The size of
provinces has been increased from the standard average of 1000 square miles.
A province is
now approximately 50x50 miles, averaging 2500 square miles. This change means
that the Heartlands now are approximately the size of France; the West Coast the size of the British
Isles and Cerilia is the size of greater Europe.
I think this
change is quite significant; the area covered is still not too large, but to me
it gives a much butter feel than the tiny Cerilia TSR released.
Population
figures have been increased proportionately. Overall Cerilia is relatively
sparsely populated when compared to medieval Europe,
except for central areas of Anuire, Khinasi and Brechtür.
This is
largely because Cerilia is such a dangerous place – in addition to the various
non-human realms there are also dragons, giants, trolls and other hazards.
This means that people tend to band
together, leaving more wilderness to adventure in ;-)
The change
that may appear the most radical is the one involving the map of Greater Anuire
(covering Anuire, as well as bordering realms in Rjurik, Brechtür, Khinasi, and
Aduria).
vProvince terrain has changed in some provinces. In general, all
provinces on the BR map shaded light green have been labeled “woods”, which is
more rugged and has more vegetation than plains, but which are not as rugged as
hills.
vMost provinces also are listed with “secondary terrain”. A forest
province may have “hills” and “river” as secondary terrain for example. Some
provinces have other features noted as well, such as “capital” (indicating a
realm’s capital province).
vProvince of Eastmarch added to the Erebannien part of Aerenwe. This province has been
magically warded by HMA for many centuries, and its location or even its
existence is known only to a very few.
vThe Spiderfell is now composed of 3 provinces, all of which have
province levels and holdings (all controlled by the Spider of course). Would-be
invaders must think beyond a few thousand square miles of hilly forest; why is
it that this vile goblin-infested forest thrives in the heart of Anuire after
two millennia of human settlement?
vMountDeismaar never blew entirely up. It still lies southwest of Bliene and is
considered a holy place by most. Pilgrimage is common, especially among the
worshipers of Haelyn and Nesirie.
vThe West Coast looks a bit different, primarily in southern
Boeruine, Taeghas, and Brosengae. This was done in an early BR campaign I ran,
to allow Boer and Avan to have a little extra room for fighting, and I’ve stuck
with the change since.
vThe Western Isles is a large group of islands a few days sailing due
west from Boeruine’s capital of Seaharrow.
The two
major islands are named West and EastIsland (they have other,
local names as well).
The
Lostern and TontierIslands are unconnected
to the main bulk of the Western Isles, lying between them and the mainland.
The
islands are populated with the descendants of early Andu and Rjurik settlers.
West and East Island also have a small fey
community. The islands are nominally under Boeruine’s rule.
vThere is a realm on the AdurianCoast called Tenouire. It
is populated with Anuireans who secretly clung to the worship of the old gods
during the years of the Anuirean Empire. Now they openly worship Brenna and
Masela and generally keep to themselves.
vSeveral Anuireans are establishing minor colonies on the Adurian
mainland, for the fist time in centuries.
vElinie is considered to be part of the Eastern
Marches. By virtue of its location, geography, and the mindset of
its rulers (Khinasi) it has a distinct eastern orientation.
vThe Island
of Caelcorwynn is an
almost mystical place. Few sailors can claim to have actually seen the island,
and none can claim to have set foot there and returned. The island, when it can
be located at all, is always shrouded in mist and surrounded by treacherous
reefs.
vOld Aduria is not some mystical place devoid of life. If players
want, they can establish colonies there. But be warned, there are reasons
people do not live here already.
Aebrynis is
the name of the world upon which the continent of Cerilia lies.
vThe world of Aebrynis is known
to be round by scholars – to most commoners this distinction is quite
meaningless.
vAebrynis has a single moon, much like Earth’s moon. The Khinasi, who
are skilled astronomers, know of the presence of other stellar objects in the
heaven besides the stars (the other planets of Aebrynis’ solar system). But to
the rest of Cerilia they are just a few more stars (much like Venus, Mars, and
Jupiter were known on Earth).
vThere are many other continents
besides Cerilia. To the south lays the great bulk of Old Aduria from whence the
Andu (and the other human tribes as well) once fled. Far to the east, beyond
the Sea of Dragons lies Djapar, the ancient
homeland of the Basarji.
vCountless leagues west across
the Sea of Storms lies the fabled Far Shores (Tollanar), but they are more a
myth than a fact, for no man from Cerilia has set foot there in a thousand
years. To the far south are the mysterious lands of the Oriental BR setting,
but there have never been any contact between it and Cerilia so it’s a complete
unknown.
vAt the height of their Empire the Anuireans traveled far and wide,
far beyond the borders of Cerilia, and discovered many lands on far shores.
