Le royaume de Lanquar

MD : Hallacar
Règles : AD&D1 matinées de AD&D2
Univers : Gléranie (monde perso)
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Hallacar
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Messages : 14395
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Localisation : Yvelines
Version de D&D préférée : AD&D1 + UA
Univers de D&D préféré : Laelith
Race : Humain
Classe : Rôdeur
Alignement : Loyal Neutre
Dieu : ?
Mini Feuille de perso : Terres de Leyt - Eterny : Galdras
Mystarillia : Vasiliev Alsenko
Les sentiers de la gloire : MJ
L'appel de étoiles : Kyriel
Les Pierres du Destin : Elendhel
Terres de Leyt - Nejshra : Nubio Radjaka
Les Chroniques du Chaos: Enguerrand de Branaur

Le royaume de Lanquar

Message par Hallacar »

Un peu de géographie (voir carte à venir)
Le royaume de Lanquar est un royaume aux frontières mal définies du fait des terres sauvages qui l'entourent et le composent
Fondé à partir de la ville du même nom c'est un royaume vaste mais très peu peuplé.
Les populations sont concentrées dans les deux grandes villes portuaires que sont Lanquar et Port-Ker et dans la capitale religieuse Sanctuary.
Il y a des zones de peuplement le long des côtes et aussi dans la zone des mines à l'ouest du royaume.
Tout au sud du royaume vers la frontière avec la Mératanie se trouve une zone presque autonome appelée l'Althorien nom venant de la ville principale du secteur: Althor.
Climat de type continental avec au nord un climat proche de celui des pays scandinaves.
Végétation de type européen et nord européen avec de grandes forêts au Nord et à l'Ouest.

Deux grand cours d’eau parcourent le pays donnant à celui-ci deux voies de communication et des terres propices à l’agriculture. Mais bien que disposant d’une bonne auto suffisance en matière agricoles grâce aux céréales et à l’élevage, le pays est plus tourné vers la mer et le commerce maritime et la pêche.
Les Lanquariens sont des navigateurs reconnus et qui sont capables d’affronter des mers difficiles et très agitées. Dans le nord les navires sont plus petits et du type drakkar alors que vers le sud (Port Ker et Althor) on trouve des navires de type nef médiévale.

Politique, diplomatie et religion
Le système politique est la monarchie héréditaire de droit divin depuis plus de 200 ans et la création de la ville de Sanctuary alors qu’avant les terres étaient l’autorité de divers clan, tout ceci fut réunit dans les mains d’un seul roi, Harold le Saint, qui unifia en quelque sorte le royaume. Il n’y a pas de grands féodaux comme au moyen âge. Le pouvoir est assuré par le roi, son conseil et un parlement composé des représentants de trois grandes villes et de leur province et des principaux clergés.
Le roi actuel Harl fils de HaroldIII, est en fin de vie après un long règne de plus de 20 ans qualifié de règne éclairé et prospère. On attend de son fils ainé Igmar la même chose mais le peuple risque d’être déçu car ce dernier a moins de caractère que son père et risque de tomber sous l’influence de certains conseillers assez conservateurs.
La cour se tient à Sancturay, par contre le cœur économique du pays est Lanquar.

La religion est bien sur importante.
Le panthéon est le Suel Panthéon décrit dans le magazine Dragon.

Les relations diplomatiques avec les voisins sont très réduites du fait d’une certaine autonomie de ce dernier et d’un certain isolement avec des royaumes importants.
En effet à part la lointaine Meratanie au sud les autres frontières terrestres le sont avec des terres sauvages non constituées en états ou même non revendiquées. Ceci fait que le royaume ne dispose pas d’une grande armée professionnelle mais en fait chaque ville dispose de ses propres forces armées et Sanctuary dispose en plus d’une garde royale et d’une petite force assurant la sécurité des temples.
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Alignement : Loyal Neutre
Dieu : ?
Mini Feuille de perso : Terres de Leyt - Eterny : Galdras
Mystarillia : Vasiliev Alsenko
Les sentiers de la gloire : MJ
L'appel de étoiles : Kyriel
Les Pierres du Destin : Elendhel
Terres de Leyt - Nejshra : Nubio Radjaka
Les Chroniques du Chaos: Enguerrand de Branaur

Le royaume de Lanquar

Message par Hallacar »

