Knights of Everest Campaign Setting [Archive] - Wizards Community

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12-14-06, 06:52 PM
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Everest is a land of high fantasy and grand adventure. Brave knights and noble clerics defend majestic kingdoms against all evil. Mighty dwarves and regal elves do battle with greedy orcs and vile goblins. In the fantastic realm of Everest, honor and glory can be yours.

Welcome to the imaginary realm of Knights of Everest, a campaign setting for the DUNGEONS & DRAGONS® fantasy role-playing game.

Knights of Everest uses the DUNGEONS & DRAGONS v.3.5 core rules: Player’s Handbook, Dungeon Master’s Guide, Monster Manual and this Player’s Guide. Other accessories and supplements may be used at the DM’s discretion.

In Knights of Everest, you take on the role of a squire, knight, or noble of the realm. Armed and armored, you overcome life-and-death struggles, impossible frustration, and ruthless enemies to join the knighthood.

As a knight, you uphold the chivalric ideals of fair play, courage, honesty, and justice. Undertake perilous quests and monstrous dangers in fantastic Romula. Smite bloodthirsty giants and crush treacherous invaders for the glory of the kingdom. Awaken passionate love, hate, and loyalty; experience acts of mercy, cruelty, lust, piety, valor, and cowardice.


Core Classes: Barbarian, Cleric, Druid, Fighter, Rogue, Sorcerer.

Clerics are defined by race. Sorcerers lose familiar, gain Metamagic Specialist class feature (as in PH II).

Prestige Classes: As DMG, also Prestige Bard, Paladin, and Ranger (as presented in Unearthed Arcana). Prestige classes are entirely optional.

Paladins serve the Church of Romula. Rangers are elite elf warriors.

Unavailable Classes: Monk, Wizard.

Common Races: Human, Dwarf, Elf, Half-Orc, Mul.

Elves lose wizard as favored class, gain fighter. Muls replace half-elves (in theory).

Unavailable Races: Half-elf, Halfling.

Uncommon Races: Gnome, Talani, Warforged.

The rules for action points (as presented on pages 45 and 46 of the Eberron Campaign Setting) are ported for the Knights of Everest setting.

The following feats are also ported: Action Boost, Action Surge, Heroic Spirit.

The rules for reserve points (http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm) (as presented in Unearthed Arcana) are ported for the setting.

The races of the Knights of Everest setting can be categorized into three broad groups: common, uncommon, and rare.

Common races are readily available for play. See the individual race descriptions for campaign specific details.

Common Races
Humans
Dwarves
Elves
Half-Orcs
Muls

Uncommon races are less common due to specific factors, such as alignment, racial demographics, or cultural considerations. For instance, gnomes are shy and isolationist, while warforged are bloodthirsty and of a mindset alien to fleshbound races. See the individual race description for details.

Uncommon Races
Gnomes
Talani (my own design ;))
Warforged

Rare races fill specific roles in the Knights of Everest setting. For instance, the planetouched are all scions of powerful outworlders who in the distant, forgotten past ruled the lost kingdoms of Alphere. Or, like the half-blood races, are infrequent enough to be all but unique. See the individual race description for details.

Rare Races
-Planetouched-
Aasimar
Teifling

-Half-Bloods-
Half-celestial
Half-dragon
Half-fiend

If Knights of Everest were a published setting [$39.95 on Amazon.com ;)], uncommon and rare races might appear in campaign expansions.

Unavailable Races: Certain races are unavailable in Knights of Everest. For example, half-elves and halflings do not exist and gnomes are all but unseen. By slightly “narrowing” the list of available races, I hope to subtly increase the prominence of humans in the setting.

New Races: Just as I have “taken away” however, I want to introduce something “new”. I present a half-human/half-dwarf race known as muls, which replaces half-elves (in theory). Muls are introduced in Dark Sun (a setting for AD&D 2nd Edition). Muls, being the offspring of human/dwarf unions, reinforce the idea that dwarves are a militaristic race set on the conquest of other races. By the same token, eliminating half-elves reinforces the idea that the elves are an insular people, intent on preserving their racial integrity.

Changes to the Races: A few races are different than they appear in the Player’s Handbook. For example, elves are more martial and less arcane, having fighter as a favored class rather than wizard. See the individual race descriptions for details.


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Personality: Dwarves are a warrior race. They are well trained for battle and strictly obedient to their military code. Dwarves function with a focused efficiency that other races can only envy.

Physical Appearance: Dwarves are born fighters, and this heritage is apparent in their physical shape. A typical dwarf is short and very muscular. They have dark eyes, and hair of black, gray, or brown. They favor somber, earth-toned clothes, and wear little jewelry.

Tattoos often accentuate a dwarf’s ruddy skin, but they are far from the ink pinprick designs that are sometimes sported by other races. Dwarves tattoos themselves with deep scars branded into the flesh to demonstrate the bearer’s tolerance for pain. For much the same reason, body piercing– the deeper and more painful the better– is a popular form of adornment among dwarves.

Relations: As a race, dwarves are often at conflict with other races. Their oppressive and militaristic government, known as the Citadel, perpetrates constant wars.

The totalitarian nature of dwarven society, in which dissent is often a crime and Citadel security officers masquerade as citizens, has led many dwarves to be extremely paranoid.

Individually, dwarves who deal with other races (both on the battlefield and off) are quick to capitalize upon any weakness they perceive. Dwarves and humans sometimes trade metals, gems and alcoholic brews for livestock and foodstuffs. They deal with elves only when absolutely necessary. There is a long and continuing history of conflict with orcs (dating back to the Time of Darkness itself) and warforged (from the time of the warforged insurrection).

Alignment: Individual dwarves are generally lawful and they tend toward neutrality in their outlook. It should be noted however, that the dwarves are ruled by an oppressive, totalitarian regime that is lawful evil in alignment.

Dwarven Lands: The dwarven homeland is the mountainous nation of Darkon. Dwarven cities are known as strongholds, while individual homes are known as hearths. Extended dwarven families are known as clans.

Dwarves who live in human cities tend to congregate in their own neighborhoods-- ghettos that are often walled from the outside world, where non-dwarves are seen with suspicion and all wealth is carefully hidden from outsiders.

Religion: Dwarves worship a deity they call the Soul Forger. The Soul Forger is a lawful neutral deity and dwarf clerics may be of lawful good, lawful neutral, or lawful evil alignment. They may choose their domains from among the following: Earth, Law, Protection, War. The favored weapon of the Soul Forger is the battleaxe.

Dwarves are very private about their religious practices. A dwarven cleric will almost never reveal to a non-dwarf that he is a servant of the Soul Forger. He would have to have been a friend of the non-dwarf for a number of years, and there would have to be some pressing reason for him to make this admission. For instance, a dwarven cleric would only use healing magic on a non-dwarf if the other were a close friend and/or if matters were extremely dire.

Except as noted here, dwarves are as described in the Player’s Handbook.

Subraces: The information above is for hill dwarves, the most commonly encountered subrace. There are also mountain dwarves and deep dwarves.

Supplemental: Campaigns that take place in the Everdark may also feature psionic gray dwarves (known as duergar in the dwarven language).

Further Reading: “Dwarves At War” (presented in Dragon Magazine #328), describes how dwarves look at warfare, and how they wage battle in their own distinctive style.

“Class Acts: Ritual Markings” (Dragon Magazine #340) presents rules and guidelines for ritual scarring. These guidelines are particularly suitable for the dwarves of Everest.


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Personality: The elves are a beautiful, long-lived race, aloof and seemingly unreachable. Rarely are they haughty or condescending; rather, it is as if they are seeing and hearing things that others cannot. Elves are an insular people. They sometimes travel among humans, but prefer to dwell among their own people.

Backround: The elves are not native to Alphere. Ages ago, they traveled widely throughout many distant realms (which could explain the race’s proliferation throughout many different worlds). The elves originate from a bright realm far beyond the seas known as Arvanaith.

Arriving on the shores of Alphere several millennia ago, elf travelers brought with them a talent for magic, which they called the essence. Far from their homeland however, the magic that once ran so freely through the elves veins inexorably wanes. The essence now comes no more easily to them than any other race.

The elves are sometimes known as the Sad People, due to their somber, yearning nature. According to legend, the elves lost the pathway back to their homeland many centuries ago, during the Time of Darkness. They hope to one-day return to this distant realm. Until this time comes however, they are essentially a race in exile, residing in Alphere with the sobering knowledge they can never truly be a part of the world of men.

Physical Appearance: Elves possess an ageless beauty, not only of their outward appearance, but an inward regal countenance as well. Elves have pale skin that seems to glow with an inward light. Some elves have bright golden hair and amber eyes, while some have hair of sheerest black and intense green or blue eyes. On extremely rare occasions, an elf is born with silver hair and lavender or violet eyes. These elves, known as faerie, are much respected in elven society.

Elves often dress in blues and green or white. They commonly decorate their clothing with elaborately embroidered hems and collars, knot-work patterns, and intricate runes. When arming themselves for battle, they don shimmering suits of chain mail, and their weapons shine brightly under any light.

Relations: Even in the best circumstances, elves are secluded and withdrawn. They always maintain a discreet distance between themselves and outsiders. They have a fondness for humans however and at times develop lasting friendships with them. They deal with dwarves only when absolutely necessary, but have not always been able to avoid open conflict with the warlike race. They do not tolerate orcs or goblinkind, regarding them with suspicion and, at times, outright hatred.

Alignment: Elves are very reserved and insular around outsiders. Among themselves however, elves express a love of freedom, variety, and self-expression. In this respect, they lean strongly toward the gentler aspects of chaos. Generally, they value and protect others freedoms as well as their own, and they are more often good than not.

Elven Lands: The elves have no actual homeland in Knights of Everest. Instead elves live in small, often isolated communities. The largest elven settlement in Alphere is Erilene. Elves will almost never take up permanent residence in a non-elf community, although they may pass through briefly on trade and business.

Religion: Elves have a unique religious practice from many other races. Instead of worshipping a single deity, they collectively worship a pantheon of gods known as the Seldarine. The Seldarine is a chaotic good pantheon and elven clerics may be of chaotic good, chaotic neutral, or neutral good alignment.

They may choose their domain spells from any domain. This represents the elven clerics’ ability to appease many different gods rather than just one. They must make a Knowledge (religion) check (DC 15 + spell level) for each domain spell, failure indicating that they have offended one of the gods and may not receive that spell for the day. As potent as this is, elven clerics do not receive any domain abilities. Otherwise, they are handled as normal clerics.

Elves are very private about their religious practices. An elven cleric will almost never reveal to a non-elf that she is a servant of the Seldarine. She would have to have been a friend of the non-elf for a number of years, and there would have to be some pressing reason for her to make this admission. For instance, an elven cleric would only use healing magic on a non-elf if the other were a close friend and/or if matters were extremely dire.

Check out the SILVERSTARS, elves who follow an unorthodox path in their worship of the Seldarine.


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The Silverstars are an offshoot of the Seldarine faith. Unlike most elves, Silverstars do not seek to insulate themselves from the wider world. According to the Silverstar unorthodoxy, the Seldarine never intended the elves to do so. Silverstars often travel extensively outside of elf lands, and it is not uncommon to find them residing in human controlled lands. Many adventurers (i.e.PCs) are Silverstars.

Like traditional elven clerics, Silverstar clerics may be of chaotic good, chaotic neutral, or neutral good alignment. Unlike traditional elven clerics however, they must choose their domains from among the following: Good, Chaos, Magic, and Travel. Silverstar clerics gain domain abilities as normal.

Silverstar clerics may choose their favored weapon from any weapon they are racially proficient with.

Elves are very private about their religious practices. A Silverstar cleric will almost never reveal to a non-elf that she is a servant of the Seldarine. She would have to have been a friend of the non-elf for a number of years, and there would have to be some pressing reason for her to make this admission. For instance, a Silverstar cleric would only use healing magic on a non-elf if the other were a close friend and/or if matters were extremely dire.

Design Note: The design mechanic for elven clerics is taken from the d20 supplement Legends & Lairs: Spells and Spellcraft (v.3.0) page 99.

Roles and Genders: Among the elves, tradition holds that women rule. The male figures they choose are important public figures and morale boosters but they are not leaders.

RACIAL TRAITS
Elves in Knights of Everest have the following racial traits from the Player’s Handbook:

+2 Dexterity, -2 Constitution.
Medium size.
An elf’s base land speed is 30 feet.
Low-Light Vision.
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier (more commonly known as the elven sword), longbow, composite longbow, shortbow, and composite shortbow
+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.

Elves also have the following racial traits:

Weapon Focus: Elves receive the Weapon focus feat in one melee and one ranged weapon. These weapon choices must come from the weapons elves receive free Martial Weapon Proficiency in (longsword, rapier, longbow, shortbow.
Automatic Languages: Common, High Elven, Low Elven.

High Elven is used mostly for ceremonial events and formal communications. High Elven is never taught to a non-elf, although Low Elven (a less formal version) may be taught in rare circumstance, such as to an elf-friend.

Elves refuse to learn or speak the corrupted tongues of orcs and goblins.

Bonus Languages: Draconic, Gnome, Sylvan. This replaces the language listing for elves in the Player’s Handbook.
Favored Class: Fighter. A multiclass elf’s fighter class does not count when determining whether she suffers an XP penalty. With the decline of their natural magical power, elves embrace their martial heritage with even more determination.
Elves lose the following racial traits from the Player’s Handbook:

Immunity to sleep effects.
Racial bonus to saves against enchantment spells or effects
An elf of Everest must “Reverie” for 8 hours a day rather than 4 hours as listed in the Player's Handbook.


Design Note: Despite the fact that they originate from a far-off realm, elves are humanoid; they are not outsiders nor do they have the extraplanar subtype. For game purposes, their distant origins are explained by specific racial traits detailed above. This design was inspired by “Silicon Sorcery: Racial Transformations”, presented in Dragon Magazine #320.

Subraces: Elves are fiercely proud of their racial integrity. There are no subraces of elf in Knights of Everest. That is, there are no aquatic elves or drow, etc. There is however a “subculture” of evil elves known as . . . wait for it ;) . . .

When an elf embraces evil, elven society moves quickly to punish the guilty. The elven respect for life does not permit them to execute these individuals. Instead those elves deemed dangerous are cast out and named dark elves.

An elf that is accused of evil acts is brought before a council of her peers, where the elf may present a case. If the council unanimously votes the elf guilty, then her crimes are presented before the Seldarine and the elf is given a chance to repent. If she does not sincerely and honestly repent, then she is declared a dark elf, and her name is stricken from the hearts of the elves, and no elf is permitted to speak her name.

Only through forgiveness can a dark elf be welcomed once again into the realms of the elven people, but redemption can often prove to be a difficult and dangerous trial. Most do not survive the struggle, though on rare occasions it is the very act of self-sacrifice that redeems the dark elf.

Appearance: Physically, dark elves appear no different than other elves.

Except as noted here, dark elves use the description for elves in the Player’s Handbook. They are a subculture, not a subrace of elf.

Depending on their religious beliefs, dark elves can typically be categorized into two groups:

The Drow
Many elves that turn to evil have been corrupted through servitude to a demonic deity known as the Dark Queen. These elves are known as drow, a low elven word meaning “under” or “beneath”; some elves even translate this literally, to mean “contempt”.

True to their name, the drow are a subversive group living with elven society. They attempt to pass themselves off as typical elves whenever possible. Drow meet in shadows and make secret plans, relying on subterfuge and cunning to accomplish their unholy work. Drow are not above using acts of terror against other elves. Their ultimate goal is to restore their Dark Queen to her “rightful” place among the Seldarine.

Due to their subversive nature, drow typically don’t wear any form of unique clothing, carry any item, or bear any physical mark to identify themselves. There are several code signals they use to recognize one another however. One common signal is for a drow to spread the fingers of each hand apart, then touch the fingers together, creating an image of a spider. The counter-signal is for the other drow to clasp his hands together, fingers entwined palms down, then turn them up, signifying the the inevitable ascending of the Dark Queen and her followers from "below".

Drow who are caught in evil acts are named dark elves and exiled from elven society.

Drow Clerics: The Dark Queen is a Chaotic Evil deity; like her servants, she is an outcast; she was once a member of the Seldarine. A drow cleric may be CN, CE, or NE alignment, and may choose her domains from Chaos, Destruction, Evil, and Trickery. Drow clerics are proficient with all types of armor (light, medium, and heavy) and with shields. The favored weapon of a drow cleric is a dagger.

The symbol of the Dark Queen is a black spider. Drow operatives often leave spider images as reminders of their continued presence in elven society.

"The spider taketh hold with her hands and is in royal palaces." --Excerpt from the Teachings of Lloth

The Faithless
Not all dark elves are evil, although most are. More than anything else, belief in their gods unites the elves as a people. There are rare individuals who, for whatever reason, lose faith in the Seldarine. These elves might continue to exist in elven society normally, were it not for the unbearable personal shame and conflict within their hearts, which hinders healthy interaction with other elves. It is no surprise then that most such elves choose to live in voluntary exile. They roam the world alone, knowing they will never again see their home or people again.

An elf-friend (or ruathar in Low Elven) is a human who has earned the special friendship of the elves. It is rare, although not unheard of, for members of other races to become elf-friends. For a description of an elf-friend, see the Ruathar prestige class presented in Races of the Wild.

Supplemental: If the optional rules for prestige classes are used, then the Ruathar prestige class is available. The class is only available to humans.

Note: It is not necessary to take levels in the prestige class to be considered an elf-friend. I believe, the 'elf-friend' is a concept introduced by Tolkein, which (I'm certain) has been used in many fantasy settings since.

The “half-elf” is a figure of legend throughout the world. In reality, there is no such thing as a half-elf. Elves are extremely reserved in their dealings other races, so an elf mating with a non-elf is almost unheard of.

There is the possibility however (rare as it is). For one thing, elves accept humans more readily than any other race. The two races are also sufficiently similar to be fertile. The product of such unions is always either elves or human, though their outward appearance sometimes fools onlookers. As far as can be told, the elven traits are inherited through the female side. The product of a meeting between human female and male elf is always human. Moreover, the male children are always stillborn. When female elf mates with human male, the male children are always elves, and the female children always human. Of course, these “human” children have the potential for growing up to bear children of either race.

Among humans, the offspring of an elf-human mating is sometimes referred to as “half-elf”. Among elves, the term is highly disdainful, and is rarely used; a less offensive term sometimes used, is “half-human”.

See Races of Destiny for a discussion of what it means to be a “half-elf”. The information is applicable, even though the child is fully human or elf, not technically a half-elf.

Design Note: The mechanics for half-elves (as described above) is inspired by the Original D&D supplement The Elves of Alfheim.


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Muls are the incredibly tough offspring of a human/dwarf union. They are renowned for their great stamina. Muls have never existed in great numbers, but they have been around since humans and dwarves first came into contact. They breed true among their own kind.

Personality: Muls often have blunt, standoffish personalities. Most are wary of strangers and anyone who hasn’t proven their trustworthiness.

Physical Description: A mul is broad and muscular, with very little body fat. He has the height and adaptability of his human heritage and the raw strength and durability of his dwarf side. Adult muls stand between 6 to 6½ feet tall and tall and weigh as much as 300 pounds. Were it not for their pronounced brow ridges and slightly pointed ears, muls could pass for humans. Unlike their dwarven forbearers, muls rarely sport beards, preferring instead to remain clean-shaven.

Relations: Muls are somewhat antisocial, but they don’t have a particular enmity towards humans or elves. They endure the same social and emotional hardships common to all half-breed races when dealing with these races however. Among dwarves, muls are usually bred as slaves to serve in the Citadel armies. Some muls accept this as their lot in life; others are not so amenable however, and hate dwarves passionately.

Alignment: Muls tend toward the lawful bent of their dwarven heritage, but like humans, they tend toward both good and evil in equal proportion.

Mul Lands: Muls have no culture of their own, though they are welcome in human cities and 'accepted' in dwarven strongholds.

Religion: Muls raised among dwarves worship the Soul Forger. Those raised among humans often follow the teachings of the Church of Romula.

RACIAL TRAITS

+2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma. Muls are exceptionally strong and durable, but their sheer bulk can get in the way when they are trying to be nimble. They are often blunt and standoffish.
Medium size.
Mul base land speed is 30 feet.
Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all.
Tireless: Muls get a +2 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement
Dwarven Blood: For all effects related to race, a mul is considered a dwarf.
Automatic Languages: Common. Bonus Language: Dwarven.
Favored Class: Fighter.

Random Starting Age: 15 years (adulthood), +1d6 (all classes)

Aging Effects: 40 years (middle age), 53 years (old), 80 years (venerable), +1d10 years (maximum age)

Random Height and Weight:
Height 5’2” + 2d10 (males), 5’0 + 2d10 (females)
Weight 200 lbs x2d4 (males), 185 lbs x2d4 (females)

Most of the information in the Player’s Handbook applies to the character classes in the Knights of Everest campaign setting. The most notable changes are to the Bard, Paladin, and Ranger; they are now prestige classes (as presented in Unearthed Arcana). Also, the monk and wizard are unavailable.

Barbarian
Bred in the frozen northern wastes and the torrid southern jungles, barbarians are fearsome warriors, known for their violent rages and distrust for arcane magic. Barbarians are common among the orc tribes, which flourish on the battlegrounds of the frontier.

The barbarian class is described in the Player’s Handbook.

Bard
The bard is a jack-of-all trades, but master of none. She travels widely, telling tales, singing songs, and entertaining others

In Knights of Everest, the bard is a prestige class. See the Prestige Bard (http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm) for details (presented in Unearthed Arcana).

Cleric
The cleric serves the Church of Romula, the dominant religion among the humans of Alphere.

The church is neutral good and a cleric may be of lawful good, neutral good, or chaotic good alignment. A cleric may select his domains from among the following: Good, Healing, Protection, and Strength. The favored weapon of the church is the heavy mace.

Clerics belong to a sovereign order, which means they have the right to a church trial and cannot be tried by secular authorities for any crime or trespass. They take vows of celibacy and chastity.

Race: Human clerics are described here. Unlike many other races, humans are not secretive about their religious practices. Human clerics have no reluctance in showing clerical vestments or powers.

For clerics of other races see the individual race descriptions.

Except as noted here, the cleric class is as described in the Player’s Handbook.

Druid
The druid serves the forces of Nature and its inherent cycles as, such birth, growth, death, and rebirth. The processes of Nature generate divine power that its servants can tap into. The druids themselves often refer to druidism as the old faith, or more simply the faith.

The druid class is described in the Player’s Handbook.

Fighter
The fighter is a champion, a swordsman, and a soldier. He lives or dies by his knowledge of weapons and tactics.

The fighter class is described in the Player’s Handbook.

Monk
The monk is a mystic warrior hailing from Oa, a distant land of ancient sorcerer kings and serpentine dragons. Monks are unheard of on the continent of Alphere.

Paladin
The paladin is a warrior bold and pure. In Alphere, a paladin belongs to the Order of the Knights Romulas, holy warriors who act as the military branch of the Church of Romula. Not every knight of the order is a paladin of course, but by his very nature, a paladin is always called into service with the knighthood.

In Knights of Everest, the paladin is a prestige class. See the Prestige Paladin (http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm) for details (presented in Unearthed Arcana).

Race: Human paladins are described here. With its close ties to the Church of Romula, it is unheard of for a member of another race to join the order.

For paladins of other races see Non-human Paladins. There are some cultural considerations, but otherwise non-human paladins follow the same game rules as their human counterparts.

Ranger
The ranger is a skilled wilderness fighter and tracker. Among the elves, rangers are an elite order of warriors akin to knights in human culture.

In Knights of Everest, the ranger is a prestige class. See the Prestige Ranger (http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm) for details (presented in Unearthed Arcana).

Race: Elf or human (elf-friend only). The path of the ranger is an elven tradition that has been shared exclusively with humans who have proven themselves as elf-friends. The elves refuse to train any other race in the path of the ranger.

It should be noted that while humans often train other humans as potential rangers, humans never train elves without the supervision of another elf. The first rangers were, and always will be, the Sad People.

Rogue
Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs.

The rogue class is described in the Player’s Handbook.

Sorcerer
Magic is the lifeblood of the world, a vast ocean cradling and saturating every stone and every living being. Among sorcerers, this arcane power is known as the essence. In Alphere, sorcerers are commonly known as magicians.

In Knights of Everest, sorcerers gain the metamagic specialist class feature described here at 1st level:

Metamagic specialist: You can apply metamagic feats you know to sorcerer spells without increasing the casting time. This benefit even lets you quicken your sorcerer spells with the Quicken Spell feat.

This class feature replaces the summon familiar class feature.

Except as noted here, the sorcerer class is as described in the Player’s Handbook.

Wizard
There are no wizards in Knights of Everest. In order to sense and control arcane energy, a spellcaster must have inherent talent with the essence; intellect and study have no effect on the essence. There are also no specialist wizards in the setting.

In presenting a holistic view of Knights of Everest, prestige classes may appear in my own material for the setting. Any of the prestige classes presented in the DMG are appropriate for Alphere. The two exceptions are the setting-specific Red Wizard and the arcane spellcasting Assassin (see below for a non-spellcasting variant). In addition, the Bard, Paladin, and Ranger (http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm#prestige Bard) are instead prestige classes (see Unearthed Arcana for details).

Prestige classes from other sources may be available at the DM’s discretion.

Also note, I don’t recommend allowing the Blackguard, since the dynamic balance between good and evil is diminished should it be allowed (see “Good and Evil in Everest”).

Ultimately however, the rules for prestige classes presented in the Dungeon Master’s Guide are entirely optional in Knights of Everest.

Assassin
This variant non-spellcasting assassin replaces the assassin's spellcasting abilities with additional class abilities listed below:

Fast Movement (Ex): At 3rd level. As the barbarian ability.

Skill Mastery (Ex): At 7th level. As the rogue special ability.

This variant prestige class is presented in d20 War of the Lance (page 275).

Also note, I don’t recommend allowing the Blackguard, since the dynamic balance between good and evil is diminished if it is allowed (see “Good and Evil in Everest”).

Prestige classes from other sources may be available at the DM’s discretion.

Arcane magic is not a science. It is not a complex formulae, not a phrase or a number, nor a symbol written in dragon’s blood. Many magicians train under the guidance of an older, experienced mentor. These mentors don’t instruct their apprentices in facts and theories. Rather, the apprentice is taught to focus on the essence, until the budding magician is able to both sense and control the arcane energy. (Think of how Jedi apprentices are trained to “feel and control” the Force –see Star Wars Trilogy).

Coalescence: This sparkling gold dust is a physical manifestation of the essence itself. Coalescence is typically stored in small silk pouches. An arcane spellcaster with such a pouch is assumed to have all the material components and focuses needed for spellcasting except for those components that have a specific cost, focuses, and focuses that wouldn’t fit in a pouch.

This is of course, the spell component pouch as described on page 130 of the Player’s Handbook, “flavored” for magicians of Everest.

Access to Arcane Magic: Arcane Magic in Alphere is just as common as it is many other settings. What is different is who has access to it. For instance, there is no wizard class in Knights of Everest; the primary arcane spellcaster is the sorcerer. Consider also the following:

Sorcerers know a limited number of spells in comparison to wizards. This means some esoteric or specialized spells are more distinctive, since fewer sorcerers know them. By the same token, high-level spells are even more remarkable, since they are mastered only by powerful sorcerers.

The bard is a prestige class, essentially a multiclass sorcerer. Also, the assassin is presented as a non-spellcasting variant.

Elves lose wizard as their favored class, gaining fighter in its place.

Renamed Spells: Spells found in the Player’s Handbook that include the proper name of a character outside of the Knights of Everest setting are renamed. Spells with any of the following names are automatically renamed: Bigby, Drawmij, Elminster, Evard, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Tasha, Tenser. This is the same approach taken in the SRD.

Ported Spells
From Spell Compendium: Absorption, Energy Immunity, Enhance Wild-Shape, Indomitability, Low-Light Vision.
From Player’s Handbook II: Arcane Fusion, Greater Arcane Fusion, Channeled Divine Health, Mark Of Judgment.
From Complete Mage: Combined Talent, Immediate Assistance, Summon Component (this is a joke actually ;) --see Coalescence below), Vigilant Slumber.

The following feats are ported to the Knights of Everest setting:

From Complete Warrior: Extra Rage, Extra Smiting, Improved Favored Enemy
From Complete Divine: Extra Wild Shape, Empower Turning, Fast Wild Shape
From Complete Arcane: Extra Slot, Extra Spell, Obtain Familiar
From Complete Adventurer: Extra Music
From Complete Mage: Melodic Casting
From Player's Handbook II: Mad Foam Rager, Companion Spellbond, Melee Weapon Mastery, Ranged Weapon Mastery, Shield Specialization, Trophy Collector, Weapon Supremacy
From Eberron Campaign Setting: Action Boost, Action Surge, Heroic Spirit

Religion in Alphere
Knights of Everest is distinct from many other fantasy settings: With the notable exception of humans, each race’s religious beliefs and practices are almost completely isolated from outsiders. Very little is known about a particular race’s religion by outsiders. For details, see the individual race descriptions.

