Knights of Everest v.3.5 [Archive] - Wizards Community

Post/Author/DateTimePost
Artifact

08-19-07, 07:13 PM
http://www.geocities.com/dwayne_thomas/everest.jpg

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 vile orcs and greedy 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.

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.

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

The following D&D supplements are recommended: Complete Warrior, Complete Divine, Complete Arcane, Complete Adventurer, Player’s Handbook II, Tome of Magic, Races of Stone, Races of Destiny, Races of the Wild. They are often referenced in the Setting Guide, being useful for “expanding” the campaign beyond the core rules. As supplements however, they remain entirely optional; if you choose not to use them, or don’t have access to them, simply ignore any reference.



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).

Expanded Classes: Hexblade, Knight, Scout, Spirit Shaman, Swashbuckler, Warlock.

If you choose not use the expanded classes, then ignore this section.

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: Beguiler, Duskblade, Monk, Ninja, Samurai, Shugenja, Truenamer, Wizard, Wu Jen.

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

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

Uncommon Races: Gnome, Talani, Warforged.

Rare Races: Goliath, Raptorian.

Unavailable Races: Half-elf, Halfling, Illumian.

Action Points
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.

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

This is a variant of the “Injury and Death” rules from page 145 of the PH.

1) At 0 hp or less, you fall unconscious and are dying.

Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).

2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.

3) If you’re dying at the end of your turn, roll 1d20.

Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.

In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.

5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.

Clerical healing is relatively rare in Knights of Everest; I thought this might be a valuable option to have. Its a variant rule taken from a Design & Devopement (http://www.wizards.com/default.asp?x=dnd/drdd/20080201a&pf=true) web article.

Good and Evil in Alphere
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. Hopefully this lends a more "heroic" flavor to the setting.


Arcane magic is not a science. It is not a complex formula, 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 in the Star Wars Trilogy).

Access to Arcane Magic
Arcane Magic in Knights of Everest 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 multiclassed 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 and Spell Compendium.

Ported Spells

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

CoalescenceThis sparkling gold dust is a physical manifestation of 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.
Design Note: 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.


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

From Complete Warrior: Extend Rage, Extra Rage, Intimidating Rage
From Complete Divine: Empower Turning, Extra Wild Shape, Fast Wild Shape
From Complete Arcane: Extra Slot, Extra Spell, Obtain Familiar
From Complete Adventurer: Open Minded
From Complete Scoundrel: Savvy Rogue
From Player’s Handbook II: Melee Weapon Mastery, Ranged Weapon Mastery, Shield Specialization, Weapon Supremacy
From Eberron Campaign Setting: Action Boost, Action Surge, Heroic Spirit


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, 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.


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 Anduin. Invented over two thousand years ago by a small conclave of magicians, under the guidance of the Emperor Anduin I himself, who established the particulars:

Each month is named: [We're currently referring to the Gregorian calendar for simplicity's sake-- bless her sweet soul ;)]

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 that occurs once, randomly within each calendar year.

Marking the Years: Every human land has its own preferred system for marking the passing years:

The Alpharians mark the years from the first founding of the [I]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).

Lunar Calendars: Both druids and the elves follow a lunar calendar based on cycles of the moon phase. Unlike the druidic calendar however, the elven calendar follows the cycles of Selene, a moon that only elves are able to see.

Marking the Years: Druids mark time from the raising of the Standing Stones over eight thousand years ago (think real world Stonehenge). The Elves mark the passing of years from their arrival on Alphere over five thousand years ago.

See my sig for a linked version of the Setting Guide.
Artifact

08-19-07, 07:25 PM
Races of Everest

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 any 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
Goliath
Raptorian

-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.


Humans and Half-Orcs
Humans and Half-Orcs are fully described in Races of Destiny.

If you don't have access to this supplement, feel free to just make some stuff up ;). That's one of the really nice things about supplementary material though, you don't have to do all the work yourself; you can just "port" it into the setting as needed.

Aasimar and Tiefling
Aasimar and Tieflings are fully described in Races of Destiny, just add the racial skill bonuses listed in their Monster Manual entry.

Aasimar are more properly known as devas (a nod to 4e).


http://www.geocities.com/dwayne_thomas/Dwarves.jpg
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 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 (and even out-right war) with orcs and warforged.

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, 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 (see post #9) 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.

War Bound: Dwarves have an interesting custom concerning friendships and debts of honor. One of their most sacred practices is an oath of allegiance, pronouncing a person or persons as "war bound". Usually this is a non-dwarf who has earned the special friendship of the dwarven people. Dwarves can become war bound but such characters are somewhat unusual. A dwarf who becomes war bound when he renders a great service to a dwarven realm that is not his homeland. Or, he may have shared recognition for a deed with one or more of his non-dwarf friends.

Another dwarven custom is the "honor family". This is a special bond of friendship between a dwarf and another person or persons. An honor family comprises a dwarf's true friends, those boon companions who he would readily lay down his life to protect (think adventuring parties).


http://www.wizards.com/dnd/images/ph2_gallery/97103.jpg
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, known as havens. 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 favored weapon from any weapon they are racially proficient with.

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 (see post #5 below).

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 and the faithless. See post #5, "The Dark Queen" for a look at the drow. Here is a look at the faithless:

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 full 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. The 'elf-friend' is a concept introduced (or at least popularized) by Tolkein. It is cliche (no doubt) but the concept has appeared in innumerable fantasy settings and writings 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 Classic D&D supplement The Elves of Alfheim.


http://www.geocities.com/dwayne_thomas/Muls.jpg
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 normally find acceptance in human lands. In dwarven strongholds, they often work as cheap labor or even as slaves.

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 Constitution, -2 Charisma. Muls are exceptionally strong and durable but 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.
Hardy: Muls need only half as much rest to eliminate the effects of fatigue and exhaustion.
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)

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.
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 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 sect 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, Night Ember, Fair Sky, Proud Heart, Whisper Wind.

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 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 be ;):

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.

Some backround 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. Meanwhile, 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 was by far the most ambitious and took the longest to implement. 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, their bloody revolt against the dwarves began. 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 . . .
Artifact

08-20-07, 03:56 PM
The Classes
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.

In Knights of Everest, non-humans are very private about their religious practices. For instance, 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.

This unique approach to religion can make it challenging to play non-human clerics. If handled properly, it's not difficult however. Here are a few suggestions that have worked for our games:

Playing a non-human cleric is intended as an opportunity for role-playing, not a hindrance.

If, in your campaign, the players have the habit of looking at one another’s character sheets, or secrets are hard to keep ;), ask your DM if you can keep two different record sheets for your cleric character. One, which you use in normal play, contains the normal information about the character’s fighting abilities, feats, hit points, level, equipment, and so on. The other, which you don’t drag out at a game except when you can be sure you aren’t being observed, also contains the information about her clerical spells and her actual experience totals. This way, you can keep the truth about the character’s clerical status from the other players for a longer time, and it will be more of a surprise if and when the truth finally does come out.

There are no hard and fast rules for how and when it should be revealed that a non-human is a cleric, but it should be a significant campaign event involving the whole party.

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.



Unlike religion in most of Alphere, druidism is not divided along racial lines. Each race has its unique traditions and services, separate from all others, but the core beliefs of the Old Faith remains very similar among all races, whether human, dwarf, or elf.

Druidism is the first religion in the history of Alphere to ever have a unifying effect among the races. Most who are knowledgeable about such things agree this is an unintentional result. Over the millennia however, other religions have attempted such results by design; some have even met with a measure of success (such as the Eversoul), while others have simply faded with little lasting impact.

The Dwarves: Prior to their emergence from the Everdark to the surface world, the dwarves thought very little about the place and power of Nature. Far beyond their lightless underground strongholds however, the dwarves felt exposed and vulnerable, an intolerable feeling for any dwarf.

The dwarves soon realized that the connection they felt with the deep earth need not be diminished on the surface. Through druidism, the dwarves could achieve full strength, both on the surface and below. Among the dwarves druidism is known as the Land, and focuses on two distinct aspects: Above, symbolized by light, and Below, symbolized by darkness.

The Elves: When the elves first arrived on Alphere over ten thousand years ago, their clerics were out of contact with the Seldarine for a brief time. During this period, spanning several tumultuous years, the elves discovered druidism. It was during these early years that the Rangers first came into prominence among their people, gaining prestige and respect as an elite order of holy warriors that has been carried into the present day.

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 (in post #2). 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.

Expanded classes (as they are sometimes known) appear in sourcebooks other than the [I]Player's Handbook. As the name suggests, these classes "expand" the campaign beyond the core rules. They are recommended but like prestige classes, are entirely optional in Knights of Everest. If you choose not use these classes, or don't have access to the supplements they appear in, just ignore this section.

Hexblade
Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe.

Hexblades are described in Complete Warrior.

Knight
A knight is a proud, skilled combatant who fights in the name of honor and chivalry.