Image

la région de Lanquar et la partie ouest des mines

Donc tout à droite dans l'estuaire la ville de Lanquar
(Inspirée par Lankhmar la carte de la ville est celle du supplément paru chez TSR)
Plus à l'ouest sur la route le ville de La Croisée qui se trouve à la jonction de la route du nord et celle de l'ouest.
Encore plus à l'ouest la petite ville de Barnacus (reprise de celle paru dans le magazine Dragon)
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Hallacar
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Messages : 14395
Inscription : Ven 4 Déc 2015 09:34
Localisation : Yvelines
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Race : Humain
Classe : Rôdeur
Alignement : Loyal Neutre
Dieu : ?
Mini Feuille de perso : Terres de Leyt - Eterny : Galdras
Mystarillia : Vasiliev Alsenko
Les sentiers de la gloire : MJ
L'appel de étoiles : Kyriel
Les Pierres du Destin : Elendhel
Terres de Leyt - Nejshra : Nubio Radjaka
Les Chroniques du Chaos: Enguerrand de Branaur

Le royaume de Lanquar

Message par Hallacar »

Liste des divinités

Beltar

Although often depicted as a haglike human female, Beltar is known to also appear as a beholder, red dragon, or marilith. Some regard the later form as a likely cause of rumors of the existence of a Suloise snake-cult.
Beltar hates nearly everything, even other deities.
Beltar was formerly a goddess of earth and mines, but was supplanted by other Suel gods (as well as nonhuman deities such as Moradin and Garl Glittergold, according to Complete Divine), until her only worshipers were nonhuman slaves. It is perhaps for this reason that Jascar is one of her greatest enemies.
Beltar will often take mates in her various forms, but few survive, as she eats them afterward, as well as any young born from such a union.

Bralm

Bralm is the Suel goddess of Insects and Industriousness. Her symbol is a giant wasp in front of an insect swarm.
Bralm's realm, known as the Hive Fortress, is in the Infernal Battlefield of Acheron, in the layer of Avalas. Bralm teaches that everyone in society has their proper position that people are obligated to master even if they don't understand their importance in the greater scheme. She instructs her followers to obey those with higher social positions and greater knowledge. She urges contentment in hard labor, and compares her followers to insects in a hive.

Dalt

Dalt is the Suel god of Portals, Doors, Enclosures, Locks, and Keys. His holy symbol is a locked door with a skeleton key beneath it. Dalt wanders the Outlands, having no permanent realm of his own. Dalt is depicted as either a white-haired old man with piercing eyes or as a young red-haired thief. Dalt is a lesser deity, almost forgotten on the world of Oerth but slowly gaining more followers.

Fortubo

Fortubo is the god of Stone, Metals, Mountains, and Guardianship.
Fortubo now favors dwarves above any other race, and has relatively few human worshippers. Fortubo's holy symbol is a warhammer with a glowing head, though any hammer will serve.

Jascar

Jascar is the Suel god of Hills and Mountains.
His holy symbol is a snow-capped mountain peak. Jascar appears as a muscular human male with a dark beard and breastplate of shining silver.
His visage is said to strike terror into the hearts of goblins and orcs. He is sometimes depicted as a pegasus or a horse. He wields a great hammer, which is the bane of all undead. Jascar is the brother of Fortubo, and a close ally of Phaulkon. He is the sworn enemy of Beltar. Jascar associates little with other gods, who see him as driven and aloof.


Kord


Kord is the Suel god of Athletics, Sports, Storms, Brawling, Strength, and Courage. His symbol is an eight-pointed star composed of spears and maces. Kord is depicted as a hugely muscular man with a red beard and long red hair. He wears a fighting girdle made from a red dragon's hide, gauntlets from a white dragon's hide, and boots from a blue dragon's hide. He wields the greatsword Kelmar in battle. Kord is sometimes depicted by his urbanized faithful as a more civilized athlete or wrestler. He is the son of Phaulkon and Syrul, and the grandson of Lendor. He is a foe of dragonkind, especially lawful evil dragons. Kord's favorite heralds are titans. His allies include eladrin and huge earth elementals. Kord is the most popular of Suel deities


Lendor

is the Suel god of Time, Tedium, Patience, and Study. His holy symbol is a crescent moon superimposed upon a full moon surrounded by stars. Though the exact number of stars varies, it is usually fourteen. Lendor is a distant deity, seeming to care little for the affairs of the world. He considers himself superior to other deities, especially his children. He has the ability to banish or undo the magic of any of his brood.

Lydia

Lydia is the Suel goddess of Music, Knowledge, and Daylight. Her holy symbol is a spray of colors from an open hand. She is depicted as a dynamic, white-haired woman with clear blue eyes. She wears a white gown trimmed in silver and gold. She is constantly surrounded by a sphere of force. Lydia interacts with many other deities, exchanging songs and information. She opposes Pholtus, feeling that others must see the light of truth without being blinded by it. Her philosophy pleases Trithereon, who similarly presses for the freedom of the individual.


