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Wintershiven
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The following is from WG8: Fate of Istus published in 1989. Some of the information may seem out of context, and the 2nd edition rule references are left unconverted. It provides some good background on the Pale and about its capital city, Wintershiven.
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As
the rot of cultural and social decay started to penetrate the Great Kingdom,
many of the more devout and outspoken followers of the god Pholtus withdrew
from the increasingly corrupt core of the land. Some of these settled between the Rakers mountain range and the
Yol River. Around 356 CY, when Nyrond
declared its independence from the Great Kingdom, so did these religious
refugees. Thus was the Theocracy of the
Pale formed. Its original capital was
called Wintershiven, but it was located a good twenty leagues south of the city
that now bears that name. When the
troops of Nyrond moved in and subjugated the Pale, the entire capital was
destroyed in a tragic fire. (Some still claim that the 'invaders razed the city
to the ground. Calmer heads disagree,
nothing more than carelessness: apparently some drunken Nyrondese soldiers set
fire to a barn, and the firespread to destroy the city.) After the
Treaty of Rel Mord, the Nyrondese troops withdrew and left the Pale to its
independence (the date is still celebrated as a national festival. "The Emancipation"). A new capital was built and was graced with
the name of the old.
The people of the Pale had chafed under the
subjugation by the "pagan" Nyrondese (particularly since many of the
occupying soldiers were followers of St. Cuthbert), but their suffering had
strengthened their faith. While before
they had been devout followers of Pholtus, now that they had their freedom they
became nothing if not wildly zealous in their belief. They were determined that nothing would ever oppress them again
... and nothing is more tenacious than zealots following an inflexible
god. In addition to strengthening their
faith, the period of occupation had also pushed the ethos of the Pale from
lawful good to a very dogmatic lawful neutral. (Followers of Pholtus in other
parts of the world have retained their generally good alignment, and many of
them look on the Theocracy as somewhat of a distortion of their faith.)
From
its inception, the Pale had been ruled by clerical leaders -- in effect, the
land's nobility -- with one of their number being selected as "the
Theocrat," the supreme leader for his lifetime. After the Emancipation, matters formalized further. The clerical leaders formed a true
government, with jurisdiction over all aspects of life in the land. The Theocrat became not just supreme cleric
but unquestioned ruler of the Pale. Within
ten years of the Emancipation, government of the Pale had taken on the form it
would maintain for two centuries.
While
the Theocrat is presented to the populace as being "the Chosen of
Pholtus,' selected directly by the god himself, there is an extensive political
infrastructure to make sure that Pholtus selects the right candidate. The most influential clerics in the land sit
on the Council of the Nine; seats on the council are of lifelong duration, and
the other members select a replacement for Councilors who die in office or who
ascend to the Throne of the Sun (that is, to the office of Theocrat). The main
duty of the Council is to support the Theocrat in his governance and --
unofficially, at least – act as his advisors (unofficially because the Chosen
of Pholtus shouldn't need human advisors).
They also select the next Theocrat when His Worshipful Mercy dies: in
closed-door sessions that can last days-and that can get rather nasty, if
rumors are to be believed -- the Councilors appoint one of their numbers to
take the Throne of the Sun. The chosen
candidate is then hared by the entire Council as Theocrat. (Little is known
outside the Basilica about the political maneuvering that goes on. While some of the residents are cynical
(quietly so if want to keep their heads), most blithely accept that the Council
is simply the tool Pholtus uses to make his will known ... and perhaps
they're right.
Since
all clerics in the Pale are responsible to it, the Council holds great power in
the land. It isn't the only authority,
however. Some seventy years after the
Emancipation, a splinter group of clerics rebelled against the central rule of
Wintershiven. Their claim was that a
person's relationship with Pholtus was a personal thing, and shouldn't be
dictated through political expediency.
This apostasy was quickly put down by an army division led by three of
the Council. The hierarchy learned its
lesson: sometimes spiritual force must be augmented by physical force.
The
result was the founding of the Church Militant, a paramilitary body of
warrior-priests. While the officers of the Church Militant are typically human
clerics of high level, many of the troops are half-elven cleric/fighters. The commander-in-chief of the Church
Militant holds the rank of Priest-Commander, and reports directly to the
Theocrat. While the Church Militant and
the Council (and thus the ecclesiastical hierarchy) are both under the
authority of the Theocrat, they should theoretically work shoulder to shoulder
with no friction There is, however, often tension and sometimes out-and-out
rivalry between the two sides of government.
In
the regular church, clerical rank names are used (acolyte, priest, curate,
etc.). As if to set itself apart, the Church Militant uses army rankings
(general, captain, etc.) coupled with clerical rankings. Thus, officers of the Church Militant are
termed Father-General, Acolyte-Corporal, etc.