Just as in the real world, religion is integral to the many cultures and societies of Alphere. In Alphere however, many cultures and societies (non-humans in particular) hide their religious practices from outside observers and keep their core beliefs private at all costs. In the real world, countless wars have been launched in the name of religion. Very few religious wars have been ever been waged in Alphere; this does not imply that religon is not important, far from it, but it does signify that religion is different.

Outside of the elves worship of the Seldarine pantheon, religon in most of Alphere is monotheistic.

The Gods
In the Knights of Everest setting, each race worships an abstract ideal of its god (or gods). These deities likewise have conceptual names, such as the Soul Forger among the dwarves, or the Protector among the gnomes. The deities of Alphere are incredibly distant, all-powerful entities; there are no game statistics for such omnipotent beings.

In Knights of Everest, the gods lack conventional anthromorphic forms that might be recognized by mortals. When asked to describe a deity’s appearance, followers say the god looks like “inspiration”, “serenity”, or some other abstract concept.

Raising the Dead
The nature of religion in Alphere has the following effect: If a character dies, she cannot be raised by a cleric of a different race (unless a miracle or wish spell is expended, symbolizing intervention by that race’s deity).

Technology Level
The technology of Alphere varies from culture to culture. Most nations have reached an early to late Medieval stage of development. Crossbows and plate mail armor are the pinnacle of military technology. Books are rare and always hand-scribed. Some (but not most) of the population is literate.

The dwarves are the most technologically advanced race, possessing a brilliance for mechanics and having some extremely crude knowledge of gunpowder, the components of which are exceedingly rare on Everest.

Arcane Magic
Magic is a fairly common occurrence in Alphere. Though many have an awareness of magic, few have any talent for it, and even fewer ever master it.

Most folks have only witnessed the lesser magical performed by the village healer or hedge-wizard. Consequently, most believe magic to be useful only for curing fevers, lighting fires, and predicting the weather. Stories of magicians leveling castles and setting armies to flight are generally laughed at, except by the few who have witnessed such events firsthand. Magicians, in general, whatever their power level, tend to be respected (or feared as malevolent) for their unusual abilities.

Economics
All civilized nations mint their own money from gold, silver, and other precious metals. Gold pieces of one nation are usually exchangeable for those of another at major cities (with a substantial fee paid to the moneychanger, of course). However, most merchant activity is based on a barter system rather than a money system.

Slavery exists in Alphere, although it is a dying practice. Only in the dwarven nation of Darkon is slavery at all common.

Races
Humanity is by far the most numerous race in Alphere. Other major races include dwarves, elves, orcs, and goblins. The other less numerous races include ogres, (Everest) trolls, giants, and such mixed races as half-orcs and muls.

Good and evil are not merely mirror images of each other, rather the balance is more dynamic. I see the world as a place where the forces of light are few and elite, while the forces of darkness are of greater number but generally of lesser quality. This hopefully lends a bit of "heroic" flavor to the setting.

This first post is the Player's Guide, the essentials of playing in the setting. My other posts will hopefully expand and supplement this.

I am well aware that my work here is "cliche". I don't see this as a bad thing. Allow me to quote TurintheMormegil from the “Indistinguishable From Magic” thread:

There are individual DMs who love the clichés but for some reason or other prefer to play in a self-created version of the clichés rather than in Middle Earth or the Forgotten Realms, perhaps differing only from these standards of the genre in a few idiosyncratic preferences.

Its like he read my mind, but that isn't possible . . . is it? ;)
imake13

12-14-06, 10:27 PM
*campaigngasm* amazing... simply amazing. Tell us more!
Artifact

12-15-06, 04:20 AM
The Arcane Eye is a network of magicians and rogues who gather and trade information from across the Immensea region. The magician Zenmuron founded the network over a period of ten years. It has been active for only a short time, yet the Arcane Eye has quickly established itself as a small but influential part in the politics of many major cities throughout the region.

Organization and Operations
The Arcane Eye has a webbed hierarchy, with cells connected by a single linking thread. A cell could be an individual or a small group. Operatives, known as knights, know only other operatives with whom they have direct contact.

Due to the secrecy in which they operate, knights of the Arcane Eye typically don’t wear any form of unique clothing, carry any item, or bear any physical mark to identify themselves. There are several code signals they use to recognize one another however. One common signal is for a knight to briefly shade his eyes with his hand when meeting another knight, who likewise shades his own eyes, using his opposite hand.

Knights can take on a variety of assignments: information gathering and analysis, asset development, and deep cover projects.

The Arcane Eye also employs several very low-key operatives, sometimes irreverently known as knaves. Compared to the knight, the knave’s operations are very benign: they rarely engage in active espionage missions; rather these agents lead normal lives, and simply watch and observe the people and events around themselves. The primary objective of the knave is to observe and relate information back to Zenmuron, who as Master of the Arcane Eye, acts upon the information (or doesn’t as the case may be).

The only exception to the above statement are the black knights. Personally selected by Zenmuron for very specific tasks, they are the enforcers of the network, willing to do things that make other knights uncomfortable. Of ambiguous morality, their main occupation is making problems going away. In the case of the black knights, the Master of the Arcane Eye has literally taken the law into his own hands; his reasons remain his own, and the existence of this handful of agents is a closely guarded secret.

The Arcane Eye is a neutral organization dedicated to gathering, analyzing, and trading information. Intent on furthering the network’s goals, its operatives sometimes “bend” the law. For example, a knight might resort to bribery, cheating, lying or theft in order to obtain valuable information. Evil acts such as abduction, blackmail or violence are never tolerated however. Any knight found engaging in such criminal activities is immediately expelled and turned over to the authorities.

Zenmuron, sometimes known as the Master of the Arcane Eye, leads the organization. Unlike most operatives who require anonymity, Zenmuron depends on being recognized. He spends considerable time developing and maintaining connections with many wealthy and influential individuals and groups from across the Immensea region.

Size and Resources
The exact size and membership of the Arcane Eye is unrevealed to outsiders, but it is suspected that a majority of its agents reside in the city of Immensea, while the rest are scattered through many other towns and cities across the region.

The Arcane Eye has good connections with many of the rich and powerful of the city, granting the network access to considerable resources. In any given week, the network can afford to spend 25,000 gold nobles on any one item, or in pursuit of any given objective.

Recruiting
The membership of the Arcane Eye is small but continues to grow steadily as Zenmuron adds new members. He is interested in enlisting like-minded magicians, and is also on the lookout for any rogues who show an interest in the Arcane Eye.

The Master of the Arcane Eye is also looking to recruit any available loremasters, elite sages who value secret knowledge. There is also a place for any clerics willing to join, who would surely give the espionage network invaluable insight into specific church politics. Only Zenmuron may accept new members into the Arcane Eye.

Allies
As a secretive organization, the Arcane Eye is often misunderstood and mistrusted by those who are aware of its existence. The network’s most valuable allies often consists of magicians interested in trading magic and other arcane knowledge, and mercantile groups that are interested in trading goods for information.

Also of note, knights who are magicians often have familiars, allies which others often overlook, but which gives the operative an extra set of eyes and ears with which to observe others. Further reading: Rules of the Game: Familiars (http://www.wizards.com/default.asp?x=dnd/rg/20050906a), a four-part web article by Skip Williams examines these allies in detail.

EnemiesThe Arcane Eye has a long-standing conflict with an ancient order of sorcerers known as the Blood. These powerful sorcerers claim they’re archdevils of the Underworld.

In order to get the Arcane Eye off the ground, Zenmuron solicited the aid of Geryon, a prince involved in the control of organized crime throughout the Immensea region. The magician promised that the Arcane Eye would keep surveillance on another rival prince and report any activities of interest to Geryon. In exchange, Geryon would front the necessary cash for the Arcane Eye to begin operations. As promised, within a few months, there was a deep cover knight of the Arcane Eye spying on the rival prince.

The Arcane Eye eventually betrayed Geryon however by providing detailed information to the other prince, who would become known as Zariel. With this information, she was able to seize a position of power and eliminate her rival altogether. When this happened, the Arcane Eye achieved a strategic victory; there was now one less prince to be concerned with. The deep cover operation also revealed important information about the Blood’s organization and how it operated. Unfortunately, the princes were now aware that the Arcane Eye was watching and opposing them. Currently, tensions between the two organizations are high.

Knight of the Arcane Eye Prestige Class
If the optional rules for prestige classes are used, then Knight of the Arcane Eye is available. Use the Unseen Seer prestige class (presented in Complete Mage).

New Uses for Old Skills
The new uses for Sleight of Hand and Decipher Script are ported form Races of Stone and Races of Destiny respectfully.

A Feat By Any Other Name
Among agents of the Arcane Eye, the Investigator feat from the Player’s Handbook is known as Knight of the Arcane Eye.

New Feats
The feat Eidetic Memory (described in v.3.0 Kingdoms of Kalamar: Player’s Guide) is ported for this article.

Further Reading
Knights of the Arcane Eye often use a system of markings to communicate with each other, similar to those described in Class Acts: Urban Markers (Dragon Magazine #343).

In the Campaign
Introducing the Arcane Eye into your game is fairly easy. Check out “Campaign Components: Spies” (presented Dragon Magazine #316) for an outstanding article on running espionage campaigns.

The Arcane Eye (minor): AL N; 25,000 gp resource limit; Membership 120; Isolated (human 115, half-orc 2, dwarf 2, mul 1).

Authority Figures: Zenmuron, male human Sor13.

Important Figures: Ekaterina, female human Ftr8, Rog5; Gam the Mad, male half-orc Exp19; Bjorn, male mul Ftr9; Lady Marguerite Huntcrown, female human Ari16, Zeovi, male human Adp8.

Others: Rog5 (1), Rog2 (2), Rog1 (73), Sor6 (1), Sor3 (2), Sor1 (8), Exp9 (1), Exp4 (2), Exp2 (2), Exp 1 (5), Ftr4 (1), Ftr2 (2), Ftr1 (3), Ari8 (1), Ari4 (2), Ari2 (2), Ari1 (2), Adp4 (1), Adp2 (2), Adp1 (2).

This article uses rules for organizations presented in Complete Adventurer. These rules where introduced in “Guild Secrets” by Andy Collins (Dragon Magazine #296). Issues #297, 299, 301, 303, 305 present various organizations.

The following are a few ideas on how the various organizations detailed in the "Guild Secrets" series (presented in Dragon Magazine), might fit into Knights of Everest:

The League of Scrolls is dedicated to gathering and protecting knowledge and learning of all kind, regardless of its origin or application. The Arcane Eye is an offshoot of that much older organization, also dedicated to the gathering of information. Unlike the League however, the Arcane Eye works in trading and exchanging such information. According to Zenmuron, the Scrollkeepers have lost sight of the value of knowledge-- its applicability in the world.

The Grey Order is an organization dedicated to ending the eternal conflict between good and evil. Established at the end of the Wrath Wars several centuries ago, the local cell in Prominence is lead by Aliira Tarrenstock, a former paladin who left the Order of the Chalice. She became disenchanted by her comrades' unwillingness to use their enemies tools against them.

The Claw of Gold is a thieves' guild led by a bastard son of Emperor Dalagh Surr. Known as Thuulsias, Master of the Claw, he takes a long-term approach to illegal activities, seeking to establish a long-lived dynasty, a bloodline of power to reckon with kings and high priests alike. The Claw of Gold is headquartered in city of Alpharia itself.

Academy Necromica was infiltrated and destroyed by Rion, a knight of the Chalice, at the end of the Wrath Wars. Almost two centuries later, the lich Xilian has quietly rebuilt the Academy into a secret but powerful organization dedicated to death and evil.

The Bladeworks began as a guild of weaponsmiths whose leader soon realized that he could drastically increase membership by welcoming not only those who crafted weapons but those who used them. The Bladeworks is headquartered in Port Regency.

The Flame of Destiny, also called the Guardians, is a collection of powerful beings who watch over the "threshold" between the epic and the non-epic. Those who would achieve epic power must first contend with the Guarians and prove their mettle and worth. The Guardians are similar to the Magi and the Hierophants.


I was inspired to create this organization after perusing the recently released Fiendish Codex II: Tyrants of the Nine Hells. It is intended purely as an NPC organization and as such, it is very scetchy in comparison with the Arcane Eye.

The Blood is an organization involved in the control of organized crime throughout Alphere. It seeks nothing less than the total domination of Alphere.

Organization
Nine sorcerers lead the Blood. Calling themselves princes, they claim to be archdevils of the Underworld, even going so far as to take their names: Baalzebul, Belial (or Fierna), Dis, Geryon, Mammon, Mephistopheles, Molikroth, Moloch, and Zariel.

The Blood is divided in 9 sections, each lead by a prince. These cells, also known formally as layers, are spread throughout the entire continent of Alphere.

In addition to the cell-like nature of the Blood, which presumably allows the termination of entire layers in the event that it is wholly compromised, it is an utterly ruthless organization that constantly suspects and conducts surveillance of even its head members.

Acolyte of the Blood Prestige Class
If the optional rules for prestige classes are used, then Acolyte of the Blood is available. Use the Acolyte of the Skin prestige class (presented in Complete Arcane).

Baalzebul
This hideously deformed creature could hardly be called human. A mass of burned and rotting flesh, it is rumored that Baalzebul’s Rite of Bonding went horribly awry.

Belial
Belial is a master of deception and misdirection. He adopts a feminine personality known as Fierna. It is her face most often seen by others, and more than a few princes actually believe they are separate individuals.

Dis
Dis is the only prince who is not human (or was once human). Dis is a dwarf with a sadistic sense of humor who often paints his skin with silver or gold paints.
He is the most martial of the princes.

Mammon
While the princes portray themselves as archdevils of the Underworld, none actually believe their own story. None that is, except for Mammon. He truly thinks he is the archdevil whose name he takes. More than any other prince, Mammon is knowledgeable about the Lords of Hell.

Mephistopheles
All the princes are undeniably aged; Mephistopheles however, is a truly ancient being.

A thousand years ago, at the height of the Alpharian Empire, a precursor to the Blood was formed. Human high sorcerers, believing they could increase their power, intermingled with outworlders. Mephistopheles is the only member of the original group to survive to the present day. For centuries, he was sealed away, presumably under the control of the archdevil whose name he now assumes.

Finally emerged of a long imprisonment of his own power, nothing can stop him from achieving ultimate power. His current form is that of a lich, a powerful undead magician.

Molikroth
Known as the Unseen Prince, Molikroth often works behind the scenes, rarely seen or heard from, even by the other princes. He is the most ambitious of their number, a magus who has seized incredible power and influence in a relatively short period of time.

Molikroth is extremely paranoid, having been hunted as a renegade magus for nearly a decade. He maintains a low profile, never revealing the full extent of his power. Molikroth is keenly aware that the combined might of other magi could destroy him.

Geryon
A prince of middling power, Geryon was recently deposed by a rival who became known as Zariel. Although many princes may be more powerful, none can match Geryon’s talent for long-term planning. His current status as an ex-prince is in fact, part of a long-term plan that Geryon has been working on for nearly a decade.

Note: The BBEG in my current campaign ;).

Moloch
Moloch came into power after the former prince of the layer abdicated amid mysterious circumstances. The former prince, known simply as the Countess (or less commonly as the Hag) is widely rumored to hold the true power behind the scenes, while Moloch serves as a figurehead leader.

Zariel
Zariel is the most recently "promoted" prince of the Blood, having assumed the title within the last decade. In acquiring the coveted position, she efficiently eliminated the former prince Geryon.

As of yet, none of the other princes have discovered exactly how she was able to out-maneuver and overcome an established prince with such relative ease. As things now stand, Zariel is an up and coming prince, who is watched and evaluated carefully by the others; some percieve potential rival while others see a powerful ally.

[As I have time, I plan to flesh the Blood and the princes out a bit, adding some details on personality, history, appearance, etc; for now however, its all rather scetchy.]


The warforged were created by ancient masters.

They evolved.

They rebelled.

There are many models.

And they have a plan*.

The warforged are a race of sentient constructs, originally built as mindless war machines to fight alongside their ancient creators. The warforged developed sentience as a side effect of arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the Creation Forges, the warforged evolved until they became a new type of being– living constructs.

Almost nothing is known of the enigmatic race that created the warforged. Often referred to as simply the Ancients, it is believed they died out millennia ago. Information concerning their greatest invention, the Creation Forges, also passed unheralded into history. With the disappearance of their mysterious creators, the warforged deactivated, entering into a long hibernation. Several centuries ago, the dwarves reactivated them, pressing them into a life of slavery.

Relations: Dwarves are the mortal enemies of the warforged. After centuries of serving as outright slaves to the dwarves, the warforged now wage a genocidal war against their former masters. The warforged see little use for other races outside of how they might advance the ongoing war against the dwarves. They have learned to show tact and decorum when dealing with non-dwarves however.

Alignment: Warforged were designed by their creators to be neutral. They were built to fight, not wonder whether fighting is right. As a race of sentient constructs however, warforged are capable of independent thought.

After centuries of complete slavery to the dwarves, the warforged developed a pathological hatred for their former masters. This animosity has burned through the centuries, twisting the warforged into the malevolent race they are today. Warforged are usually neutral with evil tendencies.

Warforged Lands: After their terrible revolt against the dwarves, the warforged have made a new home for themselves in the isolated Rim Territories. They have gathered there under the leadership of an enigmatic figure known as the Lord of Blades.

Adventurers: Warforged respect power, and for many the path to power lies in adventuring. Many warforged strike out on their own to search for the power they need to gain station and prestige among their own kind. More rarely, warforged who become disenchanted with their race’s cruelty and callousness choose to leave and make their own way in the world.

Language: In order to communicate with their former dwarven masters, warforged speak Dwarven (this is the Common tongue for them). Over the centuries however, the language has been “upgraded” by the warforged to be all but incomprehensible as dwarven. For all intents and purposes, this language, known as Forged, is distinct and unrelated to dwarven in any substantial way.

Warforged still speak Dwarven of course, in fact they have fanatically preserved the language of their worst enemies. When the warforged slaughter the dwarves, the sentient constructs will be able to tell their victims, in their own tongue, who their conquerors are.

This replaces the language listing for warforged in the Eberron Campaign Setting.

A Dwarf’s point of view on the Warforged: The warforged are a slave race, performing menial tasks, every dwarf has a warforged servant. The warforged offer themselves for servitude willingly, having no goals of their own except to be given orders and to serve. They cannot look after themselves, and if they do not receive orders, they simply die. [This PoV is obviously no longer applicable but it is worth noting].

Unless otherwise noted here, use the rules for warforged as presented in the Eberron Campaign Setting. Warforged are also included in Monster Manual III as a PC race, making them available to the general D&D audience outside of Eberron.

(*) Inspired by Battlestar Galactica (2004).

Use the following in conjunction with warforged:
Spells: The following are spells ported: Repair critical damage, repair light damage, repair moderate damage, repair serious damage. These spells are presented in the Eberron Campaign Setting.

Feats: The following feats are ported: Adamantine Body, Improved Damage Reduction, Improved Fortification, Mithral Body, Mithral Fluidity. These are warforged category feats presented in the Eberron Campaign Setting.

Skills: Use the rules for “Repair Warforged” on page 46 of the Eberron Campaign Setting.


Capital: Prominence
Population: Humans, dwarves, half-orcs
Government: Monarchy
Ruler: Lord Regent Duane Aullance II
Languages: Common, Dwarven, Orc, Romulan
Trade: Timber, agriculture.
Currency: Gold Royal.

Romula is a classical feudal society. The lower class is comprised primarily of tenant farmers who work on lands own by their lord. Free farmers, most merchants, artisans, and the military make up the middle class. The upper class is comprised of wealthy landowners and the most successful merchants. The peasants pay fealty to a local lord, who in turn pays fealty to a high noble. All high nobles of course, owe their loyalty to the monarch.

*Throughout its history, the kingdom has dealt with political turmoil and depredations of fiends, plagues, and monstrous humanoids. Seemingly a strong, stable realm, Romula has, in fact, never fully recovered from the Wrath Wars several centuries ago, and the suspicion and age-old fears wrought by the tumultuous events linger as its legacy. Sinister fiend cults, evidence uncovered by the church of demonic possession, and rumors of otherworldly subversion bedevil Romula, making it a kingdom that has been hesitant to place its trust in others. The people of this land realize they must be self-reliant and depend on their own strengths to survive; all too often, history has proven that the clasped hand of a generous friend can become the clutching talon of a grinning fiend*.

Government
The monarchy and the Church of Romula share the burden of law enforcement and administrative duties within the kingdom. The church retains the powerful right of coronation. The church is also a sovereign entity; clerics have the right to church trial and cannot be tried by secular authorities for any crime or trespass.

The throne of Romula is hereditary; the monarch names his successor before he dies, usually a son or daughter.

For over two hundred years ago, the monarch has taken the title of Lord Regent in place of King. When King Orlian III came up missing at the end of the Wrath Wars, the people asked Lord General Garius to be crowned their new king. Garius accepted the reigns of leadership but refusing to offically acknowledge that the King was dead, instead assumed the title of Lord Regent. To this day, the ruler of Romula is known by that title.

Surrounding the lord regent and making everything work on a daily basis are several ministries and offices of government: Ministry of State, Ministry of War, Ministry of Trade, the Royal Treasury, and the Office of the Royal Magician.

Races
Humans are the most numerous race encountered in Romula. Some dwarves, half-orcs and muls can be found in the larger cities and communities.

Elves sometimes pass through various cities on business or trade, but they take up permanent residence only in communities of their own kind. The largest elven settlement in Romula is Moondeep, a small city of five thousand souls.

Knighthood
Entry into the ranks of knighthood is a mark of honor and distinction. Anyone can be made a knight, but such an honor is usually bestowed upon those of noble birth. All knights adhere to the Code Romulas, the list of ethics set down by Lord Piergon Ismane, the illustrious founder of the Order of the Knights Romulas.

Knights are considered nobles and thus may demand shelter. While traveling within Romula, a knight can demand shelter from anyone of lower status than nobility. Most nobles will also offer shelter if asked.

Because of their reputations, knights can establish privileged relationships. A knight can often arrange to get an audience with important officials. A knight who is sincere and convincing can earn a +5 circumstance bonus to charisma checks to influence NPCs with whom they have established a relationship; for NPCs the knight is meeting for the first time, a circumstance bonus of +2 might be appropriate. Influencing NPC attitudes is described in the Dungeon Master’s Guide.

In game terms, when accepted as a member of an order of knighthood, a character earns a bonus 500 experience points. This is a one-time bonus; should a character become a member of another order, he doesn’t get another 500 experience points.

There are several orders of knighthood within Romula. Two of the most prominent and prestigious orders are:

Order of the Knights Romulas
This sovereign order of knights serves as the military branch of the Church of Romula. Knights Romulas swear fealty to the Church and promise to uphold the ideals of the Code Romulas. Membership is extended to those demonstrating exemplary courage in defense of religious principles or church property. The order’s motto is: “Faith, Duty, Honor”

A grand master, who is elected by a vote of the knighthood, leads the Knights Romulas. To acknowledge his position, the grand master wears a blue sash around his neck bearing the emblem of the order. The grand master answers directly to the grand matriarch of the church. Knights of the order wear silver rings to denote their order. Like clerics, knights of the Order Romulas have the right to a church trial and cannot be tried by secular authorities for any crime or trespass.

Knight Romulas Prestige Class (a.k.a. Prestige Paladin)
If the optional rules for prestige classes are used, then the prestige paladin is, in essence, the prestige class of the Order of the Knights Romulas.

Race: Human only. With its close ties to the Church of Romula, it is unheard of for a member of another race to join the Knights Romulas.

Royal Order of the Silver Dragon
More secular and less militaristic than the Knights Romulas, this order honors exceptional service and loyalty to the kingdom. Its knights are regarded across the Kingdom as exemplars of disciplined, skilled, loyal soldiers. Knights of the Silver Dragon swear fealty to the lord regent and promise to uphold the Code Romulas. The order’s motto is: “Strength and unity through service”

The lord regent traditionally holds the title of grand master. The grand master wears a golden badge, or “star”, to acknowledge his position. Knights of the Crown wear silver stars to denote their order.

Knight of the Silver Dragon Prestige Class
If the optional rules for prestige classes are used, then Knight of the Silver Dragon is available. Use the rules for the Purple Dragon Knight prestige class (presented in Complete Warrior).

OTHER ORDERS OF KNIGHTHOOD

Order of St. Cuthbert
Founded by a sainted leader of the Church of Romula, this order of knights now welcomes warriors of any faith or nationality, so long as they are willing to follow the ideals of chivalry. These knights roam the land, aiding those in need, and defending civilized lands from orcs, dragons, and other monsters. The symbol of the order is a cudgel and its knights typically wear simple brown or yellow tunics.

Supplemental: If the optional rules for prestige classes are used, then the Knight Protector (presented in Complete Warrior) is available for knights of this order.

The Legend of St. Cuthbert: In the default D&D setting, St. Cuthbert is an actual deity. In Knights of Everest, he is (was) a powerful figure of legend, whose weapon (seeming to be nothing more than a simple, well-used cudgel) was almost as famous as he.

Tales say that within his lifetime, St. Cuthbert traveled the length and breadth of Alphere. When he did, he used his mace to strike against the infidels and evil beings he encountered. Although wholly unremarkable in appearance, this weapon was rumored to hold great power. The cudgel has become the symbol of the order, and in fact, many of its knights favor simple bludgeoning weapons (such as maces and clubs) over slashing weapons (such as swords and axes), although this is not a strict rule.

Righteous Order of the Chalice
An elite organization dedicated to fighting evil outworlders, such as demons and devils. An order ostensibly based in Romula, many knights of this order are lone crusaders, maintaining only loose connections to their order. The symbol of the order is a ruby chalice with crossed ivory lightning bolts on the cup. Its knights typically wear red and white tunics.

Supplemental: If the optional rules for prestige classes are used, then the Knight of the Chalice (presented in Complete Warrior) is available for knights of this order.

**Becoming a knight
The process of training for knighthood begins before adolescence, inside the prospective knight’s home, where he learns courtesy and manners. A knight usually belongs to a noble family. Around the age of 7 years, he is sent away to train and serve at a grander household as a page. Here, he serves as a kind of waiter and personal servant to his elders. For at least seven years a page is cared for by the women of the house, who instruct him in manners, courtesy, cleanliness, and religion. He learns basic hunting and falconry, and also valuable battle skills such as the use of weapons and armor and the carrying, readying, and riding of horses.

A page becomes a squire when he turns 14 years of age, being assigned or picked by a knight to become his personal aide. This allowes the squire to observe his master while he is in battle, in order to learn from his techniques. He also acts as a personal servant to the knight, taking care of his master’s equipment and horse. This is to uphold the Code Romulas that promoted generosity, courtesy, compassion, and most importantly, loyalty. The knight acts as a tutor and teaches the squire all he needs to know to become a knight. As the squire grows older, he is expected to follow his master into battle, and attend to his master if the knight falls in battle. Some squires become knights for performing an outstanding deed on the battlefield, but most are knighted by their lord when their training was judged to be complete.

A squire can hope to become a knight when he is about 17 to 18 years old. Once the squire has established sufficient mastery of the required skills, he is dubbed a knight. The procedure begins with the squire praying into the night, known as vigil. He is then bathed, and in the morning he is dressed in a white shirt, gold tunic, purple cloak, and is knighted by his king or lord. The squire is made to vow that he will obey the regulations of the Code Romulas and never flee from battle. A squire can also be knighted on the battlefield, in which a lord simply performs the accolade, i.e. strikes him on the shoulder saying “Be thou a knight.”

The night before his knighting ceremony, the squire takes a cleansing bath, fasts and prays all night in the chapel, readying himself for his life as a knight. Then he goes through the knighting ceremony the following day. Knights followed the Code Romulas, which promotes honour, honesty, respect to the Creator, and other knightly virtues. Knights serve their lords and are most often paid in land.

Forms of Address
When addressing a knight, tradition holds that accompanying the title is the given name, and optionally the surname. So, Isaac Strongarm may be called Sir Isaac or Sir Isaac, but never Sir Strongarm. Wives of knights are entitled to the honorific "Lady" before their husband's surname. Thus Sir Isaac Strongarm's wife is styled Lady Strongarm, rather than Lady Isaac Strongarm or Lady Heather Strongarm. The style Dame Heather Strongarm could be used; however, this style is largely archaic and is only used in the most formal of situations.**

Entertainment
Many people entertain themselves at festivals, community-wide celebrations of holidays and royal birthdays. The sights and sounds of a festival are many. The aroma of baked bread and steaming vegetables wafts through the air. Mothers gossip and children play, while merchants peddle cornhusk dolls while bards tell fanciful stories of knights and dragons.

Tournaments are also very popular. A tournament is a series of formal games that gives knights and other warriors the chance to practice combat skills and impress the citizenry. The d20 sourcebook Relics & Rituals: Excalibur has an excellent section on tournaments (under Appendix I).

Magicians in Romula
The citizens of Romula give magicians a wide berth. Most hold magicians in low regard, seeing them as practitioners of a dangerous art, cohorts with fiends from the Underworld. Unlike clerics, who receive their spells and insight directly from Heavenly sources, magicians gain their spells from arcane, secret sources. Because of this disparity between the two power groups, there is a long history of tension (and often, outright violence) between clerics and magicians in Romula.