Norebo


Norebo is god of Luck, Gambling, and Risks
Norebo is depicted as a human male of average height, features, and build. He can assume the forms of animals, and often does so when wishing to remain hidden. Norebo is known for his love of dice games, and his willingness to bet on nearly anything.
Norebo has been paired with nearly all of the Suel goddesses, but for the past thousand years he has been the lover of Wee Jas. Norebo harbors a strong dislike for Ralishaz, who he feels gives gambling and risk-taking a bad name. Kurell is terribly jealous of Norebo for being more popular among rogues than he is. Norebo is allied with Rudd.
Norebo is one of the most popular Suel gods, perhaps second only to Kord. His symbol is a pair of eight-sided dice.
Donations to the churches are most often in the form of lost bets, as the churches usually double as gambling houses. Those wishing to ward off thieves and assassins will often donate to the local Church of the Big Gamble.

Osprem

is the Suel goddess of Sea Voyages, Ships, and Sailors. She is often depicted as a beautiful woman in a flowing gown, or as a dolphin, barracuda, or sperm whale. In human form, she wears a ring carved from a whale's tooth, a gift from the grandfather of all whales. She is the occasional companion of Xerbo.


Phaulkon

the Suel god of Air, Wind, Clouds, Birds, and Archery. His symbol is winged human silhouette.
Phaulkon appears as a powerful winged man, clean-shaven and bare-chested.
Among the gods of the Suel, Phaulkon is regarded as second only to Kord in fighting prowess.
Though he resides on Arborea, he often visits the plane of Elemental Air.
Phaulkon is the son of Lendor, and fathered Kord upon Syrul.
He is a staunch ally of Jascar, Murlynd, Atroa, and Aerdrie Faenya.
He is very active, and dedicated to the eradication of evil.

Pholtus

Pholtus is god of Light, Resolution, Law, Order, Inflexibility, the Sun, and the Moons.
His symbol is a silvery sun with a crescent moon on the lower right quadrant.
His colors are white, silver and gold.


Phyton

Phyton is most often depicted as a tall, handsome man, slender and youthful-looking, though he can appear as any creature of the forest.
Phyton was once like most other nature deities, but now represents man's dominance over nature, which pits him and his followers against druids, other nature gods, and others who would protect the wild from mankind's depredations.
For this reason, he is a foe of Obad-Hai.
Wee Jas also bears Phyton great enmity, for his dominion over beauty.
Phyton teaches that the nature in its natural, untouched state can only be made more beautiful by the hand of mankind. Therefore, gardens, crop fields, and swamps drained for fertile soil are no less wondrous than mountains and forests. He also teaches that animals should be domesticated whenever possible, but those which prove harmful to man or his works should be destroyed.
Phyton's priests believe that man can always improve on the design of nature, be it clearing forests for agriculture, cutting roads through mountains, building dams, draining swamps, redirecting rivers, culling ugly or harmful plants, or domesticating animals. They protect farming communities and look for ways to best use the land to man's advantage. Each often chooses a region to oversee, usually one day's walk in diameter.
Prayers are often made to Phyton to ensure timely harvests and bountiful crops.
Pyremius

Pyremius is the Suel god of Assassins, Fire, Poison, and Murder. His symbol is a demonic face with ears like a bat's wings.
Pyremius is depicted as a hideous human with a bald, jermlaine-like head.
He wears large bracers of brass.
He wields a sword, the Red Light of Hades, and a whip called the Viper of Hades. Pyremius's closest allies are the goddess Syrul and the Oinoloth Mydianchlarus.
He is distrustful of all other gods; he remembers how he betrayed Ranet, the previous Suel deity of fire, and doesn't wish for the same thing to happen to him. Geshtai particularly loathes him.


