Joined: Aug 27, 2014 Posts: 32 Location: Australia
Cirron is basically a world I started creating some years ago as an environment for my then group of players to adventure in using mainly 2nd Edition AD&D rules with some 1st Edition input. It exists as a collection of hard copy folder pages and a lot of mental imagery much of which I have yet to put into digital form. After 6 years I have got slightly inspired to continue work on it. As I never backed up what digital stuff I had and have since crashed my old pc and bought a new laptop I only have my printed out and hand written paper to go on. So I've started revising and collating things into digital form once again.
I am really impressed with the detail of Crystalshore and Hoi Lan Fa but it will take some time before I detail individual places and characters in digital form but I will be adding this together with other elements of Cirron such as magical items/weapons, the known Gods, the history, artwork, character classes etc. I'll also be posting up some of the creatures that inhabit Cirron taken from my Creature Atlas. This is a collection of creatures from various sources including Dragon Magazine but I will only be posting up the ones I have created especially for this setting. I'm currently working on a digital map of the main area of Porthios City and a revised hand drawn local area map showing the six countries. It's time consuming but I prefer to hand draw and colour these
These are the books that I've used to create and DM games in this setting : 2nd Ed. PHB, 1st & 2nd Ed. DMG's, 1st Ed. Monster Manuals 1,2 & Fiend Folio, 2nd Ed. Drow of the Underdark, 1st Ed. Oriental Adventures, 2nd Ed. Arms & Equipment Guide plus input from old Dragon Magazines. Plus the 2nd Edition Campaign Sourcebook and Catacomb Guide - if you need some inspiration and structure for worldbuilding this is a really good book, its not 2nd Ed. specific at all it can be used for any setting.
Other inspirations include Dragonlance, Forgotten Realms, actual history such as the Vikings, ancient China/Japan, the Roman Empire, Medieval Europe, Robert jordan's Wheel of Time series and fantasy movies such as Conan and LOTR.
These are some very general overviews. There will be six in total basically because all six countries are geographically close although I have mainly DM'd games set in the first Kingdom. It was somewhat ambitious of me to make these so close together as they all need to have some level of detail to let players explore them.
Porthion Kingdom
Spoiler
The Porthion Kingdom is governed by the Grand Council consisting of six Councillors, the High Commander of the Porthion Army and King Draelmir. The Councillors are elected by the permanent residents of the Empire and currently consist of four Noblemen and two Priests of Corpius the God of Wisdom and Knowledge. The High Commander is chosen from the Knighthood usually from their own ranks. King Draelmir is directly descended from a long line of royal figures and although he has been married to wife Verrika for several years they are still without children. He is generally liked by his subjects and spends much of his time in the public eye but underestimates the threats that exist beyond the borders of the Kingdom. Executive powers were taken away from the royal line several decades earlier when King Grenthir fell under the influence of the evil Arch Mage Kalimor the Outcast in a failed attempt to assert control over the Empire. Occasionally the Kingdom has had a Queen, this generally occurred after the King was lost in battle or from the lack of male heirs to the throne.
It is the largest, most ethnically and culturally diverse kingdom and is tolerant of many races but consists mainly of a locally descended human population with a large minority of Valkan humans. Halflings, Highland and Lowland Dwarves, Northern humans, some Gnomes and, although rare, a small number of Dalastrian Elves make up the rest of the population. Most live among a myriad of townships and villages with Cronish, Atherius and Hulthon being the three largest centres outside the coastal capital city Porthios. Unless cultivated the landscape is generally a mix of grassy fertile plains and low stony hills.
Main exports include grain from vast farmlands, river and coastal fishing produce, fine wines and spirits. Main imports usually come from neighbouring lands such as Elven wood and parchment, Halfling gold and silver plus Lowland Dwarven steel. Some jade and exotic spices are imported over great distance by sea from Tatsu Shima. Scholars, Historians and Mages also travel to Porthios city in search of knowledge from the greatest collection of historical and magical tomes of Cirron.
The majority of the Kingdom has enjoyed a period of relative calm and peace over the last century although the secretive cult of Mirikk (The Goddess of Chaos) is growing in number and has so far resisted attempts to dismantle it.
