WELCOME TO THE DUCHY  OF CLEARWATER

 

 

 

 

 

 

= Geography =
= Calendar =

= Languages =

 

= Downloads =

 

= Email me =

 

= BACK =

 

 



 



History of Duchy of Clearwater areas

 Archaic & Ancient Periods

 

-35,500: Prehistory

A large meteorite falls and lands in the middle of the Devil’s bog creating a small crater of what becomes a lake. On the outside of the swamp in the hills, are scattered spots of meteoric iron, and a larger deposit can be found underneath the mud and muck of the lake.

 

-15,430 to –12,500: Ice Age

First Human, Gnomish and Elvish migrations into region, areas area wild as humans (Cro-Magnon) is on the verge of becoming „modern man“, but still is considered „cave-man“. Clans of 20 to 30 are very nomadic hunter-gatherers and extremely xenophobic. ”Prehistoric“ Ice-Age beats still roam the plains and forests, stone tools are latest technology, and the Elves are speaking a very primitive version of Qenya. Migrant peoples run into indigenous Kobold clans and Lizard folk clans in the swamps and forests. Sporadic raids for food and territory starts.

Nearly all the gnomes inhabit caves systems in the hills, a few venture out into the woods to live secretly amognst the Elves and Fey.

*Note: characters from this time all include the ’Brute’ template

*Note: characters can be Shamans and Barbarians, normally only 1 shaman per clan of 2d20 people

*note: Prestige classes allowed are Primalist, Berserker and Beast Master. All are Barbarian PrC’

 

-14800

Cave dweling were common, even amongst the elves, cave painting takes shape and has deep spiritual meaning. Most motifs deal with ’The Hunt’, or Fertility. Shamans worshipping primitive animal totems, no real religion, but racial gods and goddesses are starting to be seen amongst the elves & gnomes. Orisons and Cantrips are mainly the spells or spell-effects seen. Most healing is of herbal and non-magical means.Most age twice as fast due to the hard nature of life, Humans generally die at 35, while Gnomes and Elves life to only a few hundred years.

 

-13,500

Clovis points for stone tools are the latest fashion in stone age tools and weaponry. Stone weapons from this time are considered to be high quality and formidable, Bone and chiton are also used for tools, Leather and rarely hide is used as an armor, mostly, it is used for huts or to cover floors. Division of labor is set as women take care of the cooking, cleaning, and children, while the men hunt, and make sure nobdy in the clan starves or goes hungry. Leadership is thru the elderly, as they are seen as wise and knowledgeable on how to lead the clan. Most groups follow the herds north during the late fall into the forests, and south during the Spring into the plains as the grasses grow tall and lush. Elves generally stay with in thier woods and hunt small forest game, and are more vegetarians than the humans. Gnomes stay to thier cave systems, and use fungi and mosses as food as well, also as herbal remedies. Gnomes are also more vegetarian than humans.

 

-12500

”End of the Ice Age“ as the weather got warmer, and the ice fields high in the mountains dissapeared, leaving a rocky generally barren landscape perfectly suitable for gnomes and Kobolds looking for cavern homes. Gnomes and Kobolds become miners as ”pretty rocks“ are found and hoarded. Shamans use the gems as spell storage items, or as part of magic items live rods, or staves. Elves start to make ”honey leather“. Armor such as Leather or hide is very rarely seen, The hide armo is generally taken from Giant Sloth, Mammoth, or Wooly Rhino. Major creatuires to cause problems are Sabre-Tooth cats, Cave Bears, and Dire Wolves

 

-7,500 to –4,500: Post Ice Age

”Modern man“ shows up as most of the Ice age wildlife is gone, only game in the deep forests, and in the Great Grey Plains where Mammoths still show up. The humans stay away from the Lake and Swamp due to the ”Beasts“ and so the humans live along the coast and use small scale fishing. Elves are speaking Qenya, and shamanistic sorcerers and primitive religious rites begin. The Elves find the Fey who happen to be both good and evil in the forests, the Elves are, and stay very primitive and are considered Wild Elves due to the ties to the forests and are very territorial. The wars with the Kobolds begin, as the Lizardfolk stay in the swamps and are left alone by the Elves and Fey. Technology is late stone age.