Knights are described in Player's Handbook II.

Scout
Any force on the move, whether an army or adventuring party, needs information about what's ahead and what's behind, and most important, time to prepare for battle. A scout excells at such missions.

Scouts are described in Complete Adventurer.

Spirit Shaman
Master of the spirit world, the spirit shaman's world is filled with powerful, living spirits, some helpful and some malign.

Spirit shamans practice the old faith, the same as druids.

Swashbuckler
The swashbuckler is daring, swift and agile. Favoring wit over brute force, the swashbuckler excels both in combat and in social situations.

Swashbucklers are described in Complete Warrior.

Warlock
Born of a supernatural bloodline, the warlock seeks to master the perilous magic that infuses his soul. Unlike a sorcerer, who approaches magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will.

Warlocks are described in Complete Arcane.

*** *** ***

For more recommendations on using supplemental material in Knights of Everest, check out post #9. There is also setting-specific details on some additional "base classes" that might appear: Dragonfire Adept (Dragon Magic), Favored Soul (Complete Divine), Dragon Shaman (Player's Handbook II), Binder, Shadowcaster (Tome of Magic), Spellthief (Complete Adventurer).

Some expanded classes do not appear in Knights of Everest (for a variety of reasons, see post #9 for details). These are: Ninja (Complete Adventurer), Samurai (Complete Warrior), Shugenja (Complete Divine), Wu Jen (Complete Arcane), Beguiler, Duskblade (Player's Handbook II), Truenamer (Tome of Magic). I mention them here for the sake of clarity.

Prestige Classes
The rules for prestige classes presented in the Dungeon Master’s Guide are entirely optional in Knights of Everest. If these rules aren’t used, then no prestige classes appear in the setting, including the Prestige Bard, Paladin, and Ranger.

That being said: In presenting a holistic view of Knights of Everest, the following prestige classes may appear in my own material for the setting: Any of the prestige classes presented in the DMG. The two exceptions are the setting-specific Red Wizard and the arcane spellcasting Assassin (see below for a non-spellcasting variant). Also, the Bard, Paladin and Ranger are prestige classes (as presented in Unearthed Arcana) rather than core classes.

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” in post #1).


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).


Here's a few more prestige classes recommended for Knights of Everest (see the appropriate article for more details):

Acolyte of the Blood
a.k.a Acolyte of the Skin from Complete Arcane

Church Inquisitor
From Complete Divine

Knight Romulas
a.k.a. Prestige Paladin from Unearthed Arcana

Silver Dragon Knight
a.k.a. Purple Dragon Knight from Complete Warrior

Knight of the Chalice
From Complete Warrior

Knight of St. Cuthbert
a.k.a. Knight Protector from Complete Warrior

Knight of the Arcane Eye
a.k.a. Unseen Seer from Complete Mage

Northern Command Officer
a.k.a. Grey Hand Enforcer from Waterdeep: City of Splendors

Ruathar (a.k.a. "Elf-Friend")
From Races of the Wild
Artifact

08-20-07, 06:21 PM
Capital: Prominence
Population: Humans, dwarves, half-orcs, muls
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*.

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

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 haven within 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) (Supplemental)
If the optional rules for prestige classes are used, then the Prestige Paladin is, in essence, the prestige class of the order.

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 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. Silver Dragon Knights 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. Silver Dragon Knights wear silver stars to denote their order.

Silver Dragon Knight Prestige Class (Supplemental)
If the optional rules for prestige classes are used, then the Silver Dragon Knight 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 in the name of 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.

Knight of St. Cuthbert (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.

For a more in-depth look at Cuthbert of the Cudgel, check out post #5 under "Church of Romula".

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.

Knight of the Chalice (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 promotes 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.**

(**) Ripped directly from Wikipedia.com under 'knights' entry. Thanks for doing the hard work, Wiki-P! ;)

The Code Romulas

You shall believe all that the Church of Romula teaches, and shall observe all its directions.
You shall defend the Church.
You shall respect all weaknesses, and shall constitute thyself the defender of them.
You shall love the country in which you were born.
You shall not recoil before thine enemy.
You shall make war against the Evil-Hearted without cessation, and without mercy.
You shall perform scrupulously thy feudal duties, if they be not contrary to the laws of Heaven.
You shall never lie, and shall remain faithful to thy pledged word.
You shall be generous and give willingly to those in need.
You shall be everywhere and always the champion of the Right and the Good against Injustice and Evil.

Once again, taken from the Wikipedia entry on “Chivalry”.

Playing A Knight
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.

Choice of Weapons: Certain weapons are preferred over others, such that a knight will seek proficiency in these weapons before learning other weapons. These weapons are the lance, long sword, broad sword, bastard sword, short sword, horseman’s mace, horseman’s flail, horseman’s military pick, dagger, scimitar, and javelin.

Weapons that deal out damage at a distance (such as slings and bows) call into question the knight’s personal bravery, and as such are avoided by all except the most powerful of knights.

Armor: To the knight, armor is a much as badge of station as it is a means of protection. Thus, a knight character will always seek to possess the very best and finest-quality armor the knight is able to own. In this endeavor, appearance is as important as function, so engraving, inlaying, and decoration of the armor will always be sought. Plate armor is the knight’s first choice; other preferences ranking beneath that are (in order of desirability) plate mail, banded or splint mail, chain mail, scale mail, and ring mail. Leather, studded leather, and padded armor are the dress of thieves and peasants, and as such are beneath the knight’s station, such that the knight will not wear these armor types. This list of preferences applies even in the case of magical armor, so that magical chain mail will not be worn if banded or splint mail of normal sort is available.

Coat of Arms: As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing. This bearing is the device worn upon the knight’s shield to identify himself on the battlefield and in tournament. (In tournament, the shield may be covered with dark hide to keep the user’s identity unknown, hence a “black knight.”) The armorial bearing may be kept covered while traveling, but is always revealed when an encounter occurs with creatures that might understand the import of such a device. (Your local library will likely contain books on heraldry for those who wish to design their own armorial bearings for their characters.)

Respect: Knights of Everest is a realm in which people treat each other with respect almost always. This is especially easy to notice in the interactions between nobles and the common folk. Nobles whether, hereditary or based on wealth and reputation, receive deference and respect (and perhaps even affection) from other people. In turn, they work to uphold the ideals of nobility and do what they can to deserve their positions.

Maintaining an atmosphere of generally healthy respect for good authority in your campaign may prove difficult however, since some players may think of themselves as "rebels". They don't like taking orders –or even suggestions—even from characters notably wiser and more powerful than themselves. These players go out of their way to make it clear that they are in control of their actions.

The best way to keep such rebelliousness under control is to discuss it with the players in advance. Before the campaign begins, make sure the players understand this concept of respectfulness in the game. Players with characters in positions of obedience or deference should appropriately obey or defer in most situations.

They should realize—through common sense and dramatic cues—when the time comes to break the rules, but their default behavior should follow the general pattern. If a player can't (more likely won't) comply, you (as DM) should feel free to deduct experience points for a particular adventure in which the character acts inappropriately.

Its even more effective if you can work to show the character the error of his ways within the game. Those that act rudely toward others who deserve better are sure to be shunned by respectable society. Many doors may be slammed in the face of the character (both figuratively and literally). Meanwhile, those that are kindly are sure to be shown respect in return (at least by good people). This can certainly turn out to be its own reward.

And lastly, deference has its limits, but its dependant on circumstances. Obeying your "betters" is just fine when they deserve it but blind obedience is not heroic. Servants of an evil warlord may be obedient to his will but unwavering servitude can only end badly. Until someone is willing and able stand up for what's right, things won't get much better.

Some of these sections are taken directly from Unearthed Arcana by Gary Gygax.

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).

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

Prominence is a walled city, sometimes known as 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, as well as half-orcs and muls, mostly working as general laborers or mercenaries in the poorer south quarter. In fact, this section of the city is often known as "digtown" for its high concentration of dwarf residents ("digger", "dig-dig", are all derisive terms used to refer to dwarves and muls).

Elves often pass through on business or trade, but almost never take up residence within the city.

Places of Interest: The Whispering Wizard (see the article in post #6 below).

Shopping: Consider the list in Dungeon Magazine #147 “100 Shops and Taverns” by Russell Brown.

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).

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 and his staff, 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. He or she also commands the warmages (magaicians who act as the military branch of the High Council). The current Emperor is the green dragon Dalagh Surr.

Outside of the High Council (and his command of the warmages, which is significant in itself), 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

Everlore: It is rumored that the magical gateway through which the elves first landed upon the shores of Alphere is located somewhere within the ruins of the city.

[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 gateways 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


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.

Forms of Address
When introducing himself to strangers, a dwarf uses this form: “(Name), son of (Name)”. The dwarf may further give his clan name if the stranger still seems unsure of who they are facing. For example: “Rath, son of Thoric. Clan Zakel". 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 [I]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.

