Property Law

You wait patiently for a post, and then suddenly two come along almost at the same time. However, one thing leads to another – and it was the last post on settlements that made me think about property. While much of this post could be generally useful – all the examples come directly from the game I run at RPoL. In part that is because I am in the middle of developing a new element for my house campaign rules.

Land Ownership

This section refers to large tracts of land that are owned by Kings, Nobles and Aristocrats.  This ownership is heritable, and can be passed down from generation to generation.

Alloidal – this is the absolute land ownership enjoyed by absolute monarchs.  The land is held by the grace of The Gods and The Sun – or by conquest.   There is no higher authority who can make laws or take the land away from its ruler, except by conquest.

  • This is how Coral the Conqueror held Brevoy.
  • Before Brevoy existed – Lord Surtova,  Lord Olovsky and Sword-Baron Aldori held their land Alloidally. 

Palatine – Palatine states are one stage down from Alloidal states – the ruler owns the land but has a responsibility to a higher authority.  Palatine states are generally required to follow military  policy set by their overlord, use a national currency and pay Simple Tax.  Beyond that, they are free to rule their land as they see fit – they decide the laws, run the courts, tax their people, award titles and make any other decisions they want to.

  • Examples – House Lodkova’s lands.

Manorial – Manors are land granted by a higher ranking authority.  The owner can charge taxes and rent, sell or lease land and properties as they see fit. However, they are required to follow military policy set by their higher ranking authority, use a national currency, pay Simple Tax and follow all the laws of the land.   Manors are a single hex – but an individual may own more than one manor, which combine to create an Honour.

  • Examples of manors include – Ringbridge, Oston, Silverton.
  • Examples of honours include – the leMaistre estate (Newgate, Eastgate, Westgate) and the Vallani estate (Feyfalls, Whiterun)

Tribal Ownership – land owned by a particular tribe and the land is used for their communal benefit.  There might be a chief, and there is probably an elite – but the land belongs to the tribe.  There may well be a treaty arrangement between a tribe and the surrounding manor.

  • This fits the Sootscale Enclave (Kobolds) in Midmarch.

Property Ownership

This section applies to individual properties, rather than to parcels of land. However, It can also include livestock such as farm animals, mule trains etc, wagons, ships, boats and personal property such as weapons and armour.

Freehold – The owner has the right to sell or lease the property onwards but must pay Ordinary Taxes to their higher authority.  The authority normally retains the right to take it back into ownership if the property is abandoned or unused.  This type of ownership is normally reserved for the aristocracy and can be passed down through the generations.

  • Examples include – Henry/Adoven’s estates in Tusk –  and every other building listed in the spreadsheets. 

Leasehold – The owner buys the right to build and use a property for a limited amount of time (often 100 years).  For that time the owner has all the same rights of a freeholder.  However, the property must be returned to the authority at the end of the lease or a new fee paid for an extension. Many buildings in towns and cities are leasehold and are often ‘owned’ by low ranking aristocrats, or NPC craftsmen. They are not recorded in the financial spreadsheets and don’t affect their town’s balance/stats in any way.

  • Examples include – Many of the tenement buildings in Tusk are leased by House Hananki and Lily Teskertin,  who are junior members of the Tusk Aristocracy.  They are then rented out to commoners and other NPCs alike.

Copyhold – most commonly found in the country side, Copyhold is a way for commoners to own property.  Normally this comes in the form of a small piece of land that can be used as a small holding, in return for a fixed service.  That might, for example,  be a responsibility to maintain and repair a section of road.  So long as that obligation is met, the Copyhold remains valid and the commoner holds onto their land.  It can be sold, or passed on to the  next generation –  although that must be approved by the local lord / authority.

  • Examples include –  most of the smallholdings in rural Midmarch.

Owners

There are many ways that a property’s owner can be defined – here are some examples.  These  types of ownership apply to  Letters Patent and can be a signatory of a contract.

