes of walking the earth with her, so overjoyed are they at her reappearance. This custom has turned into a bit of sport, with some endurance events taking place.

21 Fruiting (Summer Solstice) A time of celebration and a break from daily responsibilities. The citizenry really lets loose. Revelry abounds. The social norms of society (and wedding vows) are relaxed for the day.

15 Harvest (Day of Perun) - A day to honor Perun, the most prominent deity of Alleborg, to thank him for opening the skies and delivering enough rain and sunlight to provide for all.

11 Threshing - The Threshing Festival. The recent hard times of Alleborg have meant that all play an equal role in society, leaving the subservient role of women in the past. On this day, if a man wants a woman’s hand in marriage, he must show how much wheat he thresh using a scythe in two hours' time. The wheat is placed on a giant balance, and the bride-to-be on the other. If she weighs more, the father can refuse, as the result suggests the aspiring groom can’t take care of the woman like the father has…who has kept her well fed. This is largely ceremonial now due to the more prominent role of women in society, but is still a great spectacle.

22 Grapeharvest - Draining of the Winekegs. A day of reckless revelry. The wine barrels are emptied to make room for next years fermenting. Things can get wild in the less civilized parts of town, and many shops board their windows. With the final crops harvested for the year, Jari returns to the warm, verdant underworld.

20 Fallingleaves - The Day of Veles. The god of the underworld leads the spirits to the land of the living to survey the world they left behind - mainly to remind them of how pleasant their current dwelling is. The truly faithful believe that Veles allows the souls of the underworld to return to their families for the day. Folklore teaches that it is they who bring the cold, but family members welcome the return of their beloved. People wear masks to fend off evil spirits, but this is all in good fun.

21 Rituals - The month of rituals, to pray for a quick end to the growing winter. Major celebration is a giant bonfire, with a recently added tradition of burning of the effigy of the traitor king.
Last edited by AleBelly on Thu Jan 18, 2018 3:05 am, edited 3 times in total.

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Re: Alleborg and Environs: What Your Character Knows

#4 Post by AleBelly »

Brief History, Society, Governance

The Traitor King (few use his real name) had been acting strangely for several months, but the downfall of Masmuria happened very quickly. Citizens from many miles around fled to Alleborg, the well-fortified capital, as their villages, towns and farms fell.

The Traitor King fled, his actions having deliberately caused the collapse of the empire. Luckily for Alleborg, several powerful and quick-thinking men and women stepped in to lead the Guards of Alleborg in securing the city against an onslaught of hostile humanoids and humans. In relatively short order, they were able to establish a relatively safe zone 6-7 miles out in every direction. These leaders eventually formed The Council, a group comprising a powerful cleric, fighter, paladin, wizard, druid, monk, and ranger. The first four share the king's old palace and the others live within the safe zone. With power distributed amongst seven individuals, the corruption of a single individual would not bring down Alleborg as the Traitor King had.
Zhym wrote:
How much do our PCs know about what the Traitor King did? The background section only says, "The Traitor King fled, his actions having deliberately caused the collapse of the empire." Would we need to get more info from the sage about that, or are the events common knowledge?
It was a time of turmoil, so facts are hard to come by. But when Alleborg was attacked, the king was already gone, having been spotted leaving via the west gate with some of his personal bodyguards. It is generally attributed that the quick thinking and great decisions by Adalbert (the head cleric of Perun who still lives today) and the heroic warrior leadership of Johan Leys (who lives today) saved the city from being overrun.


It is now Year 41 of The Council. Little knowledge exists amongst the populace of what lies outside the safe zone. Occasionally, heavily armed trading caravans will travel between Alleborg and a couple towns that also survived, but the old roads are very perilous and many caravans never reach their destination despite their protection. The mysteriousness of the world outside the safe zone has left most terrified of what lies out there, and caused many to be xenophobic. Alleborg is comprised mainly of humans; demi-humans are rare, and are sometimes greeted with suspicion unless they've been part of Alleborg society for many years.

The influx of refugees left Alleborg cramped and crowded. The farmland is stretched to capacity, and given the limited resources everyone has a role to play in society in order for it to survive. Women are now treated as equals to men, a remarkable change from the King's time when they were treated little better than property.
Last edited by AleBelly on Wed Jun 15, 2016 5:00 pm, edited 1 time in total.

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Re: Alleborg and Environs: What Your Character Knows

#5 Post by AleBelly »

Levies and Taxes

To help offset the costs of protecting those within the city walls, a 7% tax is levied on the worth of new items brought into the city.

For example, if a player leaves the city with 100 gp in her pocket and returns with 200 gp, she will be charged a 7 gp tax.

For items left at the bank, Alleborg charges a 25% estate tax before bequeathing to heirs.

The players may discover other taxes.
Last edited by AleBelly on Mon Jun 08, 2015 12:57 am, edited 1 time in total.

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Re: Alleborg and Environs: What Your Character Knows

#6 Post by AleBelly »

Alleborg institutions and services available

As a former capital city of an empire, Alleborg has many services available. The players may discover others. Most of your characters won't know much about these services until they inquire; details will be added as they are discovered. Here are some:

Inns/Taverns

Six Steps from the Gutter - Located in one of the grittier sections of town, this is the most likely place to find adventure and speak with those who have traveled outside the walls of Alleborg. Guffy Horvath is the proprietor, and also runs a spartan and occasionally clean inn.

