Averoigne Setting

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Averoigne Setting

Postby baran_i_kanu » Thu Feb 16, 2012 4:47 pm

Been working on this one as well:

Notes on the Averoigne Setting
First off a reminder:
This is my Averoigne based on Clark Ashton Smith's Averoigne. What you take from here will be your Averoigne. Do what you need to have fun with yoiur players. Hopefully they and you will have as much enjoyment out of this type of setting as I do: Old world, gothic, strange, weird, fairy tale, good vs evil, the Church vs the Devil, and other medieval trappings.
A Hammer Horror film with extreme style and flavor.

Races
Human. Non-humans are things of fairy or of the Devil, in the eyes of the

Class
No Clerics. Monks in the setting are not magic wielding holy men. They are normal men or men of available classes which have joined the holy order.

Fighter
Knights returning or heading to the Crusades, travelling mercenaries, men-at-arms, etc.

Magic User
The Magic User is the only availbable spell casting class in the Averoigne setting. Witch, sorceror, necromancer, or satanic priest; all use the same class. Spells take longer to cast in Averoigne (see Magic section below.)

Thief
The thief exists in the large town of Yvonnes and may be travellers from Paris or other large towns. Always useful if they can stay ahead of the town Marshal and his men-at-arms.

Troubadour
http://theosrlibrary.blogspot.com/2012/ ... class.html
The Troubadour is the story-teller, entertainer, and historian of the people in Averoigne. He is the travelled bard, the poem composing philosopher, and the keeper of secrets of both lovers and fiends. Troubadours ply their trade where ever they can make a few coins, get a good meal, or gain some obscure gossip or lore. From taverns to courts there will be a Troubadour lurking about somewhere waiting for his opportunity.

Huntsman
Masters of the woods and an important member of the community, the Huntsman provides food for the village and guidance through the darkness of the thick haunted forests. If someone goes missing or something lurks in the woods, the Huntsman will be the one to lead the way,

Woodsman
A staple of the fairy tale fantasy, the Woodsman fits perfectly into the Averoigne setting. Strong of arm and courage, he is the common man, the axe-wielding man of the forest defending his village even as he provides the wood for building civilization and the fires to keep the darkness at bay.

The Witch
http://theosrlibrary.blogspot.com/2012/ ... onial.html
Another popular figure of myth and medieval tales, the Witch can be the wise woman in the village or the dark and evil hag of the forests. Despised and hounded by the church, feared by the common man, the Witch has the option of walking the road to Hell by selling her soul to the forces of Darkness to gain power.

Equipment
Anything found in medieval France. This means no plate mail armor or firearms, unless you set your game late enough to have those items. Given Averoignes almost timeless setting it is easy to take one story setting in the 1100's and set it in the 1700's with little difference in characters and the province.

Magic
Magic is considered works of the Devil, forbidden and evil lore condemned by the Church, and is greatly feared by the populace. Some practitioners of the occult arts are tolerated, especially if they provide useful items such as potions and charms to the nobles and rich merchants and travellers of the province. One such man was the former student of the infamous necromancer Nathaire, Gaspard du Nord, in The Colossus of Ylouragne. For his services, 'it was related that he lived in much honour to a ripe age, being the one sorcerer of that region who at no time incurred the disapprobation of the Church..'

Magic in Averoigne:
http://theosrlibrary.blogspot.com/2012/ ... l-and.html

Use whatever system works for you and your players, but I would caution to keep it low-magic to keep the CA Smith feeling of the setting. Tolkien or Vance does not fit well in Averoigne.

Monsters
Most standard monsters can be worked into an Averoigne story. Here are the most common types used in the stories and sources inspiring this setting.

Necromancers/Sorcerors/Witches/Witches Coven
Anywhere in the province. The Mother of Toads, Gillies Garnier, secret students of Nathaire, etc.

Demon & Devils
Summoned and/or escaped from various witches, necromancers, and sorcerors. The Lage Black Goat, Bat-Winged Gothic Horrors, The Black Horsemen, et.

Vampires
Haunting Averoigne forest and in the tombs near the villages and Yvones.

Werewolves and wolves
Haunting Averoigne forest and small villages. Who's the wolf?

Zombies
In the service of the evil magic users.

Gargoyles
The cathedral in Yvones or other monuments in the province.

Ghouls, Wights
Haunting graveyard and tomb areas, eating the dead.

Ghosts
Anywhere in the province. Given the propencity for evil, murder, and madness in Averoigne there are probably a number of ghost around.

Evil Trees
A corrupted grove deep in the Averoigne Forest or perhaps planted outside of an evil witch or sorceror's lair as guardians.

Remnants of a Druid Cult
Surviving after the Roman occupation. Perhaps worshipping perverted spirits or dark pagan gods.

A dark Satyr or Centaur
Corrupted by the evil in the province and stalking those who enter the forest.

Golem
Created by a mad sorceror in Yvones as revenge on his enemies.

A mad Hermit
Living in Averoigne Forest for years, the Hermit has gone savage and quite mad, killing travellers for their possesions and their flesh.

Sluagh, the Wild Hunt.
Averoigne Forest. On certain nights the old Pagan forces, accompanied by dark fey and the spirits of the dead caught in the Hunt, howl through the forested regions of the province, killing and carrying along those unfortunate enough to encounter the Sluagh.
Dave B.
http://theosrlibrary.blogspot.com/
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