Syrul

Syrul (pronounced "SIGH-rul") is described as a smelly, dirty, old hag dressed in tattered clothing. However, this is but an illusion, as her true form is nondescript. She wields Small Lie (a poisonous dagger crafted from the horn of an evil unicorn), and Harsh Truth (a rod of withering made from the crystallized soul of a gold dragon. She is often seen upon Flamedevil, her nightmare mount. Syrul is immune to all illusions and deceptions.
Though Syrul is the mother of Kord by Phaulkon, her only true divine ally is Pyremius.
She is also allied with Kurell. She has been a foe of Delleb since long before the Invoked Devastation. She has few other foes, as she is skilled at deception and flattery. She avoids associating with most members of her pantheon, however, suspecting them of hiding something from her.
Syrul teaches her forktongues to protect their knowledge by shielding it with lies. They are taught that their tongues are potentially more deadly than any blade. They alternately tell truths and lies as is convenient, and know that betraying a fool is probably the best gift they can be given.
Syrul is prayed to by those who need to warp or conceal the truth, including lawyers, hagglers, fortune-tellers, illusionists, politicians, unfaithful lovers, flatterers, and seducers. Her followers are welcome to tell the truth and keep promises if they choose, for this makes their lies all the more believable.
When they reach "name" level, the Syrul personally visits all Brotherhood assassins through a vision, granting them a vision and a blessing. It is not known if the other gods consider this a violation of their non-intervention pact, or if they even know of it.
There are rumors of an order of church-affiliated assassins specializing in disguise.
Syrul is the patron of skulks, and is rumored to have played a part in their creation.
Syrul's priests are expert liars, and often use this skill to create as much havoc as possible, be it in embassies, markets, fortune-telling booths, or courtrooms. Many of her priests work as actors, writing and performing in plays that slander the high and mighty. They are sometimes employed by leaders to misdirect foreign dignitaries and spies. Their favored weapon is the dagger.
Priests of Syrul have developed a "doublespeak" language similar to thieves' cant that allows them to have secret conversations in the open while seeming to talk about something else entirely. Syrul's followers are called "forktongues," priests of 4th level and above are "perjurers," 6th level priests are "fabulists," and 10th level priests are "equivocators." On ceremonial occasions, Syrul's clerics wear golden robes adorned with a large forked-tongue symbol. The inner lining of these robes is black or dark brown. They also carry elaborate wooden staves containing daggers concealed inside. Their holy symbols resemble forked tongues made of red metal, preferably red gold or rusted iron.
Few of Syrul's temples are in the open. Most major cities have a small shrine to Syrul somewhere in the thieves' quarter. Her temples are made of gnarled wood and tortured stone, carved with weird designs that seem to change depending on the angle from which they are seen. Unusual paintings with optical tricks hang from the walls. From the ceiling hang wooden disks with pleasant images on one side and macabre images on the other.
Syrul's forktongues hold the 11th day of each month sacred. On that day, they are forbidden from telling the exact truth about anything. Younger priests keep silent on this day, watching their elders to see how this is done. Those clerics who break this taboo are punished by having their legs broken and set wrong.

Vatun

The god of Northern Barbarians, Cold, Winter, and Arctic Beasts. His symbol is the sun setting on a snowy landscape.
Vatun appears as a massive Suel barbarian dressed in the skins of polar bears.
His beard is made of snow and ice, and his breath is a frozen fog.
He wields a mighty battleaxe called Winter's Bite, made completely of ice. Vatun's only allies are his brother, Dalt,

Wastri

Wastri appears as a human with froglike features, dressed in clothes of gray and yellow and wielding a glave-guisarme called Skewer of the Impure.
Wastri is amicable toward all human deities other than Zagyg, who once imprisoned him with eight other demigods. He despises the gods of the elves, dwarves, gnomes, and halflings. Wastri's relationship with the bullywug deity Ramenos, who also has large numbers of bullywug followers, is unknown.
Wastri is said to dwell deep in Vast Swamp, where he is served by bullywugs and warped humans in a fortress-temple called the Sacred Polystery. There, they breed frogs to look more human, and humans to look more like frogs.
Wastri's base in the Vast Swamp is called the Temple of the Prophet. It is described as a motley collection of huts surrounding a stone ruin. His servants are noted to include bullywugs, and other amphibious creatures. Wastri preaches to his followers, increasing their wrath over the iniquity of elves, dwarves, halflings, and gnomes.
Those humans who come to the Temple are dragged into the ruin and emerge months later with toadlike features and sometimes supernatural powers. "False humans" are impaled. Within a mile of the ruin, all amphibious creatures or creatures made amphibious by the ruin's power regenerate one hp per turn.
Wastri teaches his worshippers that humans are superior to all other races. Some humanoid races such as goblins, orcs, and bullywugs are fit to serve humanity as slaves; other races, like dwarves, elves, gnomes, and halflings, must be extermminated.
Wastri believes that amphibious living things are worthy of respect because of their ability to escape to water when the land is dangerous, and vice versa. The demigod admires this resourcefulness and urges his followers to emulate them by maintaining multiple refuges.
The Hopping Prophet's faith is an orderly one. His clerics stress the exaction of the rights and duties of each follower.