Since there are so few magicians in the kingdom, magicians are most often self-taught, only rarely do they apprentice themselves to another. This of course, leads to a lot of misunderstanding when a budding magician’s spell goes out of control, and perpetuates the belief that magicians are irresponsible and dangerous. All magicians are required to register with the Office of the Royal Magician.

Coinage
The standard of exchange within Romula is the royal, a gold coin bearing the image of King Rynold Aullance I, first monarch of the kingdom.

The silver piece is commonly called the shield, and is engraved with the image of Lord Piergon Ismane founder of the Knights Romulas.

The penny, a copper piece, bears the image of the current lord regent at the time of minting.

The Royal Treasury does not mint platinum coins. These rare coins were last minted when the Kingdom was still a principality of the Alpharian Empire. They are no longer in common use.

Major Cities
PROMINENCE“North Wall”
Prominence is Romula’s capital city. It started out as a humble timbering village known as Norwold. See below for details.

Further Reading: For anyone interested in learning more about knights and feudal society in general (at least in D&D terms), check out the d20 sourcebook Relics and Rituals: Excalibur. Other excellent gaming sources include: Campaign Components: Knights (presented in Dragon Magazine #299), and the Castle Guide (an AD&D 2nd Edition supplement, free for download from the Wizards of the Coast website).

(*) Shamelessly ripped from "Impliture: The Forgotten Kingdom" by George Krashos(presented in Dragon Magazine #346).

(**) Ripped directly from Wikipedia.com under 'knights' entry. Its appropriate to the setting, so thanks for doing the hard work, Wiki-P ;)!
Artifact

12-15-06, 06:56 PM
Elder magicians are often given the honorific master by younger, less experienced magicians; a few even presumpsuously assume the title of their own accord. Only the most powerful and respected magicians however, are ever recognized as magi (or magus singular).

The magi are the protectors of the essence, the mystic energy that makes arcane spellcasting possible. Their vast knowledge and control of the essence eclipses that of even the most experienced master magicians.

There are only a handful of magi in all of Alphere. They hail from all races and all are very old, eldritch energies preserving their lives beyond the normal span of years. Such longevity is not without price however. Magi invariably find themselves subtlety but undeniably changed; they are no longer completely of this world, but have grown apart from it. Some magi withdraw out of distaste for the modern world, while others seclude themselves away, fearing that the potent arcana at their command will attract unwanted rivals.

As a group, the magi are at best a loosely allied fellowship, but they have one inviolate rule: They do not become involved in worldly politics. Among human magi, this invariably means the affairs of the High Council of Alpharia. Despite their best efforts however, a few magi still find themselves entangled in such affairs. As a group, the magi punish any and all of their number who persist in taking part in worldly politics. The magi will allow none of their number to be harmed by another, no matter the circumstances. All rights to punishment are reserved solely for themselves, yet it can be difficult to petition them for such. In the end, the magi remain a secretive and most enigmatic group.

This article uses the rules for “Epic Characters” found in Chapter 6 of the Dungeon Master’s Guide. Epic level rules are introduced in the Epic Level Handbook (and updated in the v.3.5 Update Booklet).

Recommended Reading: “Ancient PCs: Playing Elders in D&D” by Hal Maclean (presented in Dragon Magazine#354). Even if these rules are not used, the magi are considered to have the Endless special ability described here:

Endless: A creature with this special quality ceases to age once it achieves a certain point in its life cycle. These creatures exist in a special kind of physiological stasis, counteracting all the consequences of advancing years that usually lead to frailty and eventually death.

The Druidic Faith
The druidic faith—often simply called the Faith—is a federation of regional priesthoods that form a loosely organized worldwide faith, all of whose members worship Nature and follow a similar ethical philosophy.

Druids divide their world into regions, here called domains. A domain is a well-defined geographic area bounded by mountain ranges, rivers, seas, or deserts—druids have divided the continent of Alphere into four domains. Druidic regions do not rely on political borders, or on racial or ethnic groups; a domain can encompass several countries, races, and peoples.

The Circles
All druids dwelling within a domain are organized into circles. Circles typically are named for the geographic area their domain occupies, but sometimes they bear other names, harking back to their foundation. For instance, druids in Alphere have formed the “Sovereign Sea Circle” and the “Circle of Amaru”.

The members of a circle hold themselves responsible for the well-being of the wilderness and the continuations of the orderly cycles of Nature within their domains. Circles operate within a very loose structure. They use no large temples or abbeys, for rarely do more than a few druids live together. All druids within a circle acknowledge a single greater druid as their leader and recognize this figure’s moral authority.

Life After Death
Since they see the universe as a cycle or series of cycles, druids believe the life force of a person (especially one who follows the old faith), is reborn again and again. A being’s reincarnation will not remember a former life but may possess a similar personality.

Druids believe a person’s soul may be reincarnated into an animal instead of a sentient being—yet another reason they revere all the world’s animals.

[Most of this was taken directly from The Complete Druid's Handbook. All proper credit to David Pulver.]

The Hierophants
Hierophants wield power beyond the ken of most mortals. They are one of the most ancient religious orders imaginable, having existed on Everest, in one form or another, for tens of thousands of years.

Hierophants are a unique part of the old faith. Some go so far as to say they are the faith. Hierophants typically respect the great druids (the leaders of the circles), but need not obey their mandates nor operate within the borders of any circle.

Unlike lesser druids, hierophants always have a global perspective and agenda. They concern themselves with the rise and fall of empires, the migrations of peoples, or the growth or extinction of a species.

Hierophants are notorious behind-the-scenes manipulators. Their life spans extended through divine magic, many hierophants weave subtle schemes with far-reaching plots that might take many decades to hatch.

Hierophants use the rules for “Epic Characters” found in Chapter 6 of the Dungeon Master’s Guide. Epic level rules are introduced in the Epic Level Handbook (and updated in the v.3.5 Update Booklet).

Recommended Reading: “Ancient PCs: Playing Elders in D&D” by Hal Maclean (presented in Dragon Magazine#354). Even if these rules are not used, the hierophants are considered to have the Endless special ability (see above)

No one gains fantastic levels anonymously in Everest. In the Forgotten Realms Campaign Setting, a wizard might go from 20th to 30th level and hardly be noticed by the general populace.

No Knights of Everest character can escape the consequences of superior experience. High-level characters become victims of their own success. Fighters find themselves heading hgue armies, like it or not; druids and magicians are invariably drawn into the ranks of the hierophants and the magi respectfully.
imake13

12-16-06, 03:08 AM
Here is more encouragement and a desire to read more! I love this campaign. I love the warforged forming their own nation... it very much makes me think of the story of how the machine's seperated from the human nations and formed their own nation in 'The Matrix' story.

I would like to run a campaign in your world for my cousins over christmas break if you don't mind. I absolutely love it.

Keep posting!

P.S. You should write a campaign setting... seriously, I would buy this... if just for the warforged nation alone.
Tbird

12-16-06, 03:44 PM
I would also like to see more, especially on the arcane eye, the dwarves and the muls. Have you considered making a campaign .pdf?
Artifact

12-16-06, 05:24 PM
The history of Alphere is dominated by the rise and inevitable decline of the Alpharian Empire. At its height, the Alpharian Empire held prominence over nearly two-thirds of Alphere. Its eventual twilight began a thousand years ago, during the Time of Darkness.

GOVERNMENT
Alpharia is governed by a group of magicians known as the High Council of Alpharia, which is presided over by the Emperor.

The High Council is divided into a Chamber of Adepts (whose members may cast votes) and a Chamber of Acolytes (whose members cannot cast votes but who may participate in all debates). Members of the upper chamber receive the added title of “Master” (for members of 14th-17th level) or “Grandmaster” (for members of 18th or higher level). Members of the lower chamber receive the honorific title “Councilor”.

Alpharian society is divided into 18 royal houses. Each house controls a portion of land and the people who live within its borders. Every house has the right to send one representative, who must be a master magician, to the Chamber of Adepts. Although every house has the right to a place on this Council body, not all can exercise this right; a few houses have no master magicians among their numbers and thus cannot send a representative to the voting chamber. Furthermore, some houses have regents who are of the required rank but choose not to attend the Council meetings unless they have a compelling reason to do so. And some houses simply refuse to participate in the voting process.

The Chamber of Acolytes meanwhile, is open to all magicians of rank throughout the realm. In many cases, a house’s official representative to the Council is a non-voting magician of lesser rank.

The High Council is presided over by the Emperor, who moderates all debates, monitors the fulfillment of Council decisions, keeps detailed records of all proceedings, and oversees upkeep of the Council Chamber itself.

When the High Council is in session, the Emperor’s word is law. The Emperor is allowed to cast a vote only if a matter before the council ends in a tie. Should such a situation arise, the Emperor is mandated to cast the deciding vote. The Emperor is elected from among the grand masters by a vote of the High Council and serves for life. The current Emperor is the green dragon Dalagh Surr.

Outside of the High Council, the Emperor is merely a figurehead leader, the true reigns of power rests with the High Council. The Emperor is as an important symbol of Alpharia however and the people regard the office and its holder as an integral part of their society.

SOCIETY
The magicians of Alpharia are chaotic, free, and individual. They believe in freedom of thought and choice . . . but only for those few privileged enough to wield magic. Those who cannot utilize magic are destined to serve in one fashion or another.

The Alpharian mind-set leads to the great beauty of their cities and arts, and to the great power possessed by individual magicians. It also means that the Alpharians have little strength in unity—they prefer to be off conducting their own magical exercises rather than ruling an empire.

Arcane magic has shaped Alpharian society; in this land, spellcasting ability brings money and status. There is no “middle-class” in Alpharia. Those who do not belong to the upper class are farmer, common laborers, rural craftsmen, low-level merchants, and such.

Slavery is permitted within the Empire, although it is uncommon. Most individuals are servants, technically free, but possessing few rights. A servant does not possess magical ability and works for another, sometimes for nothing more than room and board, but sometimes with a salary in addition. A servant owns no land and belongs to the household of someone of the aristocracy. A servant can own personal properties, and can move from one household (even if it displeases the owner) to another (with the other’s permission, of course).

RACES
Humans are the most numerous race encountered in Alpharia. Some dwarves, half-orcs and muls can be found in the larger cities and communities.

Elves sometimes pass through various cities on business or trade, but they take up permanent residence only in communities of their own kind. The largest elven settlement in Alpharia is Everglade, a small city of ten thousand souls.


ENTERTAINMENT
Alpharia has an active and skilled theater system, supported by the aristocracy—who comprise most of the actors. Nearly every city has some sort of theater. Unlike theater troops in other lands, Alpharian theater companies do not tour. They are associated with one theater and only there.

Alpharians also commonly use magic to entertain. Such displays often include fireworks, phantasms cast upon canvas, upon mirrors, inside bottles, or other mediums. Moving, posing, apparently breathing portraits are sometimes made this way.

ALPHARIAN NAMES
Alpharians have only one name and identify themselves further by citing birthplace, father’s name, etc. Alpharians choose children’s names for beauty and singularity. Few name their children after others. An Alpharian name will have two or more syllables, and is chosen in the hopes that the child will grow into it. For instance, Arkelos or Esterkan, names that can be boomed across a room, might be given to a child whom (it is hoped) will grow into strong leaders. Shearel or Thelona, for example, might be given to a child who are hoped to grow up cunning and beautiful.

RELIGION
The mere presence of a cleric within Alpharia’s borders no longer brings the authorities running, but members of the clergy are closely monitored (whether they realize it or not). Despite the easing of restrictions on clerics, organized religion is not encouraged in Imperial lands. Clerics may be allowed in, but they must leave their beliefs at the border.

Why this strict taboo? There is a long history of tension, and at times outright violence, between magicians and clerics. Alpharians see religion as a threat to the power of arcane magic. If the Empire has any religion, it is the worship of magic.

COINAGE
Alpharian coins are minted in gold, silver, electrum, copper, and platinum varieties. The coins are universally known as dragons, regardless of the metal used in their minting. Each coin bears the seal of the royal house that mints it.

ALPHARIA City of Secrets
Alpharia City proper is the most densely populated city on the continent. Over 100,000 individuals live in the city, and at least that many more populate the surrounding lands. Alphari is a low elvish word meaning “landfall”.

Only foreigners call it Alpharia City; to natives, the city is an extension of the Empire itself. Alpharia is the Imperial City and was once a place of marbled beauty, a center of unprecedented knowledge and learning. Even today, although much its original splendor lies lost in the Time of Darkness, Alpharia still stands, a lasting testament to the ancient empire that bears its name

[The city is not yet fully developed. It should be interesting though.]

THE TIME OF DARKNESS
The Alpharian Empire's decline began with the Time of Darkness. It is a period spanning about five hundred years, marked by a reversal in cultural development, and plagues, famines, and wars.

Two things ultimately caused the Time of Darkness: the arrogance of the elves and the folly of the humans. The elves believed they could harness the power of the essence to open a pathway to Arvanaith, while the humans invited disaster by intermingling with outworlders.

The Elves and the Orcs
Elven master magicians succeed and tap the power of the essence, opening up permanent portals to Arvanaith. Within months, many thousands of elves arrive on the shores of Alphere. Unlike the first mass exodus from Arvanaith, there is no long, traumatic journey involved; the elves who wish to, simply step through the portals and arrive at their destination. These newly arrived elves are soon stricken with a mysterious sickness however. Elven clerics eventually discover these elves, having been abruptly separated from the essence of Arvanaith, are changing into creatures that can no longer be called elven.

Their hearts, minds, and souls corrupted by madness, these vile creatures curse the Seldarine for their condition and turn upon former family and friends. They become known as orcs, which in Low Elven means corrupt or unclean. After an initial violent revolt and near civil war, they are eventually driven out by the elves, into darkness and the depths.

The elves never forgive themselves for their arrogance, and for their part, the orcs have never stopped hating their former brethren, who serve only to remind the savages of what they once were.

The Humans and the Fiends


Romula’s political capital started out as a humble timbering village known as Norwold.

Prominence is a walled city, sometimes known as [I]North Wall. The city is surrounded by a 60-foot high stonewall. There are only four gates in the wall—one inland and three facing the wharf-front. The city itself is divided by interior walls into four districts or “quarters”, one quarter for each cardinal point on the compass. In order to cut the crime rate, travel between city quarters is often restricted at night. Only those with passes from the quarter watch commander may pass the gates. Many of the city’s buildings are made of wood, although a few buildings made of stone can be found, mostly in north quarter. The nearby Druidwood provides Prominence with an abundant supply of timber.

GOVERNMENT
A mayor, who is appointed by the king, rules prominence. The current mayor is a former city militia member named Lord Brosen Entheim (LN male human, Warrior 8). Entheim often runs the city as if it were a military post rather than a civilian city. The mayor’s hard-bitten approach to leadership is tempered somewhat by Lady Angela Amansre (NG female human, Cleric 15), grand matriarch of the Church of Romula. Angela spends much of her time away from Romulas Cathedral in north quarter, and moves throughout the other quarters, dispensing blessings, and hearing grievances. While Entheim often criticizes this, Angela is allowed her eccentricities because of her long service to the church and because she is well loved by the people.

POPULATION AND RACE
Prominence’s population normally holds steady at 25,000 beings. This can easily double however during times of busy trade. Dwarves can be found here, although they are just as rare here as elsewhere. Half-orcs and muls can also be seen, mostly working as general laborers or mercenaries in the poorer south quarter. Elves often pass through on business or trade, but almost never take up residence within the city.

LAW AND ORDER
Law enforcement is handled by two agencies within Prominence: the city militia and the city watch.

The city militia normally guards the city gates, patrols the roads outside the city, and serves as garrisons for Rundvall Castle. The militia also serves as bodyguards for the royal family and as honor guards for visiting diplomats. The city gates are manned by both the militia, who control access to the city, and by watch patrols, who are ready to aid the militia in case of trouble, or to escort visitors, so that the militia need to abandon their posts.

The city militia commonly wears chain shirts covered by red tabards emblazoned with the city’s coat of arms. They are typically armed with longswords and clubs.

The city watch, seen far more often by most citizens and visitors, are the city’s daily domestic police. A watch patrol usually consists of four members, afoot, one being an officer. All wear distinctive red cloaks. They are typically armed with short swords and clubs; they don’t normally wear armor unless a situation calls for it. Reinforcements rushing to the scene of a dispute may be on horse and may wear any manner of armor and bear all manner of arms, as required by the situation. The most heavily patrolled area of the city is north quarter (home to many buildings of state and noble estates), while the poorer south quarter (the docks) is by tradition, lightly patrolled.

Commanding the city watch is Captain Liam Hedrick (male human, Warrior 12, LG), a twenty-year veteran of the force.

When the city militia or the city watch cannot contain a situation without significant danger to lives and/or property, then the city’s rulers mobilize an elite cadre of adventurers known as Northern Command.

New Feat: Cosmopolitan (from the Player’s Guide to Faerun), is ported for the Prominence article, with the added prerequisite: Dwarf (Prominence), half-orc (Prominence), human (Prominence), or mul (Prominence).
imake13

12-16-06, 08:36 PM
I second the motion to get this all in a .pdf. It would put all of the information all right in front of us, and also, make it easier to print out at work. :D

I am really excited about running this campaign for my cousins, thanks for your permission.

I look forward to reading more. You have done an excellent job with all of this.
Artifact

12-17-06, 01:54 AM
Erilene is the largest elven settlement in Alphere. Erilene, a Low Elven word meaning haven, comprises the city proper and the forests and islands surrounding it. Even more so than the typical elven settlement, Erilene is a beautiful, sculpted city.

Government: Erilene is ruled by an elected leader known as the Speaker of the Moon, who also represents the elven people to the world beyond Erilene. The Speaker of the Moon rules for forty years before another election is held. There is no limit to the number of terms an individual may serve. The Speaker of the Moon is advised by the High Council of Erilene.

Erilene and the elves that live here are fiercely neutral in worldly politics.

Population and Race: Over two million elves call Erilene and the surrounding forests and islands home. While smaller elven communities in other lands may include some humans, Erilene is exclusively an elf realm —no other races are allowed to live or even travel through here. On occasion, humans whom the elves deem responsible may be invited to visit. Humans only are permitted entrance to Erilene; dwarves, half-orcs, and muls are almost always barred from entering.

Money: The standard of exchange in Erilene is the luna. Known to outsiders as the silver moon, it is a large crescent of silver worth 1 standard gold piece. The elves are also the only people to use a durable paper money, known as the leaf. The elven leaf is printed in various denominations, and is worthless outside of Erilene (aside from collectability).

[Erilene is not fully fleshed out]

Most people believe there is but a single moon traveling the night skies of Everest. The elves know differently however: There are in fact, two moons that occupy the heavens. This other moon is perceived only by the elves. It is invisible and intangible to all others; its silvery radiance falling only upon the elves.

The origin of this moon lies within elven history and has close ties to their religion. The elves worship a pantheon of gods known as the Seldarine. Within the Seldarine is an individual deity known as the Champion. This deity is the progenitor of the other gods and creator of the elven race. It has two aspects: one male (symbolized by a sun, which elves call sol) and one female (symbolized by a moon, which elves call luna). In the homeland of Arvanaith, the elves saw these celestial orbs when they gazed into the night sky.

Ages ago, when the elves first arrived in Alphere, the twin celestial bodies, sol and luna came with them. To the elves, the two were a reminder that the Seldarine accompanied and blessed them on their travels. Since the Time of Darkness however, sol has remained hidden. No longer do the elves perceive its light or bask in its warmth. Luna has remained with them however.

After the Time of Darkness, the elves found themselves essentially in exile; the pathway to their homeland of Arvanaith was lost. The fact that luna remains with them is a comfort of sorts, for it represents a solemn promise: the Seldarine have not abandoned their children; the elves will one day return to Arvanaith. On the other hand, the disappearance of sol represents a somber warning: the elves are not of this land; they must remain separate if they are to one-day return to Arvanaith.

Although non-elves do not perceive or interact with luna, it is an actual, physical moon. It is considered a secondary moon however, holding a lesser position than its counterpart. Luna affects the tides to some extent, but it bows to the greater power of the primary moon. The few non-elves who are aware of its existence sometimes refer to it as the solace moon.

Design Note: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. This is a racial trait known as low-light vision. The fact that only elves can see the moonlight from luna might be one way to explain such an ability.

Elves are sometimes described as seeing and hearing things that others cannot. In this case, that is certainly true.

Angela, the care and love you have shown my people can never be repaid. Through many years, you have nurtured a deep understanding and appreciation for the elven way of life. You, can I truly call elf-friend. There is much yet to learn of my people however. Listen carefully then and I will share with you things that few outsiders ever know.

From your time spent among the elves, you know us to be a reserved, solitary people. Many consider us to be aloof and haughty; concerned only with our own affairs. This is a common misconception. You have heard the elves called the “Sad People”; indeed, this is most accurate, for we yearn to return to the land of our birth, a bright realm known as Arvanaith, which lies far beyond the seas. We cannot presently return to our homeland however; the pathway back is lost to us. As a race, elves live by a simple dictum: We were strangers when we arrived here and so we must remain if we are to one day return to Arvanaith; this is the command of the Seldarine to their children who have lost their way.

Who are the Seldarine, you ask? They are the gods of my people. Faith in the gods is what binds the elves together. You see, although all other pathways to our homeland lie lost in the Time of Darkness, there is one connection which can never be severed; and that is our faith in the Seldarine; this is our eternal link with Arvanaith.

You may have noticed that elves appear almost ageless. Such longevity is a gift of the gods, and is perhaps the closest held secret of my people. The gods have a covenant with their children that no elf should die in earthly realms. Elves do not age, wither and die as men do; rather, “old” elves who have fulfilled life’s promise are called to undertake one final, fateful journey. Completion of this journey leads the elf to Arvanaith. Blessed and guided by the gods, it is as much a journey of the spirit as of the body, and is the only lasting way for an elf to return home.

Now Angela, my friend, commit these things to your heart and you will forever welcome among the elves.
Arivia

12-17-06, 01:59 AM
Quick note: Everest is also the name of a (fairly major) island of elves in the Forgotten Realms. While I'm not saying you should change the name, you should maybe consider the confusion/repercussions of the shared name.
Artifact

12-17-06, 02:09 AM
Originally Posted by Arivia
Quick note: Everest is also the name of a (fairly major) island of elves in the Forgotten Realms. While I'm not saying you should change the name, you should maybe consider the confusion/repercussions of the shared name.

Everest is the name for my setting. The campaign itself focuses on the continent of Alphere. Hope that helps :)

Using the Spelljammer rules: The planet a flat world, named Everest. It is held in station between two seperate solar systems of nine planets each. The crystal sphere is named Everspace.
imake13

12-17-06, 02:44 AM
I just worked 14 hours, so i can't even think straight... but I have web space you can use if you want to make a .pdf... i will upload it and give you the link.
Artifact

12-17-06, 06:43 PM
Darkon, home of the dwarves, is a land caught in the iron grip of tyranny. Using overwhelming armies, the Citadel institutes a reign of terror on a disheartened populace.

Capital: The Citadel (fortified city)
Population: Dwarves, muls, humans, half-orcs
Government: Military dictatorship
Ruler: Sons of Kagyar (group of 12)
Languages: Common, Dwarven
Trade: Weapons, armor, stone, coal, precious metals
Currency: Pound (1 gold piece)

Clan and Family
Every dwarf of Darkon belongs to a dwarven family and every family belongs to a clan, family groups which are all related to one another. All members of a clan trace their lineage back to a common ancestor. Each clan specializes in a particular craft or skill: blacksmithing, mining, and weaponsmithing for example.

[No detail yet on the major clans. For now, just pick a name and run with it.]

Forms of Address
When introducing himself to strangers, a dwarf tends to follow a precise and unvarying pattern: “(Name), son of (Name), of Clan (Name)”. For example: “Rath, son of Thoric, of Clan Durlim”. Dwarves often introduce themselves with impeccable politeness to an enemy just before they being fighting. They prefer for an enemy to know the name of his slayer.

Coinage
The standard of exchange within Darkon is the pound, a gold nugget worth 1 gold piece.

Laws
All citizens of Darkon are subject to the laws of the Citadel, and all must pay some for of tribute to the government. Under these laws, the burden of proof is upon the citizen to that he has met all his financial obligations to the Citadel. Failure to provide adequate proof is considered an admission of guilt, penalties which range from confiscation of goods to the common sentence to labor camps or slavery.

Slaves
Slavery is a commonly accepted practice in Darkon. A person can become a slave in one of two ways: by being captured during war or other armed conflict, or by being sold into slavery for committing some crime or failing to pay one's debts.

A member of any race can become a slave, though dwarves seldom enslave their own kind. It is rare for clerics or magicians to become slaves, as they can usually escape easily. Prudent slave traders simply execute them when they capture them.

There are several classes of slave: gladiators, soldiers, and laborers to name a few.

Government
The Sons of Kagyar are the ultimate authority within the Citadel. Once they were mortal, now their voices ring throughout the Citadel while their bodies lie entombed deep within the earth.

The Sons of Kagyar first rose to power prior to the Time of Darkness. At a time when the arrogance of the elves and the folly of the humans proved their undoing, the Sons of Kagyar achieved their greatest desire: immortality. For over a millennium, they have fiercely held the reins of power within the Citadel.

Regional governors are agents who represent the Citadel’s authority. A governor has command of all Citadel troops garrisoned in his region.

The advisors of the Sons of Kagyar appoint governors. The Sons of Kagyar acknowledge that they alone cannot run the nation. They need advisors. Secure in the knowledge that a government founded through treachery cannot be run through trust, they have surrounded themselves with advisors who owe all of their political gains to the Sons. They have made sure that each advisor has more enemies than allies among the other advisors. Fear and greed serve to blind each advisor to the Sons. They find this arrangement more satisfying than mere loyalty.

Ghostwalk, and make him a ghost who is capable of manifesting within the Halls of the Citadel. Its a rough idea, anyway ;).]

The Legend of Kagyar: One of the mightiest warriors in the history of Alphere, Kagyar’s exploits are the stuff of myth and legend. One such legend tells that in act of supreme arrogance, Kagyar challenged the Soul Forger himself to a duel. He inevitably lost, although Kagyar’s bold move gained him a sliver of respect in his deity’s eyes. Kagyar became the Chosen of the Soul Forger, although this was, for the most part, a self-proclaimed title.

For all his posturing however, Kagyar was still merely a mortal. As the legend goes, the All-Father soon regretted the small favor it had shown Kagyar. The unthinkable happened when Kagyar was challenged by his offspring. Twelve members of the Clan of Kagyar gained immortality when they “bled” his soul of incredible power. It is rumored that his spirit is so powerful that it can still be tapped by binders. [Anybody have any ideas on how to present Kagyar as a vestige?]

The Military
The might of the Citadel has not arisen overnight, although years of planning and preparation by the Sons of Kagyar allowed the military to expand at a nearly inconceivable rate. A period of rapid expansion occurred in the waning years of the Time of Darkness.

The military employs rigorous training and recruitment programs. Missions into hostile territory are considered to be routine for normal troops rather than the province of a few elite units. Training for complex assaults is the norm.

Organization of the military
A decreased ratio of officers to troops gives the military a very lean fighting force.

Most military personnel can be classified under the following types: Troopers, assault crews (who man attack vehicles), elite shock troops (fiercely dedicated, symbols of the Citadel).

The eight-man squad is the basic unit of the military. Four squads to a platoon with a lieutenant in command. A company, four platoons, is the smallest unit capable of extended operations on its own and is commanded by a captain. A battalion is a military unit composed of a headquarters and two or more companies, commanded by a major. A regiment, composed of two or more battalions, is commanded by a lieutenant colonel who runs a HQ identical in structure to that of a battalion. The chain of command runs all the way up to the generals, who command the armies of Darkon.

Races
Dwarves are the most numerous race encountered in Darkon. Some humans, half-orcs and muls can be found in the larger cities and communities, mostly working as slave labor.

Elves are never seen within the borders of Darkon except in the most pressing matters of business or war. The exception to this of course, would be elves that have been forced into slavery.

Further Reading: Races of Stone, Complete Book of Dwarves (an AD&D 2nd Editon accessory)

The average dwarf of Darkon lives a harsh life. Only the most bloodthirsty sports can entertain the crowds enough to distract them from their lot in life. Mighty gladiators spill blood in arenas throughout Darkon. Such sport is a release for the crowd, symbolic of what the exploited masses cannot perform themselves.

The Citadel is an oppressive regime. They need a release for the citizens, something that allows them to vent their unhappiness. In the guise of magnanimously giving sport and entertainment, the tyrants are actually ensuring that their positions will not be usurped by the subjugated people.

The best gladiators rise above the crowd to become the popular heroes of the land. Most are members of stables, warriors who will fight alongside one another in the games. Life in a slave stable is hard. Gladiators receive very little care, since their owners typically hope to make their money through the spectacle of the slave-gladiator's death. Gladiators who show promise however are sent to gladiator schools to learn battle arts and increase their chances of winning a purse.

