An Old Campaign New Life [Archive] - Wizards Community

Post/Author/DateTimePost
GalaionEmpire

12-25-06, 11:24 AM
Sorry about the length of the post there still a few details like some race descriptions I should have them in in a day or two also there is the Goliaths I left my races of stone at home and wont be back until July. So I'm having a friend email me the stuff but he has been busy lately.

If any one is interested I can start a campaign in mid January when my new lap top arrives. any questions you can PM me or email me at galaionempire@gmail.com

I started this campaign in 1992, the world is all original and with 1000 years of played history. I have a stack 4” high of old PC’s most of them were like real people the lived and died having little impact on the land. There are few that made it big. Some retired others made something of there wealth. Here are some of the famous.
Valyus: player A.W. this ranger after betting an Inn owner fore the Inn and winning. He made the Inn the base of ops. fore the party and hade many advancers in the Inn. It stands in Kandla the capital of Roocks. The Inn has been remolded by his children do to its age. It was won 1211 years ago in game time. (1993 in the real world)
The most infamous character is Magues:, aka. the Halfling, player M.M. by far the most powerful character played in the campaign. This small but powerful mage had spent his life researching magic until he was the most powerful magic user in the world this was helped by some early quick thinking. He has become known as the Halfling because he is aware of all who speak his real name. His power has shown no sing of wavering as it is some wear close to his 1265 birthday.
Rolan: Player W.C. this beast master hade a lucky brake early in life (bad luck on my part) and ended up with a part of a dracko litch horde. He then used the gold to build a keep. After this he opened a school of the wild fore rangers and the like.
Simon: player W.C. the next character after Rolan. This half elf from Roocks barrowed gold from some gilds to start a shipping company. He made enough to pay them back and the company is still around as Simonsun shipping he then took the profit from shipping and started the first insurance gild of Roocks. With is still around.

RACES

RACE AND LANGUAGES
A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
Literacy: Any character except a barbarian can read and write all the languages he or she speaks.
Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related.
languages are as follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Sylvan.
Wizard: Draconic.
Race and national languages: Northspeech (North Men), Halfling, Dawrven. Sylvan (Wood Elves), Highspeech (High Elves), Elven, Midern (Dark Elves). Roock, Zethy, Sonioan,(Human). Ishaleh (Human), Eastah. Tribes (Human). Sicten (Centaur, Satyr, Minotaur). Uli (Uli, Qui) Giant (Goliath)

SMALL CHARACTERS
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

HUMANS
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 2 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Roocks or Zethy. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any available.

NORTH MEN
Tall and broad in stauncher they average 18 ½ hands (6’2”) and 16 stones (224 lbs.) there hair is blond to red and there complication is light. Most are honorable men.
•+2 Strength, +2 Constitution.
• Medium: As Medium creatures, north men have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• +2 racial bonus to ride.
• +2 racial bones to handle animals.
• Automatic Language: Northern. North men can under stand some of Halfling and Dwarven even if he can not speak it. Bonus Languages: Halfling, Dwarven, Sylvan, Highspeech, and Elven.
• Favored Class: Any available.

DWARVES
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Starting items: one magical item worth no more then 50000 gold.
• Automatic Languages: Dwarven. Dwarfs can under stand some of Halfling and North man even if he can not speak it. Bonus Languages: Giant, Kobold, Terran, Zetht, and Roock.
• Favored Class: Any available.

HALFLINGS
• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• Racial feet improved critical sling and thrown rock
• Automatic Languages: Halfling. Halflings can under stand some of Halfling and Dwarven even if he can not speak it. Bonus Languages: Dwarven, Elven, and Sylvan.
• Favored Class: Any.

WOOD ELVES
Tall and thin the average high is 18 hands (6’) and 13 stones (180 lbs.) they have a slender build and are light completed
• +2 Dexterity, +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Starting Items: natural metals wood, stone, or leather
• Animal Companion: A Wood Elf may begin play with an animal companion selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the Wood Elf on adventures as appropriate for its kind.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, Move Silently, Hide, Survival and Spot checks while in the wiled.
• Automatic Languages: Sylvan. Bonus Languages: Draconic, Gnoll, Highspeech, Elvin, Sicten, Halfling, Roocks, and Sleak.
• Favored Class: Any available.

HIGH ELVES
Tall and thin 20 hands (6’8”) and 15 stones (215 lbs.). There skin is light to golden and there hair and eyes are dark.
• +2 Dexterity, +4 Intelligence, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Highspeech and Elven. Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan.
• Favored Class: Any available.

ELVES
Tall and thin 19 ½ hands (6’6”) and 14 stones (200 lbs.) they are of light to medium color with light to dark hair.
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• 1 extra feat at 1st level.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Highspeech and Elven. Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan.
• Favored Class: Any available.

DARK ELVES
18 hands (6’) and 13 stones (180 lbs.) they are from gray to black in color hair rang from black to white with grays in the middle.
• +2 Dexterity, –2 Constitution, +2 Charisma.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Darkvision: Dark elves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dark elves can function just fine with no light at all. Dark elves tack a –2 on all Search, and Spot in direct sun light.
• Weapon Proficiency: Martial Weapon Proficiency feats for the longkinfe, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Highspeech and Midern. Bonus Languages: Draconic, Elven, Halfling, Sicten, Roocks, and Sylvan.
• Favored Class: Any available.

HALF-ELVES
18 ½ hands (6’2”) and 13 stones (180 lbs.) Half-Elves are second class citizens but citizens non the less.
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• 1 extra feat at 1st level.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

EASHTAH
15 ½ hands (5’4”) and 15 stones (215 lbs.) the Sashtah are a short cat like race they have short gray fur covering there bodies. There head is very cat like with a short broad snout.
• +2 Strength+2Dextarty.
• Medium: As Medium creatures.
• Base land speed is 30 feet.
• Low-Light Vision: Eashtah can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Natural weapons bite 1d4.
• Natural weapons claws 1d4, claws are retractable
• Automatic Languages: Zethy and Eastah. Bonus Languages: Ishaleh, Roock, Uli, and Sonioan.
• Favored Class: Any available.