Within the walls of their sanctuary, they can manifest as solid, if translucent figures. In the outside world however, they are typically intangible, ghost-like. Despite their disturbing appearance however, the Sons of Kagyar are not undead, not ghosts; they simply have a different shape and appearance from most other living creatures.

0The 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).

Gladiators
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.

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).

[A couple of my players have asked for the opportunity to flesh out Erilene, so more details to come ;)]
Artifact

08-21-07, 09:41 AM
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, most non-humans hide their religious practices from outside observers, keeping 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).

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.

I've wanted to do a homebrew version of a Core Beliefs article since first seeing them in Dragon Magazine. Sean K Reynold's does it way better of course, but just for fun, here it is ;):

The Church of Romula is the official religion of the Kingdom of Romula. It is a modern, more organized, incarnation of the fire worshipping, creationist faiths once practiced by many scattered human tribes. Founded just over a thousand years ago as part of the then newly formed kingdom, the church has grown rapidly to become the dominant religion among the humans of Alphere. Beyond the kingdom, it is more commonly known as the Church of the Silver Flame (most prominently in the Immensea region). It is a faith of healing and strength against adversity and hope against darkness. For many centuries, the church was recognized as peaceful and benign. Since the Wrath Wars however, it has become more aggressive and proactive, bringing the forces of light to bear against evil and corruption where it may seek to hide.

THE BASICSThe 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. Sometimes known as the Shinning Faith, 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 (a "bloodless" weapon), 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 book actually 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. The text tells the story of the tumultuous Wrath Wars (which spanned the entire continent of Alphere). It begins 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 Disciples of Erebus, an ancient human cult devoted to an elder evil known as the Lord of Darkness [see post #10 for more details].

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. For anyone seeking to be truly knowledgeable about the faith, it is required reading.

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 Disciples 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. It is the responsibility of the Inquisition to root these heretical groups out, as threats to proper worship.

THE INQUISITION
The Inquisition is tasked with eradicating heretics and destroying fiendish cults, which threaten the law and order of the kingdom. Agents of the Inquisition, sometimes known informally as witch hunters, are typically suspicious of everyone, with no qualms about killing innocents, as long as they also manage to slay the guilty. Needless to say, their appearance elicits dread in other folk.

Before the Wrath Wars, the Church 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).

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 Infernal 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.

Cuthbert is a traveling priest of the Church of Romula. He is of common appearance, an elderly man, white haired with a long moustache, wearing a crumpled green hat and russet clothing. He carries what appears to be a plain wooden cudgel; according to popular rumor however, this simple weapon is anything but. His most decorative item is a medallion overlaid in silver and a starburst of rubies set within. The medallion is not so much a display of wealth as is is a way for the cleric to carry wealth that can be easily distributed when necessary, such as by donating a few gems to a struggling community.

Cuthbert is a curmudgeon of an old man --set in his ways, certain he knows best, and quick to gripe about the shortcomings of others. Despite this, he is benign, holding an unwavering dedication to goodness and lawfulness. His no-nonsense attitude appeals to the commoners and frontier folk whose hard lives he touches in his many travels throughout the land. Plainspoken and intolerant of backsliding, he is a stern disciplinarian in a world where evil lurks just out of sight. Common sense and honesty are the basis of good character, and if these virtues were more common, everyone would be better off. He is a practical man who gets the job done, for nothing is worth doing if not done well, whether that means raising a barn or crushing an orc's skull.

Cuthbert travels widely throughout the many rural communities of Alphere, espousing the virtues of common sense, zeal, honesty and truth. A simple shepherd, accepting of all races and creeds, he teaches by example that hard work, truth, forthrightness, and discipline are the keys to just rewards in this life and the next. Lies, sloth, and moral weakness lead to wickedness and failure. He is a stern paternal figure, stingy in praise and quick to lecture but doing so out of love and concern for his friends.

This sidebar focuses on Cuthbert of the Cudgel (as he was often known) at a time before sainthood. For anyone who might be interested, be sure to check out Dragon Magazine #358 for an excellent Core Beliefs article on St. Cuthbert (the acutal deity of the core setting) by Sean K. Reynolds. And as long as you're there, you might as well check out the rest of the on-going series ;):

Core Beliefs by Sean K. Reynolds
#338: Boccob
#342: Olidammara
#346: Pelor
#348: Vecna (with Samuel D. Weiss)
#350: Wee Jas
#354: Heironeous
#356: Hextor
#358: Cuthbert

Back issues should be available from paizo.com, normally for cover price (around $8.00).

Druidism is an ancient religion, one whose depth in both history and culture remains largely unrevealed, even to the most wizened sages and learned philosophers. None can honestly claim to know the how, when, and where of its genesis (nor do they try); most consider that it always has been and always will be. In some ways, the Faith (as it is often simply called) appears almost sentient, revealing itself in time of greatest need, waiting to be discovered by its worshippers.

The druidic 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. This reverence for the eternal cycle of life may also explain the unique unifying effect druidism has upon the races of Everest. According to the faith, it is entirely possible for instance, that a dwarf and an elf, meeting for the first time today, are actually related in another life, whether from long ago or even into the future.

Another element of druidism that apparently has a unifying effect upon the races is the secret language of the druids themselves. [More on this aspect of druidism as I develop it]

[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).

Everlore: In a time now forgotten by all but the most ancient of beings, a terrible war erupted between two families of sorcerers—one good and one evil— that controlled great empires. Sorcerers on both sides vowed to fight until they were utterly triumphant, seeking to purge their rivals from the earth. With fearsome magic and dragon armies they battled for centuries, neither side winning final victory.

In the course of the warfare, the sorcerers wrought vast destruction on the world—forests blazed up, islands sank into the sea, entire races became extinct . During the centuries long war, a small number of druids amassed a great and vast power, the likes of which had never been seen on Everest (then or now). Finally, the hierophants (as these druids called themselves) decided to intervene in the destructive war.

Calling upon the power of the gods themselves (or so it seemed), the hierophants caused a star to fall from the very sky, into the midst of the two warring armies. Known as the Starfall, the death toll was massive, the destruction unimaginable. The loss of human life, though incalculable, would eventually replenish itself. The damage to Nature was much more devastating. To this very day, the Starfall is a wound to Nature that has never healed. The hierophants had to make a tough decision: If the war were allowed to continue, then the damage to Nature would be much worse than even that of the Starfall. So, the hierophants decided to act.

The hierophants demanded peace talks begin immediately. Despite the devastation, the two empires continued to fight. They felt certain the powerful druids wouldn’t attempt such a destructive act again. They were wrong. Within a matter of months, another Starfall was called upon by the hierophants. This time, the warring armies listened, their vast numbers nearly decimated by the incredible destruction.

The hierophants have bitter enemies in the ancient remnants of the warring sorcerers—those who escaped the fate of their fellows—those who would become known as the magi. The animosity between the hierophants and the magi continues even to the present day.

The “Starfall” is of course, a true dweomer (epic magic). The secret of true dweomers is the ace-in-the-hole of the hierophants; over countless millennia, no others have ever discovered such magic. It is a power that the
magi and high priests, in all their many centuries of existence, have never contemplated, never realized is within their gasp. That is bound to change of course; in a world of heroes and villains, anything is possible.

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 same Endless special ability as the magi (see post #10).

And once again, we have a homebrew version of Core Beliefs: This time focusing on the drow 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 is told of Solaris and Selene, two aspects of the Champion, progenitor of the other gods and creator of the elven race. Solaris and Selene were aspects of a single being, yet opposite each other in significant ways:

One male, one female, one bright, the other dark. During the Crown Wars, an ancient war that sundered the fey races, Solaris and Selene were torn apart, becoming separate entities. The story describes how the other gods betrayed their Dark Queen in favor of their Bright Lord and how she as part of her very nature, embraced such betrayal. It goes on to tell of how the Dark Queen will inevitably regain her place among the Seldarine.

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*. There is an implicit understanding among the drow that their Dark Queen will one day return to her rightful place among the Seldarine. That which was sundered will be whole again. Just as life is followed by death, the Dark Queen's reutrn is inevitable, unstoppable. Until that time however, they exist at Lloth's whim, unafraid of this eternal truth and willing to embrace it. The face any hazard with steely resolve, knowing that no danger can be remotely as terrifying as the face of the Dark Queen.

(*) 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.


http://www.geocities.com/dwayne_thomas/Silverstars.jpg
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. They may choose their favored weapon from any weapon they are racially proficient with.

Elves are very private about their religious practices, and Silverstar clerics are no exception. She will almost never reveal to a non-elf that she is a servant of the Seldarine. A Silverstar cleric 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.

Dogma: According to Silverstar beliefs, the sadness that is so easily recognized in many other elves is a sin. It is viewed as a refusal to enjoy the goodness of the Seldarine and the world the elves now live in. It is a spiritual apathy that discourages the faithful from their religious work. Silverstar elves strive to be satisfied and content in their circumstances. To do otherwise causes unhappiness.