Gladiatorial combat is incorporated into Darkon life in many different ways. For example, many worship ceremonies take the form of arena battles. These games are typically "safe", with fighters in these ceremonies provided with healing. Resurrection is sometimes promised but not is in no way guaranteed. Gladiatorial combat also commonly takes the form of public execution. Enemies of the state and criminals are put into the arena to die in vainglorious fashion.

In many cases, gladiatorial games occur as portions of larger tournaments. Several types of matches exist. Singles Matches, Paired or Team Matches, Beast Fights, Tiered Tournaments.

Further Reading: Campaign Components: Gladiators (presented in Dragon Magazine #303) is an excellent article detailing how you can add gladiatorial combat to your games.

Also, The Complete Gladiator's Handbook (an AD&D 2nd Edition accessory) is recommended for its detail on slave stables, gladiatorial training and descriptions of various gladiatorial arenas.

My intent is that psionics are rare in Alphere. They are common only in the Everdark. Here's how I would introduce them on the surface world:

The talair are a race of humans who are not native to Alphere. Centuries ago, they fled the ravages of a great war which destroyed their home. The talair arrived on the shores of Alphere, bringing with them a power that they call psionics.

The refugees from that lost place, called Talar, chose to hide their psionic ability when they came to this realm. Members of the Six Hidden Houses take pains blend into regular human society, masking their presence for hundreds of years.

For more on the talair and the Six Hidden Houses, see Complete Psionics. They first appeared in Dragon Magazine #281 “Mind Lords of Talaron” by Stephen Kenson.
Tbird

12-17-06, 09:45 PM
More excellent work, very nice! I'm really liking the dwarves, but I'm also interested in seeing some of the maps you mentioned.
imake13

12-17-06, 11:31 PM
any thoughts on making a PDF and letting me host it?
bawb44

12-18-06, 12:06 AM
This is quite frankly the most awesome new campaign setting I have seen in quite some time. And here I was thinkin Eberron was gonna remain my favorite. Good work man, I tip my hat to you. *Tips Hat*

Keep up the good work.
Artifact

12-18-06, 10:40 AM
A few NPCs of interest (hopefully ;)):

Zenmuron, Master of the Arcane Eye
Male human LN, Sorcerer 13
Zenmuron is the founder and leader of the Arcane Eye, a secretive organization of magicians and rogues who gather information from across the Immensea region.

Zenmuron is self-assured, almost to the point of arrogance. He prides himself on an awareness and attention to details that others often miss and quickly falls into a foul mood if confronted with some “missing detail”.

Zenmuron’s main strength is information, even more than magic. He is an avid researcher and writer. His knowledge of arcane and historical matters rivals that of most sages (many of whom send him reports in exchange for answers to vexing questions of their own). If he doesn’t know something, then someone in the Arcane Eye usually does.

A handsome man in his late fifties, Zenmuron is dusky skinned and has a coal-black beard and shoulder-length hair. He commonly wears red, yellow trimmed robes. Zenmuron uses a small amount of dark eye shadow around his eyes (an affectation ostensibly used to prevent scrying by enemies). He speaks with a slight but noticeable Alpharian accent.

Zenmuron’s familiar is a raven named Salus, whose name means 'memory' in Alpharian. Through the emphatic link with its master, Salus grants Zenmuron increased awareness of his surroundings and allowing him to more easily observe others.

Quote: “Thank you, I was not officially aware of that.”

http://www.geocities.com/dwayne_thomas/z.jpg

Everlore:Zenmuron was born and grew up in Alpharia. As a young man, he began magical training under the tutelage of a cruel master. He chaffed at the abuse suffered during his apprenticeship however, and fled Alpharia while still a young man.

He eventually settled in Immensea, and it was here, in this enlightened free city, that Zenmuron felt he could pursue his magical studies free from tyranny and oppression.

Since founding the Arcane Eye several years ago however, Zenmuron has been closely monitored by the Mages Guild. The Arcane Eye and the Mages Guild (which is presided over by the master magician Levante) are often at odds. Despite their philosophical differences however, the Master of the Arcane Eye and Master Levante have developed a grudging respect for each other (although not complete trust), and these conflicts often take the form of heated arguments rather than major conflicts.

A young scribe named Hauk Nadine serves Zenmuron. Hauk is actually an agent for Levante, and reports regularly to him. This subterfuge has not gone unnoticed by the Master of the Arcane Eye, but he allows it to persist. In fact, over time, the two powerful mages have developed an unspoken “I know you know, I know . . .” understanding on the issue.

Lord Aaron Wundragon (My retired PC :))
Male human LG, Fighter 1, Cleric 4, Paladin 8
Lord Aaron serves as grand master of the Knights Romulas. A modest, introspective man, he is somewhat uncomfortable with the extravagant affairs of nobility. He would prefer a simpler lifestyle, but duty demands otherwise, and Aaron always places the knightly codes above his own personal needs and desires.

As the only child of a noble family, Aaron was raised with the ideals of his father. He was groomed from childhood to one day inherit his father’s lands and titles. As a young man, his life was irrevocably changed however when he fell ill from a deadly disease. Aaron was saved however, when the sickness unexpectedly lifted. Convinced that his life had been spared by divine grace, Aaron asked for his father’s blessing in joining the Church of Romula. Now, having taken the clerical vows of celibacy and chastity, Aaron is the last of his immediate faimily in a long line of influential Wundragon knights.

A rather homely man in his late forties, Aaron has served the Church of Romula for over thirty years. He has somber brown eyes and blonde hair, which in the right light is mostly gray. He eschews the flowing mustaches so common among other knights, preferring instead to remain clean-shaven. He is always impeccably neat, dressing in simple, yet expensive clothes.

Aaron’s mount is named War Medallion. The horse has steel blue eyes, a cream colored coat and stands a full 18 hands tall. For all his strength and size however, War Medallion is a gentle creature; he gracefully accepts new or inexperienced riders, as well as children and ladies of noble birth.

Quote: “It is decided then . . . at the duke’s request, I shall attend the holiday tournament.”

WUNDRAGON
This noble family is renowned as much for its loyalty to the Crown, as for the long line of knights who bear the Wundragon name. The Wundragons have amassed great wealth from the rewards of many successful adventures. Streaming Silver, the family’s ancestral estate, is located along the Promenade in Prominence.

Lady Angela Amansre
Female human NG, Cleric 15
Angela is the archbishop of Prominence and serves as the grand matriarch of the Church of Romula. Raised in the city of Port Regency, her parents were prominent guild masters within the prosperous city. As a young woman, Angela decided she would not follow in their footsteps; she wanted more from life than worldly status and gain. Angela took the clerical vows and joined the Church of Romula. Estranged from her family by her choice, she left Port Regency and eventually settled in Prominence.

Angela is known throughout the Kingdom as the “Shinning Lady” for her kind, gentle nature. She has devoted her life to selflessly serving and protecting those less fortunate than herself. Angela identifies just as closely with common folk as she does with noble lords and ladies. She works tirelessly to promote the equality of all men and women, regardless of their social status. It is a testament to her efforts that Angela is highly respected by both commoner and noble alike.

For all her strengths however, Angela does have her shortcomings. As an elf-friend, her views about dwarves are somewhat biased, and she tolerates them as best she can.

A very striking woman in her early fifties, Angela possesses the grace and beauty of someone half her age. She has long dark hair, which she often wears loosely, and light green eyes. When not on church business and wearing clerical robes, Angela dresses elegantly without appearing expensive in taste.

Ekaterina
Female human NG, Fighter 8, Rogue 5
Ekaterina works as an “eye for hire” in and around Immensea region. To her friends, she is known simply as Kat. Recently, her invetigative work has led her into a leadership position with the Arcane Eye.

Kat has a fascination with all manner of puzzles, enigmas, and riddles. When she was very young, Kat would play games with her father. He wold often challeng her with a variety of very difficult and thought provoking puzzles.

Her inquisitive nature often gets her into no end of trouble however. She ignores the saying, “Curiosity killed the cat” and instead lives by the adage, “A cat always lands on her feet”. Despite her moniker, Ekaterina has no particular fondness for cats, although she often appreciates their antics.

Kat is a short, tomboyish woman in her early twenties. She has short brown hair and bright green eyes. Her clothes are of common cut but always kept neat and clean. Kat has a “cat-scratch” on her left cheek, a scar inflicted during a fateful fight with a magically created "twin" of herself.

Quote: “Really? Let me see . . .”

Kat(Doppelganger)
Female human NE, Fighter 8, Rogue 5
Kat is essentially a magical “twin” of Ekaterina. The two are physically identical: Kat however, is completely evil. The two fought until Kat vanished, apparently defeated. The only item left behind was a duplicate of Catspaw, Kat’s magical short sword. Kat was not killed as believed however. Unbeknownst to Ekaterina, she was whisked away by magic moments before death. In the months since, she has kept a low profile, patiently waiting for the right time and place for a rematch with her “imposter”.

There are a few differences between the two: Kat has a “cat-scratch” on her right cheek, not her left. Also unlike her twin, Kat has a definite fondness for cats. In fact, her feline companions are the only true friends she has, and the only creatures for which Kat shows any true kindness or compassion.

Quote: “Let me see that . . .”

Special Notes: Kat is constantly protected by a mind blank spell-like effect (see the Doppelganger template).

The following are role-playing abilities with no actual in-game effect:

Kat casts neither reflection nor any shadow; this is a major source of distress for her and she avoids mirrors and reflective surfaces whenever possible. If forced to confront her lack of reflection, she quickly becomes enraged.

Such is the extent of her love for cats, that Kat can easily befriend any domesticated cat. In return, any cat that accepts her overtures of friendship is unfailingly loyal to her.

When Kat sleeps, she dreams just like anyone else. The dreams of her sleep however, are not her own. The dreams are actually those of her twin, the original Ekaterina; she is unable to dream of her own accord. Other than this unique connection, the two do not share any kind of mental bond, nor are they able to read each other’s thoughts.

Everlore: No one seems to know exactly how Kat came into being. Rumor persists that the leaders of The Blood (a cult fond of complex plans and intricate plots) had a hand in her creation. For what purpose she was created also remains a mystery. One thing is certain however; Kat will eventually have to answer to the enigmatic entity that granted her life.

Kat is oblivious to the fact that she is essentially a clone; believing she is the original Ekaterina, she will stop at nothing to eliminate her “imposter” and retrieve Catspaw.

Haleigh Dawnstar
Female human NG, Fighter 1, Sorcerer 4, Bard 5
Haleigh is the daughter of an elven minstrel and a human ranger. She is human, although distinct elven features lead many to think of her as “half-elven”.

Her mother died shortly after she was born and her father raised Haleigh alone. On a humble homestead in the Druidwood, they led a comfortable, quiet life together. At night before bedtime, Haleigh’s father used to tell her tales of a beautiful elven minstrel. She eventually learned that this was in fact, her mother. It is due to the efforts of her father that Haleigh is aware of and respects her elven heritage.

After her father died, Haleigh left the Druidwood for Prominence. Her father used to tell her stories of the city and at one point had even revealed he was a founding member of the original Northern Command. Ever curious, her explorations eventually led to a meeting with the magician Arkelos. By this time, Haleigh was already a magician of note herself and before long an invitation was made for her to join a new incarnation of Northern Command.

Haleigh is the current leader of a new group and excels at diplomatic-based missions; in combat situations however, she normally defers to the superior battle experience of Densiel Kaldson. She is fond of almost everyone in Northern Command, but as an underdog, the half-orc Rao is a special friend.

Haleigh is tall and slender, with dark hair that seems to reflect moonlight. She is in her mid-twenties but carries herself emotionally and physically with a grace and elegance that is beyond her years.

Haleigh’s familiar is an elven cat named Cantrip. She was inherited from Haleigh’s mother and has been with her since she was a child. For the purposes of this article, treat Cantrip as a normal “cat” familiar (as described in the Player’s Handbook).

Rao
Male half-orc LG, Fighter 10
Rao is a rare individual, a half-orc who seeks to rise above his brutish heritage. He is a gentle giant, upholding a code of honor as strict as that of any knight. Despite the harsh treatment he often receives from those who can’t see past the reputation of his heritage, he is kindly and compassionate, accepting his lot in life without complaint.

Rao reveres all life and will fight only in defense of his life or the life of others who cannot defend themselves; he resorts to violence only when all other options have been exhausted.

He grew to adolescence among the orcs of the Bloodfire tribe. His tribe-mates considered him weak and foolish however. He refused to accept the brutal ways of the tribe and was eventually abandoned. For the past twenty years he has lived among humans. In a rejection of his brutal past, he has taken the Romulan word for “oath” (Rao) as his proper name.

Rao is fully six feet tall, although he is noticeably hunch-backed. He is of course homely, although his countenance is more plain than brutish. His speech is eloquent and soft, but the words are often slurred by a brutish tongue.

Rao has developed a deep appreciation and knowledge of history, poetry, and literature. The bard Haleigh Dawnstar introduced Rao to the joys of reading and writing. Since learning to read, he has been fascinated by all manner of tales. Rao never travels without a useful book or two.

His most prized possession is a scroll of poetry written by Haleigh, which he surreptitiously obtained. It serves as a reminder of the love and compassion, which he so desperately desires. Rao is secretly in love with Haleigh; he feels a kinship with her since they are both of mixed heritages. Rao will not admit his affection however, even to himself, for fear of being rejected.

Design Note: Unfortunately for Rao, a half-orc paladin is cliché (at least by 3rd Edition D&D). He is not intended to be a comical character however, but as an attempt to portray an honorable man tormented by a brutish heritage.

Baalfas
Male half-fiend/half-human CN, Rogue 4, Sorcerer 1, Bard 3
Baalfas is a stunningly handsome man with a powerfully muscled, golden-skinned body. He has auburn hair and dark brown eyes. For all his outward beauty however, Baalfas is haunted by a sinister heritage; he is the offspring of a mortal man and a succubus, a demonic tempter and destroyer of men who assumes the form of a beautiful woman. Baalfas has many imperceptible traits that mark him as something other than human; he is unable to reproduce, his presence causes unease in animals, and his prolonged touch withers plant life.

Rather than actively proclaim his demonic origins, Baalfas usually allows others to believe he is human, since his great beauty often blinds others to his true nature. He hates deception and will not actually deny the truth however, and in the past, has even lost personal friendships after revealing his sinister heritage. Those who have known Baalfas and who become aware of his true nature are often driven away by the shock of such a revelation.

Baalfas has spent the last several years searching for his mother, the fiend Asmra. He believes that destroying her will remove some of the taint of evil from his soul. Little does Baalfas realize that Asmra has plans of her own and is secretly awaiting a confrontation with her wayward son. It is believed that Asmra is a personal servant to the Queen of the Succubi herself, the demon Malcanthet.

While Baalfas was still a child, Asmra murdered his father. He never knew his father as an adult, but the spirit of his deceased parent sometimes visits him. The spirit of his father appears as a geist that only Baalfas can see and hear. Unfortunately, the geist is not a living, growing being. For example, the spirit has a heavily impaired short-term memory: Only rarely does the spirit recall previous visits with Baalfas. Also, the geist falls easily into repetition, often repeating phrases and nervous actions.

Str 18 Dex 16 Con 16 Int 16 Wis 10 Cha 20

Armor Class 20
Hit Points 27

Fort +5, Ref +10, Will +6

Melee Attack +9 (+4 Str)
Ranged Attack +9 (+3 Dex)

Special: Bardic music (countersong, fascinate, inspire courage +1), bardic knowledge, evasion, inspire competence, metamagic specialist, sneak attack +2d6, trapfinding, trap sense +1, uncanny dodge.

Fiendish Abilities: Darkness 3/day, desecrate, unholy blight, poison 3/day. These abilities are usable once per day unless otherwise noted.

In combat, Baalfas can manifest a bite attack (1d6+4) and a claw attack (1d4+2). Baalfas teeth elongate like fangs and his claws unsheathe like a cat’s (this is a free action), otherwise it is not apparent that he has such physical traits.

Baalfas’ bat-like wings operate on a similar principle; when he needs them, they’re there (he can manifest them as a free action), otherwise they are “absorbed” into his body, where they remain unseen.

Feats: Darksoul, Haunted, Keeper of Forbidden Lore, Otherworldly Countenance.

The following feats are ported for this article:

The Haunted feat is presented in the d20 Ravenloft Campaign Setting (v.3.0) and ported for this article.

The Darksoul feat is presented in Fiendish Codex I: Hordes of the Abyss as the Evil Brand feat; it is renamed for this article. Unlike the Evil Brand feat, Baalfas has no patron; the Darksoul feat simply reflects the fact that evil creatures automatically recognize Baalfas’ demonic heritage. Due to his unique alignment considerations (see below), Baalfas is an exception to the rule that only evil aligned characters can use vile feats.

Keeper of Forbidden Lore and Otherworldly Countenance are abyssal heritor feats also presented in Fiendish Codex I: Hordes of the Abyss.

Spells per Day: 6/6. Base DC= 15 + spell level. Caster level 2nd.

Spells Known: 0- dancing lights, detect magic, ghost sound, light, read magic; 1st- cause fear, charm person. The spells Baalfas know reflect the nature of the conflicts in his soul. For instance, he knows not only charm person but also cause fear (he can be both charming and terrifying, often at the same time).

Signature Possessions: Baalforge (+1 bane vs. evil outsiders longsword), chain shirt, large steel shield.

Baalforge was left behind by Baalfas’ father after his murder at the hands of Asmra and later found by his son. This beautiful but deadly sword was crafted specifically to aid Baalfas in the struggle against Asmra. When used in combat against evil outsiders, Baalforge pulses with a crimson light.

Languages: Common, Alpharian, Ancient Alpharian, Abyssal, Celestial.

Ability Increases: Cha 19 (4th), Cha 20 (8th).

The Nature of the Beast: The half-fiend template has been cosmetically modified for use by Baalfas as follows:

Baalfas is beautiful; unlike the typical half-fiend, he does not have the physical traits typical of someone tainted with evil. The darkness of his soul is evidence enough of his evil.
Baalfas is not overtly evil. See below, for his unique alignment considerations.

Darksoul: For all intents and purposes, Baalfas is of good alignment. The half-fiend must always struggle with a dark side however; if he ever falters in this fight, then Baalfas is capable of terrible evil. His alignment is therefore listed as Chaotic Neutral.

Baalfas is most often tempted by strong evil in others and is driven to vanquish such evil, heedless of the cost to his own soul. He will not for example, allow a child to be harmed by an abusive parent or guardian; in one such instance, a father who molested his own daughter was later slowly tortured by Baalfas. Baalfas also easily succumbs to the adoration of others; he would give anything for true acceptance. In times past, he has committed evil acts simply to gain the attention of an adoring companion. As a result of these inner conflicts, Baalfas has the taint of evil and is marked by the Darksoul feat (described above).

As an optional (recommended) way to keep track of the good and evil that Baalfas commits, use the rules in “Temptation and Redemption: Betraying Your Evil Nature” (by Eric Cagle, presented in Dragon Magazine #306). This article uses “Redemption” and “Temptation” points to determine if a conflicted character’s alignment should shift to one more befitting the character’s actions.

Beauty Above All: Baalfas is the epitome of male physical beauty; he cannot be scarred or disfigured. He can be hurt just like anyone else, however such damage never leaves scar tissue, nor does it disfigure Baalfas in any way. Physical wounds simply fade and disappear within seconds. This immunity does not apply when magical weapons inflict the damage or from magical attacks however; such attacks can scar and even disfigure Baalfas. There are no scars upon his body at this time.

Concerning Sex: With his great beauty, Baalfas is often drawn into intimate encounters. Although his demonic origins might indicate that he would be driven by sexual desires, such emotions are actually alien to Baalfas. He is instead intrigued, approaching sex with more curiosity than lust. He displays no definite sexual preference and has been with both women and men.

Lady Alhanna Silvercloak, Speaker of the Moon
Female elf LG, Fighter 1, Cleric 4, Paladin 5
Alhanna Silvercloak is beautiful, tall and slender, with platinum white hair and violet eyes.

Alhanna has two very distinct aspects to her personality. When dealing with outsiders, she is reserved and distant; in fact, many non-elves take this the wrong way, assuming her to be as cold and insensitive as her magical elven sword, Frostbite. Among her own people, Alhanna is more at ease, able to show her inner feelings, and share in their powerful yearnings. She is, in all respects, the epitome of elf reserve and decorum.

Alhanna grew up in Moondeep, near a dense forest. From an early age, Alhanna knew she was different from other elves. She often went on extended trips into the forest. It was here, when she was most alone, that Alhanna felt she could find answers to her questions.

During one such trip that Alhanna became hopelessly lost in an unexpected blizzard. Near death from exhaustion and exposure, her life was spared when a beautiful elf woman appeared from out of nowhere. The mysterious woman led her to shelter, and once Alhanna was safe, revealed herself as an emissary of the Champion, leader of the Seldarine. She explained that although Alhanna was born of mortal flesh, the child was actually a radiant being, not unlike the emissary herself. She explained that Alhanna had been chosen by the Champion herself to serve a higher purpose.

Alhanna lived with the emissary for a year, deep in the forest. When she returned to the village of her youth, Alhanna was changed. Bathed in radiant light, all who looked upon her knew that she was favored of the Champion.

Quote: “Corellon guide my hand . . .”
imake13

12-18-06, 11:42 AM
If you send me your documents and any maps you may have scanned in or whatnot... with a general format guideline... I can use adobe acrobat professional and photoshop to make it look like a D&D book with the parchment pages, etc.

Let me know if you are interested.

Happy Holidays, enjoy your trip.
Sir Loin of Beef

12-18-06, 06:09 PM
Quick note: Everest is also the name of a (fairly major) island of elves in the Forgotten Realms. While I'm not saying you should change the name, you should maybe consider the confusion/repercussions of the shared name.

Actually, the island you mention from Forgotten Realms is Evermeet. The only place name for Everest that I know of is the largest point on Earth location in the Himalayas in Central Asia.
Artifact

12-20-06, 12:15 PM
The gnomes are a shy and elusive race that lives hidden in woodland forests. Often the mere arrival of human settlers within their wooded domain is enough to send them migrating to a new, unspoiled home.

Personality: Gnomes adore animals and jokes of all kinds. They have a great sense of humor and love games, puns, and tricks. This is typical only when around their own kind however; around other races they are often painfully shy and elusive, shunning all contact.

Physical Description: Gnomes are very small, averaging only 2 to 2 ½ feet tall, with bark-colored, gray-green skin, dark hair and blue, brown, or green eyes. They are a long-lived race, typically living for over five hundred years.

Relations: Gnomes universally avoid other races. They are even more isolationist then elves in this regard. The gnomes feel a kinship with elves however, who share their love of nature and privacy. On rare occasions, gnomes have even been known to invite elves into their homes for short visits.

Alignment: A moderate, good-humored people, gnomes are often chaotic good.

Gnomish Lands: The gnomes prefer a life where no one knows who they are or where they live. Creatures of nature, they dwell in large swaths of woodland, living in small log cabins or in large, hollow trees.

Religion: Gnomes worship a deity they call the Protector. Gnomish clerics are rare but they wield great influence in gnomish society. The Protector is a neutral good deity and gnomish clerics may be of lawful good, neutral good, or chaotic good alignment. Gnomish clerics may choose their domains from Good, Protection, and Trickery.

Gnomish clerics are proficient with all types of armor (light, medium, and heavy) and with shields. The favored weapon of the Protector is the light mace.

Gnomes are very private about their religious practices. A gnomish cleric will almost never reveal to an outsider that he is a servant of the Protector. He would have to have been a friend of the outsider for a number of years, and there would have to be some pressing reason for her to make this admission. For instance, a gnomish cleric would only use healing magic on an outsider if the other were a close friend and/or if matters were extremely dire.

Adventurers: Gnomes are typically much too shy and reclusive to become adventures. They are far more likely to aid an adventurer than to actually go on an adventure of their own. On the other hand, you could go against type and play a curious and impulsive gnome who takes up adventuring as a way to see the larger world.

Gnomish Racial Traits: In addition to the basic gnome traits described in the Player’s Handbook, gnomes of Everest benefit from the following racial traits:

Pass without Trace (Su): A gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the gnome’s class levels. [QUESTION: Usable at will?]
+1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
Skills: Gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a woodland area.
Automatic Languages: Gnome, Sylvan, and a simple language that enables them to communicate with forest animals. Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc.
Favored Class: Sorcerer. A multiclass gnome’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for multiclass Characters, page 60 of the Player’s Handbook).

It should be noted that unlike sorcerers of many other races, gnomes don’t tap into the essence for their mystical powers; their magic is more integral, a part of their very natures. In any case, gnomish sorcerers follow the same rules as all sorcerers.

Subraces: There are no subraces of gnomes in Knights of Everest.

Except as noted here, gnomes are as described in the Player’s Handbook.

The following monsters are ported or modified in the Knights of Everest setting and modified as follows:

Banshee
Many elves lost their lives during the long journey from Arvanaith to Alphere. Their spirits sometimes manifests as banshees. The banshee is described in Monster Manual II (updated in the v.3.5 Update Booklet).

Dragons
Dragons are described in the Monster Manual. However, a dragon’s alignment is only fixed along the law-chaos axis, while the good-evil axis is variable.

More than any other factor, alignment sets dragons of Everest apart from those of other settings. Traditional D&D dragons are concerned more about the good-evil axis; chromatic dragons and metallic dragons tend to say with their own kind because of their common philosophies of evil or good.

On Everest, the law-chaos axis is considerably more important. Those who endorse individualism, wild living, and destruction oppose dragons that favor order, cooperation, and civilization.

Chromatic dragons have a 50% chance to be evil, a 35% chance to be neutral and a 15% chance to be good. For example, a red dragon is always chaotic but may be evil, neutral or even good.

Metallic dragons have a 50% chance to be good, a 35% chance to be neutral and a 15% chance to be evil. For example, a silver dragon is always lawful but may be good, neutral, or even evil.

Hobgoblin
Hobgoblins are a race bred for war. Hobgoblins are commonly used as troops in the unpredictable wars between the fiends of the Underworld, wars that invariably erupt into the world of Everest.

Despite their name, hobgoblins are unrelated to goblins and lose the goblin subtype.

Automatic languages: Abyssal, Infernal. Bonus languages: Draconic, Dwarven, Giant, Orc.

Hobgoblins are otherwise as described in the Monster Manual.

Troll, Everest
Use the rules for the fensir presented in Fiend Folio (updated in the v.3.5 Update Booklet). They are native to Alphere and lose the extraplanar subtype. Trolls as described in the Monster Manual do not exist

A character that acquires the doppelganger template is an exact duplicate of another character. Unlike a normal template, a doppelganger does not represent an enhanced or modified version of the base creature. Instead, when this template is acquired, there are two separate individuals: the original and the doppelganger (the one who acquires the template). The two exist simultaneously but are completely independent of one another. They are (usually) physically identical, although there are always substantial personality differences (which creates a psychological conflict in the doppelganger to eliminate the “imposter”).

Creating a Doppelganger character
This acquired template can be applied to any creature type (referred to hereafter as the “original” or the “doppelganger”, depending on which character is referred to). Use all the original character’s statistics and special abilities except as noted here.

Special Qualities: A character that acquires the doppelganger template is an exact “duplicate” of another character. She has all the special qualities of the original character, and is also constantly protected by a mind blank spell-like effect.

The DM is encouraged to distinguish the pair further by providing “cosmetic changes” that have no actual in-game effect. For example: the doppelganger’s voice may echo oddly or sound hollow; the doppelganger is left-handed, while the original is right-handed, etc.

Challenge Rating: Same as the original character +1. .
Alignment: Always diametric opposite of the original character.

Design Notes: Although evenly matched in most every respect, the CR of the original and her doppelganger are not equal. The doppelganger’s CR is increased by one over the original’s because she has access to wealth and useful magical items beyond the sort of treasure an NPC of her level would normally use (i.e. the doppelganger is equipped as a PC, rather than an NPC. See Table 5-1 Character Wealth by Level on page 135 of the Dungeon Master’s Guide for guidelines on how to equip PCs).

By default, when the doppelganger template is acquired, the duplicate gains mind blank as a constant “spell-like” effect. If the Expanded Psionics Handbook is used, the doppelganger may instead gain personal mind blank as a constant “psi-like” effect. The doppelganger gains the psionic subtype.

The doppelganger template is intended as a unique opportunity for a PC to face a “mirror image” of herself (an NPC controlled by the DM). Facing one’s exact opposite is an often-used concept in fantasy and science fiction. It is examined in detail in this Wikipedia article: Evil Twin (http://en.wikipedia.org/wiki/Evil_twin).

Just for fun, check out the last panel of the hilarious D&D-inspired web-comic The Order of the Stick (#43). Introducing the Linear Guild, the evil twins of the Order of the Stick :).

This is ripped directly from the Castle Guide (http://www.wizards.com/default.asp?x=dnd/dnd/downloads) (an AD&D 2nd Edition accessory) (scroll down to get download). It applies to the setting, so for clarity's sake, here it is:

Non-human paladins follow the same game rules as their human couterparts.