GOLIATHS
23 ½ hands (7”10’) and weigh 24 stones (340 lbs.) Unlike with most other races, there is no appreciable difference in height or weight between male and female goliaths.
Goliaths have gray skin, mottled with dark and light patches that goliath shamans say hint at a particular goliath's fate. Lithoderms -- coin-sized bone-and-skin growths as hard as pebbles -- speckle their arms, shoulders, and torso. Their skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms as well. Female goliaths have dark hair on their heads, grown to great length and always kept braided. Male goliaths generally have hair only on their limbs. Goliaths' eyes are a brilliant blue or green, and they often seem to glow a little from underneath their furrowed brows.
• +4 Strength, +2 Constitution, -2 Dexterity.
• Large mountain-dwelling monstrous humanoids. Darkvision.
• Males have hair only on the extremities.
• Competitive, scorekeeping, discard their disabled members.
• Considered large when this is beneficial.
• Can climb half-speed without penalty
• Standing long-high jumps considered running.
• Base land speed is 40 feet.
• Automatic Languages: Zethy and Giant. Bonus Languages: Dwarven, Roock, Uli, and Roock.
• Favored Class: Any available.

ULI
Tall and broad 20 hands (6’8”) 20 stones (280 lbs.) with long foreheads and a hairless body they are pail blue to pail green in color. They have wide mouths with flat teeth. Broad in the chest they have thin arms and lags.
• +4 Intelligence, +4 Wisdom, +4 Charisma.
• Medium: As Medium creatures.
• Base land speed is 30 feet.
• Darkvision: Uli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.
• Aliment any Evil.
• Automatic Languages: Uli. Bonus Languages: any.
• Favored Class: Any available.
• +3 Level Adjustment.

QUI
• +2 Intelligence, +2 Wisdom, +2 Charisma.
Thin 17 hands (5’8”) and 7 stones (98 lbs.) the Qui are the creation of the Uli. There appearance is quits shocking to most as they look like undead to most. Thy look like thy are skin stretched over bone. There dark leathery skin is covered with blotches of bright colors of yellow, white, or green that give an appearance of mold.
• Medium: As Medium creatures.
• Base land speed is 30 feet.
• Aliment N, NG, LN, LE, NE.
• Automatic Languages: Uli. Bonus Languages: Any.
• Favored Class: Any available.


CENTARS
A centaur is as big as a light horse. A centaur is about 20 Hands (6’8”) and weighs about 107 stones (1500 lbs.).
• +4 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence.
• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet
• A centaur’s base land speed is 50 feet.
• Darkvision: Centars can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.
• A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
•+3 natural armor bonus.
• Automatic Languages: Sylvan, and Sicten. Bonus Languages: Tribes, Elven, and Sleak.
• Favored Class: Ranger.
• Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid.


SATYRS
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. 15 Hands (5') and weighs about 7 stones (98 lbs.).
• +2 Dexterity, –2 Wisdom, +2 Charisma.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• A satyr’s base land speed is 40 feet
• Low-Light Vision: Satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions
• Natural Weapons: Head butt (1d6).
• +4 natural armor bonus.
• Automatic Languages: Sylvan, and Sicten. Bonus Languages: Tribes, Elven, and Sleak.
• Favored Class: Savage Bard.
• Available Classes: Bard, Savage Bard, Druid, Ranger, Scout, Wilderness Rouge, Rouge, Psi Warier, Wilder, and Sorcerer.


MINOTAURS
A minotaur stands more than 22 ½ hands (7’6”) and 54 stones (755 lbs.)
• +8 Strength, +2 Constitution, –4 Intelligence, –2 Charisma.
A Minotaurs starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/10 feet.
• Minotaurs base land speed is 30 feet.
• Darkvision: Minotaurs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.
• Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
• Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
• Automatic Languages: Sicten. Bonus Languages: Tribes, Elven, Sylvan, and Sleak.
• Favored Class: Barbarian.
• Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid.
• +1 Level Adjustment.


The North Lands (North planes, Horse Planes)
These two kingdoms have a transparent border with each other. The North Men control both kingdoms the north planes is less inhabited then the horse planes and there few peoples that live in either kingdom other then North Men.
Varderrog is the capitol of the Northern Kingdom with a population of 2000. Orms is the only other city in the kingdom with a population of 2000 as well.
The horse planes is a little more densely populated H’ind is the capitol its population is 2000, the other cities of the kingdom are Pru 1000 and Nerus 3000.
Religion north Men worship Kuran the god of the dead they have a strong belief in the after life. The only clerics in the north land are his.
Available classes: Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Knight, Dragon Shaman, Scot, Devine Champion, Sorcerer, Wielder, Totem Barbarian, Bardic Sage, Divine Bard, Savage Bard, and Wilderness Rogue.
Weapons and armor: leather and chain armor, small and medium shields, staves, spears, long sword, bastard sword, 2 handed swords, and axes
Economics: the North Men trade little with other peoples. They prize there independence and have what they need to live in conferment in there own lands. They do trade some with the Halflings and Dwarves there biggest exports are pones, horses, and mercenaries. North men mercenaries will fight fore any one that can pay there price, but they will not fight in the North, against large numbers of Dwarfs, Halflings, or either caring there nations standard as that is a valuation of the treaty.
Treaties: the North men are part of what is known as the northern alliance. The Dwarves, the Halflings and the North men. It is also known as the short alliance.

The Halfling Empire (hane planes)
Capital Tibbahl population 10000 the city of guilds. other cities Holetone population 1000 and Undraf 4000.
Undraf is a trade city that is half Dwarven and Halfling the city’s population is mixed geographically. This is the only trade rout fore the Dwarfs to the north land.
The Halflings worship all gods and even have a colt of the creator. The Halfling Empire allows religious freedom and many other freedoms to its peoples.
Available classes: any, Halflings are free and cereus people.
Weapons and armor: any, Halflings are not picky
Economics: there major trade is with the Dwarves grains, flax, livestock, and whine.
Treaties: the Empire is still in a strong position even there has been 100 years sense the attempted invasion by the High Elves most nations have a grate deal of respect fore the short alliance. The Halflings are part of what is known as the northern alliance. The Dwarves, the Halflings and the North men. It is also known as the short alliance.

