Managuenne

Basic Info

The void
The light within the void the Sun god
This was the beginning
An eternity passed,
The sun god grew weary
There was no other
No else
So the sun god reached within to create
Other
Thus the light was divided
Moon and sun
Goddess and god
Woman and man
But the god was no longer whole
This pained him
He looked where he had been divided
Saw that where he was so the goddess was not
He joined with her
As husband with wife
What was one that became two became one again
Time passed
The sun came to the Moon in her palace
Her handmaidens would not allow him in
They said
    “You may not come to her, her time is near.”
He knew not what this meant for he and she were the first
She had never denied him before
He could not be as man and woman
He could not be whole
Seeing his anxiety,
A handmaiden came to the sun in his palace
    “I am not your wife, but I am woman too
     Lie with me”
He did so, and felt whole once more
Time passed
The moons time came
She crept into the void to give birth
When the child of the sun and the moon was born
The goddess looked down upon it
She saw a great land
Of stone,
Of fire,
Of water
Of Air,
Of life;
For upon its surface walked the races of giants and men
As she looked down upon them
She saw they raised great temples to her
They made sacrifice
Offered up their praise to her
Her heart swelled with love of mother for her child
She went to the sun to tell him of the child they had born
Coming upon his palace she found him with her handmaiden
Her heart grew cold
She fled with sorrow into the void
The sun felt a chill enter his bones
The pain of his other half
Knew the source of this pain
Knew his wrong
He went into the void to seek his wife
He looked in all places but she had hidden from him
In seeking he came upon their child
The word of giants and men
As he looked down upon the child in wonder
He saw them look up at him
To him they built temples
They gave sacrifice
Offered up him their praise
His heart swelled with love of father for his child
Knowing his wrong
He swore that he would look over his child
The people upon it
For all time
Time passed and he desired his wife
She had not returned
So he returned to his palace to be with her handmaidens
When he had gone the moon,
Who had seen this from afar
Came to look down upon her children
Only to leave when he returned once more









This is the first story, the oldest story of the Land of Giants and Men, called by the race of men Manguenne. It is told all across the land, in churches, in taverns, by travelers huddled around campfires, in a thousand different variations. Every giant and human across the land knows it by heart. The above translation into common english is the most common of the church sanctified versions.

An Introduction to the Land of Managuenne

Geography

The land inhabited by giants and men stretches for 1500 miles across its width and over 2000 miles across its length. North, south, east and west have no meaning in Managuenne as there is no magnetic north but are used here as English translations of the common usage of directions. Sunward is also used for south, and Sun wane for north. West is simply a loose translation of the word for ‘to the right when facing the sun’ and east similar. The north boundaries of the land is made up of the Black Sea, a treacherous iceberg filled ocean that ends to the north with the great glacier. This is the lands of the ice wyrms, frost giants and ice barbarians. To the east the land is bordered by the Ocean of Mists, a mysterious body of water rendered unnavigatable by miles of thick mists, and terrible storms. To the west lies row upon row of volcanic mountains spewing ash and molten rock into the sky. To the south lies the palace of the sun, the savannahs of the beastkin give way to trackless sands of desert, until the heat of the sun becomes so great nothing can survive.

Sun City

It is impossible to start any description of the Lands within Managuenne without starting at Sun City. It is the heart of the land, the home 30 million men, giants and countless other races. More beings live in the great city than in all the outer provinces combined. A more detailed description of Sun City falls later in this text but for now we concern ourselves with its sheer size. The city itself covers an area more than 70 miles in diameter. At its heart, the Great Gyre. A lake twenty miles in diameter, at the center of which lies a swirling whirlpool a mile in diameter. From this axis starts the four great highways built in antiquity. The Highway of Ice, traveling north. The Highway of Mists traveling east. The Highway of Earth traveling west. The Holy Road, the Highway of the Sun traveling south.

The Miracle of the Great Bowl

Sun City is located in the center of a great natural depression, over 300 miles across, and ringed all round with imposing mountain ranges. From the edges of the mountains, which rise straight into the sky, to the edges of the Gyre is a vast plain. The plain is covered with a dense grain, its stalks 16 feet high. From the center of the gyre each afternoon arises a great spiraling thunderstorm. From this thunderstorm arises great winds, and rains, pounding the grains flat and inundating the land. As the Sun begins to set, the thunderstorm breaks. Then when the Sun rises again the morning, fresh shoots arise from the earth, by afternoon once again reaching full height, only for the cycle to begin again. It is this magical grain and the cattle that feed upon it that has sustained the power of Sun City and the peoples of Managuenne for eons.

The Holy Cattle

Since the beginning of time the Giant herdmen have cultivated great herds of cattle within the great bowl. The herdmen are a race of giants only found within the great bowl, the height of an oak tree, they herd the Holy Cattle. A species of cattle the size of a human’s cottage.

The Mountains surrounding

Only briefly can a description of the ring of mountains surrounding the great bowl be given for they contain with them numerous wonders, hidden valleys, and lost places. Ring upon ring of mountain ranges, climbing into the clouds, for hundreds of miles. As one travels through these mountains one descends into foothills, and lowlands, varying in climate and culture in every direction.

The Highway of Ice

As one travels north along the great highway, the clement weather of the Great Bowl gives way to alpine conditions. Even as you descend from the mountains which drop abruptly into an area of hills and rocks, the temperature never rises again. The barren hills, covered with nothing but brush and stunted evergreen give way to vast stretches of tundra and permafrost. The temperature here rarely rises above 20F and with no trees to break the wind can be quite colder. During the snow season, great amounts of snow can be dumped on this region. In other seasons it rarely snows at all. The further one travels towards the Black Sea the colder it becomes, until you reach the end of the Highway of Ice and the Shield lands. For much of the voyage north, other than small hospitality towns along the highway there are few people, and many enemies of men and giants. Upon reaching the great Shield wall, a natural cliff 500 feet high along which runs a series of walls, emplacements, castles and fortress cities that make up the northern defense. There have been countless wars between the peoples of the Sun and the northern races. It has been thousands of years since the last true war but skirmishes are common. From the great towers of the Shield citadels, the Frost giants can be seen wading in the narrow channel separating the Managuenne and the great glacier. The Black Sea is itself a churning maelstrom of ice, storms and great ocean beasts. Close to a million soldiers guard and patrol the Shield Wall, that stretches a thousands miles from the eastern cliffs to Mount Charnel, the ever growing volcano.