The Porthion Army is considered the largest on the continent and is most renowned for its Heavy Cavalry and expert Archers. It is made up mainly of professional soldiers however all permanent residents of Porthion descent are required to undertake 2 years of military service upon reaching adulthood beginning with basic weapons training and culminating with mounted border protection patrols. Troubled areas are usually situated along the long Southern border with the mainly unclaimed wilderness. Skirmishes occur on a regular basis when raiding parties of the eight Southern Hobgoblin tribes test the outer defences. The highly organised Sun Clan striking from their plateau stronghold and The Dark Eye who count Shamans among their followers are considered the most dangerous.
Along the East of the Kingdoms coastline runs the chain of islands known as the Valkan Nation. Directly to the North stretches the inhospitable desert known as the Barren Lands. To the West the border is shared with the Halfling Territory, Elvish Gwynthalin and Lowland Dwarven Northlund.
Northlund
Spoiler
The ancestral home of the Dwarven race Northlund is ruled by King Carthor from the fortified township of Tarem. The King is a popular figure among Lowland Dwarves and has led his kinsfolk with a just and distinguished hand for many decades. He is very advanced in age now and has resisted the inevitable transfer of leadership to his son Hyrrodar. Many of his subjects believe this relinquishment of the throne is overdue and have doubts about the King’s state of mind. His unexplained recent absence from important meetings and ceremonies do not add to their confidence but most are reluctant to challenge his authority.
It is a relatively small but prosperous land mainly due to the most developed and efficient mining operation on the continent. The population consists of mainly Lowland Dwarves with some Highland kin. Gnomes, Halflings and Porthion descended Humans make up the majority of the other residents and are usually found in the Northern mining villages that are scattered throughout the Grey Spires mountain range. Unlike their cousins in Thealgar most Lowland Dwarves live above ground in circular wooden structures although several stone keeps have been constructed across Northlund’s main access roads.
Due to the relative isolation from the Scorched Desert and the neutral or positive diplomatic relations to the surrounding lands Northlund has a much smaller standing army than Thealgar but still possesses a very capable core of soldiers who man the outer keeps and guard the precious mining resources. These troops are particularly fond of the Heavy Crossbow and have also stationed ballista around Tarem to defend against wandering Chimera from the nearby Sabre Mountains. Although some of the landscape is cultivated a large amount of Porthion grain is imported together with advanced Gnomish mining devices. Those who can afford the high prices are also fond of Northern crystal and amber. Main exports include highly regarded steel, copper and lead plus superbly crafted weapons and armour from the township of Khrot where the bellow driven coal forges are said never to be seen idle.
Gheal’s Lake is located just outside the Western border and feeds the Dragonfly River which flows through deep gorges in the mountains eventually crossing the border into the Porthion Kingdom. The mountain catacombs beyond the Lake are inhabited by the malicious Duergar or “Gray Dwarves” who have little contact with their Lowland cousins. The border of Northlund once extended another 20 Miles further to the North but the expanding desert of the Barren Lands has now taken over this previously fertile land which has since been abandoned. Although centrally located Mengeel’s Swamp is avoided by most of the populace and is inhabited by large numbers of Bullywugs.
Thealgar
Spoiler
Nestled among Cirron’s highest and coldest mountain range – The Sentinels is the Highland Dwarven kingdom of Thealgar. It is governed solely by King Drakorn, a much loved and respected ruler who can trace his family lineage back some 760 years to the founding of Thealgar and the Journey of Hope from Northlund to settle the Sentinels. This journey was made after a severe plague originating within Mengeel’s swamp at the heart of Northlund threatened to wipe out the Lowland Dwarven race completely. Although the plague was eventually brought under control the original settlers decided to build their own kingdom among the peaks where the water was pure and precious gemstones had been discovered.
Much of Thealgar is subterranean due to the extreme conditions experienced above ground in these mountains however massive above ground fortifications guard each of the four passes into the Sentinels and are always occupied with heavily armed divisions of the Highland Dwarven Army. Commanded by King Drakorn and four trusted Generals these combined divisions are only second in size and strength to the Porthion Army. Warhammer Keep is considered the most crucial fortification as it commands the Western pass which lies 20 miles from the Scorched Desert. This cursed wasteland is thought to be the resting place of Zemm the Warlock whose evil legions of living and undead once attempted to destroy the Porthion Kingdom, Gwynthalin and Thealgar in a series of sieges, attacks and counter-attacks that spanned over a decade.