Personal – Cass Mordane owns land at Silverton (with Manorial Rights) as well as a Hotel and a Tavern (both freehold property).

Family – DELEM trading is the property of the leMaistre family.  It owns freehold property in Midmarch and across the southeast of Brevoy.

Joint – WSM is jointly owned by Domitius Solanus and Kendrick Winters.  It also works well for established adventuring parties and mercenary companies.

Charity – The Three Ladies School was set up to be self-funding and self-supporting.

Administrative – The Governor of Midmarch own a small estate that provides services to Midmarch.  Tusk Council owns a number of buildings in the city.

Communal – some properties are built and owned by the whole community,

Letters Patent

Letters patent are a way for a ruler to assign titles, land or a privilege to people, groups or families.  In many cases they can be granted by a representative on behalf of their ruler.

Patents of Rights – A Patent of Rights is a document that confers a specific right on an individual, often as a reward, or as payment for a service.  Patents of Rights are heritable and can be passed on to succeeding generations.

  • Examples Include Marik’s exclusive right to negotiate business with the Sootscale Kobolds.

Land Patents – Patents of Palatine land ownership must be signed and delivered by a ruler.  Patents of Manorial land ownership are often signed and issued by the ruler’s representatives.  Other types of land or property ownership do not need a Patent, just a contract with the Local Lord –  as they do not confer any special rights.

Patents of Nobility – The document that confers a title on an individual.  Peerage Titles (such as Duke or Count) are only conferred by Kings.  Kings, Dukes and Princes can all appoint Barons.  Lord and Lord-Dominus titles are often issued by the king’s representatives against given criteria.  In Midmarch the Governor can award the title of Lord-Dominus and can recommend the title of Lord – according to The Military Policy.  Patents of Nobility are heritable, but normally contain a clause that links them to the manors that triggered the ennoblement.  (Those manors / resources are inherited alongside the title – other properties may be left to other hiers)

The Terms

In Midmarch, Lord Henry LeMaistre, Governor of Midmarch is the ‘overlord’.

Simple Tax –  In Midmarch,  Simple Taxes are paid to the Governor to support provincial running costs. They are the fee you pay to ‘buy’ the land from Henry the Governor and the income from any roads that pass through your lands.

Ordinary Tax – in Midmarch Standard Tax is set at 29% – and is calculated and paid automatically (by your business managers) within the Campaign Rules.  It goes to fund and support the settlement the building is in.

Military Policy – Different levels of Noble title are awarded to those who provide different levels of military support to the state/province when required by the Overlord\Governor.  (Lord Dominus = 5 defence points, Lord = 10dp, Baron 15dp)

Settlements

Overview

Settlement types have been used to in D&D style games for as long as I can remember.  The first edition DMG had a nice table (p173) that was used for randomly determining the contents of a hex, which also include population guidelines. There has been something similar in every other rule-set that I have used – because it is such a handy tool for the world designer. 

There have been, and still are, many different RL definitions of settlement types.  They have changed historically and the change with jurisdiction, so in my definitions I have chosen something that ‘sort-of’ fits at least one RL definition, and fits in with the standard progression as seen in various game rules.  Where appropriate I match the descriptions up with examples from my House Rules and assign an average population to help with my number crunching and population calculations – although the number of people living in each type of settlement could vary significantly.  A settlement should have the people that you need it to have J

Minor Settlements

Single Dwelling

Literally just one single dwelling – it might be home to an extended family running a smallholding, a group of hunters, a hermit, a watchtower, or an oracle.   

Under my house rules, a Watchtower, Base Camp, Smallholding, Tree House, Holy Grove and Witch Hut all count as single dwellings.  Average population = 10.

Thorp

When two or three dwellings comes together, they are called a thorp.  They are too small to support a church, council, market, shops or businesses and tend to revolve around rural activities such as smallholding, fishing.   They do not have a might, however, have a shared barn or other minor infrastructure.  As a community they are relatively self-sufficient, but have to take their excess good to the nearest village or town to sell.