The Highway of Mist

In contrast to the Highway of Ice, the Highway of Mists follows a lower altitude route, quickly hooking up with the headwaters of the Dragons Path, a mere creek at that point. The weather is both calm and clement, settlements are fairly common where space exists and many roads lead off from the highway to large cities and countless villages. As the Dragon’s Path becomes larger and navigate able, so too do the size of the cities along it. Eventually the mountains break, both Dragons Path and the Highway of Mist following a gentle sculpted path down onto the heath of the eastern lands. It is here in the foothills that the last great city of Men and Giants exists, the City of Stories. From here great mists rise, as if from the land itself, gradually obscuring everything, until a thick fog covers the entire land. Within these lands dwell rumored tribes of men, and perhaps even giants but they swear no allegiance to any crown prince in Sun City. Following the highway through these lands one comes eventually to the great cliff walls and the Ocean of Mists. Here Dragon’s Path, nearly twenty miles wide, and traveling within a great canyon pours out into the sea.

The Highway of Earth

The Highway of Earth rises and falls drastically through high mountain passes on its way to the western lands. Cold, windy with inclement weather, in can be sure on any given day you will see not just rain, but also snow, sleet, hail, and all manner of precipitation in between. Frequently the highway becomes impassable, only the most hardy of people live in this area. Even way stations are small and staffed by hearty folks. Once reaching the end of the mountain ranges however the weather improves greatly. A western wind brings warm breezes, and rolling hills gradually give way to wide-open plains. It is here that some of the other great cities of Managuenne exist, great city-states ruled not by ancient heritage of the crown princes but by the powers that be. Each in constant struggle with the other. At the Iron Crown, one of the greatest of the city-states, the highway ends. Less than three days from the noted city lies its mines, dug deep into rising impenetrable ranges of mountains. From the towers of the nobles’ houses in the Iron Crown one can see the mighty volcanoes rising up hundreds of miles into the ranges, spreading ash and fire into the sky.

The Highway of the Sun, Holy Road

Like the Highway of Earth the southern highway is a rugged frontier, descending from high passes into valleys and rising again into the mountains. Unlike the western road, the Holy road is heavily populated for much of its length, and settlements can be found spread out into neighboring valleys. It is the main road that pilgrims take when visiting those holy sites not found within the city itself. Millions of men and giants take this road every year on pilgrimage to various holy temples and valleys along its route. For most of it path the weather is clement, even warm in the valley’s becoming colder in alpine conditions. Leaving the mountains, one enters the foothills and the beginning of the Serpents Way, a section of road that passes through dense Rainforest jungles. Countless streams and rivers coming down through the hills feed into vast swamps at the base of Serpents way, a nest of unsavory jungle and marsh. As the land grows warmer, and the waters consolidate into rivers, the land dries and becomes savannah. Here live a million or so people, scattered in settlements, and walled enclaves in between the swampy north and the lands claimed by the beastkin to the south. It is here the Holy Roads ends at the great ziggurat of the sun. From its tiers one looks out into the savannah claimed by the Lionkin, Rhinokin and other great tribes of the open savannah.




Conclusion

By no means is this a complete documentation of the lands of Managuenne, just an overview. For the lands are vast and mostly unexplored. Most are vastly ignorant of even the land that exists more than a days ride from their home. To those from the outer provinces Sun City is a but a great myth, a mythical place told to them by entertainers in the taverns. And to the residents of Sun City the outer lands are a place of barbarians, of life of constant struggle, quaint peasants.

Other places of Note

The land of Faerie

It is common knowledge among the people of the land that such a place exists. There are soft places in both worlds where ordinary people can cross. Magic circles, valleys, dark forests that exist in both lands. But humankind knows little about the land of Fey. A place of magic, a place where humans are unwelcome. There have been wars between the great sidhe lords and the peoples of Managuenne. It is a land of magic. A land that exists right beside the realm of men and giants, that overlaps and yet is distant and mysterious.

The Realm of Demons

Common people know little of demons beyond the stories told in taverns but they are known to exist. Terrible creatures of great evil they mean great harm.

The Void and Celestial objects

Beyond the Managuenne is the void. Presumably if one where to travel far enough up into the sky you would escape the realm and enter into the void but who would want to do that? Within the void exist the Moon, Sun and Stars. The Moon only manifesting herself at night and fading in intensity over the course of a month from being very bright to there being no Moon at all as she approaches and leaves her children. The Moon casts a bright whitish bluish glow not dissimilar to an array of modern LEDs. The Moon manifests herself as a disc about six times larger than our terrestrial moon. The Sun is a great fiery orange disc about eight times larger than our terrestrial sun. Always rising in the south (Sunward) and taking a few hours to clear the horizon, hanging a short ways above the horizon before sinking slowly again. There is a period of about one hour of total darkness from the point the sky stops glowing until the moon fades rapidly into view. The Moon does not appear in any one place but is always very high in the sky, and never from the south. The stars are the handmaidens and herdmen of the Moon and Sun. Some of them can be seen to move slowly over the course of a night, some do not move at all, some are brighter than others. Some are connected with great heroes.





Time

Time is measured by hours which are marked by gongs. An hour is an arbitrary measure of time that is usually longer than a terrestrial hour. By days, which are the time marked by the arrival of the Sun as the sky begins to glow orange and the Sun’s descent marked by the end of the glow in the sky. This period covers roughly 23 hours. The first two hours of the day from first Sun glow to the Sun first peeking above the horizon is called the Herdman’s hour, and is considered one unit of time. The time from the Sun’s first sight until it clears the horizon is about an hour and a half long and is called the Holy hour (ascent); it is also considered one unit of time. From the point the Sun has cleared the horizon to the point it touches the horizon again is considered a full day. This corresponds to roughly 15 terrestrial hours. From the point the Sun touches the horizon again until it vanishes covers roughly three hours. It is broken up into two time periods; Holy hour (descent) and Hearth hour. From the point it disappears to the point the glow disappears in the sky is called the Twilight hour and last about one hour. In less than one hour the Moon appears, typically fading into full strength over 15 minutes.  The hour of darkness is called the Wolf’s hour. The period of fading is Women’s Song. The Moon hangs overhead for ten hours divided up into four sections. Childs hour, Woman’s hour, Mother’s hour, Grandmother’s hour. The Moon then fades from view, again over fifteen minutes. This is called Woman’s Wailing. Another period of darkness called Barrows Gloom. Followed once more by Herdman’s hour.  A full cycle is over 40 terrestrial hours long.

