Kirinal Pit - Circa 3030 - D&D 3E
The Pit after the Discharging in 3030
- 20 mile wide pit
- Carved out by the explosion that destroyed the capital city of Lozar at the end of the Lichwars.
- A seething mass of magical energy
- Levels of magic decreased after the Transformation of Dolgathan
- The Pit is a “thin” place between dimensions
- Outsiders commonly invade from the Pit
- Fortifications
- Forts at each of the cardinal points
- North Fort, South Fort, East Fort, West Fort
- West Fort, the Fortress of Kirinal, is the largest and most heavily manned
- Four smaller watchtowers midway between each fort
- Northwest Tower, Southwest Tower, Southeast Tower, Northeast Tower
- It takes one day of normal travel on horseback to go halfway around the Pit, i.e. from the North Tower to The South Tower with a stop at the East or West Tower along the way
- Guardsmen of the Pit / Pit Guards
- Guardsmen are divided into Lancers, Infantry and Support
- Lancers are mounted units that patrol the Pit Road.
- Patrols are always traveling the Pit Road, day and night
- There is always a patrol between towers at any time
- They start from a fort, pass a tower and reach the next tower in four hours
- After a meal they go back to their own fort arriving in another four hours
- If they encounter trouble they signal for assistance, assess the problem, and either engage the enemy, try to hold until help arrives, or run for their lives
- Infantry are unmounted troops based at the forts and towers.
- Infantry and bowmen are separate units
- When a signal is sent they march to the problem to help or prepare to defend
- Supporters are spellcasters: wizards and clerics
- They ride with the patrols and/or are based at the forts and towers
- They provide Magic Weapon or Greater Magic Weapon spells, mostly on arrows, as needed
- Clerics provide healing and protection, wizards act as artillery and protection
- Typical patrol: 12 Pit Guard Lancers – Ftr2
- 1 Wizard, Level 5
- 1 Cleric, Level 5
- 1 Warrior, Fighter, Ranger or Paladin, Level 6
- Typical Pit Guard Lancer
- Human Ftr2 mounted on light war horsesWear chain mail with large wooden shields, armed with heavy lances, longswords and short bows
- Feats: Mounted Combat, Ride-By Attack, Weapon Focus (Heavy Lance), Spirited Charge
- Often Knights of the Red Lance
- Typical Pit Guard Infantry
- Human War2
- Wear chain shirt with large wooden shields, armed with longspear, heavy crossbow and longswords
- Feats: Power Attack, Endurance
- Any order of knighthood operating in Lozar is required to provide guardsmen, knights and supplies for duty on the Pit
- Red Lancers form the bulk of the knights and Lancers
- Order of Light often gives money and supplies instead of troops and knights
- Knights of Order of Light who do serve exclusively as officers
- Tridensers, as elite knights, are usually patrol leaders, garrison commanders, and other officers
- Graduates of WPU are required to serve Lozar for 2 years
- Many are assigned to the Pit
- Clerics of Anam from Amaston often serve at the pit for a 1 year tour of duty
- Many are assigned several tours throughout a lifetime
- Many of the guardsmen end up acquiring a level or two of wizard or sorcerer
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