Under my house rules thorps form naturally in the hinterlands of towns and villages.  A typical thorp might contain two smallholding families and a family of ‘river-folk’ who make a living from fish, waterfowl and reeds. Most residents are commoners and you can find low levels of many country crafts  (basket work, carpentry, trapping, hunting, bow-making etc).  Average Population = 30.

Hamlet

A Hamlet is step up from a Thorp.  It is large enough to support a few businesses but relies on the administrative systems of a Village, Town or City.  It might be based around a farm, a vineyard, a ranch, a mine, a country house, a monastery –  there are many possibilities.

Under my house rules a hamlet counts as a secondary settlement and can be found in the hinterlands of primary settlements, although there are strict limits on the number of hamlets each settlement can support.  Hamlets are nearly always planned developments that needs investment, and they increase the number of Thorps and single dwellings a hex can support. Average Population = 200, however only about half of these people live in the hamlet, the rest live  in single dwellings and thorps close to it.

Rural Settlements

Village

A village is the main rural settlement – it is just about large enough to support a few businesses and the administrative system for the area.  However, it could be managed by a Village Elder, the Lord of the Manor or by a Bailiff (as part of a larger estate).

Under my house rules, a Village is the first of the primary settlements and ‘controls’ the whole of its hex and oversees any other settlements (Single dwelling, Thorp, Hamlet) in it.  There are restrictions to the number and type of developments available in a village, which makes it a part of the rural economy.  A series of hexes with villages would make a good ‘holding’ for rangers or (perhaps) followers of a farming / rural deity. 

Alternately, a village could also be upgraded (with the right investments) to a town (and then a city or metropolis) and form the hub of a more traditional ‘holding’.

Average Population = 300,  however only about half of these people live in the village,  the rest live  in Single Dwellings and Thorps close to it. (The village’s Hinterland).

Urban Settlements

Town / City / Metropolis

The only real difference between a town, city and metropolis is size – they all have the same sort of thing – only the scale increases.  Urban areas generally serve as a trade nexus, are the home of serious crafts-folk, professionals and the wealthy.  Small towns may have master-crafting weapon-smith, while larger towns and cities might produce progressively more powerful magical items.  The same is true of professionals – you are unlikely to find a lawyer in a village, but many towns will have some sort of legal professional – although the best will congregate in cities or a metropolis.  It is the same with magical service, religious buildings and just about everything else.

Small Town: Average Population = 1,000, however only about half of these people live in the town,  the rest live  in Single Dwellings and Thorps close to it.  (The town’s Hinterland).

Large Town: Average Population = 2,500, however only about half of these people live in the town,  the rest live in Single Dwellings, Thorps and Spontaneous Hamlets close to it.  (The town’s Hinterland).

Small City: Average Population = 7,500, however only about half of these people live in the city,  the rest live in Single Dwellings, Thorps and Spontaneous Hamlets close to it.  (The City’s Hinterland).

Large City: Average Population = 17,500, however only about half of these people live in the city,  the rest live in Single Dwellings, Thorps, Spontaneous Hamlets close to it.  (The City’s Hinterland).

Metropolis: Minimum Population = 25,000, however only about half of these people live in the city,  the rest live in Single Dwellings, Thorps, Spontaneous Hamlets close to it.  (The Metropolis’s  Hinterland).


Spontaneous Settlements

You may have spotted Spontaneous Hamlets in some of the descriptions earlier – but they are toy to help give the hinterland some flavour, rather than a serious investment.  Sometimes a hamlet comes into being without really being owned by anyone or having any great effect on the economy.  You find them in areas where there are a lot of small holdings or thorps – and the people club together to make community benefits.  No one owns enough of the building to be classed as the owner, nor does anyone make enough money for it to be classed as an economic benefit, and as a type of self-help, it doesn’t win any loyalty or stability benefits – it just makes the local commoners lives a bit easier.