Athelm citadel is the capital which occupies much of the expansive natural limestone caverns within Mount Fyrellan and houses some two thirds of the population. Although tolerant of other races and having close diplomatic ties with the Porthion Empire Thealgar is almost exclusively inhabited by Highland Dwarves as most other races find the above ground climate too cold and cannot adjust to a subterranean existence. Dalastrian Elves and Highland Dwarves rarely cross paths despite their extensive shared border as sheer cliffs mark the Eastern edge of the kingdom. The Lowland Dwarves of Northlund however enjoy a close relationship with their Highland cousins with regular combined military exercises and great debate over whose aged spirits and liquers are the highest quality.
To the North is the rarely travelled Forest of Souls where most Porthion scholars and historians agree was the birthplace of all life on Cirron. Dalastrian Elven Elders disagree however as they do not believe that Elves could possibly have originated from a common ancestor shared with what they consider are the lesser races.
Main imports consist of steel, copper and preserved meat from Northlund plus leather and grain from the Porthion Kingdom. Main exports include the rare metal platinum and renowned precious gemstones from the Sentinel mines.
Gwynthalin
Spoiler
Gwynthalin is mainly composed of low densely forested hills and is home to the Dalastrian Elves who are ruled by the warrior Queen Kalynderil. Although usually governed by a joint union of King and Queen she is the first to rule alone from an early age due to King Lerintias, an only child, succumbing to an unknown illness as an infant
Unlike her predecessors Kalynderil has left her homeland for weeks at a time to travel the surrounding lands gaining great wisdom and knowledge for her age. Some of her subjects are very reluctant to accept her rule. She was born high in the royal circle but has adventurous ideas of expanding the minimal contact of her people with the world beyond the forest and wishes to create closer diplomatic and military ties with her Human and Dwarven neighbours. This is unpopular with the Elders of her kind. They maintain that other races are inferior to Dalastrian Elves and will only draw them into major conflicts with even lesser races such as Hobgoblins and Orcs and will also promote the dilution of Elven blood from inter-racial relations with Humans. There have been several known attempts of assassination upon Kalynderil by a small group of radical traditionalists but these have been thwarted by her closest allies the Talon Circle - the elite guardians responsible for the protection of the royal family lineage.
So far Kalynderil’s Elven kin are the only permanent residents of the Gwynthalin. Small scale trading with the Porthion Kingdom is carried out by those more worldly Elves who live in the Southern quarter. Here much of the forest has been taken over by the Heriat tree – an incredibly fast growing and aggressive form of the Great Oak which resulted from the magical exchanges of duelling Mages over a century ago. Elvish Sages have halted the advance of the trees by introducing a beetle variety that eats any new saplings which appear. The already established Heriats are being cut down with the wood exported to the Porthion Kingdom as building material. The leaves are also gathered to produce fine parchment.
At the heart of the forest lies the citadel of Tyrrak which is encircled by many smaller townships within a day’s travel. Few members of the other neighbouring races have ever set eyes upon the citadel although rumours of its grandiosity and construction have flourished with the aid of travelling bards who in reality have not ventured far beyond the forest’s edge.
North of the forest rises the Sabre Mountains, although claimed as part of Gwynthalin few Elves live among these peaks because of the extreme cold, violent weather and the often hostile creatures dwelling there. To the East much of the border is shared with the Halfling Territory with Northlund and Thealgar running alongside the Western edge. The Drow or “Dark Elves” are rumoured to inhabited a labyrinth far to the South of Gwynthalin but have not had direct contact with Dalastrian Elves for over 200 years. Little of the Elvish border is in contact with the unclaimed wilderness and although incursions do occur by the Southern Hobgoblin tribes the small scouting groups sent into the forest usually do not survive long enough to report back to their masters.
I did not want to stray too far from the traditional player character races described in the 2nd Ed. Player handbook for these four.
Last edited by Zek For Dar on Thu Sep 18, 2014 4:40 am, edited 1 time in total.
