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Trades | Weapons | Armor | Class Roles | Climate and environment | Ecology

Common Trades; (available for proffession) Scribe, guard(like soldier), hunter, barhand, stablemaster, Carpenter, Stonemason, blacksmith, weaponsmith, armorsmith(rare), tanner, cobbler, bookbinder, historian(rare), farmer, herder, porter, and miner. Other trades may exist.

Weapons:
Axe: The axe was considered a tool, not a weapon before the Dread War. Battleaxes and war-axes are manufactured.
Bow: Bows were the ranged weapons of West End. While they did not see much use in Redkeep, Sir Rensin's knights were profficient in the bow.
Broadsword: A longsword (here) is called a Broadsword. It has a long one sided blade,slightly curved at the tip, and a wrapped basket hilt. Broadswords must be left at home during social occasions and in drinking/eating establishments. Use the stats for longsword in the PHB
Club(cudgel): With it's beautious construction by Elven smiths this has become the most common weapon in West End. It is never considered rude to have a cudgel hanging from one's belt, and wealthier citizens have more decorated cudgels. The cudgel is one of the only two weapons considered appropriate for duels.
Crossbow: While plans exist in town so that these could be manufactured, only one is rumored to exist in civilian hands.
Dagger: Everyone owns at least one dagger, and it sees use in cutting, eating and general tasks at least twice a day. An idiom has developed for doing something silly or foolish "forgetting his dagger".
Greataxe: Some of sir Rensin's oldest knights may remember seeing one of these weapons long ago, but only in legend.
Greatsword: Exactly two of these currently exist in the village, both owned by Sir Rensin. They are loaned out once a month to train anyone wishing to learn their use, but it is generally considered an impractical and cumbersome weapon.
Falchion: This sword did not exist in West End before the dread war. It is now used by members of the toirtose clan. To anyone not of Berezin upbringing this is considered an exotic weapon.
Flail: This is for the most part thought of as a farming implement. Anyone using the flail as a weapon would be truly unique.
Lance: While jousting is almost unknown in West End, some of Sir Rensin's knights own an old lance from their time in Dimhold.
Mace: The mace is no longer used as a weapon. There are about 30 light maces and 15 heavy maces sitting in the village armory gathering dust. While it would not be considered wrong to use a mace, it is almost never seen.
Morningstar: This weapon is considered an exotic weapon to anyone but an Elf. They can be made, but there are only a few in town, all owned by Elves.
Pick: Thought of as a mining tool, no one would use it as a weapon.
Polearms: Every militiaman is trained to use a pike in formation. If the town was ever attacked in mass, pikemen would be vital for its defense. A few glaives, Guisarmes, Lucern Hammers, and Halbreds exists, and town guard are trained on them when time allows. Occasionally guards will be seen carrying a pole arm, but usually at official occasions, or as pennance.
Quarterstaff: Always one of the most functional weapons, these are finely constructed by Elves and always decorated. One of the only two weapons appropriate for dueling.
Rapier: This weapon does not exist as it has no practical application.
Scimitar: This sword did not exist in West End before the dread war. It is now used by members of the toirtose clan. To anyone not of Berezin upbringing it is considered a martial weapon.
Sickle/sythe: These are gardening implements, not weapons.
Short sword: A short sword is carried only slightly less commonly then a dagger. Useful in a variety of ways.
Smallsword: Despite the name, this out-of-fashion sword is the same size as a longsword. It has a double edged blade and a simple crossbar at the hilt. It is a straight blade. Use the statistics for longsword in the PHB.
Sling: A common ranged weapon for collecting game or for target games. All but the most battle seasoned warriors consider this a toy.
Spear: A formidable weapon with many practical applications, this became a famous weapon with the formation of the Company of the Red Spear.
Warhammer: As impractical as a mace for normal use, many of these are locked in the armory collecting dust. Some clerics of Sif keep one at home for its beauty, often decorating them with golden holy symbols. As Finder's favored weapon, clerics of Finder typically carry a Warhammer or Mace (like Ben).
Whip: Whips in West End are only used for keeping animals in line.

Armor:
Leather/studded leather: These forms of armor are common. Every male above puberty is issued a set of either leather or studded leather armor, and taught the basics of using it. The penalty for wearing leather armor while not profficient is halved for any but Elves.
Hide: With the Elven migration, Hide armor has become popular. Made primarily from pigmi elephant skin, this armor adds cumbersome protection. Elves wearing hide armor while not profficient suffer only half the normal penalty.
Chainshirt: This is the official "uniform" of town guardsman. Every man in the militia owns a set in addition to his leather. It is considered impolite to wear heavier than leather armor around town when not guarding or on important business.
Breastplate: Some of the men-at-arms who came with Sir Rensin brought breastplates with them. This is the official uniform of his personal Guards.
Chainmail: Others of Sir Gregory's men-at-arms possessed chainmail armor. It has come to be known as archer's armor, as Sir Gregory's army archers wore this armor. it is not often seen however.
Scalemail: This is the armor of the Dwarves. It is believed this armor was originally conceived by a Dwarf, and all militant Dwarves are trained in its use. A human wearing it would be seen like a man wearing a dress.
Plate mail: Called "Plate and mail", Sir Rensin and a few of his knights own a suit of Plate mail.
Additional Suits of Plate-and-mail have been manufactured and are worn by anyone who aquires the title Knight.
Full Plate: Knights of the realm may know of this armor, but there exists no suit of it in West End.
Shields: All forms of shields are known of and used.