Some RL examples might be a village hall, a Community Shop or Bar  (there are examples in the UK at present), a Communal Barn  (I am sure I have read about these in the US) and Communal Brewery (I know of these making wine in Italy).  In all cases the developments themselves are owner jointly by locals, there is minimal profit which is used to maintain the building or is shared out between the local ‘owners’.  However, each of these Communal Developments takes up as much space as their commercial equivalent, and the same rules apply –  no more than three developments and no more than size 4.  There are some examples below –  all of them  barter or exchange goods with the locals.  Visitors, of course, have to pay in good hard cash.

A tavern and shop might be a good combination for areas where many thorps are close together.  The tavern provides a community centre/hub, while the shop sells those everyday things that cost less than 5gp.

A fruit producing region might have a communal brewery and a community tavern to sell the country wines they make.

A craft workshop might make a good community centre in a hilly area.  Equipped with a number of looms and a couple of spinning wheels – the women meet here daily to produce woollen cloth. 

A communal barn might mean that merchants pay a better price for the goods – because they can collect more at a time and don’t have to call at each smallholding.

A communally owned Trade Post could encourage merchants to visit as well as offering, goods for sale and exchange.

While visitors pay in good hard cash, locals and regulars can barter or exchange goods with the locals – and any of these developments can double as a community centre, ‘host barn’ dances or even serves as a school/nursery for the local children.

But Why?

From a World Builder’s perspective – it happens.  People will do things to make their lives easier – and it is much more realistic than just having a hundred faceless thorps spread about the hinterland. It adds some flavour to the environment.

From a DM’s perspective – I want somewhere for when I have adventures set in the hinterlands.  If I have a thief on the run and hiding out – I have somewhere to put them.  If I have a werewolf stalking the hinterlands, I have somewhere for PCs to go and ask. Basically, I can create a small ad-hoc settlement, whenever I need one – without affecting the local town.

From an RP perspective – it enables a different type of ‘Good Deed’ for Characters rather than just making a cash donation to a ‘good cause’.  However, helping a community  develop something for themselves could be seen from a number of perspectives.  A follower of Abadar might see it as a way of promoting trade, business and self-reliance, rather than a good deed.  A follower of Erastil might see it as both a good deed and a way of promoting Old Deadeye’s philosophies.  A Chaotic  might just see it as a good deed – or even a random deed.  It also enables a different type of NPC reward –  over the years I have seen any number of PCs reward NPC’s who helped them with a handful of coins or even a reasonable value gem.  Now they can send some of their folk around to help with the construction of a community barn …

Life, The Universe and Everything: Part 1

The Universe

The cosmology that underpins my game universe.

In the Begining

Way back, back beyond the earliest memories of the old dwarf, and even beyond the earliest memories of the oldest god – there was nothing.  Or absolute chaos, depending on which priests you listen too.  But then, it was so long ago that it doesn’t make much difference really.  However most faiths tend to follow two main schools of thought

The Interventionist School

There was a noise, or least something happened.  Some say it was just a noise, although most priests agree that the primal over-god Ey-Oh came into existence – and most of those agree that Ey-Oh was deaf, blind and barely aware of its surroundings.  Instead Ey-Oh swum in the soup of chaos (or nothingness) until it started to take a shape and form a structure of its own.  His (or her, sages can’t agree) swimming created Planes of Fire, Earth, Water, Air, Hope and Despair – with the Ethereal Plane weaving in around and about them.  Great swirling nodes of elemental material swirled through the Ethereal, eventually leaving great inter-planar rifts in their wake – and it was the outpouring of Elemental material through these planar rifts, that created the prime material planes.

There are many Prime Material worlds, and each one is  a nexus point where  rifts from all six of the great planes have come together.  The ball of Elemental Earth that spewed from a rift created the land, Elemental Water created the sea, Elemental Fire made the sun  etc ….   Over time  flow though the rifts slowed, and the flow of elemental matter has come into equilibrium. 