The Moon fades and gains over a forty day period, this is a single month. The day when the Moon is at full strength is called Mother’s day. When there is no Moon the day is called Sorrow.

A single year is measured as ten full cycles of the Moon. Many areas of Managuenne experience no seasons. Others experience very harsh changes in climate.

Even though a full year is measured in full Moon cycles, there are over forty days of holy days and periods that fall outside the normal cosmology. During these periods both the Sun and the Moon step outside their normal cycles, sometime appearing in the sky for days on end. More details to follow.

The people of Managuenne

An Overview

The Race of Men

Humans. The most common race of the lands, numbering between 30-40 million. Mostly centered around the Holy city. Humans worship the Sun and Moon.

Mixed Races

Humans share a common heritage with the giant peoples and some humans born to human mothers grow to great size. Some humans also have fey blood in their veins and carry the heritage of both sidhe and men.

Giants

The second most populous peoples of the land giants are divided up into Herdmen, true giants, and Low giants. The Herdmen of the central bowl number in the hundreds of thousands, are on average 30 feet tall and of noble features. Low giants are found throughout the land, average about 20-25 feet in height and of crass, and evil temperament. They are often found preying upon humans and other smaller races. Their numbers are unknown but they are solitary in gather in no great numbers.
Herdsmen worship the Sun and Moon. Low giants are not known for respecting much.

Dwarfs

A race of beings that live deep within the earth. Short with long arms, their actual appearance is unknown as when they are seen by human they are covered head to foot in robes. Dwarves make superior quality crafts and are known for their talent of imbuing crafted items with magical essence. Dwarves love gold and are exceedingly greedy. There is a race of Dwarves that live on the surface called Tinkers by humans; they are as colorful as their subterranean cousins are dour. Tinkers where full body covering outside but will remove their dress when indoors. Numbers of both peoples are unknown. Both races of Dwarves are not known to worship gods, although Tinkers have a great love of the natural world.

Sidhe

The races of the fey lands are almost unknown to men. In stories, they are slight, pale and thin. Sometimes they have wings. Sidhe lords are known for cruelty and contempt for human life. The Sidhe are heathen atheists.

Beastkin

The beastkin exists mostly in the wilderness areas uninhabited by humankind. They are humanoid creatures with aspects of various beasts. They are primitive and driven by bestial instincts. Many beastkin worship the Sun and Moon as well as other natural forces.

Dragons

Little is known about these creatures other than from legends and tavern stories. Dragons range in size from that of a Holy Bull to mountains. They are rumored to be able to take the forms of humans. They are rumors that some dragons live in the Holy city. Some dragons serve the Sun and Moon and have fought in great battles alongside Man and Giant. Others are the enemies of all living things.



A detailed introduction to the peoples of Managuenne

Humans

Humans in the realm of Managuenne are not unlike terrestrial humans in behavior. Their culture is different as is their society. They are more robust than we are, generally being taller, and having a heavier bone structure. Their skin is a golden copper color, as though they have a reddish ‘tan’. Hair color ranges from dark black to reddish brown, or blonde with red being to most common color. Eye color is a range of golden, or tawny hues, cool colors being unknown. Humans from Managuenne live longer than terrestrial humans. Ordinary humans living until 120 or 150, with some humans living up to 200. In is rare but not unknown for certain individuals to live many hundreds of years. The last great Sun King was 3268 when he was murdered and still considered in the prime of life. Humans enter reproductive years between 12 and fifteen. Ordinary human men typically remain fertile until their last 20-30% of their life, women until the last 30-40%. Most humans age erratically, often entering long periods of life where they don’t age visibly at all, then others when time ‘catches up’. Most humans age rapidly in the last 10% of their life going from a terrestrial human’s equivalent of 60 to the end of their lifespan very quickly. The longer someone lives, the smaller this period can be, although usually no less than 8-10 years and no more than 20. It is very difficult the gauge the age of a Managuenne human except by ‘life periods’.

Male

Human men range in height from 5’6” to 6’4” and weigh about 10% more than a terrestrial human of the same height. The ideal image of a man in Managuenne society is tall, with a large barrel chest. He should be muscular and fit. He should have red hair, a beard, and be very hairy. Current cultural norms are short curly hair, with a well-cropped curly beard. Gold jewelry is worn by the well to do, copper by the poorer. All men, of the finest quality they can afford, wear a necklace displaying the symbol of the Sun. In addition some men wear earrings, bracelets, torques, and rings. Gems with warm colors are preferred. Most men wear open necked shirts, with pants. A hairy chest is considered attractive and worth showing off. Less common, but varying by region are skirts or kilts, although this is considered old fashioned in some areas. A handsome man is very masculine, with lots of red hair. An ugly man is slim, short, pale, has black or pale hair, or little hair in any combination. The ideal image of a man is an extrovert. A loud, happy man who is a man of action.

Female

Human women range in height from 5’4” to 6’2” and weigh about the same as terrestrial women, with a slight tendency towards larger proportions. The ideal image of a woman is not that different from terrestrial American norms being tall and slender. It is worth noting the ideal aside many men look for a more robust woman with an eye towards children and health. She should have long red hair, and no facial hair. Managuenne women do not shave anything. Most women prefer silver jewelry, although in some places it is more valuable than gold, and cool colors for gemstones are preferred. Women wear dresses. Women should be pretty, happy and fertile.
Humans in Managuenne culture are much more conservative than terrestrial humans. They are very content with doing the same thing over and over again, and have for thousands of years. They live for a decent length of time and its not uncommon for men to have thirty or more offspring, frequently with different women. Despite the presence of magic, both matriarchal and infant mortality rates are high. The world of Managuenne is more dangerous than our own and it is not uncommon for outlying human settlements to suffer great loss of life from predators, disease and magical sources.