The Hopping Prophet's followers are often cleric/monks who leap into battle with poisoned weapons. Wastri himself is accompanied by the Immaculate Image (his monk/high priest), a group of clerics called the Greater Servants, and a pair of huge toads.
In the Sacred Polystery his cultists are divided into Hopefuls (those hoping to become clerics) and his Lesser Servants, who are clerics of various levels. Wastri's current high priest is Baranabas, who dwells within the Temple of the Prophet and guards it against intruders while his master is away.
Wastri's places of worship are dim, dark, and chill.
Wastri's ceremonies involve croaking chants, strange musical instruments, and ritual sacrifice.
Wastri is rumored to have once been a mortal human. "Wastri" had been the name of a student of Kevelli Mauk, the founder of the Scarlet Brotherhood. Mauk, with his students and slaves, was hiding in the Vast Swamp, on the run from Oeridians. The one known as Wastri and one other were thought killed when the party entered a stone ruin half-buried in the muck, and nothing was heard from either student until the demigod Wastri revealed.
The Brotherhood, disgusted by the demigod's amphibious, no-longer-human nature, privately declared him impure and never cooperated with his followers closely.

Wee Jas

Wee Jas always appears as a highly attractive human female; other than that, details of her appearance vary wildly. It has been suggested that she could appear as another humanoid race if she wanted to, and that her appearance varies by what her followers in the area would consider most attractive. Wee Jas normally wears her holy symbol as a piece of jewelry.
Wee Jas is a daughter of Lendor. She and her sibling Norebo have been romantically linked. She bears great enmity toward Phyton, for his dominion over beauty. She jealously dislikes Myhriss for her claim of dominion over love and beauty.
Among the other Suel gods, she is closest to Phaulkon and Bralm, and also considers herself an ally of Boccob, Lendor, Fortubo, and Osprem.
She considers Beltar, Dalt, her sometimes-lover Norebo, Phaulkon, Phyton, and Vatun to be her foes because of their chaotic alignment.
She is close to all lawful deities, for she favors Law above all things, and will work with deities such as Heironeous and Hextor as the need arises.
Demons and other chaotic beings generally despise her for this reason, which makes her on-again, off-again romance with Norebo that much more unusual. She can summon lawful undead or dragons to do her will.
Wee Jas is uncontested in her domains of Magic and Death. Boccob and Nerull, greater gods with which she shares the domains of magic and death, are not Suel deities; as a Suel deity, Wee Jas is more or less outside their sphere of influence. It has been suggested that this uncontested power means she will one day expand her influence, possibly to other planes.
Wee Jas thinks of herself as a steward of the dead. Though she is a relatively benign death goddess, she has no problem with undead being created - as long as they are not reanimated against their will, and their remains are procured in a lawful manner. Wee Jas is unconcerned with questions of morality; if it can be done within the confines of the law, she will allow it. Jasidan priests teach that magic is the key to all things. Jasidin are expected to show respect towards their predecessors and the departed.
Followers of Wee Jas are known as Jasidin. Wee Jas is especially popular with wizards and sorcerers, and many necromancers revere her.
As a death goddess, more people look to her for safe passage into the afterlife than harsher deities like Nerull. She is also honored by those involved with upholding and interpreting laws (judges, magistrates, justicars, etcetera), and is sometimes even revered as a love goddess.
Priests of Wee Jas, known as Karuth, wear layered full-length hooded robes of alternating gray and black. Customarily, their hoods are left hanging in the back to reveal their jewelry-adorned heads. They wear jewelry with skull and gem motifs on their arms and necks as well, and carry staves. Their favored weapon is the dagger, but they will use many weapons of the sort favored by mages.
Temples of Wee Jas are built like wizards' towers. They are decorated with beautiful art, and each contains an extensive library. Some have permanent magical fires on the tops.
Services to Wee Jas include the reverent flattery of her icons, offering of finery and gems, and magically produced fires. Most temples have extensive magical and law libraries, and all endeavor to preserve what few fragments still remain of the ancient Suel laws. Urban Arcana indicates that sororities and fraternities dedicated to her include large marble altars, used for initiating pledges, known as suitors, and possibly for blood sacrifices of animals.
• Nights of a waxing moon. On those nights, Jasidin light magical bonfires, create illusions, and offer praise and sacrifice to their goddess.
• Goddess' Blush. Jasidin gather at a temple to burn a piece of jewelry as a sacrifice to the Taker.
• Ruby Convocation. A holiday mainly for clergy and laity of high status, the Ruby Convocation is held every ten years. On this festival, modeled after an extravagant ball, contacts are made and reinforced, stories are told, and knowledge is exchanged. At the end, the guests drink wine out of a goblet with a ruby sitting in it; this is known as the Ruby Toast, and is given in thanks to the Ruby Sorceress. After the drink, the ruby is cast into a fire.
• The Arcane Well. This myth claims that Wee Jas is secretly a greater goddess, the majority of her divine power hidden in a magical well. Although this is supposedly a secret held from the greater gods themselves, mortal followers of Wee Jas all seem confident of the tale's veracity. The well is said to be somewhere within the Stern Lady's realm in Acheron, guarded by powerful servitors and at least one bound demigod. Great wizards are said to be born with a drop of power from the well granted them by the Witch Goddess.
• The Godless Dead. According to this tradition, those who don't worship any single deity with any particular devotion go to Wee Jas by default after they die. She keeps them in her realm for a time before reincarnating some of them, memories of their former lives wiped clean.
• Love is a Gamble. This is the story of the romance between Wee Jas and her lover Norebo, who was created by Lendor almost as her polar opposite. While some versions of the story hold that he seduced her, in this tale she definitely seduced him, and in the morning he escaped the Taker's grasp. She pursues him, and he runs, their love sometimes flaring bright and other times her wrath flaring just as vividly. She attempts to bind him with her laws and traditions, and he shows her how love is about risk and adventure.
Wee Jas was described as a "greater" goddess, but her status was demoted to "intermediate" has her alignment as lawful neutral with lawful evil tendencies rather than simply lawful neutral, and most sources since have followed this. she is still a greater goddess, but she hides much of her power in a mystical well in order to disguise this fact.



