Castlemourn Player's Guide.pdf

(3697 KB) Pobierz
905477140.004.png
A PLAYER’S GUIDE TO CASTLEMOURN
905477140.005.png 905477140.006.png 905477140.007.png
Designers: Ed Greenwood & Jennifer Brozek
Fiction: Ed Greenwood Additional Design: Sean Everette
Editor: Brian Gute Fiction Editor: Peter Archer
Project Manager: Sean Everette Typesetter: Jamie Chambers
Art Director: Renae Chambers Cover Artist: Gareth Verleyen
Interior Artists: Bruce Colero, Jason Engle, Beth Trott
Cartographer: Sean Macdonald Graphic Designer : Sean Macdonald
Special Thanks: Jim Butler, Steve Creech, Darrin Drader, Tim Hitchcock,
Tom Knauss, Todd R. Laing, Kevin W. Melka, James M. Ward
L egaL
Margaret Weis Productions, the MW logo, Castlemourn, and the Castlemourn logo are trademarks owned by Margaret
Weis Productions, Ltd. All rights reserved. © 2006 Margaret Weis Productions, Ltd. All rights reserved. The mention of or
reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition
of A Player’s Guide to Castlemourn is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License and the
System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later
versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with
Section 1(e) of the Open Game License, version 1.0a: Any and all Margaret Weis Productions logos and identifying marks
and trade dress, such as all Margaret Weis Productions product and product line names including but not limited to A Player’s
Guide to Castlemourn, Castlemourn Campaign Setting, Mysterious Island of Tamrune, Castlemourn, any speciic characters, monsters,
creatures, and places; capitalized names and names of places, artifacts, characters, countries, creatures, geographic locations,
gods, historic events, magic items, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements,
and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or
graphic designs, except such elements that already appear in inal or draft versions of the System Reference Document or as
Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game
Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of
A Player’s Guide to Castlemourn are designated as Open Game Content: the “Creating a Character for the Castlemourn
Campaign” section and anything else contained herein which is already Open Game Content by virtue of appearing in the
System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are
© 1999–2006 Wizards of the Coast, Inc. The remainder of these Open Game Content portions of this book is hereby added
to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “A Player’s Guide to Castlemourn © 2006
Margaret Weis Productions, Ltd.” This material is protected under the copyright laws of the United States of America.
Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited
without express written permission from Monte J. Cook, except for purposes of review or use of Open Game Content
consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal
use only.
This document is a work of iction. Any similarity to actual people, organizations, places, or events is purely coincidental.
PRINTED IN THE USA
Published by
Margaret Weis Productions, Ltd.
253 Center Street #126
Lake Geneva, WI 53147-1982
United States
www.castlemourn.com
905477140.001.png
I NTRODUCTION .........................................................................................4
“S EVENTEEN .S HIELDS ”.............................................................................5.
Fiction by Ed Greenwood
A.P LAYER S .G UIDE . TO .C ASTLEMOURN ...............................................14
T he W orld of C asTlemourn ....................................................................................... 14
a C asTlemourn C ampaign ............................................................................................ 15
T he l ands of C asTlemourn ......................................................................................... 15
m ap of C asTlemourn ..................................................................................................... 20
B eyond The B orders of C asTlemourn ..................................................................... 27
r eligion & a sTrology .................................................................................................. 28
m agiC .................................................................................................................................... 30
T he C alaunThra ............................................................................................................... 32
C urrenCy ............................................................................................................................. 32
a s horT h isTory of C asTlemourn ............................................................................ 33
C reaTing a C haraCTer for The C asTlemourn C ampaign ................................. 33
ogl ...................................................................................................................................... 38
905477140.002.png
S ome folks collect bowling trophies, some rebuild cars in their driveways, and some try not to miss a
single televised moment of football.
I dream up fantasy worlds.
I started worldbuilding in my childhood, imagining what grew into The Forgotten Realms® (now a shared
world that continues to grow through the dreamings of literally millions of readers and gamers). It was just
the irst of over a dozen ‘worlds’ I’ve played with since. This is one of them, and a particular favorite of mine.