A few more radical elements of the Silverstars believe that other elves are slothful, failing to love the Seldarine with all their hearts, minds, and souls. In their eyes, it is an insufficiency or even an absence of love.

A more “modern” take on Silverstar beliefs is that many elves fail to use their talents and gifts; it is simply a sin of “laziness”, an unwillingness to act, an unwillingness to care (rather than a failure to love the Seldarine and their works). This latter view, much more widely publicized by Silverstars than the former, is the reason they are accepted by most elves as an off-shoot of Seldarine worship, rather than outright heretics of the faith.

Most races of Alphere keep their religions hidden away from the others, but this does not hold true in the frozen land of the Northern Reaches. 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.

Unlike those worshipped in distant parts of Alphere, the Gods of the North have conventional anthromorphic forms easily recognized by mortals. These gods are visualized differently however, depending on who you ask, human or non-human. Humans view them as they might appear in the North Myths of the real world, while non-humans view them as one of their own kind. For instance, to his human worshippers, Odin appears as a massive one-eyed man, while to the orcs, he appears as a massive one-eyed orc.

The influence of the gods remains unaltered, despite variation in appearances among humans, orcs, and goblins however. So, Odin is recognized as the god of Wisdom, Magic, Death and the Dead among all the various tribes of the North, whether human or non-human.

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.

The Northern Gods (as I've taken to calling them) are the work of Seraphine Harmonium, who graciously developed them at my prompting :). The original post can be found here (http://forums.gleemax.com/showpost.php?p=11047609&postcount=44).

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:

[B]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. While the gods often have only conceptual names, the fiends are usually specifically named. The Church of Romula recognizes a group of fiends that its calls the Dark Six as the most prominently involved in mortal affairs. Listed in Righteous Wrath (a holy book of the faith), their names are: Erebus, Orcus, Pazuzu, Mephistopholes, Tiamat, and Vecna. Other names are sometimes substituted, one for another, but this is the most typical listing. The Inquisition was formed to combat the insidious threat posed by these fiends and countless others.

Fiendish Notes: 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. As in typical D&D cosmology, demons are the destroyers while devils are the corruptors.

Also, when it comes to the Dark Six, "fiend" is a term applied loosely. For instance, Erebus and Vecna aren’t strictly fiends; that is, they are neither demon nor devil, nor even figures of the Underworld. Their power levels and activities are fiendish enough however, that they are often classified among the Dark Six.

Unlike in the core setting, the Arch Lich is not a deity in Knights of Everest. The Lord of Darkness is an elder evil (as described in the supplement of the same name). On the other hand, Tiamat is an actual devil in Knights of Everest, not a deity as in the core setting. The evil Queen of the Dragons, she rules Avernus, the first circle of Hell.

Widely recognized as the Arch Lich of Alphere, very little is known for certain about Vecna's time as a mortal. The most frequent stories say that before he became a lich, he was an emperor who ruled in the early days of the Alpharian Empire, where he most likely used a different, yet unrevealed name. Many sages believe Vecna was a human warlock (perhaps the first) infamous for trafficking with an archfiend sometimes referred to (in the most obscure of texts) as the Serpent.

According to legend, it was the emperor who made first contact, drawing the archfiend’s attention to the mortal realm. Had the emperor not actively sought it out, the theory is that the archfiend might have been content to overlook Alphere altogether, thus sparing the land and its people from centuries of unrelenting strife and outright destruction at the hands of the fiends of the Underworld.

It is said that in his guise as emperor, sitting upon the Spidered Throne, the man that would become known as Vecna committed horrible evils, exploiting the lives of anyone unfortunate enough to live under his rule. That vicious rule ended however, when his fiendish patron decided it was time to collect payment for the dark powers it had bestowed upon the emperor. When Vecna refused to submit, the archfiend called upon the vampire assassin known as Kas. Its pact with Vecna was only one of many that the archfiend maintained in the mortal realm; Kas was another. A ruthless warrior of unparalleled prowess and cruelty, sometimes known as the Bloody-Handed, he set upon the trail of Vecna.

Realizing that the vampire was vastly more powerful, Vecna wisely decided to flee. Kas pursued him for many years, and it was during this trying time that Vecna learned the importance of knowledge, and even more than that, secret knowledge. Secrets have power, if only because they are lost or a person deliberately did not want them to be found. Vecna knew that if he should discover a lost secret about Kas, his pursuer, that it would give him a much-needed advantage. If he should discover a deliberate secret, he may even gain power over Kas. Vecna learned that secrets are power, and so he became obsessed with power in all its myriad forms.

Decades passed, and still Vecna continued on with Kas in relentless pursuit. Many times, in countless lands, the assassin came close to acquiring his target, but was never able to close in completely. As an unaging vampire, Kas did not feel the passing of years, but Vecna was still mortal, and so inevitably, he began to slow. He had never given up his own relentless pursuit of secrets however and eventually Vecna discovered the process that would transform him into lich, giving him a definite edge in the inescapable battle to come. As an undead magic-user, Vecna would no longer need to be concerned with the frailty of his body. By this time however, Kas had finally caught up with him.

Legends tell that the resulting battle raged for days, with Vecna empoying dark magics the world had never known and Kas severing the lich's left hand and eye. Earlier it was mentioned that if Vecna should discover a deliberate secret about Kas that it would give him a much needed advantage. Vecna had indeed learned just such a secret: Kas' sword possessed actual sentience. Using forgotten magic, the lich whispered privately into its thoughts, effectively driving the alien intelligence within the sword insane. Fighting against his own sword in addition to Vecna, Kas was unable to bring the battle to a swift conclusion.

When the smoke and magic-storms cleared, all that remained of the evil combatants were three terrible artifacts, the Hand and Eye of Vecna and the Sword of Kas. After the battle, the villains were thought destroyed; as of this writing however, final death is yet to be had in either case. In fact, Vecna continues to be pursued to this very day, although it is not Kas behind him at the moment. The archfiend, sometimes referred to as the Serpent, has taken it upon itself to make sure Vecna is held accountable. Unlike Kas however, the archfiend is much more covert in the pursuit. It is due in large part to his unearthing of dark knowledge and long-buried secrets, that Vecna is even aware of his fiendish pursuer and manages to stay one step ahead of him.

Centuries have passed, and the artifacts have traveled from land to and, sowing evil wherever they go. Although his mortal realm was long broken, Vecna's name still carries a dread weight, and cults of fear grow about him. Some seek his artifacts for their power, others think they are the keys to finding Vecna himself, and a few even wish to worship his greatness in hopes that he will teach them. Vecna's cults are incredibly secret, often with no more than a handful of individuals meeting over the course of a year. They remain quiet, communicating in codes and symbols drawn on doors or muttered in dark alleys. While some join the cult willingly, many who join do so because another cultist knows some damning secret about them and the only way to mitigate it is through service or by learning a similar secret about their tormentor.

I took great inspiration for this from "Core Beliefs: Vecna", an article in an on-going series by Sean K. Reynolds which appeared in Dragon Magazine #348; I've even gone as far as using much of Mr. Reynold's acutal wording. If you are at all interested in the subject of Vecna, I whole-heartedly recommend you check this excellent article out.

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 angels take less militaristic roles.

Seven archangels lead the Heavenly Host: Barachiel, the Messenger; Domiel, the Mercy-Bringer; Erathaol, the Seer; Pistis Sophia, the Ascetic; Raziel, the Crusader; Sealtiel, the Defender; Zaphkiel, the Watcher. Ever mindful of the vast power at their command and the responsibility it brings, (especially within the confines of a mortal realm), only a few of these paragons of Heaven have openly revealed themselves to the world. The Church of Romula recognizes four out of the seven; a triumvirate of archangels who directly inspired the writings of Silver Luminance, the holy book of the faith.
Artifact

08-22-07, 01:41 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). In addition, knaves sometimes serve as sleeper agents, who may be "knighted" at a later point in time.

The only exception to the above statement is 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 go 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, although his lieutenant, Ekaterina has been noticeably involved in the more recent recruitments.

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 are often sages interested in trading esoteric 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 archfiends 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.


Sending Stones: Ranking members of the Arcane Eye sometimes carry sending stones, as described on page 184 of Magic Item Compendium and ported for this article.

False Paper: This "item" is actually a pair of separate substances: a thick viscous liquid and a thinner fluid.

When poured over paper, the thicker liquid forms an extremely thin layer of what appears to be blank paper. The writing remains, but it is hidden behind what looks like a blank sheet. Only a DC 35 Search check reveals that the paper is dual-layered. The owner can write on this new layer, or leave it blank, as he chooses.

Applying the second fluid causes the top layer to disintegrate (along with anything written on it), revealing the original writing beneath. This has proven to be an effective means of smuggling hidden messages into or out of a city, or even -- although it costs a great deal -- a means of hiding a spellbook from prying eyes.