Prices

Meal (1/2 day rations): 1-3 sp
Pint ale (light/dark): 1sp/15 cp
Pint wine: 5 sp
Common room (capacity 15): 5 cp
Private room (can accommodate 2): 5 sp


The Strident Lancer - A tavern on the main square, many important meals take place here among the elite of Alleborg. The uncouth and ill-mannered are out of place here. Half-orcs are not permitted inside, and dwarves are watched very carefully. Weapons must be checked at the entrance.

Meal (1/2 day rations): 1-2 gp
1/2 pint wine (good): 2 gp
Pint mead: 1 gp
Private banquet room: Capacity 12, inquire for prices
Those seeking lodging are referred across the street to...


The Root and Leaf

Clean, comfortable rooms can be had for 2 gp a night. Two beds
Suites with bath for 5 gp.
Three well-apportioned suites are available for 15, 25 and 50 gp a night.


Places of Worship

The three major deities have places of worship within Alleborg. Followers of Perun enjoy a large, ostentatious cathedral while the followers of Veles and Jari pay homage at respectable chapels.

Provisioners

Bank

To project an image of stability and safety, Alleborg's bank is staunchly backed by The Council. Citizens are not charged for making deposits or withdrawals.

Jewelers

The Family Jewels

Run by a family of gnomes. They are well regarded within Alleborg. Fair, but drive a tough bargain. They appraise gems and jewelry for 2% of total value of the items. Upon appraisal will immediately pay 70% of value if they have sufficient funds.

At least one other jeweler operates in town.


Armory



Guilds/Houses of Training

The chapels of the three main deities are known. Fighters train at the barracks. Players seeking training as monks and druids will need to travel outside the city walls but within The Perimeter. The location of the other guilds are not known - due either to secrecy or a lack of interest from the populace.

Sage

A curious old man keeps a low profile, and would likely go unnoticed by the vast majority of Alleborg's population if he didn't have a large library in a prominent position in the town square.

Animal Trainer

This function exists, but is known to be expensive. The falconer often puts on shows during festivals, and perhaps the capability of training other animals exists.

Guard dogs are available for 25 gp. But these won't necessarily be like Fluffy or Qatkir, who are bound by druidic magic. They may be unruly and difficult to control. For the low, low price of 75 gp, it can be taught a trick by the animal trainer in town over the course of a week.


Barracks

Characters will have little need to visit the barracks unless they are of a fighter class. These house the Guards of Alleborg...at least the ones stationed inside the city walls.

Town square - notice boards, etc.
The first Sunday of every month is reserved for The Council to address the people. It is the primary way they disseminate information, although Council members themselves rarely do so. If citizens wish to address the Council (or much more likely, their representatives), they need to make a private appointment.

Also present in the town square are pillories and a large notice board. The Council maintains a small administrative building in the town square to collect the fee for posting notices and attending to other business.

Town criers

An annoying part of city life, it's often a more effective and expensive method of broadcasting news or solicitations than posting in the town square.

Gambling house

An odd place in the seedier northeast section of the city. Blackjack is the only game in this small and cramped place. Players are also limited to three hands due to time limitations. It's known that old spellcasters earn a few extra coin by casting dispel magic periodically to prevent magical manipulation of the cards during the game.

The Council is rumored to tolerate its existence due to the money generated by taxes on its profits.

Stabling

Due to the limited space of Alleborg, stabling is expensive. Feed and stall is 1 gp per day per animal (horse, donkey). A charge will be levied for any portion of a day. So, if a player stables their horse upon arriving to town on 11 Fallingleaves and leaves the next morning on 12 Fallingleaves, they will be charged 2 gp. Animals are never released until stabling fees are paid in full.

Mapping

A cartographer is available, but they won't be able to construct a map unless they observe the terrain first hand or a surveyor has made detailed observations. The information is there, but the group must put it together.

However, you can hire a cartographer to travel with the group. You can hire one for 20gp a week plus expenses (rations and a mount). Given the danger outside the perimeter, a cartographer will also require two armed escorts. This requirement can be met by party members, but two will have to remain with the cartographer at all times. Otherwise, the party can hire guards for 3 gp a week that are already outfitted.

The party is less likely to get lost when traveling with a cartographer.
Last edited by AleBelly on Wed Jun 15, 2016 4:49 pm, edited 8 times in total.

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Re: Alleborg and Environs: What Your Character Knows

#7 Post by AleBelly »

Well Shrines

The area surrounding Alleborg is a mix of forest and swamp. There are holes in the ground...some are naturally occurring, while others are deep wells dug by rural residents. Most of these holes are normal, filled with safe water. But some of these wells were found to have strange properties - some with foul-smelling water, some a tunnel leading underground to places unknown, some even rumored to have mystical properties.

In these cases, local citizens would enlist the help of their local cleric, druid or other similar figure to construct a shrine to their deity of choice, invoking their help in keeping them safe from sinister forces from below.

These shrines range from the very simple to the elegant. An example of a simple one, probably druidic in nature, is shown below:
Simple wood shrine.jpg
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