Humans have souls and worship the Sun and Moon. There are countless variations of the various forms of the religion. Many humans also worship natural forces, local spirits and powers. Humans can channel divine energy through their souls and are capable of amazing acts of power in this way. Humans also have the power to channel their own life energy to master their bodies. Some humans are capable of manipulating the elemental forces that make up the world. Humans with Sidhe blood are capable to manipulating magic to perform great feats. Most humans, however, are very ordinary, heroes are mostly in tavern stories, and beleaguered by all number of beings intent upon their destruction. Never the less humans are the most flexible off all the races, the most numerous, and capable of achieving great acts of heroism.

Half-Pints

Half pints are giants born to human mothers. They are relatively common, being born for every hundred humans born. They range in height from 6’’4” to 7’10”. They are significantly more robust than normal humans. Half-Pints are closer to the ideal of human beauty; it is rarer for a half-pint to homely or even ugly. They are also much more charismatic than ordinary humans. Ordinary humans tend to flock around half-pints, worship and adore them. For this reason many half-pints see them selves as superior. They can also be very vain and self-centered. Half pints can often resent competing with other sources of attention. Whether a product of being the center of attention or of a racial trait many half-pints can be seen as childish by those capable of resisting their charm. Some Half-pints live very long lives, living from 150-300 years in age. This by no means universal. Half-pints a re the celebrities of Managuenne, and like Hollywood celebrities can exhibit a mixture of human traits. Half-Pints, like humans have souls and worship the Sun and Moon. Many nobility are half-pints. Half-Pints do not have sidhe blood.

Pints

Pints are born to human mothers and other pints. They are a mixed blood progeny of low giants and human blood although they can be born of human parents with no recent giant heritage. Pints range in size from 7’6” to 9’ tall. Pints, like low giants, are extraordinarily ugly. It is common for them to have large noses, ugly warts, greasy lank black hair, to be bald from birth, big bulging guts, and just be ugly and smelly in general. Having been raised in human society, they are in general the meanest, biggest thing there is around so many do not make much effort to cultivate manners, good taste or good grooming. They are relatively common, being born to pint pairs and 1 in 70 human parents will give birth to a pint. Pints typically do a lot of common labor or serve as soldiers. They are the tanks of Managuenne. Pints can survive wounds humans cannot. They also have a high tolerance for disease, and poison. A pint can eat food a human could not.  Pints have souls, and like humans can channel divine energy, as well as other forms of energy. They never have fey blood and are in fact uniquely vulnerable to arcane magic. Pints can live as long as normal humans but often have tragically short lives. Being the biggest thing on a battlefield is not often the best thing. They also love to fight each other. Pints are frequently seen as above the law. Because arresting one may involve more death they simply ignoring a punch up that ended in death many get away with a great deal. Up to the point of course they kill someone with power or money in which case they get tracked down by bounty hunters.

True Pints

In some way related to True giants True Pints range in height from 9-12’ high. They are by human standards extraordinarily handsome. They also radiate a great deal of charisma. True Pints are very very rare, almost always born of human mothers they mature late and often do not have children. They regard themselves as superior to humans. Humans regard them as superior to humans. True Pints are very conservative, and very stubborn. They often do things over and over again without thinking about it. They dislike it when humans do not do what they tell them to do, and get frustrated by change. They adapt very poorly to new situations and like it best when the same thing happens over and over again. Like Half-Pints they enjoy being the center of attention, and become very competitive around others. They do however respect chains of command and will frequently blindly follow instructions given by people they regard as in charge or important. True Pints have souls, and like other human hybrids can channel different forms of energy. True Pints do not have fey blood. True Pints are regarded as holy.

Why are giants called Pints?

At a tavern in Managuenne, a poor farmer will order a half pint, typically a half copper. A half pint being a small mug of green beer. A tradesman for a silver can get a meal and a pint, roughly 20oz of mature beer. A merchant will order a true pint, a large mug of the taverns best beer. A mercenary squad out on the town with a pocket full of money will order a pint. Meaning a pitcher of decent beer for the squad, plus a separate pitcher for the giant. The giant’s pint. This got shortened at some point to simply ‘the pint’.  

Changelings

Also known, more in more ugly terms as ‘half-breeds’ or breeds. Changelings are the progeny of human and fey heritage. It doesn’t take but a drop of fey blood for someone to manifest fey heritage, so sometimes ancestral heritage is many generations removed. Changelings are unique of the races for they and they alone are capable of wielding a particular form of arcane magic. The blend of magical blood and the elemental nature of human blood creates a powerful combination. Changelings are capable of wielding either the magic of the realm of faery, the ephemeral, the magic of the elements, or the magical hybrid of the two. They are most commonly known for being mages, sorceresses, and wizards. From the traveling magician casting glamours so entertain. Or the powerful War Mages trained at the war guild to rain fire and horrific death down upon enemy soldiers. No human can manipulate magic without fey blood. No Sidhe can alter the physical world as changelings can. Changelings are often indistinguishable from normal humans although sometimes they have characteristics of their fey heritage. Such as cool colored eyes, pointed ears, a slighter frame, pale skin, odd looking pupils, hairless skin. Fey blood means changelings loose the ability to channel divine energy.

Dwarves

Little is known about the mysterious race of dwarves. Dwarves are usually about 4’6” to 5’ in height. They have longer arms than humans, with large hands. Dwarves always wear head to toe robes when in human company. It is rumored they cannot tolerate the light of the sun. Most dwarves live deep underground where they mine for minerals, gems and the favorite of all things gold. Dwarves are extraordinary craftsmen, preferring to work in metals and gems. They of all the races are most know for their extraordinary ability to craft magic into items. Creating magic armor and weapons in the legendary tales for heroes to vanquish mighty enemies with. Dwarves themselves rely on their magic devices to gain their ends and have never been known to side with or against humans in their wars other than to provide those who come to them with powerful items in exchange for gold. They are known for not forgetting insults, and for taking vicious revenge on those who slight or cheat them, sometimes generations later. It is not known how long dwarves live as to humans they all dress and look the same. Dwarves wear varying shades of grey clothing and do not wear visible jewelry.
Dwarves are not known to worship gods, or deal with spiritual powers. It is the position of the church that Dwarves do not have souls.