Eventually Ey-Oh struggled to swim.  She was a creature of the old universe of Chaotic Nothingness, and could not understand the order of the new universe, and his existence came to an end.  But gods don’t die quietly, and Ey-Oh was no exception, rather than passing away quietly, Ey-Oh exploded in a great burst of Life, Magic and Immortality.

Many sages and priests, who follow this school of theology, believe the Ey-Oh recreated himself.  Many say he able to sense his universe around him Ey-Oh remains as the great over-god and all others pale into insignificance when compared to him.  Most say that Ey-Oh is The Universe itself.

The Natural School

Other sages and priests follow the Natural School of Creation.  They believe everything stsrted with the creation of the world, when the sky and the earth were one. As there was no sky or earth, as a result there was only an empty void. However, one day, a gap formed in the void. All that was lighter than the gap headed upwards and formed the sky. All that was heavier than the gap fell down to become the earth. Rain fell from the sky creating a great mire before a clear blue drop of life-dew fell, settled into the newly created swamp and grew into a great tree. The tree stood firm on the ground and pushed up the Sky. With each day the sky grew ten feet (3 meters) higher, the Earth ten feet thicker, and the tree ten feet taller. And the bubble expanded.

After a while the tree grew seed pods which, when they burst gave forth the Elements, time, positive energy and negative energy. However the release of all of those conflicting energies caused a huge explosion and the bubble that contained the earth and sky was blown apart – creating lots of little bubbles with their own little bit of earth and Sky. At the same time, life, magic and immortality were released into the world.  The energies coalesced to make the elements planes. The void that was left became the astral and ethereal – we live in one of those little bubbles, while life, magic and immortality pervade everything in the universe. It is said that the tree is still there, invisible to most, stretching from the heavens to the hells, passing through the Astral and the Ethereal, and linking all of the bubbles together. The elements trapped inside our world bubble became the Primordial Powers, and between them they nurture all life on earth.

Cycles

But all of that was so long ago, the Universe has changed many times since.  After The Universe was created, gods and people came into being – but no one really knows how.  Each race, indeed each nation, have their own ideas – but it is unclear and many cycles ago.   What we do know is there has been at other eras before the start of this one, and we know that, in Cosmic terms, we are only just at the start of this era.

The end of the last Era

After the eternal winter the great snake drank the sea, the wolf ate the sun, cows turned to lions and ate everything. The armies of the righteous, the chosen who had died in battle, those whose hearts were lighter than a feather, and those who had gone into the east with the sun were mustered and they fought together against the undead legions of the underworlds. Gods, demons and giants fought to the death, then the fire came and the seas rose up. Everything was destroyed. This is known as the Gods War.

And the start of this Era

Except that it wasn’t the end of the Universe, just the end of that cycle. The Great Powers are beyond the Gods and out of their reach, while the The Tree of Life is indestructible – and life goes on. Some hid within the trunk of the great tree (Ethereal plane), others became as birds and flew to the topmost branches (Astral), others hid in the great mounds and wells around the roots (Elemental Planes). Many small groups survived to repopulate the world when it was healed.

Eventually they returned and the new Era started.


Note: Spells like Plane Shift, Shadow Walk, Create Demiplane and Planar Refuge made it possible to escape and wait out the apocalypse. Even some mid-level casters would have been able to escape, and presumably take their entourage with them. Each one is, potentially, a seed for the new tribe.

The Old Lords

Over the months I have made a number of posts based on building a bespoke pantheon for my game world. An earlier post, pretty much fixed the deities for The Temple of the Shrines – a group of deities who have been working their way along the trade routes of the world. This post does something similar for The Old Lords.

The Old Lords have been in my game world for ages and originally represented the remains of the Celtic Pantheon that I had used in my very first online game, called Galinia. Later, it changed slightly to include some North American deities, which let me add a slightly nomadic element while maintaining a nature loving clan/tribal based structure. Now I have reworked it to match my Gods Wars cosmology – and built it on a number of lesser or local deities, from Real World religions and mythologies.