The Dwarven Kingdom of the Blood Moutons.
The Dwarves live in grate city stats under the Blood moutons. They are all unifies by the two citadels of the grate plateau, Crage Gebarn and Crage More, each of these citadel has a population 100000 Dwarves. Other cities of the kingdom, Tohair 2000, Tibara 8000, Kaza 12000, Red 10000, Tiail 20000, Nag 5000, Tula 4000, Maxuon 2000, Vanail 9000, Mogon 2000, Maxog 2200, the Ile 500, Crag Ines citadel 50000, Ufidon 2100, Nagaras 4000, Trila 2000,
The Dwarven kingdom of strong holds deals with a constant Kobold and other mouton monsters.
Dwarves worship Eshail and Brigh. In Dawarven society male and female are equal although most clerics of Enhsail are Male and most clerics of Brigh are female. Most other races are not familiar enough with Dwarves to tell the different between male and female.
Available classes: Barbarian, Cleric, Fighter, Favored Soul, Wizard (item creation), War mage, Devine Bard, and Cloistered Cleric.
Weapons and armor: Ax, Hammer, Spears, Mace, Crossbows, Mettle Armors Mettle Shields.
Economics: the major export is finished mettle items. They trade to the Halflings and the North men thru them, the kingdoms of Roocks and Zethy, and thru them to Ishaleh. The biggest imports are grain and hard woods
Treaties: the Dwarves are part of what is known as the northern alliance. The Dwarves, the Halflings and the North men. It is also known as the short alliance.

Wood Elf Lands (Dark Forest and Mlyb Forest)
Capital Sukarh 10000 other cities Asharel 3000.
The Wood Elves of The Dark forest have no cities and fallow the ways of Tishon closely. The Wood Elves of Mlyb forest trade with Edogon and sell all trespassers to the High Elves. They do sell transportation threw there torturer.
Wood Elves primarily worship Tishon and Vshon. They believe in equality but are ruled by the elder women mostly.
Available classes: Barbarian, Druid, Fighter, Ranger, Rouge, Scot, Spirit Shaman, Sorcerer, Wielder, Savage Bard, Swashbuckler, and Wilderness Rogue.
Weapons and armor: The Wood Elves have no mettle working. All mettle items cost 4X cost. Leather and wood armor (Dark wood), flint or obsidian weapons Spears, Bows, Knifes, Clubs, Staffs, Slings, and Ax’s.
Economics: the Wood Elves of the north trade passage thru there land it is often a high price. The Wood Elves of the south trade trespassers to the High Elves, often High Elves them selves. Other then this there is no trading with the southern Wood Elves
Treaties: the Wood Elves would like to be left alone.

The High Eleven Kingdom of Edogon. (Drilr Planes)
The capital is Edogon with a Population of 1525000 other cities Tedon 25000, Crozean 10000, Thoa 10000, Danthaih 7000, Ch 100000, and Tarabor 10000
The population of the Kingdom is 30% High Elf 40% Elves and 30% Half Elves this is not counting the slave population.
The High Elves state only pays lip serves to the church, although Elves are free to worship what gods they please except the colt of the Creator.
The average Elf keeps 2 slaves usually Human.
Available classes for High Elves: Sorcerer, Wizard, Cleric, Psion, Warlock, Bard, Battle Sorcerer, Battle Mage, Psi Warier, Devine Mind, Ardent, Hex Blade, Wilder, Dusk Blade, Dragon Shaman, and Beguiler.
Weapons and armor for High Elves: Swords, Mace, Crossbow, Mettle armor.
Available classes for Elves: Sorcerer, Wizard, Cleric, Psion, Warlock, Bard, Battle Sorcerer, Battle Mage, Psi Warier, Devine Mind, Ardent, Dusk Blade, Hex Blade, Beguiler, Scout, Wilder, Monk, Ranger, and Rouge.
Weapons and armor for Elves: Swords, Mace, Bows, Spears, Crossbow, Mettle armor
Available classes for Half Elves: Scout, Fighter, Beguiler, Sorcerer, Psi Warier, Hex Blade, Bard, Battle Mage, Battle Sorcerer, Wilder, Monk, Rouge, Dusk Blade, and Cleric.
Weapons and armor for Half Elves: Swords, Mace, Bows, Spears, Crossbow, Mettle armor
The city state of Tarabon is some what independent of the Edogon government its population is entirely Dark Elf. Dark Elves do not believe in slavery. The city state sponsors religion and churches of all the gods except the Creator. There is also a large fallowing of Hatar witch helps keep them independent.
Available classes for Dark Elves: Rouge, Beguiler, Lurk, Scout, Battle Mage, Battle Sorcerer, Sorcerer, Wilder, Wizard, Cleric, Psion, Psi Warier, Soulknife, Monk, Devine Champion, and Ninja.
Weapons and armor for Dark Elves: Light and Medium armors, Swords, Long Knife, Spear, Crossbows.
Economics: the nation is self sufficient the few things that it needs it buy with gold they have a large slave pollution that keeps cost fore goods low.
Treaties: most other nations do not trust the Elves although the Sonioay have a treaty it is just who will back it first.