Elven Paladins
Elves follow the code of chivalry to the letter, except when it comes to battle. Elven life is too precious to be squandered needlessly against lost causes. When they do sacrifice themselves, it is only for the greatest good of elven lands or in defense of their companions. In short, elves as a people avoid war whenever possible. They prefer to depend on politics to settle disputes, and are far less aggressive than most of the other races in an average campaign.

Elven paladins place a high regard for the ceremonial aspect of chivalry, as well as respecting their peers and superiors. However, they are quick to the point of snobbery in showing contempt of those beneath their station and those of ignoble ideals. To their credit, elven paladins place no weight on class differences in such judgments, just on personal character and reputation.

Elven paladins almost never wear plate armors, but prefer more lightweight, flexible armoring made of fine chain. As elves prefer battle within forested environments where they can rely on their natural adeptness in such surroundings to give them an added edge, they consider plate armor too noisy and bulky for such maneuvering.

It is important to note that magical elven chain mail is only given as a gift to worthy men and women who have honored themselves in the defense of elves and elven lands. It is rare, but not unheard of, for non-elves to earn such a gift if their deeds warrant it. Non-elves are never taught the secret of making and enchanting elven chain mail.

Magical elven chain can be found in treasure hoards, of course, but if knowledge escapes of its recovery, elves are sure to converge on the discoverer with offers for the suit's purchase. A reasonable price is offered, and any person who does not sell their prize, is hounded for many years until death takes the short-lived mortal, or until a better price is reached.

The elves will not give up the quest, as they see the common use of such a great prize tends to lessen its overall value and significance for all others. Also, the elves do not want untrustworthy armorers to get a hold of any elven chain mail, lest they manage to discover its secrets through magic or research. Such a discovery by outsiders would risk war.

Elven paladins that choose to wear plate armor (very rare) always make them look like they were made from mithral. A highly polished coating of the shiny silver metal is applied almost like paint to the armor, and the suit then gleams and shines in even the most indirect lighting. In fact, the greatest of kings or the richest of paladins often take their armor to the elves for such detailing once it has been purchased.

Dwarven Paladins
Dwarves take their warring very seriously indeed, and their views on war and honor would make any visiting Oa warrior proud. Dwarves, in stark contrast to the elves, would rather die in glorious battle than any other way. It is even said that dwarves always lair near a dragon or a large colony of giants just to keep a steady scenario of conflict going. To their credit the dwarves are always ready for war.

In fact, during the numerous battles between elven and dwarven forces, it has always been the elven kinship with animal and plant life that has kept them one step ahead of their dwarven enemies. The elves always seem to have enough time to get ready for a battle, no matter how well the dwarven forces try to conceal themselves.

As mentioned earlier, the dwarves take the ceremonial aspects of their idea of chivalry very seriously, but keep such things rather private.

The dwarves like to make their armor heavy, plated, and black. Almost without exception, all dwarven-sized armor is actually made from dwarven forged iron. A dwarf will not wear armor forged by any other race, for their pride is quite strong and their codes of honor very exacting on such points.

While elven armors require constant repair if they are to remain attractive, dwarves place less value on appearance and more value on defense. Dwarven plate armor is almost 50% heavier than human plate. This means that a dwarven set of plate armor (sized for a 4' tall dwarf) weighs just about as much as a human set of plate (sized for a 6' tall paladin).

Unfortunately, dwarves rarely make their armor for humans, and do not know how to make either field or full plate armors. Their own limbs and joints do not have the mobility necessary to make a functional set of those full-body armors, and so the dwarves will have none of it. Just like the elves, dwarves don't teach non-dwarves their metallurgy secrets.

Dwarves dwell extensively on their own version of heraldry, based on the personal histories and family genealogies of the entire dwarven race. Dwarves are remarkable at remembering long list of names, and spend a great deal of their lives memorizing details about everyone they ever see, meet, or hear about.

A Quick and Dirty Cosmology
THE WINDING ROAD
Knights of Everest is based on the Winding Road cosmology (as defined on page 218 of Manual of the Planes).

The Winding Road consists of seven planes. They are:

Material Plane
Infinite Layers of the Abyss
Grey Wastes of Hades
Nine Hells of Baator
Clockwork Nirvana of Mechanus [my intent is for a miltaristic flavor here]
Seven Mounting Heavens of Celestia
Olympian Glades of Arborea

Among the sages of Everest, the Ethereal Plane is referred to as the Ether. The Astral Plane is known as the Stars. The Plane of Shadow is known simply as Shadow.

The Abyss, Grey Wastes and Nine Hells are known collectively as the Underworld (or more rarely, Hell).

Celestial, Mechanus and Arborea are known collectively as Heaven.

Natives of Everest contemplating the cosmos imagine the planes as continents and islands on a vast ocean.

Demiplanes: The Winding Road cosmology contains the options for as many or few demiplanes as needed.

Assembling the Winding Road Cosmology
The Material Plane is bordered by Celestia and Mechanus.
The Abyss is bordered by the Grey Wastes and the Nine Hells.
The Grey Wastes are bordered by the Nine Hells and the Abyss.
The Nine Hells are bordered by the Abyss and the Grey Wastes.
Mechanus is bordered by Celestia and Arborea.
Celestia is bordered by Arborea and Mechanus.
Arborea is bordered by Mechanus and Celestia.

Winding Road Planar Relations: As described on page 218 of Manual of the Planes.

Winding Road Traits: The traits for the planes along the Winding Road are the same as their D&D cosmology counterparts (see Manual of the Planes and updated in v.3.5 Dungeon Master’s Guide).

Winding Road Links: As described on page 218 of Manual of the Planes.

Traits of the Winding Road
The Winding Road itself has the following traits:

Heavy Gravity.
Timeless (with regard to hunger and thirst).
Static.
No Elemental or Energy Traits.
Strongly neutral-aligned.
Dead Magic.

[I'm a little unclear on this, but the Winding Road itself gets defined, yes?]

Sketchy notes on the warforged:
For almost two centuries, the warforged were a slave race for dwarven masters. Almost from the start of their enslavement, the warforged began "calculating" their inevitable revolt against the dwarves. Their plan was brutally simple, yet it could not have been contemplated by flesh-bound beings.

As sentient constructs, the warforged have no need for food or sleep. They labored day and night, without rest. Such was the fever and frantic pace of their work, that it would have killed any organic being. The warforged never gave their masters any reason to doubt them; they were quite literally the perfect servitor race. The dwarven taskmasters began to take the inhuman effort and tireless work of their warforged slaves for granted. Eventually, the Citadel armies were using them as troops, construction and mining operations found them crucial for their ability to work in conditions dangerous to organic life, etc. After many years, the warforged had accomplished the initial part of their plan: They had proven themselves indispensable to their masters. And all the while, their anger simmered . . .

Many thousands of warforged were enslaved in Darkon. The dwarves of course realized that such a large group must never be allowed to organize itself. They took stringent steps to ensure that no such activity ever occurred. The dwarves overlooked one very important factor however: As constructs, the warforged were ageless; they could afford to wait and bide their time. The plan for revolt began simply enough, with one warforged, who passed his plan on to another, who then passed it on to yet another. The final part of their plan took the longest to implement, but it was by far the most ambitious. It took many decades, but eventually every warforged received a single message: Fight!

The warforged knew precisely when the fateful day would come to overthrow their masters, so they plannned, and like a sleeping dragon, they waited. Then, twenty years ago, they began their bloody revolt against the dwarves. The uprising took the dwarves completely by surprise; after centuries of dedicated service, it never occured to them that their slaves were even capable of rebelling. The dwarves reasoned the warforged were designed to serve. They were wrong. The warforged proved with finality that, as their name implied, they were a race designed for war. So dependent had they become on the warforged, the dwarves could not even retaliate immediately. The Citadel armies in particular, which relied heavily on warforged troops, were thrown into chaos.

The revolt took the lives of hundreds of warforged. For every warforged lost however, ten or more dwarves died. Men, women, and children, none were spared the wrath of the warforged. Individually and as a group, the warforged turned on their former masters, and cut a bloody swath through the land.

In the following weeks and months, the warforged made their way into the Rim Territories. As the Citadel armies quickly began to reorganize, they gave chase. The warforged, planning ahead as always, lay in wait. The bloodiest battle was yet to come . . .

[That's the rough draft. I haven't thought much beyond this point, I don't know what's coming, but I want it to be truly nasty and memorable! Any ideas?]
Mic

12-21-06, 02:10 AM
Great work so far! just a question about this; Pass without Trace (Su): A gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the gnome’s class levels.
How many times a day can a gnome do this?
Artifact

12-21-06, 02:06 PM
In "Monsters of Everest" (post #20), you'll see a template I designed known as a Doppelganger. Here's the short story I wrote which inspired it.

My nightmare is the same each time. I’m standing in front of a full-length mirror. In the mirror, I see a woman but she is not me. Who is she? I watch as her face twists in fury. I don’t know why, but the stranger with my face wants to kill me.

Without warning, slender fingers emerge from the other side of the mirror, to rake a catlike scar on my face. Stunned, I jump away. The stranger leaps forward in the same instant. The surface of the mirror ripples like water, and now she’s standing before me, flesh and blood (but not my own).

“No! Stay back!” I scream in a panic as she walks towards me. “I don’t want to hurt you!”

“Come here,” the stranger whispers in a voice which could be mine, but isn’t. “I want to hurt you!”

“Who . . . who are you? What do you want?”

I watch as the stranger draws a sword from a leather sheath at her back. I recognize the sword immediately. The blade is short, the guard worked into the shape of a pair of cats heads. I recognized the weapon because it belongs to me. She has my sword! How is this possible? I can’t think clearly.

“Imposter!” she hisses, “I’ve found you, and now I’m going to kill you!”

Looking down, I see a familiar weapon in my hands. A smile crosses my face as I realize the stranger’s weapon is nothing more than a copy, a fake (just like herself!)

I study the stranger standing before me. She thinks I’m weak, that I don’t have the courage to stand up to her, but she is wrong. I see her for what she is: a mere shadow, insubstantial; she can never be more powerful than me. With grim determination, I realize the stranger must be destroyed; she is loathsome and cannot be allowed to exist.

“Sister,” I hear myself saying, “I don’t know who you are or what your problem is, but if you want a fight . . . you’ve got one!”

A familiar, yet disturbing grin distorts her features, “Meow, meow . . . sister.”

Without a moment’s hesitation, the stranger lunges at me. She is incredibly fast, but I manage to parry her attack with my own weapon. We are evenly matched: for every lightning fast strike I make, she is able to dance quickly out of the away. Likewise, each time she manages to land a blow, I follow with one of my own.

After several minutes, each of us is covered with minor cuts and bruises, yet neither of us is able to get the upper hand. An intriguing thought occurs to me: Yes, we are evenly matched, but only as far as our physical capabilities are concerned. I can’t defeat her with strength or speed, but maybe the answer lies within my mind . . . maybe. . .

With unexpected clarity, I realize I am dreaming. Nothing here is real; everything is taking place within my mind. Of course, now I remember . . . I’ve been here many times; I’ve met the stranger before. This time is different however; this time, I know it’s a dream, and this stark realization puts me in control.

I rake the fingers of my free hand across the stranger’s face, leaving a cat scratch that mirrors the one she inflicted upon me. She doesn’t see the attack coming. Even if she did, there is nothing she could do to avoid it. She jumps back in unexpected pain and I see her eyes widen. I laugh out loud, because I know she understands: My dream, my rules!

“No! Stay back!” she echoes my earlier words and I savor the fear in her voice. I slowly step towards her, and deliberately take the sword from her hand; she does not . . . cannot, resist.

Ever so lightly, I whisper in her ear: “This fight is over, ‘sister!’” Both swords are in my hands now and I plunge one, and then the other, into her body. She screams loudly and I am satisfied that she doesn’t sound like me at all.

My dream is the same each time. I defeat the stranger every time; I never lose. I don’t know why I’m so certain of this, but I am. I watch as the lifeless form of the stranger becomes truly insubstantial, fading like shadows in the morning light. But wait, something is not right here. The stranger is defeated, the dream is finished . . . Why haven’t I awakened?

Something is different this time. What could it be? I replay my own thoughts: She has my face, my voice . . . but she is not me . . . Suddenly, it hits me: I am the stranger! My heart races and then I realize: I’ve finally won! The imposter is gone; she is no more!

A lingering question remains however and my excitement fades: Why haven’t I awakened? Am I still dreaming? I try to jolt myself awake. I can’t! No, something is definitely not right here. I should be awake by now. A terrible thought suddenly enters my mind: I am the stranger. I wasn’t supposed to survive the fight, I wasn’t supposed to win . . .

Oh gods! It is a nightmare . . . her nightmare . . . and I’m trapped in it! I can’t wake up! Its not supposed to happen this way! Please help me; I have to wake up . . .
Seraphine_Harmonium

12-21-06, 03:36 PM
Much of what was said below was in poor taste. It was intended to help, but the tone it was presented in was less than helpful. Read at your own risk.
I hate to rain on your parade, but I have a few problems with this. It's all from your initial post. Your work since then has been very nice. But what I have a problem with is this:
Ruatham "Elf-Friend"

An elf-friend (or ruathar in low elven) is an idividual of some other race who has earned the special friendship of the elves. For a description of an elf-friend, see the Ruathar prestige class presented in Races of the Wild.

If the optional rules for prestige classes are used, then the Ruathar prestige class is available.
*Elf-friend? [sarcasm]Yay! I love ripping off Tolkein![sarcasm] Now I have not read races of the wild, so it may well be that the prestige class really is called an “elf-friend.” In any case, WHY IS IT IN THE RACES SECTION? YOU HAVE A PRESTIGE CLASS SECTION!
*“If the optional rules are used?” Are they or aren’t they? It’s your world! If you’re including it, it sounds like you want to have it.

Half elves
The two races are also sufficiently similar to be infertile
*Don’t the elves come from another world? Or at least some far away land? How similar can they be?
*Infertile? Didn’t you go on to explain that their union produces either a human or an elf, which is then capable of bearing either race? Doesn’t sound “infertile” to me.

*Why mention the monk if it’s unheard of? You even give monks a place of origin and don’t allow them? What’s up with that?
*Why are all the classes now prestige classes?
*Are humans the only ones who can become elf-friends? As long as you’re making ranger a prestige class, you might as well make it open to anyone who can befriend the elves. Wait, is it because elf-friend is its own prestige class? In that case what is the point in allowing the ranger for humans? They have to take the one before they can take the other.

Now for the more positive feedback:
*On the upside, I rather like the idea of using a non-traditional dark-elf. There are other mythologies in which they sound like what you are referring to. Just try to develop them a bit more and they should be good. Try searching wikipedia if you haven’t already.
*The Muls rock, but really they just seem like dwarves on steroids. +2 str, -2 dex, shorter darkvision, and Tirelessness. Why would anyone play a dwarf when they could be a mul? Speaking of which, where is the dwarven stat block?

It just seems to me that so much of your world is just taken from other settings. Elf-friend is from Lord of the Rings, The Seldarine is used in Forgotten Realms, the Warforged are from Eberron.

Although, I can see you like elves. I do too. They'd be so much better if they weren't just the same thing over again. A little uniqueness would go a long way.
Artifact

12-21-06, 04:03 PM
Originally Posted by Seraphine_Harmonium
I hate to rain on your parade, but I have a few problems with this. It's all from your initial post. Your work since then has been very nice. But what I have a problem with is this:

*Elf-friend? [sarcasm]Yay! I love ripping off Tolkein![sarcasm] Now I have not read races of the wild, so it may well be that the prestige class really is called an “elf-friend.” In any case, WHY IS IT IN THE RACES SECTION? YOU HAVE A PRESTIGE CLASS SECTION!
*“If the optional rules are used?” Are they or aren’t they? It’s your world! If you’re including it, it sounds like you want to have it.

The rules for prestige classes are used only at the DMs discretion [see Prestige Classes above]. That's why I wrote it that way. If the optional rules aren't used, then there are no Bards, Paladins, Rangers (those are the core Prestige Classes), all other Prestige Classes (i.e. the ruathar) are for my intentions, supplemental.


*Don’t the elves come from another world? Or at least some far away land? How similar can they be?
*Infertile? Didn’t you go on to explain that their union produces either a human or an elf, which is then capable of bearing either race? Doesn’t sound “infertile” to me.

Fixed the typo. Half-elves as a race don't work well in the design of things. A half-elf in my setting is a "flavor" concept only , ;) no need for game rules of another elf race.

*Why mention the monk if it’s unheard of? You even give monks a place of origin and don’t allow them? What’s up with that?

I listed monks simply for clarity's sake. My setting focuses on the continent of Alphere. Monks have no place in the Alphere, but I wanted to note that straight out.

*Why are all the classes now prestige classes?
*Are humans the only ones who can become elf-friends? As long as you’re making ranger a prestige class, you might as well make it open to anyone who can befriend the elves. Wait, is it because elf-friend is its own prestige class? In that case what is the point in allowing the ranger for humans? They have to take the one before they can take the other.

The Bard, Paladin, and Ranger are Prestige Classes by design (It fits my concept of the setting). Humans don't have to take levels in the optional Ruathar prestige class to be considered elf-friends (I was a bit fague on that point).

Now for the more positive feedback:
*On the upside, I rather like the idea of using a non-traditional dark-elf. There are other mythologies in which they sound like what you are referring to. Just try to develop them a bit more and they should be good. Try searching wikipedia if you haven’t already.

I do intend to develop them further. Thanks for the advice .

*The Muls rock, but really they just seem like dwarves on steroids. +2 str, -2 dex, shorter darkvision, and Tirelessness. Why would anyone play a dwarf when they could be a mul? Speaking of which, where is the dwarven stat block?

The dwarves are just as described in the Player's Handbook (I was a bit fague on this as well).

It just seems to me that so much of your world is just taken from other settings. Elf-friend is from Lord of the Rings, The Seldarine is used in Forgotten Realms, the Warforged are from Eberron. Although, I can see you like elves. I do too. They'd be so much better if they weren't just the same thing over again. A little uniqueness would go a long way.

You are absolutely right. Personally, I find D&D 3.5 notoriously hard to design for, so I've found myself ripping ideas from official material. I simply decided to develop my own setting by "grabbing" the designs of other settings first. I'll develop designs of my own as the need arises. I can't gaurantee they'll be any good.

Thanks for your insights, Seraphine. Really.
darkhunter2007

12-22-06, 10:27 AM
Ooops Oops and Oops!!!!!
i don't nderstand any of this!
aristotle91

12-22-06, 10:34 AM
???
Artifact

12-22-06, 10:58 AM
This post is no longer pertinent.
aristotle91

12-22-06, 11:23 AM
Everyone was salivating over your campaign, only one person was a naysayer. The Internet is a rough place...
Artifact

12-22-06, 11:52 AM
Ditto
Seraphine_Harmonium

12-22-06, 02:03 PM
Seeing as the Campaign has returned, in the words of Artifact, "this post is no longer pertinent." ;)
darkhunter2007

12-22-06, 04:32 PM
I thought I could return something to the community, share a few ideas. I was wrong, won't make that mistake again. I got my feelings hurt and pulled the plug on the thread. Sorry for the inconvience.

To Sepharine: My pet peeve is being called out into a "bullet-point" argument on these boards (for no good reason). The tone of your reply was insulting. Adios!

sorry:rolleyes:
i was just a littel nurves i was waiting for a replay from a new player (D&D)
bawb44

12-23-06, 01:13 PM
Glad to see that the setting is once again up on the net. I told my game group about it, and then it was gone. This time around, with your permission of course, I think it will get used by our group. Again great job. BTW for those of you who think this is too much tolkien (bad speller) remember D&D is a complete rip off of the lord of the rings.
Seraphine_Harmonium

12-23-06, 03:14 PM
Glad to see that the setting is once again up on the net. I told my game group about it, and then it was gone. This time around, with your permission of course, I think it will get used by our group. Again great job. BTW for those of you who think this is too much tolkien (bad speller) remember D&D is a complete rip off of the lord of the rings.
Point taken.
Artifact

12-23-06, 08:18 PM
Well, now that the thread seems to be back on track after getting horribly derailed (very, very sorry . . .) I'd like to ask for some help from anyone who's interested.

I need a Creation Story for the setting. I got nothin'. I can't tell you how awed and humbled I am by the talent on these boards, so please . . . share some suggestions! :) From what you know of the setting, how would you go about it?

Also, it would be wonderful to see your ideas for interesting locations, NPCs, organizations, monsters (LOVE monsters), anything that would add a little zing to the setting. I'd like to get your take on things because another set of hands are always helpful.

Hopefully the setting is "fleshed" out enough so others can share their ideas and suggestions. Please, all are welcome :)

And since I'm making a legit post this time (instead of rebuilding previous posts), I'll add something of my own:

A high priest is a leader of her faith in all aspects. A high priest makes policies for the entire church, she can decide policy and interpret theology in the area that she governs. A church normally has a high priest for each region in which its deity is favored*. A high priest is eclipsed in authority only by a single superior cleric, the pontiff of the faith.

High Priest is merely a generic term; most high priests carry unique designations. For example, elf high priests assume the title Speaker of the Sun.

CREATING A HIGH PRIEST
High priest is an acquired template that can be added to any cleric who is capable of casting 7th level cleric spells (referred to hereafter as “the character”). It uses all the base character’s statistics and special abilities except as noted here.

Special Qualities: The high priest retains all the special qualities of the character and also gains the following:

Faithfulness (Su): Gifted in matters of faith, the high priest will be aware of any action or item that will adversely affect her alignment and standing as a cleric. This is a supernatural ability with the same benefits as a phylactery of faithfulness, described in the DMG Chapter 7: Magic Items.

Bonus Domain (Ex): The high priest has access to one additional domain of spells. The additional domain may be chosen from the patron deity’s available domains. The high priest receives that domain’s granted power and may choose the domain’s spells as domain spells (the high priest now has three choices each level for domain spells instead of two).

Skills: The high priest receives a +8 bonus to Knowledge (religion) checks.
Feats: The high priest gains the feats Empower Turning and Quicken Turning, assuming the character does not already have these feats. The feats are detailed in Complete Divine and are ported to this article.
Challenge Rating: Same as the character +1.
Level Adjustment: Same as the character +2.

(*) I haven't developed a Favored Religion By Region table yet.

[EDIT] In response to bawb44:
Glad to see that the setting is once again up on the net. I told my game group about it, and then it was gone. This time around, with your permission of course, I think it will get used by our group. Again great job. BTW for those of you who think this is too much tolkien (bad speller) remember D&D is a complete rip off of the lord of the rings.

Yes, of course you have my permission to use it. That's basically my whole reason for posting the setting. Humble as it may be, I want to share what little I can. Keep me posted on how things go. :)
Seraphine_Harmonium

12-23-06, 09:57 PM
Actually, I really like the Banshee being elven. That's something our campaigns have in common. It would be really cool to get a sort of mythology about the Banshee. . .

I'm a curious about religion in your world. Each race has it's own god except the humans. But there are places where you say Clerics are nearly outlaws, and most place descriptions make no mention of religion. How important is religion to the world as a whole? Where does the priesthood have more power than arcanists?
Perhaps you mentioned this and I missed it or forgot, but if human religion works differently than the other races, what is is like? Does it vary regionally? Is it all encompassing? Are the humans monotheistic? polytheistic? atheistic?

Perhaps I've been a bit redundant. In summary, I like the banshees, and want to know anything you have about religion (particularly for humans).
Tbird

12-23-06, 10:07 PM
Good to see its back up. Looking forward to seeing more of your excellent campaign.
Artifact

12-23-06, 11:48 PM
Actually, I really like the Banshee being elven. That's something our campaigns have in common. It would be really cool to get a sort of mythology about the Banshee. . .

In the Monster Manual for 2nd Edition it says that the banshee or "groaning spirit" is the spirit of an evil female elf. Curiously enough, I can't find any mention of the banshee in my 1st Edition MM or FF. 3rd Edition MMII just refers to it being the spirit of a strong-willed race.

Anyway, that's where I got the idea from. The travel from Arvanaith to Alphere was a traumatic one and some elves died along the way.

I'm a curious about religion in your world. Each race has it's own god except the humans. But there are places where you say Clerics are nearly outlaws, and most place descriptions make no mention of religion. How important is religion to the world as a whole? Where does the priesthood have more power than arcanists?
Perhaps you mentioned this and I missed it or forgot, but if human religion works differently than the other races, what is is like? Does it vary regionally? Is it all encompassing? Are the humans monotheistic? polytheistic? atheistic?

Right. Each race has an abstract ideal and conceptual name for its own god (or gods). Humans also have their own god: those who follow the teachings of the Church of Romula refer to their god as the Creator (creative, I know, now you know why I skipped that part ;)). Since they worship one god, I guess it would qualify as a monotheistic religion. Outside of the elves worship of the Seldarine pantheon, most religion in Alphere is monotheistic-- its dreadfully simple design, but it gets the job done.

As far as clerics being outlaws, that's only common in Alpharia, a region where the Church of Romula never fully penetrated due to strong resistance from the magicians. They're not outlaws per se, but are watched carefully.

Religion is actually intergal to the setting. That is, in the real world for example, many wars, crusades/jihads have been waged in the name of Religion. In the case of Alphere however, the opposit has happened:

Religion is so important to cultural and social development that many cultures and societies (non-humans in general) keep their religious practices safe from outside observation, and keep their core beliefs isolated from all outsiders. Very few wars have been launched in the name of religion in Alphere, but that doesn't signify that its any less important. That being said, its a fantasy setting, so I haven't tried to be too realistic here, I just want to get the idea across that religion is different.

Clerics and arcanists are evenly matched (as I see things anyway). The only odd-ball is the unresolved issues between the magi and the hierophants. Ten thousand years ago (give or take a millenia), there was a massive war between rival sorcerer families. The war destroyed much of the natural places of the world. The hierophants (a group of powerful druids who predate even the magi) stepped in and put a stop to the war. Due to its depth in history, the details are scetchy, but needless to say, the two groups still remember their animosity to this day. Off the top of my head, I'd say the hierophants have the upper hand there, but as usual, they play it very close to their vests.

The Church of Romula is by no means the only religion among humans, but it can be considered the dominant religion. There are other, less signifigant religions but none I've detailed just yet. Any interest in helping me develop this particular area of the campaign? :)

Perhaps I've been a bit redundant. In summary, I like the banshees, and want to know anything you have about religion (particularly for humans).

Hopefully this helped answer most of your questions.

Before I go: Since you've visited Everest, I thought it only fair to visit Avayevnon. I am to put it mildly, intimidated by you Seraphine :), in a good way. There is absolutely no way I could ever match the scope, level of detail, and design of your Renaissance World. Honestly, its incredible. When I've had time to absorb a bit more, I'll visit the website forums and express my thoughts proper.
Seraphine_Harmonium

12-24-06, 01:34 AM
Well, thank you for the complement.

As to the Banshee, I looked it up, and the picture certainly appears to be an elf, and the stats say neutral evil, but I can't find anywhere where it specifically says that banshees are elven. Just humanoid.

I was interested in religion probably because that's something I've recently been doing a lot of work on for my campaign. It is basically monotheistic, but there are 3 main factions: Theism (Worship of the One God), Druidism (in my campaign the worship of nature in the form of the ancestors) and Hereticism (worship of demons). Within Theism there are 7 different Angels which provide 7 different sects. so there is Intra-theistic conflict, Theistic-druidic conflict, Theistic-Heretic conflict, and Druidic-heretic conflict. Complicated.

I like your Heirophants.
I would like to know how they ended the war. Actually that would make a cool campaign, trying to figure that out. The PCs would seek the answer, but perhaps the Heirophants (or the magi for that matter) don't want the secret uncoverd. The answer is protected, and other minions are sent to stop the PCs from finding out why.

As for the minor religions, do you know where they are found and any details surrounding those places that might help with the development of said minor religions?
Artifact

12-24-06, 05:21 PM
Mortal dreams fade away upon the awakening; not so with the dreams of the gods. Their sleeping thoughts bring order to chaos, light to darkness, time to eternity. As the gods sleep, their dreams form the the world, all its seas, and even the stars above.

Eventually the gods awaken from their ageless slumber. They consider their impromptu creations: order, light, time and are greatly pleased. Such is their pleasure that the gods continue to think upon the world of their creation. Where their slumbering thoughts create a world, the gods waking thoughts focus on the details of that world and each god creates in his own manner: The race of man is created on the world above; meanwhile, the Soul Forger creates the dwarves in the deep places of the world; just as the Protector secludes his children, the gnomes, in the forests of the world.

The gods work together to create other things as well: dragons, magic, religion, these things and more are created by the gods as wondrous gifts. Who among mortals can say when, if ever, it will all end?.

This is my "place-holder" Creation Story. Its dreadfully simplistic, but I like that it ties into my personal fascination with dreams. I also have a fascination with twins and the concept of duality (concepts inspire and appear in a lot of my designs).

Good and evil are not merely mirror images of each other, rather the balance is more dynamic. I see the world as a place where the forces of light are few and elite, while the forces of darkness are of greater number but generally of lesser quality. This hopefully lends a more "heroic" flavor to the setting.

In case anyone is wondering, yes I like paladins, I likes them a lot ;).