The cost given is for enough false paper to cover, and then reveal, a single sheet. You may add multiple layers of false paper to a single sheet, but each layer after the first reduces the DC to detect the false paper by 5.

Liquid paper is an alchemical item requiring the Craft (Alchemy) skill with the following properties: No weight, cost 15 gp, DC 20. Game designer Ari Marmell developed the item in a web 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 or circles, 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. His voice, as deformed as his body, Baalzebul’s speech is slurred and gutteral, nearly incomprehensible, in a word inhuman.

Despite his monstrous appearance, Baalzebul’s tastes are quite refined. Even for a prince, he is unbelievably wealthy and enjoys on the very best of everything. Baalzebul’s pleasures are never simple, and his appetite for only the finest in food, drink, and even women, literally knows no limits

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.

Some tales say the pair are lovers, others that they are brother and sister, still others hold both to be true. Belial appears as a squat, unattractive man of middle years, while Fierna appears as a tall, strikingly attractive young woman. Both have green eyes and red hair, Belial’s coarse and graying, Fierna’s long and glistening.

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 silver or gold. He is the most martial of the princes.

Mammon
While the princes portray themselves as archfiends of the Underworld, none actually believe their own story. None that is, except for Mammon. He truly thinks he is the archfiend 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.

GeryonGeryon is a prince of middling power, 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 temporary; it is, in fact, part of a long-term plan that Geryon has been working on for nearly a decade.

Geryon's style of dress and manner of speech is archaic. He is often seen wearing the conical hat and curled slippers last popular among the magicians of Ancient Alpharia. His speech is characterized with abundant occurrences of “thee” and “thy”.

Everlore: Although he appears to be a middle-aged human male, Geryon is actually over a century old. His true age however is evidenced not so much in body as in mind. He often reminisces of ages long ago. Many sages believe these lingering memories are not his own however; rather, they believe Geryon is the latest recipient of a repository of knowledge, from an ancient line of sorcerers, who pass their collective memories on to other sorcerers "of the Blood".

The lich Mephitopholes is credited with founding the modern incarnation of the Blood, but it is Geryon (acting out the ephemeral will of the original Blood sorcerers) who founded the original cult a thousand years ago. The Blood has existed in many different forms throughout those many centuries, but it is an ancient line of sorcerers, believed long gone from the mortal world, working through various hosts, who will bring about it's final and ultimate incarnation. Geryon is to be the final host and one day he will return to the Blood, not as a prince but as its ultimate authority.

Quote: “Ye may have not realized it quite yet, but I am in control here!”

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 solidifying her 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.]


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 building with a stone foundation and wooden upper levels. It is beginning to show some wear and tear, having 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 an image of a cone-shaped magician's hat with a large red 'X' over it. The tavern takes its name from 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 (i.e. those who cater to adventuring types), 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 quarter, 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 ;).

The Light of Arvanaith is a magical location that confers benefits upon visiting elves. It is unique from many other locations in that it requires a host site. Any natural, outdoors place can act as host: An open forest glen; a grassy field beneath the massive canopy of a great oak; a peaceful garden hedge. In all cases, the Light of Arvanaith is temporary, lasting anywhere from a few hours to a few days before moving on to the next site.

A ray of golden light falls over the site, very much like sunshine, yet none can discern its source, save the elves, who realize it originates from a bright orb, high in the sky, which they call Solaris. Although this otherworldly orb disappeared during the Time of Darkness*, the light of Solaris could not be extinguished entirely. The power of Light is such that it peeks through, here and there. For the elves, this isn’t so much a matter of science but rather of long-standing faith

The Light of Arvanaith is also unique because it chooses when and where to reveal itself to visitors, choosing also when to move on (effectively dismissing them). Anyone may visit the host site but the game benefits of the Light of Arvanaith are intended for elves only. An elf becomes instantly aware when entering a host site. Many describe a feeling like coming home after a long, arduous trip.

Arrival within the host site occurs as the result of a temporary portal appearing in the character’s midst. Often, this takes the form of a warm, inviting beam of light, as if from the late afternoon sun. This portal might appear in the depths of the Everdark, in the middle of a gloomy swamp, or along a treacherous and narrow mountain trail heading over a pass. It is up to the characters to decide whether to step into the beam of light or not. Once one chooses to do so (she must be an elf), all her companions find themselves in the host site, their former surroundings vanished.

As a provision of the gods, there are some things that visitors must observe while under the Light of Arvanaith. If anyone (elf or non-elf) attempt to cast spells or use abilities that are in opposition to the agenda of the Seldarine, the Light fades and the entire group finds itself instantly back at its previous location.

Game Effects
The Light of Arvanaith negates all normal and magical darkness within the host site.
Within the host site, the DC for domain spells cast by elven clerics is lowered from 15 to 10 + spell level. This applies to one domain spell of each level that the elven cleric is able to cast.
An elf that rests within the host site regains hit points as if she were under the long-term care of someone with the Heal skill.
Time passes differently within the host site than it does outside. No matter how long an elf remains at the site, the moment she ventures beyond its boundaries, she finds no time has passed on the outside.

(*) See "The Sun and Moon" in the section on Everlore (post #10).
Artifact

08-23-07, 01:46 PM
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.

Zenmuron suspects that cruel masters magically altered (or even erased altogether) many cherished childhood memories. Zee will stop at nothing to restore these memories. In fact, his dedication to detail is a reflection of that effort. Of course, the secrets within Zee's mind may be better left alone.

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
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:

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. [Check out post #8 for the short story I wrote while trying to imagine just such a fight :)]

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.

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 (in spite 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 High 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.

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 . . .”

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.

Everlore: Unlike most powerful magicians, the Speaker of the Stars operates independently of the magi. The exact reasons for this autonomy is unknown, but it is certain that the magi are aware of her status as an outworlder (who often travels to realms far beyond Everest), and this may play a part in why the Speaker is not recognized as a renegade magus.

Speaker of the Stars
CG female elf, Sorcerer 26

Str 10 Dex 16 Con 10 Int 15 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 (known as an eladrin); 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.

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 known as Astral serves as herald for the Speaker of the Stars. According to leged, as a child, Astral was saved from the destruction of her realm by the Speaker of the Stars.

** ** **

Speaker of the Stars (template)
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.

[Note: I'm not an optimizer by any means, so if anyone has any advice or suggestions in this area-- at least in regards to the Speaker of the Stars-- feel free to share ;). Because she's fully intended to be an "Elminster" uber-type, and I'm curious to see some ideas.]

“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 of the cold, barbaric Northern Reaches. In most of Alphere, orcs and humans are in a state of near constant war; not so in these frozen and desolate lands. Driven by necessity, these hunters know well the value of trade. Ages ago, they forged a bond of trust and began trading in more than simple food and supplies; they found themselves sharing actual thoughts and ideas, beliefs. This would eventually led to the worship of a common pantheon known as the Northern Gods. From an early age, Krusk listened as stories were traded between the orc and human tribes.

Currently, he travels the human dominated lands to the south, bringing with him a deeper understanding and appreciation for humans than is typical for an orc. Krusk is a devout follower of Thor, and like his patron god, is renowned for his great strength

Credit and thanks to Seraphine Harmonium for the idea behind the Northern Gods (as I call them). The original post can be found here (http://forums.gleemax.com/showpost.php?p=11047609&postcount=44).

Gimble (Male gnome, Rogue 5, Sorcerer 1, Bard 2)
Most gnomes wish to remain isolated from any and all outsiders. Gimble is not your typical gnome however; he has left his woodland home and now travels Alphere far and wide. As he sees it: Who wants to wake up in the same village day after day, doing the same thing as yesterday? Gimble is a footloose wanderer who looks on each day as a new adventure. Strangers be wary however, for although Gimble is quite charming, he is first and foremost a charlatan, a cunning liar that can convince someone of almost anything. For Gimble, lying is like breathing.

Jozan (Male human, Cleric 7)
A skilled fighter with his mace and a formidable spellcaster with an array of divine spells, Jozan is determined to use the gifts granted him by the Church of the Silver Flame. He is the founder and leader of the Burning Flame, a secret order of holy warriors within the Church of the Silver Flame.

The Burning Flame
Based in the city of Immensea, this order take a much more militaristic approach to combating and eradicating evil than even the mainstream faith (which has itself become more militaristic since the end of the Wrath Wars over two centuries ago).

A secret movement, the Burning Flame typically works outside the church’s hierarchy. Officials of the faith never discuss it openly. Much like inquisitors or witch hunters, they are a feared aspect of the church that few care to acknowledge.

Taking a cue from the enemies of the faith, the Burning Flame has established a secretive paladin-like order of dedicated and hardened soldiers. These guardians of the flame (as they are sometimes known) are less restrained by their knightly vows, doing what must be done, no matter how unpleasant.