The rank-and-file troops are known as Legates.
The
Church Militant is responsible for “ensuring purity of doctrine.” In the Pale,
there are two sets of laws and two codes of justice: civil and
ecclesiastical. Civil justice deals
with such matters as theft, assault, and other purely criminal matters. Ecclesiastical justice, on the other hand,
concerns itself with blasphemy, desecration, and other similar sorts of crimes
against the Church. The Church Militant
is solely responsible for the administration of ecclesiastical justice. With its own courthouses and jails, it's
well equipped to do so.
There are several
differences between civil and ecclesiastical justice. The major one is that ecclesiastical justice is considerably
harsher, and dispenses with such legal niceties as habeas corpus and the
concept of "innocent until proven guilty." In an ecclesiastical court
-- "under the Question" -- the central tenet is "sinful until
proven innocent." Judgments handed down by ecclesiastical court range from
flogging (for transacting business on a holy day) through incarceration, to
death (for blatant heresy). In order to
dispense its form of justice, the Church Militant constantly patrols
Wintershiven (and other cities in the Pale).
A typical patrol consists of eight half-elven legates led by a
priest-sergeant.
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Legate -- half-elven cleric/fighter of 1st/2nd level. AC 4 (banded mail); MV 9'; HD 2,, hp 16; #AT
1; Dmg 2-7 (footman's flail or footman's mace); THACO 20; AL LN. Spell: variable, but usually light or
command.
Priest-sergeant
-- half-elven cleric/fighter of 4th/3rd
level. AC 4 (banded mail); MV
9"; HD 4; hp 30; #AT 1; Dmg 2-7 (footman's flail or footman's mace); THACO
18; AL LN. Spells: Light,
usually accompanied by command, cure light wounds, hold person, and
spiritual hammer.
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In
addition to meting out justice, the Church Militant is responsible for guarding
the church's properties (particularly the central Basilica) and provides
bodyguards for the Council and the Theocrat himself. Members of the Church Militant are adept at all combat skills,
including leading troops on the field of battle. They are "the few, the proud:' and are very difficult to
deal with. The current Priest-Commander
is a hard-bitten human cleric/fighter (10th level in each class) named Reifus
and often referred to as "the Paganhammer," a nickname he favors.
Although
most of the populace accepts the necessity for the Church Militant, the force's
arrogant behavior tends to grate a little.
Since many of the legates are half-elves, most citizens of Wintershiven
feel an antipathy to that race.
Half-elves visiting the city often have rather a bad time of it, because
the citizenry takes out on them its frustration at the Church Militant.
The
least expensive accommodations are in the establishment located farthest from
the Citadel --The Lightbringer Inn, on the outskirts of town to the northeast.
The Rayed Sun Inn, in the southeast "suburbs” is a bit more expensive
(average prices) and better kept. The
Citadel Tavern -- which, despite its name, lies just outside Evengate --
is a high-priced place that's mostly frequented by dignitaries, well-to-do
merchants and law enforcement officials.
Pilgrims' Rest Rooming House, a short distance north of Noon Gate, is
low-priced but clean and (relatively) quiet -- just the, sort of place that
devout pilgrims would appreciate.
There
are two other significant organizations in Wintershiven, both "lay"
forces consisting of nonclerical personnel.
These are the City Watch and the Prelatal Army. The City Watch is responsible for policing
the city streets, guarding the walls, enforcing civil justice, and basically
keeping the peace. In all things --
although theoretically their authorities are equal -- the City Watch always
cedes jurisdiction to the Church Militant when the latter group wants it. City Watch patrols usually consist of five
privates and a noncommissioned officer.
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City
Watch private – 1st level fighter: AC 6 (ring mail and shield);
MV 9; HD 1; hp 7; #AT 1 or 2; Dmg 1-8 (pole arm) or 1-6/1-6 (shortbow) or 1-6
(shortsword); THACO 20; AL LN. Each
watchman will be outfitted with either a pole arm or a shortbow (50% chance of
each); all privates carry shortswords as secondary weapons.
Noncommissioned
officer – 4th level fighter: AC 6 (ring mail and shield), MV 9;
HD 4; hp 28; #AT 1 Dmg 2-8 (broadsword) or 1-4 (dagger); THACO 18; AL LN.
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Most
of the Prelatal Army is constantly in the field, combating the barbarian,
humanoid, and bandit raiders that plague the Pale; however, soldiers on leave
or in the capital for training aren't an uncommon sight on the streets. Prelatal troops are in general very tough
(lst-3rd level fighters with maximum or near-maximum hit points) and well
trained.
The
City Watch reports to the Council; the army's chain of command (theoretically)
bypasses the Council entirely to report to the Theocrat, who is their
commander-in-chief. This table of
organization is complicated, however, by the fact that the higher-ranking
officers of both the City Watch and the Prelatal Army are drawn from the Church
Militant.