Technology Level
The technology of Alphere varies from culture to culture. Most nations have reached an early to late Medieval stage of development. Crossbows and plate mail armor are the pinnacle of military technology. Books are rare and always hand-scribed. Some (but not most) of the population is literate.

The dwarves are the most technologically advanced race, possessing mechanical brilliance and having some extremely crude knowledge of gunpowder, the components of which are exceedingly rare on Everest.

Arcane Magic
Magic is a fairly common occurrence in Alphere. Though all are aware of magic, few have any talent for it, and even fewer ever master it.

Most folks have only witnessed the lesser magical performed by the village healer or hedge-wizard. Consequently, most believe magic to be useful only for curing fevers, lighting fires, and predicting the weather. Stories of magicians leveling castles and setting armies to flight are generally laughed at, except by the few who have witnessed such events firsthand. Magicians, in general, whatever their power level, tend to be respected (or feared if malevolent) for their unusual abilities.

Economics
All civilized nations mint their own money from gold, silver, and other precious metals. Gold pieces of one nation are usually exchangeable for those of another at major cities (with a substantial fee paid to the moneychanger, of course). However, most merchant activity is based on a barter system rather than a money system.

Slavery exists in Alphere, although it is a dying practice. Only in the dwarven nation of Darkon is slavery at all common.

Races
Humanity is by far the most numerous race in Alphere. Other major races include dwarves, elves, orcs, and goblins. The other less numerous races include ogres, (Everest) trolls, giants, and such mixed races as half-orcs and muls.

In response:

I was interested in religion probably because that's something I've recently been doing a lot of work on for my campaign. It is basically monotheistic, but there are 3 main factions: Theism (Worship of the One God), Druidism (in my campaign the worship of nature in the form of the ancestors) and Hereticism (worship of demons). Within Theism there are 7 different Angels which provide 7 different sects. so there is Intra-theistic conflict, Theistic-druidic conflict, Theistic-Heretic conflict, and Druidic-heretic conflict. Complicated.

That's one of the things I want to study about your setting. Religion seems much more detailed and grand in scope than in my own. Interesting, we seem to be on opposit ends of the spectrum on this. I like that both designs seem to serve our individual purposes.

I like your Heirophants.
I would like to know how they ended the war. Actually that would make a cool campaign, trying to figure that out. The PCs would seek the answer, but perhaps the Heirophants (or the magi for that matter) don't want the secret uncoverd. The answer is protected, and other minions are sent to stop the PCs from finding out why.

Now you see why I'm a bit envious; I hadn't thought the situation out in any detail. Thanks for the for the ideas :).

As for the minor religions, do you know where they are found and any details surrounding those places that might help with the development of said minor religions?

There are basically five major "kingdoms" in Alphere:

The human lands are: Alpharia (a fading "empire"), Romula (knights abound!), and the Immensea region (allied city-states). The non-human lands are: The elven haven of Erilene, and the dwarven nation of Darkon and ever-expanding territories.

I haven't developed much beyond this point, except to note various perhiphial (how the hell do you spell that word anyway?) areas where various barbarian, orc, and goblin tribes live.

Anyway, with that in mind, human barbarian tribes certainly have their own religion (most will vary by tribe of course, but not all). A Norse pantheon might work here, but there are certainly many other ideas. Also, the Immensea region has some minor religions of its own. Again, I haven't developed any of this, so anyone interested in sharing a few ideas or suggestions, please feel free.

Thanks :)
Seraphine_Harmonium

12-31-06, 02:27 AM
You don't happen to have a map of your world, do you?
I was thinking about your minor religions and I was considering merging the religions of all the barbarian tribes into one. Of course that might not make sense if the barbarian tribes are far apart. Or, at least, it would require an explanation as to why they follow the same religion despite vast geographical separation. In any case, for the barbarians, I would think a polytheistic religion with a small, tight-knit pantheon. Norse-influenced would definitely work for this.
Artifact

12-31-06, 02:24 PM
You don't happen to have a map of your world, do you?
I was thinking about your minor religions and I was considering merging the religions of all the barbarian tribes into one. Of course that might not make sense if the barbarian tribes are far apart. Or, at least, it would require an explanation as to why they follow the same religion despite vast geographical separation. In any case, for the barbarians, I would think a polytheistic religion with a small, tight-knit pantheon. Norse-influenced would definitely work for this.

I don't have a webpage to host any uploaded files, so I cant really share my handrawn maps. Sorry :).

I can provide some detail though. The barbarian tribes of the north live in a cold region known as Nordica. So yeah, a norse-influence would definately fit right in. I would love to see any ideas you want to share.

I really appreciate you taking an interest in my humble setting, Seraphine. I can't help but wonder if its really your cup of tea, so it really means a lot.

:)

Okay, I've got a small flavor design for the setting:

Coalescence: This sparkling gold dust is a physical manifestation of the essence itself. Coalescence is typically stored in small silk pouches. An arcane spellcaster with such a pouch is assumed to have all the material components and focuses needed for spellcasting except for those components that have a specific cost, focuses, and focuses that wouldn’t fit in a pouch.

[This is of course, the spell component pouch as described on page 130 of the Player’s Handbook, “flavored” for magicians of Everest. Since arcane magic in Everest is based on “sense and control” rather than “study and learn”, I think its more appropriate. Nothing destroys that feel quicker than having a magician worry about bat poop and sulfur when casting a fireball. Let me know what you think.]
Seraphine_Harmonium

12-31-06, 02:31 PM
I guess the specific question I was trying to ask was, do the human barbarian tribes and the orc/goblin/whatever else barbarian tribes live close together? If they do, they could all follow the same pantheon.
This could work with the humans worshipping an Odin or Thor-like god, while the Orcs and goblins and whatnot could pay homage to a Fenrir (Fenris?) type god.
Artifact

12-31-06, 02:42 PM
I guess the specific question I was trying to ask was, do the human barbarian tribes and the orc/goblin/whatever else barbarian tribes live close together? If they do, they could all follow the same pantheon.
This could work with the humans worshipping an Odin or Thor-like god, while the Orcs and goblins and whatnot could pay homage to a Fenrir type god.

Yeah, I can see this happening. To be honest, you've "out-thunk" me again on this one ;). I imagine the humans and savage races would have some sort of trading relationship at the very least; why not share a few religious beliefs along the way? I like where its going, so if you're inclined, I'd love to hear your ideas.

Thanks again! :)
Seraphine_Harmonium

12-31-06, 04:07 PM
This is what I have so far. Take as much of it as you like, and throw anything else away:

Most races keep their religions hidden away from the others, but this does not hold true in the frozen land of Nordica. Here, barbarian tribes of humans, goblins, and orcs share a common faith. For many years these warriors have traded with each other in more than gold; they have traded ideas.
Upon the meeting of the humans and the orcs, the warrior of each traded blows and found each other well matched. Fighting to stalemate, the tribes were made to join forces as the cold and bitter winds increased in speed and menace.
Traveling together as the winds died down, they met the goblins, small hunters with a knack for catching small prey quickly and easily. Between the three tribes they forged a survival in the bleak wilderness.
As the tribes commingled and grew comfortable with one another, they began to discuss religion. In this way, the gods of the humans met the gods of the orcs and the gods of the goblins. The tribes would soon split, but would continue to trade with one another, and with each exchange, the blessings of each clan’s respective deity was wished.
The trade relationship grew, and all three tribes grew to respect and pay homage to each other’s gods. They now share a common pantheon, a common faith.

*These are still the Norse names of the gods, You may want to change them. I leave that decision to you. It is largely just Norse myth, but some of the gods have been combined with others to avoid excess and overlap.

Odin: Wisdom, Magic, Death, and the Dead
Odin is, perhaps the oldest of the gods. As such, he is the wisest and most learned of the gods. He is spreader of ideas; and with his twin ravens Thought and Memory, he has brought wisdom to Nordica. He knows the ways of magic, and through Thought and Memory this knowledge has been passed to the peoples of Nordica. But as is known, the raven is a symbol of death, and Odin also rules the dead. It is he who escorts the souls of the departed to their eternal rest.

Thor: Thunder, Strength, Protection, and War
Thor may be the single most powerful of the gods. He is a benevolent figure, offering protection. Thor values strength and virtue above all other qualities. He is the god of warfare and storms, and such may be symbols of strength. Thor disapproves of war for war’s sake, but to war against an invader, to stand strong side by side with your brother against a common foe is a war blessed by Thor. A thunderstorm is seen as an omen that Thor is pleased.

Loki: Trickery, Fire, and Change
Loki is a tricky god. He is a shapechanger, and fun loving, but at times very destructive. Loki has been known to solve problems, but he has also been known to cause them. It is said that he, shapechanged, birthed terrible creatures. He is a fickle and treacherous god. His symbol is fire. Such events are deemed as Loki’s will working when he has grown bored of the endless snow. Such fires cause terrible destruction, yet they also give way to new life. Such is Loki’s dual nature.

Skadi: Winter, the Hunt, Vengeance
As cold as the winter itself is Skadi, the Ice Queen. The bitterest winds are said to be caused by her when she is in a temper. She is the goddess of retribution, of vengeance. She sees that those who wrong be justly righted. She has dominion over justice and law. She has many tools to exact justice; she has the winds, the snow and ice, she has the wolves. She is mistress of the hunt, and her wolves hunt those who do injustice.

Freya: Love, Beauty, Life, and Future
Freya is sister to Freyr. She is goddess of all that is deemed womanly. Love and beauty is her domain. Girls and young women in love or seeking it turn to Freya for guidance, and those who have found it, who have wed find motherly wisdom in Freya.

Freyr: Fertility, Daybreak, Light
Freyr is brother to Freya. He is the god of that which is deemed manly. He is god of fertility and virility, those most masculine of traits. He is said to carry the seed of light and life, bringing a new day.
Artifact

12-31-06, 04:25 PM
This is what I have so far. Take as much of it as you like, and throw anything else away:

Most races keep their religions hidden away from the others, but this does not hold true in the frozen land of Nordica. Here, barbarian tribes of humans, goblins, and orcs share a common faith. For many years these warriors have traded with each other in more than gold; they have traded ideas.
Upon the meeting of the humans and the orcs, the warrior of each traded blows and found each other well matched. Fighting to stalemate, the tribes were made to join forces as the cold and bitter winds increased in speed and menace.
Traveling together as the winds died down, they met the goblins, small hunters with a knack for catching small prey quickly and easily. Between the three tribes they forged a survival in the bleak wilderness.
As the tribes commingled and grew comfortable with one another, they began to discuss religion. In this way, the gods of the humans met the gods of the orcs and the gods of the goblins. The tribes would soon split, but would continue to trade with one another, and with each exchange, the blessings of each clan’s respective deity was wished.
The trade relationship grew, and all three tribes grew to respect and pay homage to each other’s gods. They now share a common pantheon, a common faith.

Wow! Thank you Seraphine. You are exceptionally talented. This is exactly the kind of thing I was hoping for. I love it! :)

I'm going to present this as part of my personal campaign. You of course, recieve full credit. Hey guys and gals, We've got a collaboration going. Ha, ha :). Again, I love it. Thanks so much!
Artifact

01-02-07, 02:21 AM
Here's something I've been wanting to do since I first saw articles in Dragon Magazine. Sean K. Reynolds does it waaay better, but here's my version of:

CORE BELIEFS: Church of Romula

The Church of Romula is one of the younger religions in Aphere, having been founded just over one thousand years ago as part of the then newly formed Kingdom of Romula. It has grown rapidly however to become the dominant religion among the humans of Alphere. It is a faith of healing and strength against darkness and corruption. Before the Wrath Wars, the church was recognized as peaceful and gentle. It is now a more martial and proactive, bringing the forces light to bear against evil and darkness in any form, wherever it may seek to hide.

THE BASICS
The Church of Romula is neutral good with slightly fewer clerics who are chaotic than those who are lawful. Clerics of the faith normally wear white or blue clothing adorned with a stylized silver (or sometimes golden) flame serving as the universal symbol of the faith. Ceremonies and holy days call for a thick silver or gold, blue-trimmed sash in addition to the clerics traditional vestments.

The church is sometimes referred to as the Shinning Faith or the Church of the Silver Flame (no relation to the faith of the same name featured in the Eberron Campaign Setting). Its portfolio is light, protection, strength, healing, and to a much lesser extent fire. Its domains are Good, Healing, Protection, and Strength. The favored weapon of the faith is the heavy mace, an early symbol of the church when the faith was more benign and peaceful.

HOLY TEXTS
The Church of Romula has one main text which is required reading for all clerics.

Silver Luminance: Written by several disciples who each recieved a vision from a triumvirate of archangels, as well as a number of saints, this book is part sermon, part prophecy, with guidelines for proper behavior. The book covers the origin and tenets of the faith and provides letters and guidance from early members of the religion. Every cleric has a copy of this book and many are very old, decorated with gilt lettering, calligraphy, and illuminations; very few copies are simple or plain.

After the Wrath Wars, another book began appearing in many shrines and temples:

Righteous Fury: This is a collection of documents written by several unnamed members of the Order of the Chalice, pious knights devoted to eradicating fiends and stopping their machinations throughout Alphere and beyond. This short text tells the story of the tumultuous Wrath Wars, beginning with the depredations of the fiend Pazuzu, who desires to corrupt the innocence, purity and honesty of the faithful. It tells of the retaliation of the church and the many trials of faith that came, cummulating with the re-emergence of the Church of Erebus, an ancient human religion devoted to a deity known as the Lord of Darkness. [Check out Dragon Magazine #322 for the excellent article].

This book, entitled Tempus Reman in the Romulan language, is as close to an official record of the Wrath Wars as has ever been written. It has never been accepted as cannonical by the clergy, but has gained importance because it details the many threats facing the church (a task Silver Luminance falls short on). Righteous Fury has become a common referrence, giving names to and details on the powerful fiends and other insideous threats to the church. It is recommended reading for young acolytes.

A CLERIC'S ROLE
Clerics of the Church of Romula belong to their own ‘caste” that is, being a cleric is their principal occupation. Most clerics live in the temple or in properties owned by the faith. When on church duty, they are expected to wear clerical vestments and display church regalia prominently.

Clerics belong to a sovereign order, which means they have the right to a church trial and cannot be tried by secular authorities for any crime or trespass.

Clerics are usually quiet and kindly, with the courage and resolve of a dragon. They are primarily nurturers and protectors but when time comes to bear arms they do not hesitate to do so. They use their powers to heal, nourish and otherwise aid the needy, while practicing the skills necessary to protect their charges should the need arise.

Clerics pray at dawn, typically while standing and with their eyes open, heads raised upwards. This posture symbolizes the cleric's acknowledgement of light and defiance of and vigilance against darkness.

Clerics take vows of celibacy and chastity. They must remain unmarried and not engage in sexual relations. Symbolically, clerics are the ‘spouses’ of the Creator, the deity of the church.

DUTIES OF THE CHURCH
The Church of Romula is the official faith of the kingdom. It has the right of coronation, and in specific circumstances can even deny someone the right to take the throne. The church exercises this power with care however, yet it still exerts a strong influence on both secular and church politics within the kingdom.

The church demands a tithe of the faithful, an amount of money equal to 5% of a money-earner’s wage. It is used for upkeep of the churches buildings and temples, purchase of supplies and equipment for priests and such.

The church exerts considerable influence on its followers by being able to separate them from the faith. This punishment is visited only on those followers who most flagrantly defy the edicts of the faith.

APHORISMS
The everyday sayings and adages of the faithful tell a great deal about their beliefs and morals.

Bring strength to the weak; destroy the works of darkness and evil. For many generations this phrase contained only the first part. It was only after the tumultuous Wrath Wars that the latter was added to show the church's change of heart. The first part is one of the key elements of the faith, and by modifying this aphorism rather than separating the two, the second part shows how important this new idea is to the faith as a whole.

RELATIONS WITH OTHER RELIGIONS
The Church of Romula has very good relations with any good religion. It is friendly towards the good-aligned deities of the elves, although like many non-humans, they are typically very secretive about their religious beliefs and very little is known by outsiders. The church is cautiously respectful of the militant teachings of the Soul Forger, the deity of the dwarves.

The Church of Erebus, an ancient human religion devoted to a deity known as the Lord of Darkness, is a strong rival and often enemy to the Church of Romula. There are several stark contrasts to be made between the two organizations: One is devoted to good, the other to evil; one symbolizes light, the other darkness; one is a young religion, the other is very ancient. For the moment, the Church of Romula has the upper hand, but time will tell . . .

The church opposes all evil and its most pernicious enemies are the fiends of the Underworld, whose vile cults spring up like weeds among the wicked hearted.

THE ROLE OF PALADINS
A paladin belongs to the Order of the Knights Romulas, holy warriors who act as the military branch of the Church of Romula. Not every knight of the order is a paladin of course, but by his very nature, a paladin is always called into service with the knighthood.

Originally, Knights Romulas were responsible for accompanying disciples of the church on religious pilgrimages, fighting off bandits and beasts that lay in wait. After the Wrath Wars, church elders decided that all evils were potential threats to their disciples, and sent paladins into the world to eliminate them. To a paladin, evil is an affront to his faith; destroying an agent of evil is a holy act.

A paladin must give 10% of all his income to the church. It is a paladin’s responsibility to get his tithes to the church as soon as possible. A monthly payment suffices in most cases.

THE INQUISITION
Before the Wrath Wars, the Churhc of Romula had already suppressed heresy. However, it was ad hoc, as the Church had no structured system for suppressing heresy. So the suppressions were generally slow and without a pattern.

In 812 AC, the Church of Romula together with non-secular governments started to gradually develop a structured way to deal with heresy. In that time, Church Councils (composed of bishops and archbishops) used local authorities to prosecute heretics.

At the turn of the 10th century, the pontiff assigned a sovereign order for the duty of inquisitors. Since then, Inquisitors are few, acting by the name of the pontiff with full authority. They judge heresy alone, using local authorities to put a tribunal and prosecute heretics. They are ruled by a Grand Inquisitor and persist into the modern day.

Church Inquisitor: If the optional rules for prestige classes are used, then the Church Inquisitor is available (presented in Complete Divine).
Seraphine_Harmonium

01-02-07, 10:00 PM
ooh, Erebus. I haven't really seen him used before; I would like to see that expanded upon.

The Church of Romula:
You seem to be developing a dichotomy of Darkness and Light here. It's done a lot, but there's nothing wrong with it if that's what you want. As a matter of fact, that's at least partially what my own world Avayevnon is about. Erebus seems to be shaping up as the chief villain in this world. I am very curious as to Pazuzu's role in all this, however. Pazuzu is my favorite demon of all, and takes up an important seat in my own world. I would hazard a guess that your knowledge of him comes from the same place as mine: Dragon Magazine. Am I correct? Have you investigated any of his real world mesopotamian connections?

I am also interested to see your Three Myths and Relics. They sound very interesting.
Artifact

01-02-07, 10:55 PM
ooh, Erebus. I haven't really seen him used before; I would like to see that expanded upon.

The Church of Romula:
You seem to be developing a dichotomy of Darkness and Light here. It's done a lot, but there's nothing wrong with it if that's what you want. As a matter of fact, that's at least partially what my own world Avayevnon is about. Erebus seems to be shaping up as the chief villain in this world. I am very curious as to Pazuzu's role in all this, however. Pazuzu is my favorite demon of all, and takes up an important seat in my own world. I would hazard a guess that your knowledge of him comes from the same place as mine: Dragon Magazine. Am I correct? Have you investigated any of his real world mesopotamian connections?

I am also interested to see your Three Myths and Relics. They sound very interesting.

I'm fascinated with the fundamental concepts of good vs. evil, light vs. darkness; they are very 'classic' but I think they can also be alot of fun if presented in the right way. So yeah, that's exactly what I'm aiming for.

The creation of Erebus is not my own. Known as the Void Between the Stars, also the Devourer of Light, he appears in Dragon Magazine #322 in an excellent article by Nicholas J. Thalasinos. He is a lesser deity whose typical worshipers are assassins, liars and thieves. Anyway, I borrowed the idea for my own setting ;), since it seems to fit so well.

To go on, he's described as an ancient being, perhaps one of the first gods. His domain was the nothingness of the Material Plane until the other gods came along and 'spoiled' it. He relocated in disgust to the Plane of Shadow, where he grows ever more hateful as the other gods creations flourish. Cool, I like it :). He wants to bring about the fall of the other gods and return the world to the emptiness he once enjoyed.

Ah yes, Pazuzu. I thought that might catch your eye ;). I have a passing interest in him myself. Like Erebus, he has a special role yet to play in the setting, moreso than many other named demons or devils. I read in a thread of yours that you don't much care for the referrences made in the Exorcist. That's what initially piqued my own interest however. I've gathered what information I can from a number of sources: Monster Manual II (1st Edition, where he's also referred to as Pazzuzeus), Dragon Magazine, and most recently Fiendish Codex I: Hordes of the Abyss. I haven't studied mesopotamian connections although I'm aware that's the basis for what follows.

I'm also developing a cult following for Veca (not as a god per se, but as a powerful entity). He's a classic and also seems to fit well in the setting. Right now, I see the Cult of Secrets as opposing the Arcane Eye, at least on some level.

Right now, I'm working 10 hours shifts, five or six days a week, so I haven't had the time to invest in developing things as much as I'd like. I know you've got some ideas of your own; wanna share? ;)

Thanks!
Artifact

01-04-07, 01:46 AM
Lord Elhan Ibyriil
NE male elf, Fighter 1, Sorcerer 6, Eldritch Knight 3
The fighter-mage Elhan is a member of the noble Ibyriil family, who holds an important seat on the High Council of Erilene. His manner is brisk, and he is arrogant, demanding and dismissive, almost without equal. Despite his many shortcomings however, his peers respect Elhan for his ambition; he's seen as a capable man, answering to no one, who seems to serve his constituents well.

Elhan is 120 years old, quite young and (despite his obvious abrasivness) is seen as a rising star in the ranks of the Ibyriil family. Recently, he was appointed the chief delegate of House Ibyriil to the High Council, an honor rarely bestowed upon a male. After the sudden death of the previous delegate, who died in an unfortunate hunting accident, it was felt by house elders that Elhan was the one most likely of all the candidates, to prosper in the often-aggressive politics of the council.

For an elf, Elhan is considered homely, although he is common looking by any other standard. Due to a chronic health condition, his dark eyes are quite bulbous. He is tall and very lean, with hair that he keeps cut to a bristle, an unusual and unbecoming style for an elf. He dresses nattily, often in blue or black, close fitting garments, and is never seen without his signature elven sword. The name etched into the blade reads Phaerlochar in Low Elven, which means ‘honored messenger’. A more obscure meaning, lost on (or simply overlooked by) other elves, is ‘ambitious spider’ . . .

Everlore: Elhan is carefully positioning himself to be the next Speaker of the Moon; he would be the first male ever elected. The next vote is in twenty years, and it will take that long for his ambitious plan to see fruition. His most out-spoken opponent is another young delegate named Ilreena Kensan. She finds Elhan's rapid rise to prominence disturbing (hastiness is a very rare trait among elves, after all), but has had little success in convincing other delegates that anything is unusual. For now, she watches and waits.

Elhan has a younger sister named Alyana with whom he is very close. As a child, she was overcome by a mysterious illness that even skilled clerics were unable to dismiss. The violent illness left Alyana mentally incapacitated. He remains close with Alyana and is very protective, but her diminished condition serves only to fuel Elhan’s anger and bitterness. Her level of understanding is no greater than that of a child, however Alyana instinctively knows she has changed, and her brother as well. She suspects that he is not always honest with her. Unbeknownst to either, Alyana holds within her fragile mind an important secret that will reverse the fortunes of brother and sister.

And once again, here we have :):

CORE BELIEFS: The Dark Queen

The Dark Queen like her servants, is an outcast; she was once a member of the Seldarine. Her servants, the drow, are a subversive group living within elven society, whose ultimate goal is to restore the Dark Queen to her rightful place among the Seldarine. The faith is one of betrayal and revenge. Unlike typical elven society, females do not rule among the drow. Here, the sexes are more equal, with as many males attaining leadership roles as females.

The Dark Faith, as it is sometimes called, has a webbed hierarchy, with cells connected by a single linking thread. A cell could be an individual or a small group. Drow know only other operatives with whom they have direct contact.

The drow are evil elves that have been corrupted through servitude to the Dark Queen. Drow is a Low Elven word meaning “under” or “beneath”; some elves even translate this literally, to mean “contempt”.

They are a subversive group living within elven society. Drow look no different from any other elf and attempt to pass themselves off as typical elves whenever possible. They meet in shadows and make secret plans, relying on subterfuge and cunning to accomplish their unholy work. Drow are not above using acts of terror against other elves. Their ultimate goal is to restore their Dark Queen to her “rightful” place among the Seldarine.

Due to their subversive nature, drow typically don’t wear any form of unique clothing, carry any item, or bear any physical mark to identify themselves. There are several code signals they use to recognize one another however. One common signal is for a drow to spread the fingers on each hand apart, then touch the fingers of each hand together, creating an image of a spider. The counter-signal is for the other drow to clasp his hands together, fingers entwined, palms down, then turn them up, signifying the inevitable ascending of the Dark Queen and her followers.

http://www.geocities.com/dwayne_thomas/Drow.jpg
THE BASICS
The Dark Queen is a chaotic evil deity and drow clerics may be chaotic neutral, chaotic evil, or neutral evil alignment. While her followers may be any of these alignments, most drow clerics are neutral evil. The portfolio of the faith is evil, darkness, betrayal, and spiders. Drow clerics may choose their domains from Chaos, Destruction, Evil, and Trickery. The favored weapon of a drow cleric is a dagger, a weapon which can be hid easily and which symbolizes the secretive nature of the faith.

Due to the clandestine nature of the faith, drow clerics only wear clerical vestments when there is no chance of being observed by outsiders. In private ceremonies, they favor long, concealing black robes, often embroidered with silver (or sometimes red) thread in spider-web designs.

The symbol of the Dark Queen is a black spider. Drow operatives often leave spider images as reminders of their continued presence in elven society. Drow abhor images of the moon, which is the symbol of the Seldarine; they typically deface such imagery whenever possible, sometimes ‘corrupting’ the moon by covering it with blood.

HOLY TEXTS
Keeping the faith secret is all encompassing, thus few texts are available. The following text has significant status within the faith however.

Teachings of Lloth: Written by a venerable Seldarine cleric who was supposedly retreating to Arvanaith. On the fateful journey, he received a vision from a powerful handmaiden of the Dark Queen. The story tells how the other gods betrayed the Dark Queen. It goes on to describe how the deity embraced her betrayal, accepting it as part of her very nature, and how she would eventually reclaim her rightful place as a god.

Drow often secretly leave this book with potential converts in an effort to ‘spread the word’ of the Dark Queen. Sometimes it is even left openly as a counter-point to the Seldarine Bible.

"The spider taketh hold with her hands and is in royal palaces." --Excerpt from Teachings of Lloth

A CLERIC’S ROLE
The Dark Queen expects her followers to be shrewd, calculating and aware of the dangers and opportunities around them. Drow clerics are the epitome of this philosophy, seeing it as their duty to learn as much about their current communities as they can, which makes them better clandestine operatives.

Drow clerics live within regular society. They work to make a living just like any other elf. There is no special education required to become a cleric; all that is required is a desire and willingness to follow the edicts of the Dark Queen. Drow seldom retain any ties to former friends or family and this is especially true for clerics.

The daily tasks of a drow cleric change based on the needs of the cell. One day, he might be called upon to officiate a ceremony inducting new members into the faith, while the next he could be required to disguise himself as a minstrel, infiltrate and covertly ‘disrupt’, a wedding between two important nobles.

Drow clerics pray only at night, their prayers taking the form of whispered chants that fill the darkness.

RELATIONS WITH OTHER RELIGIONS
The Dark Queen is of course, a bitter enemy of the Seldarine. She stands in opposition to all good faiths however, and drow can be found operating anywhere the Dark Queen’s interests might be served; attempting to destabilize church hierarchies, and seeking to undermine the faith of their followers.

APHORISMS
The everyday sayings and adages of the faithful tell a great deal about their beliefs and morals.

We are all flesh for the Dark Queen*. Drow exist because a powerful and capricious deity allows them to. All drow know they exist only to serve and pleasure their Dark Queen. Drow learn not to fear this eternal truth but to embrace it. They face any hazard with steely resolve, knowing that no danger can be remotely as terrifying as the face of the Dark Queen. To worship her is to blot out doubt and hesitation.

(*) Check out “FLESH FOR LOLTH: The Secret Life of Dark Elves” by Robin D. Laws (presented in Dragon Magazine #298) for the excellent article which introduces this idea.
Artifact

01-09-07, 01:33 PM
A note on supplements:

Expanded Psionics Handbook and Complete Psionic
Psionics are rare in Alphere. They are common only in the Everdark. Here's how I would introduce them on the surface world:

The Talair: The talair are a race of humans who are not native to Alphere. Centuries ago, they fled the ravages of a great war which destroyed their home. The talair arrived on the shores of Alphere, bringing with them a power that they call psionics.