Tinkers

In contrast to dour dwarves are the people humans call Tinkers. A separate line of dwarves or simply a different culture. Tinkers are from 5’-5’4” in height, being slightly taller and less stooped than regular dwarves. Tinkers seem to live about as long as humans do. Tinkers live on the surface world, often in remote areas, but sometimes in small settlements near human villages, or separate areas within cities. They also wear head to toe clothing when outside but frequently dress lighter when inside. They have grey hued skin. Big noses. Slightly drooping faces. Males often having grey stringy beards, woman also frequently having facial hair. They love bright colors, and seem to have no sense of color matching. They weave colored threads into their hair and beards; wear bright colored robes and tunics. They are very cheerful and very friendly towards humans. They can become very distraught by human cruelty, and will not frequent areas where there are cruel lords or warfare. Unlike their dwarven cousins they seem to have little love for gems and metals although when they do practice these crafts they make items of extraordinary beauty. Instead tinkers are known for being excellent weavers, dyers and cloth makers. They also love to work in wood. Tinkers love the natural environment and can become very agitated when humans degrade the environment. Tinkers are capable fighters although they like their dwarven cousins prefer to rely on their ability to weave magic into items. They prefer subterfuge, ambushes and trickery to gain their ends and once angered can be quite retributive. In stories tinkers can wield magic by crafting nearby items. Making magic nets from grass, fetishes from bundles of twigs and golems from clay and stone. They are also known to have a close relationship to the natural world, in stories being able to speak to streams, woodland creatures, and natural spirits. Tinkers do not usually worship gods but occasionally do. They more typically create altars for local natural spirits. They do not seem to be able to manifest divine energy but they can manipulate the natural world, and create magical constructs.

Sidhe

There is no one characteristic of the fey folk. Even children may not resemble their parents. Humankind knows little about the Sidhe. They are small, usually about 5-5’4” in height and slender. But can often alter their appearance as they wish. The sidhe are master of the art of magic, but are only capable of changing the word in an ephemeral way. They are masters of magic that controls others, changes perception, or creates illusion. But they cannot directly change the world as those with human blood can. They originate from the world of Faerie, which exists alongside the world of Men and Giants, in some places existing in both worlds. The realm of faerie is the realm of magic.

Herdmen

Standing about 30-35’ in height, Herdmen otherwise resemble humans in appearance, but being generally of more uniform appearance and more handsome. Herdmen live exclusively within the Great Bowl where they herd the Giant cattle that roam there in their millions. They live in small nomadic tribes that travel with their herds. They are expert stonemasons, and when interested love to craft in copper and bronze. A few are known as smiths of extraordinary ability and in stories share the ability of dwarves to weave magic into items of great power. They are known to have constructed many buildings within the Holy City as well as various buildings throughout the lands. They love to build in a grand scale, and giant architecture is known for being immense. Herdmen regard themselves as ‘big brothers/sisters’, looking over a younger and misguided sibling. Humans are definitely misguided and have their priorities all wrong. They regard humans as impatient, having short attention spans, and in general childish. The hate change, they hate new things. They firmly believe if something worked once before it will again despite all evidence to the contrary. Once having made up their mind to do something they will do it. There are several hundred thousand of them living on the Holy Plains and several tens of thousand living within the city. Those that live within the city are worshiped as gods and frequently support huge entourages. Many within Sun City would die if not for the support of the Herdmen as through a complicated system of tribal ties the Herdmen supply the city with enormous supplies of fresh meat on a daily basis at no cost to its citizens. Herdmen are orthodox worshippers of the Moon and Sun.

Beastkin

There is no one type of beastkin. Beastkin are humanoid versions of normal animals. While certain type of animals are more common than others. They have the heads of animals, the hands of humans, the feet and torsos of animals and stand upright. From the common Ratkin standing no more than 3’ high to the giant predators of the southern savannah at 8-9’ tall. Beastkin typically are true to their bestial natures, reverting to a stone age technology with direct contact with more civilized races. Beastkin are known to worship both the Moon and Sun. They also worship and channel the elemental powers. Can call on spirits as well as manipulate the forces of nature.

More to come.

 
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History Overview

The History of ManaGuenne

It begins with the act of creation, the birth of the land and all living things by the Moon. How long ago? There is no measure, a hundred thousand, a million years ago? There are no true records of the first age of the world. In a world lacking the rigidity of our own there is no true concept of time, just of times past.

The first Age

In the first age Men and Giants lived as the beast kin do now. Small tribes, worshipping the God and Goddess, and the spirits of the natural world. In the stories it is the Herdsmen who teach men of fire, how to craft from stone, and to find copper and tin within the earth. But some humans suggest this was not the way, that humans already had these skills when they met the race of giants. There is little history from this time, but many stories, as the people of Managuenne love stories. Ja the lazy hunter, Ma’o the woman with many fathers, Go the giant with gas, Ka’P the hunter who dared fire an arrow at a handmaiden. The stories number in their thousands. And in the libraries of the church are great collections of catechisms from this time, stories of the God and Goddess, the Herdsmen, the handmaidens and their entanglement with the lives of mortals. The ancient stories of Managuenne would not seem that different from those of ancient earth.

How long this period lasted is unknown. At some time the art of crafting bronze arose, as did pottery and stone craft. The giants began to craft great stone buildings, gates, bridges and temples. Men and giant alike crafted from bronze. Great cities and factions arose.

The second Age: The Age of Bronze

Not unlike the age of bronze on terra, the age of bronze in ancient Managuenne was a great leap forward in technology, culture and civilization. The Herdsmen created vast building projects of mortorless fitted stone, fortresses, ziggurats, and great gates. The advent of metalsmithing led to wondrous works of art created in precious metals. Men and giants gathered together in great cities and alliances, vying for the attention of the God and Goddess. Great wars were fought. Terrible wars were fought. Armies staggering in size vied with one another for supremacy. The temples of one city would be raised to be greater than the next, the cities of other nations would cover their temples in gold, their neighbors would come with great armies and slaughter them, take their gold for their own temples. Competing texts of the cults of the Sun and Moon are written and destroyed. Millions die under the bronze spear.