Most
citizens of Wintershiven are unshakably devout ... or pretend to be, to avoid
the attention of the Church Militant. (This organization is famous for its
late-night knock on the door, leading to a "heretic" facing the
Question in some windowless ecclesiastical courtroom, and being put to death
before the sun rises the next morning.) The most common colors for clothing are
white, silver, and gold (the colors of Pholtus), and people in their right mind
don't make jokes about religion.
Intolerance of other religions isn't strictly official policy, but it's
fairly pervasive and tacitly accepted.
Temples to other gods aren't permitted, of course; visiting clerics of
other. faiths are treated with very cold respect (but only as long as they
refrain from preaching their "pagan creeds"); nonclerics who are
known to be of different faiths are discriminated against, and sometimes beaten
up; anyone who openly professes another faith is, almost certain to attract the
unwelcome attention of the Church Militant.
Like
many cities, Wintershiven has a central walled area -- the Citadel -- and an
outside sprawl of poorer dwellings and businesses. The Citadel contains the governing power of the city, and has at
its core the main temple, the Basilica.
There are only three gates to the Citadel -- Dawn Gate, Noon Gate, and
Evengate. Dawn Gate and Evengate are so
aligned that, on the summer solstice, the first and last rays of the sun shine
directly m through the respective gates.
This day is a festival to Pholtus, and on this day the gates are left
open. The Citadel is so laid out that
the light shines directly down long, wide streets and paints the central temple
with golden illumination. (It's not a good idea to do anything that will block
this fight.) Although the veneration of Pholtus isn't officially a
sunworshiping sect, of course the sun is an important symbol (as an example of
the Blinding Light). There are some
portions of the population, however, whose doctrine isn't exactly pure, and
they put much more stock in the sun-revering side of the religion. (For these
people, the solstices, the equinoxes, and such celestial events as solar
eclipses are high holy days, to be marked by drunken revelry -- out of sight of
the Church Militant, of course.)
People
wanting to enter the Citadel must pass through a small chapel -- a
"Pilgrims', Chapel"; there's one at each gate -- and pay homage to
Pholtus. (Under the watchful eye of armed Church Militant guards, it's probably
advisable to take this quite seriously.) Once they've done so, they are given
red "pilgrim's badges" that must be worn openly while within the
city. Residents of Wintershiven wear
white "citizen's badges " which exempt them from having to go through
the chapel. Anyone wishing a pilgrim's
badge must pay a deposit of 3 gold pieces, to be reimbursed when the badge is
surrendered. No one without one kind of
badge or the other is let into the Citadel.
Even in the sprawling "suburbs," Church Militant patrols will
often hassle people not wearing a badge, saying something like, "You
should go and worship, just as a sign of respect, even if you don't plan on
entering the Citadel."
The
Basilica is a huge and rather oppressive building constructed of dark
basalt. It's crowned by a high spire
atop which is a huge symbol of the rayed sun.
The symbol is highly polished gold, with a large faceted gem mounted in
the center. It catches the sun well,
gleaming and flashing by day. By night,
it shines with continual light. The
entire symbol is worth 7,500 g.p. and weighs close to 250 pounds; the central
gem is a diamond worth 5,000 g.p. Despite its size, the gem is flawed; thus its
relatively meager value (for a gem as big as a man's head, that is). Although it may look unguarded, the symbol
is protected by magic. The symbol
itself and the entire spire are dweomered with a massive variant of shocking
grasp, cast at the 25th level of ability. Anyone touching the spire or the
symbol receives 10-60 points of electrical damage. The dweomer can deliver this charge four times before becoming
inert.
The
overall alignment of the city is unarguably lawful neutral. For encounters within the city, use the
City/Town Encounters Matrix on page 191 of the Dungeon Masters Guide. The DM should keep in mind the
characteristics of the city, and should feel free to modify these encounters to
better suit the nature of Wintershiven (for example, encounters with the city
guard become encounters with Church Militant patrols).
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Map Key
- Basilica
- Prelatal Palace
- Council Chambers
- Church Militant headquarters
- Hall of Spiritual
Justice (Church Militant Jail)
- Administration complex
- Evengate
- Dawn Gate
- Noon Gate
- Pilgrims' Chapels
- Cemetery
- Hall
of Earthly justice (City Watch jail)
- City
Watch Guardhouse
- Army
barracks
- Disused
slaughterhouse (site of secret temple to evil deity)
- Temples/chapels
to Pholtus
- The
Rayed Sun Inn
- The
Lightbringer Inn
- The
Citadel Tavern
- Farmers
market
- Jay
Swordwright (smithy/weaponsmith)
- Pilgrims'
Rest Rooming House
- Waters of Belief
- Pious Pen Scriptorium
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