*note: Most races are now considered  (normal), although the barbarians in the Great Grey Plains are to still have the ’Brute Template’

*note: Classes allowable are the Druid, Bard & Sorcerer (for elves only), including those earlier mentioned.

*note: Prestige classes allowed are the Elven Shaman, Elven Minstrel, Fey Speaker, Fey Harpist and the Lindorn, an elvish druidic PrC, and those earlier mentioned

 

-6,500

First signs of structured rituals by the humans, while small shamanistic clans still nomadic hunter-gatherers still exist. Elvish magic is beginning path to more solid forms, Rune magic and power words begin, as a true study of magic begins, Most items are wood based rods and staves, using animal totems... the bear and owl being popular totems. The Elf-Kobold wars subside a bit, as the Elves solidify thier northern holdings, and the Kobolds are forced to the south, where the Kobolds find the Gnomes, More territorial wars happen between those two races almost immediately.

 

-5,600

Magic helps the Elves in thier fight against the Kobolds. Larger clans of mabey 30 or more elves have a ”witch-doctor“, which has the abilities of a primitive sorcerer, these spell casters are feared due to thier abillity to go beyond the spirit realm, and the cave paintings. Those clans with sorcerers are powerful and feared, as the larger clans are able to have a ”Healer“ and a ”witch-doctor“. Gnomes are starting to learn how to cut and shape gems, still very crudely due to the lack of proper tools.

 

-5,000

Elvish magic starts to get noticed by others, namely humans and gnomes. The other races start to copy elvish magic, but are unsuccessful. Gnomes strive to understand magic for defense, while the humans try for understanding the world around them. Magic gets more refined as wording, phrases and movement become more exacting and precise. The term ”Elvish High Magic“ is used to describe the power of the elves over the art. The start of stable settlements as people become more set along thier trade routes to other clans, and alonf river/creeks for fishing and other resources..

 

-4,500 to –3,250 Copper Age

Small scale agriculture starts, and tiny bits of copper are found and purified. The Copper Age begins. Magic is studied and forms turn to elemental magic as theories of the 4 prime elements start. Water and Earth are popular in the area. Tiny earthen ”fortifications“ for leaders guts or to protect the local Shaman/witchdoctor/Healer. Metal is extremely rare, and so stone & bone is still widely used, only the very rich like clan leaders could afford a metal tool or metal ”jewelry“. Clearwater is rumored to have started at this time, although no digs have been done to prove anything. The Ice-Age animals are all but extinct as they are all hunted out. Small scale records as far as tracking the stars and seasons begins.

 

Druids are rumored to start the ”circle of time“, a stone monolith north of Clearwater to record the seasons for planting, and astronomical calculations. Agriculture becomes more organized as druids form a relgious based magic, and the shamanistic based magic fades out. The clan ”witchdoctor“ is more like a sorcerer, as the druids take over the healing aspects. At this time the Goddesses Melikki, and Breeka are worshipped in very informal ways, and relgious thought has not started to be developed yet. Rumors of the origins of the religion are clouded, since a few Elves also worship Melikki and are found to ride on Unicorns. The Elvish, Kobold, and Gnome religions are all primitive, as their racial Gods are seen in tiny forest or underground shrines. Tiny fortifications are seen as small wood walls around settlements. Fey are known to find grapes suitable for beverages, a very crude form of Fey wine exists.

 

*note: Brute template is no longer an option

*note: Classes allowed: Commoner, Mariner, Warrior, Professional, Expert for NPC’s. Archer, Wizard & Ranger (Elves only), Geomancer (Gnomes only) including those mentioned before

*note: Prestige classes allowed: Pathfinder(Ranger PrC), Firemage & Solonor’s Bowhunter(Elf only). Archdruid, Master Sorcerer including those allowed before.