West Roocks (western planes, old wing forest, and the southern plans)
Capital Kandla 300000 other cites Fden 1000, Ihton 1000, Roach 3000, Berlon 1500, Dvfal 2000, Than 4000, Thucks 900, Normal 1000, Istal 500, Toneven 300, Haden 1000, Westend 7000, Blaon 500, Barsher 2000, Aden 50000, Algam 10000, Portsmouth 2000, New port 1000, and Bask 3000.
The cities of West Roocks are inhabited by Man; with a few Half Elves 1000 or so that inhabit the larger cities and costal cities. The religion of the kingdom is the pantheon with special homage to Aurelius as he came from the kingdom.
Available classes: Bard, Cleric, Fighter, Ranger, Rogue, Scot, Devine Mind, Favored Soul, Ardent, Sorcerer, Wielder, Divine Bard, Wizard, Psi Warier, Warlock, Hexblade, Swashbuckler, and Monk from the monastery at Blaon.
Weapons and armor: leather and mettle armors and shield, staves, spears, sword, axes, bows, crossbows, clubs, whip.
Rolens Keep this is a place for Rangers and the like to train. In essence it is a school fore the wiled
The Monastery at Blaon is an orphanage if the chilled is not adopted by the age of five they have a choice either study to become a monk or a wizard. There is also a number of parents that give there children to the monastery to be trained.
The Lacks Dwarven Mounds this is an ancient Dwarven sight. It has become reinhabited in the last 200 years by around 1000 Dwarfs to study its secrets of clock working, steam, and runs.
Available classes: Cleric, Fighter, Wizard (Runs), War mage, Devine Bard, and Cloistered Cleric.
Weapons and armor: Ax, Hammer, Spears, Mace, Short Swords, Rifles, Pistols, Cannons, Mettle Armors Mettle Shields.
Economics: with cost line and navigable rivers on either side plus the Dwarves to the north it is a major trader of goods this is helped by its well maintained roads. The kingdom is quite wealthy fore its size.
Treaties: there is a long standing treaty with Zethy as it in the past was part of grater Roocks. With the arrival of the Dwarves has come a strengthening from external threats.
Kandla
The walled city of Kandla the capital of Roocks. There five of the king’s roads that cut threw the cit to the city center were they meet. There is also a king’s road running along the South wall connecting the south road to the Igar river road with out going threw the city center. And there is one that runs along East wall connecting the north road to the Igar river road and the East road. All the king’s roads are well maintained in the city and brick road. The city center is a large bazaar. It is not the best in Rooks but one can find any thing you want or need here or in one of the shops that line the king’s road. There a few water ways that run in threw the city walls. One in the south east corner fore merchants. One that runs under the East river road the gats of this channel have been closed fore over 100 years. Finley there is a channel that is in front of the castle known as the king’s dock. None of the channels can accommodate very large ships but nether can the rivers.
Places of interest:
Wyverns Talon Inn: hanging below the sing of the Inn is a very large wyvern’s talon. The talon has been imbued with magic to keep it from withering or being stolen. The Inn is popular with travelers as it is known as establishments were you can have a good time. It is next to the Green Gild and frequented by its members.
Ashley’s herbs located in the wealthy part of town this small shop has every kind of herb known to man, elf, dwarf, and halfling.
Grimm’s gold this family owned shop has jims, gold, silver, and other precise mettle jollier. The Grimm family of dwarves has been in the city fore 1500 years. They buy and sell finished product or raw material.

The Principality of Zethy
Capital Blala 350000 other cities Ares 10000, Katal 1000, Alzin 500, El courean 700, Whathail 1000, Althan 1000, Aleter 8000, Sanund 2000, Rlanzon 2000, Retrrend 1000, Anaut 3000, Anaun 7000, Edronr 15000, Dbrsos 3000, Ser 20000, Batar 22000, Blzen 10000, Aame 10000, Zaign 1000, Allal 4000,Daga 3000.
The Kingdom dose not extend past the Zethy dessert. Most people live in the cities. People are allowed religious freedom in the Kingdom, the King worships the Creator and as a result the colt has a strong fallowing with actual churches. There is much clashing between the two religions especially in the larger cites in the north of the country this is not as prevent as the colt of the creator has little influence.
Available classes: Cleric, Fighter, Rogue, Scot, Devine Champion, Sorcerer, Wielder, Wizard, Hexblade, Psion, Divine Mind, Ardent, Psi Warier, Warlock, and Paladin only for the church of the Creator.
Weapons and armor: mettle armors and shield, staves, spears, sword Scimitars Falchions, Short bow, crossbows, clubs.
Economics: exporting largely goods like fruit, wine, and horses.
Treaties: the Elves not being a threat as they would have to travel thru West Roocks first. It is the Uli that worry the nation along with instability do to a clashing of religions.

City States of Eco’s Ocllan, Shatter Hill, and Nekropless.
Ocllan 4000 humans 1000 Goliaths the city is on the edge of the Blood mouton wilderness its major export is furs that the Goliath bring in from the moutons.
Available classes: Barbarian, Cleric, Fighter, Rogue, Scot, Sorcerer, Wilder, and Dragon Shaman.
Weapons and armor: leather armors and shield, whip, staves, spears, short sword, bows, clubs.
Available Goliath classes: Barbarian, Totem Barbarian, Scout, Spirit Shaman, Samurai, and Wilderness Rouge.
Goliath weapons and armor: Ax’s Whip, Two Handed Sword, Spear, Long Bow, Grate Bow, Basted sword.
Economics: furs and semi presses gems
Treaties: the treaty of Eco a mutual defiance pack between the three cities.

Shatter Hill 3000 there is a large magic community here. There no gods worshiped here it is forbidden by law.
Available classes: Rouge, Sorcerer, Wizard, Warlock, Scout, Psion, Wilder, Spell thief, Battle Mage, Bardic Sage, Dusk Blade, and Battle Sorcerer.
Weapons and armor: Any
Economics: importing spell components and exporting magic.
Treaties: the treaty of Eco a mutual defiance pack between the three cities.

Nekropless (city of the dead) 100000 all inhabitants are undead. It is ruled by a dimilich whose name has been forgotten and lost in time. The undead are free willed and sentient. As long as they stay in sight of the city they have no hunger fore what they have lost. Undead that have spent time in the city can not be rebuked, turned, or controlled fore the length of time equal to the time in the city once they leave.
Economics: exporting food
Treaties: the treaty of Eco a mutual defiance pack between the three cities.

The Crescent Valley and East
There many city sates in the land but they are all ruled by the Uli.
Cities Taoh 3000, Main 10000, Nugro 7000, Biara 4000, Beck 6000, Itos 7500, Ktos 10000, New Castle 12500.
The population of the Uli is 5% the rest of the population are creations of the Uli like the Qui and other created races
Available classes: Bard, Cleric, Sorcerer, Wizard, Warlock, Psion, Wilder, Spell thief, Battle Mage, Hex Blade, Psi Warrior, Favored Soul, Dusk Blade, Divine Mind, Ardent, Spirit Shaman, Ranger, Druid, Dragon Shaman, Spell Thief, and Battle Sorcerer.
Weapons and armor: Any
Economics: trade with the out side can only weaken them.
Treaties: the Uli want to conquer the world or at least this corner of it.