The third Age: The Age of Kings

From this maelstrom rose the first great king of all of the lands of Managuenne. From one of the numerous city states arose a great leader who with the might of armies and the power of the priests and priestesses conquered his neighbors, and from there his power grew, until at his death, at the age of 12000 his influence, spread over the vast majority of all the lands, and all the cities of Managuenne. His name is lost to history, he is simply known as ‘The Sun King’. And thus began the dynasty of the Sun Kings. Each living thousands of years, their accomplishments overlap and conflict with one another as each was known by the same name, the same royal symbols, the same heritage. The first Sun Kings son created a great city and the center of Managuenne, around the great gyre, centralizing power. The third spread the influence of the empire further conquering the last remaining city-states of the known lands. The fourth canonized the church, establishing the modern principles upon which the church is founded. The fifth the rule of law. The sixth waged war upon far away lands. But as the legends mix, tavern story with church canon, there is but one Sun King. That there were many men that held this title seems obvious but what one did and another did becomes irrelevant. The Age of the Kings is the golden era of Managuenne. The great wars between religious factions end. The church is united under one canon, with many cults. The city-states bow to one authority; that of Sun City, The throne of the Sun King. A reign of law. A reign of internal peace. A reign of order. This period lasted many tens of thousands of years, perhaps even hundreds of thousands. Each Sun King lived for thousands of years and their numbers were uncountable.

The Forth Age: The Age of the Sun King
The final Sun King is said to have been the greatest of them all. There are more stories from this era than all other previous eras. The last Sun King was said to have been a Half-Pint, a man of great appetites, handsome beyond measure, a gourmet, and a man of the ladies. He waged war upon the lands of the Sidhe. He fought in the last great terrible war with the giants of the northlands, before the glaciers swallowed the tundra of the northlands. The priests of his era were said to wield the very heat and power of the sun. The priestesses to be able lift the living from the dead. He created the great highway system. He built many of the surviving great work projects. The temple at Holy valley. The Bridge of winds. He was have said to have fathered 14000 children on countless women. And he was the last. The last Sun King. There are many stories of his undoing. The details of his finals days, who committed the final act, what finally undid his empire are multiple. What all accounts agree upon is that like the Sun  God the last Sun King was a great adulterer. And eventually his wife grew tired of his infidelities. She poisoned him. She stabbed him in the heart with a magic spear. She castrated him with  a knife blessed by the high priest. The chief of the Herdsmen cut off his head under her direction. In the end he died, and at her end. The queen and her supporters, many of them her sons and daughters then attempted to seize the throne. But factions quickly rose up, his countless sons all vying for the throne and civil war ensued. Ultimately the queen and her supporters were killed, the feuding princes subdued and the church became the defacto ruler of Sun City. The era of the Sun Kings had ended.

The Fifth Age: The Modern Era

It has been twenty thousands years since the Sun King reigned in Sun City. Nearly a thousand different crown princes vie for control of Sun City. None gaining complete control. It has been thousands of years since the last significant civil war. Battles are now fought politically. Within Sun City factions dissolve, arise and recede. The significant crown princes all hold control over aspects of the empire, a section mines, a geographic area, guarding a stretch of holy highway. The empire itself has shrunk, now the city states of the western plains answer to no prince. The eastern mist lands are wild. A loose faction patrols the Shield lands. Much of the residents of the great city are occupied with fashion, parties and the gossip of the day. The empire is whole yet rudderless. The herdsmen ignore the world of men, contenting themselves with their flocks and they way of life they have held for countless millennia. Yet in the stories the power of the great heroes, the warriors, priest and priestesses is greater than any contemporary. The exaggeration of tales? Or is the power of the church fading? From the heart of the empire stories of lassitude and decadence. From the borderlands, raiders of foreign races, the rise of barbarism. Is the land of Managuenne in recession. Is the power of the great empire fading? Yet still, it has been twenty thousand years and little has changed in the empire. Life century by century goes by as it for millennia. Fashions change, political leaders come and go but the life of Managuenne goes on.







 

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First bit of the NUts and Bolts

Nuts and Bolts

 (Sorry not all the tables translate- its late, ill try and fix this later)

The ability scores

Strength (Str)

A characters physical power, their ability to lift heavy objects, to strike harder in battle.

You apply your strength modifier to:

Damage rolls
No bonus for crossbows, and off-hand weapons without the two weapon fighting feat
x.5 for light melee weapons, and off-hand weapons with the two weapon fighting feat
x1 for all bows, single handed melee weapons and light two handed weapons and off-hand weapons with the ambidextrous feat
x1.5 for all two-handed weapons, and medium melee weapons with the Crushing blow feat, and bows with the Bear Strength feat
x2 for two handed weapons with the Crushing blow feat

Endurance (End)

A characters staying power, their ability to run long distances, wear heavy armor.
You apply your endurance modifier to:

Your Fortitude saving throw when appropriate
Your overall HP minus any penalty for wearing heavy armor

Constitution (Con)

A characters general health, the ability to withstand disease and sickness, to heal quickly.

You apply your Constitution modifier to
Your fortitude saving throw when appropriate.
Your overall HP.

Dexterity (Dex)

A characters hand-to-eye coordination, reflexes and limberness.


You apply your Dexterity modifier to:
Your overall AC, minus any penalty for wearing heavy armor
Your reflex saving throw
Your to-hit Roll
No bonus for off-handed weapons without two weapon fighting feat/ambidexterity
x.5 for two-handed weapons, with off hand weapon with either ambidexterity/two weapon fighting
x1 for normal melee weapons, off hand weapon with both ambidexterity and two weapon fighting, primary weapon with either two weapon fighting or ambidexterity, all Bows and Crossbows
x1.5 for all light melee weapons with no offhand weapon, light thrown weapons (balanced only)

Intelligence (Int)

A characters deductive, reasoning, learning and analytical abilities.

You apply your Intelligence modifier to
Your Will save when appropriate
X2 For your bonus number of skill points when you go up a level, or on your characters birthday
Number of spell points gained each level
Your arcane spell skill ranks

Wisdom (Wis)

A characters intuitive understanding of the world.

You apply your wisdom modifier to:  
Your Will save when appropriate
Number of spell points gained each level
Your Divine spell skill ranks

Charisma (Chr)

Your characters cult of personality. A person with high charisma is more popular with other beings of its race. Charisma has no effect on other races. Giants and humans are considered to be similar races. Charisma is not the measure of physical attractiveness.

You apply your charisma to:
Encounters
Various role-playing skills

Comeliness (Com)

Your characters overall attractiveness to others of the same or similar races. Comeliness has a variety of different effects on how others perceive the character but can be negated.