*note: The other races begin to use Druids and sorcerers as well

 

04458 BC     Assassination of Tribal chief Khleemorg by rival chief Ghmeg.

04381 BC     Death of Ghmeg’s son in Battle.

04348 BC     Regional Unrest – pack of hungry wolves coming from the north from the Bramble Woods.

04310 BC     Sabotage of the copper mine north of Clearwater.

04260 BC     Fighting between priests of Breeka and Obad Hai, over farms and forest use.

04230 BC     Epidemic/Disease - Infection Rate = 51% - 60% Mortality Rate = 40% - 49%.

04148 BC     Death of the hero Ghili by Assassination.

04147 BC     Natural Disaster - Mine Cave-in at a local copper mine, stops production for a few months.

04070 BC     Death of a son from the Chief’s family by Assassination.

04042 BC     Attacked by a group of Peasant Raiders, known as the shadow feet.

04023 BC     Invasion of the smaller Mengl tribe, Clearwater gains land north and east into the hills.

03927 BC     Fighting between Breeka and Obad Hai priests again over land use.

03891 BC     Attacked by Raiders sponsored by Obad Hai to counter the growing power of Breekan priests.

03818 BC     Disgrace of the Obad Hai priesthood for corruption and treason.

03775 BC     Death of the Chief Nhelic by Magic, Priests of Obad Hai is suspected.

03770 BC     Regional Unrest - Peasant Uprising.

03743 BC     Military Campaign Launched – Clearwater take territory north along the coast.

03718 BC     Attacked by Raiders who are sponsored by those who want peace with the tribe at Minaia.

03622 BC     Overthrow of Government. Clearwater is burned to the ground in the chaos.

03522 BC     Toppling of the Major Noble House of Ghynart, allies to the Chief 100 years earlier.

03425 BC     Death of the last Major Noble from Ghynart clan, which then becomes a minor house.

03413 BC     Assassination attempt of Rheeli, the ”Captain of the Guard“ by the miner’s guild.

03365 BC     Fighting between priests of Melikki and Tharzidun.

03283 BC     Assassination attempt of the High Prist of Melikki by her enemy, Priest Jylher.

 

-3250 to –1500 Bronze Age

Era of the First King. Bronze Age begins. This time period, Patriarchal systems based on a God-King or a ”Divine right to rule“ is established in the Duchy as Ian the Hurried sets out to secure his place in history, As local leader of the village of Clearwater, he sets out to conquer and hold several villages around his lands. He controls the Western Highlands, but the Lake and South Coast areas are still under the old matriarchal ways and are independant. The Elves and Gnomes begin a long set of alliances to solidify thier fight against the Kobolds, who are seen by them as just ”bandits out for revenge“. Ian has some difficulties with the druids due to the worship of goddesses. Due to that friction, the institutuion of priests and a set of matriarchal gods begins to form. A bronze like metal is beginning to be used for tools, and in fact amongst some circles, the wealthy in particular, as money.

*note: Classes alllowed: Priest, Fighter, Noble (All), Illutionist (Gnome & Fey only), Enchantress (Fey & Elf only) including those mentioned above.

*note: Prestige Classes allowed: Elven Bow Master, Elven warrior Poet (Elf only), Master of Staves, Forest Keeper, Shadow, Inquisitor, Elder Bard, Charmer (All), Gnome PrC’s (Gnome only), Kobold PrC’s (Kobold only) including those mentioned above

*note: All base classes mentioned above (Pre-Bronze age) can be used by any race.