The Church of the Old Lords

  • Overview: Rural, community based faith. (TN)
  • Domains: Animal, Artifice, Community, Plant, Protection, Travel
  • Symbol: Six-Fold Cross

The Church of The Old Lords is a relic of an earlier, simpler time and the faith that went with it.  The Church of The Old Lords promotes a simple rural philosophy that promotes concepts of community and respect based around village life. 

Tenets of the Faith

  • Respect the natural world.  Hunters, trappers, gatherers, miners, woodcutters etc – are expected to take the share considerately.  Don’t take the doe when she has a fawn.  Take a handful of berries and move on.  If you take a tree, plant three more …
  • Respect yourself and each other.  Be seen as a good member of the community.  Offer help when someone is struggling.  Don’t kick them when they are down.  Ask a fair price.
  • Respect property.  Theft, graffiti and general vandalism is disapproved of.   But so is mistreating you farm or herd animals, or neglecting your fields.
  • Respect your community.  Your village should be highest in your heart, but other followers are part of your community as well.  Be prepared to fight for, and defend, your community if you need to.

Church

There is no formal hierarchy to the church – it is a community religions.  Each village will have its own Wise-Woman or Elder-Man who guardian of the lore, tends the local shrine, knows the festivals and prayers, and is favoured by the gods.  But communities are more than villages, and there are shrines high up in the mountains, deep in the forests where shepherds and woodsmen tend to meet – and even just at the side of the road.

Shrines are often just a rock with the Six-Fold Cross onto it, and aren’t really places for religious gatherings, they are there as a reminder.  Most people glance at them and smile a silent prayer to their gods, other times might touch the shrines lightly.  Sometimes a minor offering might be placed by the shrine, often a small piece of food from a recent meal placed on the shrine, or a small amount of a drink spilled on the ground.

Clergy

Most clergy, known as Wide-Women or Elder-Men, are low level adepts, living as an integral part of their community.  Some are farmers, some are hunters, and others are mothers, warriors or shepherds.  It doesn’t matter quite what they do –  they are part of the community.

Occasionally a more outwardly focussed cleric will come along –  either with a desire to see the wider world, or to take the faith back to the rest of the people.  The Wise-Women and Elder-Men nod their heads wisely as they help the young ones prepare to leave.  But are just as ready to help welcome them back home again, once they have discovered the error of their ways.   Some never come back, of course.  But that might be because they have found another community to serve …

PC Clerics

All PC priests of The Old Lords are nature loving Clerics  (No Druids, Inquisitors, Oracles or other priestly class).  The clerics represent the whole pantheon at once, even though the separate deities are described individually, they do not have clergy of their own.

Holidays

The primary holidays are the Solstices and Equinoxes, which mark the turning of the seasons.  These help them know when to plant, when to harvest, when to bring the sheep back home, when not to take game, when to start preserving food for the winter – etc etc.

These holidays and festivals that are so important to the followers of The Old Lords, are still celebrated among Hann people everywhere, as traditions and as part of the folk-lore and traditions of the Hann People. 


Backstory

While they are not worshipped individually any more, and there are no priests dedicated to any of them – this is what the old lords looked like back in the day when they were seen as separate deities.

Lord Crow

  • The Protector. Patron of Chieftains and warriors. (NG) (M)
  • Domains = Protection, War.

Origins: Back in the days before the Gods War, Lord Crow was known as Hug served as messenger to a god.   When his god was slain in the Gods War, Lord Crow was showered in Shards of Immortality – and the familiar became a minor deity in his own right.

Appearance:  Lord Crow normally appears as a dark-skinned man with a hooked nose, dressed in black & silver studded leather armour and a black feathered cloak.  In battle he wields a great spear called Gung-Bol.

Teachings:  To be noble is to be strong of mind, to provide leadership to others and to protect your people from harm.  Lord Crow encourages tribal leaders and chieftains to maintain a warrior band, tasked with protecting the land and the people.