There is no longer any great contact with these places, although some traders
still venture forth and return with rare goods.
vFor reasons unknown to the commoners of Cerilia, Aebrynis’s sun
varies in luminosity over a 27-year interval. The period when the sun is at its
dimmest is often marked by chaotic weather and cold winters, while the opposite
is true when the sun shines the brightest. Priests and scholars know that Avani
the Sun Goddess loses strength when Cuiraécen the Sentinel wanders too far from
the gates to the Winter Witch’s realm, allowing the servants of the goddess
Kriesha to slip into the world.
vThe sun was at its furthest during the winter of 1520 HC, and the
years around 1530HC will be marked by long summers and mild winters. The next
time the Winter Witch is free to roam Cerilia will be in 1547 HC. In game terms
this means increased growth and prosperity during the long summer and the
opposite during the long winter.
The Shadow
World is the strange parallel world that lies so close to Cerilia, yet is so
difficult to reach. According to legend the Daylight World and the Shadow World
was as one at the dawn of time.
For some
reason the world was split in two, one called the Daylight World and one called
the Shadow World. At the time the Shadow World was not a place of darkness and
corruption, but rather of enchantments, spirits and faerie folk.
Following
Deismaar, the Shadow World slowly changed character; eventually becoming the
dreaded place it is today.
To the
commoners the Shadow World is little more than myth, a place of living shadows,
wicked fey, terrible demons and the restless dead.
People rarely
speak of it, for to do so is considered bad luck, and in some places knowledge
of the Shadow World is forbidden and punishable by death. Some may even doubt
its existence, but on the Eve of the Dead all gather before their candles and
offer fearful prayers throughout the night.
The terrible
thing is that the common folk are right; the Shadow World is indeed home to all
those things and more – and the Shadows hunger for the light…
The
average inhabitant of Cerilia, including commoners, craftsmen, nobles and
priests, know nothing of how the world is ordered, except a few “facts”.
They
know that there are forces of good and evil, and that there is a heavenly
afterlife for those who honor the gods and eternal damnation in the netherworld
for those who do not.
High
priests, hierophant druids and scholarly archmages may catch glimpses of what
lies beyond, but not even they fully understand how it all works. They may know
the Hundred Names of God, or be able to describe the Hierarchy of the Seven
Heavens, but that is the extent of their knowledge.
Keep
that in mind if you are tempted to use this information.
vThe RoE game uses the Manual of the Planes as a starting point
for its cosmology, choosing the standard DnD Great Wheel (and therefore an
alignment-based cosmology) as a basis.
vUnless otherwise noted, things are as described in the MotP,
although things always have a strong Birthright flavor.
If you
go to MountCelestial for example, you will enter
the Seven Heavens of Haelyn, where the Just and the Good spend an eternity
basking in the glory of their god, and not some strange mountain filled with
alien gods.
vThe Inner, Outer and Prime Material planes are rigidly separated. It
is far more difficult to move between them than it is under normal Wheel
cosmology. Internal movement between similar planes is less restricted.
vOnly astral projection and
gate spells can breach the boundaries
between the three groups (Inner, Outer, and Prime) of planes.
vThe Outer Planes are the home to the Gods. It is here that they
maintain their divine realms, and where the souls of the deceased go after
death.
vThe upper (non-evil) planes are generally referred to as the
Heavens, while the lower (evil-aligned) planes are called the Netherworld. The
Heavens are generally thought to be somewhere above the sky and the stars. The
Netherworld is through to be placed somewhere deep below Aebrynis’ surface.
vThis barrier also applies to divination spells, but rather than
being completely blocked, they are made more unreliable. For example, the DM
may allow your scry spell to give you some glimpses of Hell if you persist in
looking but it will likely not reveal much useful information.
vAugury, divination, commune, and similar spells do work, but
they are even more unlikely to provide straight answers.
vCommune requires special note. The gods are very real and immensely
powerful, yet they are neither omnipotent nor omniscient.