Joined: Aug 27, 2014 Posts: 32 Location: Australia
The Berrechian Wasp - from the Creature Atlas :
Spoiler
CREATURE ATLAS - CIRRON
Name : Berrechian Wasp Special Area : Black Sands Desert Climate/Terrain : Sandy Desert Frequency : Uncommon Organisation : Solitary Activity Cycle : Day only Diet : Insects, Spiders, Scorpions, Small Birds/Rodents Intelligence : Non - Treasure : None Alignment : Neutral No. Appearing : One (Unless larvae/hatchlings encountered) Armour Class : 3 Movement : 6”/22” Hit Dice : 1 – 2 hit points (Juvenile 1, Adult 2) Thac 0 : 18 No. of Attacks : 1 x Dmg per Attack : 1d4 + 1 or Special Special Attacks : Sting or Special Special Defences : - Magic Resistance : Detects all Illusion Spells/Effects Size : Small (Adult 8 inches long) Morale : High EXP Value : 140 Save as : Fighter 1st Level % in Lair : No lair
Native to the Black Sands Desert the Berrechian Wasp is a distant relative of the Giant Wasp. Its predominant body color is matt black with three bold bright orange stripes around its abdomen and semi transparent orange wings. Juveniles are often completely black until they mature into adults.
It is occasionally encountered during daylight hours hunting for its food or a victim for its young to feed upon. In the former case the wasp will generally ignore such large enemies as adventurers and will only attack if disturbed or provoked.
It may sting once per round and will target the most obvious aggressor first. Armour may deflect stings but the wasp will notice if it has little effect and will attempt to sting uncovered areas. After attacking 3d6 times its poison will be depleted and it will flee the area. It is particularly vulnerable to fire and will lose its wings in brief contact however it will attempt to sting again if handled once losing its ability to fly. The wasp will detect and ignore all forms of Illusion magic and effects.
It has limited eyesight at night and may be found after dark clinging to a tree branch or rocky crevice. 15% of the time the female wasp will be searching for a host in which to lay its eggs (numbering 1d6 individuals). It will do this through a painless injection lasting only a few seconds and in this state the wasp is at its most dangerous to adventurers as it prefers a larger creature than its normal prey for its young to feed upon. A character with a moderate to high level of alcohol in the bloodstream will escape the wrath of the larvae wasps as the eggs will perish upon contact with the alcohol carrying blood. Such a character may be oblivious to having been injected at all.
Healthy wasp larvae will take two weeks to mature to juvenile status inside a host before eating their way out of the host’s body in ten days inflicting 2 points of damage per day for the first 5 days and 3 points of damage per day for the last 5 days. The juvenile will immediately fly away from the host once free of the body. There is a 20% chance that the larvae will be close to the skin surface of the host and upon identification may be physically cut from the flesh inflicting 2 – 3 points of damage. The internal organs of the host are rarely damaged by the larvae as they consume protein rich flesh – mainly muscle.
The normal attacking stings of the wasp are considerably painful for the first 30 minutes and morale will be affected if a character or mount is stung twice or more. The Berrechian wasp is fast and adept in flight with half of all missile attacks from 1 – 5th level characters missing their target completely.
When hunting or searching for a host the wasps typically fly up to 100 feet above the ground using their excellent eyesight to find prey and dive almost silently to attack. Their first initiative roll gains a +1 modifier as does the first attack roll.
Last edited by Zek For Dar on Fri Sep 19, 2014 1:49 am, edited 1 time in total.
This is awesome stuff!! If you ever decide you'd like to start setting it up on the wiki as well let me know and I can help. ((Of course I need to stop being lazy and keep converting my notes into wiki / digital form as well.))
Regardless, I love it and would love to see more.