Ability Adjustments by Race

Race    STR    END    CON    DEX    INT    WIS    CHR    COM        Human    0    0    0    0    0    0    0    0        Changeling    0    0    0    0    0    0    0    2        Half-Pint    +2    0    0    0    -2    -2    +4    +2        Pint    +4    +2    +4    0    -4    -2    -4    -8        Sidhe    -2    -2    0    +2    +2    0    0    0        Tinker    -2    0    0    0    0    +2    0    0        Beastkin                                        Large Cat     +2    0    0    +2    -4    0    -2    0        Large Herbivore/
Reptile    +4    +2    0    -4    -4    0    -2    0        Wolf    +2    +2    0    0    -4    0    -2            Medium Cat    -2    -2    0    +4    -2    0    -2    0        Medium
Herbivore/
Reptile    +2    0    0    0    -2    0    -2    0        Small Cat    -4    -2    0    +6    0    0    -2    0        Small other    -2    0    0    +2    0    0    -2    0        

Notes:
Bonuses apply to initial rolls as well as racial maximums; a character cannot exceed his racial maximum without magical means, but may train a stat up a maximum of +4


Pint: Base land rate of 60, Large creatures, ½ skill points per level, next higher HD, x2 HD at 1st level, 75% of XP
Sidhe: Can be small or medium, base land rate of 30,Low light vision, ½ food need,
Tinker: Medium, Base land rate of 30, low light vision
Beastkin: Use sensory bonuses according to base creature, may have low-light vision, heightened smell, better chance to spot moving objects, heightened hearing, long distant vision, natural weapons
Large predator, herbivore, reptile, Large Creature, Base land rate of 50, next higher HD, 75% of XP
Medium predator, herbivore, reptile, Medium creature, Base Land rate of 40, 90% of XP
Small any: Small creature, base land rate 20-30, 90% of xp














Simple Weapons    Dmg(S)    Dmg(M)    Dmg(L)    Armor
Red.(M)    Armor
Red.(H)    Critical    Range    Weight    Type        Unarmed Attacks                                            Gauntlet    1d2    1d3    1d4    -2    -4    X2    
    1lb    B        Unarmed Strike    1d2    1d3    1d4    4    -6    X2        1lb    B        Light Melee                                            Dagger    1d3    1d4    1d6            19/x2        1lb    P,S        Dagger,
Punching    1d3    1d4    1d6    +2    +2    X3    
    1lb    P        Light Mace    1d4    1d6    1d8        -2    X2        4lb    B        Sickle    1d3    1d4    1d6    2    -4    X2        2lb    S        One-Handed Melee                                             Club    1d4    1d6    1d8        2    X2        3lb    B        Heavy Mace    1d6    1d8    2d6            X2        8lb    B        Solar Mace    1d6    1d8    2d6        +2    X2        6lb    B,P        Short Spear    1d4    1d6    1d8            X2    10    3lb    P        Two-Handed Melee                                             Quarterstaff    1d4    1d6    1d8    -3    -6    X2        4lb    B        Spear    1d6    1d8    2d6            X2    5/R    6lb    P        Ranged                                            Hand Crossbow    1d3    1d4        2    -6    19/x2    30    2lb    P        Light Crossbow        1d6            2    19/x2    50    4lb    P        Heavy Crossbow        1d8            +2    19/x3    100    8lb    P        Pint Hunter        2d6        +2    +2    X3    40    16lb    P        Widow Maker            2d6    +2    +4    X3    150    25lb    P        Dart    1d3    1d4    1d6    5    -10    X2    5    1oz    P        Javelin    1d4    1d6    1d8        2    X2    30    1lb    P        Sling    1d3    1d4    1d6    -5    -10    X2    30    1oz    B        Martial Weapons                                            Light Melee Weapons                                            Throwing Axe    1d3    1d4    1d6    -2    -2    X2    10    1lb    S        Light Hammer    1d3    1d4    1d6        2    X2    5    1lb    B        Hand axe    1d4    1d6    1d8            X2    5    1lb    S        Light Pick    1d3    1d4    1d6    +2    +4    X4        3lb    P        Sap    1d2    1d3    1d4    I    I    Sp        ½ lb    B        Short Sword    1d4    1d6    1d8            19/x2        2lb    S,P        One Handed Melee                                            Battleaxe    1d6    1d8    2d6            X3        6lb    S        Flail    1d6    1d8    2d6    Sp    Sp    X2        5lb    B        Long Sword    1d6    1d8    2d6            19/x2        4lb    S,P        Heavy Pick    1d4    1d6    1d8    +2    +4    X4        6lb    P        Rapier    1d3    1d4    1d6    4    -8    18/x2        1lb    P,S        Scimitar    1d6    1d8    2d6            X2        4lb    S        Trident    1d6    1d8    2d6            X2    5    4lb    P        War hammer    1d6    1d8    2d6            X3    5    5lb    B        Two-Handed Melee                                            Falchion    1d8    1d10    2d8            X3        8lb    S        Glaive    1d8    1d10    2d8            X3    R    10lb    S,P        Great Axe    1d10    1d12    3d6            X3        12lb    S        Great Club    1d8    1d10    2d6            19/X2        10lb    B        Heavy Flail    1d8    1d10    2d6    Sp    Sp    19/x2        10lb    B        Heavy Solar Mace    1d8    1d10    2d6        +2    19/x2        10lb    B,P        Great Sword    1d8    1d12    3d6            19/x2        8lb    S        Guisarme    1d8    1d10    2d8            X3    R    8lb    S        Halberd    1d8    1d10    2d8            X3    R    8lb    S,P        Pike/Lance    1d6    1d8    2d6            X2    R    9lb    P        Ranseur    1d6    2d4    2d6            X3    R    8lb    P        Scythe    1d6    2d4    2d6            X4        10lb    S        Ranged                                            Longbow    1d6    1d8    2d6        2    X3    100    3lb    P        Composite Longbow    1d6    1d8    2d6        2    X3    120    3lb    P        Short bow    1d4    1d6    1d8        2    X3    60    3lb    P        Composite Short bow    1d4    1d6    1d8        -2    X3    80    3lb    P        
Notes on Weapons:

Armor Reduction: Both Medium and Heavy armor gains an additional bonus or penalty versus certain weapons. Weapons with the ‘I’ notation are cannot harm someone in the appropriate armor. Weapons with the ‘Sp’ designation ignore shield bonus.