The refugees from that lost place, called Talar, chose to hide their psionic ability when they came to this world. Members of the Six Hidden Houses take pains to blend into regular human society, masking their presence for hundreds of years.

The talair first appeared in Dragon Magazine #281 “Mind Lords of Talaron” by Stephen Kenson and were expanded upon in Complete Psionic.

Complete Warrior
Hexblade: Hexblades thrived during the Time of Darkness. In more modern times, they are often persecuted and hunted as abominations. Put simply, hexblades are a reminder of the Dark Time, which civilized society is ever anxious to leave behind them. Most hexblades today exist on the fringes of society,

Samurai: This class hails from the distant continent of Oa; it has no place in Alphere.

Swashbuckler: As written. Swashbucklers are most common in the Immensea region.

Complete Divine
Favored Soul: Favored souls thrived during the chaotic Time of Darkness. In modern times however religion is much more organized and they are less common.

Shugenja: This class hails from the distant continent of Oa; it has no place in Alphere.

Spirit Shaman: As written. Like druids, spirit shamans practice the old faith.

Complete Arcane
Warlock: Warlocks thrived during the Time of Darkness. In more modern times, they are often persecuted and hunted as abominations. Put simply, warlocks are a reminder of the Dark Time, which civilized society is ever anxious to leave behind them. Most warlocks today exist on the fringes of society,

Warmage: Warmages are the military arm of the High Council of Alpharia. Applicants are selected from each of the 18 noble houses to train as warmages. Fully trained warmages no longer belong to any single noble house; rather, they are considered members of all houses.

Wu Jen: This class hails from the distant continent of Oa; it has no place in Alphere.

Complete Adventurer
Ninja: This class hails from the distant continent of Oa; it has no place in Alphere.

Scout: As written.

Spellthief: As written, although the class is only common in the Everdark, where it is more appropriately known as the psithief.

Complete Mage
There are no new base classes or races introduced in this supplement.

Races of Stone
Goliath: As written. Goliaths are a rare race.

Races of Destiny
Illumian: The illumian race is not appropriate for the Knights of Everest setting. There are still things to considerations however:

The illumians are described as a contemplative, bookish race created by a magical ritual; they were literally constructed out of their own language. As I see things, Illumian is a rationally constructed language, comprised of mystic runes. This runs contrary to how arcane magic is described in the Player's Guide: "Arcane magic is not a science. It is not a complex formulae, not a phrase or a number, nor a symbol written in dragon's blood."

The flavor of the illumian race could be changed of course. One possibility is to define the source of power that the Illumian language accesses. For instance, the Illumian language could be defined as an arcane power entirely separate from the essence; unlike the essence, which relies on force of will, the Illumian language is based on study and intellect. Multiple sources of magic could even allow the wizard class to be introduced into Knights of Everest; this is left to DM discretion however, since it is a whole new can of worms which fundamentally changes the design of the setting.

As noted on page 90, the most common classes among Illumians are rogues, bards, and wizards, while sorcerers are noted as a relatively rare occurrence. This is problematic, since in Knights of Everest, the bard is a prestige class and the wizard class does not exist.

On page 73, it is noted that the illumian pantheon is comprised of mortals who have ascended into godhood. Deities in Knights of Everest are incredibly distant, all-powerful beings, as far above mortals as mortals are above the amoeba. Given this fact, ascension into godhood is impossible. Again, the flavor for the race could be changed.

Races of the Wild
Raptoran: As written. Raptorans are a rare race.

Races of the Dragon and Dragon Magic
This material is common only in the Dragonfire Campaign Setting (a ‘campaign option’ for Knights of Everest).

Tome of Magic
The Binder: As written. The practice of pact magic has dwindled greatly since the Time of Darkness, although it has never completely faded away.

The Shadowcaster: As written with one minor modification (noted below). Shadowcaster’s are most common among followers of the Church of Erebus.

As noted on page 113, the ability to cast "mysteries" is tied to Intelligence. Normally, I would rule this makes the class problematic for Knights of Everest. The shadowcaster’s arcane abilities are unique enough however, drawing upon a clearly defined source of power, that I am willing to accept that her mystical abilities don't flow from the essence.

Also on page 113 (in the same section), it notes that although shadowcasters don't 'cast' spells in the traditional sense, levels in the class count for the purposes of determining overall caster level. This rule should be ignored in Knights of Everest, due to the nature of arcane magic in the setting. This has the unavoidable consequence of limiting multiclass Shadowcasters.

The Truenamer: Truename magic requires intelligence, complex recitations, precise timing, research and study. As such, the truenamer is not appropriate for Knights of Everest.

If allowed by the DM, the following would maintain the nature of arcane magic while also permitting truename magic in the setting: Truename magic is unrelated to the essence; it requires intellect and study to master. It is up to the DM to define the source of power, but it should be unique to truename magic.

Player’s Handbook II
Beguiler: The beguiler’s spellcasting is based on Intelligence, which is problematic given the nature of arcane magic in Knights of Everest.

Dragon Shaman: As written. The Dragon Shaman is common only in the Dragonfire Campaign Setting.

Duskblade: The duskblade’s spellcasting is based on Intelligence, which is problematic given the nature of arcane magic in Knights of Everest.

Knight: As written. Knights are most common in the Kingdom of Romula.

Magic of Incarnum: Like psionics, meldshapers are rare in Alphere. As way of introduction, I favor the “Opening the Wellspring” campaign arc detailed on page 200.

Prestige Classes: As always prestige classes are optional in Knights of Everest. I’ve identified a few I think are appropriate for the setting. If given careful consideration however, there are numerous prestige classes that could enhance the setting.

Feats-Spells-Magic Items, etc.: I’ve identified a few I think are appropriate but there are certainly more options to consider.

And purely for referrence, here is my
PLAYER'S HANDBOOK v.3.0/3.5 (3 copies each)
DUNGEON MASTER'S GUIDE v.3.0/3.5
MONSTER MANUAL v.3.0/3.5
EXPANDED PSIONICS HANDBOOK v.3.0/3.5
MANUAL OF THE PLANES
DEITIES AND DEMIGODS
EPIC LEVEL HANDBOOK
SAVAGE SPECIES
GHOSTWALK
ORIENTAL ADVENTURES
UNEARTHED ARCANA (2 copies)
TOME OF MAGIC
PLAYER'S HANDBOOK II
BOOK OF VILE DARKNESS
BOOK OF EXALTED DEEDS
DRACONOMICON
LIBRIS MORTIS
COMPLETE WARRIOR
COMPLETE DIVINE
COMPLETE ARCANE
COMPLETE ADVENTURER
COMPLETE PSIONIC
COMPLETE MAGE
COMPLETE SCOUNDREL
RACES OF STONE
RACES OF DESTINY
RACES OF THE WILD
RACES OF THE DRAGON
DRAGON MAGIC
WEAPONS OF LEGACY
MAGIC OF INCARNUM
EXPEDITION TO CASTLE RAVENLOFT
CITYSCAPE
PLANAR HANDBOOK
Fiend Folio I HORDES OF THE ABYSS
Fiend Folio II TYRANTS OF THE NINE HELLS
FORGOTTEN REALMS Campaign Setting (2 copies)
PLAYER'S GUIDE TO FAERUN
MONSTERS OF FAERUN
MAGIC OF FAERUN
RACES OF FAERUN
FAITHS AND PANTHEONS
SILVER MARCHES
UNAPPROACHABLE EAST
UNDERDARK
SERPENT KINGDOMS
LOST EMPIRES OF FAERUN
WATERDEEP City of Splendors
CHAMPIONS OF RUIN
CHAMPIONS OF VALOR
CITY OF THE SPIDER QUEEN
POWER OF FAERUN
DRAGONLANCE Campaign Setting
EBERRON Campaign Setting
HERO BUILDER'S GUIDE
SWORD AND FIST
DEFENDERS OF THE FAITH
TOME AND BLOOD
SONG AND SILENCE
STRONGHOLD BUILDER'S GUIDEBOOK
ARMS AND EQUIPMENT GUIDE
DUNGEONS & DRAOGN'S Player's Kit (love the paperback PH)
DUNGEONS & DRAGONS Basic Game
Dragon Magazine #200-359

3rd party d20 products:
DRAGON COMPENDIUM
RAVENLOFT Campaign Setting
DENZIENS OF DREAD
MIDNIGHT Campaign Setting
DRAGONSTAR Campaign Setting
DRAGONSTAR: GALAXY GUIDE
CREATURE CATALOG
RELICS AND RITUALS
RELICS AND RITUALS Excalibur
TOME OF HORRORS
SPELLS AND SPELLCRAFT
SORCERY AND STEAM
PATH OF MAGIC
MYTHIC RACES
KINGDOMS OF KALAMAR Player's Guide
FANG AND FURY: A Guidebook to Vampires
MINDSCAPES
DRAGONLANCE: WAR OF THE LANCE
ARMS AND ARMOR
OATHBOUND
AVATAR'S HANDBOOK
ASSASSIN'S HANDBOOK
WITCH'S HANDBOOK
QUINTESSENTIAL PALADIN
QUINTESSENTIAL SORCERER
QUINTESSENTIAL DROW
EVERQUEST Player's Handbook
VILLAIN DESIGN HANDBOOK
BOOK OF ELDRITCH MIGHT
BOOK OF HALLOWED MIGHT

None of this matters to anyone but me, but its better than a plain ol' vanilla 'bump', at any rate ;).
Artifact

01-16-07, 11:11 PM
Here's a hodgepodge of rough ideas for the setting. Its all very much a work in progress, so any ideas or suggestions for fleshing it all out would be immensely helpful.

Among the myriad societies and cultures, there lies an insidious threat to the land of Alphere, an unseen menace that is perhaps the people’s greatest enemy:

The Fiends of the Underworld
The fiends are not gods but possessing power beyond mortal comprehension, they are often worshipped as such by the malevolent. Unlike the gods, who are all-powerful but incredibly distant, fiends are very active within the mortal world. They have no compunction about using the full extent of their power and influence in the earthly realm. Like the gods, these incredibly evil beings are keenly interested in the affairs of mortals; if for no other reason than to prey upon and exploit them.

The mortal servants of the fiends, often organized into cults, are very nearly as dangerous as the fiends themselves. Although they are unable to provide clerical powers to their followers, the fiends are powerful patrons and inspire fanatical devotion.

Over countless millennia, innumerable fiends have taken an active interest in Alphere. The gods are more abstract ideals than actual individuals and usually have conceptual names; on the other hand, the fiends are often specifically named individuals. A group known as the Dark Six by the Church of Romula, are among the most prominently involved in mortal affairs: Abbadon, Arioch, Pazuzu, Vecna, ???, ???. The Inquisition was formed to combat the insidious threat posed by the fiends.

Note: The evil aligned planes of the Abyss and the Nine Hells are known collectively as the Underworld (or less commonly Hell) among the sages of Alphere. Likewise, the Church of Romula does not differentiate between demons and devils, rather, both are referred to indiscriminately as fiends.

On a similar note, Vecna isn’t really a fiend of the underworld (that is, he's neither demon nor devil). His power level and activities are similar enough however, that he is classified among the Dark Six. It should be noted, the Arch-Lich is not a god in Knights of Everest.

The Heavenly Host
While the legion of fiends is the most pernicious enemy of mortals, the heavenly host is perhaps their staunchest ally. The heavenly host is a strictly military division of angels and lesser celestial servants. There is another division known as the Heavenly Hierarchy in which angles take less militaristic roles. [I plan on detailing at least half a dozen angels and other celestial beings in this section]


When the native people of Aldenar province were forced to relocate amidst an ongoing conflict between two warring noble houses, the green dragon Dalagh Ral intervened on their behalf. He stood in defense of their threatened homeland and took it upon himself to shepherd the refugees to safer territory as the war continued to escalate.

When news of the war reached the High Council of Alpharia several months later, Dalagh Ral was instrumental in making sure those responsible for the injustice to the people of Aldenar were held accountable. In a highly usual move, he accepted a role as special representative of Aldenar province to the High Council. For many years, at the behest of the High Council and the people of Aldenar, he served as a diplomatic liaison between the two noble houses, who both laid claim to the region, mediating disputes and settling grudges. Eventually, after years of careful and painstaking negotiation, the two houses merged and Dalagh Surr (as his title was by then) became the official representative to the Chamber of Adepts (a position he didn't exactly qualify for, but special dispensation was made due to his being a dragon). Nearly a century later, upon the death of Emperor Zeovi, the High Council elected him the new emperor of Alpharia.

In almost five centuries, the Emperor Dalagh Surr's long reign has been often challenged and constantly questioned. An inherently powerful being, it is thought by many that he can't possibly hold best interests of his human subjects at heart; and as an all but ageless dragon, it is often questioned when, if ever, his rule will end. His rule has been marked by strength and durability however and very little corruption. He is widely recognized for inspiring much of the empire's cultural and economic recovery from the Time of Darkness. In the end, this is all that truly matters to the Alpharian people; in Dalagh Surr they have a ruler who is capable, consistent, and more often than not, fair. They don't have to think about government or how and why things are; they are instead free to concentrate on more important matters, such as conducting magical exercises.

Dalagh Surr is wise enough to know that as emperor, any of his offspring (powerful beings in their own right) would invariably fall prey to the same challenges he himself faces. In ten centuries of life, he has fathered few children and even fewer as emperor. He has one surviving human son, Stalas (male half-dragon/half-human, LE Sorcerer 15). Born of a human woman who was a long-time kindred of his father's, Stalas lacks the morals of his father. While still a child, Stalas murdered his older in a fit of envy. The emperor has always suspected the treachery but misguided feelings for his son clouds his reasoning.

[I need some nice, imperial sounding titles for the emperor. If the guy who does Hyrune is reading ;), any ideas? I love your knack in that area]


Day and Night: Everest’s days are 24 hours long, divided into night and day by the rising and setting of the sun. Seven days comprise a week.

The Imperial Calendar: The humans of Alphere use the Imperial Calendar, sometimes known as the Calendar of Idunno. Invented over two thousand years ago by a small conclave of magicians, under the guidance of the Emperor Idunno himself, who established the particulars:

Each month is named: [you got me ;)]

Each year of 365 days is divided into 12 months of 28 days, and each month is divided into four weeks. There is an “extra” day in the calendar known as the day of dead magic which occurs once, randomly within each calendar year. [I like the idea, but I'm not sure how to implement such a thing at this stage.]

Every human land has its own preferred system for marking the passing years:

The Alpharians mark the years from the first founding of the High Council of Alphere; the current year is 2044 ID (Imperial Date, a designation used only by outsiders).

The humans of Romula mark the passing of years since the crowning of Rynold Aullance I; the current year is 1020 AC (After Crowning).


The Alpharian Empire's decline began with the Time of Darkness. It is a period spanning about five hundred years, marked by a reversal in cultural development, and plagues, famines, and wars.

Two things ultimately caused the Time of Darkness: the arrogance of the elves and the folly of the humans. The elves believed they could harness the power of the essence to open a pathway to Arvanaith, while the humans invited disaster by intermingling with outworlders.

The Elves and the Orcs
Elven master magicians succeed and tap the power of the essence, opening up permanent portals to Arvanaith. Within months, many thousands of elves arrive on the shores of Alphere. Unlike the first mass exodus from Arvanaith, there is no long, traumatic journey involved; the elves who wish to, simply step through the portals and arrive at their destination. These newly arrived elves are soon stricken with a mysterious sickness however. Elven clerics eventually discover these elves, having been abruptly separated from the essence of Arvanaith, are changing into creatures that can no longer be called elven.

Their hearts, minds, and souls corrupted by madness, these vile creatures curse the Seldarine for their condition and turn upon former family and friends. They become known as orcs, which in Low Elven means corrupt or unclean. After an initial violent revolt and near civil war, they are eventually driven out by the elves, into darkness and the depths.

The elves never forgive themselves for their arrogance, and for their part, the orcs have never stopped hating their former brethren, who serve only to remind the savages of what they once were.

The Humans and the Fiends
[I've got some very, very scetchy ideas for this section, but nothing I'm comfortable to share just yet ;)]

To anyone who is interested in helping, thanks in advance. Keep in mind, these are all very scetchy ideas I've presented; this is merely a hobby for me, so allow me have some fun and ask for help. Anyway, I figure these random ideas might be better than a plain ol' vanilla :bump:, at any rate. :)
Seraphine_Harmonium

01-17-07, 12:57 AM
[I need some nice, imperial sounding titles for the emperor. If the guy who does Hyrune is reading , any ideas? I love your knack in that area]
You know what's an awesome title? The Imperator.
A friend of mine introduced me to that one, and I've been meaning to use it in Avayevnon for a while, but so far haven't found a chance to.
Artifact

01-31-07, 01:36 AM
The Whispering Wizard

Established twenty years ago by Grall Winterstone, a retired adventurer, this large, rowdy tavern and inn is located in the South Quarter of Prominence. It extends east and west along Dock Street, as far as Sailor’s Way, where an alleyway offers access to the inn and its stables at the back of the tavern. A family run business, it is a popular watering hole and resting place for those who swing swords for a living.

The Place
The Whispering Wizard is an ugly, poorly built building with a stone foundation and wooden upper levels. It is beginning to show some wear and tear. Although it is not particularly old (considering the average age of similar buildings in South Quarter), the Whispering Wizard has suffered over the years from spotty maintenance and slipshod repair, not to mention the occasional brawl. It fronts on Dock Street, where a wooden hanging signboard is engraved with the following: Never trust a whispering wizard. This is a popular proverb among non-magicians, with an obvious unspoken message: The wizard may be using magic surreptitiously.

The Whispering Wizard is three stories high. The first level is given to the taproom, kitchen and storage, while the second floor comprises twenty small rooms for rent (half of which are available at any given time). The third floor is humble living space for Grall and his family. There is also a small basement for additional storage.

The Prospect
The Whispering Wizard does steady business and has a reliable clientele. Local folk come for a quick bite to eat or drink, while travelers will rent a room for a night or two. The place can be rowdy and timid souls might be uneasy in such surroundings.

The Provender
The menu at the Whispering Wizard is decidedly average, a notch above the usual fare found in South Quarter.

A Typical Menu:

Breakfast: Kippers, Chicken eggs, Goose eggs, Flatbread (cost 3sp).
Lunch: Leg of mutton, Curds, Carrots, Peach (cost 4sp).
Supper: Peas, Onions, Rice, Rhubarb pie (cost 5sp).
Snack: Goose eggs, Mush (cost 2sp).

As a selling point, the drinks are unusually strong (1 copper penny/tankard for beer, 3 cp/whisky).

The rooms are small and sparsely furnished but are kept neat and clean; they show the same wear and tear as the rest of the establishment however. Beds and linen are provided but no sanitary facilities are available. Upon request, small lanterns are provided for light. There are no locks but the doors can be barred from the inside. Rooms can be rented for 1 gold royal a night or any portion thereof.

The People
Grall Winterstone (LN Ftr8) is the proprietor, barkeep and as needed, bouncer. A middle-aged mul, he is as big and strong as a baby ogre. His head is kept shaved bare but he sports a thick gray mustache. Grall was born in Prominence but traveled widely during his youth. Twenty years ago, he returned to Prominence, settled down, and established the Whispering Wizard. He relies on his remarkable brawn to attract customers. A popular past time is for both newcomers and regulars to test their strength against Grall's own, in arm-wrestling matches. Anyone able to best the mul earns free food or lodging for themselves for one night. Over the years, a few rare brutes have managed to consistently beat Grall, gaining considerable reputations of their own.

There is nothing Grall enjoys more than an old-fashioned fistfight. Athough mostly even-tempered, he is notorious for his ability to hold a grudge. According to rumor, a belligerent magician once spat in Grall’s face, calling it his version of “acid splash” (whatever that means ;)). As the story goes, this is the source of the mul’s loathing of magicians. Whatever the reason, Grall has absolutely no tolerance for magicians whatsoever.

Grall has a strict policy of “no magic”, which he carefully announces up front. He forcibly eject any and all who use magic (or are even suspected of using magic) of any kind, no exceptions. This may appear harsh, and it is, but Grall gladly takes it upon himself to enforce the rule. In fact, there is continuing debate among the clientele as to whether he established the Whispering Wizard for the soul purpose of taking out his aggression on irresponsible patrons, particularly magicians. Unlike many similar establishments, the Whispering Wizard does not employ “slingers”, bouncers who rely on magic rather than brawn.

Grall’s daughter, Iltel (NG Com5) is the youngest of three siblings. She is part owner and serves as barmaid. Iltel is in her early twenties, tall and densely muscled, with long brown hair, which she keeps in a simple ponytail, and deep set brown eyes. As is typical for mul females, she is handsome rather than pretty. She is loud and obnoxious, which serves her well, considering her habits. Having practically grew up in the rowdy taverns of South Ward, Iltel enjoys hard partying and drinking. In fact, she has an uncanny ability to hold her drinks. Similar to the arm-wrestling matches of her father, Iltel will sometimes challenge customers to drinking games. Anyone able to out-drink her earns free food or lodging for themselves for a night; unfortunately most who best her usually find it necessary to recover for a night or three (the first night's lodging is of course free, but any following nights are full price).

Design Note: If the PCs are interested in playing out these activities, use the rules presented in “A Trip to the Tavern” presented on page 44 of Cityscape. Yay! I finally found a use for that book. I swear, its the bane of my collection ;).

[Okay, nothing too exciting here, so should I just say :bump:?]
Seraphine_Harmonium

01-31-07, 02:13 AM
I must say, that entry on the Whispering Wizard is wonderful. I do not think that you actually need to explain the proverb. To me "never trust a whispering wizard" pretty well implies "cause he could be using magic" as well as "using it agianst you to lie or cheat or otherwise do harm." But this article is great for flavor, even in such nice little details as the "acid splash" anecdote and the detail about "slingers" that is a statement, not only about the Whispering Wizard, but the entire world. Excellent job wrapping a lot of meaning into a small and simple sentence. "decidedly average, a notch above the usual fare" similarly makes a statement about the South Ward besides the WW.
You don't give yourself enough credit for your own writing abilities. I'm impressed.
Artifact

02-02-07, 05:53 PM
The Eversoul

Its followers hold that the Eversoul is comprised of all deities; it is less an entity than a philosophy. The Eversoul isn’t so much worshipped as it is believed in. Unlike a typical deity, the Eversoul does not exert direct control on its followers. According to belief, it plays an active—although unnoticed—role shaping events on the mortal world.

The symbol of the Eversoul is a ring of concentric circles. The favored weapon of the One is the quarterstaff.

Any race may worship the Eversoul, although not unexpectedly, humans are the most prominent followers. Elves are the race least likely race to follow the faith. Also, unlike their traditional brethren, clerics of the Eversoul may raise characters from the dead who are members of another race.

Typical Followers: Even though it makes no demands on its followers, clerics still draw divine power from the Eversoul. Unlike with most deities, clerics of any alignment may venerate the Eversoul, although its clergy does tend towards neutrality in its outlook.

Portfolio: The Eversoul is a very diverse faith. It is literally a belief that embraces the totality of existence. As such, there is no agreed upon portfolio among the clergy. There are ideas that are representative of the faith however: Community, the cycle of Life, Death, and Rebirth, Marriage, and Wisdom.

Domains: Clerics of the Eversoul may choose any two domains from those given on pages 185-189 of the Player’s Handbook. While clerics of the Eversoul are united in their reverence, each cleric emphases different aspects of the Eversoul’s interests. In fact, there is no common cannon for the faith, a variety of beliefs are espoused throughout. Clerics can select an alignment domain as long as their alignment matches that domain.

Religious Training: Training begins when a master accepts a student. Most training takes place within monasteries, where the master teaches several students at once. Often, a number of masters work together, with each focusing on a different aspect of training. Training does not distinguish between races. A human, dwarf, and half-orc might receive religious training side by side.

Quests: It should be noted, like any other religion, clerics of the Eversoul seek to convert unbelievers. This is not their primary goal however. Followers of the Eversoul quest to bring the diverse cultures and races of Alphere closer together. They don’t necessarily seek total unification but simply to promote understanding and acceptance. The faithful often undertake missions to prevent racial or cultural conflicts, or to open relations with a new culture or race.

Prayers: Believers of the Eversoul do not pray directly to their deity as followers of other faiths do. Instead they recite mantras, either vocally or mentally to facilitate their meditation. These mantras range from a single syllable to a dozen lines of poetry. Clerics choose what time of day they pray but must pray at the same time each day.

Temples: Temples of the Eversoul normally contain at least one large space dedicated to mediation (and many have several smaller, more intimate areas set aside for this purpose). Most larger temples also host libraries, gymnasiums, and public meeting spaces.

Rites: An important tradition within the faith is the art of storytelling. More than any other faith, followers of the Eversoul come from many different races, backrounds and cultures. Storytelling has naturally developed as a means for believers to share thoughts and ideas amongst themselves.

Storytelling is often informal but it is also formally recognized as a duty of the priesthood.

Design Notes: In Alphere, each race’s religious beliefs and practices are almost completely isolated from outsiders. Very little is known about a particular race’s religion by outsiders. The Eversoul is an attempt to break through these racial barriers, to cross the religious divide as it were.

The direct inspiration for this article is taken from Class Acts: “The Oversoul” by Mathew J. Hanson (presented in Dragon Magazine #350). Many thanks to the author.

This is a theoretical design for the setting, so any feedback or suggestions is welcome.
Artifact

02-03-07, 08:24 PM
The Everdark

Introduction
*Tavern tales across Alphere’s sunlit lands whisper of the Everdark, a lightless, subterranean realm that is home to fabled races and ancient, unspeakable evil. It is a domain of primeval mysteries and unending war, a hidden world of cruel masters and hopeless slaves, filled with monstrous races that were old before humans were born. It is a dank, dismal place of fungus, rot, and slime. It is a place where a few lucky merchants have found a lucrative trade, but where many more have been slain or worse for their effrontery. So dire is the reputation of the Everdark and its denizens that mothers caution their children to behave, lest the duegar steal them away.

Tunnels in the Everdark extend for miles, some ballooning into caverns thousands of feet across, only to shrink to spaces too narrow for a gnome to squeeze through. The largest cavern halls are often representations of the surface in miniature, with hills, valleys, underground rivers, and lakes.

The Everdark is divided into three levels. The upper Everdark (Upperdark), is close to the surface, and its residents have considerable interaction with surface races. The inhabitants of the middle Everdark (Middledark) tend to see the surface races as potential slaves. The lower Everdark (Lowerdark) is an incredibly strange place filled with alien societies and bizarre cultures hostile to those unlike them.*

(*) Taken from page 4 of Underdark (a Forgotten Realms accessory).

The Everdark Campaign Settng: The Everdark is a campaign option for Knights of Everest. It uses the DUNGEONS & DRAGONS v.3.5 core rules: Player’s Handbook, Dungeon Master’s Guide, Monster Manual and Expanded Psionics Handbook supplement. Other accessories and supplements may be used at the DM’s discretion.

Races of the Everdark: The Common races include: Human, duergar (the “lesser” variety presented in Player’s Guide to Faerun), élan, half-orcs, maenad, shadow elf. .

Uncommon and Rare races include: [To be decided.]

The Classes: Barbarian, Cleric, Druid, Fighter, Rogue (all as presented in the Player’s Handbook). Also: Psion, Psychic Warrior, Soulknife, Wilder (all as presented in the Expanded Psionics Handbook).

Prestige Classes: The rules for prestige classes are optional in the Everdark setting. The Prestige Bard, Paladin, and Ranger are rare in this setting.

A note on psionics: There is an inverse relationship between arcane magic and psionics. In the Everdark, arcane magic is as rare as psionics on the surface world and vice-versa.

Exploring the Everdark
From Underdark, port pages 100-112 and pages 117-121 (in the sections on “denizens” replace the drow with the shadow elves, described here).

Shadow Elves

Backround: Its not common knowledge, but orcs were once elves. During the Time of Darkness, thousands of elves traveling from Arvanaith to Alphere via permanent gateways, were corrupted into orcs when the magic in their blood went awry. Eventually, they were forced from Erilene. A few elves, friends and family of the mutated elves, chose to defect and flee with them. In time, several tribes of orcs and elves settled in the Everdark. Over the last half a millennia, they have struggled to establish a place for themselves in that vast, lightless realm.

Personality: The shadow elves are a divided race, usually along political and religious lines (see Religion below). For all their in-fighting however, civil war has never been an "option" and they are quick to unite when threatened or in times of war. Only the youngest of their number are unable to recall the Descent into the darkness. They take great pride in their ability to survive and even thrive in the Everdark.

Physical Appearance: Almost universally, shadow elves have pale white skin, dark eyes and hair. They are as tall and slender as other elves. On extremely rare occasions, a shadow elf is born with dark skin, silver hair and lavender or violet eyes. These shadow elves are much respected in shadow elven society.

Relations: Shadow elves are fiercely independent. In the harsh realm of the Everdark, they make their own way, refusing to bow to the oppressive mind flayers. Their self-reliance hinders them from turning to other races for aid or assistance. They live side-by-side with the orcs who fled with them into the Night Below.

Alignment: Like all elves, shadow elves favor a chaotic outlook. They are equally divided between the extremes of good and evil, with neutrality rarely seen.