_________________
"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
Joined: Aug 27, 2014 Posts: 32 Location: Australia
The Porthion City central map is coming along but I'm getting OOS from using the mouse too much Anyway here is some old artwork of various places :
Forge Keep
Spoiler
South Wall, Northern Empire
Spoiler
Kreelon & dwellings of the Erandi, Forest of Souls
Spoiler
Valkan Village entrance
Spoiler
And a some rather unsociable denizens of the Creature Atlas known as the White Horde :
Spoiler
CREATURE ATLAS CIRRON
Name : White Horde Special Area : The Scorched desert Climate/Terrain : Stony Desert/Hills Frequency : Common Organisation : Group – (See notes) Activity Cycle : Day/Night Diet : - Intelligence : Average to High Treasure : (5% chance of 1d3 magical items plus 1d3 magical weapons per group) Alignment : Chaotic Evil No. Appearing : 20 – 800 Armour Class : Soldier 3, Tainted Lord 2, Overlord 1 (+/- Medium Shield see notes) Movement : 12, (19 when mounted) Hit Dice : 6+6, 9+18 or 9+30 Thac 0 :14, 8 or 4 No. of Attacks : 1x or by weapon type Dmg per Attack : Per weapon type (+ strength adjustment) Special Attacks : Gaze attack Special Defences : ½ damage from fire based attacks Magic Resistance : Immune to 1st – 3rd Level Spells & 4th Level Illusions (*also see notes) Size : M (6 ft tall) Morale : Fearless - 20 EXP Value : 950, 2000 or 2500 Save as : Fighter 6th, 12th or 16th level % in Lair : -
Over a Century ago 30,000 soldiers rode from the mountainous Kingdom of Sollum (now known as the Carrion Peaks) to aid Zemm the Warlock in his attempt to conquer the Kingdoms of Porthios, Thealgar and Gwynthalin. Although his forces were ultimately defeated Zemm was so impressed with the soldiers of Sollum that he decided to resurrect those who had fallen and then enchanted them all with evil sorcery to create his own eternal fighting legion. Once human these soldiers are now twisted in heart and disfigured in appearance and only serve their master and perhaps Varon Sin the God of War. They will only be released from this service when slain in battle.
Even before their ill-fated journey to the Scorched Desert the White Horde were among the most feared and respected warriors of Cirron. During the course of the last 100 years they have only grown in power and ability making them formidable in single combat and dreaded in large numbers.
All Horde soldiers wear matt white painted plate mail still bearing the faded mark of Sollum upon their breast plates. Commanders appear identical as their soldiers making them hard to single out in battle unless they are noticed barking short orders to their troops in the harsh tongue of Sollum. They also speak and understand the languages of Orcs, Goblins, Hobgoblins and Common.
Horde soldiers possess above average strength and constitution enabling them to ride or march long distances in the unnatural heat of the Scorched Desert with little ill effects. They may be encountered on foot or mounted on their specially bred and trained Medium Warhorses who also possess great endurance and tolerance of the desert wastes. These mounts wear white studded leather barding and are unlikely to panic if startled.
Horde Medium Warhorse :
AC : 7 (5) Move : 19 Hit Dice : 2+6 No. of Attacks : 3x Dmg per Attack : 1-6, 1-6, 1-3 Encumberment 4500/7000
The Horde constantly patrol the border of the desert and desert interior in groups of 20, 50 or 100. They will be armed as follows :
Group of 20 : 14x Longsword and Medium Shield/6x Shortbow and Broad Sword
Group of 50 : 30x Longsword and Medium Shield/20x Shortbow and Broad Sword
Group of 100 : 50x Longsword and Medium Shield/30x Shortbow and Broad Sword/20x Medium Horse Lance plus Longsword and Medium Shield
Scattered throughout the desert are larger war parties numbering either 400 or 800 who are ready to respond to any significant intruding force and will occasionally travel along a circuit close to the desert edge. They will be a mix of infantry and mounted soldiers and armed as follows :
Party of 400 : 200x Longsword and Medium Shield/100x Shortbow and Broad Sword/60x Ranseur Pole Arm and Broad Sword/40x Medium Horse Lance plus Longsword and Medium Shield
Party of 800 : 400x Longsword and Medium Shield/200x Shortbow and Broad Sword/120x Ranseur Pole Arm and Broad Sword/80x Medium Horse lance plus Longsword and Medium Shield
Several war parties of 800 are permanently stationed on the lower slopes of Mount Fury ready to defend their master’s stronghold against large scale assaults. The White Horde is known to have extremely high morale and will often fight their enemies until death unless ordered by their master to retreat. The soldiers will execute attacks with precision, strategy and effect rarely seen beyond the Porthion border and will take no prisoners unless specifically ordered to do so. Archers will often carry extra quivers of Sheaf arrows on their mounts to provide a continuous shower of arrows against their foes. All soldiers are well trained in the available weaponry.
Due to their enchanted nature and 100 year occupancy of the hottest desert on Cirron they take ½ damage from all fire attacks including high level spells. They are also immune to the effects of all 1st – 3rd level spells plus 4th Level Illusions. 8th Level Trap the Soul Spells cast against Horde soldiers always result in the component gem shattering regardless of its value.