Range: The designation ‘R’ indicates a Reach weapon. Most Reach medium weapons have a reach of 10’, a pike has a reach of 15’. A small ranged weapon other than a crossbow has a range of ½, a large of x2. A strong character can add one range increment for every point of modifier but gains no extra bonus to hit.

Bows:  Any type of bow can be made to give a character a strength bonus with it. A character with a lesser strength takes a -2 penalty for every point below the strength it is made for up to -10. A higher and the character cannot fire the bow. A medium creature cannot use a bow made for a large creature, but a large creature can use a medium bow.

Short Spear: A Short spear is no longer than 5’, usually 4’ long. It can used in one hand or on horseback. It can be thrown short distances.

Spear: The standard spear of Managuenne is between 6 and 8 feet long depending on the user. It has a broad blade, and a crossbar to prevent an enemy from becoming deeply impaled on it. It is most commonly used with a shield. It may be thrown but not far or well.

Solar Mace: A Morningstar. Favored sidearm of many knights for its resemblance to the suns rays.

Pint Hunter: A huge crossbow designed to lob heavy bolts to take down pints. It fires a solid iron or steel bolt. A successful hit can knock a medium creature back at a DC 10 Fortitude or Reflex Save. Bounty hunters favor a bolt with hooked blades that imbed into flesh, this has no effect on smaller creatures but causes another d4 of damage on removal, from large creatures. unless the creature makes a DC 12 Fortitude save on being struck. DC 24 on crit. Can be reloaded in one round by a large creature, or in two by a medium.

WidowMaker: A pint weapon can kill a human in a single blow and severely wound a pint. A large creature can reload this in one round, a medium creature in three.

Double-Ended weapons are lame: Note all double-ended weapons have been removed. If they were effective weapons then they would exist in real life; they don’t. Get a clue!


Weapon Quality:
Weapons have a weapon quality of poor, common, quality, masterwork, dwarven, and master dwarven. These have the following effects:
Poor: Critical miss on 1-5 typically breaking the weapon, ½ range for ranged weapons,
Common: Critical miss on 1-3 typically breaking the weapon, ¾ range for ranged weapons
Quality: Critical miss on 1, normal range
Masterwork: Critical miss on 1, +2 ST, +1 to hit, +2 range,
Dwarven: Critical miss on 1, +4 ST, +1/+1 , +3 range
Master Dwarven: Critical miss on 1, unbreakable by a non-magical weapon, +2/+1, x1.5 range
























Armor    Cost    Bonus    Max Dex/End    Armor Check Penalty    Weight        V. Light Armor                            Padded    5gp    +1    +10    0    10lb        Leather    5gp    +1    +10    0    12lb        Light Armor                            Cured Leather    10gp    +2    +6    -1    15lb        Chain Shirt    150gp    +4    +4    -2    25lb        Breastplate    50gp    +4    +5    -1    20lb        Medium Armor                            Wool    5gp    +2/S,P +4    +2    -4    15lb        War Leather    25gp    +3    +3    -2    20lb        Heavy Hide    5gp    +4    +3    -3    15lb        Scale Mail    35gp    +4    +4    -4    30lb        ChainMail    300gp    +5    +2    -5    40lb        Light Plate    200gp    +5    +3    -4    30lb        Heavy                            War Chain    500gp    +6    0    -8    60lb        Splint Mail
Banded    250gp    +6    0    -6    45lb        Partial Plate    700gp    +7    0    -7    50lb        Fitted Plate    1500gp    +8    +1    -6    50lb        War Plate    2000gp    +9    0    -8    75lb        Exotic                            Fitted Leather    150gp    +1/+3    +10    0    10lb        Combat Armor    1000gp    +3/+5    +8    0    18lb        Battle Armor    1200gp    +5/+7    +2    -2    30lb        

Notes:

Leather: Uncured leather double layered in the torso but otherwise uncured and very flexible. Consists of pants, shirt, and a cap or hood.
Cured Leather: A crafted suit of leather that has been boiled in oil to make it more durable. Consists of a heavy cuirass, light leather pants with heavier boiled layers over the thighs and calves. Comes with a leather helm, reinforced with brass, iron or steel.
Breastplate: A bronze or steel breastplate, skirt, helm and greaves. The arms, and most of the legs are bare. The armor of a Greek hoplite.
Wool: Layers of felted wool. Very cumbersome and heavy but resistant to piercing and slashing (+2 effective AC), also virtually invulnerable to the bite of ordinary beasts. Used by wolf hunters in the winter.
War Leather: Cured leather that has been reinforced with studs and or strips of metal. Plates cover the shoulders, upper arms, thighs and calves. Comes with a heavy bronze or steel helm.
Heavy Hide: Uncured leather of beasts. Layered where it counts.
Light Plate: Fitted plates of metal backed up with leather and chain
War Chain: A full suit of chain armor reinforced with double layers of chain at vulnerable spots. Heavy.
Partial Plate: Heavy fitted plates of steel backed up by chain.
Fitted Plate: A full suit of fitted steel or bronze plates.
War Plate: As with fitted plate but the metal used it thicker, and heavier. Cumbersome, usually used on horseback.
Exotic: All exotic armor requires special feats to use.
Fitted Leather:  A suit of mixed light and heavy leather reinforced with metal. Custom made a character trained in its use knows how to catch blows on the hardened sections. A character with medium armor proficiency gains a +1 to AC, a character with the fitted leather feat gains +3. Must be custom made.
Combat Armor: As with fitted leather with heavier metal sections.
Battle Armor: As with fitted leather, with less leather, more metal sections, armor of this type often has built in weapons.

Quality:
Large: Large armor is thicker, gaining a +2 to overall AC
Poor: Looses -1AC every time it is hit by a critical hit
Common: Looses 1-AC every time it fails a ST at -2 when hit on a critical
Quality: Loosed -1AC on a ST when hit on a critical, absorbs -1/-2/-3 HP of damage on Light, Medium, Heavy armor
Masterwork: -1Dex/End/Armor Check, Looses -1AC ST +2 when hit on a critical by a masterwork or greater weapon only, -1/-2/-3 damage reduction
Dwarven: +1AC.-1Dex/End/Armor check, ST +4, -1AC on hit with dwarven or magical weapon, -1/-2/-4 damage reduction
Master Dwarven: +1AC, -2Dex/End/Armor check, ST +6, immune to damage from non-magic weapons, -2/-3/-4 damage reduction

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