Welcome to Castlemourn.
Or rather, welcome to the many petty baronies, merchant confederacies, and kingdoms that were
once, before the Fall, the great and glorious land of Castlemourn. More than a dozen different, and often
warring, territories crowded together between the mountains and the sea, plus nine isles that are all that’s
left undrowned of the lost southern half of Castlemourn. All of these areas are inhabited by Mournans who
no longer know what lies beyond the mountains or across the seemingly endless sea in the world they call
Umbrara.
Like the Realms, this is a shared world: within these pages and in the books to come, many designers and
writers will dive into Umbrara, spinning new tales and revealing new color and details for us all. I’m delighted
that my friends, the gaming veterans at Margaret Weis Productions, have given us all the chance to play in this
new sandbox.
I’ve tried to make Castlemourn “feel real.” In these pages, you’ll ind believable people living in a world
full of mysteries, ancient magics, and lurking intrigues unfolding right now. It’s an ideal home for fantasy
roleplaying campaigns, with power groups, throne-strife, and scheming villains enough to keep things
interesting for years, even to players whose characters elect to spend much of their time reclining on couches,
lagons in hand, watching the world go by! As much as mere curved squiggles of ink on a page can make it,
Castlemourn is alive.
It’s also lexible. Via the estemel characters from other worlds can readily arrive in Castlemourn. Cities,
fortresses, and ‘dungeons’ from other fantasy settings can easily be placed in the surrounding mountains or in
the Mists to east and west of known Castlemourn. Magic from other places and other worlds can effortlessly
be thrust into the castles of Tamrune. Substitute orcs, ogres, or hobgoblins for the golaunt or any really exotic
race of creatures for the thaele—or make such creatures allies of those Mournan races, dwelling with them as
guards and strike forces.
Castlemourn campaigns can focus on particular areas or kingdoms that offer different lavors of adventure,
from piracy on Glamryn Bay to merchants’ strivings in Dragonhead and Luuthaven, from the glittering high
society of Asmrel to the haughty dukedoms and thundering knights of Lyonar—or from the deadly caverns
of the Yarhoon to the sun-dappled farms of Jamandar, and from the mist-shrouded menace of Nighdal to the
hardy mining and ishing life of the Iron Isles. From the beast-roamed woods of the Haunthills to the perilous
mountains where larger, more numerous monsters prowl. From the life of an outlaw in…but my point is made:
Castlemourn offers every style of campaign play. Detailed churches await players who want to play priest
characters; Castlemourn is awash in wizard-riveting tales of old magics from before the Fall being unearthed
in ruins. Thievery and outlawry are rife, and realm after realm is arming or covertly hiring adventurers to
swing swords for them. This bright and pleasant land between the mountains is stirring; it’s a time for heroes.
How swiftly—or even if—Castlemourn slides into widespread war will be different in every campaign.
This book introduces a setting that, if general peace holds, can readily serve as a backdrop for long-term play
concentrating on court intrigue, ruins exploration, or even building a mercantile empire along the caravan
roads and from port to port along the Bay. No fantasy world should be all drawn swords, dragons toppling
castles, grimly onrushing doom, and lurking peril. It should fascinate and soothe, too, offering people and
places we want to know more about and visit. People and places we wish were real. People and places worth
ighting for.
From princes trying to regain their rightful thrones to beggars just trying to survive, and from street
peddlers to rich and ambitious would-be nobles trying to buy titles, Castlemourn holds many colorful
characters for players to meet or even become. Guide your own characters to prominence among them, and
dream your own dreams about them.
Dreams again. Yes. In an increasingly hectic real world, we all need a home for our dreams, an imaginary
world to be our refuge and playground.
So turn the page, and step into our new sandbox.
Make Castlemourn your own.
Make Castlemourn your home.
ED GREENWOOD
905477140.003.png
Zgłoś jeśli naruszono regulamin