Church: Priests wear black robes, with white trim and serve as house priests and advisors to chieftains, rather than serving in a local temple.  There is no formal church hierarchy, and few formal churches dedicated to Lord Crow.

General:  Lord Crow was said to have three wives, the land deities Mawida, Rusina and Maria.  Many modern Theologians think Lord Crow is an aspect of the Hannite god Cawin. Lord Crow was seen as the major Deity within the pantheon.

Mawida

  • Maid of the Woods. Patron of Hunters, Trappers and Woodsmen. (TN) (F)
  • Domains = Community, Animal, Plant

Origins: Mawida grew as the forests grew, they have always been her home, and she knows no other.

Appearance:  A young woman with long hair worn loose, dressed demurely in a dark green dress.

Teachings:  Respect the forest, take what you need and leave the rest.

Church: Most villages have a female druid / wise woman who lives as part of the community.

General:  Mawida is one of Lord Crow’s wives and many modern theologians think that she is one aspect of the triple goddess, Maruma.  The Green Faith believe that she is a Nature Spirit, an aspect of Gaia the Earth Mother. Mawida was seen as a significant Deity within the pantheon.

Rusina 

  • Mistress of the Fields, Patron of Farmers. (TN) (F)
  • Domains = Community, Animal, Plant

Origins: Rusina has been here as long as she can remember, the fields and plains have always been her home, and she knows no other.

Appearance:  A chubby woman with her hair tied up in braids, dressed in a brown dress.

Teachings:  Respect the land, follow the seasons. Look after your crops and animals, and they will look after you..

Church: Most villages have a female druid / wise woman who lives as part of the community.

General:  Rusina is one of Lord Crow’s wives and many modern theologians think that she is one aspect of the triple goddess, Maruma.  The Green Faith believe that she is a Nature Spirit, an aspect of Gaia the Earth Mother. Rusina was seen as a significant Deity within the pantheon.

Maria

  • The Mountain Crone, patron herders. (TN) (F)
  • Domains = Community, Animal, Plant

Origins: Maria has been here as long as she can remember, the mountains have always been her home, and she knows no other.

Appearance:  An old woman with her hair tied up in a bun, dressed in a grey dress and cloak.

Teachings:  Respect the land, follow the seasons. Look after your animals, and they will look after you.

Church: Most villages have a female druid / wise woman who lives as part of the community.

General:  Maria is one of Lord Crow’s wives and many modern theologians think that she is one aspect of the triple goddess, Maruma.  The Green Faith believe that she is a Nature Spirit, Maria was seen as a significant Deity within the pantheon.

Conn

  • Patron of Crafters and Merchants. (LN) (M)
  • Domain =  Artifice, Community.

Origins: Conn was unknown before the God’s War, but is said to have lead a group of servants to safety in a mage’s personal demiplane. His people were a rag-tag bunch when they returned to the prime material.

Appearance:  A Halfling Craftsman, wearing a leather apron and carrying a small silver workers hammer.

Teachings: Work hard, perfect your skills, charge a fair price for you labour.

Church: No real Church, just a shared understanding of Conn’s Philosophies with shrines in workshops.

General:  Conn is one of two minor deities who played a small role in the pantheon.

Angelia

  • Patron of Travellers. (CG) (F)
  • Domain= Travel

Origins: Angelia was an immortal long before the Gods war, and when the war started she travelled away from the Prima Material, and just kept travelling. She took a number of followers with her – this is still known as “The Long Journey” among those who recognize her.

Appearance:  A half-elf dressed for the road.

Teachings: The journey is often more important than the destination.

Church:  No organized Church, but occasional roadside shrines.

General:  Most theologians think that Angelia and Way are aspects of the same deity, and followers of The Old Lords tend to respect followers of Way, as if she were an aspect of Angelia. Angelia is one of two minor deities who played a small role in the pantheon.