Horde Archers will target any obvious Mages or Clerics in battle. Once met in eye to eye melee combat with Horde soldiers 1st – 4th level characters must roll save vs spell (Gaze attack) for the first round or drop any hand held weapons and flee in fear away from the battle area for 2d6 rounds and suffer a further round of general confusion.
There are three main types of White Horde soldier. The base level soldier makes up all of the groups numbering 20 or 50 with one slightly more intelligent and resourceful individual in command. Groups of 100 and war parties of 400 are commanded by a Tainted Lord with war parties of 800 commanded by an Overlord. Their statistics follow :
Tainted Lords and Overlords wear +1 or +2 Plate mail respectively. Horde individuals carry high quality but non-magical weaponry plus black volcanic glass daggers as secondary weapons which inflict 1d4+1 damage.
All group and war party Commanders wear enchanted silver crescent medallions that transmit images back to Zemm the Warlock and also enable him to communicate orders telepathically. The wearing of such a medallion taken from a fallen Commander will result in the wearer’s alignment shifting to Chaotic Evil. This effect can be negated for 1d4 rounds if Dispel Magic is cast directly upon the medallion. The Horde show no interest in treasure or magical items but will collect these from fallen enemies if instructed to do so.
Due to their semi-immortal nature they may save vs spell to survive castings of the Death Spell and Finger of Death but still suffer 2d10 points of damage if successful. Tainted Lords and Overlords receive no damage if successful. The Power Word Kill spell however will have its full effect on all individuals.
In darkness Horde members have limited Infravision to 40 yds. with only vague shapes seen beyond 30 yds.
I'm a bit unsure as to the correct EXP values of these guys as Table 31 in the 2nd. Ed. DMG can give too high a value if used to the letter so I've toned down the numbers somewhat.
Awesome artwork! I love when a DM has the artistic talent to put what they've got in mind down on paper for better visualization, really helps bring life into the homebrew settings. I keep hearing a ton of good things about 2e and in fact keep seeing a ton of PBP games and Roll20 games pop up for the edition so I know at some point I'm going to end up trying it since I never go to in the past. ((You should totally run a roll20 game in this setting *sough* ))
I'm currently fleshing out a desert ((and a swamp marsh but thats another story)) in my setting and I wish I had something as awesome as the White Horde roaming around in it. Currently I've got nothing but a few names for ruins and trying to figure out the history of the reason. Which areas of your world have you ran campaigns through? Was it one campaign that explored around or multiple that started / ended in various areas?
_________________
"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
Joined: Aug 27, 2014 Posts: 32 Location: Australia
A new definition of "camping in the woods"
Yeah my Art teacher liked my stuff, I did a lot of line drawing but I need to get better at shading and coloring. Of course that takes time then to do each drawing so I'd rather just line draw them and get more in quantity done. Roll20 could be an option if I cant get a gaming group together here.
One way to start making up your own creatures is to look at the ones you already have in the D&D books, check out their stats and build your own version of that creature for your own setting with its own special quirks or abilities etc that fits better into your setting. After a bit of practice you will soon think up totally unique creatures that will fit into your settings history and environments together with stats that make sense.
I always start with names of places and then build them from there. Of course you don't have to just write/type these places straight up into the finished product you can brainstorm a bunch of ideas out roughly first that might not even seem related and then put them together to form the history and description etc. There is no limit to what your world can be you are the DM and creator but of course its nice if it makes some kind of sense so you don't get too many why and how questions from your players.
When I was DMing this world it started off as just a small map of the main countries all bunched together and the campaign started in the Porthios Kingdom as that one had the most detail already. My players basically travelled around there and followed a rough flexible story line using random plus planned encounters and improvisation. The trouble was all this claimed land was "civilised" and I couldn't really justify having all the really unique and amazing monsters from the D&D books plus the ones I was creating roaming around there. I needed true wilderness areas so I made up an ambitious map of the continent and named numerous special areas (like the Scorched Desert) for the more unique creatures to live in. Of course not all the map has written detail on it as that would take an age to complete I'm just starting with the areas closest to the original countries (like the Forest of Souls) and giving them some detail. It's a big project but its also rewarding.
I wanted to give these standards a battle worn appearance whereas the Knighthood shields are always kept in immaculate condition once battle has concluded.
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