Xerbo


is the Suel god of the Sea, Sailing, Money, and Business.
His holy symbol is the dragon turtle.
Xerbo is depicted as a large man with matted, kelp-like hair, wearing armor made from a dragon turtle's scales. He wields a trident called Murky Deep.
Xerbo is married to the sea-goddess Osprem,
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Hallacar
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Messages : 14395
Inscription : Ven 4 Déc 2015 09:34
Localisation : Yvelines
Version de D&D préférée : AD&D1 + UA
Univers de D&D préféré : Laelith
Race : Humain
Classe : Rôdeur
Alignement : Loyal Neutre
Dieu : ?
Mini Feuille de perso : Terres de Leyt - Eterny : Galdras
Mystarillia : Vasiliev Alsenko
Les sentiers de la gloire : MJ
L'appel de étoiles : Kyriel
Les Pierres du Destin : Elendhel
Terres de Leyt - Nejshra : Nubio Radjaka
Les Chroniques du Chaos: Enguerrand de Branaur

Le royaume de Lanquar

Message par Hallacar »

Le calendrier est celui emprunté aux Royaumes oubliés

Marteau (janvier)
Alturiak (février)
Chesse ( mars )
Tarsakh (avril)
Mirtul (mai)
Kythorn (juin)
Flammerègne (juillet)
Elésias (août)
Eleint (septembre)
Marpenoth (octobre)
Uktar (novembre)
Noctur (décembre)
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Hallacar
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Messages : 14395
Inscription : Ven 4 Déc 2015 09:34
Localisation : Yvelines
Version de D&D préférée : AD&D1 + UA
Univers de D&D préféré : Laelith
Race : Humain
Classe : Rôdeur
Alignement : Loyal Neutre
Dieu : ?
Mini Feuille de perso : Terres de Leyt - Eterny : Galdras
Mystarillia : Vasiliev Alsenko
Les sentiers de la gloire : MJ
L'appel de étoiles : Kyriel
Les Pierres du Destin : Elendhel
Terres de Leyt - Nejshra : Nubio Radjaka
Les Chroniques du Chaos: Enguerrand de Branaur

Re: Le royaume de Lanquar

Message par Hallacar »