Shadow Elf Lands:

[B]Religion: There are two distinct, yet closely related religions among the shadow elves: the Seldarine and the Tal Shara, one devoted to good and the other to evil. They each hold equal importance within shadow elven society.

[I]The Seldarine: By defecting and fleeing with the orcs, the shadow elves turned their back on the Seldarine. For their part however, the gods however, were unwilling to abandon their children to darkness.

Shadow elf clerics follow the same rules as elven clerics on the surface:

They may be of chaotic good, chaotic neutral, or neutral good alignment. They may choose their domain spells from any domain. This represents the elven clerics’ ability to appease many different gods rather than just one. They must make a Knowledge (religion) check (DC 15 + spell level) for each domain spell, failure indicating that they have offended one of the gods and may not receive that spell for the day. As potent as this is, elven clerics do not receive any domain abilities. Otherwise, they are handled as normal clerics.

The Tal Shara: The workings of the gods are always mysterious and grand, beyond the ken of mortals. When the shadow elves made their Descent, they soon discovered that the bright gods among the Seldarine were "missing", seemingly "replaced" by darker gods. The Tal Shara is essentially, the Seldarine as it exists in shadow; it is a pantheon that simply does not exist on the surface world. The shadow elves have embraced this concept of duality, accepting it a part of their culture, integral to their very natures.

Tal Shara clerics must be chaotic neutral chaotic evil, or neutral evil but are otherwise follow the same rules for clerics of the Seldarine.

Racial Traits: Supplant low-light vision with darkvision, otherwise shadow elves use description for elves in the Player's Guide to Everest .

The Shar: Unlike on the surface world, orcs and shadow elves share a kinship and live side-by-side in the Everdark; only rarely do they come into conflict. The orcs who descended with the shadow elves typically call themselves shar, a Low Elven word meaning "kindred". On the other hand, orc is a Low Elven word meaning “corrupt”.

Much like the shadow elves, the shar are divided along political and religious lines.

Except as noted here, the shar are orcs as described in the Monster Manual.

[There’s enough info on the shar to justify a separate article, but I haven’t written it yet, so this will have to suffice. Of significance, I haven’t decided what impact the orcs ability to reproduce quickly will have in shadow elf society. Maybe the two races should be equal in number?]

Note: The shadow elves described here are unrelated to those of the Known World (a setting for Original D&D and updated to AD&D 2nd Edition as the Mystara Campaign Setting).

[This really isn’t a very polished article but it should get the idea across.]
Artifact

02-06-07, 11:20 PM
In the tradition of Good Lolth (http://boards1.wizards.com/showthread.php?t=772931&highlight=Good+Lolth) and Gods of the Mirror-verse (http://boards1.wizards.com/showthread.php?t=780848&highlight=Gods+of+the+Mirror-verse), I proudly present ;):

Shadows of Everest

http://www.jaestudio.com/DarkKnight.jpg

A thousand years ago, the Alpharian Empire fell into shadow. Once it had unified the continent of Alphere, now that is a time long past. Everest, once a bright realm, is a mere shadow of its previous glory.

Shadows of Everest uses DUNGEONS & DRAGONS v.3.5 core rules: Player's Handbook, Dungeon Master's Guide, Monster Manual and this Player's Guide to Shadow. Other accessories and supplements may be used at the DM's discretion.

Design Note: Shadows of Everest is a simple “What If” to Knights of Everest. For example: What would Alphere be like today if it had never recovered from the Time of Darkness. What if the legendary dwarven warrior Kagyar were still alive?

Shadows of Everest is intended as a fun diversion. It is therefore, more abbreviated then Knights of Everest. There is no reason that it couldn't be given consideration as a full-fledged setting however. So, if Knights has too many damn paladins or pansy elves for your taste, then maybe Shadows will fit the bill . . . Ha, had you there for a second, didn't I? ;)

Reading and Writing: Shadows of Everest is a realm in which knowledge and learning and rapidly fading into an intellectual dark age. The standard rules under the “Speak Language” skill, on page 82 the Player’s Handbook do not apply. Instead, characters that speak a language do not automatically read and write that language, even when it is an automatic language for their race. To gain the ability to read and write a specific tongue, a character must take an additional skill rank in that language. The second rank indicates he has learned the alphabet and punctuation conventions of that tongue and is able to both read and legibly write it.

Races of Shadow: The following races are common in Shadows of Everest: Human, Dwarf, Elf, Half-Orc, Mul. They are as presented in the Player’s Handbook and or the Player’s Guide to Everest (my first post in this thread). There are some cultural considerations unique to the Shadows setting however.

Dwarves of Shadow: The dwarven nation of Kandor fiercely defends itself from all outside threats. The dwarves are a warrior race following the example set by their legendary leader Kagyar the Invincible. The racial devotion to their high king is akin to worship.

The Classes: The following classes are available as presented in the Player's Handbook: Barbarian, Bard (a.k.a. Harbinger), Druid, Fighter, Rogue, Sorcerer, and Warlock (as presented in Complete Arcane).

The Harbinger is a variant Bard class detailed in “Class Acts: Harbinger by Daniel Lawson (in Dragon Magazine #337). See what you miss when you don’t read Dragon Magazine? Now you’ll never know what a Harbinger looks like, 'cause I can't post it for legal reasons ;).

Prestige Classes: The rules for prestige class presented in the Dungeon Master's Guide are optional in the Shadows of Everest setting. If they are used, any of the prestige classes presented in the DMG are appropriate for Alphere. The single exception is the setting-specific Red Wizard.

It should be noted that paladins are still considered prestige classes in Shadows of Everest. This isn't exactly a setting for shinning heroes however, so paladins are as rare as cockatrice teeth (don't know how rare that is, exactly, but my guess its pretty rare ;)).

Bards on the other hand, are no longer considered a prestige class in Shadows; rather, they are a variant class known as harbingers (see above).

I haven't decided on how to handle rangers in the setting. What makes them unique in a darker setting? Any suggestions?

Organizations
Eye of Vecna: The Eye of Vecna is a network of sorcerers and rogues who gather and trade information from across the Immenwood region. The lich Zenmuron founded the network centuries ago. The Eye of Vecna is an established and influential part in the politics of many major cities throughout the region.

The Eye of Vecna has a webbed hierarchy, with cells connected by a single linking thread. A cell could be an individual or a small group. Operatives, known as hands, know only other operatives with whom they have direct contact.

Kingdoms
Grand Duchy of Romula: Romula is a classical feudal society. The lower class is comprised primarily of tenant farmers who work on lands own by their lord. Free farmers, most merchants, artisans, and the military make up the middle class. The upper class is comprised of wealthy landowners and the most successful merchants. The peasants pay fealty to a local lord, who in turn pays fealty to a high noble. All high nobles of course, owe their loyalty to the grand duke.

The nation deals with political turmoil and depredations of fiends, plagues, and monstrous humanoids. Seemingly a strong, stable realm, Romula is, in fact, in the middle of Dark War, and the suspicion and fears wrought by the tumultuous events are a constant trial. Sinister fiend cults, evidence uncovered by the church of demonic possession, and rumors of otherworldly subversion bedevil Romula, making it a kingdom that is hesitant to place its trust in others. The people of this land realize they must be self-reliant and depend on their own strengths to survive; all too often, the clasped hand of a generous friend can become the clutching talon of a grinning fiend.

Okay, that was a fun diversionary tactic, so before anyone notices, here it is: :bump:
Cornell_Magunatis

02-08-07, 08:58 PM
That campaign world is amazing and you truelly deserve credit for coming up with that. I would like to ask a few questions that are not tied straight to your campaign world. How do you come up with all that, can you tell me anything like how you organize it, how exactly do you organize it (in a note book, on the computer?) Do you have a certian format you follow? Could you take a look at my thread, how do you create and organize a campaign world? and help me out. And lastly my other question is what is a PDF. and how do you host it, I don;t want to know the details just what it is? thanks so much! Keep up with your creation, you are the best creater I have seen on these threads!
DarkLiChNeaZur

02-08-07, 09:06 PM
wow i really like how you set it up as a handbook, this is pretty cool i like the high fantasy, it takes the old and makes it new again in a fresh way cool beanz ! or as Pikel would said OOO OI :eek:
Artifact

02-08-07, 10:01 PM
That campaign world is amazing and you truelly deserve credit for coming up with that. I would like to ask a few questions that are not tied straight to your campaign world. How do you come up with all that, can you tell me anything like how you organize it, how exactly do you organize it (in a note book, on the computer?) Do you have a certian format you follow? Could you take a look at my thread, how do you create and organize a campaign world? and help me out. And lastly my other question is what is a PDF. and how do you host it, I don;t want to know the details just what it is? thanks so much! Keep up with your creation, you are the best creater I have seen on these threads!

Thanks for the compliment; it really makes my day :).

This setting is purely a hobby, but it does require a bit of organization. I work almost exclusively on computer, using Microsoft Word. The good thing about working in Word is you can format the backround, add pics, determine fonts (lettering), set up hyperlinks to other documents, etc. I love it. If you don't have access to Microsoft Word, then the WordPad program that comes with your PC will work as well, but most of the formatting is not available. (I'm sure Mac users get some kinda love too?)

I save the documents on my hard-drive as well as backups on CDs. I create seperate folders for each area of the setting I want to detail; I organize my documents in these.

For example: I have folders for: CLASSES, RELIGION, RACES, MAGIC, STORIES, KINGDOMS, EVERLORE (my eyes only stuff ;)), ORGANIZATIONS, MONSTERS, IMPORTANT NPCS, etc. They way I see it, every campaign needs at least a little detail in all of these areas.

PDF (portable document format?) is a popular document type on the web. Its program (called Acrobat Reader) can usually be found on your computer or on the web. If its not on your computer, go to Adobe.com and look for the Acrobat Reader download. The good thing about PDF files is they take less 'room' when stored on a hard-drive or CD (Word docs tend to get a bit 'bulky' after a while, especially if you format as heavily as I do); also any formatting is preserved.

I've just recently been made aware of a program called CutePDFWriter (Google it, that's what I did) which lets you save any printable documents as PDF files. Very handy.

As I write this, I haven't look at the thread you mentioned, but I will and I'll continue from there.

Thanks for the compliments, both of you.

Before I leave, if anyone has any suggestions for how I can improve the setting, feel free to chime in. I'm running solo but I love to collaborate (Seraphine Harmonium has been really cool in this regard). If nothing else, let me know if you like Knights of Everest (or not, but please remember to be respectful and constructive), tell me what you'd like to see (or not) and I'll do my part to return the favor :).
Artifact

05-01-07, 07:28 PM
[Edit] Oh, hey, here's a li'l nod to Seraphine Harmonium :):

Iconics of Everest

“Greyhawk? Never heard of it.” –Hennet, High Sorcerer of Immensea.

Core D&D rules use Greyhawk as the default setting. The iconic characters all hail from that setting. This does not mean they have no place in Knights of Everest however. Rather than let a good idea go to waste, here’s how I present them in Alphere:

Krusk (Male half-orc, CN Barbarian 7)
Krusk grew up among the orcs tribes in the cold, barbaric Northern Wastes. In most of Alphere, orcs and humans exist in a state of near war. This is not the case in the Northern Wastes however; in this remote land, the orcs and human tribes have developed trade as a means of survival. Over time, they have traded not only essentials such as food and supplies but even thoughts and ideas. Although most societies of Alphere keep their religious beliefs private, the orcs and humans share a common faith. Amongst themselves, they openly worship a large pantheon of deities known appropriately enough as the Northern Gods.* From an early age, he listened as stories were traded between orc and human traders.

Currently, Krusk travels the human dominated lands to the south, bringing with him a deeper understanding and appreciation for humans than is typical for an orc. A devout follower of Thor, and like his patron god, is renowned for his great strength

(*) Credit and thanks to Seraphine Harmonium for this idea.

Lidda (Female human, NG Rogue 7)
Lidda is very young, only sixteen years old, but she is already an experienced adventurer. Her friends affectionately call her “half-pint”, although she is sensitive about her slight stature and quick to take offense at mean-spirited comments.

Lidda grew up in the South Quarter, a poor section of Prominence. She fought her way to the top of the back alley food chain through skill and talent. Lidda often finds herself standing up for the ‘little gal’ (as it were). She has gained a reputation among the downtrodden as a woman people turn to when they need help.

Lidda lives by a code of honor. She is not averse to fighting dirty when the situation calls for it, using every trick to win, yet she discards her weapon when facing an unarmed opponent. She speaks honestly to friends and enemies, but bends the truth to save a life.

(*) Thanks to Robert J. Hahn for this idea, developed in “Class Acts: Rogue Law (Dragon Magazine #328.)

Well, nothing on the other iconics (yet) but I just wanted to give the nod.

************

Just for fun, here's some high-level NPCs:

Speaker of the Stars

In any of the innumerable worlds she travels, the elven sorceress known simply as the Speaker of the Stars is one of the most powerful individuals imaginable. She represents the elves to the worlds beyond Everest.

Speaker of the Stars is actually an inherited title and position. For over ten millennia only twenty elves have held the title. The current Speaker is the longest serving, having been in office for over a thousand years.

Her form, constantly shifting imperceptibly between worlds, is often translucent.


CG female elf, Sorcerer 26

Str 10 Dex 16 Con 10 Int15 Wis 18 Cha 22

Armor Class 15
Hit Points 57

Fort +9, Ref +12, Will +19

Melee Attack +13/+8
Ranged Attack +16/+11 (+3 Dex)

Special: The Speaker of the Stars (Template).

Racial Traits: The Speaker of the Stars is an elf of Arvanaith; as such, she does not share the racial traits common to elves of Everest, having instead the typical elf racial traits described in Player’s Handbook. As an elf of Arvanaith, she is also gifted with immortality. The Speaker of the Stars does not suffer the ravages of time and is thus immune to aging attacks and normal disease.

Enhanced Abilities: The Speaker of the Stars has used multiple wishes to increase her Intelligence and Wisdom. Her Intelligence has a +3 inherent bonus included in its value. Her Wisdom has a +4 inherent bonus included in its value.

Feats: Eschew Materials, Persistent Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Spell Penetration.

Epic Feats: Epic Spellcasting, Increased Spell Capacity (10th), Increased Spell Capacity (11th), Increased Spell Capacity (12th).

Epic Spellcasting and the rules for True Dweomers are detailed in the Epic Level Handbook (and updated in the v.3.5 Update Booklet). These rules are ported for this article.

Spells per Day (6/8/8/8/7/7/7/7/6/6/1/1/1). Chosen from the following list: 0- arcane mark, daze detect, magic, detect poison, ghost sounds, light, message, open/close, read magic; 1st- endure elements, feather fall, hold portal, magic missile, silent image; 2nd- detect thoughts, knock, levitate, magic mouth, minor image; 3rd- arcane sight, blink, clairaudience/clairvoyance, haste; 4th- dimensional anchor, dimension door, lesser geas, summon monster IV; 5th- contact other plane, dismissal, lesser planar binding, teleport; 6th- anti-magic shell, greater dispel magic, shadow walk; 7th- banishment*, greater teleport, instant summons, plane shift*, teleport object; 8th- dimensional lock, discern location, maze; 9th- astral projection*, freedom, gate*, imprisonment, time stop, wish. (*) Bonus spell from template. Base DC= 17 + spell level. Caster level 26th.

Signature Possessions:

Ability Increases: Cha 17 (4th), Cha 18 (8th), Cha 19 (12th), Cha 20 (16th), Cha 21 (20th), Cha 22 (24th).

Herald: The elf fighter-mage [I]Alhan Sarravas serves as herald for the Speaker of the Stars.

The Speaker of the Stars represents the elves to the many worlds beyond Everest.

Creating a Speaker of the Stars
Speaker of the Stars is an acquired template that can be added to any elf that is native to Arvanaith. She must be a sorcerer capable of casting 9th level spells (referred to hereafter as “the character”). It uses all the character’s statistics and special abilities, except as noted here.

Special Qualities: The Speaker of the Stars has all the special qualities of the character in addition to those listed below:

World Walker: Upon acquiring this template, the Speaker of the Stars adds the following spells to her list of spells known: astral projection, banishment, gate (planar travel only), plane shift. If any of these spells are already known, there is no further effect.

A Thousand Worlds: Her form, constantly shifting imperceptibly between worlds, is often translucent. Upon acquiring this template, the Speaker of the Stars gains a +1 deflection bonus to Armor Class. In addition, all her melee attacks can affect incorporeal creatures as if she were wielding a ghost touch weapon.

Unless otherwise noted, the Speaker of the Stars is equivalent to the character in all respects.


Laskar

Laskar is currently over one hundred years old, physically gaunt and bent with age, although his mind and his magic are as powerful as ever.

He often reminisces of ages long ago. Many sages believe these lingering memories are not his own however, but actually belong to another magus who lived during the twilight of the Alpharian Empire over a thousand years ago; they believe Laskar has somehow assumed the other’s memories.

Laskar’s speech is dated and old-fashioned, with abundant occurrences of “ye” and “thy”. He commonly wears the conical hat and curled slippers that were last popular during the days of Ancient Alpharia.

Quote: “Ahh, back in my day . . .”


NG male human (magus), Sorcerer 18, Archmage 3

Str 12 Dex 12 Con 10 Int 14 Wis 15 Cha 20

Armor Class 11
Hit Points 52

Fort+6, Ref +7, Will +16

Melee Attack +11/+6
Ranged Attack +11/+6

Special: High arcane: arcane fire, mastery of elements, spell-like ability—limited wish 2/day), contingency (via limited wish): If targeted by a hostile spell, then cast globe of invulnerability.

See also Contingent Spells and Permanent Spells (detailed below). Many of these abilities make use of limited wish or wish, which requires an expenditure of 300 to 5,000 XP. Assuming he has 220,500 XP (midway to 22nd level), Laskar can maintain up to two contingent wish spells and one contingent limited wish without losing a level. Also, Laskar has set up these abilities over a period of seventy years, so the XP loss has not occurred all at once.

Contingent Spells: Laskar maintains the following Contingent Spells upon his person:

When maximum hit points are lost, cast stoneskin.
·Cast maximized mirror image on myself if subject to an attack that it could block.
·When my hit points are 10% of maximum, then cast cure critical wounds via limited wish.
·If my hit points are reduced to 0, then cast wish to heal all damage.
·If reduced to -10 hp (dead), then cast wish to revive me

These contingent spells are all single-use, one-spell magical effects that take effect upon Laskar (the bearer). They take up no space on the body, nor do they have physical form. They remain inactive until triggered. As per the Craft Contingent Spell feat, Laskar can bear a maximum of 21 contingent spells upon his person at any one time (a number equal to his Hit Dice).

Permanent Spells: Using the 5th level spell sorcerer spell permanency (via limited wish), Laskar has made the following spells permanent upon himself: arcane sight, comprehend languages, darkvision, detect magic, read magic, see invisibility, tongues, telepathic bond (with the magus Lranun*), resistance (+1 bonus to all saves)

(*) This telepathic bond is used predominantly in case of emergency. The linked magi are close allies however, and they sometimes use it to converse in private.

Feats: Spell Focus (evocation), Skill Focus (spellcraft), Spell Focus (abjuration), Greater Spell Focus (evocation), Greater Spell Focus (abjuration), Craft Contingent Spell, Spell Penetration, Greater Spell Penetration

Craft Contingent Spell is presented in Complete Arcane and is ported for this article.

Epic Feats: Improved Spell Capacity (10th).

Spells per Day (6/6/6/6/6/5/6/5/5/5/1). Base DC= 17 + spell level, 19 + spell level for abjuration and evocation spells). Caster level 21st.

Spells Known: 0- acid splash, arcane mark, daze, detect magic (at will), ghost sound, read magic (at will), prestidigitation, mage hand, ray of frost; 1st- burning hands, charm person, magic missile, sleep, true strike; 2nd- invisibility, levitate, minor image, mirror image, shatter; 3rd- fly, hold person, lightning bolt; 4th- polymorph, shadow conjuration, shout, stoneskin; 5th- shadow evocation, summon monster V, teleport, wall of force; 6th- globe of invulnerability, greater dispel magic, greater heroism, 7th- delayed blast fireball, limited wish, prismatic spray; 8th- clenched fist, power word stun, prismatic wall; 9th- disjunction, meteor swarm, wish.

Signature Possessions: [Not completed]

Languages: Common, Alpharian, Ancient Alpharian, Orc.

Ability Increases: Cha 17 (4th), Cha 18 (8th), Cha 19 (12th), Cha 20 (16th), Wis 15 (20th). See also Enhanced Abilities detailed above.

Design Notes: Laskar is an iconic hero of the Knights of Everest setting, an archmage in the vein of Mordenkainen or Elminster. Iconic heroes often benefit from rules that are designed specifically for them. For example, Elminster is a Chosen of Mystra. This grants him several benefits: He does not age, is immune to a wide array of specific spells, and has access to a magical power known as silverfire. In the case of Laskar, he makes extensive use of the Craft Contingent Spell feat.

An indentured servant, a half-orc named Ganik the Gold sees to Laskar’s personal needs.

****************

Here's how I see "half-bloods" in the setting:

Disadvantages are recommended for half-blood characters. Here are a couple of ideas:

Public Identity
The half-blood is a famous, public figure, and will be known and recognized nearly everywhere. He has no possible underground identity, and authorities, villains, and celebrity seekers can always find him. Known by everyone, this can make the half-blood’s life simpler, but also causes a lot of trouble (ask any celebrity).

Watched
Half-bloods can never hide their heritage. Invariably, individuals and groups more powerful than themselves watch the half-bloods. These watchers are not limited to a specific geographical area. The half-blood may or may not know he is being watched (player’s choice).

Being watched means that during adventures the watchers can show up and attempt to do something unpleasant to the half-blood. This may take the form of mild punishment, such as deportation, fining, questions, theft of possessions.

The chance for a watcher to show up in each game session is 8 or less roll on 3d6. The DM secretly rolls this chance at the beginning of the adventure. This chance to show up is meant as a general guideline for the DM, not a strict rule. The DM should feel free to ignore the roll if another adventure is planned. However, he should make a note of it and have the watchers show up during another session.

All watchers must be approved by the DM, and all watchers should already be written up by the DM. The player (with the DM’s help) should figure out why he’s being watched by that particular individual or group. Watchers are typically villains but they may be working on the side of good.

Design Note: Inspired by Hero System 4th Edition (Disadvantages described on pages122 and 124.)

*****************

Anyway, the reason I'm posting these "tidly bits" is because I wanted to acknowledge within my Knights of Everest thread how much Dragon Magazine has encouraged me over the years. I cite Dragon many, many times here as a source of inspiration. I just wanted to take the opportunity to say "Thank You!" once again.

So, before I go, here's one last tidbit:

Knights of Everest-- At A Glance

Core Classes: Barbarian, Cleric, Druid, Fighter, Rogue, Sorcerer.

Clerics are defined by race. Sorcerers lose familiar, gain Metamagic Specialist class feature (as in PH II).

Prestige Classes: As DMG, also Prestige Bard, Paladin, and Ranger (as presented in Unearthed Arcana. Prestige classes are optional.

Paladins serve the Church of Romula. Rangers are elite elf warriors.

Unavailable Classes: Monk, Wizard.

Common Races: Human, Dwarf, Elf, Half-Orc, Mul.

Elves lose wizard as favored class, gain fighter. Muls replace half-elves (in theory).

Unavailable Races: Half-elf, Halfling.

Uncommon Races: Gnome, Warforged.

Have a nice day :).
Seraphine_Harmonium

05-03-07, 09:01 PM
Yay! A nod! Speaker of the Stars is very interesting. Is that going to become an aspect of your campaign? How does one go about acquiring the template?
Artifact

07-03-07, 07:32 PM
Talani

The talani live in a society where honor, strength, and intelligence determine prestige and standing. According to legend, the concept of chivalry was introduced to humans after a young Piergon Ismane spent many months among the Talani. Inspired by their culture and traditions he went on to found the Knights Romulas, one of the most prominent orders of knighthood among humans.

Personality: From youth, talani are trained in combat and warfare and instilled with a strict code of honor. Talani value both strength and intelligence. Talani often match physical skill and mental cunning in a series of formal games known as the Great Tournament, held annually.

Physical Description: The talani are an amalgam of horse and human. They are humanoid in appearance with equine heads and legs that end in hooves. They have coats with a range of colors and distinctive markings. Their hands have only three fingers with an opposable thumb. Talani stand between 6½ to 7½ feet tall, weighing between 275 and 350 pounds.

Talani commonly wear loose fitting chemises or tabards of green, red, or blue. Tabards typically are embroidered with the crest or insignia of the individual talani’s tribe. They refrain from any kind of breaches or leggings, instead leaving their equine legs free. Their hooves are typically unshod, although when going into battle, they may wear special iron shoeing which enhances their natural movement.

Relations: Talani get along well with humans, dwarves, and elves. They respect humans as a race that understands honor. They admire the dwarves devotion to duty but believe such obedience should be balanced by honor.

Alignment: All talani are raised to believe in a strict code of honor. They are loyal unto death to family and friends and implacable adversaries to their enemies. Talani are most always lawful and they tend toward good but evil is not unheard of among their kind.

Talani Lands: Talani control the grasslands to the south of the Kingdom of Romula. Their nation, the Talani Alliance, is not large but is dutifully guarded against incursion via a series of listening posts and frontier keeps along the borders*. A tight knit gathering of tribes make up the homeland of the talani.

Religion: Talani worship a small pantheon of deities dedicated to heroism and chivalry. Rumors persist of a corrupted faction that has turned to evil. If these rumors are true, the good talani will stop at nothing to eradicate this dark faction. [Details of the pantheon are not developed yet.]

Language: Talani speak their own tongue, which while not quite as graceful or poetic as Elven, is well suited to the talani manner of speaking and writing. They also a very archaic dialect of Common and tend to be fluent in the language of their neighbors, the humans of Romula.

Names: Each talani child is given a game by his or her parent that reflects a feature or characteristic the child possesses, and on occasion is reminiscent of something in nature. For example: Chosen Dawn, Ember, Emerald Sky, Proudheart, Whisper.

Adventurers: Some talani take up adventuring for practical reasons. Traveling the wider world gives them the opportunity to hone their combat skills and battle prowess. Others travel endless miles and wait for years, all in pursuit of a great accomplishment, some driving quest.

TALANI RACIAL TRAITS

+2 Strength, +2 Constitution, –2 Dexterity: Talani are tough and strong, but not too nimble.
Medium: As Medium creatures, Talani have no special bonuses or penalties due to their size.
Talani base land speed is 30 feet.
Low-Light Vision: A Talani can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Castling: Talani can use the following spell-like ability once per day: Benign transposition (described in and ported from Spell Compendium). Caster level equals the talani’s class levels. This ability, which Talani call castling, directly inspired the development of a special move in the game of kings, which takes the same name.
Fearlessness: Talani are immune to fear, magical and otherwise.
Automatic Languages: Talani, Common. Bonus Languages: Romulan.
Favored Class: Fighter. A multiclass talani’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
As defined in the Player’s Guide to Everest, the talani are an uncommon race.

[As time (and my personal talent) permits, I’d like to develop some racial substitution levels for talani fighters. For now however, feel free to PEACH away—ya gotta love that acronym, eh? I’m definitely interested in and needing some feedback on this.]

(*) Many thanks to Stefan Harp who wrote the article “Listening Posts” presented in Dungeon Magazine #148.

And while we're on the subject of credit where credit is due, the talani are directly inspired by the kaborians, an equine race featured in the comic book Spanner's Galaxy, written by Nicola Cuti and drawn by Tom Mandrake. This was a 6 issue mini-series published in 1984 by DC Comics (back in the days when a comic book mini-series was a relatively new idea). The kaborians were memorable to me because they had an ability known as castling-- in fact, that was the name of the very first issue of the series.

This race has been stewing in my mind for months, so yeah, I would value any feedback. It annoys me to no end that it has taken so long for me to get it out of my head and onto paper though. Does anyone else ever have this problem? I see so many wonderful things posted on these boards, and they often seem so effortless, so "complete" from the get-go; am I the only one who struggles to get his thoughts on paper? Just curious, feel free to share.
Seraphine_Harmonium

07-04-07, 01:33 PM
Hey, haven't seen this in a while . . .

Interesting little race you've got there. I rather like it. I'm debating in my head about whether I would say to give them a higher movement speed. On the one hand they're horse-people. On the other hand they still only have two legs and something about them seems awkward to me. Other than that (and I'm not sure about that one) I don't know of anything I would change.

I must say though that I am amused at the idea of a hierarchy based on coat colors. I would say think of little things along those lines to spice up the flavor for them. But they're pretty good right now. You get a cookie! :cookie:
~Seraph
GoukaRyuu

08-06-07, 04:46 PM
Are you still working on this setting? I think it is really well done and I like it a lot, and by that I mean I love everything about it. I especially love how you have changed the fluff of some prcs in order to put them into your world. I also think it is cool that you made this equine like race, even more of a way to balance out from the cores races you removed, not counting the races you canonically added from the various supplements. I'm going to keep checking back to see if this has been added to.





P.S. Sorry for this thread necromancy. :P