The Free Plane of Tears
Capital Bronifed 10000, other cites Tazal 5000, Ter 7000.
The plane of Tears is inhabited by three races Humans, Qui, and Eashtal. The races live with one another in piece. The Qui from this area are free.
Available Human classes: Fighter, Scout, Rouge, Cleric, Sorcerer, Psi Warier, Bardic Schaller, Bard, Spell thief, and Wilder
Available Qui classes: Fighter, Ranger, Devine Mind,Sorcerer, Beguiler, Psi Warier, Soulknife, Dusk Blade, Bard, Spell Thief, Rouge, Hex Blade, and Wilder.
Available Eashtal classes: Fighter, Ranger, Scout, Monk, Psi Warier, Hex Blade, Barbarian, Swashbuckler, and Wilderness Rouge.
Weapons and armor: Mettle Armor and shields weapons any.
Economics: they are a pore nation.
Treaties: a lose treaty with Zethy as both see the threat of the Uli. They have a serious internal problem with government of the people.

The Ishaleh Cost
Capital Inbec 5000 other citys Aekai 1000, Ulan, 3000, Dalanic 5000, Teremae 3000, Urli 2000.
The people of Ishale live by a strict moral code and are often of lawful aliment. A large population of the Eashtal live in the land 25% of the total.
Available classes: Samurai, Monk, Scout, Rouge, Wu jen, Spirit Shaman, Psi Warrior, Faverd Soul, Wilder, and Shugenja.
Weapons and armor: Banded, leather Chain, Brest Plate, Spears, Long Bow, Grate bow, Bustard Sword, Two Handed Sward, Long Sward, and Short Sward. All Ishalen weapons are single edged.
Economics: they export grains and semi precious gems and import Dwarven weapons the importing of goods is title controlled by the government
Treaties: Non

The Isle of Tstal
Capitol Tstal 2000
This island is a magical enclave there families and normal villagers with normal lives but the ones in power are the men and women of magic.
Available classes: Cleric, Wizard, Sorcerer, Wilder, Divine Mind, Ardent, Spirit Shaman, Dragon Shaman, and Psion.
Weapons and armor: any.
Economics: the isle is very dependent on Roock and Zethy fore goods. Exporting magic items
Treaties: they have a non aggregation pact with Sonioay



Sonioay land
Capitol Sashane 80000, other cites Astaia 50000, Taraina 60000, Mereaz 40000, Helania 60000, Arayn 90000, and Leasian 75000.
Sonioay is a land ruled by woman. The matriarchal society has done very well for its self. How ever men are at best 2nd class citizens and often kept as slaves. There is no semblance of equality in the society is straightforward about men being inferior in the woman of Sonioay eyes.
Available classes: Claric, Drueid, Ranger, Rouge, Sorcerer, Wiseard, Psion, Psi Warier, Wilder, Soul Knife, Hex Blade, Begiler, Spell Theif, Devine Mind, Dusk Blade, Knight, and Swashbluckler.
Weapons and armor: aney armor, shilds, swards, spears, mase crosbows, and Bows.
Economics: some trading but it is of little sunifagints
Treaties: there is a treaty with the High Elves. In the past the Soioay tryed to infultrate the cort of Roock but it failed. After this the tryed to expand into the Empty palnes and found out why it is called empty. They now have there gase seet on the palin of Tears and part of Edogon.

The Tribes of the Empty Planes
Capital Perent 1000.
The men of the empty plans have no city of size and do not build permanent houses. They are a nomadic horse cloture with no mettle working and do not trade with other nations. The only domestic animal is the horse and dog. The tribes worship only the Creator and this is done in there own way and nothing like the northern colt.
The Tribes Men are darker completed then there northern brothers and on average 1” taller
Available classes: Barbarian, Totem Barbarian, Druid, Fighter, Ranger, Scout, Spirit Shaman, Paladin, Cleric, and Divine Champion.
Weapons and armor: most do not were armor But leather is available, Whip, Staffs, Bows, Spears, Hammers, Clubs, Ax’s.
GalaionEmpire

01-02-07, 07:22 PM
Changes to Spells

Bless Water
Arcane Focus: Holey simple placed in water.

Consecrate
Material Component: A vial of holy water and (5 pounds) of salt, all of which must be sprinkled around the area.

Contingency
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work. Or a taut made from magical ink and ground gems (worth at least 1500 gp).

Detect Scrying
Material Component: A small piece of mirror .

Dispel Magic
Dispel magic is divided in to three spells: Dispel Arcane, Dispel Devine, and Dispel Psionic; each only works on there perspective forms of Magic. A cleric can switch a prepared Arcane or Psionic for a Dispel Devine, a Wizard may switch a prepared Dispel Devine or Psionic for Dispel Arcane.

Fabricate
Material Component: The raw materials required to craft the item to be created.

Magic Circle against Chaos
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Evil
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Good
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Law
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Meteor Swarm
Duration: Instantaneous/1 round every 4 levels
Arcane Material Component: A small peace of meteor that fell naturally to earth.

Teleport
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01–97 98–99 100 —
Studied carefully 01–84 85–97 98–99 100
Seen casually 01–78 79–84 85–98 99–100
Viewed once 01–66 67–78 79–86 87–100
False destination (1d20+80) — — 81–92 93–100
GalaionEmpire

01-07-07, 09:48 PM
Pantheon

Kuran. Greater M N Touch. life, healing, repose, death, protection. god of the dead
Symbol: two super imposed pentacles. Race: man

Alai. Greater F NG Spells. luck, trickery, knowledge, magic, good. goddess of magic
Symbol: a large blue clear sphere. Race: man

Aurelius. Demi M N Staff. magic, knowledge. god of knowledge
Symbol: wizard’s staff. Race man

Hatar. Demi F N Long Blade. goddess of assassins
Symbol: non. Race: dark elf

Eshail. Inter M CG Hammer. artificial, creation, fire, strength. god of crafts
Symbol: smiths hammer. Race: dwarf

