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“In a world that is wrought with continual
strife, turmoil, and anger, it seems as if
there is no longer a haven for peace, joy,
understanding, and hope. But in this
world one such place does exist, and it
is known as Galwenor, the realm of Honor.”
~ Darius Warstone
Hero of Galwenor

There lies in the realm of Galwenor a rich possibility for detail, mysticism, and environment stronger than perhaps any before. In this campaign the player will have much more control over the course of their lives, choosing more freely the actions to pursue in the campaign. There will be some slight differences in the Galwenor campaign compared with others from before.

Experience:
Like with campaigns before, the characters will advance their class level and abilities through experience points. However, there will also be a category of experience points specifically for skills. As before, using class skills awarded you experience points based on the score you rolled above the required successful DC. The same rule will apply in this campaign. However, the experience earned by skills should also be kept track of separately from experience points from encounters. For each 2,000 experience points earned from using class skills, the character gains a +1 synergy bonus to any one skill of their choice. Characters may study skills in different ways to gain skill experience points towards leveling up and gaining bonuses to their skills, all through the use of the Gather Information skill. In the case that written works or similar materials are to be studied to increase a skill rank, the DM will decide how many days worth of studying may be done from the chosen research material, based on its size and complexity. The player will then be able to roll a Gather Information check for each of these days that he or she is able to research through the information. The DC for this Gather Information check is dependent upon the size and complexity of the chosen research material as well. In addition, if the character chooses to spend more than half of their day examining and researching the materials, they gain a +2 bonus to their Gather Information check for increased experience earned.

For example, Nalia locates several ancient maps and journals of a traveler in a region of Galwenor. To increase her Knowledge: Geography skill she studies the maps and journals. The DM decides that she may research the material for a week to completely finish the maps and journals. This means that each day for seven days that Nalia reads the book, she will make a Gather Information check against the DC to read the materials. For the first day, Nalia spends over half of her day examining and researching the materials she found. She makes a Gather Information roll against a DC of 12 and gets a total of 16. She has earned 40 experience points towards her skill bonuses and towards leveling up.

Coinage:
Wealth and wealth distribution are another aspect of the Galwenor environment that will slightly change from previous campaigns. The average commoner makes about 5 SP a day for labor. This is highly dependant upon their ability to be self-sufficient (growing most or all of their own food, making and maintaining of most of their own clothing or tools, etc.) However, wealthier aristocrats, famous craftsmen, and other high-ranked officials can make 3 GP or more per day. With this wealth diffusion, it will be easy to understand that a lower-leveled adventurer will need to be more self-sufficient. For many lower-ranked soldiers equipment and weaponry were passed down through the family, or crafted by the soldiers themselves. Getting to higher levels will allow the adventurer to have more flexibility with funds and more options of better equipment available.

The coinage trade medium will still be copper pieces, silver pieces, and gold pieces. However, the standard of trade throughout Galwenor is in the silver piece. Gold pieces are still commonly traded at places such as crafters and specialty merchants, but other simpler establishments including taverns or general stores will normally deal in silver.

In every clan there are laws of taxes and tariffs on travel, trading, and more. The player will encounter slight variations in the exact laws and amounts. Generally all cities of at least Large Town size have a tax or toll for travelers entering. This amount is normally around 5 SP per person. Some trade centers may also place a tax on any goods brought to be traded. This amount again is normally around 5% of the total value of goods brought to be traded. Depending upon the residence of the players, there are also land taxes based upon the size and value of the land owned by the player or player’s family, usually collected every month or every two months. The average cost is 1 GP per square mile of land owned. Businesses are also part of this land tax, but it is considered based upon the establishment. The average cost for a store’s land tax is 2 GP per store location.

Laws and Regulations:
The actual laws of different subjects can vary from clan to clan, but remain rather consistent on most matters. The player will need to be aware of some differences in laws and regulations from different campaigns (even if their character may not know the laws!)


- Any act of unlawful trade (conducting trade between companies without writ of permission) can be seen as an act to evade taxes. In general the penalty is 1% of all assets seized.

- Vandalism or any other acts of public or private destruction can result in forced labor without pay for 2 months and the seizing of personal assets enough to cover the costs of the destruction.

- Bribery, fraud, or forgery is considered an especially harsh offense in trading centers and can result in 6 months of forced labor without pay or 6 months of exile from the city or even clan lands. In either case, all writs of trade owned are revoked and up to 2% of all assets can be seized.

- A crime of theft anywhere is not only seen as a grave dishonor, but will normally entail 6 months or more of enprisonment, 6 months or more of forced labor without pay, or 6 months or more of exile from the city or even clan lands. The stolen items or the cost to replace the stolen items if they cannot be collected are seized, and all writs of trade are revoked.

- A crime of assault can result in enprisonment of 3 months or more, 3 months of forced labor without pay, or 6 months or more of exile from the city or even clan lands.

- Committing assault against a soldier of the kingdom can result in a penalty of enprisonment of at least 3 months or more, as well as forced labor without pay for 6 months or exile from the clan lands for 6 months or more. A large amount of personal assets may be seized as well, but not more than 20%.

- Any attempt to control the mind of someone or use any magical or non-magical means to manipulate someone is considered a form of assault but carries additional charges. The penalty normally is enprisonmnt for 3 months or more, followed by 3 months of forced labor without pay or 6 months or more of exile from the city or even clan lands.

- Unlawful murder is by far the harshest crime one can commit and it carries a steep price. Depending upon the circumstances, the penalty can be sentencing to death or life enprisonment. Most cases result in the seizing of all personal assets, enprisonment for 10 or more years, followed by forced labor without pay for 20 years or more, or exile from the clan lands for 20 years or more.


In addition to these standard laws, there may be many other laws of trade, property ownership and business ownership, and more. Most cities have regulations regarding the use of magic in city limits. In these cases, the use of non-detremental magic, such as creating food or water, or casting a heal spell, are not considered a crime. Casting or using magic intended to harm, however, can be considered a crime of assault, even if no one specifically was targeted or harmed. There can also be regulations on the wearing of weaponry in some cities. In most cases like these, a person caught wearing a weapon within the city will have it removed and fined. The person may have their weapon returned upon leaving the city limits.



The names, dates, events, and all other aspects in the campaign setting of Galwenor are all works of fiction by Brett Bandy, Adam Mead, and Hannah Bandy. It is intended purely for imagination and creativity in a fantasy setting.
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