Barnacus

Barnacus située sur les rives du lac noir alimenté par la Saire et positionnée sur la route de l’Ouest.
Le lac n’est pas très vaste mais il a permis l’installation du port.
En effet la cité tire sa richesse du commerce du bois et des métaux venant de l’Ouest.
Son port fluvial est la raison de son essor.
C’est la dernière agglomération digne de ce nom mais rien à voir avec Lanquar, Sanctuary ni même La Croisée.
C’est un gros bourg d’environ 8.000 / 10.000 âmes avec des hameaux et fermes aux alentours.
Il y a deux portes d’entrée dans la ville, toute deux face à Sud-Est. Il n’y a pas de pont pour traverser la Saire à l’extérieur de la cité. En effet il faut entre dans Barnacus pour utiliser le pont le seul pont et changer de rive (soucis d’économie mais aussi pour verrouiller le trafic commercial et optimiser le péage).
La ville est ceinturée d’une enceinte de pierre de 10 mètres de haut agrémentée de nombreuses tours et tourelles rondes. Mais le port est aussi fortifié et l’île basse sert de dernier repli et de quartier général pour les forces de défense. Les constructions sont mixtes bois et pierre sans grande originalité et plutôt austères mais surtout faite pour le climat plus rude de la région.
il y a un temple avec double chapelle pour Xerbo et Osprem
il y a un second temple pour Pholtus avec deux chapelles l'une pour Fortubo et l'autre pour Jascar


La cité est dirigée par Ermond II duc de Barnacus et des terres grises (dite province d’Elcadan) depuis vingt ans. Il est aidé par un conseil des sages constitué d’un représentant des cultes, un des marchands, un des artisans, l’officier en chef de la garnison, et le représentant des bateliers et caravaniers.

Le contexte dans la ville est particulier en raison d’évènements qui commencent à semer le trouble.
Il y a eu des attaques sur la route et sur la rivière et même un vol sur les docks il y a peu.
Ermond II duc de Barnacus est sur les dents surtout depuis que des billets anonymes et des rumeurs indiquent qu’il pourrait profiter voir même commanditer ces attaques.
Mais les citoyens n'ont rien à craindre car ces attaques visent des marchandises de valeurs et les atteintes aux personnes restent marginales
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Re: Le royaume de Lanquar

Message par Hallacar »

le panthéon revu et corrigé
voir le lien
http://maraudeurs.chez.aliceadsl.fr/tem ... 20Greyhawk

DIEUX MAJEURS
Nom Origine Sexe Centres d'intérêt Algt
Beory FC f Tærre nourricière, nature, pluie N(b)
Boccob C m Magie, savoir ésotérique, prévision, non-intervention, équilibre N
Incabulos C m Fléaux, maladie, famine, cauchemars, sécheresse, catastrophes NM
Istus Bc f Destinée, divination, avenir, honnêteté N
Kord S m Exploits physiques, sport, lutte, force, courage CB
Lendor S m Panthéon Sulois, temps, ennui, patience, études LN
Nerull FC m Mort, ténèbres, meurtre, monde soutærrain NM
Pelor FC m Soleil, lumière, force, guérison NB
Procan OC m Mer, formes de vie marines, sel, climat, marins, navigation CN
Rao FC m Paix, raison, sérénité LB
Tharizdun (emprisonné) I m Ténèbres éternelles, pourrissement, entropie, savoir interdit, démence NM
Zilchus OC m Pouvoir, prestige, argent, affaires, influence LN


________________________________________DIEUX INTERMÉDIAIRES
Nom Origine Sexe Centres d'intérêt Algt
Celestian OC m Étoiles, espace, voyageurs N(B)
Ehlonna C f Forêts, bois, faune et flore, fertilité NB
Erythnul OC m Haine, jalousie, malice, panique, laideur, carnages CM(N)
Fharlanghn OC f Horizon, distance, voyage, routes N(b)
Heironeous OC m Chevalerie, justice, honneur, guerre LB
Hextor OC m Guerre, discorde, massacres, conflits, forme physique, tyrannie LM
Obad-hai FC m Nature, bois, liberté, chasse, bêtes sauvages N
Olidammara C m Musique, fêtes, vin, roublards, humour, mauvais tours (C)N
Pholtus OC m Lumière, résolution, loi, ordre, inflexibilité, soleil, lunes LN(B)
Ralishaz C m Hasard, malchance, infortune, folie CN(m)
Saint Cuthbert C m Bon sens, sagesse, zèle, honnêteté, vérité, discipline LB(N)
Trithereon C m Individualisme, liberté, vengeance, autodéfense CB
Ulaa IC f Collines, montagnes, pierres précieuses LB
Wee jas S f Magie, mort, vanité, loi LN(m)