Brigh. Inter F L Pan. life, community, protection, nobility. goddess of home and family
Symbol: a house. Race: halfling

Sato. Lesser M LN Hands. protection, knowledge, law. god of monks
Symbol: a forearm and hand raped with a leather strand. Race: Elf

Madran. Lesser F L Short Sword. rune, law, comment, goddess of cities
Symbol: a charter of a walled city. Race: elf

Vshon. Inter M G Long Sword. sun, protection, travel, liberation. god of ranger’s wilds
Symbol: tree. Race: man, elf

Tishon. Inter F C Long bow. plants, animals, weather, scaleykind. goddess of druid’s
nature. Symbol: non. Race: wood elf

Bilston. Lesser M NE Any. destruction, war, evil. god of war
Symbol: black sword and ax crossed. Race: elf

Ilkey. Lesser F C Scythe. chaos, darkness, death. goddess of the Harvest
Symbol: scythe. Race: elf

Kar. Lesser M L Fists. sun, strength, air. god of strength and the Skis.
Symbol: a cape. Race: man

Lowe. Lesser F CG Pin. charm, tricky, knowledge. goddess of writing.
Symbol: an open book. Race: man

Anar. Inter M C Spear. water, weather, chaos, scaleykind. god of water and sea
Symbol: waves. Race: elf

Eaan. Lesser F CN trickery, madness, darkness. goddess of madness
Symbol: lighting bolt. Race: elf

Brador. Dimi M C Ax. strength, distraction. god of barbarians
Symbol: bare. Race: man

Eleasa. Dimi F L protection, law. Goddess of law
Symbol: scales. Race: man

Eshtal. Lesser M. N Spear/Lance. nobility, glory, war. the Horse Lord.
Symbol: house. Race: man

Mego. Lesser F N Horse Bow. community, travel, liberation. goddess of Trade
Symbol: gold coin. Race: man

Magare. Lesser M NE Knife. evil, glory, death. god of murder.
Symbol: hart with a dagger stuck in it. Race: elf

Bastail. Lesser F CE Poison. chaos, trickery, destruction. Goddess of betrayal.
Symbol: vile of black liquid. Race: elf

Gazlin Lesser M C Bottle. charm, trickery, luck god of husbands.
Symbol: yin yang. Race: man

Meral Lesser F L Scream. law, protection, scaleykind. god of land owners and land lords.
Symbol: dragon. Race: man

Jumay Inter M LN Sword. liberation, nobility, glory, luck. god of dulling and the sword.
Symbol: six pentacles five arranged in the points and one as the center of a pentacle. Race: elf

Azaral Inter F LG Shield. liberation, protection, sun, good. god of pentacle.
Symbol: sword. Race: elf

Dermear. Inter M LN Hammer. artificial, knowledge, earth, law. god of mesentery.
Symbol: masons hammer and plumb. Race: dwarf

Heder. Inter M LN Az. artificial, weather, plants, knowledge. goddess of wood rites.
Symbol: square, saw, and chisel Race: dwarf

Malta. Lesser M N Club. sun, creation, community. god of millers.
Symbol: a mil stone. Race: halfling

Heleana. Lesser F L Fail. sun, earth, animal. goddess of farmers
Symbol: wheat stack or a golden wheat head. Race: halfling

Cast. Inter M LN Sword, Shield, Spear, and Javelin. luck, war, strength, protection. god o worriers
Symbol: helm. Race: man, dwarf, elf

Tine. Inter F CG nobility, charm, travel, knowledge. goddess of arties.
Symbol: paint brush. Race: halfling, man, elf.

Yadvak. Inter M N charm, trickery, travel, knowledge. gad of bards.
Symbol: lute. Race: elf, man

Plain Lesser F LN Bow. animals, air, nobility. goddess of falconers.
Symbol: falcon. Race: man, elf

Shathr. Demi M N Cold attacks. weather, darkness. god of winter
Symbol: snow flack. Race: elf

Anak. Demi F N Water attacks. weather, water. goddess of spring.
Symbol: drop of water, or a flower. Race: elf

Usley. Demi M N Touch attacks. weather, animals. god of fall.
Symbol: red leaf. Race: elf

Astar. Demi F N Ray attacks. weather, sun. goddess of summer
Symbol: sun. Race: elf

Elemental gods
Bik. Elemental god chaos, fire. god of Fire

Piler. Elemental god chaos, earth. god of Earth

Uther Elemental god chaos, water. god of Water

Go. Elemental god chaos, air. god of Air
GalaionEmpire

01-14-07, 01:11 AM
The Elven Invasions and the Halfling Empire

The Elven kingdom of Edogon had sent scouts and spies in to the Halfling
territory for years. What they brought back was that the Halflings had no
army and no concern of foreign invasion. The High Elves quickly mustard an
expeditionary force, and sent it in to the Halfling Empire. The
expeditionary force sent back word that the maps were so inaccurate that
they could not be used but all was going well. The next message of
significance from the host was they had met some resistance but they
believed that they were half way to the capital and would arrive before mid
summer. No word came from the host until mid summer then a train of wagons
arrived at Edogon. The wagons were crewed by High men and were laden with
gold and goods. High Elf king assumed that the army had taken the capital
and was sending back the spoils. As the wagons were unloaded it was seen
that under the gold and goods was Elven armor and weapons. There was a note
in the lead wagon.
"Here is what is left of your army." It was singed "Tiranies, Imperil Guild
Master."
That night three of the five Elvin High kings were assassinated. The new
High Elf king sent a member of the Dark Elves Black Blade Guild to destroy
the Halfling Black Blade Guild headquarters using an arcane bomb. The
resulting explosion devastated the Halfling capital of Tibbahl. The new High
Elven king was assassinated using an arcane bomb of Elven make, but the
Halflings did not stop there they detonated five arcane bombs in the Elvin
capital of Edogon the next month and kidnapped one of the Elvin kings. In
the next month the Halflings teleported the head of the kidnapped king in to
the lap of the new High Elven king while at court. There was a not attached
to the severed head it read
"Ten days." there was no snitcher.
In response to this the Elves tighten surety thru out the kingdom and
reinforced the magic warding on all public buildings. On the tenth day a
grope of fifty Halflings appeared in the High Elven court they killed all
200 Elves there including the guards and king. All the bodies had there
heads, arms, and lags severed. A not was left at the sight
"35 pounds pf gold a day or this will not end." Singed "Magues"
The Elven school of Magi knew of only one Halfling that would be able to
teleport threw there barriers and that was Magues the Halfling Arch Mage.
Magues first feat of amassment was when he teleported all the Mages of power
to the Old Wing Forest in Roocks to him banish the diamond lord Nefeal and
his army. The demon lord appears every 10000 years and none of the mages
before him could have done this in one spell. It had been 200 years from
that date and most mages assumed that he had grown old and deceased. All
mages feared this Halfling and with his seal on the letter the war ended.
From this point on the Halfling Magues was referred to as the Grand Arcane
Lord Magus the Butcher.
The next day the Halflings test discharge the largest arcane bomb ever made
just in side the Endogon border it ripped a hole in the planes that lasted
for 40 days and allowed countless creatures to pass thru in addition to this
no magic can be used with in six leagues of the sight and spells do strange
things up to 60 leagues away. After this the Uli built there own super bomb.