Class roles:
Alchemists: With West Ends ostrization from any society, the constant need for new ideas is pressing. Alchemists fill that need, by researching new ideas, and achieving breakthroughs of science. Generally respected if misunderstood.
Barbarian: The only Barbarians left are Elves. Civilization has doomed this class to eventual extinction. Despite this some Elves continue some of their nomadic traditions. Most of these serve as hunters.
Bard: Entertainers and musicians are always welcome. Bards also serve as storytellers, loremasters and even councellors. This is a leftover of the boomtown days of old, but one which every community needs. Bards are also the only people who can get away with prostitution, considered "escorts".
Cleric(Charleton): Members of the Temple of the all-father, these priests tend to the needs of the people just as the others do. Charletons are more in touch with feelings and emotions than True clerics, though their knowledge of Dogma and church history is limited. The first Temple of the all-father are the ones feeding the poor and tending to the terminally ill or injured. With the division that occured when the church of Finder came about, the church of the All-father were left shattered. The remnants are a mostly philosophical humanitarian sect.
Cleric(True): Members of the Temple of Ansa, Damia and Kinden consider themselves to be the word of their Gods in action. They hold religious holidays, teach classes in dogma, perform miracles, bless fields, crops and hunting parties.
Druid: There was a druid in West End, a mysterious man who walked out of the forest one day. Disgusted with the focus on Wolf iron, he walked from town 33 years ago. There are rumors to this day reporting his appearance around town, however.
Fighter: This is one of the most common classes in West End, thought it is mostly training and practice skirmishes.
Monk: There are no monks in West End, but their are monks among the Berezin people.
Paladins: Always of the Church of Damia, Paladins are the guards, escorts and heavy lifters of the church. They are respected for their skill at arms, and tend to hold an honour guard position at ceremonies.
Rangers: The hunters, gatherers and herders of West End, Rangers are a vital part of everyday life. Rangers bring back food, pelts, wood, stone, and even things for Alchemists. Shelter and assistance are almost always granted a Ranger who needs it.
Rogues: The word rogue has become the same as Scout. While theft is a dire crime in a community that has little, Rogues focus on other skills, such as snaremaking, locksmithing, pathfinding, exploring and even some entertaining. There are no non-rogue locksmiths or snaremakers, as these are all guilded and taught from a young age. One usually accompanies a group of rangers entering a new area.
Wizards: The practitioners of the arcane. There are not many wizards in West End. The ones that exist have their hands full with requests for magical assistance. There are no necromancers.
Sorcerors: While there are no sorcerors in West End (that are known about), a player could play a sorceror.

Environment and Climate:
West end, climate wise can most easily be compared by Americans to Boston. The winters are bitter cold, with a regular snowfall. Snowshoes and skiis are both viable means of locomotion during snowfall. The summers do get hot, but a day with a temperature higher than 90 degrees F is rare and memorable. Work in the winter goes on largely unchecked. The temperature in caves is always the same, so miners have little difficulty with actual digging, only transporting the ore to and from town becomes difficulty. Those with a non-winter career such as farming spend half the winter repairing tools and work areas, and the other half usually with a second career, such as carpentry, smithing, ore sorting, smelting, cooking, cleaning, teaching or bricklaying (in eary or late winter).
West end itself fills almost the entire crescent of the mountains. The town itself is only roughly a mile wide, but the farmlands and herdlands spread out to the entire crescent. The crescent, at widest is only 5 miles wide. Gaurd towers stand at points every mile across the mouth of the crescent and both ends. One guard (with his wife if available) will live in each tower, in the house attatched. If needed, each tower can house up to 20 soldiers for short periods (provisions for more than 3 are never kept there). The crescent mountains, at widest are 20 miles, making traversing them extremely difficult for all but the most talented mountaineers. The mountains host no native creatures and no game, so provisions must be taken if someone wishes to go into the mountains. There are foothills approximately 3 miles from the mountains in every direction, then forest. To the West along the old trail, the forest was hacked fairly thin, and has barely regrown. The east and the south are only vaguely explored.

Ecology:
All manner of Flora and Fauna exist in the areas surrounding West End.
Rowl: These common animals were found in the forest of West End and almost immediately became domesticated. With their birdlike beak and their feline features, Rowls became excellent at controlling the field mice population in town.
Death Birds
Deathbirds: These large black scavengers sit in trees surrounding dead animals, or where animals are known to die often. They seem to be able to see perfectly in the dark. Their cries are monotone, but each bird has a different complimentary tone. When a pack of them converse in a wood it can sound like a somber monestary of chanting.
Pygmy Elephants
Elephant, Pygmy: These Elephants roam the forests to the West of the Crescent. Standing about 7 feet tall and weighing up to 1000 lbs, these are easily one of the most dangerous animals in the forests. Thank the Goddesses they are herbovors.
Mirecats Mirecats: These strange felines are pack hunters that roam the southern woods. About the size of a mountain lion, Meercats are best known for their ability to immitate human sounds. While they cannot form actual words, they can immitate crying, screaming or muffled conversation. They rarely attack humans, but will occasionaly attack a lone child, elderly person, or someone wounded and alone.
Woodlings Woodlings: The Woodlings were first seen by the residents of Red Keep deep in the forest west of there. They resemble trees, but walk, talk and fight like men. They can be destroyed, but seem especially resistant to blunt and piercing weapons. They forged some kind of alliance with the forces of Shadow and darkness during the dread war, but when the plains were split the alliance ended. The Woodlings are now scattered and broken, but are still sometimes encountered.
Darlkings Darklings: The dreaded race that started the dread war, darklings resemble dark skinned Elves. They use weapons made of fear, and can dissappear and reappear within shadows. When slain, the Darklings formerly returned to the plane of Shadow. It is unknown what happens to them when they are slain post-Dread war. Weapons of Titanium are deadly to them.



Trades | Weapons | Armor | Class Roles | Climate and environment | Ecology
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Optional Rules found here are modifications to the SRD as allowed under the Wizards of the Coast Open Gaming Lisence .