________________________________________DIEUX MINEURS
Nom Origine Sexe Centres d'intérêt Algt
Allitur Fc m Éthique, bienséance LB(N)
Atroa Oc f Printemps, vent de l'est, renouveau NB
Beltar S f Méchanceté, cavernes, fosses CM(N)
Bereï Fc f Foyer, famille, agriculture NB
Bleredd C m Métaux, mines, forgerons N
Bralm Sc f Insectes, application (L)N
Cyndor C m Temps, infinité, continuité LN
Dalt S m Portails, portes, enclos, serrures, clefs CB
Delleb O m Raison, intellect, études LB
Fortubo S m Pierre, métaux, montagnes, gardiens LB(N)
Geshtaï Bc f Lacs, cours d'eau, puits, torrents N
Jascar S m Collines, montagnes LB
Joramy C f Feu, volcans, colère, courroux, querelles N(B)
Kurell O m Jalousie, vengeance, vol CN
Lirr C f Prose, poésie, littérature, art CB
Llerg S m Bêtes sauvages, force CN
Lydia S f Musique, connaissance, lumière du jour NB
Myhriss C f Amour, idylles, beauté NB
Norebo S m Chance, jeu, risques CN
Osprem S f Périples maritimes, navires, marins LN
Phaulkon S m Air, vent, nuages, oiseaux, tir à l'arc CB
Phyton S m Nature, beauté naturelle, agriculture CB
Pyremius S m Feu, poison, meurtre NM
Raxivort H m Xvarts, rats, rats-garous CM
Sotillon Oc f Été, vent du sud, aide, confort CB(N)
Syrul S f Mensonges, fourberie, traîtrise NM(L)
Telchur Oc m Hiver, froid, vent du nord CN
Vatun (emprisonné) S m Barbares du nord, froid, hiver, bêtes arctiques CN
Velnius O m Ciel, climat N(B)
Wenta Oc f Automne, vent de l'ouest, récoltes, brassage CB
Xan Yae BC f Crépuscule, ombres, furtivité, puissance de l'esprit N
Xerbo Sc m Mer, navigation, argent, affaires N
Zodal FC m Pitié, espoir, bienveillance NB

________________________________________DEMI-DIEUX
Nom Origine Sexe Centres d'intérêt Algt
Al'Akbar B m Gardiens, fidélité, devoir LB
Iuz IC m Fourberie, souffrance, oppression, mal CM
Mayaheine IC f Protection, justice, valeur LB
Merikka O f Agriculture, élevage, foyer LB
Rudd OC f Hasard, chance, maîtrise CN(B)
Vecna (emprisonné) I m Secrets maléfiques ou destructeurs CM
Wastri I m Créatures amphibies, sectarisme, aveuglement LN(M)
Ye'Cind E m Musique, chansons magiques CB
Zagyg IC m Humour, excentricité, savoir occulte, inattendu CN(B)
Zuoken Bc m Maîtrise physique et mentale N

________________________________________HÉROS DIVINS
Nom Origine Sexe Centres d'intérêt Algt
Daern OC f Défense, fortifications LN
Johydée OC f Fourberie, espionnage, protection NB
Kélanen IC m Épées, escrime, équilibre N
Keoghtom IC m Héroïsme extraplanaire NB
Kyuss I m Création et contrôle des morts-vivants NM
Murlynd OC m Technologie magique LB
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Terres de Leyt - Nejshra : Nubio Radjaka
Les Chroniques du Chaos: Enguerrand de Branaur

Re: Le royaume de Lanquar

Message par Hallacar »

Lanquar la cité commerciale mais aussi dangereuse

En effet cette ville (les plans sont ceux de la célèbre citée de Lankhmar tirée des romans bien connus) a le triste privilège d'être la seule
où le crime est organisé et codifié par une guilde qui étend de plus en plus ses activités et son pouvoir.
Face à cela les forces de sécurité sont souvent impuissantes.
Même si la Guilde a compris qu'il ne faut pas tuer la poule aux oeufs d'or et étant trop gourmand elle reste un adversaire dangereux et un soucis permanent pour les notables et la ville et donc la "police".

Les forces armées sont de trois types.
L'armée proprement dite qui n'intervient pas sur les affaires dites civiles et la sécurité publique sauf émeutes.
La Milice, en uniforme, qui gère l'espace publique et la tranquillité publique.
De valeurs très variable ses effectifs sont répartis par quartiers (10 + la citadelle).
Il y a un "commissariat " et un effectif permanent d'une trentaine d'hommes ce qui fait une dizaine d'agents en uniforme sur le terrain à chaque instant.
Mais comme la milice a ses limites, il y a quelques décennies il fut envisagé de créer un autre service qui ne soit pas localisé mais spécialisé.
Une police judiciaire qui maintenant comprend plusieurs sections
Les moeurs qui gère les questions de prostitutions, les jeux, spectacle et les stupéfiants
La criminelle qui gère les meurtres
et enfin le 36 qui gère les atteintes aux biens (enfin surtout ceux des riches et des commerçants.

Llerem est affecté au 36.
Verrouillé

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