The Edogon and West Roocks War

Around 100 years after there staggering defeat in the north the kingdom of
Edogon set its eyes on West Roocks as it has no border defines other then
natural bounders. Most of the cities in West Roocks are walled as some
dangers creatures still roam the land. The Halflings having learned of the
Elves plot to invade they "sold" this to the Dwarves who let there brothers
in West Roocks know from there it made it to the King of West Roocks.
The Elves insured that they had no intent of invading and were concerned
that West Roocks was venerable to attacks from the Uli and they were only
looking to see if they could stop the Uli from invading there lands. The
king of West Roocks was convened that the Elves had no intent to invade and
ignored the warnings. The Dwarves of the south however did not believe these
lies and began to build war machines using there Rune magic they built
bigger and bigger. Mobile keeps and sky frights being the final result.
The Dwarves and a few Men moved small forces to the border and waited for
the Elves to come three months latter and eight months after the warning the
Elves attacked. The Men and Dwarves delayed the on slot long enough for the
king of West Roocks to bring his forces to the border as well as let the
Dwarves of the Blood Moutons pass thru his lands to aide there brothers. The
Elves were pushed back and the Dwarves and Human mercenaries pushed far in
to Elvin lands. The Dwarves and Men could not keep fighting over the winter.
As a result the war has turned some what cold but over the past 100 years
the kingdom of West Roocks has waned on watching the border.
GalaionEmpire

01-24-07, 09:40 PM
I have been working on the new Dwarven weapons and have posted a thread here (http://boards1.wizards.com/showthread.php?t=776888) I haven’t much of a clew if the way I have it will work smoothly.
GalaionEmpire

02-12-07, 04:12 AM
Weapon Name Damage Critical Range Max Range Weight Projectile Special
Pistol, light 1d6 X3 50’ 125’ 2 lbs 30 cal.
Pistol, medium 1d8 X3 100’ 250’ 4 lbs 50 cal.
Pistol, heavy 1d10 X3 150’ 375 6 lbs 70 cal.
Rifle, light 2d6 19-20 X3 100’ 250’ 8 lbs 30 cal.
Rifle, medium 2d8 19-20 X3 200’ 500’ 11 lbs 50 cal.
Rifle, heavy 2d10 19-20 X3 300’ 750’ 14 lbs 70 cal.
Volley gun, light 1d6/12d6 18-20 X3 75’ 180’ 10 lbs 30 cal. See text
Volley gun, medium 1d8/10d8 18-20 X3 150’ 375’ 15 lbs 50 cal. See text
Volley gun, heavy 1d10/8d10 18-20 X3 200’ 500’ 20 lbs 70 cal. See text
Flame Gun 4d6 X3 30’ 30’ 3 lbs 1” 30’ cone 10’ rides
Cannon/ Mortars Mortars are indirect only
Light 2d12 X3 720’ 1800’ 200 lbs 8 oz.
Medium 4d10 X3 1440’ 3600’ 1500 lbs 4 lbs.
Heavy 8d10 X3 2100’ 5250’ 2700 lbs 10 lbs.
Super Heavy 15d10 X3 2200' 5550’ 8000 lbs 50 lbs.

Pistol, Light: this is the basic muzzle loading flint lock pistol. It is small and light. Around 30 caliber.
Pistol, Medium: this is the intermediate pistol and is around 50 caliber.
Pistol, Heavy: the heaviest of the pistols and is around 70 caliber.
Rifle, Light: as the light pistol but with a longer brail about 18” and a shoulder stock. It is also around 30 caliber.
Rifle, Medium: much like the light rifle with a brail length of approximately 24” and a ball of 50 caliber.
Rifle, Heavy: 30” brail or longer and a ball of around 70 caliber.
Volley gun: volley guns are multi brail versions of the standard weapons there brail length is shorter then a rifle but slightly longer then a pistol. the dwarf’s have made these weapons have two moods of fire they will either fire a ball every second or they can fire all of the balls at once if this latter choice is used then any one standing in the square behind the firer tacks 1d6 fire damage, this is what the have done to combat the high recoil.
Volley gun, Light: the standard volley gun with twelve brails it is around 30 caliber
Volley gun, Medium: a heaver version with only ten brails. it is around 50 caliber
Volley gun, Heavy: this is the heaviest of the volley guns with only eight brails and a boll of 70 caliber
Flame Gun: this is a single tube or as many as six 1” tubes attached to a handle and a trigger each brail contains one shot.
Cannon Light: the smallest and lightest of the heavy guns. Around 5 and ½ feet in length.
Cannon Medium: with a projectile weight of 4 lbs. and the over all length of the gun at 7’ puts this square in the middle.
Cannon Heavy: a projectile weight of 10 lbs and a 11’ over length these cannons are the real thing
Cannon Super Heavy: a 50lbs ball and 12’ of gun and with a long these are known as Royal cannons
Mortar: these weapons are designed to fire a arcing shot long distances and can fire up to twice cannons maximum range although mortars are always fired indirectly and there for act as a grenade like weapon.
Mortar Light: this small mortar is identical to the same size cannon in all respects except fore weight witch is around 30 lbs, and a length of 1’. Very portable.
Mortar Medium: a larger version of the light mortar but much less portable. With a weight of around 1000 lbs. with a brail length of 2’.
Mortar Heavy: a mortar of this size is not easily portable with a 2700 lbs weight and a need to be set on even ground. The 5’ over all length helps little.
Mortar Super Heavy: at 8000 lbs. and 7’ tall weapons of this size are normally only put in defiance positions.