 

-3240

Death of Ian. Time of Chaos. The death was seen as a recenge strike by the druids who saw thier power waning in favor of a controlled, structural religion. Ians ”Empire“ fell as squabbling lords and leaders vie for power. Elves are banned from the Western Highlands as are Gnomes due to the ”strange“ gods, as the priests of the new gods try to keep what power they can and slowly grow. Political manipulation and scheming slowly become normal in Clearwater as the village is growing and becoming a center for trade with the ”Eastern Kingdoms“ on the far side of the Grey Mountains. Due to the political climate, Enchantment and Illution magic and charms become popular. The old Shaman based magic is now nearly extinct as a structured wizardly magic becomes seen.

 

03236 BC     Death of the Priest of Breeka by falling down a flight of stairs.

03228 BC     Toppling of the Major House of Teekha, allies to the priests of Obad Hai.

03211 BC     Death of the Head of Teekha clan by Assassination. Clan has disappeared.

03190 BC     Military Campaign Launched – Clearwater attacks Olgeesh Tribe and conquers them.

03153 BC     Invasion – Allies of the Olgeesh tribe, several clans of wild elves invade and pillage the area.

03131 BC     Death of the elvish clan leader who led the invasion 20 years before by Assassination.

03101 BC     Epidemic/Disease - Infection Rate = 21% - 30% Mortality Rate = 90% - 99%.

03078 BC     Peace Treaty Broken. Clearwater attacks northward to Minaia.

03030 BC     Death of the hero known as the Fisher Lord by magic. Elves are suspected.

03011 BC     Military Campaign Launched – Minaia allied with remnants of Olgeesh attack Clearwater.

02989 BC     Military Campaign Launched – attacks continue as Minaia take land back, secures borders.

02987 BC     Peace Treaty Signed. Clearwater sues for peace.

02940 BC     Assassination attempt of the head of merchant’s guild by a member of the guild.

02937 BC     Food Production Tech. Better storage techniques to keep food stored thru the winter.

02899 BC     Assassination attempt of the Priest of Tharzidun by a Lesser Noble.

02874 BC     Settlement Treaty Signed. Minaia, and Clearwater border solidify. Olgeesh is ignored.

02826 BC     Death of the hero known as Quick bow from old age.

02809 BC     Epidemic/Disease - Infection Rate = 61% - 70% Mortality Rate = 10% - 19%.

02808 BC     Defensive Military Tech. Better fortifications and better thinking on proper layout.

02783 BC     Fighting between Breeka and Tharzidun priests, as Tharzidun priests are beaten.

02771 BC     Disgrace of Tharzidun priests due to corruption, and sacrifices. Priests are banished.

02758 BC     Military Campaign Launched – The remnants of Olgeesh are destroyed. Clearwater grows.

02723 BC     Epidemic/Disease - Infection Rate = 51% - 60% Mortality Rate = 100%.

02710 BC     Regional Unrest - Peasant Uprising. Olgeesh people are upset at ”foreign occupation“

02693 BC     Offensive Military Tech. Better quality bows and fletching. Ranges and damage increase

02666 BC     Death of a Priest of Geshtai from old age.

02639 BC     Natural Disaster - Mine Cave-in. The royal mine is shut down. Sabotage suspected.

02611 BC     Regional Unrest - Noble houses allied with Minaia rebel. A short ”treaty“ is signed

02602 BC     Settlement Treaty Broken. As Clearwater attacks the traitorous nobles, and takes lands

02593 BC     Attacked by the Blood tooth tribe of Poorly Organized Kobold raiders.

02554 BC     Death of the evil hero known as ”The Shadownight“ by Assassination.

02550 BC     Natural Disaster - Earthquake. Village of Clearwater leveled. Started to rebuild again.

02529 BC     Military Campaign Launched – Clearwater attacks Minaia once again and grows again.

02508 BC     Attacked by a group of Peasant Raiders. Thought to be Minaia paid mercenaries.