Haelyn
is going to have next to no information about the affairs of the Abyss, since
he has no way to gather intelligence there.
vIt must also be noted that the gods dwell on the Outer Planes and
have the same troubles reaching the Prime Material plane as the other way
around – Nesirie doesn’t really know that much about what is going on in
Cerilia. That is what her priesthood is for – doing her divine work in the
realm of mortals.
vIt is not normally possible to go to the Astral Plane and stay
there; the astral projection spell
briefly lets you stay in this no-place between everything, but you are quickly
whisked to your destination and are rarely able to interact with whatever may
reside there. The gate key makes a
shortcut, so you don’t even perceive the nothingness.
vPlane shift works normally, but can only move you from one adjacent plane to
the next. For instance, you could move from Inner Plane of Fire to the Plane of
Ash, but not directly to Air or Water. On the Outer Planes you can go to either
the Outlands or the two adjacent Outer Planes. The spell cannot move you
to or from the Astral Plane.
vThe Daylight World, in which Cerilia lies and the game takes place,
is separated from the Shadow World by something called the Veil. The Veil is in
fact the Ethereal Plane, and the only way to reach the Shadow World from the
Daylight World (or vice versa) is first step into the Ethereal and then cross
the Deep Ethereal to reach the Shadow World. Once on the other side a traveler
can exit the Ethereal in the usual ways.
vNavigating the Deep Ethereal is impossible under most circumstances,
which is why the Daylight World isn’t swarming with undead right now. Oh, it is
always possible to try to find a way across, and some might even succeed, but
the vast majority that tries is lost forever. Plane shift doesn’t help a lot either, you can use it to enter or
exit the Ethereal Plane, but it won’t allow you to cross the Deep Ethereal.
vIt is, however, possible to cross directly between Daylight and
Shadow under the right circumstances. Sometimes the Veil grows so thin that the
Daylight World and the Shadow World become adjacent and then plane shift can be used to step directly
between the worlds. The Veil may even grow so thin that the two worlds merge,
and then any man or creature can make the journey without magic.
vThis also means that spells like shadow
walk are a bit restricted in their use, as it can only be used to enter or
exit the Shadow World at places where the Veil is thin.
It
does, however, give the benefit of choosing where you arrive (unlike plane shift which deposits you quite
randomly).
In game
terms it can be used normally except in direct sunlight or in areas where the
Veil is especially powerful.
vSpells with the darkness descriptor and shadow-based spells (such as
shadow conjuration and shadow evocation) work normally in the
Daylight World, but are enhanced in areas where the Veil is thin and diminished
in areas of direct sunlight or areas which are otherwise far removed from the
Shadow World.
vThe Shadow World is essentially a composite of the Spirit World (but
note that only primordial magic is enhanced), the Plane of Shadow and the Plane
of Faerie.
In
general, the Spirit World should be used as a basis (though there is precious
little left these days). Areas under fey influence are much like the Plane of
Faerie, and the ever-growing deadened areas are akin to the Plane of Shadow.
vSpells that allow instantaneous transportation (such as dimension door and teleportation) still exist, but they work a little differently. Any
reference to the Astral Plane is not applicable; the spell still has the same
effect, but instead the spell manipulates the Veil and the relationship between
the Daylight and Shadow World.
vCasting time for any teleportation type spell is increased to 1
minute (10 rounds) for short-range spells like dimension door and 10
minutes for long-range spells like teleport. Travel is near
instantaneous in the former case, but in the later the transit time is about 1
hour per every 100 miles crossed.
vA result of “Similar Area” means that the caster is deposited in the
Shadow World instead. A result of “Mishap” means that the caster takes damage,
is “Off Target” and is dumped in the Shadow World, where he is immediately
attacked by some nasty SW creature(s).
vInvisibility gives you a +20 circumstance
bonus to Hide. You’re pretty much invisible, but it won’t make you completely
undetectable (like Bilbo in the Hobbit). The greater version of the spell makes
you impossible to Spot (but not automatically silent) but it does end it
you attack.
vCreatures without wings can’t normally fly, so any spell that give
wingless flight has reduced effect (if you polymorph into a bird instead, this
rule doesn’t apply – birds are flying creatures).
Fly,
overland flight (or similar spells) still works
normally, but duration changes to Concentration/Maximum X (where X is the
spells old duration). If the concentration is broken or the spell otherwise
ends, the caster falls normally (he does not drift slowly to the ground).
vRaise dead, resurrection and similar
spells function normally, except that casting time is now extended, there is an
XP cost, and the time the person can have been dead is counted in days instead
of years.
vReincarnation functions normally, except
that casting time is now extended, there is an XP cost, the time the person can
have been dead is counted in days instead of years, AND the person will always
be reincarnated as an animal. He will retain his basic personality, but
he will not be the exact same person anymore.