Ammunition
Ball: A led, steal, or cast iron ball.
Shot: a large number of smaller balls or be bees, in larger canons these are grape shot or larger.
Canister Shot: a cylinder that fits loosely in the brail that holds shot. In the larger guns this is grape shot. These are made to come apart at range this distance can be a gusted as a full round action.
Exploding Canister Shot: same as canister but with an explosive charge that makes the shot more dangerous
Exploding Ball: this is a cast iron ball filed with explosive. The ball explodes on impact.
Exploding Shot:
Chain Shot: a long chain with balls attached to it. It is designed to tack out trees and other small free standing objects.
Spider Shot: a central heavy ball connected to 8 chains with slightly smaller balls at the ends.
Dart: a steal dart with heavy wadding.
Exploding Dart: a steal dart packed with explosives
Pistols and Volley Guns Rifles Cannons and Mortars
Light Med Heavy Light Med Heavy Light Med Heavy SHeavy
Shot: all shot grants a +2 attack and damage
Range 25’ 50’ 75’ 50’ 100’ 150’ 450’ 1200’ 1310’ 1340’
Area 1’r 3’r 5’r 1’r 3’r 5’r 10’r 20’r 40’r 100’r
Damage 1d6 1d8 1d10 2d6 2d8 2d10 2d12 4d10 8d10 15d10
Exploding Shot: Can be fired indirect. No reflex saves.
Range ¬- - - - - - - - 1100' 1200'
Area - - - - - - - - 50'r 120'r
Damage - - - - - - - - 10d10 17d10
Canister: Fire indirect only +2 damage per damage die
Range - - 150' - - 200' 800' 2000' 2200' 2400'
Area - - 5'r - - 5'r 15'r 25'r 50'r 120'r
Damage - - 1d10 - - 2d10 2d12 4d10 8d10 15d10
Exploding Canister: Can be fired indirect or direct + 4 damage per damage die
Range - - 150' - - 200' 800' 2000' 2200' 2400'
Area - - 5'r - - 5'r 10'r 25'r 50'r 120'r
Damage - - 1d10 - - 2d10 2d12 4d10 8d10 15d10
Exploding Ball: X2 damage
Range - - 150' - - 300' 800' 2000' 2200' 2400'
Area - - - - - - 5' 10'r 15'r 25'r
Damage - - 1d10 - - 2d10 2d12 4d10 8d10 15d10
Chain Shot: X2 damage to harden that is under the raids in size. Acts as line attack, trip attack.
Range - - - - - - 180’ 360’ 540’ 558’
Area - - - - - - 1’r 6’r 20’r 50’r
Damage - - - - - - 2d12 4d10 8d10 15d10
Spider Shot: acts as line attack or an area effect.
Range - - - - - - - 550’ 1000’ 1100’
Area - - - - - - - 5’r 10’r 20’r
Damage - - - - - - - 4d10 8d10 15d10
Dart: if the dart reduces its first target to 0 hp then it continues in a line dealing Ύ damage to the next target
Range 150’ 275’ 350’ 350’ 550’ 900’ 1800’ 4800’ 5850’ 5550’
Damage 1d6 1d8 1d10 2d6 2d8 2d10 2d12 4d10 8d10 15d10
Exploding Dart: explodes on impact
Range - 275’ 350 - 550’ 900’ 1800’ 4800’ 5250’ 5550’
Area - - 1’r - - 1’r 5’r 10’r 20’r 40’r
Damage - 2d8 2d10 - 3d8 3d10 3d12 6d10 10d10 18d10
HolyGrenadeFrenzy

02-13-07, 12:34 AM
That settles it I wanna be a Halfling! You can all be whatever you want but the little people are my people. Make sure all the Dragon Racial Feats are included GalaionEmpire will ya? I will post them if need be right here.

My opinion is nothing without a story so picture a fine Inn with some eight halflings in it all talking about other folk because they had been to their town recently to trade and come home to eat at The Inn.
It really was a cozzy inn with magic sigils and strange and impressive trophys all around and a halfling bard plucking his harp lightly while the bartender and one of the middle aged halfliings discussed human folk.

"Humans..Bah! How can you get so big on so little food?" Halfling Bartender.

"It affects their minds and they waste the rest of the food anyway." Halfling Commoner

"You can make some pretty mean compost out of what they throw out and healthy vegatables are what come of good compost so the heap of ya go get whatever they are wastin,.....NOW! And take it to the compost bins and then take a turn in my the garden. IF you Want to EAT!" The Halfling Cook and A Famous Cook in three territories too.

The room cleared and The Cook put his feet up and enjoyed a nice pint of hot Tea with hot milk and honey in it. He knew everything he ask would be done because if you work for something you enjoy it more and they really wanted him to cook up something they would enjoy.

I love halflings and not just because they can effectively throw rocks at something until it dies better than anyone else. The reason they are small is the universe doesn't need them to be any bigger to be as great as they are. Call it an efficiency package.
HolyGrenadeFrenzy

02-14-07, 10:55 PM
Dwarves definitly need to develop precased fire-arm rounds first....even revolvers would be nice but revolver mechanisms for pistol shotgun type rounds:D .....yeah, I always thaught that type of weopon would be great in the hands of a dwarf.....With a granade laucher for backup!;) :D
GalaionEmpire

02-17-07, 11:15 AM
If your interested in playing here is the link. http://www.enworld.org/showthread.php?t=188554

There is room for 8
HolyGrenadeFrenzy

06-29-07, 07:23 PM
The game is going pretty well now it is finally taking off! :D Woot!