Guardian of the Flame: If the optional rules for prestige classes are used, then the Guardian of the Flame is available (use the Gray Guard presented in Complete Scoundrel).

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.)

Some of the iconics have only scetchy details, others have none at all. This is mostly a filler piece, I'll fill it in later as inspiration strikes ;).
Artifact

08-23-07, 10:53 PM
Here's a small handful of monsters which are ported and/or modified for use in the Knights of Everest setting:

Banshee
The journey from Arvanaith to Everest took many months, and although aided by magic, it was arduous and not without its dangers. A few unfortunate elves lost their lives during the otherworldly voyage. Their spirits sometimes manifest 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.

Also, an Everest troll casts arcane spells as a 5th level sorcerer (6/7/4; save DC 11 + spell level). An Everest troll has the normal arcane spell failure chance for the armor it wears (10% in the case of leather armor). Typical spells known include: 0- detect magic, ghost sound, mending, open/close, ray of frost, read magic; 1st- color spray, magic missile, obscuring mist, protection from law; 2nd- bull’s strength, darkness. This supplants the Spells listing under Combat on page 70 of Fiend Folio.

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 :).

Here's a short story I wrote which directly inspired the Doppelganger template detailed above (or is that the other way around-- I always get that confused ;)).

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 . . .
Artifact

08-24-07, 06:26 PM
This section contains several mini-campaigns which use the realm of Everest as a backdrop, from a dark mirror setting, to an Underdark setting, to rules for classic gaming in Everest. This is also the place for some stuff that just doesn't seem to fit anywhere else, a "catch-all", if you will ;).

** ** **

In the tradition of Good Lolth (http://boards1.wizards.com/showthread.php?t=772931) and Gods of the Mirror-verse (http://boards1.wizards.com/showthread.php?t=780848), I proudly present ;):


http://www.jaestudio.com/DarkKnight.jpg

A thousand years ago, the Alpharian Empire fell into shadow. Once it had unified the continent of Alphere, but now this once 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.

Even the brightest realm has its dark side. Shadows of Everest is a simple “What If” to Knights of Everest. For instance: 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?

Like any good What If story, it shows us possibilities, but often these are reflected in a mirror darkly. The Alphere of Shadows is not an exact duplicate of the Alphere of Knights; it may diverge historically or geographically, certainly morally.

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.

For our homebrew games, Shadows of Everest is a campaign featuring Atropus, the World Born Dead (detailed on pages 16-31 of Elder Evils). For a thousand years, ever since the fall of the Alpharian Empire, Atropus (the proverbial Shadow) has been approaching the world of Everest. Although a focus for the evil that pervades the setting, he is not the cause of it. Rather, it is simple backsliding by the people of Everest that draws the attention of the Shadow

Apocalyptic signs, such as the "Restless Dead" (detailed in Elder Evils, precede the Shadow's arrival (follow the timeline given on page 17). The Shadow has the stats of an Aspect of Atropus. Use the descriptions for the moonlet and the various encounter areas.

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 as seen in Knights. There are some cultural considerations and adaptations unique to the Shadows setting however.

The Planetouched: The aasimar and tiefling are more common in Shadows than they are in Knights, and are *promoted* to uncommon races. In addition to the racial traits described in Races of Destiny, all planetouched have the following racial traits in common: They are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids and outsiders. Charm person works against them, and so does banishment. This trait replaces the outsider entry in each planetouched entry.

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.

Elves of Shadow: The elves are a truly pitiful people. Long seperated from their bright homeland, they suffer terribly under the oppressive weight of shadow. They are a vagabond race, relying on others for the simple means to survive. [This will prolly entail re-writing flavor rather than actual game mechanics.]

The Classes: The following classes are available as presented in the Player's Handbook: Barbarian, Druid, Fighter, Harbinger, Sorcerer, Thief. The expanded classes available are: Binder, Hexblade, Knight, Scout, Spirit Shaman, Warlock.

The Harbinger is a variant Bard class detailed in “Class Acts: Harbinger by Daniel Lawson (in Dragon Magazine #337). Purely for flavor reasons, rogues are referred to as 'thieves' in the setting.

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.

Some notes on the Prestige Bard, Paladin, and Ranger seen in Knights:
Prestige Bard: In this dark and evil realm, the Harbinger thrives. The Harbinger is a variant Bard core class. The Prestige Bard does not appear.

Prestige Paladin: The Order of the Knights Romulas are in complete disarray in this Realm of Shadow, so there are no Paladins in the setting. [Can I get a "Hell yeah!" :P]

Prestige Ranger: An tentative idea here: The Rangers in this setting are unholy elven warriors who hunt other elves as their "favored enemy" . They see hunting their own kind as nothing more than trimming the herd. The rules are the same as in Knights, except most all Rangers are evil.

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.



Here's some notes on how Everest might appear using 4th edition rules.

Core Classes: Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard

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

Uncommon Races: Eladrin, Dragonborn, Tiefling

Rare Races: Gnomes, Warforged

Unavailable Races: Half-Elf, Halfling

Half-orc PCs use the rules for Orc PCs, as presented on page 278 of the MM.

Muls are six to six and a half feet tall, 270 to 300 lbs. +2 Str, +2 Con, medium-size, speed 6 squares, vision normal.

Mul Toughness: You can use mul toughness (as warforged resolve on page 279 of the MM) as an encounter power.

Knights of Everest is intended to be "system transparent". That is, it can serve as a campaign setting for almost any edition of D&D or fantasy RPG. It can be used with v.3.5 (which I obviously prefer ;)), 4e or even a d20 system such as [I]Pathfinder.

At its core however, Knights of Everest is an effort to recapture feel of the Classic D&D games I played as a youngster way back in the early 80's ;). Whether I’ve succeeded or not is open to debate of course, but hopefully it proves fun nonetheless.

I’ve recently discovered something called “retro-clone gaming (http://en.wikipedia.org/wiki/Open_gaming)”. Products such as LABYRINTH LORD (http://www.goblinoidgames.com/labyrinthlord.htm) use the feely available d20 rules to attempt to recapture the feel of old school, classic gaming (and succeed quite well if you ask me ;)).

While the Basic D&D rules are long out-of-print, Labyrinth Lord is current and freely available. It occurs to me that these excellent rules can provide a fun, variant look at Knights of Everest, one seen not through the lens of modern gaming (such as d20), but through the lens of a classic RPG systems (such as the D&D Basic Set and its sequels). The "picture quality" of such classic systems may appear a bit grainy by modern standards (we live in the age of Blu ray, after all ;)), but they're still a lot of fun when taken for what they are.

Here’s something I think is cool: Prestige classes are all the rage in 3rd edition. Did you know however, there are "prestige classes" in the D&D Companion set? Yes, indeedy ;): Clerics may become Druids at 9th level and traveling Fighters may become Paladins (if lawful), Avengers (if chaotic), or Knights (if neutral or otherwise). Labyrinth Lord doesn’t mention them but they could easily be emulated by such rules.

There are a few things I'd like to design using the Labyrinth Lord rules. For instance, I've often wondered what half-orcs and muls would look like in D&D Basic.

Here's how elves would appear in a "Classic Everest" setting:

Just as in other settings, a character can be an elf if she has an Intelligence score of at least 9 when he is first played. However, unlike many settings, an elf cannot wield magic if she has an Intelligence of less than 16.

This results in a situation where most elves, both PCs and NPCs, don’t know the magic spells which elves in other settings do. If you want to create an elf in Knights of Everest, you have a couple of options.

If the elf you create has an Intelligence score of 16, 17, 0r 18, you can create an ordinary elf who has both fighting and magic abilities. But if the elf has an Intelligence score of 15 or less, you can create a warrior-elf.

Ordinary elves (those who learn both fighting and magic from their youth) use the normal elf progression given on page 10 of Labyrinth Lord. Warrior-elves, those elves of Everest who do not normally learn magic, use this progression instead:

LevelWarrior-Elf
1 0
2 2,030
3 4,062
4 8,125
5 16,251
6 32,501
7 65,001
8 120,001
9 240,001
10 360,001

Hit Dice
Both normal elves and warrior-elves use a six-sided die (d6) to determine their hit points.

Armor and Weapons
Warrior-elves, like normal elves, may wear any kind of armor and shield, and may use any weapon.

Special Abilities
The warrior-elf has the same special abilities of Infravision, Languages, Detection, and Immunity to Ghoul Paralysis as normal elves.

Design Notes: This is an emulation of warrior-elves from the [I]Hollow World campaign setting.


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.

.

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 not featured in this setting.

[B]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).


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: The shadow elves live in three major communities, divided according to religious beliefs. The three communities together comprise an entire region of the Middledark. [No written development yet on these communities].

Religion: Duality has always been an essential part of elven nature. For example: The Champion (creator of the Seldarine) has both male and female aspects. The shadow elves take this a step further. 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.

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 and favored class becomes psychic warrior, 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”.

