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Fell



The Fell

The Fell is a seemingly endless highland expanse covered in fallow fields, twisted woods, and putrid moors, with a dormant volcano rising from its heart. Cairns and barrows dot the frigid landscape—memorials to heroes long dead and a time forgotten. Seldom trodden paths snake and shift through the Fell, connecting silent villages and desolate towns, and leading down to the coast, beyond which lies the misty expanse of the sea.

Locations

The Island of Eilvalor

The Fell and the Island of Eilvalor are one and the same. The entirety of the island makes up the Duchy of Fellweald, though the duchess's rule is weaker in parts far flung.

The Duchy of Fellweald

The king is dead and has been for a century. The duchess, Lady Gwendolen Fellweald, rules the land from her seat before the empty throne in Castle Fell at the foot of the Agermount. She has appointed barons to govern the far reaches of the Fell and to collect taxes on her behalf.

The Barony of Rotherbourne

Baron Rotherbourne governs to the west of Castle Fell from his seat in the Rotkeep.

The Wealdwood

The Wealdwood is a dark, twisted, Magical Forest that dominates the Barony of Rotherbourne. It is home to many dangerous creatures that have been known to attack travelers who stray too far from the path. The borders between the faërie, daemon, and mortal realms are thin here, leading to occasional encounters with magical beings.

The Barony of TKTK

TKTK

The Barrowfields

These cold, dry fields stretch from the southernmost reaches of the Barony of Rotherbourne, extend down into the Barony of TKTK, and terminate at the coastal cliffs—the very edge of the Dutchy of Fellweald. As their name suggests, the Barrowfields are covered in ancient burrial mounds. Many believe that within some of these tombs lie secret passages into the Mythic Underworld.

People

Duchess Gwendolen Fellweald

Baron Rotherbourne

Baron TKTK

His Holiness, the Bishop TKTK

Beliefs

Religion

The Church of All-Saints is the official church of the Fell. Chapels to various saints are scattered about the land. In actuality, many in the Fell—especially the peasantry—practice various local religions, centered around faërie-beings or daemon-beings. The Church strongly discourages these practices, both through its teachings and through force via its inquisitors.

Holy Days

The full moon of each month falls on the holy day of the month's given Apostle of the First-Saint. Other All-Saint Days are scattered throughout each month, falling on the day of the week that best aligns with the Tenants of the All-Saints they were most known for.

Time

It is important to track the passage of time throughout the course of a campaign.

Given the sporadic nature of the seasons in the Fell, the best way to mark their passage is to align them with the real life season you're playing during. That way, depending on how in-game time is passing, seasons can last a few weeks or a few years.

Days

A day in the Fell lasts twenty-four hours.

Weeks

A regular week has seven days. Each day of the week represents one of the Seven Tenants of the All-Saints.

Months

A month has twenty-eight days, always starts on the first day of the week, and begins with the new moon. Each month represents one of the Twelve Apostles of the First-Saint.

Years

A year has twelve months plus a few moon days.

Moon Hours and Days

A few times a year, a day has an extra hour called a "moon hour". (This is a misnomer, as the extra hour is used to bring the day back in line with the rising and setting of the sun, and has nothing to do with the moon.)

Occasional "moon days" appear between months to bring the months back in line with the cycle of the moon.

Seasons

Seasons are sporadic and unpredictable, sometimes lasting days, other times lasting years or even decades. There are three factors that dictate the changing of the seasons: the orbit and tilt of the planet, the volcanic activity of the Augermount, and the severity of the yearly meteor shower (how many impact the planet and how much dust is thrown up into the atmosphere). These seasonal factors seem shrouded in mystery to the regular denizens of the Fell. Even to the most learned, they are only loosely grasped.

Travel

Travel in a Day

There are four watches in a day. Each watch lasts six hours. PCs can travel for two watches each day, requiring one hour of rest each watch.

Forced March

PCs can skip rest hours or march for additional watches, but doing so gives them a level of fatigue. This fatigue stacks. Removing fatigue requires a full night's rest for each level of fatigue.

Rates of Travel

Getting Lost

An INT test is required when attempting to move into a new hex during travel. On a failure, the PCs have gone astray. If the highest die resulted is a 3, they've veered one hex to the left or right; a 2, two hexes; a 1, three hexes or they've accidentally backtracked.

No roll is required if the PCs are following a road or known trail, coastline, river, or treeline.

Weather

Random Weather Generator

Start at 10 (or roll d20).

Roll d8 - d6. Count up on a positive result; down on a negative. Roll d20 on doubles.

Continue from 5 when going beyond 1; Continue from 10 when going beyond 20.

  1. Extreme
  2. Terrible
  3. Terrible
  4. Terrible
  5. Bad
  6. Bad
  7. Bad
  8. Bad
  9. Bad
  10. Fair
  11. Fair
  12. Fair
  13. Fair
  14. Fair
  15. Fair
  16. Good
  17. Good
  18. Good
  19. Good
  20. Good
  21. Good

Summer

The average temperature in the summer is seventy-five degrees.

Bad, terrible, and extreme weather all cause a worsening penalty to travel.

After each week of good weather, increase the average temperature by five degrees. After a month, it's a drought. Water becomes scarce.

After each week of precipitation, decrease the average temperature by five degrees. After a month of such, use spring.

Reset to summer once doubles are rolled.

Fall

The average temperature in the fall is fifty degrees.

Bad, terrible, and extreme weather all cause a worsening penalty to travel.

After each week of precipitation, reduces the average temperature by five degrees. After a month of such, use winter.

After each week of sunshine, increase the average temperature by five degrees. After a month of such, use summer.

Reset to Fall once doubles are rolled.

Winter

The average temperature in the winter is twenty-five degrees.

Fair, bad, terrible, and extreme weather all cause a worsening penalty to travel.

After each week of sunshine, increases the temperature by five degrees. After a month of such, use spring.

After each week of precipitation, reduces the average temperature by five degrees. After a month of such, travel becomes all but impossible.

Reset to winter once doubles are rolled.

Spring

The average temperature in the spring is fifty degrees.

Bad, terrible, and extreme weather all cause a worsening penalty to travel.

After each week of sunshine, increases the temperature by five degrees. After a month of such, use summer.

After each week of precipitation, reduces the average temperature by five degrees. After a month of such, use winter.

Reset to spring once doubles are rolled.