Scarlet-Horizons

for all things related to my Scarlet Horizons setting for roleplaying.

The City of Threshold

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Threshold (City)
Population: 25,021
Alignment: Any (predominantly Lawful Neutral)
Demographics: Any (Primarily Human)
Political Structure: Hereditary Kingship
Industry and Trade: Financial, Political, and Trade

Threshold is the capital of the Northern Reaches. In PR 199, the city was attacked by a horde of monsters from the Black Peaks. The army included orcs, goblins, and hill giants who nearly leveled the city and destroyed the stone fortifications. The warriors of Threshold, alongside support from the high clerics and wizards, barely repulsed the army. Currently, only half the city is habitable. The other half was completely destroyed and remains under construction.

The Red Laws

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Red Laws — The Red Laws of the Prelacy of Middenmark are instituted, ostensibly, by the ruling council of guild masters in Eastdale. In truth, these Red Laws are instituted and ultimately enforced by Mordicar Justhand, the true power in Middenmark. The Red Laws place harsh sumptuary restrictions on the populace. They make it illegal for clerics of gods other than Saint Ygg to preach or make converts in the Middenmark. And they require that felonies by tried by a court whose judge is appointed by the Prelate, Mordicar Justhand. The Red Laws forbid gambling, prostitution, and alcohol. The Red Laws also promote Sabbath observance and worship.

Prohibitions
Gambling: All forms of gambling are banned.
Brothels: Outlawed within the town limits.
Alcohol: Consumption Restricted, with The Saucy Tart being an exception after 8 PM.
Mordoom Keep: Off-limits to the public.

Mandatory Practices
Sabbath Observance: Required participation in religious services.
Dress and Decency Codes: Prescribed standards for public appearance.
Censorship: Control over arts and literature.

Property And Economy Property Acquisition: Governed by official documentation and witness validation.
Taxation and Guild Fees: Varied based on profession and income, mandatory for guild maintenance.

Crime And Punishment
Thievery and Crime: Ranging from public shaming to imprisonment or hard labor.
Public Shaming: Utilization of the pillory in the market square for minor offenses.

"In closing, let us remember that our adherence to the Red Laws is not a burden but a privilege, a manifestation of our unwavering faith in St. Ygg. As we navigate the trials and tribulations of our times, let these laws be our guiding light, leading us to a future graced by righteousness. May St. Ygg's wisdom continue to illuminate our path, and may his strength fortify our resolve in upholding these sacred decrees." - His Venerable Mercy, Mordicar the Justhand

The Red Laws influence every aspect of life in Eastdale, from daily activities to moral behavior, shaping the town's cultural and social fabric. This strict legal framework presents challenges and opportunities for storytelling, character development, and gameplay within the Prelacy of Middenmark.

Middenmark

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Middenmark, The Prelacy of — Once a lawless frontier, Middenmark has been ceded to the church of St. Ygg, who have established law and order through force of arms and the implementation of the Red Laws, a strict moral code that the Middenmarkers are starting to resist.

Middenmark is a theocratic vassal to the ruler of Threshold. Middenmark is ruled by His Venerable Mercy, Prelate Mordicar Justhand, a cleric of St. Ygg.

The priests of St. Ygg established their political and administrative center at the Red Temple in Eastdale, as well as sending priests and building small shrines in the villages of Kirkilston, Westkeep, and Raven's Pass.

Middenmark lies approximately one-hundred miles north of Slaytonthorpe. The Middenmark lies to the east of the Duchy of Aerik. Middenmark is bounded at its northwest corner by the city of Threshold, on the west by the River Isenduin, and in its southeastern corner by the Spine Mountains, and by Westkeep in the southwest.

Heroic Deed: Animate Dead

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Available to NEC 1+. You animate and control one dead creature whose remains lie within thirty feet of you — whether buried or not. While controlling this animated corpse, you cannot make attacks or cast spells of your own, but you may move and may use any Heroic Deed that doesn't require more than 5-feet of movement or an attack of any sort. The animated corpse or skeleton has double your maximum HP, DR 3/-, a THAC0 four points better than your raw THAC0, a movement rate of 30, and never checks morale. The controlled undead always seeks to interpose itself between you and incoming melee attacks. Each successful use raises and allows you to control one corpse. You may control up to {Necromancer Level} corpses simultaneously, through multiple uses of this Heroic Deed. The duration of each is one hour per level you hold in Necromancer.

Heroic Deed: Animal Companion

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Available to Druid 2+. You befriend a number of animals whose total HD do not exceed the Druid's level + the result of the rolled risk dice. These befriended animals will travel with the Druid as a companion and protector. If the druid focuses on a specific animal she has befriended, she can experience the world through their senses (ie: hear what they hear, see through their eyes, etc.). This befriending lasts for 24 hours. The druid can attempt to re-befriend these allies by sacrificing another Risk Die as originally required and defined by this Heroic Deed.

Heroic Deed: Ancestral Animus

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Available to Dwarves (of any classes/levels) only. You gain a {Risk Die Result} to-hit roll bonus against giants, goblinoids of all sorts, and ogres for the duration of the current active combat in which you are engaged. Against other foe-types, the bonus to-hit is equal to your Wisdom modifier or the Risk Die result minus one, whichever is least. If you crit an ancestral foe while under the effects of this deed, there is a 5% chance you gain five percentile points to your Strength attribute.

The Felicitously Forsworn

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The Felicitously Forsworn — a mercenary band operating out of the city of Hohnberg in Westmark. For a time, Faramund shared in their operations, before departing for the region of Stigrix to seek his fortune.

Faramund Beckette

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Beckette, Faramund — The fourth son of minor baron of southern Hohnberg, Faramund joined his Uncle Ulred's mercenary band, The Felicitously Forsworn, at the age of seventeen, squiring for his uncle and building experience. Now, at the age of twenty, he has traveled to the region of Stigrix in the Westmark, seeking a former superior officer to his uncle.

Baron Luftwian Kai

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Kai, Baron — The baron Luftwian Kai Beckette of Hohnberg, ennobled for services done for the Church. Father of four sons — his most recent, Faramund.

Drow

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drow — dark elves who once, many millennia ago, were part of the great throng of surface elves. Sometime in the distant past, a great dispute and schism divided the elves of the surface world. The elves will not speak of it outside of their own race. Those who withdrew to the Underdark eventually became dark elves, able to use faerzress-induced native abilities.

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