Except as noted here, the shar are orcs as described in the Monster Manual.



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).

Expanded Psionics Handbook and Complete Psionic
Psionics are rare in Alphere. They are common only in the [I]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 an alien 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. This doesn't necessarily apply to PCs of course. As any DM will tell ya, PCs do whatever the hell they feel like doing ;). Hexblades are one of the expanded classes of the setting (see post #3).

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. They are one of the expanded classes for the setting.

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. They are one of the expanded classes for the setting.

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. This doesn't necessarily apply to PCs of course. As any DM will tell ya, PCs do whatever the hell they feel like doing ;). Warlocks are one of the expanded classes for the setting.

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. They are one of the expanded classes for the setting.

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

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. Here are some specific issues:

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."

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.

The flavor of the illumian race could be changed of course. For example: In the case of the illumian language, you could define the source of power that the language accesses. You could say for instance that the language is 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.

Allowing for multiple sources of magic could even mean the wizard class could be introduced into the Knights of Everest setting; this is left to DM discretion however, since it’s a major decision that fundamentally changes the setting as designed.

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. This is a ‘campaign option’ for Knights of Everest) that focuses on an entirely separate continent, with no connection to Alphere.

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 Disciples of Erebus (see post #5, under "Church of Romula").

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 (sorry ;)).

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 however, 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 detail 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. They are one of the expanded classes for the setting.

Magic of Incarnum: Like psionics, incarnum is 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 (see the appropriate articles). There are numerous prestige classes that could enhance the setting however.

Feats-Spells-Magic Items: I’ve identified a few I think are appropriate but there are certainly more options to consider.


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
SPELL COMPENDIUM
MAGIC ITEM COMPENDIUM
EXEMPLARS OF EVIL
ELDER EVILS ("capstone" of my collection)
Tome of Battle THE BOOK OF NINE SWORDS
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 (gotta 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

Don't Have-- and can honestly live without ;)
Rules Compendium
Exemplars of Evil
Monster Manual IV
Monster Manual V
Lords of Madness
Frostburn
Sandstorm
Stormwrack
Heroes of Battle
Heroes of Horror
Miniatures Handbook
Dungeon Master’s Guide II
Mysteries of the Moonsea
Dragons of Faerun
Shinning South
Corymyr: The Tearing of the Weave
Grand History of the Realms (very nice, intend on buying soon)
Expedition to the Demonweb Pits (cool adventure, bad Delve format)
Ruins of Undermountain
Ruins of Greyhawk
Drow of the Underdark
Complete Champion
Eberron books
Artifact

09-19-07, 11:29 AM
Vast and expansive is the realm of Everest and many are its hidden secrets and forbidden mysteries. Such lore is valuable and closely guarded. In fact, it is known only by the most learned and influential individuals (and even then, only in bits and pieces). The heroes may eventually unearth such arcane of their own accord, but only after much searching and many trials.

Revealed here are legends and lore that only the most wizened sages and powerful kings of Alphere have any knowledge of. Peruse at your own risk . . .

Elder magicians are often given the honorific master by younger, less experienced magicians; a few even presumptuously 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 awareness and control of the essence eclipses that of even the most experienced master magicians.

There are only a handful of magi in all of Everest. 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:

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.

A note on Epic Characters: No one gains fantastic levels anonymously in Knights of Everest. In the Forgotten Realms, a wizard might go from 20th to 30th level and hardly be noticed by the general populace.

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

Mortal dreams fade away upon the waking, 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 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.

Individually, the gods create many magnificent things. Working together, they also create dragons, magic, religion; these and more are the wondrous gifts of the gods. Who among mortals can say when, if ever, it will all end?


Erebus is an ancient being—older perhaps than even the gods themselves. It is known that his realm was the Material Plane when it was nothing but a vast emptiness, a realm of endless void that he exulted in. When the gods fashioned the worlds, Erebus took offense, as they decided to use his realm as their foundation, effectively ruining his empty paradise with their creations. Relocating in disgust to the newly formed Plane of Shadow, Erebus watched the creations of the gods grow and flourish, spreading their taint of existence to all corners of the multiverse. Hateful of the gods as much as their works, he aspires to bring about the fall of all gods and every mortal race and world, returning the planes to the emptiness he once reveled in.

Erebus is a selfish and uncaring being who hates the light and desires to see all worlds returned to the lifelessness of a never-ending night. From his temple palace on the Plane of Shadow, he makes grand and wild schemes to fulfill his improbable goal, expending legions of servants on even the most impossible plots. Although his decadence and pride make it unlikely that he will ever see his dreams fulfilled, his cultists, known appropriately enough as the Disciples of Erebus, are zealous fanatics, and his power upon the Plane of Shadow (the entirety of which he considers his domain) is nearly unmatched.

Erebus has few worshipers on the Material Plane. Those who serve him there congregate in secretive cults, usually in places of primeval darkness, such as the Everdark’s deepest depths. From there, they seek way to gain their patron’s favor, such as attacking the worshippers of gods of light, destroying races that delight in the daylight, and even plotting ways to extinguish the sun. Since the end of Wrath Wars several centuries ago, the Disciples of Erebus have operated more openly on the surface world, coming into direct conflict with the Church of Romula, a human religion devoted to good.

Erebus is introduced in Dragon Magazine #322, in an article by Nicholas J. Thalasinos. In the setting of Everest, he is an "Elder Evil" as described in the supplement of the same name. He is also known as the Devourer of Light, King of Shadows, and the Void Between the Stars. His ancient symbol is a horned arch and the favored weapon among his disciples is the “Shadow Lash” (whip).

In the darkest, coldest reaches of the Everdark, an elder evil begins to stir. An aspect of Erebus uses the stats for “Father Llymic” from Elder Evils. The encounter areas are also ported, with each encounter in the "mountain" leading deeper and deeper into the Everdark.

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 Solaris) and one female (symbolized by a moon, which elves call Selene). 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 moons, Solaris and Selene 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, Solaris has remained hidden*. No longer do the elves perceive its light or bask in its warmth. Selene 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 Selene 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 Solaris 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 Selene, it is an actual, physical moon. It is considered a secondary moon however, holding a lesser position than its counterpart. Selene 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 Selene might be one way to explain such ability.

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

(*) Check out the Light of Arvanaith in post #6 however ;).

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.
dragonoverlord

10-16-07, 12:23 PM
Do you have a map or any ideas of what the geography of this world is like? I would like to know where the places are in relation to one another and any major features like mountains, seas, and rivers.
Artifact

10-16-07, 01:22 PM
Do you have a map or any ideas of what the geography of this world is like? I would like to know where the places are in relation to one another and any major features like mountains, seas, and rivers.

I've got a hand-drawn map I use for my own games but its not exactly presentable. Map drawing is one of the most challenging aspects of setting creation for me. I can give an over-view of how the setting is laid out if anyone is interested however:

Everest is the title for the setting and also the name of the world itself. The campaign focuses on a single continent called Alphere, which is the size of real world North America.

There are five major "kingdoms" in Alphere:

The human lands are: Romula, where knights abound; Alpharia, where magicians rule, and Immensea reigon, a loose collection of influential city-states, controlled by merhant princes, sea barons, and even outright pirates. Alpharia is to the south of Romula. The Immensea region 'sits' in between Apharia and Romula, essentially in the middle of Alphere.

The dwarven land of Darkon, surrounded by the Adamantine Moutains, and controlled by the tyrannical armies of the Citadel. Darkon 'sits' to the east of Romula.

The elven sanctuary of Erilene, surrounded by protecting forests which the elves sometimes call the Emerald Sky. Erilene 'sits' on its own pennisula, to the west of Romula. Essentially, Romula sits in the middle, and is sometimes embroiled in political and even outright military conflicts between the isolationist elves and expansionistic dwarves.

There are a scattering of human and orc barbarian tribes in the cold northern frontiers of Alphere, and to the south the Talani Alliance.

Some major cities we've developed in the course of our campaign are: Prominence (capital of Romula), Alpharia (the city proper, seat of power for the fading Alpharian Empire), Immensea (again, city proper, most influential in the region).

Some of these are more detailed than others, depending on how much time our heroes actually spend there. Prominence is our campaign "stronghold" (where we return after adventures). Alpharia has been visited only once-- too far away, on the opposite end of the continent. Immensea seems to be a popular location, we've been there on several different occassions (still no sign of Captain Jack Sparrow however ;)-- ah well, give 'em what they want, eh?

There are three major seas surrounding Alphere: The Sovereign Sea to the north and the Bottomless Sea to the south. The largest inland sea is the Immensea.

In addition to map making, some of the other challenges I face with setting creation is making details on geography interesting and unique. Often, I just pull out an issue of National Geographic and let it do the work for me ;). Also, writing out a detailed and interesting history often bores me to sleep (or tears, or both), so this is another challenge (odd that I enjoy history in real life).