02483 BC     Natural Disaster - Mine Cave-in. Gold mine shut down due to poor maintaince.

02480 BC     Toppling of the major noble house of Manitur after a series of bad trade expeditions.

02448 BC     Invasion – Clearwater take Minaia as Clearwater conquers the village and kills their leaders.

02408 BC     Assassination attempt of the Head of the merchant’s guild by the ”Chief of the Guard“.

02391 BC     Act of God. Tharzidun send an avatar to raise moral of the remnats of the ”faithful“.

02369 BC     Spying. Arlorn spies on Clearwater military, poses as a traveling circus

02366 BC     Attacked by Raiders. Sponsored by the merchants guild due to new taxes being imposed.

02343 BC     Epidemic/Disease - Infection Rate = 51% - 60% Mortality Rate = 0% - 5%.

02317 BC     Regional Unrest - Noble Rebellion due to taxes imposed. Quickly crushed.

02314 BC     Assassination attempts the head of the Ileegh noble family by assassin’s guild.

02269 BC     Assassination attempt of Clearwater’s diplomat by Arlorn spies.

02234 BC     Epidemic/Disease - Infection Rate = 41% - 50% Mortality Rate = 90% - 99%.

02213 BC     Invasion – Clearwater invades east and conquers areas along Troll Lake

02203 BC     Toppling of the major noble house of Akhool due to their evil and dealings with Arlorn.

02186 BC     Act of God: Breeka as Goddess sends avatar to teach new techniques about farming.

02145 BC     Epidemic/Disease - Infection Rate = 61% - 70% Mortality Rate = 100%.

02110 BC     Military Campaign Launched – Clearwater conquers areas to the northeast along the lake.

02079 BC     Regional Unrest - Religious unrest. Major purging and feuds between priests

02058 BC     Attacked by a group of Raiders. Sponsored by barbarian tribes in Great Grey Plains

02042 BC     Death of the High Priest of Kord in Battle. With his death, barbarian raids stop.

01997 BC     Violation of ”Temple Law“ by the aristocracy by failure to pay their taxes to the priests.

01949 BC     Death of the High Priest of Zilchus in Battle. Due to his support for the ”Temple Law“

01911 BC     Assassination attempt of the Lord of Minaia by the Blood thorn Kobold tribe.

01877 BC     Epidemic/Disease - Infection Rate = 11% - 20% Mortality Rate = 6% - 9%.

01870 BC     Natural Disaster - Tidal Wave. The outer islands take the brunt as villages are destroyed.

01825 BC     Fighting between priests of Ulass and Zilchus over church rites, and tax money.

01814 BC     Assassination attempt of the high priest of Zilchus by the military. Corruption is suspected

01811 BC     Military Campaign Launched – Clearwater conquers rest of territory on west side of lake.

01784 BC     Trade Treaty Signed. Between the Barony of the South coast & the Duchy of Clearwater.

01782 BC     Peace Treaty broken between Clearwater and the ”Farmer King“ of Dunston.

01772 BC     Natural Disaster - Tidal Wave. Southern Coast magic is suspected. Clearwater damaged.

01741 BC     Epidemic/Disease - Infection Rate = 71% - 80% Mortality Rate = 60% - 69%.

01707 BC     Natural Disaster - Mine Cave-in. Minaia Gold mine collapses, mine reopens in 1 season.

01684 BC     Assassination attempt of High Priest of Zilchus by Tyhee, knight of House Ghynart.

01655 BC     Food Production Tech. Advancement. Irrigation canals for more farmland use.

01650 BC     Offensive Military Tech. Crossbows become popular due to the ease of use and power.

01627 BC     Food Production Tech. Advancement. Better Plows make for tilling soil easier.

01607 BC     Trade Treaty broken between Duchy of Clearwater and Barony of South Coast

01598 BC     Fighting between priests of Ulaa and Tharzidun.

01581 BC     Epidemic/Disease - Infection Rate = 51% - 60% Mortality Rate = 60% - 69%.

01533 BC     Assassination attempt of Ducal High Mage by Tormegh, lord of House Reegh.

 

 


 

 

 

 

 

 

 

1

1

Hosted by www.Geocities.ws

1