Mostly we just let the "details" emerge naturally from our actual game sessions. Sometimes this can be fast and spontaneous, other times it can be a long and arduous process. In any case, its always fun, and if you ask me, that's the most important function any setting serves.
dragonoverlord

10-17-07, 09:48 AM
This is basically what I was looking for. Another question, do you have an further information on the tribes to the north that you mention, anything about their society or religion?
Artifact

10-18-07, 12:42 AM
This is basically what I was looking for. Another question, do you have an further information on the tribes to the north that you mention, anything about their society or religion?

In Post #7, there is an Iconics of Everest block which gives some scetchy ideas on how the iconic D&D heroes might fit into my setting. The most fleshed out backround is for "Krusk".

He comes from the Northern Wastes, and there is some really nice information on how religion is approached among the barbarian tribes in this particular region. Its a unique, nice take that was graciously developed by Seraphine Harmonium (a member on these boards) at my prompting ;).

I was going to call this area Nordica until I realized some northern living people of the world might find such a name annoying (you know, using "nordic" to refer to anything "northern" ;)). Wow, who would have thought you'd have to take such things into consideration when posting a homebrew on the world wide web, eh? :D

I haven't developed the region much on my own yet. I figure it may be one of those things that comes out in the games themselves one day. A few of my players actually enjoy barbarians. So far, no barbarians though. I guess they're trying to be nice and avoid something that might be out of place in a "knights in shinning armor" setting. There is a place for barbarians of course, although maybe I haven't made it as obvious. I'll have to do better ;).

Since Seraphine's not around right now, I'll take a second to toot the horn about Avayevnon (http://forums.gleemax.com/showthread.php?t=721255), his homebrew ;). Its posted here and on the Campaign Builder's Guild (CBG) site I believe. Excellent work (to put it mildly), and talk about a kick ass map . . . I definitely recommend it, so check it out!
fudgethepolice

12-08-07, 02:39 PM
respect
Grizzled Gryphon

12-22-07, 08:56 AM
:bow: :clap: :tiphat:

I am at a loss for words, here. Impressive, awesome, inspired... all seem to pale in comparison to what I would like to convey, here...

A LOT of reading, though...
Khallhadras

12-23-07, 06:08 PM
Pretty nice, I like it. I was thinking about doing a homebrew similar to this, but I decided to go the more medieval/germanic gritty route instead of the chivalry, valiant deeds, knight in shining army route. Good thing I changed my mind, or you would have beaten me to this and I would have to change everything. Now...when 4E comes out I can continue and rework my setting. :) Best of wishes to any other projects you decide to take up in the future.
Artifact

12-24-07, 01:51 AM
I just want to take a moment to thank fudgethepolice, Grizzled Gryphon, and Khallhadras for their kind words and support :).

While I'm here, I guess I'll go ahead and give some details on what I enjoy about Kngihts of Everest and what specifically inspires my work on it.

I've used elements from Knights of Everest in my games since the D&D Basic Set (circa 1983). At this point, it was mostly just a clean-cut rip-off of the Grand Duchy of Karameikos (from the Known World setting; first detailed in the Gazetteer series). I even had a story and place for Bargle and Aleena, believe it or not ;).

It wasn't until 3rd edition that I really started hunting out rules I could use as design elements for an actual Knights of Everest setting. Not having a lick of talent for 3e game design myself :P , I've picked up rules for Prestigious Character Classes (from Unearthed Arcana); rules for warforged (from Eberron); and dozens of ideas and rules tid-bits from sources such as Dragon Magazine (a favorite of mine ;)), 3rd party d20 supplements, online web articles, even these very message boards.

The end result of course, is that Knights is a hodge podge of ideas and rules. I think I've managed to bring them together in some semblance of order however. That's part of the fun for me, seeing if I can actually bring it all together and it be fun and interesting. A "knights in shinning armor" setting is cliche (no doubt about it) but that in itself provided another challenge for me: Make the cliche fun-- again ;).

Another thing I really enjoy is designing word documents of my work (you know, fonts, backrounds, pictures, even embedded sound files). My friends insist I would have been happy as a webpage desinger. I enjoy piddling on my computer in my spare time and Everest is my "workbench" in that regard :).
Grizzled Gryphon

12-24-07, 03:41 AM
Is there any chance of someone getting a copy of the word document you have of this?
Artifact

12-24-07, 04:16 AM
Is there any chance of someone getting a copy of the word document you have of this?

In the past, I've converted the documents into PDF files, then burned them onto a CD and mailed it to a few online buddies. Anyone who is genuinely interested in a collection, PM me and we'll work something out. As time and money permits, I'll do what I can. I should be able to respond to any message within a day or two at most (no promises though, since real life must take precedence to any online activities ;)).

I've recently considered uploading the PDF files online so they can be downloaded by anyone who might be interested.

It would make things a bit easier on me this way, since I wouldn't have to burn a CD, package and mail it out. As far as the reader goes, he or she could get the files delivered almost immediately. I haven't done my homework on this (yet), so I don't really know what my options are. If anyone has any advice or information on how this would work, PM me.

PDF files are cool because they aren't as "big" as word documents, and they also preserve the formatting of the document no matter what computer they end up on.
Grizzled Gryphon

12-24-07, 04:20 AM
You could just PDF them, and then send them via email. Just attach them to an email to that person, and viola!!

No packaging, no snail mail, and no burning. Although that is usually the fun part...
Khallhadras

12-24-07, 12:25 PM
It is refreshing to see someone who is trying to not only bring back more original and archetypal elements of roleplay but also combining that with his own perspective and spin on the games 'feel'. Keep up the work, many a people seek inspiration from works like this and set out to do the same. And as I am on building down time right now (Writing and world building are hard when done at once) I plan to take some down time and play a relaxing game of DND, in you're setting of course. ;)

Edit: This does inspire me, so really, thanks. :)
Artifact

05-04-08, 10:36 PM
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 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.

I ran out of room in my first "Religion" post (#5), so I thought I'd begin a second one.

This is a tentative design for the setting. I honestly feel that for a religious philosophy, its just too generic (at least in game terms, fluff actually seems okay). Any advice, suggestions to spice it up?

*** *** ***

By examining this humble homebrew, its should be pretty obvious that I'm greatly inspired by material introduced in Dragon Magazine. So much of it has found a place here, in my games. I just want to take the opportunity to sincerely thank each and everyone who has contributed to the magazine over the many years. Thank you all so very much :)!
Artifact

11-12-08, 09:51 AM
There are two types of cosmologies discussed here: the Great Wheel, (used in earlier editions of D&D) and the World Axis (used in 4th edition). Knights of Everest uses the World Axis (described on pages 160 and 161 of the 4e DMG and pages 12 and 13 of the 4e Manual of the Planes. It's my ultimate "nod to 4e". Here are some quick and dirty notes on how I would convert the World Axis cosmology of 4e into 3.5 game terms.

The Astral Sea is much like the astral plane of the Great Wheel. Unlike its counterpart however, the Astral Sea is not "omnipresent", it doesn't link with virtually every other plane. You can therefore ignore the information for "astral links" presented on page 48 of the 3e MotP.

In addition, spells that access the astral plane (in 3e) now access the Astral Sea instead. See the sidebar "Without the Astral" on page 50 of the 3e MotP.

The Elemental Chaos is an amalgam of the 3e elemental planes and limbo. The Elemental Chaos has the Sporadic Dominant-Element and Highly Morphic traits (both described on page 93 of the 3e MotP, under "Limbo"). The Elemental Chaos can be controlled as described on pages 93 and 94.

Unless otherwise noted here, the Astral Sea and the Elemental Chaos are analogous to their counterparts in the Great Wheel (but see Planar Interactions below).

The Feywild has the same traits as the plane of faerie described on page 210 of the 3e MotP. As described in the 4e DMG, "The Feywild is an enchanted reflection of the world. Arcane energy flows through it like streams of crystal water. Its beauty and majesty is unparalleled in the world, and every creature of the wild is imbued with a measure of fantastic power." This supplants the description given in the 3e MotP, where the plane of faerie is described more like the Shadowfell of 4e.

The Shadowfell is essentially the plane of shadow from 3e (as mentioned on page 15 of the 4e MoP, in a sidebar discussing the "Great Wheel").

Planar Interactions: Planar interaction is described on page 15 of the 3e MotP.

The Astral Sea and the Elemental Chaos are separate from the material plane.

The Feywild and the Shadowfell are both coexistent and coterminous with the material plane (known as parallel planes in the 4e cosmology). In the World Axis cosmology of 4e, they are termed parallel planes (as described on page 8 of the 4e MotP).

There is no ethereal plane in the World Axis cosmology. No spells, magic items, or creatures are attached to the ethereal; instead, they are attached to the Feywild and the Shadowfell. See the sidebar "Without the Ethereal" on page 55 of MotP.

Unlike the 4e core cosmology, there are no Primordials in Knights of Everest.